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D6 Stats for Fractalsponge Projects
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Leona Makk
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PostPosted: Fri Feb 09, 2018 12:37 pm    Post subject: Reply with quote

Alright! With a couple of edits, it looks pretty solid! Links work and everything!
Thanks for all of the good suggestions, CRMcNeill! This was my first post so I appreciate the tips!

If Thrawn is mass producing TIE Defenders (in Rebels) with shields, hyperdrive, and all the other bells/whistles BEFORE ANH, then a couple of shield dice are not unreasonable. I have been running a game in the ANH, so most of my IMPS are arrogant noble types willing to sacrifice the troops in order to save a credit or three.

I am running Mission to Lianna next week and I thought I would add a few new fighters to the adventure to spice things up. Seinar Fleet Systems HQ should have some temptations to distract the players from their mission or some mean fighters to chase them out of the system.
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CRMcNeill
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PostPosted: Mon Feb 12, 2018 1:37 am    Post subject: Reply with quote

That does bring up a question. Existing homebrew stats for the Avenger and Defender have them faster than the A-Wing, which is generally agreed to be the fastest starfighter in the galaxy. That made sense if they were developed after the A-Wing, but with the new canon, the timeline for the introduction of the Defender has been advanced, so that it is actually now in service (even in some limited form) prior to the Battle of Yavin.

So, if these fighters are going to be introduced earlier, should I downgrade their speed and maneuverability to make them more competitive with other fighters of the same era?
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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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Whill
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PostPosted: Mon Feb 12, 2018 12:30 pm    Post subject: Reply with quote

CRMcNeill wrote:
That does bring up a question. Existing homebrew stats for the Avenger and Defender have them faster than the A-Wing, which is generally agreed to be the fastest starfighter in the galaxy. That made sense if they were developed after the A-Wing, but with the new canon, the timeline for the introduction of the Defender has been advanced, so that it is actually now in service (even in some limited form) prior to the Battle of Yavin.

So, if these fighters are going to be introduced earlier, should I downgrade their speed and maneuverability to make them more competitive with other fighters of the same era?

As a quick FYI, canon A-Wings have also been moved to the pre-Yavin era via the SW Rebels show, but I do not know if these A-Wings are slower than the ones in RotJ. ShootingWomprats would probably be the guy to ask for insight on that.
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Leona Makk
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PostPosted: Mon Feb 12, 2018 3:07 pm    Post subject: Reply with quote

Whill wrote:
CRMcNeill wrote:
That does bring up a question. Existing homebrew stats for the Avenger and Defender have them faster than the A-Wing, which is generally agreed to be the fastest starfighter in the galaxy. That made sense if they were developed after the A-Wing, but with the new canon, the timeline for the introduction of the Defender has been advanced, so that it is actually now in service (even in some limited form) prior to the Battle of Yavin.

So, if these fighters are going to be introduced earlier, should I downgrade their speed and maneuverability to make them more competitive with other fighters of the same era?

As a quick FYI, canon A-Wings have also been moved to the pre-Yavin era via the SW Rebels show, but I do not know if these A-Wings are slower than the ones in RotJ. ShootingWomprats would probably be the guy to ask for insight on that.


The Rebels' A-Wings seem to be canon fodder by comparison to our known and loved stats from RoJ. Every RPG, video game, and board game goes with the speedy A-Wing....Maybe, stats for a Pre-Yavin A-Wing would suffice; slower and in the early Rebellion's budget. Wasn't someone working on a Rebels' Season 2 Sourcebook?
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CRMcNeill
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PostPosted: Mon Feb 12, 2018 3:28 pm    Post subject: Reply with quote

That Sourcebook is currently on hold due to a formatting error that prevents it from being printable on Lulu. Shootingwomprats is on the lookout for someone who can fix it, but until they do, they aren’t publishing it.

Is it possible that the Rebels A-Wing is the R-22 Spearhead?
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Whill
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PostPosted: Mon Feb 12, 2018 5:47 pm    Post subject: Reply with quote

Leona Makk wrote:
The Rebels' A-Wings seem to be canon fodder by comparison to our known and loved stats from RoJ.

