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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16305 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jun 28, 2011 11:00 pm Post subject: TIE Interceptor Modular Mission Package |
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Although the TIE Interceptor uses the same basic fuselage as the TIE/ln, it lacks the older fighter's ventral dual laser cannon, upgrading to quad-laser cannon mounted on the wings. This left extra space available for the installation of modular packages, each tailored to allow the TIE Interceptor to perform specific missions. The available combination of packages allows the TIE Interceptor to perform the missions associated with almost every previous variation of the TIE. The modular packages can be swapped out and replaced with a different package in less than 30 minutes. This modular nature has resulted in several newer capital vessels deploying fighter groups composed entirely of TIE Interceptors and TIE Bombers, as the TIE Interceptor is more than capable of fulfilling the roles formerly filled by the TIE/ln, TIE/rc and TIE/fc.
MODULAR MISSION PACKAGES:
Reconnaissance
-This package augments the Interceptor's existing sensor package as follows:
Passive 30/1D+2
Scan 60/2D+1
Search 90/3D+2
Focus 6/5D
Fire Control
-This package allows the Interceptor to designate targets for capital ships or other starfighters, providing a bonus to the other gunner's fire control. The ship's stats are modified as follows:
Search 80/3D+2
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.
Assault
-This package equips the Interceptor with a 4-round concussion missile launcher, usually loaded with guided missiles, which makes the Interceptor 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
Interceptor
-This package equips the interceptor 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 interceptor 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 Interceptor with a short-range grappling cable system that allows the Interceptor 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 Interceptor is linked to the target starship by a high-strength cable and fusion disk. The Interceptor 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 it's Speed by 2. Multiple Interceptors can grapple the target (each additional Interceptor 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.
SWAPPING MISSION PACKAGES:
Swapping out one mission package for another is a straight-forward procedure, as the Interceptor'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.
I pretty much came up with this one off the top of my head after reading the AJ article about TIE variants. I figure this will allow all you evil GM's to throw some fun little surprises at your PCs ("WHAT? INTERCEPTORS DON'T HAVE ION CANNON!!)
Thoughts? _________________ "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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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Jun 29, 2011 1:00 pm Post subject: |
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Given the comparatively small size of all TIE models, I don't think adding more weapons, stronger hull, better sensors, faster speed, and more manueverability compared to a TIE/in would really leave extra room for optional packages. I would think the designers would have used the space for one of the existing extras rather than handicapping the standard TIE Interceptor by leaving the space unused. Philosophically custom versions of existing vessels seems more like a Rebel design philosophy or an artifact of video game design requirements to present new challenges to a player at each level than something compatible to New Order philosophy. The Imperials and the New Order seems more about clone-like standardization and mass formations of identical vessels, units, and people not an ability to customize on the fly. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16305 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jun 29, 2011 2:10 pm Post subject: |
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<shrug> That's why it's just an optional rule. Several critics have pointed out that close-ups of the TIE Interceptor still show the standard TIE cannon mounts, even though the stats do not reflect it. The way I figure it, if you choose to use this optional rule, the TIE Interceptor was designed from the ground up to replace the TIE/ln, the TIE/rc and the TIE/fc (as well as the TIE/gt to a limited degree), so these package options would be a standard feature of the design.
Again, optional rule. Don't like? Don't use.
EDIT: Don't forget, if TIE Interceptors under Grand Admiral Thrawn could be upgraded to Shields 2D, there must still be some room to work with. _________________ "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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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16305 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jun 29, 2011 3:36 pm Post subject: |
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In fact...
Shield
-This package equips the Interceptor with combat shields, greatly increasing its survivability in combat.
Shields: 2D _________________ "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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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16305 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 17, 2015 3:03 pm Post subject: |
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This is a complete stat for the a TIE Interceptor equipped with a Modular Mission Pod. I incorporated the Thrawn-era addition of combat shields to the Interceptor, but downgraded them to 1D, as 2D was rather high for having no appreciable loss of performance elsewhere. Also, bear in mind that the Modular Pod system could be easily adapted to any TIE model that is not equipped with the TIE/ln's chin-mounted cannon.
TIE Interceptor
Craft: Sienar Fleet Systems' TIE Interceptor
Type: Space Superiority Starfighter
Scale: Starfighter
Length: 9.6 meters
Skill: Starfighter Piloting: TIE Interceptor
Crew: 1
Crew Skill:
Starfighter Piloting 5D
Starship Gunnery 4D+2
Starship Shields 4D
Sensors 4D
Passengers: None
Cargo Capacity: 75 kg, .3 cubic meters
Consumables: 2 days
Maneuverability: 3D+2
Space: 11
Atmosphere: 435; 1250 kmh
Hull: 3D
Shields: 1D
Sensors:
Passive: 25/1D
Scan: 40/2D
Search: 60/3D
Focus: 4/3D+2
Weapons:
4 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2km/2.5 km
Damage: 6D
Modular Mission Package:
Although the TIE Interceptor uses the same basic fuselage as the TIE/ln, it lacks the older fighter's ventral dual laser cannon. This left extra space available for the installation of modular packages, each tailored to allow the TIE Interceptor to perform specific missions. The available combination of packages allows the TIE Interceptor to perform the missions associated with almost every previous variation of the TIE. The modular packages can be swapped out and replaced with a different package in less than 30 minutes (Easy Starfighter Repair, requiring 20+2D minutes). This modular nature has resulted in several newer capital vessels deploying fighter groups composed entirely of TIE Interceptors and TIE Bombers, as the TIE Interceptor is more than capable of fulfilling the roles formerly filled by the TIE/ln, TIE/rc and TIE/fc.
