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Revising Official Capital Ship Stats
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CRMcNeill
Director of Engineering
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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 Nov 19, 2017 3:46 am    Post subject: Reply with quote

garhkal wrote:
But isn't that the purpose of a grav well projector, to make it impossible for ships to jump in the field?

Where is there a rule that says that? WEG's treatment of the Interdictor's Gravity Well Projectors has run through three basic stages:
    1E: Gives at Fire Control of 6D and says Blocks Hyperspace Travel. No other information provided

    2E: Adds a Range of 1-5/75/150. No other information supplied.

    2R&E (as of Wanted by Cracken): Finally adds rules for Scatter Dice and Distance, which in turn is used to generate Difficulty Modifiers applied to Astrogation based on how far the ship is from the gravity well. These rules are clearly based on how Timothy Zahn utilized gravity wells in the Thrawn Trilogy, and not on the WEG rules up to this point.

So, to summarize, based on how WEG wrote the rules for 1E and 2E, the Gravity Well was a point effect weapon that had to be retargeted every round. It either hit you or it didn't, and you either could jump to hyperspace or you couldn't, but there was no mention of a field effect. Treating gravity well projectors like all other weapons (which should've been the default in the absence of any special rules) means that an Interdictor could keep a maximum of four ships from jumping to hyperspace, and then only if it kept on hitting them every round.

Then, for 2R&E, WEG gave us a more complicated version that used scatter dice and included the possibility of jumping to hyperspace while still inside the gravity well's area of effect, just at greater Difficulty.

And remember, per the RAW for Astrogation, a character can roll Astrogation all they like, but if they fail the roll by >10, the drive simply refuses to engage, and if fails by 10 or less, the ship jumps but suffers an Astrogation mishap.

I fail to see how a character with 4D Astrogation attempting a jump with a +50 modifier is effectively any different than saying "Can not jump to hyperspace." The only way they'll make the jump is by spending a Force Point or getting a Wild Dice Cascade. In fact, they'd most likely need both.


Quote:
Quote:
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.


Have you just been copying and pasting this note onto all ships??

Only on the Destroyer and Dreadnought Scale ships. The Frigate Scale ships get one that says
    *May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
EDIT: What I actually did is make a list of the standardized weapon systems I was putting on the various ships, and then just copy-and-pasted from the list into the stats as I went along. Since all of the tractor beams were capable of firing in dispersed or wide-angle mode, they all got the notation.
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"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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garhkal
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PostPosted: Sun Nov 19, 2017 5:23 pm    Post subject: Reply with quote

Ahh, so that note is only for tractor beam projectors only.. Somehow i was thinking for some reason it was for shields??! Shocked
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Sutehp
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PostPosted: Mon Nov 20, 2017 12:17 am    Post subject: Reply with quote

Ok, I've started gathering up all of CRM's revised stats into a single document with the XWAU screenshots (supplemented by a couple of Wookieepedia pics here and there for the ships that XWAU didn't work on) and the damn thing is already 70 pages in just 11 size font. I've spent the last three hours working on this thing and I'd say it's about 85% done. It only includes the capital ships; I didn't bother including stuff like the Skipray Blastboat, as those more properly belong with starfighters and light freighters. I haven't put in the more esoteric stuff like the Vibre-class cruiser, although I'll likely add that in tomorrow. I definitely included the Imperial Taskforce Cruiser because, as CRM said, it's one of the few good ideas to come out of the Dark Empire Sourcebook and because logistical support ships are an absolute necessity for any sort of navy.

For the time being, I just organized ships by length/size and not in any particular order for ships that happen to be the same length (namely, the Dreadnaught, the Interdictor and the Neutron Star Bulk Cruiser are listed in no particular order).

I also included CRM's Weapon Notes at the end of the document for completeness' sake.

Once the document is done, I'll post a link to it on this thread and you all can make as many comments (nasty or otherwise Wink ) to your heart's content. 8)
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Nov 20, 2017 12:26 am    Post subject: Reply with quote

Just wait until I start updating all my homebrew stuff and the video game ships. I can think of more than a few of my homebrews that I wrote up because WEG mentioned them somewhere in one if its books, but never statted it out...

Like that Corps-level troop transport that fractalsponge drew up...
_________________
"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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Sutehp
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PostPosted: Mon Nov 20, 2017 1:21 am    Post subject: Reply with quote

CRMcNeill wrote:
Just wait until I start updating all my homebrew stuff and the video game ships. I can think of more than a few of my homebrews that I wrote up because WEG mentioned them somewhere in one if its books, but never statted it out...

Like that Corps-level troop transport that fractalsponge drew up...


