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Star Wars Squadrons
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Ray
Commodore
Commodore


Joined: 31 Oct 2003
Posts: 1743
Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Fri Nov 27, 2020 7:55 pm    Post subject: Reply with quote

TIE/ln-1*
Craft: Sienar Fleet Systems TIE/ln-1*
Type: Space superiority fighter
Scale: Starfighter
Length: 6.3 meters
Skill: Starfighter piloting: TIE
Crew: 1
Crew Skill: Starfighter piloting 5D, starship gunnery 4D
Cargo Capacity: 65 kilograms
Consumables: 2 days
Cost: 65,000 (new), 35,000 (used)
Maneuverability: 2D
Space: 10
Atmosphere: 415; 1,200 kmh
Hull: 4D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D
Weapons:
2 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
4 One-Shot Concussion Missile Launchers (4 Missiles Total)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700
Damage: 8D
Note: Damage to the Port and Starboard sides of the TIE/ln-1* can only be resisted by 2D hull as the sides have not been up-armored. Damage to the fore and aft sections can be resisted at the full 4D hull.

Capsule: As the Galactic Civil War ran on, the Empire realized that, while they could pump out huge numbers of Imperial Stormtroopers and Army Troopers, Imperial Pilots were a far more limited resource. An up-armoured version of the TIE Fighter was demanded. Sienar answered the first part with an aftermarket upgrade using a down-rated P-s5.6 twin ion engine (Designated the P-s5 twin ion engine) replacing the original engines, which also eased logistical concerns, and a "strap-on" ablative armour hull added to the craft to increase the survivability of the pilot. The fact that this only added armor to the cockpit "ball" and not the heat exchanger "panels" made it a lackluster support from TIE Pilots. That said, a lot more TIE Fighter pilots survived even a mission kill situation compared to what would have killed the pilots in an earlier mission. The addition of four single-shot missile launchers for concussion missiles gives the TIE/ln a big punch against smaller capital ships that got a lot more applause from TIE pilots.
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TIE/ln-2
Craft: Sienar Fleet Systems TIE/ln
Type: Space superiority fighter
Scale: Starfighter
Length: 6.3 meters
Skill: Starfighter piloting: TIE
Crew: 1
Crew Skill: Starfighter piloting 5D, starship gunnery 4D
Cargo Capacity: 65 kilograms
Consumables: 2 days
Cost: 65,000 (new), 35,000 (used)
Maneuverability: 2D
Space: 10
Atmosphere: 415; 1,200 kmh
Hull: 4D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D
Weapons:
2 Laser Cannons (fire linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
4 One-Shot Concussion Missile Launchers (4 Missiles Total)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700
Damage: 8D

Capsule: Taking the modifications designed for the TIE/ln-1*, and applying those designs from the frame out, the TIE/ln-2 is a superior, all-around fighter system compared to the original, fragile TIE Fighter of old. Coming out just after The Battle Of Endor, the ship comes stock with a self-repair unit (consisting of a customized "repair droid/astromech droid" that is mounted at the back of the craft as well as extensive secondary and tertiary systems in place). It still is powered and propelled by the P-s5 twin ion engine, but the added weight of the armor to the heat exchange wings removes any performance improvements that it might have seen. It does, however, make the craft as durable, although without shields, as the infamous Z-95 Headhunter. Keeping the four single-shot concussion missile launchers, combined with the "all around armor" of this upgrade has made it a favorite of TIE Fighter pilots, and more than one group has finally lived long enough to be allowed to have "squadron colors".
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Ray
Commodore
Commodore


Joined: 31 Oct 2003
Posts: 1743
Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Sun Nov 29, 2020 8:58 pm    Post subject: Reply with quote

TIE/in-2
Craft: Sienar Fleet Systems TIE Interceptor-2
Type: Space superiority starfighter
Scale: Starfighter
Length: 6.6 meters
Skill: Starfighter piloting: TIE
Crew: 1
Crew Skill: Starfighter piloting 5D, starship gunnery 5D
Cargo Capacity: 75 kilograms
Consumables: 1 days
Cost: 100,000 (new), 70,000 (used)
Maneuverability: 4D
Space: 11
Atmosphere: 435; 1,250 kmh
Hull: 2D
Sensors:
Passive: 25/1D
Scan: 40/2D
Search: 60/2D
Focus: 4/3D+2

Weapons:
4 Laser Cannons (fire linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D

2 One-Shot Concussion Missile Launchers (2 Missiles Total)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700
Damage: 8D

Capsule: While realizing that the continued survival of TIE Pilots was a premium, after Endor the Imperial Remnants realized also that they had to be far more economic with their manufacturing. Realizing that the extensive enhancements of the P-s5.6 against the P-s5 that was now equipping TIE Fighters, made for exceptional savings on both droid hours, expensive materials, and maintenance required even at just a squadron's size, forget the extensive fleets of TIE craft required. While some Sienar plants worked to upgrade TIE Interceptors with shield generators or hyperdrives with the usual P-s5.6, these were dedicated for elite units, while more lackluster squadrons got the downgraded P-s5 engines with a reduction in armor plating to keep performance at the same level. In fact, these craft were found to be a tad more nimble, and pilots that prefer TIE/in-2s thumb their noses at the "Elites" who "need armor and shields" at the expense of maneuverability, and are also happy to brag about the "arm"-mounted missile launchers which give them a legitimate threat capability against small capital ships.

Ironically, this made the TIE/in-2s the introductory fighter craft for new pilots before graduating to the TIE/ln-2s, whereas before the Battle Of Endor, it was TIE/ln fighters that got rookies before they graduated to TIE/in interceptors.
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10435
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Sun Dec 20, 2020 3:54 pm    Post subject: Reply with quote

Cool.

I forgot to mention that due to Xbox series X being completely sold out, we are not getting that for Christmas. They are making more, but I do not even know when we might be getting it. My son definitely still wants this game whenever we do.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Dec 22, 2020 12:28 am    Post subject: Reply with quote

Ray wrote:
Hull: 4D
Quote:
Note: Damage to the Port and Starboard sides of the TIE/ln-1* can only be resisted by 2D hull as the sides have not been up-armored. Damage to the fore and aft sections can be resisted at the full 4D hull.
A more succinct way of writing this would be "Hull: 2D (4D Front/Rear)"

Quote:
4 One-Shot Concussion Missile Launchers (4 Missiles Total)

Or simply "4 Concussion Missile Tubes" with Ammo: 1 per tube (4 total)

Quote:
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700
Damage: 8D

Squadrons treats concussion missiles differently than WEG (specifically, as potent dogfighting weapons, and not short-ranged dumbfire weapons for use against heavy targets). The write-up specifically mentions that the weapons can be fired in guided and unguided modes, so at the very least, this should include a second game stat for use when Locked-On. I recently did a write-up for this...

I'm also curious as to which of the Components from Squadrons you used here.
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Ray
Commodore
Commodore


Joined: 31 Oct 2003
Posts: 1743
Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Tue Dec 22, 2020 12:30 pm    Post subject: Reply with quote

Other than a comment about the self-repair unit, which I picture like a cross between the FX-7 and the ID10 droids mounted behind the pilot, and operating like an astromech, and the missile launchers, which are both stock on the TIE Fighter in Squadrons, no other changes.

The TIE Fighter is a tougher ship in Squadrons, uparmoured compared to what we see in the movies (although we do only see kill shots in the movies, which make the X-Wings and Y-Wings "just as tough", although Luke and Wedge's X-Wings would say otherwise.). The TIE Interceptor is a speedster still, but with less armour, which would make sense for a, well, Interceptor.

The TIE Bomber would be unchanged.
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