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TIE/fb Fighter Bomber
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Drop Bear
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PostPosted: Tue May 24, 2011 5:42 am    Post subject: TIE/fb Fighter Bomber Reply with quote

TIE/fb Fighter Bomber

Developed by Flight Crews in the Valkyrie Cluster Fleet, the first examples where manufactured by Siener Frontier Systems (a division of Siener Fleet Systems) and entered service with the Valkyrie Cluster Fleet just weeks before the Battle of Yavin. Conceived to replace the now obeisant TIE/gt that never served well as a Space Bomber as it did as a Ground Support Craft among Sector Fleets that where low on the TO&E Upgrade Schedule to receive the new TIE Bomber. within a year of it's introduction over a dozen Sector level divisions of Siener Frontier Systems where producing functionally and all but technically identical models of the TIE/fb and improved models with upgraded Generators and/or Solar Collectors where under testing. by the time of the Battle of Endor the TIE/fb was well represented in most low and middle order sector fleets (with high order sector fleets reviving TIE Bombers) and even some lower order Imperial Main fleets. Progressive Development and Upgrade Programs saw the original Missile Bay replaced with a Variable Mission Bay like those found on the TIE Bomber and upgraded Generators and Solar Collectors easily able to support the ever more common Shield Generators. Post Endor as the Empire fell apart the TIE/fb became ever more common amongst the Imperial Splinters and received more minor upgrades most notability the standard instillation of improved Shield Generators.

Craft: Siener Frontier Systems TIE (Modified)
Type: Space Fighter/Bomber
Length: 7.6m Apx. (length varies by Manufacturer and Model)
Skill: Starfighter Pilot: TIE
Crew: 1
Crew Skills:
Passengers: None
Consumables: 2 days
Hyperdrive: None
Hyperdrive Backup: None
AstroNav Computer: None
Maneuverability: 2D
Hull: 2D
Space: 8
Shields: None (1D on selected models in Rebellion Era, 1D Post-Empire Era 2D on some Models)
Sensors: Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D

Weapons: Double Laser Canon (Twin Linked Laser Canons on later models), Concussion Missile Launcher (replaced by Variable Mission Bay on later models)

Double Laser Canon (Two Laser Canons (Linked) on later models)
Fire Arc: Forward
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 3/12/25
Atmosphere Range: 300M/1.2Km/25Km
Damage: 3D (5D on later models)

Concussion Missile Launcher
Fire Arc:
Skill: Starship Gunnery
Fire Control: 1D (later upgraded to 3D)
Space Range: 2/8/15
Atmosphere Range: 200M/800M/1.5Km
Damage: 8D (later upgraded to 9D)

Note: the TIE/fb has has only one Ordnance/Mission Bay compared to the TIE Bombers two meaning it carries a substantially smaller bomb load


Last edited by Drop Bear on Thu May 26, 2011 11:30 pm; edited 2 times in total
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jmanski
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PostPosted: Tue May 24, 2011 4:49 pm    Post subject: Reply with quote

Nifty idea. Two things:

It has the same maneuverability as a standard Tie/ln but has missiles... I'd probably drop it a bit.

How many concussion missiles can it carry?
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garhkal
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PostPosted: Tue May 24, 2011 5:46 pm    Post subject: Reply with quote

Also whats it Hull?
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jmanski
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PostPosted: Tue May 24, 2011 7:08 pm    Post subject: Reply with quote

Oh, good catch.
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Drop Bear
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PostPosted: Tue May 24, 2011 7:25 pm    Post subject: Reply with quote

Added Hull Code.

Maneuver is the same as the TIE (just the older TIE that is the same as the current TIE/in). as to missiles? well call it enough to do the Mission, but nowhere near enough to sit around all day lobbing ordinance all around. If you want a hard number call it 10 Concussion missile, that means 10 shots originally and 5 once they upgrade the launcher to double release (when the damage code jumps to 9D) unless they opt to replace with Photon Torpedoes giving up Range for more damage and two extra shots (taking it to 12). of cause with the Variable Mission Bay you can choose Concussion Missile Launchers, Photon Torpedoes, Ion Charges or something else (say a one or two shot Capital Missile Launcher)
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jmanski
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PostPosted: Tue May 24, 2011 9:01 pm    Post subject: Reply with quote

So it's a faster, more maneuverable TIE GT?

If you add a missile launcher and 10 concussion missiles to a TIE I think you have to sacrifice speed, maneuverability, or both, IMHO.

It's a nice concept but I feel it's overpowered.
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garhkal
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PostPosted: Tue May 24, 2011 9:05 pm    Post subject: Reply with quote

Agreed. I would say 1d man would be good. BUT i might see upping the hull to 2d+2.
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jmanski
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PostPosted: Tue May 24, 2011 9:56 pm    Post subject: Reply with quote

I could accept that. But I'd drop space to 6 or less.
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Drop Bear
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PostPosted: Wed May 25, 2011 1:58 am    Post subject: Reply with quote

OK Why did I give it the Speed and Maneuver that I did? I wanted something faster than the TIE Bomber (1e speed code 3D, 2e Space: 6) and more maneuverable than the TIE/gt (Maneuver: 1D Speed:2D/4)

reviewing the stats of the Rebel equivalent (the Y-Wing) I had to make it faster but couldn't make it more maneuverable or else it would be too good, I kept it more fragile and with less fire power (weaker canons & fewer weapon systems).

with no Movie Reference to adhere to I tried to make it balanced, Rebel Fighters own this puppy six ways from Sunday, most doing terrible, unspeakable things to it, without superior pilots they have no chance in a standup fight (even with numbers) but are a real concern against Freighters (and their Smuggler pilots) and in Objective Missions the X- & Y-Wings will have to prioritize keeping these things off the Transports and Capital Ships.
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Hellcat
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PostPosted: Wed May 25, 2011 3:10 am    Post subject: Reply with quote

Converting back to 1st Ed, the Scimitar Assault bomber would be a 4D+2 movement code, it's a 9 in the 2nd Ed and 2nd Ed R&E. It's also 2D+1 on manuverability.
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Drop Bear
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PostPosted: Wed May 25, 2011 5:25 am    Post subject: Reply with quote

And I love the Scimitar for it's almost Munchtastic abilities.

I wanted the /fb to be less bleeding edge (that's the soon to be posted /s)
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garhkal
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PostPosted: Wed May 25, 2011 6:26 pm    Post subject: Reply with quote

So hows a compromise.

Man 1d+1, space 7
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Drop Bear
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PostPosted: Thu May 26, 2011 11:27 pm    Post subject: Reply with quote

Well the TIE/gt+ an old ship (both in game and out) that is a pre-cursor to this one has in it's final form (their are about a dozen variants of it) 2D Maneuver, Space of 6 (3D Speed Code in 1e) and 2D Fire Control 3D Damage lasers.

Fluff wise the /gt+ is an against regulation modification of the /gt that sucks so hard even it needs replacing, I may add it's stats to this topic for comparison.
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jmanski
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PostPosted: Fri May 27, 2011 6:53 pm    Post subject: Reply with quote

I'm just saying that you basically have a Tie/ln with a missile launcher added, which would add weight, which would slow the thing down.
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Fallon Kell
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PostPosted: Fri May 27, 2011 10:23 pm    Post subject: Reply with quote

jmanski wrote:
I'm just saying that you basically have a Tie/ln with a missile launcher added, which would add weight, which would slow the thing down.
Pretty sure the TIE/ln has a space of 10...
Anyways, TIE's are dang near cheap as free. Just mount bigger engines to match the heavier warload and increase the cost.
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