Talk:TIE/fo Fighter Expansion Pack/@comment-26411770-20160518023130/@comment-131.217.255.209-20160518082243

If we're spitballing the stats I've got a couple of suggestions. Rather than a turret I see it having a rear auxiliary arc similar to the Firespray. One missile slot rather than two. No crew slot or system slot due to balance issues. The tech slot is a must. I see no reason to bump the shields beyond 1 - that's what modification are for.

Perhaps a Cannon slot with a generic title which allows the cannon to be fired from both arcs. Or even a title which introduces the Cannon slot but locks it to the rear arc. This might come with a 'no Heavy Laser Cannon' restriction ala no more than 5 points.

Mag Pulse Missiles as a secondary weapon which inflicts no damage but deals out Weapon Disabled tokens would be amazing. You'd see a lot of play on higher level aces as they attempt to prevent each other from firing. This would also boost the mid-aces, as your strategy would be to have the top ace Mag someone, then have the mid-ace in the position to joust with them unopposed.

In closing:

Tie/sf  - 18 points basic.

3 Hull, 1 Shield, 2 Attack, 3 Agility

(EPT) Missile Tech Modification (1 point title Cannon)

Rear Auxiliary Arc

It's a support piece, not the sort of thing you really need more than one or two of in a list, something to give your regular FO's a little 'oomph.'