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Revising Official Capital Ship Stats
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat May 03, 2014 9:25 pm    Post subject: Revising Official Capital Ship Stats Reply with quote

So, as part of my research for the Upgrading Anti-Starfighter Weaponry for Capital Ships topic, I came across several questionable issues regarding various stats, and I'd like to take a stab at suggesting some changes. For the moment, I'm going to limit myself to ship stats published in both 1E and 2E, starting with the first three sourcebooks.

Corellian Corvette
Seeing as how film evidence shows that Corellian Corvettes have two dual turbolaser turrets (1 top, 1 bottom) and 4 smaller, single-barrel cannon on the port and starboard wings (2 on each side), I would cut the stats to 2 dual turbolaser turrets (capital scale) and 4 heavy laser cannon turrets (6D starfighter scale)

Nebulon B
Upgrade the Nebulon B's Laser Cannon to Dual Laser Cannon @ 5D Damage (4 front, 3 left, 3 right, 2 rear)

Victory
Add 20 Laser Cannon (5 per arc) @ 3D/4D

ISD
Add 40 Laser Cannon (10 per arc) @ 3D/4D

MC80
Add 30 Twin Laser Cannon (5 front, 10 left, 10 right, 5 rear) @ 2D/5D

That's for the ships in the Star Wars Sourcebook. I'll post my updates of the ships in the Rebel Alliance and Imperial Sourcebooks later tonight...
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Mon May 05, 2014 9:51 am; edited 3 times in total
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Mikael Hasselstein
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PostPosted: Sat May 03, 2014 11:14 pm    Post subject: Reply with quote

Which ISD?
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11477
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat May 03, 2014 11:19 pm    Post subject: Reply with quote

Mikael Hasselstein wrote:
Which ISD?

Both, IMO. The Avenger in TESB is shown to be firing some form of small laser at the Millennium Falcon just before it pulls the fakeout, and since WOTC added 40 point defense lasers to the ISD in their revised gaming book, it seemed best to go with that.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Sun May 04, 2014 11:07 am; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11477
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat May 03, 2014 11:58 pm    Post subject: Reply with quote

Here are the ships from the Rebel Alliance Sourcebook (minus the MC80 and the Nebulon B).

Rebel Assault Frigate (edited)
15 Turbolaser Batteries @ 1D/7D (5 front, 4 left, 4 right, 2 rear)
20 Quad-Turbolaser Cannon @ 2D/5D (6 front, 6 left, 6 right, 2 rear)
15 Laser Cannon @ 3D/4D Starfighter (5 front, 4 left, 4 right, 2 rear)
Note: Personally, I would've let them retain the Dreadnaught's 1 fighter squadron. If they can rig a dorsal dock to carry an assault shuttle through hyperspace, it shouldn't be too hard to rig up something similar for some fighters, even if they can't jury rig a bay of some kind.

Bulk Cruiser
Change the Quad-Laser Damage to 6D

Corellian Gunship
Change the Quad-Laser Damage to 7D
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Mon May 05, 2014 11:29 am; edited 6 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11477
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 04, 2014 12:23 am    Post subject: Reply with quote

And finally, here are the ships from the Imperial Sourcebook.

Assault Shuttle (edited)
4 Heavy Blaster Cannon @ 3D/4D Starfighter w/ Autofire 1D (2 Front/Left, 2 Front/Right)
1 Ion Cannon @ 3D/4D (Front)
1 Concussion Missile Launcher @ 2D/8D Starfighter
2 Tractor Beam Projectors @ 4D/5D+2 (1 Front/Left, 1 Front/Right)

Skipray Blastboat
Change the Concussion Missile Launcher to Capital Scale

System Patrol Craft
2 Turbolaser Cannon @ 2D/4D (1 Front/Left, 1 Front/Right)
2 Dual Laser Cannon @ 2D/5D Starfighter (Turret; 1 top, 1 bottom)
1 Tractor Beam Projector @ 3D/4D (Front)

Strike Cruiser
Add 10 Laser Cannon @ 3D/4D (2 front, 3 left, 3 right, 2 rear)
Special Rule: On a Damage roll that results in a confirmed Wild Dice result, any damage inflicted to the Strike Cruiser moves up one step. For example, if a Strike Cruiser took a Lightly Damaged result and suffered the "-1D to Maneuverability", but either the shooter or the cruiser received a confirmed Wild Die result, the damage would be moved up to Heavily Damaged and "-2D to Maneuverability".

