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New Geh 'Dia Order.
New Geh 'Dia Order
Defense Forces.
Y-Tie Fighter.
New Geh 'Dia Order.
New Geh 'Dia Order
Defense Forces.
Discussion
The Y-TIE was an "Ugly" aero-spacefighter built by replacing the standard engine package of a BTL Y-Wing starfighter with the solar panels of a standard TIE spacefighter. The laser
Y-TIE Ugly
A Y-TIE UGLY.
Production Information
ModelBTL Y-Wing/TIE Aero-Spacefighter
ClassUgly Aero-Spacefighter
Technical Specifications
Engine UnitTwin Ion Engines (2)
ShieldingEquipped
Sensor SystemsSienar Fleet Systems TIE Series Sensor Package
Armament
  • Dual SFS L-s1 Laser Cannon Turret (1);
  • Taim & Bak IX4 or KX5 Laser Cannons (2);
  • Proton Torpedo Launchers (2)
  • CrewPilot (1)
    Copilot and Astromech Drone are possible
    Usage
    RolesAero-Spacefighter
    Legitimate UsersPrivate Defense Contractors
    Other Users
  • Pirates;
  • Smugglers;
  • Other groups
  • cannons from the TIE replaced the ion cannons in the Y-wing's turret, and the TIE's sensor package replaced the Y-wing's missing sensor array.
    This ship was one of the more common "Ugly" designs, thanks to the fact that Y-wings and TIE Fighters were two of the most common ship designs in use. It was neither fast nor maneuverable, but was comparatively durable and packed a punch. In a way, it combined the strengths of both fighters, having better shields and weaponry than a TIE spacefighter and better engines and firepower than a BTL Y-wing, whereas the opposite can be said for the TYE-wing.
    It should be noted that the Y-TIE is now the standard for the Y-Wing; Only a few hundred normal Y-Wing still exist. All sentry Y-Wings are now Y-TIEs, which the UGC has encouraged; the Patrol has even invested in adding nav beacons to them, along with the more nominal weaps; This allows them to self as full-service platforms.
    Development
    As the UGC consolidated control of the Rakatan Galaxy, several systems pointedly refused entry into the new power block; The UGC was dis-inclined, at that time, to press the matter, preferring to use the Geh 'Dia to advocate the UGC's position. In order to help ingratiate these disaffected factions, the REF 'arranged' to dump a load of these around the galaxy; However, to prevent the chance they could be used against the REF, they never dumped more than a few thousand in any given system. They also removed key components from the hyperdrive, replacing them with meticulously manufactured components designed to cause the system to fail the First time the hyperdrive was engaged; Not a way to build goodwill, but highly effective in protecting the UGC.
    With the motivators disabled, some factions began cloning the solar panels used on the TIE Fighter. This generates a lot of electricity quickly, but is incapable of making a hyperdrive- Not that it matters, since they can't engage the hyperdrive.
    Security
    The Y-Wing design is well known and understood, it's practically a shade-tree mechanics craft. There are junkyards dedicated to the craft; Some system's whole defense forces consist only of the Y-Wing. Not a great security risk to begin with.
    The solar sails are even worse; The concept can be found in any fairly advanced science book, and a few minor ones. The 'high tech' part is the arrangement, which a would be rouge technologist needs only a few pieces of steel and a tape measure to fit to choice.
    Deployment
    Limited; Only seen service with a few RDF's. Most systems use them as marker beacons, due to their long legs (solar arrays).
    Strategic Outlook
    The Y-TIE is wholly inadequate as anything but a marker beacon or drone fighter; Rakatans don't like drone fighters, or drones in general, and the likelihood of conversion en masse is fairly non-existent. Nor has the system caught on outside the Rakatan galaxy, though the Patrol uses them abroad extensively for navigational markers and as observation platforms for interdiction duties; They're just not powerful enough to serve in any significant militry capacity. Too expensive to use as mines, too underpowered and underarmed to serve as automated fighters, but cheap enough to use for corralling those who are doing the right things, and for annoying would-be raiders and pirates until real forces can respond.
    Name: Y-TIE Ugly.
    Model Type: Heavy Aero-Spacefighter/Bomber.
    Crew: One or two. Two is mandatory to take full advantage of the craft's abilities.
    Drones: One Astromech Drone is possible if the pilot so desires. In units upgraded with hyperdrive motivators, the drone is required for safe navigation; In some such units, the drone is permanently hard-wired into the socket.
    Passengers: One is possible if there is only one pilot.
    MDC By Location:
    Fuselage-
    Reinforced Pilots Cockpit-
    Laser Cannons (2)-
    Ion Cannon Turret (2 Barrels)-
    300
    200
    50 each
    60
    Proton Torpedo Launcher Bay (2 Launchers)-
    Solar Panels (2)-
    Landing Struts (3)-
    Variable Force Field-
    100
    100 each
    20 each
    400 per side (3,600 total)
    Notes: Usual penalties apply.
    Speed and Statistical Data:
    Speed: Up to 25 Mach in space, Mach 8 in atmosphere.
    Range: The powerplant is solar-powered; The fuel tanks can hold up to 20 years of constant acceleration.
    Hovering Height: 8 inches.
    Height:
    Solar Panels: 8 feet.
    Fuselage: 4.75 feet.
    Span:
    Solar Panels: 16 feet.
    Fuslage: 10 feet.
    Length: 42 feet.
    Weight: 85 tons.
    Power System: Solar Panels (2). Output: 84 gigawatts. Range: To the edge of the solar systems, right out to the Van Ord Belts.
    Hover System: Grav pods.
    Drive System: Twin Ion Engines. Output: 900 Newton's nominal.
    Cargo Capacity: Pilot Supplies only.
    Cost and Availability: 22 millioncredit and 6 months to build.


