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New Republic TIE Fighter
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CRMcNeill
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PostPosted: Sat Jul 02, 2011 3:41 pm    Post subject: New Republic TIE Fighter Reply with quote

So, I read somewhere that, as the New Republic's power grew at the expense of the Empire, Seinar Fleet Systems gradually changed its stance from pro-Imperial to more neutral. Since a business organization is in the business of making money, IMO, neutrality means that they would sell to anyone, including the New Republic. Now, I doubt that the Republic would be interested in buying stock TIE fighters, but what if SFS engineered a TIE fighter that was more in line with Republic starfighter doctrine? Little things like adding a basic hyperdrive, shields, etc? I have some ideas, but I'd like to discuss what such a craft would look like, both visually and stats-wise. Would SFS base the ship on the classic TIE look, or would it be based on the Interceptor model? As far as stats, I'm thinking the ship would be used much like the TIEs were used for the Imperial Navy, capital ship support, freeing up the classic Rebel starfighters for attack missions.

Thoughts?
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Guardian_A
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PostPosted: Sat Jul 02, 2011 4:15 pm    Post subject: Reply with quote

During the Rebellion era, the Rebellion was known to make use of verious TIE Fighters fairly regular.

I always figured that the New Republic went out if its way to distinguish themselves from the Imperials. I figured that for that reason alone, they wouldnt want anything that looked Imperial. (I know, the New Republic fielded plenty of Star Destroyers, but its still a LOT cheaper to replace a bunch of fighters than it is to replace a capital ship) TIEs still appeared in the New Republic forces, but I dont remember them showing up as front line units, it seems to me that they were instead assigned to garrison duty in out of the way regions.

By the Galactic Civil War you had starfighters in the Galactic Alliance like the Aleph which has some characteristics of TIE fighters.
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CRMcNeill
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PostPosted: Sat Jul 02, 2011 4:22 pm    Post subject: Reply with quote

Guardian_A wrote:
During the Rebellion era, the Rebellion was known to make use of verious TIE Fighters fairly regular.

I always figured that the New Republic went out if its way to distinguish themselves from the Imperials. I figured that for that reason alone, they wouldnt want anything that looked Imperial. (I know, the New Republic fielded plenty of Star Destroyers, but its still a LOT cheaper to replace a bunch of fighters than it is to replace a capital ship) TIEs still appeared in the New Republic forces, but I dont remember them showing up as front line units, it seems to me that they were instead assigned to garrison duty in out of the way regions.


Actually, in X-Wing: Solo Command, two of the Star Destroyers in Solo's anti-Zsinj task force were still fully equipped with TIE fighters as their fighter wing complement. In X-Wing: Starfighters of Adumar, the ISD Allegiance had a squadron each of X, Y, A and B-Wings, but it also had two squadrons of TIEs for fleet defense. IMO, practicality and availability would outweigh perception when it came to deploying fighters. Rather than reject starfighters because there were none available, they would be more likely to paint a big red Rebel Alliance logo on the outside of the TIE's wings.

Quote:
By the Galactic Civil War you had starfighters in the Galactic Alliance like the Aleph which has some characteristics of TIE fighters.


I play pretty much in the classic era, so the Galactic Civil War is a bit out of my realm, tech-wise.
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Guardian_A
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PostPosted: Sat Jul 02, 2011 4:28 pm    Post subject: Reply with quote

crmcneill wrote:
Guardian_A wrote:
During the Rebellion era, the Rebellion was known to make use of verious TIE Fighters fairly regular.

I always figured that the New Republic went out if its way to distinguish themselves from the Imperials. I figured that for that reason alone, they wouldnt want anything that looked Imperial. (I know, the New Republic fielded plenty of Star Destroyers, but its still a LOT cheaper to replace a bunch of fighters than it is to replace a capital ship) TIEs still appeared in the New Republic forces, but I dont remember them showing up as front line units, it seems to me that they were instead assigned to garrison duty in out of the way regions.


