About: TIE Phantom   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Defense Ref 16 (Cloaked 21, flat-footed 11, Flat-Footed & Cloaked 16), Fort 22; +6 armor, Vehicular Combat hp 120; DR 10; SR 15; Threshold 42 Speed fly 16 squares (max. velocity 1,250 km/h), fly 5 squares (starship scale) Ranged Twin-Linked laser cannons +14 (see below) and Triple-linked Laser Cannons +12 (See below) or Ranged Quintple-Linked Laser Cannons +14/12 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total (crew) Base Atk +5; Grp +29 Atk Options autofire (laser cannons) This craft has one emplacement point remaining. Twin Laser cannons (pilot)

AttributesValues
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  • TIE Phantom
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  • Defense Ref 16 (Cloaked 21, flat-footed 11, Flat-Footed & Cloaked 16), Fort 22; +6 armor, Vehicular Combat hp 120; DR 10; SR 15; Threshold 42 Speed fly 16 squares (max. velocity 1,250 km/h), fly 5 squares (starship scale) Ranged Twin-Linked laser cannons +14 (see below) and Triple-linked Laser Cannons +12 (See below) or Ranged Quintple-Linked Laser Cannons +14/12 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total (crew) Base Atk +5; Grp +29 Atk Options autofire (laser cannons) This craft has one emplacement point remaining. Twin Laser cannons (pilot)
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abstract
  • Defense Ref 16 (Cloaked 21, flat-footed 11, Flat-Footed & Cloaked 16), Fort 22; +6 armor, Vehicular Combat hp 120; DR 10; SR 15; Threshold 42 Speed fly 16 squares (max. velocity 1,250 km/h), fly 5 squares (starship scale) Ranged Twin-Linked laser cannons +14 (see below) and Triple-linked Laser Cannons +12 (See below) or Ranged Quintple-Linked Laser Cannons +14/12 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total (crew) Base Atk +5; Grp +29 Atk Options autofire (laser cannons) Abilities Str 34, Dex 20, Con --, Int 20 (Outlaw Tech Upgrade) Skills Initiative +8, Mechanics +8, Perception +8, Pilot +8, Use Computer +8, Stealth +8 Crew 2 (Pilot and Gunner) (Expert); Passengers none Cargo 90 kg; Consumables 3 days; Carried Craft none Hyperdrive x3, 10-jump memory (Navicomputer) Special Systems Stygium Cloaking Device Availability Illegal; Cost not available for sale (100,200,000 Credits aproximate cost) This craft has one emplacement point remaining. Twin Laser cannons (pilot) Atk +14 (+9 autofire), Dmg 5d10x2 Tri-Laser cannons (Gunner) Atk +14 (+9 autofire), Dmg 5d10x2 Quintiple-Linked Laser Cannons (Pilot or Gunner) Atk +14 (+9 Autofire), Dmg 6d10x2 The brain-child of General Martio Batch, the TIE Phantom is a modification of an earlier design, the V-38 Assault Fighter. More agile than a TIE/ln though less agile than a TIE/In Interceptor and easily as fast as the TIE/In in a straight-line race, the V-38 Assault Fighter was, in and of itself, a superior design which the Empire declined to mass produce. Adding the Stygium cloaking device to the ship, however, makes it an abominable terror in the skies. The vessel's strength is in it's cloaking device, which is tuned so finely that it can shut down and start-up again in a low fraction of a second, and divert power to the guns and back to the cloaking device again. This allows the TIE Phantom to decloak, fire, and recloak instantly when the guns have ceased firing, resulting in a ship which appears out of nowhere, destroys it's target and vanishes again. Simply recognizing which square it occupies requires a difficult Perception check (at a -10 penalty for the ship enjoying total concealment,) and even once you know which square it occupies, it still enjoys a -5 penalty to hit it (which has been factored into the TIE Phantom's stats as a +5 bonus to it's Reflex Defense while cloaked.) Both the pilot and gunner have weapons under their control; typically the pilot will use the twin laser cannons under the round cockpit (which resembles a CEC YT-series cockpit) while the gunner will man the triple laser cannons at the tips of each wing. While these cannons don't have individually the same power as one of the two undercockpit cannons, they enjoy a higher rate of fire. If need be, though, the gunner can switch his attention entirely to handling secondary tasks, such as using the ship's computers or performing engineering functions and the pilot can take control of all five guns, or the pilot can devote his attention entirely to flying stealthily (or quickly and accurately,) while the gunner handles all five guns. The ship is entered via a bottom-loading elevator, unlike most TIE series vessels, and it has an extra-generous cargo space, partially owing to it's very large cockpit. Although like all TIEs it lacks landing gear, its' bottom wings are more than capable, structurally, of supporting the TIE Phantom. It's two weaknesses are strategic, not tactical, and are the paucity of consumables and the slow speed of it's hyperdrive; since both of these help to enforce reliance on carrier starships (with no shortage of consumables and faster hyperdrives,) this suited the vessel's design from an Imperial frame of reference, especially given how the crew is capable of entering and exiting unaided (unlike the TIE/ln and derivitives.) Theoretically, however, modifications could easily be made by using the free emplacement point to fit an x1 Hyperdrive and loading the vessel up with additional consumables in the cargo compartment, which would make it a truely long-ranged means to travel. The pilot and gunner sit in a staggered diagonal formation, with the gunner taking the front-right console and the pilot sitting behind and to the rear.
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