Escort Carrier
Change Twin Laser Cannon Damage to 5D Starfighter

Lancer Frigate (edited)
Change Quad-Laser Damage to 6D (5 Front/Left, 5 Front/Right, 5 Rear/Left, 5 Rear/Right)
Special Rule: At the beginning of an engagement, roll a 1D for each fire arc, then compare the result to the following table:
    1-2 = -2D to Fire Control for that Arc
    3-4 = -1D to Fire Control for that Arc
    5-6 = Weapons function normally in that Arc
Interdictor Cruiser
Change Quad Laser Damage to 6D Starfighter (5 front, 5 left, 5 right, 5 rear)

Star Galleon
Add 10 Laser Cannon @ 2D/4D Starfighter (2 front, 3 left, 3 right, 2 rear)

Dreadnaught Heavy Cruiser (edited)
10 Turbolaser Batteries @ 1D/7D (2 front, 3 left, 3 right, 2 rear)
20 Quad-Turbolaser Cannon @ 2D/5D (6 front, 6 left, 6 right, 2 rear)
10 Laser Cannon @ 3D/4D (2 front, 3 left, 3 right, 2 rear)

Carrack Light Cruiser
Change Laser Cannons to 4D (5 front, 5 left, 5 right, 5 rear)

Torpedo Sphere
Add 40 Laser Cannon @ 3D/4D (5 front, 5 left, 5 right, 5 rear)

Victory II
As Victory I (see first post)

Imperial II
As ISD I (see first post)

Super Star Destroyer
Add 200 Laser Cannon @ 3D/4D (50 front, 50 left, 50 right, 50 rear)
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Mon Mar 23, 2015 12:43 am; edited 7 times in total
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Mikael Hasselstein
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PostPosted: Sun May 04, 2014 12:30 am    Post subject: Reply with quote

That sure is a lot of amendments that you're proposing.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 04, 2014 12:39 am    Post subject: Reply with quote

Mikael Hasselstein wrote:
That sure is a lot of amendments that you're proposing.

Most of it is just adding Laser Cannon or upgrading the damage of existing Laser Cannon, as I discussed in the other topic. The rest of it was stuff added to reflect things mentioned in the ship description that weren't reflected in the stats. The changes to the Assault Shuttle and the System Patrol Craft were made to better fit the ship's mission and descriptions.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 04, 2014 4:04 pm    Post subject: Reply with quote

No comments? Everyone in agreement? Excellent. Please update your sourcebooks and continue on.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Mikael Hasselstein
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PostPosted: Sun May 04, 2014 4:34 pm    Post subject: Reply with quote

No, just AFK, I'm afraid.

Can you talk some more about your reasoning? How much of it in meta, and how much in-universe?
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CRMcNeill
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PostPosted: Sun May 04, 2014 4:58 pm    Post subject: Reply with quote

Mikael Hasselstein wrote:
Can you talk some more about your reasoning? How much of it in meta, and how much in-universe?

Most of it is simply clarifying the distinctions between lasers = starfighter-scale and turbolasers = capital ship scale, as well as increasing the damage on existing anti-starfighter weaponry to make it comparable to laser cannon mounted on starfighters. Out of all the ships on the list, the only ones that didn't already have laser cannon on them were the Victory (both), the ISD (both), the MC80, the Strike, the Star Galleon, the Torpedo Sphere and the SSD.

