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<blockquote data-quote="kronos182" data-source="post: 7117558" data-attributes="member: 6668634"><p>T.I.E./br Boarding Craft</p><p>The TIE/br Boarding Craft is a modified TIE Bomber used for boarding disabled ships when larger shuttles are not available or useable. The TIE/br has two cylinder shaped hulls between two vertical wings, similar to the TIE bomber, but the secondary pod is longer, has a boarding ramp and an airlock at the front with cutting lasers for breaching ship hulls. It carries basic sensors but also includes terrain following and collision alert system, and is one of the few TIEs to include landing gear and limited life support for the troops carried. The TIE/br is armed with two lasers, but instead of them on the ball cockpit, they are mounted in the wing struts, just inside of the solar collectors and used only for self defense. The TIE/sa is equipped with a missile lock alert system as a means to help increase its survival chances, and ejector seat. The TIE/br is capable of entering and leaving a planet's atmosphere. The TIE/br is simple to operate, so even someone not trained as a pilot could pilot one, although not with great skill. The pilot enters through a hatch on the roof or through the boarding ramp. The roof also has connections on the roof to allow it to be carried on external racks of various Imperial ships.</p><p></p><p>In Coreline the T.I.E./br boarding craft is used mainly by anyone with the credits, but mainly sold to the Imperial groups, GFFA and other militaries that lack the credits for full assault shuttles.</p><p></p><p>T.I.E./br Boarding Craft (PL6)</p><p>Type: Ultralight</p><p>Subtype: Transport</p><p>Size: Huge (-2)</p><p>Tactical Speed: 4000 ft</p><p>Defense: 8 (10 base -2 size) +4 vs missiles</p><p>Flat-Footed Defense: 8 (10 base - 2 size)</p><p>Autopilot Defense: </p><p>Hardness: 20</p><p>Hit Dice: 8d20 (160 hp)</p><p>Initiative Modifier: </p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 30.2 ft</p><p>Weight: 15,700 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1</p><p>Passenger Capacity: 12</p><p>Cargo Capacity: 120-2000 lbs</p><p>Grapple Modifier: +8</p><p>Base PDC: 37</p><p>Restriction: Mil (+3)</p><p></p><p>Attack: </p><p>2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a</p><p></p><p>Attack of Opportunity: </p><p></p><p>Bonuses:</p><p>Due to the small size and design, the TIE/sa bomber enjoys a +2 bonus to Pilot checks for stunt maneuvers.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Simple Controls, Ejector Seat, Airlock, Landing Gear, Cutting Tool</p><p>Engines: Ion engine</p><p>Armour: Polymeric</p><p>Defense Systems: </p><p>Sensors: Class II, Targeting System, Missile Lock Alert, Collision Alert</p><p>Communications: Radio Transceiver</p><p>Weapons: 2 Laser cannons, Cutting Tool</p><p>Grappling Systems: Grapplers</p><p></p><p>Simple Controls</p><p>The TIE/sa bomber has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks.</p><p></p><p>Ejector Seat</p><p>The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.</p><p>The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.</p><p></p><p>Airlock</p><p>The front of the secondary hull has an extending airlock that allows for safe passage between the TIE and the ship to be boarded. It is large enough to allow two troops to pass through each round.</p><p></p><p>Cutting Tool</p><p>The front of the secondary pod has a set of cutting tools around the extending airlock, able to cut through the hull of most ships. The cutting tools can only be used once the TIE is latched onto a ship with its grapplers. The cutting tools use a combination of saws, plasma and laser torches, dealing 10d8 points of damage, half fire half slashing and ignore 20 points of hardness each round, requiring only a touch attack against the grappled ship. To breach a hull, the cutters must do a total of damage equal to the number of hit dice the ship has. So if a ship has 200 hit dice, the cutter must deal 200 points of damage to breach the hull and allow troops through.