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Updating X-Wing: Alliance Ship Stats
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Fri Jan 21, 2022 3:03 am    Post subject: Reply with quote

Whill wrote:
While I agree with the general sentiment that RAW shield rules have issues and we address those differently, I disagree that +1 or +2 is not worth the shield roll in the first place in RAW, especially when you have multiple characters on a ship each doing something different in the battle. Now if you have a single character doing it all in the middle of combat, no, the MAP may not make it worth angling the shields for that small of a benefit.

But also remember, the roll is only for when angling to a different fire arc. If a pilot or shield operator sets the shields to a certain arc, you only have to roll for shields when changing them again. So you can set the shields before combat begins and leave them there, getting the +1 or +2 benefit to hull rolls on that arc without new shield rolls, until the shields are blown. Just sayin'.


And since X-wings have R2 units (or R5/R7 etc) in their slots, THOSE droids can be doing the shield rolls, while the pilot, PILOTS..
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Ray
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PostPosted: Fri Jan 21, 2022 10:37 am    Post subject: Reply with quote

If the Astromech has the Shields skill, that is.
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garhkal
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PostPosted: Fri Jan 21, 2022 3:31 pm    Post subject: Reply with quote

Point, it doesn't have a listed skill, but do droids get like human (and alien) pcs do, where they can Default to attribute if they lack the skill??
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Dr. Bidlo
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Joined: 24 Nov 2021
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PostPosted: Mon Jan 24, 2022 10:52 pm    Post subject: Reply with quote

garhkal wrote:
Point, it doesn't have a listed skill, but do droids get like human (and alien) pcs do, where they can Default to attribute if they lack the skill??


I recall that droids can only perform actions based on their programmed skills, but I checked the 2nd edition R&R and did not see that spelled out explicitly...
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Jan 27, 2022 2:55 am    Post subject: Reply with quote

When I did the TIE Droid Brain post, I was mostly focusing on how to duplicate the drone TIE ships seen in X-Wing: Alliance. However, subsequent discussion led to a slightly different concept that I'm thinking about incorporating from the Solo deleted scene that Whill mentioned, which I'm conceptually calling the TIE Droid Co-Pilot. The idea would be for this to be standard equipment on TIEs with a single pilot who also have additional duties or weapons, such as ordnance launchers or reconnaissance (right now I'm thinking the TIE/rb, TIE/gt, TIE Bomber and likely some of the later craft like the Avenger and Defender). I'm also going to edit the TIE Droid Brain stat to better reflect the Crew Quality house rule to give TIE Droid Brains a higher base skill but not allow them to take advantage of Crew Quality (due to regular memory wipes and the like). Anyway, I'm a bit too tired to put in the work tonight, but I figured I'd at least get a post about where my mind is heading in the morning.
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CRMcNeill
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PostPosted: Thu Jan 27, 2022 11:05 pm    Post subject: Reply with quote

An interesting possibility occurred to me as I was researching for the TIE Droid Co-Pilot concept...

It's an established part of the lore that the Empire doesn't grant their starfighter pilots the same level of trust as does the Alliance. It's also known that there was a shift in this attitude with introduction of hyperdrive-equipped craft piloted by high-ranking and/or elite pilots. So, what if the Droid Co-Pilot also serves as a failsafe against the pilot defecting?

If you look at the stats on the stock Astromech, it has 5D in Astrogation, which is better than that of most pilots. As such, I see the Empire using the droid both to handle normal Astrogation duties (that way they don't have to give the pilots additional training) and as oversight to ensure that the pilot doesn't try to set his own course and defect. It could even offer the semblance of independence by allowing the pilot to calculate his own course, with the Droid Brain providing "shadow oversight" without the pilot's knowledge. This feature could be overridden, but only by inputting a master code known only to high-ranking Imperials.

Not only would this line up with Imperial doctrine and thought processes, it would also be a great way for GMs to keep a team of PCs from stealing those cool new experimental TIE fighters they ran across in that hidden Imperial base.
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 28, 2022 5:49 am    Post subject: Reply with quote

Imperial Copilot Droid

The Copilot Droid is a droid brain hardwired into the systems of the more advanced TIE models, as well as several others like the Assault Gunboat. As the missions expected of TIEs became more and more complex, and with later models including ordnance launch capabilities that were dependent on target locks, repeated tests showed that Imperial pilots lacked the skill level to perform the multiple, simultaneous tasks required to make full use of their craft's capabilities. In response, the Empire introduced a simple, mass-produced droid brain that could split the workload with the pilot. Because not all of the droid's capabilities would be needed on all the various types of fighters, the brain was designed to accept plug-in modules for shield control and hyperdrive operation that would only be included when installed in a ship with those capabilities.

What isn't widely known is that, as the Empire experiments with and fields more and more hyperdrive equipped fighters, the Copilot Droid serves as a fail-safe to prevent any treason-minded pilots from defecting with their valuable starfighter. When equipped with the Hyperdrive Control module, the Copilot Droid normally handles all Astrogation duties, but can be manually overriden by the pilot. However, the Droid is monitoring any course entered by the pilot, and can override his commands, preventing the hyperdrive from activating, or overriding the programmed course and returning the ship to its home base. This can be overriden via an authorization code known only to high-rank Imperials and their agents, or by completely disabling the droid brain (Moderate Droid Programming roll).

Skills:
Piloting 3D+1
Gunnery 3D
Sensors 3D+2
Repair 3D
Upgrade Modules:
Shield Control
Installed only on fighters equipped with shields, with a Shields skill of 3D
Hyperdrive Control
Installed only on fighters equipped with hyperdrives, with an Astrogation skill of 5D
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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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