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m (Protected "Tie Interceptor" ([edit=sysop] (indefinite) [move=sysop] (indefinite)))
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'''BACKGROUND'''
 
'''BACKGROUND'''
   
The TIE/In starfighter, or TIE Interceptor , was a TIE series starfighter used by the Galactic Empire. The TIE Interceptor was identifiable by its arrow-shaped solar collection panels, a distinct difference from the hexagonal solar arrays of its predecessor, the TIE Fighter. The Interceptor was one of the fastest starfighters in the galaxy at its prime, nearly rivaling the Alliance's RZ-1 A-wing interceptor.
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The TIE/In starfighter, or TIE Interceptor , was a TIE series starfighter used by the Galactic Empire. The TIE Interceptor was identifiable by its arrow-shaped solar collection panels, a distinct difference from the hexagonal solar arrays of its predecessor, the TIE Fighter. The Interceptor was one of the fastest starfighters in the galaxy at its prime, nearly rivaling the Alliance's RZ-1 A-wing interceptor.
   
 
Background obtained from wookiepedia - http://starwars.wikia.com/wiki/TIE/In_starfighter
 
Background obtained from wookiepedia - http://starwars.wikia.com/wiki/TIE/In_starfighter
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'''RPG STATS'''
 
'''RPG STATS'''
   
Affiliation: Galactic Empire, New Republic, Imperial Remnant, Galactic Alliance
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Affiliation: Galactic Empire, New Republic, Imperial Remnant, Galactic Alliance
   
Ship Type: Tie Interceptor
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Ship Type: Tie Interceptor
   
Class: Space Superiority Fighter
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Class: Space Superiority Fighter
   
Manufacturer: Sienar Fleet Systems
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Manufacturer: Sienar Fleet Systems
   
Crew: 1
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Crew: 1
   
Cargo: 75kg
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Cargo: 75kg
 
   
'''MDC BY LOCATION:'''
 
   
 
'''MDC BY LOCATION:'''
Main Hull - 450
 
   
 
Main Hull - 450
Cockpit - 200
 
   
 
Cockpit - 200
Sensor/Communications Array - 75
 
   
 
Sensor/Communications Array - 75
Engines (4) - 100 ea
 
   
Solar Panels (2) - 200 ea
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Engines (4) - 100 ea
   
Laser Cannon (4) - 75 ea
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Solar Panels (2) - 200 ea
 
   
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Laser Cannon (4) - 75 ea
'''NOTES:'''
 
   
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1 - Depleting the MDC of the main hull will put the ship out of commission. All internal systems will shut down, including life support. Emergency beacon is the only thing that will work and it has a range of 15 light years
 
 
'''NOTES:'''
  +
 
1 - Depleting the MDC of the main hull will put the ship out of commission. All internal systems will shut down, including life support. Emergency beacon is the only thing that will work and it has a range of 15 light years
   
 
AR - 11
 
AR - 11
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'''SPEEDS:'''
 
'''SPEEDS:'''
   
Speed - Realspace: mach 22
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Speed - Realspace: mach 22
   
Speed - Atmosphere: 1250kph
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Speed - Atmosphere: 1250kph
   
Maximum Range: Can operate for 2 days under normal conditions. Combat ops reduces that by 75%
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Maximum Range: Can operate for 2 days under normal conditions. Combat ops reduces that by 75%
   
   
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Height: 4.9m
 
Height: 4.9m
   
Width: 6.4m
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Width: 6.4m
   
 
Weight: 10 tons
 
Weight: 10 tons
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WEAPON: Laser Cannon (4)
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WEAPON: Laser Cannon (4)
   
PRIMARY PURPOSE: Anti-fighter
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PRIMARY PURPOSE: Anti-fighter
   
SECONDARY PURPOSE: Anti-ship
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SECONDARY PURPOSE: Anti-ship
   
RANGE - SPACE: 5.0km/50km
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RANGE - SPACE: 5.0km/50km
   
