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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Mon Apr 21, 2014 2:23 pm Post subject: TIE Heavy Fighter |
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Another ship designed for the Outer Rim campaign, for Grand Moff Maris Tomerin.
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Mon Apr 21, 2014 5:52 pm Post subject: |
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If the missiles, heavy lasers, shields, and hyperdrive stay then maneuverability and speed need to suffer. I'd say Space: 9 and Maneuverability: 1d. _________________ Blasted rules. Why can't they just be perfect? |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Mon Apr 21, 2014 6:09 pm Post subject: |
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It looks like this stuff comes from the era of dot matrix printers. If so, that's some pretty impressive graphics work for that time! _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Mon Apr 21, 2014 6:37 pm Post subject: |
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This is from the early 90's..
TIE Bombers still existed in the time frame of the campaign, this was built using the same basic framework..
The missiles are a bit like an ion cannon, or the Interdictor SD.. What should the damage be?
I shall revise these too.
If someone can redraw this, and the Shock TIE, I'll be very grateful.
I also have one more TIE to post, an Imperial Patrol Cruiser, and a Super Class idea. |
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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Tue Apr 22, 2014 5:10 am Post subject: |
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Maneuverability 2d+2 isn't unreasonable y-wings have 2d and aren't considered first rate cutting edge craft in the rebellion era. Space speed you might cut back to 8 or 9, the same speed or slightly faster than a rebellion era x-wing. 11d on the launcher isn't too implausible if you go wth the explanation that it's a heavy proton torpedo variant and maybe limit it to 4 or 5 reloads. As for the laser cannons just to be different I would split them into a pair fixed forward and the other 2 covering the rear arc, it also justifies the separate gunner better since it seems to me that the pilot should be able to handle a fixed forward missile tube on his own. |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Tue Apr 22, 2014 12:56 pm Post subject: |
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Thank you.
I have thought that the missiles on this are akin to an ion cannon in some ways, they disable the electrical systems.. there are can only be a small number to be loaded onto it. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 22, 2014 1:47 pm Post subject: |
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So it's an Ion missile.. Somewhat like the ones used in the Xwing games..
I'd put that at no more than a quad heavy ion Cannon's damage, 7d. _________________ Confucious sayeth, don't wash cat while drunk! |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Tue Apr 22, 2014 1:49 pm Post subject: |
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Exactly what I was going to do!
The laser cannons should provide a lot of punch anyway.
Is this a worthwhile things to develop, this concept? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 22, 2014 9:30 pm Post subject: |
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Possibly. Perhaps though either reduce the hyperdrive speed or space speed. Fitting that all into the space is imo a little off.
Its like with many fan made ships, there is a tendency to make them more potent than what exists. BUT if that was the case, why would the existing stuff be used if not for cost? _________________ Confucious sayeth, don't wash cat while drunk! |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Wed Apr 23, 2014 12:17 pm Post subject: |
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i do understand, thats why I'm changing things. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Apr 23, 2014 12:56 pm Post subject: |
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Here are some suggestions and no I have not read others responses, so there may be some repeating of what others have posted. If so, sorry for the redundancy.
TIE/Hv
Craft: Sienar Fleet Systems TIE Heavy Fighter
Affiliation: Moff Serbin Rek-Finden
Era: New Republic
Source: DirkCorman (Rancor Pit forums)
Type: Heavy fighter
Scale: Starfighter
Length: 7.8m
Skill: Starfighter Piloting: TIE
Crew: 2; 1 pilot, 1 gunner
Crew Skill: Starfighter piloting 4D+1, starship gunnery 5D, starship shields 3D, Astrogation 3D+1
Passengers: None
Cargo Capacity: 50 kg
Consumables: 2 days
Cost: Not for sale
Hyperdrive Multiplier: x3
Hyperdrive Backup: None
Nav Computer: programmable up to 4 jumps
Maneuverability: 2D
Space: 6
Atmosphere: 295; 850 kmh
Hull: 4D+1
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 50/2D
Focus: 3/2D+2
Weapons:
4 Laser Cannons (fire-linked)
Scale: Starfighter
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/2 km/2.5 km
Damage: 7D
Advanced Proton Torpedo (4 missiles)
Scale: Starfighter
Fire Arc: Front
Crew: 1
Fire Control: 3D+2
space Range: 1-3/6/12
Atmosphere Range: 100-300/600/1.2 km
Damage: 7D
Game Notes:
1. 1. If an advanced proton torpedo misses it can reacquire the target and attack again in the next round. This may be attempted two times at which time the torpedo uses up all of its fuel. .
2. May be mounted with an ion missile. It has the same stats as an advanced proton torpedo but does 8D ion damage.
Capsule _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Thu Apr 24, 2014 7:53 pm; edited 10 times in total |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Wed Apr 23, 2014 1:39 pm Post subject: |
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Maybe I'm missing something, but what is the justification for the highest damage on a starfighter scale laser cannon anywhere?
The B-wing's main gun is a 7D laser cannon, but it pays a heavy price for that in Maneuverability & speed.
If you want to keep the gun, the ship should be as slow as a brick, and maneuver like one as well.
I'm just thinking as an antagonist its overpowered, but knowing players they'll shoot it down with ion cannons, want to strip the gun and slap it on their own ships and call it good. THAT is game breaking. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Apr 23, 2014 3:58 pm Post subject: |
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You know I agree, I am bumping the cannons down to 7D. Thanks for the input. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Wed Apr 23, 2014 4:10 pm Post subject: |
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For this fighter I would lower the fire rate.. give it that 7D but let it only fire once every other round
OR
Make it a turbolaser that targets at capital scale, so good for blasting hard targets but a lousy dogfighter. _________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Apr 23, 2014 4:24 pm Post subject: |
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Limit the number of times it can fire? Its the same power as a B-Wing and it doesn't get that limitation. I am confused at your justification for this. In comparison to the B-Wing it has +1D more in Fire Control, no shields (B-Wing has 2D) and +1 pip more Hull. This comparing a vehicle that is 17 years older than the TIE/Sh.
Keep in mind this is starfighter designed and implemented a single space dock facility. It is neither a common ship nor one for sale to any interested parties. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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