Actually, in X-Wing: Solo Command, two of the Star Destroyers in Solo's anti-Zsinj task force were still fully equipped with TIE fighters as their fighter wing complement. In X-Wing: Starfighters of Adumar, the ISD Allegiance had a squadron each of X, Y, A and B-Wings, but it also had two squadrons of TIEs for fleet defense. IMO, practicality and availability would outweigh perception when it came to deploying fighters. Rather than reject starfighters because there were none available, they would be more likely to paint a big red Rebel Alliance logo on the outside of the TIE's wings.


Interesting. I remember seeing TIEs represented in the X-Wing novels, and in a few other places in the early days of the New Republic, but I dont remember them playing any substantial role in the NR forces after say, the Thrawn Trilogy.
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Fallon Kell
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PostPosted: Sat Jul 02, 2011 4:42 pm    Post subject: Re: New Republic TIE Fighter Reply with quote

crmcneill wrote:
So, I read somewhere that, as the New Republic's power grew at the expense of the Empire, Seinar Fleet Systems gradually changed its stance from pro-Imperial to more neutral. Since a business organization is in the business of making money, IMO, neutrality means that they would sell to anyone, including the New Republic. Now, I doubt that the Republic would be interested in buying stock TIE fighters, but what if SFS engineered a TIE fighter that was more in line with Republic starfighter doctrine? Little things like adding a basic hyperdrive, shields, etc? I have some ideas, but I'd like to discuss what such a craft would look like, both visually and stats-wise. Would SFS base the ship on the classic TIE look, or would it be based on the Interceptor model? As far as stats, I'm thinking the ship would be used much like the TIEs were used for the Imperial Navy, capital ship support, freeing up the classic Rebel starfighters for attack missions.

Thoughts?

I think the TIE Avenger might be a good starting point. If it's for fleet defense, it may not need a hyperdrive, so that would reduce cost.
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Gamer
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PostPosted: Sat Jul 02, 2011 5:53 pm    Post subject: Reply with quote

If I was the republic the only reason I would bother with the imperial designs is they are available and production cost is alot cheaper than the other fighters.
I would never be bothering with the $400,000 Tie advanced and beyond as that is just a waste of resources, when you could have bought almost 3 x-wings for that price.
Whats the justification your going to give the beancounters for that especially when they start reminding the government that the simple X-wing is what was used to destroy both Deathstars.
The republic is going through a period of rebuilding, restructuring, reorganizing, they don't have the luxury of being able to throw away $400k and more per fighter.

I never did like the TIE Munchkins from the video games and all the 'conversions' I've seen for them made my skin crawl.
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CRMcNeill
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PostPosted: Sat Jul 02, 2011 6:11 pm    Post subject: Reply with quote

I'm thinking a variation on either the basic TIE/ln or the TIE Interceptor, modified to more "Republican" standards:

-Stronger Hull & 1D of Shields at the cost of reduced speed

-x2 Hyperdrive with 2 jump nav computer, allowing the fighters to jump out with the fleet in emergencies, rather than risking the fleet while recovering fighters in combat situations.

-Modified wing panels that fold outward, allowing the ship to land on a normal landing deck without resorting to overhead TIE racks.

-I'd probably factor in some variation on the TIE Interceptor Modular Mission Package that I posted earlier. If I used this on a TIE/ln upgrade, I'd move the laser cannon out to the wing panels to make room.

-A working ejection seat.

Combined, you have a TIE with a Hyperdrive and Shields that can be tailored for pretty much all the missions that normal TIE models perform in the Imperial Navy...
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Last edited by CRMcNeill on Sat Jul 02, 2011 6:32 pm; edited 1 time in total
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Gamer
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PostPosted: Sat Jul 02, 2011 6:14 pm    Post subject: Reply with quote

Which would be far more cost effective and make more sense than going for the super ties.
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CRMcNeill
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PostPosted: Sat Jul 02, 2011 6:26 pm    Post subject: Reply with quote

Gamer wrote:
Which would be far more cost effective and make more sense than going for the super ties.


