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TIEs in Atmosphere
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CRMcNeill
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PostPosted: Tue Mar 08, 2011 5:12 pm    Post subject: TIEs in Atmosphere Reply with quote

There has been some mention in the novels (the X-Wing series specifically) of TIE fighters being less maneuverable in the atmosphere. I have some ideas for what form that should take, but I'd like some input from the forum, please.
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garhkal
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PostPosted: Tue Mar 08, 2011 6:12 pm    Post subject: Reply with quote

I just go with -2d
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Anakin
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PostPosted: Tue Mar 08, 2011 6:19 pm    Post subject: Reply with quote

Unless the craft in question is known for good atmospheric abilities I always use half maneuverability. The Z-95 and the cloakshape have no penalties in my adventures. I also add or subtract a bit according the looks of the craft. I can't see much aerodynamics in the Tie-fighters or the YT-1300...
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CRMcNeill
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PostPosted: Tue Mar 08, 2011 8:21 pm    Post subject: Reply with quote

garhkal wrote:
I just go with -2d


I was thinking -2D for 1st. Gen TIEs, then -1D for 2nd. Gen stuff like the Interceptor and Bomber, but then 0D for the more advanced stuff like the Avenger and the Defender.
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garhkal
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PostPosted: Wed Mar 09, 2011 3:17 am    Post subject: Reply with quote

Being those other ships have a higher maneuverability anyway, i feel -2d/-1d+1/-2 would be good.
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Bren
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PostPosted: Wed Mar 09, 2011 6:50 am    Post subject: Reply with quote

I'd keep it simple and probably use -1D for a TIE. That puts it around the manuever of a stock freighter (typically 0D to 1D). But the real issue is what are the relative maneuverability. If both a YT-1300 and a TIE have reduced manueverability in atmosphere, relatively speaking you are back to square one, but rolling one less D for each.
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atgxtg
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PostPosted: Wed Mar 09, 2011 5:13 pm    Post subject: Reply with quote

I'd suggest kicking up the difficulties by 1 level, rather than reducing the maneuverability. It keeps ships from becoming ION bait. just because it is in an atmosphere.
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Bren
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PostPosted: Wed Mar 09, 2011 5:37 pm    Post subject: Reply with quote

atgxtg wrote:
I'd suggest kicking up the difficulties by 1 level, rather than reducing the maneuverability. It keeps ships from becoming ION bait. just because it is in an atmosphere.
So movement rolls would be one level harder, but TIE dodges keep the +2D maneuver? ...That could work.
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Rerun941
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PostPosted: Wed Mar 09, 2011 6:14 pm    Post subject: Reply with quote

Bren wrote:
atgxtg wrote:
I'd suggest kicking up the difficulties by 1 level, rather than reducing the maneuverability. It keeps ships from becoming ION bait. just because it is in an atmosphere.
So movement rolls would be one level harder, but TIE dodges keep the +2D maneuver? ...That could work.


You could even scale it so that Thin atmospheres have no increased difficulty. Standard atmo = 1 difficulty level higher and Thick atmo = 2 difficulty increases.
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Bren
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PostPosted: Wed Mar 09, 2011 6:59 pm    Post subject: Reply with quote

Rerun941 wrote:
You could even scale it so that Thin atmospheres have no increased difficulty. Standard atmo = 1 difficulty level higher and Thick atmo = 2 difficulty increases.
And water = 5 difficulty increases. Very Happy
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CRMcNeill
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PostPosted: Wed Mar 09, 2011 8:56 pm    Post subject: Reply with quote

atgxtg wrote:
I'd suggest kicking up the difficulties by 1 level, rather than reducing the maneuverability. It keeps ships from becoming ION bait. just because it is in an atmosphere.


That makes sense. Aerodynamically speaking, a TIE's wing panels would restrict it in lateral motion, but not vertical. An increase in difficulty would reflect a skilled pilot remembering to roll his ship on its side and "climb" into a turn, rather than angling left or right and meeting resistance from the atmosphere across the wing panels.
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Esoomian
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PostPosted: Wed Mar 09, 2011 9:34 pm    Post subject: Reply with quote

How does increasing the difficulty one level work in opposed roll situations say a TIE attempting to dodge a shot from a X-Wing?
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garhkal
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PostPosted: Thu Mar 10, 2011 5:50 am    Post subject: Reply with quote

+5 per level shift to dodge/to hit
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Esoomian
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PostPosted: Thu Mar 10, 2011 12:37 pm    Post subject: Reply with quote

So the X-wing rolls 15 to hit the TIE must roll 20 to dodge or it gets hit?

Seems fair enough.

Perhaps you can take risks and ignore the added difficulty but for every level of difficulty you ignore your ship must soak 2D damage.
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CRMcNeill
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PostPosted: Thu Mar 10, 2011 2:46 pm    Post subject: Reply with quote

Esoomian wrote:
So the X-wing rolls 15 to hit the TIE must roll 20 to dodge or it gets hit?

Seems fair enough.

Perhaps you can take risks and ignore the added difficulty but for every level of difficulty you ignore your ship must soak 2D damage.


Actually, per the RAW, on a normal Dodge, the X-Wing rolls against the TIE's maneuver + pilot's skill, not the base difficulty. However, the TIE's combined reaction roll must meet or exceed the base difficulty or it suffers a movement mishap. Unfortunately, per the RAW, this rule doesn't work for full reactions. On a full dodge, the TIE pilot's roll stacks with the base difficulty, which doesn't really make sense in that a TIE that is less maneuverable in atmosphere actually becomes more difficult to hit on a full dodge. Maybe a simple 1D penalty would be more appropriate after all.
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