Star Wars: X-Wing Miniatures Game – Inquisitor's TIE Expansion Pack
Star Wars: X-Wing Miniatures Game – Inquisitor's TIE Expansion Pack Rulebook
Table of Contents
Table of Contents
Pilots
Each TIE Advanced Prototype pilot card prints the ship's stats (attack 2, agility 3, hull 2, shields 2), the pilot's initiative at the top left and the pilot's point cost at the bottom right. A bullet before a pilot's name marks a unique pilot.
• "The Inquisitor"
TIE Adv. Prototype. Initiative 8. Unique. Points 25.
When attacking with your primary weapon at Range 2–3, treat the range of the attack as Range 1.
• Valen Rudor
TIE Adv. Prototype. Initiative 6. Unique. Points 22.
After defending, you may perform a free action.
Sienar Test Pilot
TIE Adv. Prototype. Initiative 2. Points 16.
No ability text.
Baron of the Empire
TIE Adv. Prototype. Initiative 4. Points 19.
No ability text.
Upgrades
The upgrade cards print their cost in the bottom-right corner.
TIE/v1
Title. TIE Adv. Prototype only. Cost 1.
After you acquire a target lock, you may perform a free evade action.
Deadeye
Elite. Cost 1.
You may treat the "Attack (target lock):" header as "Attack (focus):."
When an attack instructs you to spend a target lock, you may spend a focus token instead.
Homing Missiles
Missile. Attack 4, range 2–3. Cost 5.
Attack (target lock): Discard this card to perform this attack.
The defender cannot spend evade tokens during this attack.
XX-23 S-Thread Tracers
Missile. Attack 3, range 1–3. Cost 1.
Attack (focus): Discard this card to perform this attack.
If this attack hits, each friendly ship at Range 1–2 of you may acquire a target lock on the defender. Then cancel all dice results.
Guidance Chips
Modification. Cost 0.
Once per round, when attacking with a turret or missile secondary weapon, you may change 1 die result to a hit result (or a crit result if your primary weapon value is "3" or higher).