The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

New Republic TIE Fighter
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech -> New Republic TIE Fighter Goto page Previous  1, 2, 3, 4, 5
View previous topic :: View next topic  
Author Message
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3605
Location: Maryland, USA

PostPosted: Tue Jul 05, 2011 7:57 pm    Post subject: Reply with quote

crmcneill wrote:
By House Campaign, are you referring to the Lords of the Expanse?
Nope. Just the campaign we have in our group. In house, in other words. We never played in Tapani, though we did have one NPC who was from there. I was hoping the other GM would run something in Tapani for my young Jedi as I thought his lack of KNO skills and humble background would make for a lot of challenges and it would be interesting to run into saber rakes with lightfoils. Since Bren is pretty good with a lightsaber the challenge might be to not kill them.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11521
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Jul 05, 2011 8:06 pm    Post subject: Reply with quote

Bren wrote:
crmcneill wrote:
By House Campaign, are you referring to the Lords of the Expanse?
Nope. Just the campaign we have in our group. In house, in other words. We never played in Tapani, though we did have one NPC who was from there. I was hoping the other GM would run something in Tapani for my young Jedi as I thought his lack of KNO skills and humble background would make for a lot of challenges and it would be interesting to run into saber rakes with lightfoils. Since Bren is pretty good with a lightsaber the challenge might be to not kill them.


Yeah, I haven't had the chance to play Lords of the Expanse either, but it looks like fun. Of course, a saber rake would make the perfect disguise for a Jedi...
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3605
Location: Maryland, USA

PostPosted: Tue Jul 05, 2011 9:13 pm    Post subject: Reply with quote

crmcneill wrote:
Yeah, I haven't had the chance to play Lords of the Expanse either, but it looks like fun. Of course, a saber rake would make the perfect disguise for a Jedi...
True. But it works better as a disguise if you already are a minor noble or at least a good actor. My Jedi, Bren, is neither. Hence the challenge. Laughing
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11521
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Jul 05, 2011 9:22 pm    Post subject: Reply with quote

Bren wrote:
crmcneill wrote:
Yeah, I haven't had the chance to play Lords of the Expanse either, but it looks like fun. Of course, a saber rake would make the perfect disguise for a Jedi...
True. But it works better as a disguise if you already are a minor noble or at least a good actor. My Jedi, Bren, is neither. Hence the challenge. :lol:


There is a fun little adventure in the Tapani Sector Instant Adventures book, where one of the characters finds out that they have inherited a noble title from one of the Tapani Houses. It's recommended as a good way to take an existing campaign and introduce the PCs to the Tapani Sector, with one character as the new nobleman...
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3605
Location: Maryland, USA

PostPosted: Tue Jul 05, 2011 10:17 pm    Post subject: Reply with quote

crmcneill wrote:
There is a fun little adventure in the Tapani Sector Instant Adventures book, where one of the characters finds out that they have inherited a noble title from one of the Tapani Houses. It's recommended as a good way to take an existing campaign and introduce the PCs to the Tapani Sector, with one character as the new nobleman...
Ha, ha. That would be a perfect introduction. Bren would so not want to end up a noble. He'd be far too concerned that he would grab the wrong bread roll, use the wrong fork, or drink the scented water from that funny little bowl and embarass himself and his friends. And the fancy clothes. Laughing That's even more of a nightmare for him than public speaking. And best yet, my co-GM used to read Regency Romances so she should be well prepared for the events of idle noble life.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11521
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Jul 05, 2011 10:53 pm    Post subject: Reply with quote

Bren wrote:
Ha, ha. That would be a perfect introduction. Bren would so not want to end up a noble. He'd be far too concerned that he would grab the wrong bread roll, use the wrong fork, or drink the scented water from that funny little bowl and embarass himself and his friends. And the fancy clothes. :lol: That's even more of a nightmare for him than public speaking. And best yet, my co-GM used to read Regency Romances so she should be well prepared for the events of idle noble life.


