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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Thu Mar 28, 2024 12:25 am Post subject: TIE Fighter Hyperdrive Module (THM) |
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I am unsure if someone has created stats for EC Henry's awesome TIE fighter hyperspace module, but I just found it and figured it deserved some stats.
Quote: | TIE Fighter Hyperdrive Module
Notably less robust than its Republic predecessor the TIE Hyperdrive Module (THM) is crudely assembled and designed for a single hyperspace jump. Exiting hyperspace the burned out module is jettisoned as inert space junk. Manufactured by Arakyd Industries in close cooperation with Sienar Fleet Designs so that the hardware is completely compatible with the TIE fighter line and easily controlled by its computer systems. The function of the module is simple, opening up to receive and mechanically clamp down on the cockpit ball sharing power and computer control through two specialized clamps that interface with ports on the TIE fighter. After a successful jump the module can be jettisoned with the help of explosive bolts. Imperial engineers were concerned that the explosive jettisoning of these modules would draw attention to TIE fighter squadrons dropping out of hyperspace, giving hostiles a warning of their approach. It was determined that the scattering of the module fragments actually had the tendency to confuse most targeting scopes making it difficult for an enemy to understand the strength and approach vectors of the attacking force at a glance. These modules rarely see use as as the Empire has a presence nearly everywhere is the galaxy with Imperial facilities or Star Destroyers with their own TIE fighter squadrons nearby.
TIE Hyperdrive Module (THM)
Model: Arakyd Industries/Seinar Fleet Systems TIE Hyperdrive Module
Type: Military propulsion module
Hyperdrive Multiplier: x1 (one pre-programmed jump)
Cost: Not available for sale (15,000 estimated)
Availability: 4, R, X
Game Notes: Docking with the ring takes 3 rounds to accomplish.
Source: EC Henry "TIE Fighter Hyperdrive Ring (Fan Design/Lore)", mechanics by Emperor Ollie
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_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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Last edited by shootingwomprats on Thu Mar 28, 2024 8:31 pm; edited 1 time in total |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Mar 28, 2024 3:49 pm Post subject: |
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Nice write up. I wonder, could they modify it for tie bombers? OR other non hyperdrive equipped ties? _________________ Confucious sayeth, don't wash cat while drunk! |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Thu Mar 28, 2024 8:30 pm Post subject: |
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garhkal wrote: | Nice write up. I wonder, could they modify it for tie bombers? OR other non hyperdrive equipped ties? |
That is an excellent question. I wondered about this too. Pictures only show a TIE and a TIE Interceptor. Image shows the module wrapping around the ball. I would think in the case of the bomber, the configuration would not allow for it to use the module. The write-up also states its not a common item, which to me, inferring, probably only for TIEs with the the single "eye" configuration and standard ion configuration. Not to say, there are not some modules for other models. This one I think is specific and probably could not be modified in any meaningful way for other models of ships. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Mar 29, 2024 12:32 am Post subject: |
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Strange, i'd see bombers as more needing them, to make raids easier, than fighters.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Fri Mar 29, 2024 6:29 am Post subject: |
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Seeing the "ring" mount where we have the TIE cockpit, surrounded by 4 "engines" I can see being s design that can be easiely expanded on for fitting bombers and other tyoes of specil TIES.
I can see the thin wider with a sideways figure 8 and still the same number of engines. it seems a "ring with engines" so make it a figure 8 or a dual ring system i can see this fitting but is a little hard in foreign language to explain but I try. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Mar 29, 2024 2:36 pm Post subject: |
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This has been discussed previously here.
I’m a fan of ECHenry’s work in general, but I have difficulty picturing an actual use for this outside of a few niche circumstances. I mean, what’s the point of sending a TIE to a system where it’s immediately stranded and has to wait for a capital ship to come pick it up?
