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The M-TIE
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Zarn
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PostPosted: Fri Oct 20, 2017 2:48 pm    Post subject: The M-TIE Reply with quote

The designer looked harried and bewildered as he tried to balance the stack of datapads he was carrying. He hadn't been laughed out of the room - worse, there had been little reaction at all. One senior member of the Admiralty had wondered whether there were any renderings, and hand seemingly lost interest when the designer admitted that there were none. Apart from that, though, they just didn't care.

That retirement package in the Kathol Rift looked better and better by the day, the designer mused. At least he would escape the Legions of Brusk Solon that way.


Last edited by Zarn on Mon Oct 23, 2017 1:58 am; edited 1 time in total
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Whill
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PostPosted: Fri Oct 20, 2017 10:49 pm    Post subject: Reply with quote

Got any images? Rough sketches even?
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Zarn
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PostPosted: Sat Oct 21, 2017 2:16 am    Post subject: Reply with quote

I don't do art in general, or 3D modeling. I was inspired by the Experimental TIEs and the Uglies to do the M-TIE.
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ForbinProject
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PostPosted: Sat Oct 21, 2017 2:19 pm    Post subject: Reply with quote

Here's a few rough text sketches.

tie fighter l-0-l
tie bomber l-00-l
tie interceptor <-0->
tie hunter >-0-<
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Whill
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PostPosted: Wed Oct 25, 2017 12:04 am    Post subject: Reply with quote

ForbinProject wrote:
Here's a few rough text sketches...

tie hunter >-0-<

That helps!
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Sutehp
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PostPosted: Wed Oct 25, 2017 1:47 pm    Post subject: Reply with quote

ForbinProject wrote:
Here's a few rough text sketches.

tie bomber l-00-l


shouldn't the TIE Bomber look more like {-00-} ? After all, it doesn't have straight wings like the TIE Fighter does.

And don't forget Vader's TIE either: {-0-}
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Ray
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PostPosted: Wed Oct 25, 2017 6:12 pm    Post subject: Reply with quote

Somehow, I doubt that ASCII-Fighters will pan out as well as TIEs or X-Wings. Laughing
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Sutehp
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PostPosted: Wed Oct 25, 2017 6:44 pm    Post subject: Reply with quote

Ray wrote:
Somehow, I doubt that ASCII-Fighters will pan out as well as TIEs or X-Wings. Laughing


It could be worse, the Empire could suddenly start relying on Preybird-class fighters of all things!

Oh wait...

Page 6 of Specter of the Past, by Timothy Zahn wrote:
"Rearm? Pellaeon threw [his executive officer] a quizzical frown. "Have you even take a cursory look at what we're working with here?" He gestured out the viewport at the Preybirds, disappearing now beneath the edge of the Chimaera's hull as they headed for the Star Destroyer's hangar. "Look at them, Captain. SoroSuub Preybirds. We're reduced to SoroSuub Preybirds."


Granted, that's Legends continuity, but still.
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CRMcNeill
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PostPosted: Wed Oct 25, 2017 7:23 pm    Post subject: Reply with quote

Zarn, I've been a little preoccupied with Darth Real Life here recently, but I'd appreciate it if you would repost your original stat.
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Zarn
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PostPosted: Thu Oct 26, 2017 6:36 am    Post subject: Reply with quote

Sure, be happy to. Glad you're feeling better.

THE MODULAR TIE FIGHTER PLATFORM - THE M-TIE

With advancements in automation as shown by the aptly named World Devastators, a new doctrine came about within certain factions in the Imperial Remnant. Whereas it previously had been cost effective to develop specialized versions of the TIE platform, as well as treating older and more obsolete versions from the TIE program as essentially disposable, that waste of resources and pilots was not sustainable for the Imperial Remnant. And so the Modular TIE Fighter program - the M-TIE - was born.

Built around a command module, the M-TIE program sought to combine both the ability to tailor payloads for a TIE squadron according to new mission profiles, as well as the ability to quickly get a damaged fighter online again by simply replacing damaged modules. Special loader droids were developed to help in such a task, as well as specially designed TIE racks that could tailor the payload for a TIE on the fly. The first-generation versions of these systems could do so on a squadron basis. The later generations could do so literally on the fly, going from a pilot in a command module to a fully assembled and launched fighter in less than a minute.

The M-TIE, though not outstanding in any particular respect, nevertheless allowed a much larger tactical flexibility in a new doctrine that emphasized starfighters as configurable and valuable resources, rather than the more disposable doctrine that the New Order had utilized. It also allowed upgrades to be more easily done with virtually no retrofit time. Though some criticized the M-TIE for being as fragile as the first generation TIEs, its proponents pointed to its customizability and upgradability as major advantages - and the fragility of the first generation M-TIEs were addressed in the M-TIE/m2, the first major upgrade to the M-TIE system, and only improved as new shield generator modules were developed.