IIRC, the adventure is entitled Blood Inheritance, and the GM instructions suggest that the PC who inherits the noble title be whichever member of the team is the scruffiest or most disreputable. Of course, it wouldn't be too hard to twist that to mean "the character voted least likely to become a nobleman."
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 11906
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Jul 06, 2011 5:01 pm    Post subject: Reply with quote

crmcneill wrote:

Yeah, I haven't had the chance to play Lords of the Expanse either, but it looks like fun. Of course, a saber rake would make the perfect disguise for a Jedi...


One of my first campaign games when i first got to london, had a player do that.. make his jedi a 'saber rake....
_________________
It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.
Back to top
View user's profile Send private message
shootingwomprats
Commodore
Commodore


Joined: 11 Sep 2013
Posts: 1820
Location: Online

PostPosted: Tue May 27, 2014 10:58 am    Post subject: Reply with quote

I saw in your write-up that the guided missile system is a part of the primary configuration. When the other modular systems are installed, is this removed?
_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Back to top
View user's profile Send private message Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11521
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue May 27, 2014 11:58 am    Post subject: Reply with quote

shootingwomprats wrote:
I saw in your write-up that the guided missile system is a part of the primary configuration. When the other modular systems are installed, is this removed?

Yes. The idea is, with the standard TIE lasers moved out to the wings, there was open space available in the cockpit "chin", so the designers made it into a modular weapons pod.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11521
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jul 21, 2014 3:00 pm    Post subject: Reply with quote

My original write-up for this fighter was for a post-ROTJ fighter produced by Seinar Fleet Systems and sold to the New Repubic government as a fleet defense fighter. However, a long time ago for the AOL SW-RPG group, I wrote up similar stats that put the ship in the Rebellion era. I have long since lost the write-up (along with several other rule-gems) to the villainous Darth Harddrivecrash, but the general premise (for those who wish to use this ship in the classic era) is:

-While Incom's X-Wing design team's famous defection made a bigger splash, there was also a lesser known series of defections from Seinar Fleet Systems, with many dissatisfied and disillusioned engineers joining the Alliance, sometimes out of shared beliefs and sometimes out of simply having no other safe place to go.

-At the same time, Alliance privateers were waging a war against Imperial shipping, with captured goods and supplies being filtered to the Alliance. Included in the captured goods and supplies were TIE fighters being shipped to fleet units, either as whole units or as components and other spare parts. However, since the Alliance did not field TIE fighters, the captured components were often sold in bulk on the black market, usually at minimal profit.

-The SFS defectors, however, decided to pool their knowledge of the TIE fighter series to design an inexpensive fighter that was a closer fit with Alliance fighter doctrine, constructed from captured TIE fighters and TIE parts. The concept was that this fighter would free up the Alliance's existing long-range fighters from short-range escort work, allowing them to perform the long range superiority, strike and recon missions to which they were better suited.

-The proposal was accepted on a trial basis by Alliance Command, and after the new fighter performed to expectations, it was subsequently given the Alliance's full backing, with all captured TIE components being forwarded to the SFS team for conversion and production into S-Wings.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Zarn
Captain
Captain


Joined: 17 Jun 2014
Posts: 662
Location: Norway

PostPosted: Wed Jul 23, 2014 3:35 pm    Post subject: Reply with quote

I've been thinking about something like a 'familiarity', in order to explain the ubiquitousness of the TIE design and its rather distinct eyeball cockpit / control module.

This could work like this, for instance:

Story Factor: TIE time in the Galaxy

If you have a specialty for any TIE family craft in Starfighter Piloting, you will get a bonus to any other TIE family craft equal to your specialty bonus, up to +2D over your base Starfighter Piloting. The same rule also applies for Starfighter Gunnery.

