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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sat Dec 19, 2015 11:48 pm Post subject: TIE/sf |
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TIE/sf
Craft: Sienar-Jaemus Fleet Systems TIE/sf Space Superiority Fighter
Type: Space superiority fighter
Era: Force Awakens (~34 ABY)
Affiliation: First Order
Source: Star Wars Episode VII, Star Wars Episode VII Visual Dictionary, Star Wars Episode VII Incredible Cross-Sections, stats by +Oliver Queen
Scale: Starfighter
Length: 6.69 meters
Skill: Starfighter pilot: TIE/fo
Crew: 2 (pilot, gunner)
Passengers: None
Cargo Capacity: 90 kilograms
Consumables: 2 days
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: None
Navigation Computer: Yes (may store up to 2 jumps)
Maneuverability: 3D
Space: 12
Atmosphere: 450, 1,300 kph
Hull: 3D+2
Shields: 1D
Sensors:
Passive: 35/0D
Scan: 70/1D
Search: 95/2D
Focus: 3/3D
Weapons:
4 Laser Cannons (fire-linked in pairs)
-- Fire Arc: Front, turret
-- Scale: Starship
-- Skill: Starship gunnery
-- Fire Control: 3D
-- Space Range: 1-3/12/25
-- Atmosphere Range: 100-300/1.2/2.5 km
-- Damage: 5D
Concussion Missile Launcher
-- Fire Arc: Turret
-- Scale: Starship
-- Skill: Starship gunnery
-- Fire Control: 3D
-- Space Range: 1/3/7
-- Atmosphere Range: 100/300/700
-- Ammo: 4 (2 mag-flux missiles)
-- Damage: 8D
Game Notes:
-- The pilot may fire all weapons, the gunner fires the heavy weapons turret (this includes twin laser cannons and concussion missile launcher.
-- Mag-pulse missiles are designed to take out a starship shields. Treat as an ionization attack with a result of heavy damage or higher as shields blown.
Capsule: The First Order's feared Special Forces have considerable resources at thier disposal. These include a specialized model of TIE fighter that packs additional armament into a craft designed for long-range operations way from a base or command ship. Special Forces TIEs are two-person fighters that carry a hyperdrive and deflector shields, as well as banks of high-yield deuterium cells that provide additional power to the engines, weapons, or shields and can be recharged from the TIE's solar panels. The TIE/sf's heavy weaponry and improved defensive capabilities make it a versatile attack ship suited to a range of mission profiles, from reconnaissance to combat operations.
The Special Forces TIE's deuterium cells drive a weapons package far more powerful than that of a TIE/fo. The TIE/sf's primary weapons are its front-facing laser cannons, but a heavy weapon turret and warhead launcher gives it a 360-degree field of fire and the ability to deliver specialized ordnance. The pilot can fire all weapons, but the turret is ideally controlled by the TIE/sf's rear-facing gunner.
Where the TIE/fo uses a single ion reactor aftof the pilot's seat, the TIE/sf derives from twin reactors set on either side of the command pod. The TIE/sf's additional armament, shield generators, and power-cell banks create more heat than the craft can dissipate, a problem at Sienar-Jaemus have attempteed to solve with an experimental ion-flux cooling system. All of these systems make the TIE/sf substantially heavier than a standard TIE, and the pylons between the command pod and wings have been reinforced with layers of alloy bracing.
Updated: Sat-Dec-27 |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Mon Dec 28, 2015 12:14 am; edited 3 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 23, 2015 9:35 pm Post subject: |
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I could've sworn that Poe listed off more weapons than that when he was giving Fin the brief run-down on the ship's systems. Is this based on the Visual Dictionary? _________________ "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
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Mojomoe Commander
Joined: 10 Apr 2010 Posts: 442 Location: Seattle, WA
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Posted: Wed Dec 23, 2015 10:06 pm Post subject: |
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He also listed something called "mag-pulse." |
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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Wed Dec 23, 2015 10:22 pm Post subject: |
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mag-flux missiles are listed in the write-up _________________ No matter where you go, there you are... |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 23, 2015 10:36 pm Post subject: |
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Bobmalooga wrote: | mag-flux missiles are listed in the write-up |
I'm going to see it again on Christmas day; I'll pay close attention at that point to see if I missed anything... _________________ "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
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Thu Dec 24, 2015 1:30 am Post subject: |
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crmcneill wrote: | I could've sworn that Poe listed off more weapons than that when he was giving Fin the brief run-down on the ship's systems. Is this based on the Visual Dictionary? |
"Use the toggle on the left to switch between missiles, cannons, and mag-pulses. Sight on the right to aim. Triggers to fire." _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Dec 24, 2015 1:41 am Post subject: |
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shootingwomprats wrote: | "Use the toggle on the left to switch between missiles, cannons, and mag-pulses. Sight on the right to aim. Triggers to fire." | I'll take your word for it. _________________ "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
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Thu Dec 24, 2015 12:43 pm Post subject: |
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crmcneill wrote: | shootingwomprats wrote: | "Use the toggle on the left to switch between missiles, cannons, and mag-pulses. Sight on the right to aim. Triggers to fire." | I'll take your word for it. |
Hope you would as that is the direct quote in its entirety from the movie =) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Wed May 24, 2017 6:54 pm Post subject: |
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Apologies for necroing this thread, but I was copying this down for my own writeup and I noticed that the firing arc of the turret can't be the full 360 degrees...as that would shoot directly into the ship's own TIE panels. So effectively, this ship only has the front and rear firing arcs.
This also reminds me of Indiana Jones and the Last Crusade when Indy and his dad are in that biplane being chased by German fighters and Henry has an Oh Crap moment when he winds up shooting their own tail off.
Quote: | INDY: Are we hit?
HENRY: More or less. Son, I'm sorry...they got us. |
Yeah, that's the sort of thing you want to avoid if you're only a few hundred feet up in the air, never mind outside of an atmosphere. _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed May 24, 2017 7:58 pm Post subject: |
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Sutehp wrote: | This also reminds me of Indiana Jones and the Last Crusade when Indy and his dad are in that biplane being chased by German fighters and Henry has an Oh Crap moment when he winds up shooting their own tail off.
Quote: | INDY: Are we hit?
HENRY: More or less. Son, I'm sorry...they got us. |
Yeah, that's the sort of thing you want to avoid if you're only a few hundred feet up in the air, never mind outside of an atmosphere. | Well good, safe engineering design would have a cut out to prevent the guns from firing when they are aimed at the ship. Since we are talking about an Imperial design (the guys who forget to put handrails over bottomless pits and armored baffles over thermal exhaust ports) I think the pilot better watch out for those panels.
Hey that's a great 1 on the Wild Die result. |
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