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

Revising Official Starship Stats
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech -> Revising Official Starship Stats Goto page 1, 2, 3, 4  Next
View previous topic :: View next topic  
Author Message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 4:33 pm    Post subject: Revising Official Starship Stats Reply with quote

Since I've re-done the official stats for vehicles and capital ships, this is the next logical step. I've redone so many of them already, scattered around the forum in various topics, that I'm not going to lead this topic off with a summary of what I intend to change. Instead, I'm just going to dive right in.

As with the others, I'm going to be concentrating on the ships from the 2R&E Rulebook and the four main sourcebooks (Star Wars SB, Movie Trilogy SB, Rebel Alliance SB and Imperial SB). I will then do stats for a selection of other ships from other material, and I will be accepting requests.

Before making a request, please bear in mind that I'm concentrating exclusively on "broken" or insufficient stats found in WEG's published material. If it doesn't already have WEG-published stats, I will not be working on it in this project.

My current list of ships is as follows:
    Z-95 Headhunter
    --Mk. I from the Corporate Sector SB
    --Z-95XT two-seat trainer
    --Z-95-AF4 single seat, hyperspace-capable
    A-Wing
    B-Wing
    X-Wing
    Y-Wing
    Y-Wing Longprobe
    TIE/ln
    TIE/rc*
    TIE/fc*
    TIE/gt*
    TIE Advanced (Vader)
    TIE Interceptor
    TIE Bomber

    Millennium Falcon
    Slave One
    Lambda-Class Shuttle
    Sentinel-Class Landing Craft

    YT-1300
    Ghtroc 720
    Guardian Light Cruiser
    Lone Scout-A

    *mentioned and described in the SWSB, but not given stats until SWAJ #10

_________________
"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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 5:39 pm    Post subject: Reply with quote

So, WEG made it clear that the Z-95s weren't hyperspace capable. Of course, the rest of the EU very quickly said "whatever" and did their own thing. Several hyperdrive-equipped versions are included in various materials, including the Zahn novels. Also, considering the revised timeline for the development of starfighters with internal hyperdrives, it's pretty obvious that, while the earliest models of the Z-95 wouldn't have had hyperdrives, later models did get them.

First up, here's the Z-95 Mk. I. I made it slow, but also boosted its atmospheric performance due to the swing-wing design (that was phased out in later models)

Z-95 Mk. I Headhunter

Craft: Incom/Subpro's Z-95 Mk. I
Type: Multi-Role Aerospace Fighter
Scale: Starship (+6D)
Length: 10.8 meters
Skill: Starship Piloting: Z-95
Crew: 1
Crew Skill:
Gunnery 3D+2
Piloting 3D+2
Shields 3D+1
Sensors 3D+1
Cargo Capacity: 50 kilograms
Consumables: 1 day
Maneuverability: 1D (2D in Atmosphere)
Space: 6
Atmosphere: 365; 1,050kph
Hull: 4D
Shields: 1D
Sensors:
Passive 15/0D
Scan 25/1D
Search 40/2D
Focus 1/3D
Weapons:
2 Triple-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D
2 Concussion Missile Launchers
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 3 per Launcher. May select Missiles from this list, depending on Availability.
_________________
"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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 6:10 pm    Post subject: Reply with quote

And here is the other end of the spectrum: the Z-95 Mk. IV. This represents the final production models of the Z-95. The combat version includes a relatively slow hyperdrive (compared to the X-Wing) and extended range (with an extra meter of length to make room for the additional systems), while the Trainer variant strips out the hyperdrive and nav-computer (along with 60% of the Consumables) to make room for the trainer station.


Z-95 Mk. IV Headhunter

Craft: Incom/Subpro's Z-95 Mk. IV-AF
Type: Multi-Role Aerospace Fighter
Scale: Starship (+6D)
Length: 11.8 meters
Skill: Starship Piloting: Z-95
Crew: 1
Crew Skill:
Gunnery 3D+2
Piloting 3D+2
Shields 3D+1
Sensors 3D+1
Cargo Capacity: 85 kilograms
Consumables: 1 week
Hyperdrive Multiplier: x2
Nav Computer: Limited (2 jumps)
Maneuverability: 1D
Space: 7
Atmosphere: 400; 1,150kph
Hull: 4D
Shields: 1D
Sensors:
Passive 15/0D
Scan 25/1D
Search 40/2D
Focus 1/3D
Weapons:
2 Triple-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D
2 Concussion Missile Launchers
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 3 per Launcher. May select Missiles from this list, depending on Availability.