</p><p></p><p></p><p></p><p>TIE/fc Starfighter</p><p>The TIE/fc is a variant TIE designed for fire control purposes. Mounting only a single laser canon, replacing the other with additional sensors and targeting systems. The TIE/fc would scan a target and relay that information back to allied fighters or the fleet it came from, allowing for greater accuracy and locations of defenses and vulnerabilities before a major attack. It can also relay live information if flying with allies, providing increased tactical awareness for allied fighters and starships. To help keep the TIE/fc from being a target of enemy fire, it has improved maneuverability over standard TIE fighters.</p><p></p><p>In Coreline the T.I.E./fc Fighter is rare although some groups that specialize in pin point accuracy bombings and strikes make use of them. A few pirate groups have been known to use them for better efficiency of their system disrupting weapons.</p><p></p><p>T.I.E./fc Starfighter (PL6)</p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Huge (-2)</p><p>Tactical Speed: 4500 ft</p><p>Defense: 8 (10 base -2 size) +4 vs missiles</p><p>Flat-Footed Defense: 8 (10 base - 2 size)</p><p>Autopilot Defense: </p><p>Hardness: 20</p><p>Hit Dice: 6d20 (120 hp)</p><p>Initiative Modifier: </p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 20.1 ft</p><p>Weight: 6,900 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 50 lbs</p><p>Grapple Modifier: </p><p>Base PDC: 37</p><p>Restriction: Res (+2)</p><p></p><p>Attack: </p><p>Laser -1 ranged 6d8, 20, fire, 3000 ft, s/a</p><p></p><p>Attack of Opportunity: </p><p></p><p>Bonuses:</p><p>Due to the small size and design, the TIE/LN starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers, +2 Init.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, Narrow Profile, Simple Controls, Ejector Seat, Fire Control System, Target Designator</p><p>Engines: Ion engine</p><p>Armour: Polymeric</p><p>Defense Systems: </p><p>Sensors: Class III, Targeting System, Missile Lock Alert</p><p>Communications: Radio Transceiver</p><p>Weapons: 2 Laser cannons</p><p>Grappling Systems: </p><p></p><p>Agile</p><p>As long as the TIE/LN starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE, and not just one specific target the pilot designates.</p><p></p><p>Narrow Profile</p><p>Due to the small cockpit of the TIE, but the large wing area from the sides, any attack that would normally strike the TIE/LN starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wings.</p><p></p><p>Simple Controls</p><p>The TIE starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties.</p><p></p><p>Ejector Seat</p><p>The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.</p><p>The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.</p><p></p><p>Fire Control System</p><p>The fire control system is a combination of sensors, Achilles Targeting software and long range communications that relay targeting information from the TIE/fc to ally craft.</p><p>Allied craft within 5000 ft , up to 3 + Pilot's Int modifier, of the TIE/fc gain the benefits of the Achilles targeting software (improve critical range of a single energy weapon), and as long as the TIE/fc is aware of a target, selected allies are also aware, nor can selected allies be flanked or caught flat-footed if the TIE/fc isn't. Selected allies also gain the bonus to attack rolls from the TIE/fc's Target Designator.</p><p></p><p>Target Designator</p><p>A far more advanced version of a laser designator, the equipped ship makes an attack roll against a target and all attacks against that target from the equipped craft for the next 1+pilot's Int modifier rounds gain +2 to attack. Alternatively, the equipped ship can target a single system (a weapon, shields, sensors, engines, etc), gaining only a +1 to attack rolls, but dealing half damage to the ship and damages and disables the selected system, which is inoperative until repaired. A successful critical strike destroys the selected system.</p><p></p><p></p><p>TIE/rc Starfighter</p><p>This variant TIE fighter strips out one laser and replaces them with enhanced sensors and communications. It also has slightly improved engines to allow it to race through an area ahead of the fleet, communicate its findings or race to a pre-arranged meeting point within the system.