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DB 2.0 Lieutenant Commander
Joined: 03 Sep 2012 Posts: 208
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Posted: Tue Sep 04, 2012 11:56 pm Post subject: |
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Cica 0BBY yes, for the Red Shirts, for Elites well they can swing the Agility and Weapons upgrades as well. Come the New Republic Era well it's a bit more of a challenge with the Weapons and Agility packages now standard. they still suck compared to a Y-Wing, but it's of some concern if your only in a Stock Light Freighter or a Z-95. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Sep 05, 2012 7:27 am Post subject: |
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jmanski wrote: | So it's a faster TIE GT? I don't have any heartburn over that. Always thought 4 was kinda slow anyway. |
I agree. The one thing I would like to see is some details on the various optional ordnance types mentioned in the TIE/gt capsule. _________________ "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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DB 2.0 Lieutenant Commander
Joined: 03 Sep 2012 Posts: 208
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Posted: Wed Sep 05, 2012 8:57 am Post subject: |
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Well like the /gt their are Concussion Missiles, say 12 missile Payload 8D damage (9d on double release) 2/8/15 range.
Proton Torpedo say 6 missile payload 9D damage (10 D on double release) 1/3/7 range.
Ion Charge Missiles 12 missile payload 8D (Ionasion Damage, 10D on double release) 2/8/15 range.
Leaflet Bombs
"Dead Fall" Concussion Bombs 12 Bomb Payload 10D 1/2/5 range.
Proton Bombs 6 Bomb Payload 11D 1/2/5 range.
Ion Bombs 12 bomb payload 10D (Ionasion Damage) 1/2/5 range.
Capital Concussion Missie 3 Missile payload 4D (Capital) 2/8/15 range.
Capital Proton Charge 2 Missile Payload 5D (Capital) 1/3/7 range.
Capital Ion Charge 3 Missile Payload 4D (Capital, Ion) 2/8/15 range.
MoaB 1 Bomb 6D (Capital) 1/2/5 range
Edit: fixed the Proton error
Last edited by DB 2.0 on Wed Sep 05, 2012 8:26 pm; edited 1 time in total |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Sep 05, 2012 4:46 pm Post subject: |
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DB 2.0 wrote: | Photo Torpedo | What?! What is this Trek infection!?!
_________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Wed Sep 05, 2012 5:08 pm Post subject: |
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No, that's a proton torpedo with a holocam on it so you can watch you're enemy's "Oh, SH!T" look right as they're vaped. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 06, 2012 8:41 pm Post subject: |
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Very comprehensive. What about cluster bombs and free-fall thermal detonators? _________________ "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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DB 2.0 Lieutenant Commander
Joined: 03 Sep 2012 Posts: 208
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Posted: Thu Sep 06, 2012 8:53 pm Post subject: |
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We (and when I say "We" I mean mostly ME) are digging through out old notes and 1e 2e & E&R books looking for more Canon stuff and our old home brew extras.
Valkyrie Wing also flys TIE + Fighters (TIE Fighters re-fitted with the /ln's guns), and our "Interceptor" Squadron that flys off the Valkyrie Command Frigate is made up of TIE/ln's but this thread is about Bombers & Attack Craft not Superiority Fighters. |
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schnarre Commander
Joined: 08 Oct 2007 Posts: 333
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Posted: Mon Sep 24, 2012 8:09 pm Post subject: |
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Jedi Skyler wrote: | No, that's a proton torpedo with a holocam on it so you can watch you're enemy's "Oh, SH!T" look right as they're vaped. |
...Lol, good one Jedi Skyler!
...I realize I came across this late, but figured I'd chip in all the same. Thinking over the stats shown originally, I thought it could be simply solved by the following mods:
1) Replace the lasers with Blaster Cannons (less demanding of power)
2) Limit Missile load to 4 on a de-mountable external rack (underside)
...while eccentric, there is method to this madness:
--By using Blaster Cannons, despite the lower damage (1D Starfighter-scale) Techs can set them to Stun so live opponents (such as a pilot that just bailed out of his fighter, or guerrillas on the run from ground forces) can be captured alive. This would lend it a limited versatility.
--With an exterior small rack, this allows Techs to replace & service in short order, despite the obvious drawback of it being set off easily, even by a glancing shot (or near miss?!). I could also see a +1 pip extra Man once the ammo has been used up.
...Thoughts? _________________ The man who thinks he knows everything is most annoying for those of us that do. |
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