Example: Count Ferran Fel has Starfighter Piloting 5D, and Starfighter Piloting: TIE Defender 8D. When piloting any other TIE craft, for instance a TIE Interceptor, Ferran gets a +2D bonus to his base Starfighter Piloting, i.e. rolling 5D + 2D = 7D.
Back to top
View user's profile Send private message
DougRed4
Commodore
Commodore


Joined: 18 Jan 2013
Posts: 1806
Location: Seattle, WA

PostPosted: Thu Jul 24, 2014 3:30 pm    Post subject: Reply with quote

Clever idea, Zarn!

You could even make the title:

Story Factor: TIEme in the Galaxy
_________________
Currently running Villains & Vigilantes (campaign now 24 years old), d6 Star Wars, The One Ring, and occasionally Marvel Heroic Roleplaying
Back to top
View user's profile Send private message Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11521
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Jul 24, 2014 8:47 pm    Post subject: Reply with quote

You could also specialize in TIEs in general, rather than one specific TIE model. With specialties, the best bang for your buck is to define the specialty as broadly as possible.

Or perhaps give characters a free specialization based on experience with a specific piece of equipment. Or if not free, maybe point matching of CP when spent to improve skill with something the character uses regularly (specific ship or weapon, or just specific type of ship).
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11521
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Dec 24, 2017 1:41 am    Post subject: Reply with quote

I'm re-doing this as part of my stat project. Rather than a New Republic-era ship, the background is re-written to be something that entered Alliance service pre-Endor, as the result of defections of Sienar Fleet Systems personnel to the Alliance.


S-Wing Fleet Escort Starfighter

While the dramatic defection of Incom's X-Wing design team netted the Alliance their signature multi-role fighter model, a less-well-publicized series of defections is proving consequential as well. Over the course of several months, various members of Seinar Fleet Systems' TIE design bureau have come into Alliance service, as well, bringing with them a wealth of data on TIE design.

While the Alliance had little interest in the TIE (primarily because the fragile, short-ranged TIE didn't fit with current Alliance starfighter doctrine), this small group of engineers and designers gravitated together and pooled their respective talents to see if they could change the opinion of High Command.

The team set out to use TIE components to design a fighter that would feel a much needed niche in Alliance Starfighter Command: Fleet Escort. In the Alliance Fleet, this mission was performed by a mix of Clone Wars-era V-Wings and more modern long-range fighters. What was needed was a new fighter that could free up the long-range starfighters for strike missions, as well as supplementing and replacing the aging V-Wings. Since the standard Imperial TIE was already designed as a Fleet Escort fighter, the design team took that basic design and modified it for improved durability and versatility. They also incorporated a new wing panel design that greatly improved visibility and allowed the wing to fold for independent landings. They also managed to fit a small hyperdrive into an extension mounted to the rear of the cockpit, and include a life support system so that the pilot could wear a standard Alliance flight suit and helment.

Alliance Fleet Command proved receptive to the idea for a variety of reasons, not least that they had a surplus of TIE spare parts in storage thanks to the Privateer program. In addition, former Imperial pilots who had defected to Alliance service were often already trained in TIEs, and could easily operate S-Wings with little or no training.

While production is slow, the S-Wing is entering service with the Alliance Fleet as quickly as possible. It's generally assigned in squadron-sized lots rather than individual ships, and while S-Wings and V-Wings may be based on the same ships, they are almost never found together in mixed squadrons.

Craft: FreiTek's A-TIE "S-Wing"
Type: Multi-Role Short-Range Starfighter
Scale: Starship (+6D)
Length: 6.2 meters
Skill: Starship Piloting: S-Wing
Crew: 1
Crew Skill:
Astrogation 3D
Gunnery 4D
Piloting 4D+1
Shields 4D
Sensors 4D
Cargo Capacity: 50 kilograms
Consumables: 2 days
Hyperdrive Multiplier: x2
Nav Computer: Limited (2 Jumps)
Maneuverability: 3D
Space: 8
Atmosphere: 365; 1,050kph
Hull: 3D
Shields: 1D
Sensors:
Passive 20/0D
Scan 40/1D
Search 60/2D
Focus 3/3D
Weapons:
4 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
Special Equipment: Modular Mission Packs:
    Although the S-Wing uses the same basic fuselage as the TIE/ln, it lacks the older fighter's ventral heavy blaster cannon. This left extra space available for the installation of modular packs, each tailored to allow the S-Wing to perform specific missions. The modular packs can be swapped out and replaced with a different pack in less than 30 minutes (Easy Starfighter Repair, requiring 20+2D minutes).