I see what you did there. 8)

Leona Makk wrote:
Maybe, stats for a Pre-Yavin A-Wing would suffice; slower and in the early Rebellion's budget. Wasn't someone working on a Rebels' Season 2 Sourcebook?
CRMcNeill wrote:
That Sourcebook is currently on hold due to a formatting error that prevents it from being printable on Lulu. Shootingwomprats is on the lookout for someone who can fix it, but until they do, they aren’t publishing it.

Is it possible that the Rebels A-Wing is the R-22 Spearhead?

http://starwars.wikia.com/wiki/RZ-1_A-wing_interceptor#Pre.E2.80.93Galactic_Civil_War

According to Wookieepedia, it's a continuity clusterfudge. So the R-22 Spearheads do exist in canon. R-22s were a prototype design meant to replace the "Jedi Intercepter" from AotC and RotS. However, "some of the earliest uses of the RZ-1 included use in forces secretly allied with Bail Organa one year after Order 66" in a canon novel. (By the way, the A-Wings in TLJ were "RZ-2", which does make sense.)

But the RZ-1 appearing so early does solve your problem about those TIEs being faster than the A-Wing when they came out. But of course that means that A-Wings stopped being the fastest ship before the classic film era. It seems the general canon policy is that any prior ship can now come out much earlier than it did the first time, regardless if that makes any sense or not.
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CRMcNeill
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PostPosted: Mon Feb 12, 2018 5:52 pm    Post subject: Reply with quote

I hate the new canon.
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CRMcNeill
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PostPosted: Mon Feb 12, 2018 9:38 pm    Post subject: Reply with quote

I'm thinking that the Avenger and Defender make more sense if their speeds are toned down a little. It's noteworthy that the X-Wing game stats aren't a match to the WEG stats for known starfighters. In particular, under the WEG rules, an A-Wing is 50% faster than an X-Wing (Space 12 vs. Space 8 ), while under the X-Wing game stats, the A is only 20% faster (120 MGLT vs. 100 MGLT). It's likely that the current home-brew stats for the Avenger and Defender used the WEG A-Wing stats as a baseline for conversion, which would explain their monstrously high Space values. However, if using the X-Wing base stats, you get numbers that, while still formidable, are much more balanced.

Some initial estimates...
    Using the following base values (as pulled from Wookieepedia):

      X-Wing / Avenger / Defender

      Speed 100 / 133 / 144
      Maneuver 75 / 104 / 110
      Hull 20 / 14 / 14
      Shields 50 / 40 / 100

    -As a baseline, an X-Wing has a Space of 8, 3D Maneuverability, a 4D Hull and 1D of Shields.

    -An Avenger would have a Space of 11, 4D Maneuverability, a 3D Hull and 1D Shields.

    -A Defender would have a Space of 12, 4D Maneuverability, a 3D Hull and 2D Shields.

    Obviously, the numbers don't convert over cleanly to dice and pips, so there is some rounding involved. However, as I stated above, when using the X-Wing as a baseline, the Avenger and Defender are much more competitive (as opposed to being completely overpowering).

As far as stat-writing, I'm considering giving the Avenger a 3D+2 Maneuverability, making it more like a combination of the best features of the TIE Interceptor and the TIE Advanced. The Defender, meanwhile, would be a true monster, with the speed and maneuverability of an A-Wing and firepower rivaling a B-Wing, with the sole vulnerability of relative fragility compared to the more rugged X's and Y's.
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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: Mon Feb 12, 2018 9:44 pm    Post subject: Reply with quote

Also, since the Delta shuttle designator has been co-opted in the new canon, I'm considering folding the Legends Delta-class escort shuttle into the Lambda family, making it an up-armed and armored variant of that type.
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The CRMcNeill Stat/Rule Index
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Sutehp
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PostPosted: Tue Feb 13, 2018 3:35 pm    Post subject: Reply with quote

CRMcNeill wrote:
Also, since the Delta shuttle designator has been co-opted in the new canon, I'm considering folding the Legends Delta-class escort shuttle into the Lambda family, making it an up-armed and armored variant of that type.