Z-95 Headhunter Trainer

Craft: Incom/Subpro's Z-95 Mk. IV-XT
Type: In-System Courier/Trainer
Scale: Starship (+6D)
Length: 11.8 meters
Skill: Starship Piloting: Z-95
Crew: 1
Crew Skill:
Gunnery 3D+2
Piloting 3D+2
Shields 3D+1
Sensors 3D+1
Passengers: 1 (Passenger is equipped with a full set of controls, and can fly the ship if needs be)
Cargo Capacity: 200 kilograms
Consumables: 2 days
Maneuverability: 1D
Space: 6
Atmosphere: 365; 1,050kph
Hull: 4D
Shields: 1D
Sensors:
Passive 15/0D
Scan 25/1D
Search 40/2D
Focus 1/3D
Weapons:
2 Triple-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D
_________________
"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


Last edited by CRMcNeill on Sun Nov 19, 2017 6:53 pm; edited 1 time in total
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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 6:47 pm    Post subject: Reply with quote

Next up, the A-Wing. I've done this one before, but several of my house rules had progressed to the point where the posted stat was outdated. Here's the current version. The major changes I made were to the weapons: adding concussion missile launchers (which A-Wings in non-WEG material already have) along with the ability to fire homing missiles, and replacing the laser cannon with the auto-blaster cannon from the B-Wing, which gives the A-Wing awesome reach and firepower for taking on enemy starfighters.

A-Wing Starfighter

Craft: Alliance A-Wing
Type: Superiority / Intercept Starfighter
Scale: Starship (+6D)
Length: 9.6 meters
Skill: Starship Piloting: A-Wing*
*+5 Difficulty to All Actions if attempting operate an A-Wing without this specialization.
Crew: 1
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 5D
Shields 3D+1
Sensors 4D
Cargo Capacity: 40 kilograms
Consumables: 1 week
Hyperdrive Multiplier: x1
Nav Computer: Limited (2 jump maximum)
Maneuverability: 4D
Space: 12
Atmosphere: 450; 1,300kph
Hull: 2D+2 (Particle Shields: 1D)
Shields: 1D
-Fire Control Jammer: -1D to Enemy Fire Control in All Arcs, or -3D in One Arc Only
Sensors:
Passive 30/0D
Scan 50/1D+1
Search 75/2D+2
Focus 4/4D+1
Weapons:
2 Heavy Auto-Blaster Cannon (Fire-Linked)
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: 4D
2 Concussion Missile Launchers
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 3 per Launcher. May select Missiles from this list, depending on Availability.
_________________
"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


Last edited by CRMcNeill on Mon Nov 20, 2017 3:42 pm; edited 3 times in total
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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 7:32 pm    Post subject: Reply with quote

The biggest changes I made to the B-Wing were the weapons. I wracked my brain for quite some time, but I could only think of one practical use for the gyro-cockpit system. By poaching the 360-degree-spin laser cannon from the A-Wing (which was basically useless fluff there) and putting them on the wings (which mounted them at 90-degrees to the spinning fuselage), it gave them the ability to aim any direction, regardless of the B-Wing's flight path. It's not as responsive as a normal turret (can only fire into one arc per round), but it does allow the B-Wing to engage targets behind or to the side while it is on an attack run. This also fits with the B's back story, in that it was developed by Verpines, who have something of a reputation for neato tech ideas that don't necessarily pan out in the real world.