Ooh, new stats for the Consolidator-class troop transport from http://fractalsponge.net/?p=763 ? That's worth waiting for! Ok, I'll hold off on posting my document until you finish those stats. At the very least, I've already got a head-start on collating everything so far.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Nov 20, 2017 11:02 pm    Post subject: Reply with quote

One last one before bedtime. This one always bothered me; there is no reason a 180-meter long Corvette should've been Starfighter-Scale. But, with the 6D split between Starfighter and Capital under the WEG rules, there wasn't really a workable solution. However, with only a 4D split between Starship and Frigate under my system, that gave me enough breathing room to make this thing ultra-fragile and highly maneuverable.

Also, the reason I'm posting this now is because I passed over it while looking for Capital Ship stats to redo. Why? Because under WEG's system, it wasn't a Capital Ship. It wasn't until I was looking for Starfighter-Scale ships to redo that I stumbled across it.

Rolling Eyes


Light Corvette

Images

Craft: Rendili Star Drive's Light Corvette
Type: Patrol & Customs Corvette
Scale: Frigate (+10D)
Length: 180 meters
Skill: Capital Ship Piloting: Light Corvette
Crew: 52 (18 @ +10) & 17 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 4D
Sensors 4D
Shields 4D+1
Passengers: 20
Cargo Capacity: 500 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 4D
Space: 8 (4D)
Atmosphere: 365; 1,050 kph
Hull: 2D+1
Shields: 2D
Sensors:
Passive 30/1D
Scan 60/2D
Search 90/3D+1
Focus 4/4D+1
Weapons:
6 Dual Turbo-Blaster Cannon
Fire Arc: 3 Front/Left/Rear, 3 Front/Right/Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 4D
Special: May reconfigure to rapid-fire mode, which reduces Damage to 1D, but increases Fire Control to 6D. Reconfiguring requires one round, during which the cannon may not be fired.
1 Tractor Beam Projector
Fire Arc: Front/Left/Right
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +3
    SHIELD & SHIELD CONTROL: 2D @ 2D
    VELOCITY MODIFIER: 2D Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 0D+2 Front, 0D+1 Left, 0D+1 Right, 0D Rear
      Dual Laser Cannon: 0D+2 Front, 0D+2 Left, 0D+2 Right, 0D+2 Rear
      Tractor Beam Projector: 0D Front/Left/Right

_________________
"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 Jan 24, 2022 3:11 pm; edited 8 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Nov 20, 2017 11:19 pm    Post subject: Reply with quote

Sutehp wrote:
Ooh, new stats for the Consolidator-class troop transport from http://fractalsponge.net/?p=763 ? That's worth waiting for! Ok, I'll hold off on posting my document until you finish those stats. At the very least, I've already got a head-start on collating everything so far.

I'll get to the Consolidator first-thing after I wrap up the official stats redo. Not too much more left, actually, unless people finally start asking for requests.

But the Consolidator isn't the only one I'd like to add. I think I'm going to start a separate topic for all of my current stats that I want to update to current format and include as part of a comprehensive list.
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"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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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Nov 22, 2017 6:20 pm    Post subject: Reply with quote

A few odds and ends...

I went back and added Variant Stats to the Dreadnaught and the Assault Cruiser for the Mk. II Upgraded versions of both ships.

Dreadnaught-Class Heavy Cruiser

Alliance Assault Cruiser

I'm also going to address one ship that I left out: the Alliance Medical Frigate. This is another ship that, while it is most certainly part of the canon, has never really sat well with me. For starters, despite its 300 meter length, the Nebulon B really doesn't have a lot of volume to work with. IMO, a true hospital ship would be better suited to use a converted bulk cruiser or bulk freighter, which has plenty of room to work with and fill in, rather than having to rip out TIE bays and other internal facilities to make way to put something else in. On top of that, a hospital ship is generally part of the fleet support train; the ships that stay behind or wait just outside the battle zone until the battle is won and the repairs and medical services are needed.

So this got me to thinking of ways the Medical Frigate could still be a Medical Frigate, yet still have a justifiable reason to be in the thick of the fight at Endor.

What I came up with is that the Medical Frigate is, in fact, a Combat Search & Rescue / Trauma Frigate. Rather than giving up all of its hangar space to make way for a full hospital, the Medical Frigate retains 50% of its hangar, but carries Light S&R Shuttles instead of TIEs.

During a battle, the Medical Frigate deploys its S&R teams to search for and recover pilots who have ejected, or ship crew who have been blown overboard by hull breaches. Rescued personnel are returned to the Medical Frigate's landing bays, where they are immediately triaged and moved into the ship's Trauma facilities (which are right next door, thanks to the converted hangar). The Alliance is forced to do this during the battle (as opposed to after) because the Alliance is almost never in control of the battlefield once the battle is over, having long ago elected to pursue a hit-and-fade strategy. This means that any rescued personnel must be rescued before the battle is over.

After the Battle, the Medical Frigate serves as an interim medical provider until dedicated hospital ships can arrive. They take in overflow injuries from damaged ships and send out medical teams to said ships to assist in triaging and treatment.

Because the Medical Frigate operates in the thick of battle, it retains 2/3 of its defensive armament, but almost never operates on the main battle line. Instead, SOP requires it to shelter behind the main battle line while sending out S&R shuttles where needed.