RECON / FIRE CONTROL
Description: This package augments the Interceptor's existing sensor package as follows:
Sensors:
Passive: 30/1D+2
Scan: 60/2D+1
Search: 90/3D+2
Focus: 6/5D
Target Designator:
-To Designate: Pilot must make a Sensor sweep in Search mode with a base difficulty of Moderate. The sensor lock can be dodged as if it were an attack.
-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.
ASSAULT
Description: This package equips the Interceptor with a 4-round concussion missile launcher, usually loaded with guided missiles, which makes the Interceptor much more formidable in anti-starfighter combat.
Weapons:
Concussion Missile Launcher
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
INTERCEPTOR
Description: This package equips the interceptor with a dual 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.
Weapons:
Dual Autoblaster Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-8/25/40
Atmosphere Range: 100-800/2.5/4 km
Rate of Fire: 2D Auto-Fire
Damage: 3D
PURSUIT
Description: This package equips the interceptor with a dual ion cannon, allowing it to disable vessels for capture.
Weapons:
Dual Ion Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/7/16
Atmosphere Range: 100m-300m/700m/1.6 km
Damage: 4D
RECOVERY
Description: This package equips the Interceptor with a short-range grappling cable system that allows the Interceptor to tow disabled ships (featured in Vision of the Future).
Weapons:
Grappling Cable Launcher
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 Interceptor is linked to the target starship by a high-strength cable and fusion disk. The Interceptor 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 Interceptors can grapple the target (each additional Interceptor 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. _________________ "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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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Tue Feb 17, 2015 3:15 pm Post subject: |
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Bren wrote: | Given the comparatively small size of all TIE models, I don't think adding more weapons, stronger hull, better sensors, faster speed, and more manueverability compared to a TIE/in would really leave extra room for optional packages. I would think the designers would have used the space for one of the existing extras rather than handicapping the standard TIE Interceptor by leaving the space unused. Philosophically custom versions of existing vessels seems more like a Rebel design philosophy or an artifact of video game design requirements to present new challenges to a player at each level than something compatible to New Order philosophy. The Imperials and the New Order seems more about clone-like standardization and mass formations of identical vessels, units, and people not an ability to customize on the fly. |
I'm with Bren. These things are engineered with virtually no wiggle room for additional components.
Like, you're using the idea that the guns were moved and that would open up new space... but the engines are also different, more powerful, and likely larger, meaning that other components that were near the old engine compartment likely had to move. Different targetting systems, different sensor systems, different, etc. Starfighter design pretty much always follows a strict concept of no waste... that's part of why they preform so well. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16305 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 17, 2015 3:25 pm Post subject: |
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crmcneill wrote: | <shrug> That's why it's just an optional rule. Several critics have pointed out that close-ups of the TIE Interceptor still show the standard TIE cannon mounts, even though the stats do not reflect it. The way I figure it, if you choose to use this optional rule, the TIE Interceptor was designed from the ground up to replace the TIE/ln, the TIE/rc and the TIE/fc (as well as the TIE/gt to a limited degree), so these package options would be a standard feature of the design.
Again, optional rule. Don't like? Don't use.
EDIT: Don't forget, if TIE Interceptors under Grand Admiral Thrawn could be upgraded to Shields 2D, there must still be some room to work with. |
_________________ "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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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Tue Feb 17, 2015 10:44 pm Post subject: |
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Don't want opinions, don't post 'em _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16305 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 17, 2015 11:00 pm Post subject: |
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Ankhanu wrote: | Don't want opinions, don't post 'em |
I don't mind opinions; I just don't like having to repeat myself.
To say that better engines can't fit into the same volume flies in the face of both the RAW and real life aircraft development. Aircraft designers building an improved engine for modern aircraft still have to work within the engine housing constraints of the predecessor, yet still manage to increase a craft's performance over the course of multiple different engines, each more capable than the last.
In addition, the RAW allows engines to be upgraded from stock at additional cost, but not additional space. The penalty is a potential for mishaps due to installation errors or design oversights, but a major corporation putting massive amounts of talent and money into upgrading the Space 10 engines of a TIE Fighter could take advantage of a lot of different rules under the RAW to make sure that they can improve Space 10 to Space 11 without mishaps or taking up extra room. Just off the top of my head:Coordination - How many hundreds or thousands of engineers did Seinar have working on the project? What would the Coordination bonus be when added to the highest Starship Repair or Starship Engineering skill among them?
Preparation - Double the time, add a +1D bonus
Parts and Expenses - It's Seinar; a major supplier for the Imperial Military. They have access to almost anything, regardless whether it is Availability 4, X and Not Available For Sale.
Bottom line, a corporation like Seinar, with all of their talent and resources, plus months or years of research, could produce a more capable drive that takes up the same volume as its predecessor without breaking a sweat. _________________ "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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