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TIE/rp "Reaper" Assault Transport
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PostPosted: Thu Mar 12, 2020 12:19 pm    Post subject: TIE/rp "Reaper" Assault Transport Reply with quote

TIE/rp "Reaper" Assault Transport
The TIE/rp "Reaper" assault transport is easily recognizable for its trademark Sienar solar collectors, while its hull presents a marked departure from other craft in the TIE line. Unlike the TIE/sk, which shares a similar wing profile, the TIE/rp Reaper functions equally well in atmosphere and vacuum. Reapers primarily serve as transports for the Empire's elite troops, delivering them into the thick of combat, from amphibious planetary landings to deep-space boarding actions. Despite the menacing appearance of its bladelike solar collectors and coffin-like hull, the TIE Reaper likely earned its unofficial moniker from its association with the Empire's infamous Death Troopers.

Supporting its primary role, the craft sports considerable defenses. In addition to its relatively well-armored hull, the TIE Reaper is equipped with ray shields. Its state-of-the-art comm systems specialize in jamming enemy communications and flustering targeting computers. Still, with its relatively light armament, the TIE Reaper customarily receives escort protection, most often in the form of TIE/In space superiority starfighters and TIE/sk strikers.

The TIE Reaper's advanced comm systems and powerful scanners are equally effective in relaying orders and monitoring a battle's progress, allowing it to fulfill a secondary function as a mobile command bunker. When it is used in this capacity, a TIE Reaper's passenger complement might serve as bodyguards for an officer.

USING THIS VEHICLE
The TIE/rp is not designed to provide ongoing fire support like the Rebels' U-wing. It lacks pintle-mounted anti-personnel weaponry, or turrets of any kind. For this reason, TIE Reapers are rarely sent into combat zones without fighter escorts. These might be tasked with protecting the transport only until it deploys its passengers, with continuing defense while the Reaper acts as a mobile command bunker.

Most Reaper crew members are skilled rivals. In combat, the Reaper's comms operator should be spoofing missiles launched against it, jamming PC communications, and slicing into the PC's flight systems. If a Reaper is jamming communications, its pilot flies defensively, trying to stay alive while maintaining the jamming.

ADVENTURE AND ENCOUNTER SEEDS
1. While providing cover for a ground operation or heist, the PCs see a TIE/rp speeding toward the operation zone carrying an elite stormtrooper squad (storm commandos or Death Troopers). Instead of taking it down, the PCs' commander wants them to let it land, eliminate the troopers, and capture the Reaper.

2. During an infiltration gone wrong, the PCs suddenly notice their communications are jammed, preventing them from calling for help or warning their allies. The PCs must disable the TIE Reaper responsible for the jamming to restore communications.



TIE "Reaper"
Craft: Sienar Fleet Systems TIE/rp "Reaper" Troop Transport
Type: Troop transport/dropship
Scale: Starfighter
Length: 24.2 meters
Skill: Space transports: TIE/rp
Crew: 1
Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D
Cargo Capacity: 2 metric tons (depending on configuration)
Passengers: 10 (troops)
Consumables: 5 days
Cost: 253,000
Hyperdrive Multiplier: x1
Hyperdrive Backup: No
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kph
Hull: 3D
Customization Points: 0
Shields: 1D
Sensors:
-- Passive: 20/0D
-- Scan: 40/1D
-- Search: 60/2D
-- Focus: 3/3D
Weapons:
2 Light Laser Cannons (fire-linked)
-- Fire Arc: Front
-- Skill: Starship gunnery
-- Fire Control: 2D
-- Space Range: 1-3/12/25
-- Atmosphere Range: 100-300/1.2/2.5 Km
-- Damage: 5D
Game Notes:
1. Electronic Countermeasures: The TIE Reaper's sophisticated comm systems give a +2D modifier to checks to spoof missiles or jam enemy communications.
Source: Starships and Speeders (p.67), D6 mechanics by +Oliver Queen
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