Any specifics to start with?
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 04, 2014 6:47 pm    Post subject: Reply with quote

Okay, I guess I'll go one by one.

Dreadnaught Heavy Cruiser- By the 1E stats, it only had 10 Turbolaser Batteries, but 20 Quad-Lasers and 10 of the wimpy 2D Laser Cannons. Nominally, this gave the Dreadnaught a great multi-layered anti-starfighter defense, as it has 12 TIEs, Quad-Lasers, and laser cannon (even though the laser cannon are essentially useless). However, for the 2E upgrade, both the Quad-Lasers and Lasers were upgraded to turbolasers, completely wiping out the Dreadnaught's defensive capacity.

My stat version basically switched the quad-turbolasers back to quad-lasers, giving the Dreadnaught both primary and secondary Capital Ship armament and a pretty formidable Starfighter armament as well. A different approach would've been to make the quad-lasers the secondary ACS batteries while converting the Turbolaser cannon back to lasers and giving them the +2D Damage upgrade I gave all the other ASF ship cannon in the list. That version would allow the Dreadnought to match firepower with a Strike Cruiser (and its saying something about Dreadnaughts that a Heavy Cruiser is outmatched in almost every category by a Medium Cruiser).
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 04, 2014 6:57 pm    Post subject: Reply with quote

Rebel Assault Frigate- Since it is linked to the Dreadnaught, it shares some of the same problems. Under 1E, it had the same weapons, only more of them. For the 2E upgrade, though, WEG neglected to match the Dreadnaught by upgrading the weapons from Laser to Turbolaser, and then applied a 1/3 Fire Rate modifier to the Assault Frigate's only for-sure ACS weapons (the turbolaser batteries). As such, for my version, I returned to the same basic idea of the 1E version (and removing the 1/3 Fire Rate), while shifting the weapons around to provide the ship both primary and secondary ACS weapons in addition to good ASF weapons (which it needs since WEG says it can't carry starfighters).

If I did go with the alternate version of the Dreadnaught's weapons (with lasers as the ASF weapons instead of the quad-lasers), I would likely make the same shift for the weapons on the Assault Frigate.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 11477
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 04, 2014 7:10 pm    Post subject: Reply with quote

Corellian Corvette- This one is pretty straightforward. Examination of film imagery clearly shows that the Corvette does not have 6 dual turbolasers, as the WEG stats claim. Instead, they have two dual cannon turrets (1 top and 1 bottom), plus 4 single-barrel cannon. The 1E stats had the dual turbolasers' damage at 8D (the most in the game, apart from the concussion missile launchers on the VSD), the 2E stats changed them to 4D+2 Starfighter scale, and the 2R&E stats made them 4D+2 Capital. Confused yet?

My version reduced the number of dual turbolasers to two (the main dorsal and ventral turrets), and made the single barrel cannon into heavy lasers, so that the ship had a mixed ACS and ASF armament.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 04, 2014 7:15 pm    Post subject: Reply with quote

Assault Shuttle- This conversion was more intuitive than evidence based. If the Assault Shuttle's intent is to disable and board enemy capital ships, then a concussion missile launcher is a lot less useful than an ion cannon. In addition, the assault shuttle deck plan shown in the ImpSB shows that the shuttle actually has four heavy blaster cannon and two tractor beam projectors, which is in direct contradiction of its own stats. I decided to swap two of the heavy blaster cannon for turbolasers to give the ship some added punch against big ships, but I'm thinking I may switch them back, since the ion cannon and tractor beams will give the shuttle more than enough punch to perform its mission of disabling and capturing enemy ships. EDIT: The Heavy Blaster Cannon can be used to clear off attacking starfighters and suppress defensive weapon emplacements.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Sun May 04, 2014 8:50 pm; edited 1 time in total
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 04, 2014 7:17 pm    Post subject: Reply with quote

Skipray Blastboat- Switching the Concussion Missile Launcher to Capital Scale is something I did a long time ago to give the Skipray some added punch when dealing with Capital Ships.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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