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Updating X-Wing: Alliance Ship Stats
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RyanDarkstar
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PostPosted: Mon Jun 08, 2020 7:20 am    Post subject: Reply with quote

CRMcNeill wrote:
Incidentally, the ratio I'm using to generate these stats comes from comparing the stats of the X-Wing in both the WEG system and the old X-Wing Computer game. If you're interested in doing your own, and can find the performance values from the computer game, use the following:
    MGLT x 0.08 = Space
    DPF x 0.12 = Maneuverability in Pips
    RU x 0.6 = Hull in Pips
    SBD x 0.17 = Shields in Pips

    Then divide any Pip values by 3 to get D ratings.
Obviously, not everything will divide straight across, so you will have to round up or down as you see fit.


Thank you for this. It'll help me stat out some odd ships I've found while searching the Web for pictures.
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CRMcNeill
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PostPosted: Mon Jun 08, 2020 12:41 pm    Post subject: Reply with quote

RyanDarkstar wrote:
Thank you for this. It'll help me stat out some odd ships I've found while searching the Web for pictures.

Glad to help, but bear in mind, even with the math, some numbers just aren't going to match up, because the games take different approaches. If you go by the X-Wing stats, for example, the TIE Fighter is more maneuverable than the X-Wing, but isn't any faster, as opposed to being faster but less maneuverable under the WEG stats. As such, the numbers your calculator spits out may still need to be adjusted to fit into the larger universe, as well as to match the fluff.
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cheshire
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PostPosted: Mon Jun 08, 2020 1:33 pm    Post subject: Reply with quote

CRMcNeill wrote:
RyanDarkstar wrote:
Thank you for this. It'll help me stat out some odd ships I've found while searching the Web for pictures.

Glad to help, but bear in mind, even with the math, some numbers just aren't going to match up, because the games take different approaches. If you go by the X-Wing stats, for example, the TIE Fighter is more maneuverable than the X-Wing, but isn't any faster, as opposed to being faster but less maneuverable under the WEG stats. As such, the numbers your calculator spits out may still need to be adjusted to fit into the larger universe, as well as to match the fluff.


Pretty sound advice whenever you're doing pretty much any conversion.
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CRMcNeill
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PostPosted: Tue Jun 09, 2020 2:48 am    Post subject: Reply with quote

On request from Ray, I'm gonna do my take on the experimental TIE fighters from X-Wing Alliance. While the original versions in the XW:A game were all prototypes fitted with remote-controlled droid brains, I'm going to redo them as single-pilot craft. However, I've got my own long-running ideas for droid brain TIE fighters, not as a specific model of TIE, but as a generic TIE ball cockpit that replaces the pilot (and all of the pilot's support systems) with a droid brain. The droid brain may be fitted to any of the single-pilot model TIEs, but is not modular, and may only be fitted during construction.

TIE Droid Brain

The TIE Droid Brain is a modification that can be fitted to any standard TIE model during the assembly process, replacing the pilot with a droid brain. While the brain itself is inferior to a human pilot, it does come with some advantages in survivability and disposability, as it is relatively inexpensive to mass produce, and actually increases the craft's overall resistance to damage due to deletion of some of the more fragile onboard systems needed to protect the pilot.

The popularity of the TIE Droid Brain increased drastically in the post-Endor era, where Imperial Remnant Factions suddenly found themselves having to make do with much smaller recruitment and resource pools.

A TIE fitted with a droid brain has the same stats as a normal, manned TIE, except as noted below:
    Crew: None, Automated
    Crew Skills:
    Piloting 4D+1
    Gunnery 4D
    Sensors 3D+2
    Shields 4D
    Nav Computer: None (Slaved to Control Ship)
    Hull: +1D
    Special Features: Data-Link
    Droid Brain TIEs in the same element or flight are linked to each other via a shared data net, and may Coordinate for free in groups of up to 4, and are treated as a single individual for the purposes of coordinating larger groups. Droid Brain TIEs operating in sensor range of an allied capital ship or base may take advantage of the Flight Controller rule, and may add +1D to one pertinent skill per round. However, the data link is vulnerable to jamming, and on a successful Jamming attempt, the link is inoperable, and the TIE loses any bonuses provided.
    Note: A compact version of the Droid Brain (minus the Hull Bonus and Data-Link) has been installed as a pilot/assistant in many recent models of TIE Fighter. It can be coordinated by the Pilot as a Free Action at a Very Easy Command roll.