    RECON / FIRE CONTROL
    Description: This pack augments S-Wing's existing sensors as follows:
    Sensors:
    Passive: 30/1D+2
    Scan: 60/2D+1
    Search: 90/3D+2
    Focus: 6/5D
    Target Designator:
    -To Designate: Pilot must make an Easy Sensor Focus roll. The sensor lock can be dodged as if it were an attack.
    -Bonus: +2D to one Fire Control of one friendly (or group of weapons, if properly coordinated). Can not stack bonuses by using multiple Target Designators.

    ASSAULT
    Description: This pack equips the S-Wing with a 4-round concussion missile launcher, usually loaded with guided missiles, which makes the S-Wing much more formidable in anti-starfighter combat.
    Weapons:
    1 Concussion Missile Launcher
    Fire Arc: Front
    Skill: Starship Gunnery
    All Other Stats vary by Weapon Type
    Capacity: 4. May select Missiles from this list, depending on Availability.

    INTERCEPTOR
    Description: This pack equips the S-Wing with an auto-blaster. While underpowered, the cannon is highly accurate and is extremely useful for shooting down missiles and torpedoes, as well as engaging speeder craft and other small targets.
    Weapons:
    Autoblaster Cannon
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Range:
    --Space: 1-8/25/40
    --Orbital: 2km-16km/50km/80km
    --Atmosphere: 100m-800m/2.5km/4km
    Rate of Fire: 2D Auto-Fire
    Damage: 3D

    PURSUIT
    Description: This pack equips the S-Wing with a dual ion cannon, allowing it to disable vessels for capture.
    Weapons:
    Dual Ion Cannon
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Range:
    --Space: 1-3/7/16
    --Atmosphere: 100m/300m/700m/1.6km
    Damage: 4D (ionization)

    RECOVERY
    Description: This pack equips the S-Wing with a short-range grappling cable system that allows it to tow disabled ships (featured in Vision of the Future).
    Weapons:
    Grappling Cable Launcher
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D
    Range:
    --Space: 0-1/2/3
    --Atmosphere: 0m-100m/200m/300m
    Effect: On a successful hit, the S-Wing is linked to the target starship by a high-strength cable and fusion disk. The S-Wing can tow the cabled starship at the cost of reduced performance. For every 1D of Hull on the target, the S-Wing's Maneuverability is reduced 1D and its Speed by 2. Multiple S-Wings can grapple the target (each additional S-Wing reduces the penalty by one level, but increases Starfighter Piloting Difficulty levels by one). This can only be used against ships that are completely disabled, as the cable is not strong enough to be the rope in a tug-of-war if the targeted vessel restarts its engines and tries to escape.

    FERRY
    Description: This pack doubles the S-Wing's Consumables, allowing it to make longer flights. It is almost never used for combat missions' instead, it allows the S-Wing to self-deploy from one operational zone to another with the need for a transport vessel.
    Consumables: 4 days

Visual Differences from TIE/ln:

-Interceptor-style rectangular notches cut into leading edges of both wing panels, with TIE/ln laser cannon mounted on the gap's upper and lower edges, mated with Interceptor type targeting sensors at the base (on the wing root)

-Shield projectors mounted in hemispherical caps on the outside ends of the wing roots.

-Hyperdrive mounted in casing on rear of cockpit.

-On landing, the upper and lower halves of the wing panels fold outward 90 degrees and landing gear extends from the underside of the wing roots
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech All times are GMT - 5 Hours
Goto page Previous  1, 2, 3, 4, 5
Page 5 of 5

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0