So, I wrote up stats to better reflect this mission, and added them as a Variant to the Escort Frigate stats.

Escort 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


Last edited by CRMcNeill on Sat Nov 16, 2019 12:40 am; edited 1 time in total
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Sutehp
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PostPosted: Thu Nov 23, 2017 2:12 am    Post subject: Reply with quote

A couple of requests: the Sovereign-class and Eclipse-class Super Star Destroyers from the Dark Empire Sourcebook. Why should the Executor hound all the Star Dreadnought glory? Wink
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Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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CRMcNeill
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PostPosted: Thu Nov 23, 2017 10:43 am    Post subject: Reply with quote

Sutehp wrote:
A couple of requests: the Sovereign-class and Eclipse-class Super Star Destroyers from the Dark Empire Sourcebook. Why should the Executor hound all the Star Dreadnought glory? Wink

I'll pass, for several reasons. First, my primary focus in gaming is the Classic Era, roughly Star Wars Rebels through to the post-Endor X-Wing novels, with some Thrawn Trilogy thrown in as a possibility. As of that time period, the Eclipse and Sovereign Classes were still under construction, assuming they existed at all. Which is my second point.

Because of the new trilogy and new canon, anything beyond that point is suspect insofar as whether it actually exists in the SWU. As such, I don't mind mining the Dark Empire and Jedi Academy Sourcebooks for ideas, but I'm selective about what I want to include.

Finally, I've found that from a gaming standpoint, Super Star Destroyers and the like pretty much only have stats to convince PCs to run away from it. My stats for the Executor are so powerful that I was debating whether or not to even post them.

Now, I'm not averse to doing smaller Super Star Destroyers; I already have plans to stat fractalsponge's Bellator-Class Super Star Destroyer, using WEG's published stats for the Super-Class Star Destroyer as a baseline. I can also see larger Star Destroyers like the Allegiance-Class serving as fleet flagships and the like.

But ultimately, I consider those stats to be thought processes at best, with little in-game utility apart from making PCs scream "Run away! Run away!"
_________________
"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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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Nov 23, 2017 1:10 pm    Post subject: Reply with quote

Since you got me thinking about the Executor, I went back and looked over it and realized I'd miscalculated the weapon numbers. I had originally intended to give it 15x the armament of an Imperator II (3x the armament of the WEG Super-Class), so adjusting to that baseline ended up reducing the total weapon strength of the Executor by 40%. And it's still not something you want to mess with.

For future reference, when I stat the Bellator, it will have 5x the armament of the Imperator II, using the WEG Super-Class stats adjusted for Scale.
_________________
"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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garhkal
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PostPosted: Thu Nov 23, 2017 2:33 pm    Post subject: Reply with quote

BITD did you ever see the stat and write up i made for a mon-cal battleship, a new republic attempt to make an SSD called the TSUNAMI (MCB-120)?

Would you care to give it a go over to revise it?
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CRMcNeill
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PostPosted: Thu Nov 23, 2017 2:49 pm    Post subject: Reply with quote

garhkal wrote:
BITD did you ever see the stat and write up i made for a mon-cal battleship, a new republic attempt to make an SSD called the TSUNAMI (MCB-120)?

Would you care to give it a go over to revise it?

I can give it a look; send me the link. I can't guarantee I'd include it in the Stat Compilation, though. A ship like that sounds like something the Republic would try to field post-Endor, as the Alliance would likely have a hard time coming up with the resources to

For the era in which I'm writing most of these stats, I'd probably be more inclined to try and stat out the Home One-type ship as an Alliance Battleship.
_________________
"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
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Nov 23, 2017 4:02 pm    Post subject: Reply with quote

As part of updating and posting the stats for ships that are just mentioned by WEG, I came across an error. A while back, I posted stats for the Caravel-Class Light Scouting Cruiser. As part of its Sensors, I gave it an Improved Hyperwave Signal Interceptor, which allowed it to better calculate the course of fleeing starships, preparatory to tracking them through hyperspace. However, per the ImpSB, the I-HSI is part of the Pursuit mission profile, not Recon. To reflect this, I pulled the I-HSI from the Caravel's stats and added them to the updated stats for the Carrack.

I'm updating the stats for the Caravel now, and will be posting the link shortly.
_________________
"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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Sutehp
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PostPosted: Thu Nov 23, 2017 4:24 pm    Post subject: Reply with quote

Another question, this time concerning the Golans and space stations in general: do space stations not have the Consumables stat? I thought Consumables was a catch-all stat telling us how long spaceships (and by extension, space stations) could operate in space without needing to resupply, so I thought this stat didn't just apply to fuel, but to also to life support and food and water stores. If so, why is the Consumables stat missing from the Golans? Is this an unintended error or is this a deliberate omission for a reason I don't know about?

EDIT MOVED TO NEW NEXT POST.
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Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.


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