RANGE - ATMOSPHERE: 2.5km/25km
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RANGE - ATMOSPHERE: 2.5km/25km
   
DAMAGE: 2d4x10+10 single blast, 3d6x10 dual blast, 6d6x10 quad blast
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DAMAGE: 2d4x10+10 single blast, 3d6x10 dual blast, 6d6x10 quad blast
   
RATE OF FIRE: equal to pilots attacks
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RATE OF FIRE: equal to pilots attacks
   
PAYLOAD: Unlimited
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PAYLOAD: Unlimited
   
BONUSES: +3 strike, no bonuses beyond combat range
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BONUSES: +3 strike, no bonuses beyond combat range
   
   
 
'''SYSTEMS OF NOTE:'''
 
'''SYSTEMS OF NOTE:'''
   
COMMUNICATIONS: Subspace transceiver with a range of light years.
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COMMUNICATIONS: Subspace transceiver with a range of light years.
   
 
LIFE SUPPORT SYSTEMS: Can support full complement for an effectively unlmited amount of time however consumables will run out after 2 days if not replenished
 
LIFE SUPPORT SYSTEMS: Can support full complement for an effectively unlmited amount of time however consumables will run out after 2 days if not replenished
   
PASSIVE SENSOR SYSTEMS: Have a radius of 25 000km. System inculdes Dedicated Energy Receptors, Mass Detectors, Electro-photo Receptors, Aural Sensors. Gives a bonus of +5% to sensor skill rolls.
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PASSIVE SENSOR SYSTEMS: Have a radius of 25 000km. System inculdes Dedicated Energy Receptors, Mass Detectors, Electro-photo Receptors, Aural Sensors. Gives a bonus of +5% to sensor skill rolls.
   
SCANNING SENSOR SYSTEMS: Have a radius of approximately 40 000 000km. System includes Dedicated Energy Receptors, Mass Detectors, Full Spectrum Transceivers, Life Form Indicators. Gives a +10% bonus to sensor skill rolls.
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SCANNING SENSOR SYSTEMS: Have a radius of approximately 40 000 000km. System includes Dedicated Energy Receptors, Mass Detectors, Full Spectrum Transceivers, Life Form Indicators. Gives a +10% bonus to sensor skill rolls.
   
SEARCH SENSOR SYSTEMS: Have a range of 60 000km and can be directed to any of hte 6 arcs around the ship. System includes Dedicated Energy Receptors, Electro-Photo Receptors, Mass Detectors, Life Form Indicators, Long Range Phased Tachyon Detection Arrays, Full Spectrum Transceivers. Gives a +15% bonus to sensor skill rolls.
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SEARCH SENSOR SYSTEMS: Have a range of 60 000km and can be directed to any of hte 6 arcs around the ship. System includes Dedicated Energy Receptors, Electro-Photo Receptors, Mass Detectors, Life Form Indicators, Long Range Phased Tachyon Detection Arrays, Full Spectrum Transceivers. Gives a +15% bonus to sensor skill rolls.
   
FOCUSING SENSOR SYSTEMS: Have a radius of 4000km and can be focused anywhere within the search systems range. System includes Dedicated Energy Receptors, Electro-Photo Receptors, Mass Detectors, Life Form Indicators, Full Spectrum Transceivers, Aural Sensors, Short range Primary Threat Analysis Grids. Gives a +20% bonus to sensor skill rolls.
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FOCUSING SENSOR SYSTEMS: Have a radius of 4000km and can be focused anywhere within the search systems range. System includes Dedicated Energy Receptors, Electro-Photo Receptors, Mass Detectors, Life Form Indicators, Full Spectrum Transceivers, Aural Sensors, Short range Primary Threat Analysis Grids. Gives a +20% bonus to sensor skill rolls.
   
