Fluff: Hyperdrive capable ships?

By cody campbell, in X-Wing

Hey guys

What is...um, a hype...hyperdrive?

Haha, just kidding. I do need some info, though, regarding which ships can jump to hyperspace. I'm working on a homebrew campaign and it will be relevant to how ships can move around the galaxy map and reinforce squadrons mid battle. Keep in mind, I'm only interested in ships in the game.

So, I think I got a good grasp, but the EU adds a lot of ship variants which I'm not familiar with.

Rebel Hyperdrive Capable:

X-Wing

Y-Wing

B-Wing

A-Wing

E-Wing

HWK-290

YT-1300

YT-2400

Rebel Not Capable:

Z-95

Anything without shields/with hull damage?

X-wings without astromechs?

Imperial Capable:

TIE Advanced (all of them or only x1?)

TIE Phantom (?)

TIE Defender (?)

Lambda Shuttle

Firespray-31

VT-49

TIE Interceptor (RGP Variants?)

Imperial Not Capable:

TIE L/N (basic tie)

TIE Bomber

TIE Interceptor

Anything that has lost shields/suffered hull damage?

Scum Capable (not really interested, but since we're at it):

Y-Wing

HWK-290

Firespray-31

Star Viper

IG-2000

Scum not capable:

Z-95

M-3A Scyk

Without shields/with hull damage

How's that look?

Certain later models of the z95 could, as could the Defender and phantom.

The TIE Phantom was hyperdrive capable. Reference - Rebel Assault 2.

Certain later models of the z95 could....

Is that more of a scum thing, then? Did rebels ever use hyperdrive ones?

They are commercially available. I'd say everyone had them. They showed up a lot as pirates in Tie Fighter!

z-95's would have them but they'd be older slower models is all.

I don't believe X-wings needed an astromech to jump, but it certainly sped the process up. Also the droid to store a lot more coordinates than the standard computer.

Hey guys

What is...um, a hype...hyperdrive?

Haha, just kidding. I do need some info, though, regarding which ships can jump to hyperspace. I'm working on a homebrew campaign and it will be relevant to how ships can move around the galaxy map and reinforce squadrons mid battle. Keep in mind, I'm only interested in ships in the game.

So, I think I got a good grasp, but the EU adds a lot of ship variants which I'm not familiar with.

Rebel Hyperdrive Capable:

X-Wing

Y-Wing

B-Wing

A-Wing

E-Wing

HWK-290

YT-1300

YT-2400

Rebel Not Capable:

Z-95

Anything without shields/with hull damage?

X-wings without astromechs?

Imperial Capable:

TIE Advanced (all of them or only x1?)

TIE Phantom (?)

TIE Defender (?)

Lambda Shuttle

Firespray-31

VT-49

TIE Interceptor (RGP Variants?)

Imperial Not Capable:

TIE L/N (basic tie)

TIE Bomber

TIE Interceptor

Anything that has lost shields/suffered hull damage?

Scum Capable (not really interested, but since we're at it):

Y-Wing

HWK-290

Firespray-31

Star Viper

IG-2000

Scum not capable:

Z-95

M-3A Scyk

Without shields/with hull damage

How's that look?

Select my profile, select likes, select 2nd page, select the topic called "space-fighter range." The name will be all in black so keep a sharp eye open.

I have a huge detailed list of hyperdrive capable craft as well as speed and consumeable range and jump point memory capicity. Other tid bits are allover that topic if you care too read.

JFYI after selecting that topic select the 4th page for ranges. The other pages have good stuff too.

I'm thinking the only non-hyperdrive capable ships in the game are the TIE Fighters, Interceptors (most of them anyway), and Bomber. Maybe the Scyk doesn't have one either but it was available on the Z-95 in all the video games I played which featured it.

The list on non-jump capable ships is very small and in this game you'd need to ask yourself "how did they get to the battlefield in the first place" if you make hyperdrives a critical part of the game. Now if you allow jump capable ships to travel from one board to another you should figure those TIEs probably have some kind of carrier ship near by; it may take them a little longer to change boards but they could come into the new board better rested and/or restocked.