Gawds, what was it with the old Legends canon that they kept overusing all the same Greek letters for shuttle classes? IIRC, the X-Wing/TIE Fighter video games had at least two or three different Gamma-class and Delta-class shuttles that looked nothing like each other.
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CRMcNeill
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PostPosted: Wed Feb 14, 2018 1:50 am    Post subject: Reply with quote

Sutehp wrote:
Gawds, what was it with the old Legends canon that they kept overusing all the same Greek letters for shuttle classes? IIRC, the X-Wing/TIE Fighter video games had at least two or three different Gamma-class and Delta-class shuttles that looked nothing like each other.

That was more the X-Wing games, although WEG did sort of get into the act with the Mu 2-Class Shuttle, which was basically just a scout-modified Lambda, plus a few one-off ships from obscure adventures where an NPC's ship was a "modified Greek Letter-Class".
_________________
"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
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PostPosted: Wed Feb 14, 2018 2:35 am    Post subject: Reply with quote

As promised, here is a more normal version of the Avenger, using the X-Wing as a baseline. Still formidable, but not overpoweringly so.

TIE Avenger

Images

Craft: Seinar Fleet Systems' TIE/ad "Avenger"
Type: Multi-Role Starfighter
Scale: Starship (+6D)
Length: 9.8 meters
Skill: Starship Piloting: TIE Avenger
Crew: 1, plus Imperial Copilot Droid
Crew Skill:
Astrogation 5D
Gunnery 5D+2
Piloting 6D
Shields 5D
Sensors 5D
Cargo Capacity: 75 kg
Consumables: 5 days
Hyperdrive Multiplier: x2
Nav Computer: Limited (5 jumps)
Maneuverability: 3D+2
Space: 11 (5D+2)
Atmosphere: 435; 1,250 kph
Hull: 3D
Shields: 1D
Sensors:
Passive 25/1D
Scan 50/2D
Search 75/3D
Focus 4/4D
Weapons:
4 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
2 Warhead Launchers (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 3 per Launcher. May select any Weapons from this list, depending on Availability.
1 Tractor Beam Projector
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-2/5/10
--Orbital: 2km-4km/10km/20km
--Atmosphere: 100m-200m/500m/1km
Rate of Fire: 1/3 (1/2 if using Auxiliary Power)
Damage: 4D
Note: The Tractor Beam Projector lacks the power to operate continuously at full strength. However, it can be used in short bursts that temporarily restrict a target's maneuverability. On a successful strike, the tractor beam's effect lasts until the end of the following round.
Effect: In addition to normal penalties applied by a tractor beam, a targeted ship suffers the following penalty to Maneuverability:
    Damage Roll > Hull Roll = Maneuverability Penalty
    0-3 = No change
    2-8 = -1D
    9-12 = -2D
    13-15 = -3D
    16+ = -4D

    -If the penalty is high enough, the target's Maneuverability can be reduced to negative numbers (it does not bottom out at 0D).

House Rule Notes:
    SHIELD & SHIELD CONTROL: 1D @ 1D
    VELOCITY MODIFIER: 3D Flight

_________________
"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


Last edited by CRMcNeill on Sat May 13, 2023 11:39 am; edited 12 times in total
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CRMcNeill
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PostPosted: Wed Feb 14, 2018 2:42 am    Post subject: Reply with quote

And the TIE Defender, getting the same treatment.