</p><p></p><p></p><p>T.I.E./rc Starfighter (PL6)</p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Huge (-2)</p><p>Tactical Speed: 5000 ft</p><p>Defense: 8 (10 base -2 size) +4 vs missiles</p><p>Flat-Footed Defense: 8 (10 base - 2 size)</p><p>Autopilot Defense: </p><p>Hardness: 20</p><p>Hit Dice: 6d20 (120 hp)</p><p>Initiative Modifier: </p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 20.1 ft</p><p>Weight: 6,900 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 50 lbs</p><p>Grapple Modifier: </p><p>Base PDC: 37</p><p>Restriction: Res (+2)</p><p></p><p>Attack: </p><p>Laser -1 ranged 6d8, 20, fire, 3000 ft, s/a</p><p></p><p>Attack of Opportunity: </p><p></p><p>Bonuses:</p><p>Due to the small size and design, the TIE/rc starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Improved Thrustx2, Agile, Narrow Profile, Simple Controls, Ejector Seat.</p><p>Engines: Ion engine</p><p>Armour: Polymeric</p><p>Defense Systems: Shield Generator</p><p>Sensors: Class III, Targeting System, Missile Lock Alert</p><p>Communications: Radio Transceiver</p><p>Weapons: 1 Laser cannon</p><p>Grappling Systems: </p><p></p><p>Agile</p><p>As long as the TIE starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE, and not just one specific target the pilot designates.</p><p></p><p>Narrow Profile</p><p>Due to the small cockpit of the TIE/LN, but the large wing area from the sides, any attack that would normally strike the TIE/LN starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wings.</p><p></p><p>Simple Controls</p><p>The TIE/LN starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties.</p><p></p><p>Ejector Seat</p><p>The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.</p><p>The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.</p><p></p><p></p><p></p><p>TIE Vanguard</p><p>This variant TIE is an upgraded version of the TIE/rc, boasting improved sensors, communications and engines, as well as a low level shield generator. The upper half of the solar panel wings are bent outwards to give the sensors improved scanning field.</p><p></p><p>T.I.E. Vangard Starfighter (PL6)</p><p>Type: Ultralight</p><p>Subtype: Fighter</p><p>Size: Huge (-2)</p><p>Tactical Speed: 5000 ft</p><p>Defense: 8 (10 base -2 size) +4 vs missiles</p><p>Flat-Footed Defense: 8 (10 base - 2 size)</p><p>Autopilot Defense: </p><p>Hardness: 20</p><p>Hit Dice: 6d20 (120 hp) Shields 40 HP</p><p>Initiative Modifier: </p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 20.1 ft</p><p>Weight: 6,900 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 50 lbs</p><p>Grapple Modifier: </p><p>Base PDC: 37</p><p>Restriction: Res (+2)</p><p></p><p>Attack: </p><p>Laser -1 ranged 6d8, 20, fire, 3000 ft, s/a</p><p></p><p>Attack of Opportunity: </p><p></p><p>Bonuses:</p><p>Due to the small size and design, the TIE/rc starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Improved Thrustx2, Agile, Narrow Profile, Simple Controls, Ejector Seat</p><p>Engines: Ion engine</p><p>Armour: Polymeric</p><p>Defense Systems: </p><p>Sensors: Class V, Targeting System, Missile Lock Alert</p><p>Communications: Radio Transceiver</p><p>Weapons: 1 Laser cannon</p><p>Grappling Systems: </p><p></p><p>Agile</p><p>As long as the TIE starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE, and not just one specific target the pilot designates.</p><p></p><p>Narrow Profile</p><p>Due to the small cockpit of the TIE, but the large wing area from the sides, any attack that would normally strike the TIE/LN starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wings.</p><p></p><p>Simple Controls</p><p>The TIE starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties.</p><p></p><p>Ejector Seat</p><p>The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.</p><p>The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.</p><p></p><p></p><p></p><p></p><p>TIE Heavy Bomber</p><p>An experimental variant of the TIE Bomber that mounts a second ordnance pod above the secondary hull. While this variant had an impressive amount of ammunition for heavy warheads, slightly more than double the TIE Bomber, the added ordnance pod caused some issues with flight performance, especially in atmospheric conditions, and prevented the Heavy Bomber from using standard TIE racks in hangers, although external racks could be used easily, thus only a few squadrons were deployed beyond the testing group.