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JayRhea

[Ships] TIE Fighter Series Variants

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First up, some TIE Fighter series upgrades.

o1.%20Missile%20Launcher%20Field%20Modif

o2.%20Twin%20Ion%20Engine_zpsfnog03d7.pn

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Ship: Advanced Project Ship
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: T.I.E. Fighter

o4.%20T.I.E.%20Fighter%20Dial_zpsb0p8wbl

a1AdvancedProjectShipRepublicNew_zps4e39

a2AdvancedProjectShipTradeFederationNew_

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Ship: T.I.E. Fighter and TIE Infiltrator
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: T.I.E. Fighter
Notes: The TIE Infiltrator action bar has the Stealth action icon.

o4.%20T.I.E.%20Fighter%20Dial_zpsb0p8wbl

b1TIEFighterNew_zps9accd3de.png

b2TIEInfiltratorNew_zpsf1a65a0e.png

g1.%20Stealth%20Action_zps2i1r2c9b.png  g2.%20Spending%20Stealth%20Tokens_zpsoon

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Ship: TIE Fighter
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: T.I.E. Fighter

o4.%20T.I.E.%20Fighter%20Dial_zpsb0p8wbl

cTIEFighterNew_zpsab7c53f6.png

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Ship: TIE/ln Fighter
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: TIE Fighter

d1TIElnFighterImperialNew_zps9fe9588e.pn

d2TIElnFighterRebelNew_zpsffc1c711.png

d3TIElnFighterNewRepublicNew_zps493748e0

d4TIElnFighterGalacticAllianceNew_zps47a

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Ship: modified TIE/ln Fighter
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: TIE Fighter

eEclipticEvadersTIElnFighterNew_zps7967a

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Ship: modified TIE/ln Fighter
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: TIE Fighter

f1.%20Flying%20Bantha%20Squadron%20TIEln

f2.%20Modified%20Lasers%20Explosion_zpst

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Ship: TIE/gt Fighter
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: TIE/gt Fighter

o3.%20TIEgt%20Dial_zpswsuuss2c.jpg

g1.%20TIEgt%20Fighter%20New_zpssyz0e72c.

g3.%20TIEgt%20Fighter%20Ordnance%20Upgra

g4.%20Cluster%20Bombs_zpszw3kivck.png

Cluster Bomb Token Reference Card
Cluster bomb tokens are bomb tokens. Bomb tokens DETONATE as described on their corresponding Upgrade cards, producing one of the following effects.
Cluster Bomb Token: When this bomb token detonates, deal 1 facedown Damage card to each ship at Range 1 of the token.  Then discard this token.

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Ship: TIE Light Duty
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: TIE Fighter

hTIELightDutyNew_zps80f617e3.png

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Ship: TIE/rc Fighter
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: TIE Fighter
Notes: The action bar has the Sensor Scan action icon.

i1.%20TIErc%20Fighter%20New_zpspdjauysx.

i2.%20Improved%20Communications%20Packag

f.%20Sensor%20Scan%20Action_zpsdhu7wk3l.

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Ship: TIE/fc Fighter
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: T.I.E. Fighter
Notes: The action bar has the Sensor Scan action icon.

o4.%20T.I.E.%20Fighter%20Dial_zpsb0p8wbl

j1.%20TIEfc%20Fighter%20New_zpsacqautbq.

j2.%20Fire%20Control%20Array_zpsecs94ez7

f.%20Sensor%20Scan%20Action_zpsdhu7wk3l.

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Ship: TIE Vanguard
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: TIE Interceptor
Notes: The action bar has the Sensor Scan action icon.

k1.%20TIE%20Vanguard%20New_zpsjhnhk9rq.p

k2.%20Advanced%20Communications%20Packag

f.%20Sensor%20Scan%20Action_zpsdhu7wk3l.

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Ship: TIE Stealth
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: TIE Fighter
Notes: The action bar has the Stealth action icon.

lTIEStealthNew_zpsa2fbca54.png

g1.%20Stealth%20Action_zps2i1r2c9b.png  g2.%20Spending%20Stealth%20Tokens_zpsoon

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Ship: Super TIE/ln Fighter
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: TIE Interceptor

mSuperTIElnFighterNew_zps8f070fc6.png

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Ship: TIE/D Automated Fighter
Type: Aerial Unit
Class: Small Starship
Base Size: 40mm x 40mm square
Maneuver Dial: TIE Fighter

n.%20TIED%20Automated%20Fighter%20New_zp

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Kind of wish the TIE/rc was a little more distinct. About the only functional difference between the /Rc and the Vanguard is the presence of shields on the latter. How about we just merge the two and designate the Vanguard TIE/rc? Unless we designate it to look like something else?