B-Wing Starfighter

Craft: Slayn & Korpil B-Wing Assault Fighter
Type: Heavy Assault Starfighter
Scale: Starship (+6D)
Length: 16.9 meters
Skill: Starfighter Piloting: B-Wing
Crew: 1
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 5D
Shields 3D+2
Sensors 3D+1
Cargo Capacity: 45 kilograms
Consumables: 1 week
Hyperdrive Multiplier: x2
Hyperdrive Backup: None
Nav Computer: Limited (2 jumps)
Maneuverability: 1D
Space: 6
Atmosphere: 330; 950 kph
Hull: 3D
Shields: 2D
Sensors:
Passive 30/0D
Scan 50/1D
Search 75/2D
Focus 4/3D+1
Weapons:
1 Heavy Laser Cannon
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: 7D
1 Ion Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 5D (ionization)
2 Laser Cannon (Fire-Linked)
Fire Arc: Any (limited to one fire arc per round)
Skill: Starship Gunnery
Fire Control: 4D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
Note: The high Fire Control rating is dependent on the B-Wing's innovative gyro-turret design, which is only operational when the S-Foils are in Attack Position. The lasers can still be fired while the S-Foils are in Cruise Position, but are fixed forward (Fire Arc: Front, Fire Control: 2D).
1 Dual Blaster Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
All Other Stats vary by Weapon Type
Capacity: 8 (central magazine). May select Torpedoes, Space Bombs or Decoys & Probes from this list, depending on Availability.
Note: If the B-Wing is Heavily Damaged, the gyro-turret system fails on a roll of 1-2 (in addition to the normal damage table results). If this occurs, apply the following penalties:
    -1D to Fire Control & Maneuverability.
    Dual Laser Cannon inoperable.
    Reduce Speed to Space 2 / Atmosphere 225; 650 kph.
Variants:
    B-Wing/E "Expanded" (As Above Stats, except as noted)
    The original B-Wing was rushed into combat, where several weaknesses were revealed, specifically its fragility and slow hyperspace velocity compared to other front-line Alliance fighters, as well as being under-crewed (a single pilot could not make full use of the B-Wing's various systems while in combat). As such, the /E variant was given an extended, two-seat cockpit with two complete sets of controls, allowing the two-man crew to split duties and coordinate to greater effect. Making room in the new cockpit required the removal of the dual blaster cannon, but the shuffling of internal systems also made it possible to fit a larger magazine to the proton torpedo launchers. In addition, the /E's armor and damage control systems were upgraded, and a newer, faster hyperdrive was installed. First-generation B-Wings are being pulled off the line and upgraded to /E standards as rapidly as possible, however, both variants will remain in Alliance service for the foreseeable future.
    Crew: 2 (can coordinate)
    Hyperdrive Multiplier: x1
    Space: 7
    Atmosphere: 350; 1,000 kph
    Hull: 4D
    Weapons:
    1 Dual Blaster Cannon (Removed)
    2 Proton Torpedo Launchers
    Capacity: 12

_________________
"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


Last edited by CRMcNeill on Tue Nov 21, 2017 8:00 pm; edited 1 time in total
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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 7:54 pm    Post subject: Reply with quote

The big thing I changed here was a rule for Astromech Damage Control, as we saw R2 do in ANH. What I put in is basically just a quick, one-skill-roll way to let the X-Wing ignore light damage for a little while, essentially Control Pain for a starfighter.

X-Wing Starfighter

Craft: Incom's T-65B "X-Wing"
Type: Multi-Role Starfighter
Scale: Starship (+6D)
Length: 12.5 meters
Skill: Starfighter Piloting: B-Wing
Crew: 1 & Astromech (can coordinate)
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 5D
Shields 3D
Sensors 3D+2
Cargo Capacity: 110 kilograms
Consumables: 1 week
Hyperdrive Multiplier: x1
Nav Computer: Astromech (Limited; 10 Jumps)
Maneuverability: 3D
Space: 8
Atmosphere: 365; 1,050 kph
Hull: 4D
Shields: 1D
Sensors:
Passive 25/0D
Scan 50/1D
Search 75/2D
Focus 3/4D
Weapons:
4 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
All Other Stats vary by Weapon Type
Capacity: 3 per Launcher. May select Torpedoes, Space Bombs or Decoys & Probes from this list, depending on Availability.
Special Equipment: Damage Control
The X-Wing is equipped with multiple redundant backups and various automated repair systems that are controlled by the Astromech. If the X-Wing is Lightly Damaged, the Astromech may make an Easy Repair roll (takes 1 round) to ignore the Damage result. The damage must be repaired soon, but the temporary repairs will hold long enough to get the X-Wing back to base. This may be used more than once, but Difficulty increases by +10 for each additional Lightly Damaged result. In addition, on any Wild Dice failure, a temporarily repaired system may break down again, requiring the Astromech to make a new Repair roll.
Variants:
    T-65AC4 (Use Above Stats, except as noted)
    Description: While the -B Variant has proven one of the best all-around starfighters in the galaxy, the Alliance's engineers are not resting easy on their accomplishment. They are constantly working to improve on the X-Wing's already excellent design, and their efforts have begun to pay off in the form of the T-65AC4. This upgraded design features improvements in speed, maneuverability, shield strength and sensor range, and is slowly filtering its way into Alliance combat squadrons.
    Maneuverability: 3D+2
    Space: 9
    Atmosphere: 400; 1,150kph
    Shields: 1D+2
    Sensors:
    Passive 30/0D
    Scan 60/1D
    Search 85/2D
    Focus 4/4D
    Weapons:
    1 Concussion Missile Launcher (In addition to listed Weapons)
    Fire Arc: Front
    Skill: Starship Gunnery
    All Other Stats vary by Weapon Type
    Capacity: 4. May select Missiles from this list, depending on Availability.