BUILDING A CONFIGURATION FOR AN M-TIE:

The entire configuration for an M-TIE revolves around the command module. The command module could be either piloted by a droid (like the TIE/D Automated fighter) or piloted by a sentient (the standard module). The first generation command module featured a minimal life support system, a light weapons system, and a basic propulsion unit, as well as two attachment points for modules - R and L. Later generation command modules would modularize even further, divorcing both weapons systems and the propulsion unit from the command module, and even introducing extra attachment points culminating in the M-TIE/m5, with its four general attachment points (dorsal, ventral, left, right) as well as an engine attachment point (rear) and weapons attachment point (front).

Before the TIE solar collection 'wings' are attached, one or more modules are attached to the M-TIE command module according to its mission profile. The selection of modules available included afterburner-like 'booster' units, personnel shuttle units, missile pods, atmospheric bomber pods, shield generator pods, and gunner modules. These pods mostly utilize the standard orb-like design of the command module, further simplifying production. However, until the M-TIE/m5 introduced the fairing/cowl forward attachment unit, the atmospheric performance of the M-TIE would be disappointing.

Each module attached would slightly reduce the potential maneuverability of the Command module, up to the Command module's maneuverability limit. Any further modules attempted to be attached would usually result in a catastrophic failure during combat maneuvers, as the mounting points simply could not take the stresses involved. Modules would tend to be in strings from the command module. There was no requirement for symmetry in module loadout, though the modules would tend to have the central command module roughly in the center of the modules, for ease of piloting. Nevertheless, the odd layout of the starfighter tended to allow only the most talented starfighter pilots to excel when piloting M-TIEs.

The first generation M-TIE in its most basic configuration - a command module with L and R attachment points utilized by TIE Solar Collectors - would roughly be equivalent to the first TIE series set in production, but would outperform the SIE-TIE.

The most famous of the M-TIE fighter squadrons would be the 172nd Imperial Fighter Group, the Screaming Dazouri - their name referencing the changing nature of their fighters. Their squadron badge was a stylized Dazouri head - essentially a horned gremlin. The same silhouette would be painted around the viewports of their command modules. When droid command modules became available, they were dismissed as 'tinmen', and would be given a squadron badge based on the silhouette of a protocol droid.

The type designation on the Imperial IFF would include the configuration of the M-TIE, indicating what the current configuration would be. A standard first generation M-TIE with a left and right solar collector would be an M-TIEss, while a droid piloted first generation M-TIE with a left and right solar collector would be an M-TIE/d1ww. Rumours of overconfident squadron commanders selecting configurations to spell out rude words on the tactical plot are highly exaggerated and mostly fictional.

The New Republic tended to refer to the M-TIEs as 'kitbash squints' or 'ugly squints'. Oddly enough, some Twi'lek clans sought to buy as well as serve in M-TIE units - some Imperial Sociologists speculated that the Twi'leks' experience with their own 'Ugly' Chir'daki fighter made them partial to the modularized nature of the M-TIEs.

FIRST GENERATION M-TIE (M-TIE)

Module: Standard Command module (M-TIE)
Cost: +2D Maneuverability
Grants: Space 0 (maximum Cool, Double Laser Cannon (Fire arc: Front, FC: 2D, SR: 1-3/12/25, Dmg 3D), Hull 2D, Consumables 2 days, Cargo 65 kg, Sensors (Passive 20/0D, Scan 40/1D, Search 60/2D, Focus 3/3D)
Attachment points: Left (general) and Right (general)
Special: The atmospheric rating is calculated as if the Space rating is two less (-2) than its actual Space rating
The Command module is the general cockpit module for the M-TIE. As modules are added, the Command module's Maneuverability is reduced - if the addition of a module would reduce the Maneuverability below 0, the module cannot be added.

Module: Droid Command module (M-TIE/d1)
Cost: +2D Maneuverability
Grants: Same as Standard Command module except: integral droid pilot, no Consumables
Integral droid pilot with Starfighter Piloting 3D, Starship Gunnery 3D, Search 4D, 1D in all relevant attributes; otherwise identical to a standard Command module.

Module: Extreme Long Range pod (+x)
Cost: -4 pips Maneuverability
Grants: 1 stateroom with fresher facilities, cargo capacity increased to 1 metric ton, Consumables increased to 30 days, atmosphere magnetic shield, x3 Hyperdrive, integral astromech droid with 10 jump memory capacity, Starfighter Piloting 3D, Astrogation 7D

Module: Ground Attack pod (+b)
Cost: -2 pips Maneuverability
Grants: Multi-munition launcher (FA: Front or Back, FC: 1D, SR: 1-2/8/15, AR: 100-200/800/1.5km, Dmg: 8D or special), and a payload of EITHER 12 concussion missiles OR 6 proton torpedoes OR 18 air-deployed mines OR 2 cluster bombs OR 20,000 leaflets.