</p><p></p><p>T.I.E./sa2 Heavy Bomber (PL6)</p><p>Type: Ultralight</p><p>Subtype: Fighter/Bomber</p><p>Size: Huge (-2)</p><p>Tactical Speed: 4000 ft</p><p>Defense: 8 (10 base -2 size) +4 vs missiles</p><p>Flat-Footed Defense: 8 (10 base - 2 size)</p><p>Autopilot Defense: </p><p>Hardness: 20</p><p>Hit Dice: 9d20 (180 hp)</p><p>Initiative Modifier: </p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 30.2 ft</p><p>Weight: 21,500 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1</p><p>Passenger Capacity: 0</p><p>Cargo Capacity: 120 lbs</p><p>Grapple Modifier: </p><p>Base PDC: 38</p><p>Restriction: Mil (+3)</p><p></p><p>Attack: </p><p>2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a</p><p>Or Missile Launcher -1 ranged, damage varies by warheads loaded* optional firelinked</p><p></p><p>Attack of Opportunity: </p><p></p><p>Bonuses:</p><p>Due to the small size and design, the TIE/sa bomber enjoys a +2 bonus to Pilot checks for stunt maneuvers. -2 Pilot checks in atmospheres.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Simple Controls, Ejector Seat</p><p>Engines: Ion engine</p><p>Armour: Polymeric</p><p>Defense Systems: </p><p>Sensors: Class II, Targeting System, Missile Lock Alert</p><p>Communications: Radio Transceiver</p><p>Weapons: 2 Laser cannons, Ordinance Pod</p><p>Grappling Systems: </p><p></p><p>Simple Controls</p><p>The TIE/sa2 bomber has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks.</p><p></p><p>Ejector Seat</p><p>The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.</p><p>The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.</p><p></p><p>Bomber Targeting</p><p>When making bombing runs, the TIE/sa2 bomber gains a +1 to attack rolls to successfully drop its bomb payload on target due to the terrain following and targeting systems.</p><p></p><p>Ordnance Pod</p><p>The twin secondary hulls of the TIE/sa2 Heavy Bomber is modular and can be fitted with a large array of warheads or bombs, with a ventral bomb bay. It can hold up to 40 missiles that require a gargantuan sized craft as a minimum size, or 20 missiles that require colossal, or 20 torpedoes, or up to 50 bombs of similar size. The pod is designed that it can launch a single missile/torpedo or bomb at a time, or in pairs, or even four at once, treating a launched pair as fire-linked, however bombs can only be dropped in pairs at most. </p><p>The top ordnance pod can be loaded with different warheads than the lower one, but can not carry bombs if the lower pod is not carrying bombs.</p><p></p><p></p><p></p><p></p><p>TIE/sh VIP Shuttle</p><p>A variant of the TIE/sa with a passenger pod that saw wider scale production. The TIE/sh only has one laser, but has a shield generator, the passenger pod has an airlock and well appointed seating for four, plus has room for 1 ton of cargo. Many command starships will carry at least one of these craft as a personal shuttle for the commander or VIPs when larger shuttles are not available or not necessary for short range transportation within a system.</p><p></p><p>T.I.E./sh VIP Shuttle (PL6)</p><p>Type: Ultralight</p><p>Subtype: Transport</p><p>Size: Huge (-2)</p><p>Tactical Speed: 4000 ft</p><p>Defense: 8 (10 base -2 size) +4 vs missiles</p><p>Flat-Footed Defense: 8 (10 base - 2 size)</p><p>Autopilot Defense: </p><p>Hardness: 20</p><p>Hit Dice: 8d20 (160 hp) Shield 40 hp</p><p>Initiative Modifier: </p><p>Pilot's Class Bonus: </p><p>Pilot's Dex Modifier: </p><p>Gunner's Attack Bonus: </p><p>Length: 30.2 ft</p><p>Weight: 15,700 lbs</p><p>Targeting System Bonus: +1</p><p>Crew: 1</p><p>Passenger Capacity: 12</p><p>Cargo Capacity: 120-2000 lbs</p><p>Grapple Modifier: +8</p><p>Base PDC: 37</p><p>Restriction: Mil (+3)</p><p></p><p>Attack: </p><p>2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a</p><p></p><p>Attack of Opportunity: </p><p></p><p>Bonuses:</p><p>Due to the small size and design, the TIE/sh shuttle enjoys a +2 bonus to Pilot checks for stunt maneuvers.