_________________
"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


Last edited by CRMcNeill on Fri Nov 24, 2017 7:01 pm; edited 2 times in total
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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 8:04 pm    Post subject: Reply with quote

The Y-Wing gets the same Damage Control as the X-, and also picks up the ability to drop bombs as well as shoot torpedoes (based on visual evidence from the Battle of Scariff in Rogue One).

Y-Wing Starfighter

Craft: Koensayr's BTL-S3 "Y-Wing"
Type: Attack Starfighter
Scale: Starship (+6D)
Length: 16 meters
Skill: Starship Piloting: Y-Wing
Crew: 2 (1 @ +5) & 1 Astromech
Crew Skill:
Astrogation 3D+2
Gunnery 4D+1
Piloting 4D+2
Shields 3D
Sensors 4D
Cargo Capacity: 110 kilograms
Consumables: 5 days
Hyperdrive Multiplier: x1
Nav Computer: 10 jumps (Astromech)
Maneuverability: 2D
Space: 7
Atmosphere: 350; 1,000 kph
Hull: 4D
Shields: 1D+2
Sensors:
Passive 20/0D
Scan 35/1D
Search 40/2D
Focus 2/3D
Weapons:
2 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: 5D
2 Light Ion Cannon (Fire-Linked)
Fire Arc: Turret*
Crew: 1 (if operated by co-pilot)
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 4D (ionization)
*If fired by the pilot, this weapon is Fire Arc: Front @ Fire Control of 1D.
2 Proton Torpedo Launchers
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 4 rounds per launcher. May select Torpedoes, Space Bombs or Decoys & Probes from this list, depending on Availability.
1 Bomb Launch Chute
Fire Arc: Front (Ventral)
Skill: Starship Gunnery
Rate of Fire: 2D (expends 4 bombs, 1 time/round)
All Other Stats vary by Weapon Type
Capacity: 16 rounds. May select Gravity Bombs or Space Mines from this list, depending on Availability.
Special Equipment: Damage Control
The Y-Wing is equipped with multiple redundant backups and various automated repair systems that are controlled by the Astromech. If the Y-Wing is Lightly Damaged, the Astromech may make an Easy Repair roll (takes 1 round) to ignore the Damage result. The damage must be repaired soon, but the temporary repairs will hold long enough to get the Y-Wing back to base. This may be used more than once, but Difficulty increases by +10 for each additional Lightly Damaged result. In addition, on any Wild Dice failure, a temporarily repaired system may break down again, requiring the Astromech to make a new Repair roll.
_________________
"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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 8:14 pm    Post subject: Reply with quote

And finally, the Longprobe. While WEG called it a Reconnaissance Fighter, it is more of a Fighter/Bomber, and since it has by far the best Consumables rating of any Alliance starfighter, I see Longprobes getting put to work for long range strike and escort missions, not just recon.

Y-Wing Longprobe

Craft: Koensayr's BTL-A4 "Y-Wing"
Type: Long-Range Multi-Role Fighter
Scale: Starship (+6D)
Length: 16 meters
Skill: Starship Piloting: Y-Wing
Crew: 1 & 1 Astromech
Crew Skill:
Astrogation 3D+2
Gunnery 4D+1
Piloting 4D+2
Shields 3D
Sensors 4D
Cargo Capacity: 80 kilograms
Consumables: 15 days
Hyperdrive Multiplier: x1
Hyperdrive Backup: x6
Nav Computer: Yes
Maneuverability: 2D
Space: 7
Atmosphere: 350; 1,000 kph
Hull: 4D+1
Shields: 1D
Sensors:
Passive 40/0D
Scan 70/1D
Search 80/2D
Focus 4/3D
Weapons:
2 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: 5D
2 Light Ion Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 4D (ionization)
*If fired by the pilot, this weapon is Fire Arc: Front @ Fire Control of 1D.
2 Proton Torpedo Launchers
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 4 rounds per launcher. May select Torpedoes, Space Bombs or Decoys & Probes from this list, depending on Availability.
Special Equipment: Damage Control
The Y-Wing is equipped with multiple redundant backups and various automated repair systems that are controlled by the Astromech. If the Y-Wing is Lightly Damaged, the Astromech may make an Easy Repair roll (takes 1 round) to ignore the Damage result. The damage must be repaired soon, but the temporary repairs will hold long enough to get the Y-Wing back to base. This may be used more than once, but Difficulty increases by +10 for each additional Lightly Damaged result. In addition, on any Wild Dice failure, a temporarily repaired system may break down again, requiring the Astromech to make a new Repair roll.
_________________
"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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 8:22 pm    Post subject: Reply with quote

This is basically a copy-and-paste from here.