Exactly. I was figuring that one of the pluses for this design would be that the price would be around 75,000-80,000 credits. At that price, the Republic could buy two for roughly the same price as one X-Wing, with the additional benefit that it would free up the X-Wings on fleet escort duty for strike missions. EDIT: As an added bonus, the ship would (for the most part) use the same parts as the Imperial TIE, so there would always be plenty of spare parts. Also, it would broaden the pool for available pilots, as the pilots of a TIE variant wouldn't necessarily have to be Astrogation qualified, as would the pilots of the longer ranged Alliance fighters.

One feature that I did like on some of those super TIE's was the addition of a rear blaster turret for anti-starfighter defense. I know other sci-fi genres have made use of rear turrets, but it seems like a good idea for SW, too.
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"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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CRMcNeill
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PostPosted: Sat Jul 02, 2011 7:15 pm    Post subject: Reply with quote

S-WING FLEET ESCORT STARFIGHTER
Craft: Sienar Fleet Systems S-Wing
Affiliation: New Republic
Era: New Republic
Type: Multi-Role Short-Range Starfighter
Scale: Starfighter
Length: 6.2 meters
Skill: Starfighter Piloting: S-Wing
Crew: 1
Crew Skill:
Starfighter Piloting 4D+1
Starship Gunnery 4D
Starship Shields 4D
Cargo Capacity: 50 kilograms
Consumables: 2 days
Cost: 80,000 (new)
Hyperdrive Modifier: x2
Nav Computer: Yes (2 jumps)
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 3D
Shields: 1D
Sensors:
Passive 20/0D
Scan 40/1D
Search 60/2D
Focus 3/3D
Weapons:
4 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D

Special Equipment:
MODULAR MISSION PACKAGE

Assault
-This package equips the S-Wing with a 4-round concussion missile launcher, usually loaded with guided missiles, which makes the fighter much more formidable in anti-starfighter combat. Use the following stats:
Fire Arc: Front
Fire Control: 1D (4D for Smart Missiles)
Skill: Starship Gunnery
Space Range: 1-2/8/15
Atmosphere Range: 100m-200m/800m/1.5km
Damage: 8D
Smart Missile Rules: Space Move of 15, and homes for 10 rounds
Ammo: 4
Note: This package is fitted stock to all S-Wings. To change out the package with another, use the rules listed below.

Reconnaissance/Fire Control
-This package augments the S-Wing's existing sensor package, as well as allowing it to designate targets for capital ships and other starfighters
Sensors:
Passive 30/2D
Scan 60/3D
Search 90/4D
Focus 6/5D
Target Designation Rules:
To Designate: Pilot must make a Sensor sweep in Search mode with a base difficulty of Moderate. The sensor lock can be dodged as normal
Bonus: +2D to Capital Ship Gunnery, or +1D to Starship Gunnery. Multiple Fire Control equipped fighters may paint the same target, resulting in stacked bonuses. Normally, only one weapon can be guided by a sensor paint, but on a successful Command roll, a coordinated attack may include the bonus.

Intercept
-This package equips the S-Wing with a precision auto-blaster. While underpowered, the cannon is highly accurate and is extremely useful for shooting down missiles and torpedoes, as well as engaging speeder craft and other small targets.
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-8/25/40
Atmosphere Range: 100-800/2.5/4 km
Damage: 2D

Pursuit
-This package equips the S-Wing with a dual ion cannon, allowing it to disable vessels for capture
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/7/36
Atmosphere Range: 100m-300m/700m/3.6 km
Damage: 4D

Recovery
-This package equips the S-Wing with a short-range grappling cable system that allows the fighter to tow disabled ships (featured in Vision of the Future)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 0-1/2/3
Atmosphere Range: 0m-100m/200m/300m
Effect: On a successful hit, the S-Wing is linked to the target starship by a high-strength cable and fusion disk. The fighter can tow the cabled starship at the cost of reduced performance. For every 1D of Hull on the target, the Interceptor's maneuverability is reduced 1D, and its Speed by 2. Multiple S-Wings can grapple the target (each additional fighter reduces the penalty by one level, but increases Starfighter Piloting Difficulty levels by one). This can only be used against ships that are completely disabled, as the cable is not strong enough to be the rope in a tug-of-war if the targeted vessel restarts its engines and tries to escape.