</p><p></p><p>Standard PL(6) Design Spec: Twin Engine, Simple Controls, Ejector Seat, Airlock, Landing Gear</p><p>Engines: Ion engine</p><p>Armour: Polymeric</p><p>Defense Systems: Shield Generator</p><p>Sensors: Class II, Targeting System, Missile Lock Alert, Collision Alert</p><p>Communications: Radio Transceiver</p><p>Weapons: Laser cannon</p><p>Grappling Systems: </p><p></p><p>Simple Controls</p><p>The TIE/sa bomber has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks.</p><p></p><p>Ejector Seat</p><p>The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.</p><p>The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.</p><p></p><p>Airlock</p><p>The front of the secondary hull has an extending airlock that allows for safe passage between the TIE and the ship to be boarded. It is large enough to allow two troops to pass through each round.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7117558, member: 6668634"] T.I.E./br Boarding Craft The TIE/br Boarding Craft is a modified TIE Bomber used for boarding disabled ships when larger shuttles are not available or useable. The TIE/br has two cylinder shaped hulls between two vertical wings, similar to the TIE bomber, but the secondary pod is longer, has a boarding ramp and an airlock at the front with cutting lasers for breaching ship hulls. It carries basic sensors but also includes terrain following and collision alert system, and is one of the few TIEs to include landing gear and limited life support for the troops carried. The TIE/br is armed with two lasers, but instead of them on the ball cockpit, they are mounted in the wing struts, just inside of the solar collectors and used only for self defense. The TIE/sa is equipped with a missile lock alert system as a means to help increase its survival chances, and ejector seat. The TIE/br is capable of entering and leaving a planet's atmosphere. The TIE/br is simple to operate, so even someone not trained as a pilot could pilot one, although not with great skill. The pilot enters through a hatch on the roof or through the boarding ramp. The roof also has connections on the roof to allow it to be carried on external racks of various Imperial ships. In Coreline the T.I.E./br boarding craft is used mainly by anyone with the credits, but mainly sold to the Imperial groups, GFFA and other militaries that lack the credits for full assault shuttles. T.I.E./br Boarding Craft (PL6) Type: Ultralight Subtype: Transport Size: Huge (-2) Tactical Speed: 4000 ft Defense: 8 (10 base -2 size) +4 vs missiles Flat-Footed Defense: 8 (10 base - 2 size) Autopilot Defense: Hardness: 20 Hit Dice: 8d20 (160 hp) Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 30.2 ft Weight: 15,700 lbs Targeting System Bonus: +1 Crew: 1 Passenger Capacity: 12 Cargo Capacity: 120-2000 lbs Grapple Modifier: +8 Base PDC: 37 Restriction: Mil (+3) Attack: 2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a Attack of Opportunity: Bonuses: Due to the small size and design, the TIE/sa bomber enjoys a +2 bonus to Pilot checks for stunt maneuvers. Standard PL(6) Design Spec: Twin Engine, Simple Controls, Ejector Seat, Airlock, Landing Gear, Cutting Tool Engines: Ion engine Armour: Polymeric Defense Systems: Sensors: Class II, Targeting System, Missile Lock Alert, Collision Alert Communications: Radio Transceiver Weapons: 2 Laser cannons, Cutting Tool Grappling Systems: Grapplers Simple Controls The TIE/sa bomber has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks. Ejector Seat The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land. The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces. Airlock The front of the secondary hull has an extending airlock that allows for safe passage between the TIE and the ship to be boarded. It is large enough to allow two troops to pass through each round. Cutting Tool The front of the secondary pod has a set of cutting tools around the extending airlock, able to cut through the hull of most ships. The cutting tools can only be used once the TIE is latched onto a ship with its grapplers. The cutting tools use a combination of saws, plasma and laser torches, dealing 10d8 points of damage, half fire half slashing and ignore 20 points