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The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Fri Jan 28, 2022 12:22 am; edited 5 times in total
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CRMcNeill
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PostPosted: Tue Jun 09, 2020 3:04 am    Post subject: Reply with quote

TIE/X-M1 "Bizarro" Starfighter

Image

The TIE/X-M1 is an experimental heavy weapons platform that has seen some use among Imperial Remnant forces in the post-Endor era. Featuring two separate TIE ball modules mounted on either side of a single standard TIE wing-foil, it is technically a quadruple-ion engine, but is still nominally a member of the TIE family. The TIE is controlled from one of the ball modules while the other mounts a light turbolaser cannon. While it is still relatively fast due to the multiple engines, it is somewhat difficult to maneuver, and relatively short-ranged compared to other TIEs. In addition, the minimized capacitor banks on the turbolaser have greatly diminished its fire rate.

Craft: Seinar Fleet Systems' TIE/X-M1
Type: Heavy Assault Prototype
Scale: Starship (+6D)
Length: 6.3 meters
Skill: Starship Piloting: TIE/X-M1
Crew: 1
Crew Skill:
Gunnery 4D
Piloting 4D+1
Sensors 4D
Cargo Capacity: 65 kg
Consumables: 1 day
Hyperdrive Multiplier: x2
Nav Computer: Limited (2 jump maximum)
Maneuverability: 2D
Space: 9 (4D+2)
Atmosphere: 400; 1,150 kph
Hull: 3D+1
Sensors:
Passive 20/0D
Scan 40/1D
Search 60/2D
Focus 3/3D
Weapons:
1 Heavy Blaster Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Pilot)
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D
1 Light Turbolaser Cannon
Fire Arc: Front
Crew: 1 (Pilot)
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1/2
Damage: 9D

House Rule Notes:
    VELOCITY MODIFIER: 2D+1 Flight

DISCLAIMER: While the original TIE Experimental line were unmanned and controlled by remote, these stats have been reimagined as piloted variants, produced out of necessity / desperation by Imperial Remnant factions during the post-Endor era. If you wish to use these craft as they are described in the canon, apply the TIE Droid Brain modification found here.
_________________
"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 10:44 pm; edited 8 times in total
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CRMcNeill
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PostPosted: Tue Jun 09, 2020 11:16 am    Post subject: Reply with quote

TIE/X-M2 "BigGun" Starfighter

Image

The TIE/X-M2 "BigGun" was inititally designed as a potential replacement for the older TIE/rb. This design mounts a pair of heavy laser cannon on the outer wing root, one on either side, and the standard heavy blaster cannon mounted on the cockpit are replaced with a shield generator. The added mass and power requirements have somewhat reduced the TIE/X-M2's performance numbers, but it is still a formidable opponent.

Craft: Seinar Fleet Systems' TIE/X-M2
Type: Heavy Assault Prototype
Scale: Starship (+6D)
Length: 6.3 meters
Skill: Starship Piloting: TIE/ln
Crew: 1
Crew Skill:
Gunnery 4D
Piloting 4D+1
Sensors 4D
Cargo Capacity: 65 kg
Consumables: 2 days
Maneuverability: 2D+2 (1D+2 in Atmosphere)
Space: 9 (4D+2)
Atmosphere: 400; 1,150 km/h
Hull: 2D
Shields: 1D
Sensors:
Passive 20/0D
Scan 40/1D
Search 60/2D
Focus 3/3D
Weapons:
2 Heavy Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Pilot)
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 7D

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

DISCLAIMER: While the original TIE Experimental line were unmanned and controlled by remote, these stats have been reimagined as piloted variants, produced out of necessity / desperation by Imperial Remnant factions during the post-Endor era. If you wish to use these craft as they are described in the canon, apply the TIE Droid Brain modification found here.
_________________
"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 10:44 pm; edited 7 times in total
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CRMcNeill
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PostPosted: Tue Jun 09, 2020 12:17 pm    Post subject: Reply with quote

TIE/X-M3 "Warhead" Interceptor

Image

The TIE/X-M3 is an experimental TIE model intended to test the viability of a missile-armed TIE Interceptor. Arguably one of the more successful TIE Experimental Program models, the X-M3 is also one of the most expensive. The addition of the missile launch pods has somewhat reduced the Interceptor's performance, and the installation has forced a reduction in the damage output of the standard Interceptor laser cannon. In addition, the exposed mounting on the wing roots has made the craft more susceptible to combat damage. However, the general opinion is that the withering barrage of missiles - both guided and unguided - that this craft is capable of putting out more than make up for it.

Craft: Seinar Fleet Systems' TIE Interceptor
Type: Interceptor Heavy Ordnance Prototype
Scale: Starship (+6D)
Length: 9.6 meters
Skill: Starship Piloting: TIE Interceptor
Crew: 1
Crew Skill:
Gunnery 4D+2
Piloting 5D
Shields 4D
Sensors 4D
Cargo Capacity: 75 kg
Consumables: 2 days
Maneuverability: 3D+1
Space: 10 (5D)
Atmosphere: 415; 1,200 kph
Hull: 2D+2
Shields: 1D
Sensors:
Passive 25/1D
Scan 40/2D
Search 60/3D
Focus 4/3D+2
Weapons:
16 Light Warhead Launch Tubes
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 1 per Tube. May select Light Missiles & Rockets from this list, depending on Availability.