Ferry
-This package doubles the S-Wing's consumables, allowing it to make longer range flights. This package is almost never used in combat missions; instead, it allows the S-Wing to self-deploy from one zone of operation to another without the use of a transport vessel.
Consumables: 4 days

SWAPPING MISSION PACKAGES:
Swapping out one mission package for another is a straight-forward procedure, as the S-Wing's computer package is hard-wired to accept all the various packages. The swap-out process is an Easy Starship Repair roll and takes 20+2D minutes to complete.


Visual Differences from TIE/ln:

-Interceptor-style rectangular notches cut into leading edges of both wing panels, with TIE/ln laser cannon mounted on the gap's upper and lower edges, mated with Interceptor type targeting sensors at the base (on the wing root)

-Shield projectors mounted in hemispherical caps on the outside ends of the wing roots.

-Truncated cone-shaped cockpit rear extension to make room for the hyperdrive.

-On landing, the upper and lower halves of the wing panels fold outward 90 degrees and landing gear extends from the underside of the wing roots

EDIT: Added the Ferry package to the Modular Mission Package listing.

EDIT: Changed the ship's name to the S-Wing, as T-Wing is already taken :evil:
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Last edited by CRMcNeill on Sat Jul 02, 2011 11:12 pm; edited 2 times in total
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jmanski
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PostPosted: Sat Jul 02, 2011 7:20 pm    Post subject: Reply with quote

IMHO you need to look no further than Anakin and Obi-Wan's fighters in ROTS.
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CRMcNeill
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PostPosted: Sat Jul 02, 2011 7:21 pm    Post subject: Reply with quote

jmanski wrote:
IMHO you need to look no further than Anakin and Obi-Wan's fighters in ROTS.


Actually, IMC, I use the ROTS V-Wing fighters for Alliance fleet defense. This ship would be its upgrade / replacement.

EDIT: Besides, the concept here is that Seinar Fleet Systems is designing a new fighter to sell to the New Republic, not repackaging a thirty year old design for resale.
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Fallon Kell
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PostPosted: Sat Jul 02, 2011 7:33 pm    Post subject: Reply with quote

Gamer wrote:
Which would be far more cost effective and make more sense than going for the super ties.

I was talking about as a starting point, not a finished product. The frame of the Avenger is compact, but has space for the necessary systems. The cost would go down if the innards are downgraded. (I never thought the Avenger's maneuver and speed should be so high, anyways!) and the wings could be reinforced to allow them to be used as landing skids, as well as increasing the hull code. The missile launchers are optional. There's no reason for an Avenger to cost 400,000 credits if you strip the engines and shields and replace them with downrated ones.
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CRMcNeill
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PostPosted: Sat Jul 02, 2011 7:38 pm    Post subject: Reply with quote

Reenforced landing skids on the bottom of the wing panels would work, but the cockpit is still pretty high off the ground, so it would be hard to do field deployment without ground crew waiting with a ladder. Plus, the concept of folding wings for landing just feels more like Star Wars to me.
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Gamer
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PostPosted: Sat Jul 02, 2011 7:46 pm    Post subject: Reply with quote

Don't need anything from a super tie.
Can use a standard Tie or gt space frame and bomber/shuttle wings and have all the space without the cost of the super Tie spaceframe.
Could even retrofit the standards that already have in inventory at added benefit with little added cost.
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