TIE/ln Starfighter

Craft: Seinar Fleet Systems' TIE/ln
Type: Space Superiority Starfighter
Scale: Starship (+6D)
Length: 6.3 meters
Skill: Starship Piloting: TIE/ln
Crew: 1
Crew Skill:
Gunnery 4D
Piloting 4D+1
Sensors 4D
Cargo Capacity: 65 kg
Consumables: 2 days
Maneuverability: 3D (2D in Atmosphere)
Space: 10
Atmosphere: 415; 1,200 kph
Hull: 2D (Particle Shields: 1D)
Sensors:
Passive 20/0D
Scan 40/1D
Search 60/2D
Focus 3/3D
Weapons:
2 Heavy Blaster Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 4D
_________________
"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


Last edited by CRMcNeill on Sun Nov 19, 2017 10:21 pm; edited 1 time in total
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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 9:05 pm    Post subject: Reply with quote

The TIE/la is my version of the older model TIE Starfighter that preceded the TIE/ln. It's slower, but maintains its maneuverability in atmosphere. By the time of the Battle of Yavin, it has been almost entirely replaced in service with the Navy, but is actually prefered in Army Ground Support Wings due to the better in-atmosphere performance. As such, it was reclassified as the /la (Line, Army) to distinguish it from the /ln (Line, Navy).

TIE/la Starfighter

Craft: Seinar Fleet Systems' TIE/la
Type: Aerospace Superiority Starfighter
Scale: Starship (+6D)
Length: 6.3 meters
Skill: Starship Piloting: TIE/la
Crew: 1
Crew Skill:
Gunnery 4D
Piloting 4D+1
Sensors 4D
Cargo Capacity: 65 kg
Consumables: 2 days
Maneuverability: 3D
Space: 8
Atmosphere: 365; 1,050 kph
Hull: 2D (Particle Shields: 1D)
Sensors:
Passive 20/0D
Scan 40/1D
Search 60/2D
Focus 3/3D
Weapons:
2 Heavy Blaster Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 4D
_________________
"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


Last edited by CRMcNeill on Sun Nov 19, 2017 10:21 pm; edited 1 time in total
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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 9:47 pm    Post subject: Reply with quote

My feeling has always been that the TIE/rc and TIE/fc are overspecialized, and that one platform should be capable of both missions, with the augmented sensor package having the ability to target designate for other weapons. As such, rather than stat them both out, I made Recon/Fire Control variants of the TIE/ln and TIE/la, each giving up a blaster cannon to reroute power to the sensors.


TIE/sr Starfighter

Craft: Seinar Fleet Systems' TIE/sr
Type: Space Reconnaissance Starfighter
Scale: Starship (+6D)
Length: 6.3 meters
Skill: Starship Piloting: TIE/sr
Crew: 1
Crew Skill:
Gunnery 4D
Piloting 4D+1
Sensors 4D
Cargo Capacity: 65 kg
Consumables: 2 days
Maneuverability: 3D (2D in Atmosphere)
Space: 10
Atmosphere: 415; 1,200 kph
Hull: 2D (Particle Shields: 1D)
Sensors:
Passive 30/1D
Scan 60/2D
Search 90/3D
Focus 6/4D
Target Designation:
-To Designate: Pilot must make a Sensor sweep in Search mode with a base difficulty of Moderate. The sensor lock can be dodged as if it were an attack.
-Bonus: +2D to Capital Ship Gunnery, or +1D to Starship Gunnery. Multiple Fire Control equipped fighters may paint the same target, resulting in stacked bonuses. Normally, only one weapon can be guided by a sensor paint, but on a successful Command roll, a coordinated attack may include the bonus.
Weapons:
1 Heavy Blaster Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D