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

DISCLAIMER: While the original TIE Experimental line were unmanned and controlled by remote, these stats have been reimagined as piloted variants, produced out of necessity / desperation by Imperial Remnant factions during the post-Endor era. If you wish to use these craft as they are described in the canon, apply the TIE Droid Brain modification found here

EDIT: I hadn't noticed it, but apparently the original version stripped out the Interceptor's laser cannon in order to carry such a heavy missile load. Fixed that.
_________________
"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 27, 2022 8:02 pm; edited 9 times in total
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CRMcNeill
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PostPosted: Tue Jun 09, 2020 1:57 pm    Post subject: Reply with quote

TIE/X-M4 "Bomb" Drone Missile

Image

Initially, the TIE Bomb was an oddity, and easily the most unpopular of the TIE models, especially where the Admiralty of the Imperial Navy were concerned. The conventionally minded fleet leadership took a dim view of the project, considering it a marginally useful gimmick for missions that could just as easily be performed by manned craft. After all, eliminating enemy capital vessels was exactly what the Navy was intended for in the first place. However, in the ensuing chaos of the post-Endor era, when Imperial Remnant factions were forced to make do with greatly reduced resources, the project received renewed attention.

While the TIE Bomb can be deployed directly into combat from standard capital ships, it is more commonly deployed offensively in formation with a blastboat or assault shuttle modified as a target designation platform. The Bomb's hyperdrive is slaved to the hyperdrive on the control platform, and it jumps in formation with it to the target system. Once in the target system, the control ship directs the Bomb toward a chosen objective and handles the initial target lock-on, then leaves the droid brain to take over, at which point the bomb will attempt to ram its target and detonate. The bomb will continue to attempt to reacquire and attack until it succeeds or is destroyed.

Craft: Seinar Fleet Systems' TIE/X-M4
Type: Prototype Anti-Ship Drone Missile
Scale: Starship (+6D)
Length: 8.7 meters
Crew: None (operated by Droid Brain)
Crew Skill:
Piloting 4D
Sensors 3D+2
Consumables: 2 days
Hyperdrive Multiplier: x2
Nav Computer: None (Slaved to Control Ship)
Maneuverability: 3D+2
Space: 14 (7D)
Atmosphere: 485; 1,400 kph
Hull: 4D
Sensors:
Passive 10/0D
Scan 25/1D
Search 40/2D
Focus 5/3D
Weapons:
Explosive Warhead
Damage: 8D
Scale: Destroyer (+12D)
Game Use:
The TIE Bomb is guided to its target by a control ship, either the launching mothership or a modified assault shuttle. Once the target is within Sensor Range of the TIE Bomb, it must make a successful Sensor Focus roll to lock onto the target (if the mothership is designating the target, the TIE Bomb receives the normal Fire Control bonus). Once a Lock-On is acquired, the Bomb closes with its target at Full Speed and attempts to ram it. The ram is resolved by rolling the Bomb's combined Piloting and Maneuverability (-2D to the precise navigation required to physically strike a target in the vastness of space) against Easy Difficulty and/or any opposed evasion roll made by the target. On impact, the TIE Bomb's warhead detonates, inflicting full damage. If a ram attempt misses, the Bomb must attempt to reacquire Lock-On, and the process begins again.

House Rule Notes:
    VELOCITY MODIFIER: 3D+2 Flight

DISCLAIMER: While I have modified the other TIE Experimental types to give them the option of either manned or droid-brain operation, the TIE Bomb is only available with a TIE Droid Brain, for obvious reasons.
_________________
"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 10:45 pm; edited 9 times in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Jun 09, 2020 2:23 pm    Post subject: Reply with quote

TIE/X-M5 "Booster" Starfighter

Image

The TIE/X-M5 is a prototype testbed of enhanced maneuverability systems for the standard TIE, fitted with a more powerful engine system and a hyperdrive. Arguably the most conventional prototype of the TIE Experimental line, the TIE Booster is a match for the A-Wing in speed, although the A-Wing still has the edge in maneuverability. The addition of the aft "booster tail" has also freed up space to mount a basic hyperdrive system and a defensive shield generator. Post Endor, plans have been drawn up to fit the booster system to a TIE/rc recon package and use it to make high-speed reconnaissance sweeps of Republic systems, but despite rumors, such ships have yet to be encountered.