    Weapon Systems:
    1. Dual SFS L-s1 Laser Cannons: Originally designed for the TIE Space Fighter, these are now mounted in the turret over the co-pilot.
    Purpose: Anti-fighter defense/Anti-Armor/Ship Offense.
    MD Per Laser: 1D4 per blast.
    Rate of Fire: Per co-pilot's attacks per melee.
    Range: 200 feet.
    Payload: Unlimited.

    2. Taim & Bak IX4 or KX5 Laser Cannons (2): Choose one; One of each is not recommended (see penalties).

    A. Twin Taim & Bak KX5 Laser Cannons:
    Purpose: Dogfighting/Anti-Armor.
    MD Per Laser: 3D6 per blast.
    Rate of Fire: Per pilot's attakcs per melee.
    Range: 1,500 feet.
    Payload: Unlimited; Unlike the X-TIE, REF engineers were able to develop capacitors able to keep up with the power demand.
    B. Twin Taim & Bak KX5 Laser Cannons:
    Purpose: Dogfightering/Anti-Armor.
    MD Per Laser: 3D6 per blast.
    Rate of Fire: Per pilot's attakcs per melee.
    Range: 1,500 feet.
    Payload: Unlimited; Unlike the X-TIE, REF engineers were able to develop capacitors able to keep up with the power demand.
    Penalties: It is highly recommended against a half-and-half, using one each of the Taim & Bak IX4 and the KX5 Laser Cannons; If this option is selected, Rate of fire is pilot's attacks per melee -1 (ie a pilot with 3 APM now has only 2) and payload is reduced to 100 total blasts per hour (the capacitors can't handle the shifting loads).
    3. Medium-Range Proton Torpedo Launcher: In the ventral side of the fighter is the missile launcher. They are set in a triple stack of 7 each in the top and bottom rows and 6 in the middle (20 total). The missile needs at least 5 miles to arm.
    Purpose: Anti-Ship.
    MD Per Missile: 3D6 times 10 each.
    Blast Radius: 50 feet.
    Armament Distance: 5 miles.
    Rate of Fire: one or two missile per pilot's attacks per melee.
    Range: 50 miles.
    Payload: 20 total.

    4. Shields: Exactly the same as any other variable full-force barrier field.
    Purpose: Defense.
    MDC Per Panel: 400 each.
    Number of Panel: 6.
    Coverage Characteristics: A full 360 degrees coverage area around the craft.
    Notes: Requires only one melee action to raise or change densities; Can be slaved to fire-control to raise/lower automatically upon firing.










    Features:
    • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
    • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
    • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
    • ESM: Radar Detector. Passively detects other radars being operated.
    • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
    • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
    • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
    • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
    • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
    • Fire Resistance: Fires external to the craft have no effect on it.
    • Grav Clamps: Reversing the polarity of the grav pods on the landing struts allows the fighter to adhere to the hulls of Warships and the exteriors of SOME buildings.
    • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
    • Type-11 Wide Band Radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).

      Combat Profile for the Y-TIE Aero-Space Fighter:
    • +1 attack per melee.
    • +1 Initiative.
    • +4 Strike.
    • +2 Parry, Dodge, and Roll.
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