Star Wars: X-Wing Miniatures Game – TIE Punisher Expansion Pack
Star Wars: X-Wing Miniatures Game – TIE Punisher Expansion Pack Rulebook
Table of Contents
Table of Contents
Pilots
• "Redline"
TIE/ca Punisher. Adrenaline Junkie.
You can maintain up to 2 locks.
After you perform an action, you may acquire a lock.
• "Deathrain"
TIE/ca Punisher. Dexterous Bombardier.
After you drop or launch a device, you may perform an action.
Cutlass Squadron Pilot
TIE/ca Punisher.
No ability text.
Black Eight Squadron Pilot
TIE Punisher.
No ability text.
Upgrades
Flechette Torpedoes
Torpedo. Attack 3, range 2–3.
Attack (target lock): Discard this card and spend your target lock to perform this attack.
After you perform this attack, the defender receives 1 stress token if its hull value is "4" or lower.
Enhanced Scopes
System.
During the Activation phase, treat your pilot skill value as "0."
Ion Bombs
Bomb.
During the System Phase, you may spend 1 energy to drop an Ion Bomb using the straight 1 template.
Plasma Torpedoes
Torpedo. Attack 3, range 2–3.
Attack (target lock): Spend 1 energy. During the Neutralize Results step, Critical Hit results are canceled before Hit results. After this attack hits, the defender loses 1 shield.
Extra Munitions
Torpedo. Limited.
When you equip this card, place 1 ordnance token on each equipped Torpedo, Missile, and Bomb Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead.
Cluster Mines
Bomb. Printed heading: "Mine".
During the System Phase, you may spend 1 energy to drop a Cluster Mine set using the straight 1 template.
This card's energy cannot be recovered.
Advanced Homing Missiles
Missile. Attack 3, range 2.
Attack (target lock): Discard this card to perform this attack.
If this attack hits, deal 1 faceup Damage card to the defender. Then cancel all dice results.
Twin Ion Engine Mk. II
TIE only. Modification.
You may treat all bank maneuvers (left bank or right bank) as green maneuvers.