A real game changer would be to make this a multi-use hyperdrive booster that can be strapped on for special missions (with attendant reduction in performance), with the option of being ejected in case of an emergency. _________________ "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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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Sat Mar 30, 2024 5:31 am Post subject: |
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CRMcNeill wrote: |
I’m a fan of ECHenry’s work in general, but I have difficulty picturing an actual use for this outside of a few niche circumstances. I mean, what’s the point of sending a TIE to a system where it’s immediately stranded and has to wait for a capital ship to come pick it up? |
While I agree it's use would be very limited as a single use drive, even if there were a bomber variant, I can think of some situations where it could give a tactical advantage. Some ideas:
-Rapidly dispatching TIEs from a base or factory to reinforce a fleet or replace those lost in combat without requiring the fleet to withdraw for resupply.
- Providing additional TIE support to an engaged fleet from nearby bases.
- Keeping a Capitol Ship or fleet group safely out of a system or engagement while harassing the system with TIE fighters.
- Being able to send a TIE strike Force when the capitol ship is needed elsewhere, with the intent to retrieve the TIEs later.
-Moving TIE squadrons between planetary bases without the need of using a capitol ship or otherwise diverting essential fleet forces.
Just a few of the ideas I could think of on the fly. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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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
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Mar 30, 2024 1:10 pm Post subject: |
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The problem is these tactical uses don’t match with Imperial doctrine for TIE fighters. This changes later when they start integrating hyperdrives into TIEs like the Avenger and Defender, but standard TIE Fighters and Bombers are designed to directly support capital ships, ground units or stationary bases. Roughly around Endor, there was some reconsideration, but even then, it was mainly the most loyal and elite pilots who were trusted with hyperdrive-equipped craft. And post-Endor, as their resources dwindled, it would make even less sense to simply throw their fighters away without a way to get them back.
The Empire is more inclined to think in term of large ship solutions, like outfitting a bulk freighter with racks to turn it into a pocket carrier that drops fighters in the outer system, jumps out again, then returns to a predetermined rendezvous point later. _________________ "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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Mar 30, 2024 4:13 pm Post subject: |
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KageRyu wrote: | CRMcNeill wrote: |
I’m a fan of ECHenry’s work in general, but I have difficulty picturing an actual use for this outside of a few niche circumstances. I mean, what’s the point of sending a TIE to a system where it’s immediately stranded and has to wait for a capital ship to come pick it up? |
While I agree it's use would be very limited as a single use drive, even if there were a bomber variant, I can think of some situations where it could give a tactical advantage. Some ideas:
-Rapidly dispatching TIEs from a base or factory to reinforce a fleet or replace those lost in combat without requiring the fleet to withdraw for resupply.
- Providing additional TIE support to an engaged fleet from nearby bases.
- Keeping a Capitol Ship or fleet group safely out of a system or engagement while harassing the system with TIE fighters.
- Being able to send a TIE strike Force when the capitol ship is needed elsewhere, with the intent to retrieve the TIEs later.
-Moving TIE squadrons between planetary bases without the need of using a capitol ship or otherwise diverting essential fleet forces.
Just a few of the ideas I could think of on the fly. |
I love the idea of using them from the factory, to 'mass quick re-supply' ships in the field. OR for allowing them to smack in TWO spots.. _________________ Confucious sayeth, don't wash cat while drunk! |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Sat Mar 30, 2024 7:09 pm Post subject: |
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CRMcNeill wrote: | The problem is these tactical uses don’t match with Imperial doctrine for TIE fighters. This changes later when they start integrating hyperdrives into TIEs like the Avenger and Defender, but standard TIE Fighters and Bombers are designed to directly support capital ships, ground units or stationary bases. Roughly around Endor, there was some reconsideration, but even then, it was mainly the most loyal and elite pilots who were trusted with hyperdrive-equipped craft. And post-Endor, as their resources dwindled, it would make even less sense to simply throw their fighters away without a way to get them back.
