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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Mon Apr 21, 2014 1:33 pm Post subject: Shock TIE |
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This is my first post, and I hope that I can get some help to refine this.
I also would hope that someone can redraw what i have.
This ship was designed for a campaign set 20 years after Jedi and set in the Outer Rim. A Grand Moff was in control of a number of systems and of a number of shipyards, so was having new designs built.
This Shock TIE is still, however, a very rare ship, not many built so far.
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Mon Apr 21, 2014 2:27 pm Post subject: |
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Hmm, stat wise:
1) What does the Attack: 70/3D mean under sensors?
2) Why are there two sets of values for Maneuverbility and Space?
3) SPACE 20 is excessive. THat's a huge leap compared to other designs I've seen from that era.
4) 11D for the missiles also seems a tad excessive. Expecially for a single missle launcher. If it were a linked pair, maybe.
5) Your fitting a awful lot into a fighter that isn't much bigger than the TIE/ln.
Picture-wise:
The ion induction capacitors look interesting. Pity they don't have any game effect, such as working as boost pods.
I really like the idea of some sort of pods or modules that attach to the struts that connect the solar panels to the TIE. IMO that could be a great way to customize TIE fighters in the future. There could missile modules, laser modules, ion gun modules, hyperdrive modules and so on. |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Mon Apr 21, 2014 2:39 pm Post subject: |
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Thats why i need help in refining things.
I think 1 is for the detection, i.e. how well other ships will follow the ship.
2.. I think for space and for atmosphere
3 i agree. I'm trying to work out a better speed
4 Same, a smaller damage would be better
5 it could be a lot less busy |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Mon Apr 21, 2014 3:08 pm Post subject: |
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There is a temptation to make ships in later eras significantly more powerful than their counterparts from hundreds or thousands of years past.
But technology in the SW universe doesn't really advance like that. Rather it seems to wax and wane based on political needs of the day, and the availability of resources.
Example: Blowing up a planet is possible in the KOTOR era, by at least 3 different means, several of which are significantly easier than building a Death Star. Some of the authors in the SW Universe fell into this trap though. (Kevin J. Anderson is the worst offender-- Blowing up planets is passe! We need to blow up whole stars with a ship smaller than an X-Wing!)
Examples of Tech Regressing: Kolto > Bacta but Kolto is no longer available.
Personal shields no longer feasible for lack of materials.
Swords more common in KOTOR era because of more jedi ans personal shields--as shields waned, and jedi were less common, blasters became a dominant weapon, meaning the Cortosis weave swords were not really needed.
Jedi Starfighters are faster than A-Wings of 20 years later (but the Jedi fighters were hideous expensive)
Consider other ways of changing the SW universe with time, rather than just adding "mor powah!' |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Mon Apr 21, 2014 3:17 pm Post subject: |
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I understand.. That is why i would like some assistance in making this ship more credible..
I inherited this and the other stuff from a friend, who may have subscribed to what you noted.
I just need some help to make this TIE better and able to use without having to change things further. |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Mon Apr 21, 2014 6:08 pm Post subject: |
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It's neat that you're redoing something from a long time ago.
By the way, welcome DirkCorman! _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Mon Apr 21, 2014 6:34 pm Post subject: |
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Thanks very much!
I'm revising the stats on this one, mainly deleting the missile attachment.
What speed and manoeuvrability should this now be, and a good length?
It'll be a bit bigger than the standard TIE but smaller than the Interceptor. |
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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Tue Apr 22, 2014 4:53 am Post subject: |
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First off what is the fighters role going to be? The paper says space superiority/bomber which are usually opposite ends of the spectrum in the fighter world.
Second is it supposed to be a major leap forward in fighter technology or a sort of stopgap measure using readily available parts already on hand? |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Tue Apr 22, 2014 12:51 pm Post subject: |
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I'm changing it to be just a fighter..
But i have tried to reconcile the missile attachment to something more realistic..
In the campaign, the Grand Moff has had thes built for his own personal army. So it's a leap forward in a sense. |
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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Tue Apr 22, 2014 8:10 pm Post subject: |
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No problem either make it an anti-star-fighter missile launcher by cutting back the damage (say 5-6d) and extend the range to at least the same as most concussion missiles (15 space)or maybe to 25-30 if you want it to be a a not too overwhelming technoligical improvement.