TIE/ar Starfighter

Craft: Seinar Fleet Systems' TIE/ar
Type: Aerospace Reconnaissance Starfighter
Scale: Starship (+6D)
Length: 6.3 meters
Skill: Starship Piloting: TIE/ar
Crew: 1
Crew Skill:
Gunnery 4D
Piloting 4D+1
Sensors 4D
Cargo Capacity: 65 kg
Consumables: 2 days
Maneuverability: 3D
Space: 8
Atmosphere: 365; 1,050 kph
Hull: 2D (Particle Shields: 1D)
Sensors:
Passive 30/1D
Scan 60/2D
Search 90/3D
Focus 6/4D
Target Designation:
-To Designate: Pilot must make a Sensor sweep in Search mode with a base difficulty of Moderate. The sensor lock can be dodged as if it were an attack.
-Bonus: +2D to Capital Ship Gunnery, or +1D to Starship Gunnery. Multiple Fire Control equipped fighters may paint the same target, resulting in stacked bonuses. Normally, only one weapon can be guided by a sensor paint, but on a successful Command roll, a coordinated attack may include the bonus.
Weapons:
1 Heavy Blaster Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D
_________________
"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


Last edited by CRMcNeill on Fri Nov 24, 2017 7:03 pm; edited 5 times in total
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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 19, 2017 10:07 pm    Post subject: Reply with quote

The TIE/gt, retired out by the Navy wherever possible in favor of the TIE Bomber, but snapped up wherever possible by the Army. In addition to ordnance capacity, it also replaced the heavy blaster cannon with a laser for greater range and punch against ground vehicles and other hard targets.

TIE/gt Starfighter

Craft: Seinar Fleet Systems' TIE/gt
Type: Ground Attack Starfighter
Scale: Starship (+6D)
Length: 6.3 meters
Skill: Starship Piloting: TIE/gt
Crew: 1
Crew Skill:
Gunnery 4D
Piloting 4D+1
Sensors 4D
Cargo Capacity: 65 kg
Consumables: 2 days
Maneuverability: 2D
Space: 4
Atmosphere: 280; 800 kph
Hull: 2D (Particle Shields: 1D)
Sensors:
Passive 20/0D
Scan 40/1D
Search 60/2D
Focus 3/3D
Weapons:
1 Laser Cannon
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: 4D+2
1 Multi-Warhead Launcher
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 6 rounds. May select Missiles, Torpedoes, Space Bombs or Decoys & Probes from this list, and Gravity Bombs or Space Mines from this list, depending on Availability.
_________________
"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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Nov 20, 2017 1:18 am    Post subject: Reply with quote

The main thing I did here was give the TIE Interceptor 1D of Shields. While I don't think the Empire was willing to put hyperdrives in its ships at this point, I'm willing to bet it was starting to recognize the advantages of survivability on its higher-end models.

I also included an option for a Modular Mission Package in the bottom of the cockpit that allows the Interceptor to be equipped with additional weapon systems.


TIE Interceptor

Craft: Seinar Fleet Systems' TIE Interceptor
Type: Intercept/Superiority Starfighter
Scale: Starship (+6D)
Length: 9.6 meters
Skill: Starship Piloting: TIE Interceptor
Crew: 1
Crew Skill:
Gunnery 4D+2
Piloting 5D
Shields 4D
Sensors 4D
Cargo Capacity: 75 kg
Consumables: 2 days
Maneuverability: 3D+2
Space: 11
Atmosphere: 435; 1,250 kph
Hull: 3D
Shields: 1D
Sensors:
Passive 25/1D
Scan 40/2D
Search 60/3D
Focus 4/3D+2
Weapons:
4 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
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: (Optional)
Although the TIE Interceptor 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 packages, each tailored to allow the TIE Interceptor to perform specific missions. The available combination of packages allows the TIE Interceptor to perform the missions associated with almost every previous variation of the TIE. The modular packages can be swapped out and replaced with a different package in less than 30 minutes (Easy Starfighter Repair, requiring 20+2D minutes). This modular nature has resulted in several newer capital vessels deploying fighter groups composed entirely of TIE Interceptors and TIE Bombers, as the TIE Interceptor is more than capable of fulfilling the roles formerly filled by the TIE/ln, TIE/rc and TIE/fc.

RECON / FIRE CONTROL
Description: This package augments the Interceptor's existing sensor package 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 package equips the Interceptor with a 4-round concussion missile launcher, usually loaded with guided missiles, which makes the Interceptor 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 package equips the interceptor 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 package equips the interceptor 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 package equips the Interceptor with a short-range grappling cable system that allows the Interceptor 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 Interceptor is linked to the target starship by a high-strength cable and fusion disk. The Interceptor can tow the cabled starship at the cost of reduced performance. For every 1D of Hull on the target, the Interceptor's Maneuverability is reduced 1D and its Speed by 2. Multiple Interceptors can grapple the target (each additional Interceptor 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.
_________________
"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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Nov 20, 2017 2:33 pm    Post subject: Reply with quote

The main changes here are the addition of shields (same reasoning as the Interceptor) and giving the Bomber the ability to carry a wide variety of ordnance (as its description says it should have). I also added a Fire Control Jammer similar to the A-Wing, except that it only works in the Front Fire Arc. The reasoning is that the Complete Vehicles book described the Bomber as having a forward EMP projector. My thinking is that this projector is used to disrupt a target's defensive weaponry while the Bomber is on an attack run and lining up a missile shot (and thus can not dodge).