of hardness each round, requiring only a touch attack against the grappled ship. To breach a hull, the cutters must do a total of damage equal to the number of hit dice the ship has. So if a ship has 200 hit dice, the cutter must deal 200 points of damage to breach the hull and allow troops through. TIE/fc Starfighter The TIE/fc is a variant TIE designed for fire control purposes. Mounting only a single laser canon, replacing the other with additional sensors and targeting systems. The TIE/fc would scan a target and relay that information back to allied fighters or the fleet it came from, allowing for greater accuracy and locations of defenses and vulnerabilities before a major attack. It can also relay live information if flying with allies, providing increased tactical awareness for allied fighters and starships. To help keep the TIE/fc from being a target of enemy fire, it has improved maneuverability over standard TIE fighters. In Coreline the T.I.E./fc Fighter is rare although some groups that specialize in pin point accuracy bombings and strikes make use of them. A few pirate groups have been known to use them for better efficiency of their system disrupting weapons. T.I.E./fc Starfighter (PL6) Type: Ultralight Subtype: Fighter Size: Huge (-2) Tactical Speed: 4500 ft Defense: 8 (10 base -2 size) +4 vs missiles Flat-Footed Defense: 8 (10 base - 2 size) Autopilot Defense: Hardness: 20 Hit Dice: 6d20 (120 hp) Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 20.1 ft Weight: 6,900 lbs Targeting System Bonus: +1 Crew: 1 Passenger Capacity: 0 Cargo Capacity: 50 lbs Grapple Modifier: Base PDC: 37 Restriction: Res (+2) Attack: Laser -1 ranged 6d8, 20, fire, 3000 ft, s/a Attack of Opportunity: Bonuses: Due to the small size and design, the TIE/LN starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers, +2 Init. Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, Narrow Profile, Simple Controls, Ejector Seat, Fire Control System, Target Designator Engines: Ion engine Armour: Polymeric Defense Systems: Sensors: Class III, Targeting System, Missile Lock Alert Communications: Radio Transceiver Weapons: 2 Laser cannons Grappling Systems: Agile As long as the TIE/LN starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE, and not just one specific target the pilot designates. Narrow Profile Due to the small cockpit of the TIE, but the large wing area from the sides, any attack that would normally strike the TIE/LN starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wings. Simple Controls The TIE starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties. Ejector Seat The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land. The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces. Fire Control System The fire control system is a combination of sensors, Achilles Targeting software and long range communications that relay targeting information from the TIE/fc to ally craft. Allied craft within 5000 ft , up to 3 + Pilot's Int modifier, of the TIE/fc gain the benefits of the Achilles targeting software (improve critical range of a single energy weapon), and as long as the TIE/fc is aware of a target, selected allies are also aware, nor can selected allies be flanked or caught flat-footed if the TIE/fc isn't. Selected allies also gain the bonus to attack rolls from the TIE/fc's Target Designator. Target Designator A far more advanced version of a laser designator, the equipped ship makes an attack roll against a target and all attacks against that target from the equipped craft for the next 1+pilot's Int modifier rounds gain +2 to attack. Alternatively, the equipped ship can target a single system (a weapon, shields, sensors, engines, etc), gaining only a +1 to attack rolls, but dealing half damage to the ship and damages and disables the selected system, which is inoperative until repaired. A successful critical strike destroys the selected system. TIE/rc Starfighter This variant TIE fighter strips out one laser and replaces them with enhanced sensors and communications. It also has slightly improved engines to allow it to race through an area ahead of the fleet, communicate its findings or race to a pre-arranged