Module: Long Range pod (+r)
Cost: -3 pips Maneuverability
Grants: 1 stateroom with fresher facilities, cargo capacity increased to 1 metric ton, Consumables increased to 30 days, atmosphere magnetic shield

Module: Personnel Shuttle pod (+p)
Cost: -3 pips Maneuverability
Grants: Passenger capacity +2, cargo capacity increased to 1 metric ton, separately tracked Consumables rating 5 days, atmosphere magnetic shield
This module grants the capability of using the M-TIE as a priority shuttle. The Personnel Shuttle pod has a separate atmosphere magnetic shield that allows opening the hull hatch of the shuttle pod without loss of atmosphere.

Module: Shield generator pod (+s)
Cost: -2 pips Maneuverability
Grants: +1D Shields per pod

Module: Starfighter Missile pod (+m)
Cost: -2 pips Maneuverability
Grants: two Proton Torpedo Launchers (FA: Front or Back, FC: 3D, SR: 1/3/7, AR: 50-100/300/700, Dmg: 9D or special), revolver-style six-missile capacity magazine
The Missile pod exploits the orb-like general construction of the pods to use a rotating six-missile capacity magazine with two launchers attached to either side of the magazine. This allows the pilot to quickly switch between speciality warheads that may be loaded in the magazine without having to jettison any munitions, as well as facilitating rapid fire. The orb-like construction also allows the fire arc of the launchers to be decided at assembly - either front or back.

Module: Stormtrooper pod (+t)
Cost: -3 pips Maneuverability
Grants: Passenger capacity +6, cargo capacity: personal gear only, separately tracked Consumables rating 1 day, crash restraints (+2D Strength when resisting damage due to crash), large rapid egress hatch
The Stormtrooper pod allows the M-TIE to fill the role of a six-man squad transport, allowing rapid deployment of Stormtroopers in combat zones.

Module: Zero-G Stormtrooper pod (+z)
Cost: -3 pips Maneuverability
Grants: Passenger capacity +3 (Zero-G Stormtrooper bays), separately tracked Consumables rating 3 days, 3 large egress hatches (one per Zero-G bay)
The Zero-G Stormtrooper pod allows the rapid deployment or retrieval of Zero-G Stormtrooper assets faster and more efficiently than if the Zero-G Stormtroopers would utilize their own capabilities.

Module: TIE Solar Collector (+w)
Cost: -1 pip Maneuverability
Grants: +4 Space
Attachment points: None
The TIE Solar Collector module allows the TIE engine +4 in Space rating per module added, up to its maximum Space rating. This is the 'classic' hexagonal solar collector.

SECOND GENERATION M-TIE (M-TIE/m2)

Module: Advanced Command module (M-TIE/m2)
Cost: +3D Maneuverability
Grants: Space 0 (maximum 12), Four Laser Cannon (fire linked) (Fire arc: Front, FC: 3D, SR: 1-3/12/25, Dmg 6D), Hull 3D, Consumables 2 days, Cargo 75 kg, Sensors (Passive 25/1D, Scan 40/2D, Search 60/2D, Focus 4/3D+2)
Attachment points: Left (general), Right (general), Top (general)
Special: The atmospheric rating is calculated as if the Space rating is two less (-2) than its actual Space rating
The Command module is the general cockpit module for the M-TIE. As modules are added, the Command module's Maneuverability is reduced - if the addition of a module would reduce the Maneuverability below 0, the module cannot be added.

Module: Droid Command module (M-TIE/d2)
Cost: +3D Maneuverability
Grants: Same as Standard Command module except: integral droid pilot, no Consumables
Integral droid pilot with Starfighter Piloting 3D+2, Starship Gunnery 3D+2, Search 4D, 1D in all relevant attributes; otherwise identical to a standard Command module.

Module: Improved TIE Solar Collector (+W)
Cost: -1 pip Maneuverability
Grants: +4 / +5 Space
Attachment points: None
The TIE Solar Collector module allows the TIE engine +4 in Space rating for the first module and +5 for module 2 and upwards, up to the TIE engine's maximum Space rating. This is the Interceptor-style solar collector.

SAMPLE M-TIE LOADOUTS:

Scout: M-TIExww

Crew: 1, Cargo Capacity 1 metric ton, Consumables 30 days, x3 Hyperdrive (astromech droid), Maneuverability 0D, Space 8 / Atmosphere 330; 950 kmh, Hull 2D

Droid Missile Boat: M-TIE/d1mmww

Crew: droid, Cargo Capacity 65 kg, Maneuverability 0D, Space 8 / Atmosphere 330; 950 kmh, Hull 2D, 4 Proton torpedo launchers (2 x 6 missile capacity), Starfighter Piloting 3D, Starship Gunnery 3D

Droid Assault Shuttle: M-TIE/d1tsw

Fast Courier: M-TIE/m2sxWWW

Later generations would add more capabilities, and perhaps finer granularity to the gear possible to attach to the command module - such as a hyperspace module with perhaps less of a performance impact, gunnery modules for separate gunners, EW modules, ion cannon modules, more powerful engines, and so on, as well as incremental upgrades to droid brains and what have you.