TIE Bomber

Craft: Seinar Fleet Systems' TIE/sa
Type: Light Aerospace Bomber
Scale: Starship (+6D)
Length: 7.8 meters
Skill: Starship Piloting: TIE Bomber
Crew: 1
Crew Skill:
Gunnery 5D
Piloting 4D
Shields 4D
Sensors 4D
Cargo Capacity: 50 kg
Consumables: 2 days
Maneuverability: 1D
Space: 6
Atmosphere: 295; 850 kph
Hull: 4D+1
Shields: 1D
-Fire Control Jammer: -2D to Enemy Fire Control in Front Fire Arc.
Sensors:
Passive 20/1D
Scan 40/2D
Search 60/3D
Focus 4/4D
Weapons:
2 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
1 Multi-Warhead Launcher
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 8 rounds. May select Missiles, Torpedoes, Space Bombs or Decoys & Probes from this list, and Gravity Bombs or Space Mines from this list, depending on Availability.

Special Equipment: Modular Mission Pod (Optional)
The TIE Bomber has been used as a base for quite a few different variants, both in the EU and the fandom. In particular, the TIE Shuttle (as seen briefly in TESB) and the TIE Boarder are official; the TIE Shuttle's stats can be found in the SWAJ#10 Article on TIE Fighters. While the list of possible variants below was intended as a modular system, where a single TIE Bomber can swap out its Warhead Launcher for pods with other capabilities, the list can also be used to generate stats for non-modular designs, with the pods permanently installed. To use any of the variants, simply remove the Multi-Warhead Launcher from the above stat and apply the Variant / Pod Stat as described.
Notes:
-Removing one pod and installing another requires a Moderate Starfighter Repair roll, and takes 30+3D minutes. It also requires a crane and appropriate tools.
-The added Length on some pods is because the pods are long enough to extend beyond the leading edge of the ship's wing-panels.

SHUTTLE
Passengers: 2
Cargo Capacity: 1 metric ton
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1,050 kph.
Shields: 2D

CARGO
Length: 8.5 meters
Cargo Capacity: 20 metric tons
Space: 8*
Atmosphere: 365; 1,050 kph.
*Space is reduced by 1 for every 10 metric tons of cargo carried.

BOARDING
Length: 8.5 meters
Passengers: 10
Weapons:
Plasma Torch Boarding Device
Fire Arc: Front
Skill: Starship Gunnery
Crew: 1 (normally one of the passengers. Controls are mounted next to the pod's nose door)
Fire Control: 0D (Base Difficulty: Very Easy)
Range: N/A (Contact)
Fire Rate: 1
Damage: 7D + 1/round
Notes: Roll damage once per round against the target's Hull-2D. On a successful Damage roll, compare the result to the following table:
    Damage Inflicted = Time Taken To Cut Hole
    Lightly Damaged = 1 Minute (12 rounds)
    Heavily Damaged = 30 seconds (6 rounds)
    Severely Damaged = 15 seconds (3 rounds)
    Destroyed = 5 seconds (1 round)
A fully cut hull breach is 1 meter wide by 2 meters tall. Once cutting is complete, the extendable boarding collar requires three rounds to make an airtight seal.

RESCUE
Length: 8.5 meters
Passengers: 10
Special Equipment:
Universal Airlock (on the pod�s forward end)
EVA Droids (used to recover pilots or ship�s crew who have been ejected into space.)