Craft: Seinar Fleet Systems' TIE/X-M5
Type: Enhanced Speed Prototype Starfighter
Scale: Starship (+6D)
Length: 10 meters
Skill: Starship Piloting: TIE/X-M5
Crew: 1
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 4D+1
Sensors 4D
Cargo Capacity: 65 kg
Consumables: 2 days
Hyperdrive Multiplier: x2
Nav Computer: Limited (2 jump maximum)
Maneuverability: 3D
Space: 12 (6D)
Atmosphere: 450; 1,300 kph
Hull: 2D+1
Shields: 1D
Sensors:
Passive 20/0D
Scan 40/1D
Search 60/2D
Focus 3/3D
Weapons:
2 Heavy Blaster Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 4D

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

DISCLAIMER: While the original TIE Experimental line were unmanned and controlled by remote, these stats have been reimagined as piloted variants, produced out of necessity / desperation by Imperial Remnant factions during the post-Endor era. If you wish to use these craft as they are described in the canon, apply the TIE Droid Brain modification found here.
_________________
"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 10:46 pm; edited 6 times in total
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Raven Redstar
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PostPosted: Tue Jun 09, 2020 6:05 pm    Post subject: Reply with quote

I wonder if we should cook up a D66 table and populate it with all of the TIE fighters so that GM's can mix it up a bit.

Maybe make a TIE fighter supplement?
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CRMcNeill
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PostPosted: Tue Jun 09, 2020 6:51 pm    Post subject: Reply with quote

Raven Redstar wrote:
I wonder if we should cook up a D66 table and populate it with all of the TIE fighters so that GM's can mix it up a bit.

The problem there is that some TIEs are going to be far more common than others, so simply assigning each type of TIE a slot on the a D66 chart would vastly overpopulate the universe with "specials". IMO, it's far better to leave it up to the GM to assign "boss" TIEs appropriate to the climactic fight, and then just use standard TIE models for everything else.

Quote:
Maybe make a TIE fighter supplement?

There already is one: the Guide to TIE Fighters, which can be found on the Rancor Pit Downloads Page. Frankly, I don't mind using it as a reference, but some of the fighters listed in that guide are just downright silly...
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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.

The CRMcNeill Stat/Rule Index
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Raven Redstar
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PostPosted: Tue Jun 09, 2020 7:14 pm    Post subject: Reply with quote

I was thinking of something a little more serious.

It's easy enough, you just populate your list with multiple entries of the more common TIEs.
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Ray
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PostPosted: Tue Jun 09, 2020 10:38 pm    Post subject: Reply with quote

Good job on the Experimental TIEs!

As for the D66 Table... All I have to say is, "Where the hell did someone dig up a T.I.E. Fighter?"
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PostPosted: Wed Jun 10, 2020 12:50 am    Post subject: Reply with quote

Ray wrote:
As for the D66 Table... All I have to say is, "Where the hell did someone dig up a T.I.E. Fighter?"

Maybe thedemonapostle will see this and answer that.
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PostPosted: Wed Jun 10, 2020 1:00 am    Post subject: Reply with quote

CRMcNeill wrote:
TIE Droid Brain

The TIE Droid Brain is modification that can be fitted to any standard TIE model during the assembly process, replacing the pilot with a droid brain. While the brain itself is inferior to a human pilot, it does come with some advantages in survivability and disposability, as it is relatively inexpensive to mass produce, and actually increases the craft's overall resistance to damage due to deletion of some of the more fragile onboard systems needed to protect the pilot.

The popularity of the TIE Droid Brain increased drastically in the post-Endor era, where Imperial Remnant Factions suddenly found themselves having to make do with much smaller recruitment and resource pools.

A TIE fitted with a droid brain has the same stats as a normal, manned TIE, except as noted below:
    Crew: None, Automated
    Crew Skills:
    Piloting 3D+1
    Gunnery 3D
    Sensors 3D
    Nav Computer: None (Slaved to Control Ship)
    Hull: +1D
    Special Features: Data-Link
    Droid Brain TIEs in the same element or flight are linked to each other via a shared data net, and may Coordinate for free in groups of up to 4, and are treated as a single individual for the purposes of coordinating larger groups. Droid Brain TIEs operating in sensor range of an allied capital ship or base may take advantage of the Flight Controller rule, and may add +1D to one pertinent skill per round. However, the data link is vulnerable to jamming, and on a successful Jamming attempt, the link is inoperable, and the TIE loses any bonuses provided.

Funny that you posted this. I have no experience with this video game, but I just read recently that the TIE/rb has built-in droid intelligence. I read it in the TIE Fighter Owners' Workshop Manual, and it looks like the info has been entered into the Brute's Wookieepedia's entry if you want to check it out and possibly update your stats of the ship. I think the book said something about it being similar to an astromech droid. FYI.
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