meeting point within the system. T.I.E./rc Starfighter (PL6) Type: Ultralight Subtype: Fighter Size: Huge (-2) Tactical Speed: 5000 ft Defense: 8 (10 base -2 size) +4 vs missiles Flat-Footed Defense: 8 (10 base - 2 size) Autopilot Defense: Hardness: 20 Hit Dice: 6d20 (120 hp) Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 20.1 ft Weight: 6,900 lbs Targeting System Bonus: +1 Crew: 1 Passenger Capacity: 0 Cargo Capacity: 50 lbs Grapple Modifier: Base PDC: 37 Restriction: Res (+2) Attack: Laser -1 ranged 6d8, 20, fire, 3000 ft, s/a Attack of Opportunity: Bonuses: Due to the small size and design, the TIE/rc starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers. Standard PL(6) Design Spec: Twin Engine, Improved Thrustx2, Agile, Narrow Profile, Simple Controls, Ejector Seat. Engines: Ion engine Armour: Polymeric Defense Systems: Shield Generator Sensors: Class III, Targeting System, Missile Lock Alert Communications: Radio Transceiver Weapons: 1 Laser cannon Grappling Systems: Agile As long as the TIE starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE, and not just one specific target the pilot designates. Narrow Profile Due to the small cockpit of the TIE/LN, but the large wing area from the sides, any attack that would normally strike the TIE/LN starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wings. Simple Controls The TIE/LN starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties. Ejector Seat The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land. The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces. TIE Vanguard This variant TIE is an upgraded version of the TIE/rc, boasting improved sensors, communications and engines, as well as a low level shield generator. The upper half of the solar panel wings are bent outwards to give the sensors improved scanning field. T.I.E. Vangard Starfighter (PL6) Type: Ultralight Subtype: Fighter Size: Huge (-2) Tactical Speed: 5000 ft Defense: 8 (10 base -2 size) +4 vs missiles Flat-Footed Defense: 8 (10 base - 2 size) Autopilot Defense: Hardness: 20 Hit Dice: 6d20 (120 hp) Shields 40 HP Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 20.1 ft Weight: 6,900 lbs Targeting System Bonus: +1 Crew: 1 Passenger Capacity: 0 Cargo Capacity: 50 lbs Grapple Modifier: Base PDC: 37 Restriction: Res (+2) Attack: Laser -1 ranged 6d8, 20, fire, 3000 ft, s/a Attack of Opportunity: Bonuses: Due to the small size and design, the TIE/rc starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers. Standard PL(6) Design Spec: Twin Engine, Improved Thrustx2, Agile, Narrow Profile, Simple Controls, Ejector Seat Engines: Ion engine Armour: Polymeric Defense Systems: Sensors: Class V, Targeting System, Missile Lock Alert Communications: Radio Transceiver Weapons: 1 Laser cannon Grappling Systems: Agile As long as the TIE starfighter is moving (not stationary, so had moved the turn before and the current turn), the TIE gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the TIE, and not just one specific target the pilot designates. Narrow Profile Due to the small cockpit of the TIE, but the large wing area from the sides, any attack that would normally strike the TIE/LN starfighter has a 50% chance of missing due to passing through the empty space around the ball body between the wings. Simple Controls The TIE starfighter has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks with the TIE starfighter, and only gain half the bonus from the TIE's Agile properties. Ejector Seat The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land. The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces. TIE Heavy Bomber An experimental variant of the TIE Bomber that mounts a second ordnance pod above the secondary hull. While this variant had an impressive amount of ammunition for heavy warheads, slightly more than double the TIE Bomber, the added ordnance pod caused some issues with flight performance, especially in atmospheric conditions, and prevented the Heavy Bomber from using standard TIE racks in hangers, although external racks could be used easily, thus only a few squadrons were deployed beyond the testing group. T.I.E./sa2 Heavy Bomber (PL6) Type: Ultralight Subtype: Fighter/Bomber Size: Huge (-2) Tactical Speed: 4000 ft Defense: 8 (10 base -2 size) +4 vs missiles Flat-Footed Defense: 8 (10 base - 2 size) Autopilot Defense: Hardness: 20 Hit Dice: 9d20 (180 hp) Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 30.2 ft Weight: 21,500 lbs Targeting System Bonus: +1 Crew: 1 Passenger Capacity: 0 Cargo Capacity: 120 lbs Grapple Modifier: Base PDC: 38 Restriction: Mil (+3) Attack: 2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a Or Missile Launcher -1 ranged, damage varies by warheads loaded* optional firelinked Attack of Opportunity: Bonuses: Due to the small size and design, the TIE/sa bomber enjoys a +2 bonus to Pilot checks for stunt maneuvers. -2 Pilot checks in atmospheres. Standard PL(6) Design Spec: Twin Engine, Simple Controls, Ejector Seat Engines: Ion engine Armour: Polymeric Defense Systems: Sensors: Class II, Targeting System, Missile Lock Alert Communications: Radio Transceiver Weapons: 2 Laser cannons, Ordinance Pod Grappling Systems: Simple Controls The TIE/sa2 bomber has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks. Ejector Seat The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land. The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces. Bomber Targeting When making bombing runs, the TIE/sa2 bomber gains a +1 to attack rolls to successfully drop its bomb payload on target due to the terrain following and targeting systems. Ordnance Pod The twin secondary hulls of the TIE/sa2 Heavy Bomber is modular and can be fitted with a large array of warheads or bombs, with a ventral bomb bay. It can hold up to 40 missiles that require a gargantuan sized craft as a minimum size, or 20 missiles that require colossal, or 20 torpedoes, or up to 50 bombs of similar size. The pod is designed that it can launch a single missile/torpedo or bomb at a time, or in pairs, or even four at once, treating a launched pair as fire-linked, however bombs can only be dropped in pairs at most. The top ordnance pod can be loaded with different warheads than the lower one, but can not carry bombs if the lower pod is not carrying bombs. TIE/sh VIP Shuttle A variant of the TIE/sa with a passenger pod that saw wider scale production. The TIE/sh only has one laser, but has a shield generator, the passenger pod has an airlock and well appointed seating for four, plus has room for 1 ton of cargo. Many command starships will carry at least one of these craft as a personal shuttle for the commander or VIPs when larger shuttles are not available or not necessary for short range transportation within a system. T.I.E./sh VIP Shuttle (PL6) Type: Ultralight Subtype: Transport Size: Huge (-2) Tactical Speed: 4000 ft Defense: 8 (10 base -2 size) +4 vs missiles Flat-Footed Defense: 8 (10 base - 2 size) Autopilot Defense: Hardness: 20 Hit Dice: 8d20 (160 hp) Shield 40 hp Initiative Modifier: Pilot's Class Bonus: Pilot's Dex Modifier: Gunner's Attack Bonus: Length: 30.2 ft Weight: 15,700 lbs Targeting System Bonus: +1 Crew: 1 Passenger Capacity: 12 Cargo Capacity: 120-2000 lbs Grapple Modifier: +8 Base PDC: 37 Restriction: Mil (+3) Attack: 2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a Attack of Opportunity: Bonuses: Due to the small size and design, the TIE/sh shuttle enjoys a +2 bonus to Pilot checks for stunt maneuvers. Standard PL(6) Design Spec: Twin Engine, Simple Controls, Ejector Seat, Airlock, Landing Gear Engines: Ion engine Armour: Polymeric Defense Systems: Shield Generator Sensors: Class II, Targeting System, Missile Lock Alert, Collision Alert Communications: Radio Transceiver Weapons: Laser cannon Grappling Systems: Simple Controls The TIE/sa bomber has extremely simple controls, allowing someone without Starship Operations feat to only suffer -2 to Pilot checks. Ejector Seat The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land. The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces. Airlock The front of the secondary hull has an extending airlock that allows for safe passage between the TIE and the ship to be boarded. It is large enough to allow two troops to pass through each round. [/QUOTE]
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