TIE Defender

Images

Craft: Seinar Fleet Systems' TIE/D "Defender"
Type: Advanced Multi-Role Starfighter
Scale: Starship (+6D)
Length: 9.2 meters
Skill: Starship Piloting: TIE Defender
Crew: 1, plus Imperial Copilot Droid
Crew Skill:
Astrogation 5D+2
Gunnery 6D+1
Piloting 6D+2
Shields 5D+2
Sensors 5D+1
Cargo Capacity: 75 kg
Consumables: 5 days
Hyperdrive Multiplier: x1
Nav Computer: Limited (5 jumps)
Maneuverability: 4D
Space: 12 (6D)
Atmosphere: 450; 1,300 kph
Hull: 3D
Shields: 2D
Sensors:
Passive 25/1D
Scan 50/2D
Search 75/3D
Focus 4/4D
Weapons:
4 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
2 Ion Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 4D (ionization)
2 Warhead Launchers (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 3 per Launcher. May select any Weapons from this list, depending on Availability.
1 Tractor Beam Projector
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-2/5/10
--Orbital: 2km-4km/10km/20km
--Atmosphere: 100m-200m/500m/1km
Rate of Fire: 1/3 (1/2 if using Auxiliary Power)
Damage: 4D
Note: The Tractor Beam Projector lacks the power to operate continuously at full strength. However, it can be used in short bursts that temporarily restrict a target's maneuverability. On a successful strike, the tractor beam's effect lasts until the end of the following round.
Effect: In addition to normal penalties applied by a tractor beam, a targeted ship suffers the following penalty to Maneuverability:
    Damage Roll > Hull Roll = Maneuverability Penalty
    0-3 = No change
    2-8 = -1D
    9-12 = -2D
    13-15 = -3D
    16+ = -4D

    -If the penalty is high enough, the target's Maneuverability can be reduced to negative numbers (it does not bottom out at 0D).

House Rule Notes:
    SHIELD & SHIELD CONTROL: 2D @ 1D
    VELOCITY MODIFIER: 3D Flight

_________________
"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


Last edited by CRMcNeill on Sat May 13, 2023 11:40 am; edited 10 times in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 14, 2018 3:02 am    Post subject: Reply with quote

Also, although Leona beat me to it, I had planned on writing up the Mangler for some time, and since I want to include it in my Stat Index, here's my version.

TIE Mangler

Images

Craft: Seinar Fleet Systems' TIE/ha "Mangler"
Type: Heavy Assault Starfighter
Scale: Starship (+6D)
Length: 12.5 meters
Skill: Starship Piloting: TIE Mangler
Crew: 2 (1 @ +5, can coordinate)
Crew Skill:
Astrogation 5D
Gunnery 5D+2
Piloting 6D
Shields 5D
Sensors 5D
Cargo Capacity: 100 kg
Consumables: 5 days
Hyperdrive Multiplier: x2
Nav Computer: Limited (5 jumps)
Maneuverability: 2D
Space: 10 (5D)
Atmosphere: 415; 1,200 kph
Hull: 3D+1
Shields: 2D
Sensors:
Passive 25/1D
Scan 50/2D
Search 75/3D
Focus 4/4D
Weapons:
2 Heavy Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 8D
2 Heavy Ion Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 6D (ionization)
3 Heavy Auto-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-8/25/40
--Orbital: 2km-16km/50km/80km
--Atmosphere: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 4D+2
2 Warhead Launchers (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 4 per Launcher. May select any Weapons from this list, depending on Availability.

House Rule Notes:
    SHIELD & SHIELD CONTROL: 2D @ 1D
    VELOCITY MODIFIER: 2D+2 Flight

_________________
"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


Last edited by CRMcNeill on Thu Jan 20, 2022 10:41 pm; edited 9 times in total
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Leona Makk
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Location: Minneapolis, MN

PostPosted: Wed Feb 14, 2018 12:25 pm    Post subject: Reply with quote

Three TIE fighters all in one day?! This is the Best Valentine's Day ever!

I have long wanted to use the Defender and Avenger in my game. But wow did you ever see the stats that were posted on the d6holocron wiki page?! They are way too outrageous for me.
Space:17 and Maneuverability:6D on the Defender. Just BONKERS!

Thanks for posting all these! My players are going to do their best to steal them from the new TIE factory in my game next week!
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