I like the idea that the empire had to do creative retrofitting of their TIEs to fill some fleet specific roles. If I were tackling them I wouldn't have made them much more diverse than the base TIE/ln, but maybe lowered their capabilities. For the TIE/gt as an example, take out barrel roll since the bomb rack would have increased the mass. They aren't really dogfighters either and are harder to press into a space attack role than TIE Bombers.

I also didn't want to give anything too complicated when coming up with new systems to represent fighter capabilities. For the Vanguard and /fc for example, I'd just give them the ability to transfer their target locks to other fighters when the /fc acquires one. Essentially they can use their action to give one fighter in range (3 max) a target lock. This lets that fighter perform a focus, take advantage of the donated target lock, and improve their hits. Sure it puts the /fc at risk to do this but the nature of the /fc is impractical anyway.

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The functional differences between the TIE/rc and TIE Vanguard: the TIE/rc uses a TIE Fighter maneuver dial and has no shields while the TIE Vanguard uses a TIE Interceptor dial and has 1 shield point. As they are two separate variants established in Star Wars canon I won't be combining them.

The TIE/gt has less firepower and is less maneuverable than the standard TIE Fighter so its firepower is 1 and its agility is 2. It has Focus and Target Lock for actions and doesn't have Barrel Roll or Evade.

The sensor lock action I came up with is basically a target lock-type action that you can pass on to another ship but it can't be used by the ship that actually makes the lock. So the fighter that makes use of the sensor lock is able to perform a focus, take advantage of the donated sensor lock, and improve their hits. I felt this was a good way to simulate a reconnaissance type of action.

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What's the justification for the Vanguard using an Interceptor dial? It was conceived before the interceptor engines were devised. It's basically a souped-up TIE Fighter with a cheap shield generator and an advanced sensor suite- probably powered from the surplus energy from that missing laser cannon. Wookiepedia says the TIE/RC was somehow more maneuverable over the standard TIE, though I feel the best way to represent this is to give the /rc the ability of generating two dodge maneuvers per action.

I guess I can understand the reduced agility of the /gt, but bear in mind that it is not lugging around two over-sized pods and longer solar panels. Mass is a consideration but not a handicap. I'd say take out barrel rolling and give more red movement points for extreme turns, as well as reducing the attack to 1 (for one laser as you say), but otherwise keep it close to the TIE fighter for which it's derived. Give it one torpedo slot for the limited magazine and would allow it to carry bombs.

Why not let the /fc take advantage of it's own advanced sensor suite? It's not going to be doing much with it on it's own, except allowing you to re-roll your one die at like a maximum of two times (three if the sensor suite gives dual sensor locks), but the most you're going to do out of it is two damage, and that's IF you have a critical, and IF it is the 2 damage point card, and IF the target has no shields left. Make an equipment item for targeting suite, allow it two target locks for one action and to give to other fighters, then say "Restricted to TIE/fc, TIE/sc, TIE Vanguard, and TIE scout". None of these fighters are going to be front-and-center combat roles and are really there for only fluff or interesting support options that aren't reliant on hero space pilots.

Ideally these scout and fire control fighters would be hanging on the fringes of the battle and enhancing TIE swarms until they're shot down. They'd be prime targets, but that isn't so bad because your support fighter would be your weakest hitter.

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The justification for the TIE Vanguard being as fast as a TIE Interceptor is the fact that its stats have it as being the same speed as a TIE Interceptor. And yes, the advanced sensors replaced one of the lasers in the TIE Vanguard, TIE/fc and TIE/rc. The TIE/rc's maneuverability is only slightly better than the standard TIE so I left it at 3 agility. The TIE/fc, while slower than the standard TIE, is considerably more maneuverable so I made its agility 4.

According to the TIE/gt stats it is considerably less maneuverable than the standard TIE so I made it agility 2. It may not have the extra pod of the TIE Bomber but it does have a bomb bay loaded with ordnance in its extended hull. It doesn't have barrel roll and its attack is 1. From Wookieepedia: "The TIE/gt's payload could include 6 proton torpedoes, 12 concussion missiles, 18 air-deployed mines, 2 cluster bombs, or 20,000 flimsiplast leaflets when used for propaganda missions." My variant has 2 concussion missiles and the free modification allows it to switch these to proton torpedoes, spice mines or cluster bombs.

Some of the ships I've made that have sensor lock have a firepower of 3 and the sensor lock gives the attacking ship extra attack die. I felt that allowing a ship to make use of its own Sensor Lock might be a little too powerful so I made it so it can only share it with another ship. I plan on explanding the rules for the Sensor Lock for scenarios where ships are supposed to scan something. Ships with a Sensor Lock action will be able to scan targets at a longer range. And the TIE/fc's specific role on the battlefield was to provide targeting information for the TIE/gt, not for itself.

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Added a new Rebel modified TIE/ln Fighter to this series. Moved the TIE Raptor to the Other TIE Series Variants.

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I've updated this thread with new cards that were made using the Strange Eons plug in.

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