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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Dec 27, 2021 12:56 pm Post subject: |
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MrNexx wrote: | I like the TIE Extended idea. Would that be an add-on for any fighter, would the TIE Extended be a separate class (like you'd have a TIE-In-E) |
I see it as an option selected during construction, that a certain number of TIEs will be fitted out with the extended cockpit and will be identical in function to the standard cockpit variants. I'm picturing a reduction of -1 to Space and -2 to Maneuverability as the trade-off, which fits with the few appearances of hyperdrive-equipped TIEs in the EU. They're still very much going to be in the minority, though, due to Imperial starfighter doctrine.
Another TIE option I stumbled across over on Fractal's page is the missile-equipped TIE cockpit. It's technically a modification of the wing roots on either side of the cockpit, but it could just as easily be fit onto any standard TIE. _________________ "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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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Dec 27, 2021 1:32 pm Post subject: |
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RyanDarkstar wrote: | Sorry I'm a little late to the TIE Extended conversation, but I wanted to share EC Henry's take: TIE Vigilant. |
Good catch. I knew he'd done that video, but I never actually watched it. My only real problem with the TIE Vigilant is that it falls afoul of Henry's tendency to make his ships ultra-rare or one-off platforms that aren't likely to be encountered in common service. A hyperdrive-equipped TIE has a lot more potential uses than just a heavily armed escort fighter. _________________ "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.
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Xynar Commander
Joined: 10 Aug 2003 Posts: 282 Location: Northwest Indiana
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Posted: Fri Jan 07, 2022 11:40 pm Post subject: |
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I'm using the ring as the current Imperial Mcguffin for story. It can easily work as a test bed that the Rebels need to stop from going into production. _________________ Xynar
The Great Adventurer |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 27, 2022 2:07 am Post subject: |
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TIE Extended Range (Upgrade)
The TIE Extended Range is an optional upgrade that can be applied to any 2nd-generation standard TIE model (including the Interceptor). Typified by a boxy extension on the rear of the cockpit, the /ex equips that model of fighter with a x2 hyperdrive and additional consumables, at the cost of some performance. This option must be selected during construction of the TIE, and can not simply be bolted onto existing TIE in the hangar. Because of the Empire's preference for non-hyperspace capable craft supporting Army or Navy operations, this is not a common modification, but can be seen in certain applications, such as reconnaissance or special missions.
Model: TIE Extended Range Variant
Cost (Availability): 10% of base TIE model
Hyperdrive Multiplier: x2
Navcomputer: Limited (5 jumps)
Consumables: 5 days
Maneuverability: -2
Space: -1
Atmosphere: - One Step
So, for example, if one were to apply this modification to a TIE/sr, its performance would be modified as follows:Maneuverability: 2D+1 (1D+1 in Atmosphere)
Space: 9 (4D+2) (Velocity: 2D+1)
Atmosphere: 400; 1,150 kph _________________ "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.
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