   

Revision as of 00:52, 2 February 2012

Tieinter2

BACKGROUND

The TIE/In starfighter, or TIE Interceptor , was a TIE series starfighter used by the Galactic Empire. The TIE Interceptor was identifiable by its arrow-shaped solar collection panels, a distinct difference from the hexagonal solar arrays of its predecessor, the TIE Fighter. The Interceptor was one of the fastest starfighters in the galaxy at its prime, nearly rivaling the Alliance's RZ-1 A-wing interceptor.

Background obtained from wookiepedia - http://starwars.wikia.com/wiki/TIE/In_starfighter


RPG STATS

Affiliation: Galactic Empire, New Republic, Imperial Remnant, Galactic Alliance

Ship Type: Tie Interceptor

Class: Space Superiority Fighter

Manufacturer: Sienar Fleet Systems

Crew: 1

Cargo: 75kg


MDC BY LOCATION:

Main Hull - 450

Cockpit - 200

Sensor/Communications Array - 75

Engines (4) - 100 ea

Solar Panels (2) - 200 ea

Laser Cannon (4) - 75 ea


NOTES:

1 - Depleting the MDC of the main hull will put the ship out of commission. All internal systems will shut down, including life support. Emergency beacon is the only thing that will work and it has a range of 15 light years

AR - 11

Armour - Stops anything up to and including standard 25mm cannon rounds.


SPEEDS:

Speed - Realspace: mach 22

Speed - Atmosphere: 1250kph

Maximum Range: Can operate for 2 days under normal conditions. Combat ops reduces that by 75%


STATISTICAL DATA:

Length: 6.6m

Height: 4.9m

Width: 6.4m

Weight: 10 tons


WEAPON SYSTEMS:


WEAPON: Laser Cannon (4)

PRIMARY PURPOSE: Anti-fighter

SECONDARY PURPOSE: Anti-ship

RANGE - SPACE: 5.0km/50km

RANGE - ATMOSPHERE: 2.5km/25km

DAMAGE: 2d4x10+10 single blast, 3d6x10 dual blast, 6d6x10 quad blast

RATE OF FIRE: equal to pilots attacks

PAYLOAD: Unlimited

BONUSES: +3 strike, no bonuses beyond combat range


SYSTEMS OF NOTE:

COMMUNICATIONS: Subspace transceiver with a range of light years.

LIFE SUPPORT SYSTEMS: Can support full complement for an effectively unlmited amount of time however consumables will run out after 2 days if not replenished

PASSIVE SENSOR SYSTEMS: Have a radius of 25 000km. System inculdes Dedicated Energy Receptors, Mass Detectors, Electro-photo Receptors, Aural Sensors. Gives a bonus of +5% to sensor skill rolls.

SCANNING SENSOR SYSTEMS: Have a radius of approximately 40 000 000km. System includes Dedicated Energy Receptors, Mass Detectors, Full Spectrum Transceivers, Life Form Indicators. Gives a +10% bonus to sensor skill rolls.

SEARCH SENSOR SYSTEMS: Have a range of 60 000km and can be directed to any of hte 6 arcs around the ship. System includes Dedicated Energy Receptors, Electro-Photo Receptors, Mass Detectors, Life Form Indicators, Long Range Phased Tachyon Detection Arrays, Full Spectrum Transceivers. Gives a +15% bonus to sensor skill rolls.

FOCUSING SENSOR SYSTEMS: Have a radius of 4000km and can be focused anywhere within the search systems range. System includes Dedicated Energy Receptors, Electro-Photo Receptors, Mass Detectors, Life Form Indicators, Full Spectrum Transceivers, Aural Sensors, Short range Primary Threat Analysis Grids. Gives a +20% bonus to sensor skill rolls.


COMBAT BONUSES:

-2 to dodge

+20% piloting rolls


REFERENCES USED IN THIS DESIGN

Star Wars Imperial Sourcebook (West End Games)

Star Wars Trilogy Sourcebook Special Edition (West End Games)

Wookiepedia (http://starwars.wikia.com/)