"how did they get to the battlefield in the first place?"

The idea is: spend about 1000 points on ships and upgrades. For every generic ship you need to assign them a name and identity, as they can "level up."

Then, form squadrons (maybe 3 or 4) and assign positions. Each squadron gets a "free" transport that acts as their home base.

The transports will be able to move non-hyperdrive ships as well as repair and resupply. However, just because a squadron and their transport are in an area doesn't mean they're part of the battle.

Hyperdrive capable ships can flee battles, perform reconnaissance, travel without a transport, and act as reinforcements.

I don't even have anything on paper, so no specific details. I'm just trying to build some ideas

A hyperdrive mechanic would actually make the Tie Advanced worthwhile.

"how did they get to the battlefield in the first place?"

The idea is: spend about 1000 points on ships and upgrades. For every generic ship you need to assign them a name and identity, as they can "level up."

Then, form squadrons (maybe 3 or 4) and assign positions. Each squadron gets a "free" transport that acts as their home base.

The transports will be able to move non-hyperdrive ships as well as repair and resupply. However, just because a squadron and their transport are in an area doesn't mean they're part of the battle.

Hyperdrive capable ships can flee battles, perform reconnaissance, travel without a transport, and act as reinforcements.

I don't even have anything on paper, so no specific details. I'm just trying to build some ideas

Dont forget to checkout that topic I told you about in posts I made before :)

A hyperdrive mechanic would actually make the Tie Advanced worthwhile.

The only thing slower than the TIE Advanced X1 is a TIE Phantom, and they are painfully slow compared to everything else in this game. X1 vs TIE FIghter / Interceptor / Bomber the one good thing is it has a built in hyperdrive. When the Fighter / Bomber / Interceptor are mission fitted with hyperdrives they can be dramatically faster than the X1 and Phantom.

Apparently all ships with Astromech slots needs an astromech for hyperspace navigation. Other ships like the B-wing and YT-1300 freighters have nave computers.

In Ep. V doesn't Luke say something like "I'd like to fly it on manual for a wile" to R2 or am I making that up? It's been a while.

Black Knight Leader, that list is excellent!

Also, I didn't know there were different speeds, or regular ties could move into hyperspace. Are active shields not a requirement?

Edited by cody campbell

Apparently all ships with Astromech slots needs an astromech for hyperspace navigation. Other ships like the B-wing and YT-1300 freighters have nave computers.

Indeed, though the A-Wing also has a hyperdrive. But with it's limited computer, it can only be loaded with two jumps, which allow it to get in and out of a situation. On E-Wings, X-wings and Y-Wings Astromechs can hold more than two jumps, but they still need to be pre-loaded.

I don't know if any of that will be represented in your game, but I thought I'd add it to the collective wisdom.

Black Knight Leader, that list is excellent!

Also, I didn't know there were different speeds, or regular ties could move into hyperspace. Are active shields not a requirement?

Thank you :)

Yup craft travel at diffrent speeds in hyper space. Hans ship is considered the fastest even though there two ships faster than his.

As for TIE/LN traveling through hyper space, they will be moded to enter and leave hyperspace as well as protection equipment to keep thepilot from aging really fast.

Just a heads up if you see craft with a nav computer but with no number next to it that means every maped part of the galaxy is place that craft can go except restricted.

Edited by Black Knight Leader

So I don't know the specifics of the mechanics you have, but your list is pretty complete. Just a couple thoughts I had:

Any ship with an Astromech takes 2x as long to make a jump without an Astromech than with one.

A-wings and Advanceds have to take a turn to "recharge" after every 2 jumps (x1 doesn't have to do this).

Royal Guard TIEs can enter hyperspace.

Any large base ship can take 1 small-base ship with it in a jump (to resemble the fact that ships could dock to freighter-sized vessels) but it takes longer to arrive at the destination.

Navigators and Flight Instructors cut down on hyperdrive time (navigators for the individual ship, Flight Instructors for the whole battle group).