Obviously, this is not an exhaustive list of all pods - I haven't even statted up all of the pods found in the flavor text. However, I was wondering what the Rancor Pit thought of something like this.
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Raven Redstar
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PostPosted: Thu Oct 26, 2017 2:51 pm    Post subject: Reply with quote

Sounds cool. I like the ability to quickly cook up a new TIE Fighter. Fits with Imperial Standardized parts doctrine.
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CRMcNeill
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PostPosted: Fri Oct 27, 2017 8:02 pm    Post subject: Reply with quote

Okay, so, looking over this, I have a couple suggestions, organizationally speaking. First, I suggest breaking down the different modules into sub-types, especially the command modules. Keep like grouped with like, especially on the core modules. Secondly, I'm having difficulty picturing how to use this in a game. It reads more like a Build-Your-Own-TIE-Fighter template, or as Seinar's in-house brochure as to how to buy the right packages for the starship you want.

I may be a little biased, having come up with my own modular variants for both the Bomber and the Interceptor, so this may not be something I'll be hugely interested in, but let me know if you'd like my input.
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Zarn
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PostPosted: Sat Oct 28, 2017 6:56 am    Post subject: Reply with quote

I see the point about the organization - the modules included were just a sample listing, and I developed the modular system as I went, so it's a bit of a hodgepodge at any rate.

It reads like an in-house brochure, because that was my intention. I wanted a framework in order to introduce one-off supertech modules in something that would otherwise be "oh, it's just some weird config of an M-TIE, probably an engineer getting creative" instead of "wow, that's a ship we've never seen before" and then BAM! supertech deployed.

I also see it built as a sort of competitor to Rom Mohc's Dark Trooper project by someone envious of Mohc's increased standing - or as a reaction to being worried by the Dark Trooper project's success (before it all came tumbling down).

Strictly speaking, it is likely a better doctrine to have dedicated platforms for separate roles if at all possible. The complexity introduced by having systems link up and perform on a mutable platform is mindboggling, and likely something that only Verpine or a similarly superhuman race would be able to build and maintain.

However, and this goes back to the original point - I envision this as something put together in order to curry favor with the Dark Council, or at least the member of the Dark Council being in charge of whatever Sphere of Influence from which this project came. Also, it depends on a fairly complex system of assembling the M-TIE itself installed on a capital ship, reducing the combat robustness of the system.

I suspect that past the marketing hype, the M-TIEs themselves might work fairly well - but that the assembly system would be hugely finicky and prone to break down under stress. Also, losing the Maneuverability dice, no matter what the ad copy says, is likely to hugely impinge on the combat survivability of the TIE pilots.

Coupling this system with a World Devastator is likely a better idea, as it would enable the World Devastator to potentially work up and develop new modules while the initial shock assault was done using existing stockpiles - and then rearm through building up a new stockpile of essentially disposable material.

On one hand, the complex assembly systems would also strongly discourage Rebel or New Republic forces from stealing these ships - but on the other hand the modules themselves would enable any half-competent Outlaw Tech to throw together some Uglies with nothing but a hydrospanner and ill intent, so it's sort of a toss-up there.

There's also an 'in-universe' limitation that I've been toying with, which the text doesn't reflect. I've been looking to developing an isolated setting with only a dozen or so systems connected through Stargate-like devices - which means that the Puddlejumpers from Stargate Atlantis show the size constraints for any ships in that setting.

However, the new supertech of one of the sides is a swarm of self-assembling starship modules enabling firepower far beyond what a single Puddlejumper-size ship can hold, and this was essentially a 'dry run' on the mechanics of how that could work.
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CRMcNeill
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PostPosted: Sat Oct 28, 2017 5:56 pm    Post subject: Reply with quote

I agree about combining this with automated manufacturing like World Devastators. IMO, it makes more sense to design a modular cockpit into an existing starfighters, than it does to design a starfighters like the TIE/D specifically for the purpose.

In the past, I've considered this a good place for a Terminator crossover, building droid bodies designed to interface with existing equipment, like putting a skeletal humanoid droid frame inside a suit of stormtrooper armor.

And a World Devastator droid brain makes for a good Skynet substitute.
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Raven Redstar
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PostPosted: Sat Oct 28, 2017 8:36 pm    Post subject: Reply with quote

Terminator Crossover sounds fun.
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