The Empire is more inclined to think in term of large ship solutions, like outfitting a bulk freighter with racks to turn it into a pocket carrier that drops fighters in the outer system, jumps out again, then returns to a predetermined rendezvous point later. |
It is not unheard of or unreasonable for military operations to be run that do not line up with the doctrine of the greater force or government - and with an organization as large as the empire I would say doubly so. In some sectors or pockets there may be someone not fully playing by the book.
If these do not fit your SW game or universe that is fine, I am merely providing some logical ideas and uses for those who might want to work these in somewhere. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Sat Mar 30, 2024 7:11 pm Post subject: |
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garhkal wrote: |
I love the idea of using them from the factory, to 'mass quick re-supply' ships in the field. OR for allowing them to smack in TWO spots.. |
I wish I could take full credit, but it was very much inspired by the original BSG - I had recently re-watched it and was very much thinking of the whole "Where are the Base Stars" bit. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Apr 02, 2024 2:29 pm Post subject: |
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KageRyu wrote: | It is not unheard of or unreasonable for military operations to be run that do not line up with the doctrine of the greater force or government - and with an organization as large as the empire I would say doubly so. In some sectors or pockets there may be someone not fully playing by the book.
If these do not fit your SW game or universe that is fine, I am merely providing some logical ideas and uses for those who might want to work these in somewhere. |
As I said, I can see some niche applications. But the Empire is far less likely to have those sorts of rule-flouting outliers until post-Endor, at which point they’re much less likely to have the resources to simply throw away a hyperdrive after a single use, at which point the ship will be stranded in whatever system it ends up in. Simply making this a two- or three-jump reusable system that is normally removed and refurbished between uses (rather than simply thrown away) and is only ejected in case of emergency, opens up a lot of tactical uses. _________________ "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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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Tue Apr 02, 2024 2:51 pm Post subject: |
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CRMcNeill wrote: |
As I said, I can see some niche applications. But the Empire is far less likely to have those sorts of rule-flouting outliers until post-Endor, at which point they’re much less likely to have the resources to simply throw away a hyperdrive after a single use, at which point the ship will be stranded in whatever system it ends up in. Simply making this a two- or three-jump reusable system that is normally removed and refurbished between uses (rather than simply thrown away) and is only ejected in case of emergency, opens up a lot of tactical uses. |
I disagree. But at this point we are just arguing over personal opinions and interpretations of imperial doctrine, which itself is fluid within the scope and scale of both canon and legends SW material. I do not see why it is necessary to dismiss the idea or argue over matter of personal taste and over what others can do in their own stories, games, and campaigns. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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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
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Posted: Wed Apr 03, 2024 12:24 am Post subject: |
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CRMcNeill wrote: | KageRyu wrote: | It is not unheard of or unreasonable for military operations to be run that do not line up with the doctrine of the greater force or government - and with an organization as large as the empire I would say doubly so. In some sectors or pockets there may be someone not fully playing by the book.
If these do not fit your SW game or universe that is fine, I am merely providing some logical ideas and uses for those who might want to work these in somewhere. |
As I said, I can see some niche applications. But the Empire is far less likely to have those sorts of rule-flouting outliers until post-Endor, at which point they’re much less likely to have the resources to simply throw away a hyperdrive after a single use, at which point the ship will be stranded in whatever system it ends up in. Simply making this a two- or three-jump reusable system that is normally removed and refurbished between uses (rather than simply thrown away) and is only ejected in case of emergency, opens up a lot of tactical uses. |
I can see single-use hyperdrives for a surprise hit-and-run mission that requires some fighters to first get somewhere without a more noticeable capital ship, and then after the fighters attack, the supporting capital ship comes out of hyperspace and is available for any surviving fighters to return to for the capital ship to then escape back to hyperspace. Little or no ships stranded that way.
But I still wouldn't waste this on a TIE/ln because they are easily destroyed so less likely to survive in any great numbers. If we are going to talk Imperial doctrine, TIE/ln tactics tend to depend on numerical superiority because TIE/lns and their pilots were considered individually expendable. _________________ *
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