Or you can drop the launcher all together and just relabel it on the diagram as an enhanced fire control system for the laser cannons since I believe 3d is an improvement over the standard TIE. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Apr 23, 2014 1:42 pm Post subject: |
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I went ahead and made same changes.
Not sure what the attack was under the sensors, unless that was for the purpose of blocking communications. If so that is handled under the Communications skill. If that is something to be used with this ship I would place a bonus under the Game Notes stating +4D to Communications for purpose of blocking communications, out to say 40 space units.
TIE/Sk
Craft: Sienar Fleet Systems TIE/Sh Fighter
Affiliation: Moff Serbin Rek-Finden
Era: New Republic
Source: DirkCorman (Rancor Pit forums)
Type: Space superiority fighter
Scale: Starfighter
Length: 6.6m
Skill: Starfigter Piloting: TIE
Crew: 1
Crew Skill: Starfighter piloting 5D, starship gunnery 4D+2, Astrogation 3D+1
Passengers: None
Cargo Capacity: 65 kg
Consumables: 2 days
Cost: Not for sale
Hyperdrive Multiplier: None
Hyperdrive Backup: None
Nav Computer: None
Maneuverability: 3D+2
Space: 11
Atmosphere: 435; 1,250 kmh
Hull: 3D
Shields: None
Sensors
Passive: 25/0D
Scan: 40/1D
Search: 60/2D
Focus: 4/3D+2
Weapons:
4 Laser Cannons (fire-linked)
Scale: Starfighter
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/2 km/2.5 km
Damage: 6D
2 Advanced Proton Torpedo Launchers
Scale: Starfighter
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 3D
space Range: 1-3/6/12
Atmosphere Range: 100-300/600/1.2 km
Damage: 7D
Game Notes:
1. If an advanced proton torpedo misses it can reacquire the target and attack again in the next round. This may be attempted two times at which time the torpedo uses up all of its fuel.
2. The exterior of the TIE/Sk is an energized, multilayer, polymer with rounded, silhouette solar arrays making the starfighter hard to target. Enemies do not get the Fire Control bonus dice when shooting at the TIE/Sk.
3. Furthermore, because it is hard to lock sensors onto, a ship attacked by the TIE/Sk does not get to add its Maneuverability dice when the pilot tries to dodge.
Capsule:
Editing Note: this is the final version as of 4/24/2014 _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Thu Apr 24, 2014 7:53 pm; edited 17 times in total |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Wed Apr 23, 2014 1:58 pm Post subject: |
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I think either way they're just both overpowered even in SWR's version.
If we take the 'base' starfighers that came out with R&E (A,B,X,Y,Z-95,TIE x1,ln,in,b) as a good cross section of fighters and capabilities:
As your ship stands:
Its nearly twice as fast as the fastest of them.
Packs as much punch as the most powerful.
Is far more maneuverable as the deftest of them.
Fire control is as accurate as the best of them.
Bear in mind too that most of these in the list above are specialty fighters, really good at one or two things, lousy at the others.
If I were designing a fighter only one of the key stats would ever exceed the stats of that batch of ships, and only then if
a) The project that developed the ship was SPECIFICALLY aimed at making a fighter to do that one thing really really well.
b) the fighter paid a heavy price in at least 1 probably 2 other areas.
Its only weakness is its shields/hull, but with that kind of speed and maneuverability, what would hit it? |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Apr 23, 2014 3:42 pm Post subject: |
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I agree on the speed, I had thought to just leave it the same as a TIE Interceptor (11) but for some reason bumped it to the speed of a A-Wing (12), both of these are in the SWR&E.
the 6D damage slightly more powerful than the majority of starfighters but less than the B-Wing.
Holy crap 3D that should have been 2D in comparison to the TIE chassis. I will make that correction post haste!
Again built on the TIE chassis the fire platform is 2D so it is comparable with the chassis and tech used by the Empire.
Thanks for the input! _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Wed Apr 23, 2014 5:29 pm Post subject: |
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Taking off the Advanced Tactical Missile launcher, this was always intended to be a snap-on attachment.
Would that change things slightly?
Thank you as well for your assistance in regards to the Shock TIE...
It does look a lot better now, and i'm keeping the circular solar panels/wings |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Apr 23, 2014 6:15 pm Post subject: |
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DirkCorman wrote: | Taking off the Advanced Tactical Missile launcher, this was always intended to be a snap-on attachment. |
Maybe that could be included in the Game Notes. A specific mission specific add-on. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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