RECOVERY
Weapons:
Tractor Beam Projector
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-2/5/10
--Atmosphere: 100m-200m/500m/1km
Damage: 4D

ASSAULT
Length: 8.5 meters
Weapons:
1 Heavy Laser Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 7D
1 Heavy Ion Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 5D (Ionization)

ATTACK
Length: 8.5 meters
Weapons:
1 Heavy Rocket Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 3-6/15/30
Atmosphere Range: 300m-600m/1.5km/3km
Damage: 12D
Ammo: 4

MINESWEEPER
Length: 8.5 meters
Weapons:
4 Light Ion Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 4D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 4D (ionization)
Special Equipment:
Minesweeping Sensors (+2D to Sensors to Detect & Identify Mines and other Stealthy Targets)

COMM/SCAN RELAY
Length: 8.5 meters
Sensors:
Passive: 50/1D
Scan: 75/2D
Search: 100/3D
Focus: 4/4D
Special Equipment:
Flight Controller Remote Relay (+1D to any one Mechanical skill roll per round for any friendly pilot within Sensor Range)

SURVEILLANCE
Length: 8.5 meters
Sensors:
Passive: 60/1D
Scan: 80/2D
Search: 120/3D
Focus: 4/4D

ELECTRONIC WARFARE
Length: 8.5 meters
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 90/3D
Focus: 3/4D
Special Equipment:
Broad-Spectrum Jamming Array
Effect: Increases the Difficulty of Communications, Sensors (Identify only) and/or Fire Control, equal to the ship�s Active Sensor dice values (+2D if Jamming all around, +3D if Jamming a single Fire Arc and +4D if Jamming a single target)
Modifiers:
+1D if Jamming in one mode only (Communications, Sensors or Fire Control)
-1D if Jamming in All Three Modes at once (Communications, Sensors and Fire Control)
-2D if Jamming a Capital Ship

SWARM
Weapons:
Swarm Missile Launcher
Fire Arc: Front
Skill: Starship Gunnery
Ammunition: 24 Stalker Concussion Missiles (generally fired in volleys of 8 ).
Description: This experimental pod has seen limited use with a few elite TIE Bomber units. When used in battle, it turns a TIE Bomber into a monstrously effective anti-starfighter platform. Loaded with passive homing Stalker Concussion Missiles, it consists of a ring of launch tubes circled a central processing core. Each missile locks onto a target, with the CPU coordinating by overriding duplicate lock-ons, or assigning multiple missiles to the same target. This occurs automatically; all the pilot has to do is select the appropriate setting from the fire control panel in the cockpit.

When activated, the swarm pod fires all eight missiles simultaneously, with the following fire patterns:
    8 targets, 1 missile each
    4 targets, 2 missiles each
    3 targets, 4 missiles to 1 target & 2 missiles each to the others
    2 targets, 4 missiles each
    1 target, 8 missiles each
Multiple missiles add the following bonus to Fire Control on all attack rolls:
    2 missiles = +1D
    4 missiles = +2D
    8 missiles = +3D

_________________
"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


Last edited by CRMcNeill on Tue Nov 21, 2017 3:48 pm; edited 3 times in total
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: 11267
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Nov 20, 2017 3:07 pm    Post subject: Reply with quote

The main changes here are changing the hyperdrive (in a universe where you can mass-produce a x1 hyperdrive that fits in a starfighter, it is beyond silly that a prototype TIE for Darth Vader would only have a x4), adding in crew skill levels for the elite pilot most PCs will wind up facing in one of these (as opposed to just saying "See Darth Vader"), bumping the Maneuverability up 1D (just as I did the regular TIE), and swapping out the lasers for auto-blasters (which are my explanation for the peculiar way Vader's cannon operated in the Death Star Trench) and Proton Torpedo Launchers (one video game gave the TIE Advanced the ability to fire Cluster Missiles, and since I'm working on giving most fighters some form of ordnance delivery, it seemed an easy fit.


TIE Advanced x1

Craft: Seinar Fleet Systems' TIE Advanced x1 (Prototype)
Type: Multi-Role Starfighter
Scale: Starship (+6D)
Length: 7.8 meters
Skill: Starship Piloting: TIE/ Advanced
Crew: 1
Crew Skill:
Astrogation 5D
Gunnery 6D
Piloting 6D
Shields 5D
Sensors 5D
Cargo Capacity: 65 kg
Consumables: 5 days
Hyperdrive Multiplier: x2
Nav Computer: Limited (10 Jump)
Maneuverability: 2D+1
Space: 10
Atmosphere: 415; 1,200 kph
Hull: 3D
Shields: 1D+1
Sensors:
Passive 20/0D
Scan 40/1D
Search 60/2D
Focus 3/3D
Weapons:
2 Heavy Auto-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-8/25/40
Atmosphere Range: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 4D
2 Proton Torpedo Launchers
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 4 rounds per launcher. May select Torpedoes, Space Bombs or Decoys & Probes from this list, depending on Availability.
_________________
"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 - 4 Hours
Goto page 1, 2, 3, 4  Next
Page 1 of 4

 
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