The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Updating the Stat Template for Starships
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> Updating the Stat Template for Starships Goto page Previous  1, 2, 3, 4  Next
View previous topic :: View next topic  
Author Message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11480
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jul 13, 2015 2:06 am    Post subject: Reply with quote

cynanbloodbane wrote:
Nor any description or explanation of what all those members of the skeleton crew are actually doing that is absolutely vital to the basic operation of the ship. Do we have any Navy vets in the Pit that could take a crack at that type of flavor text?

We do, and it has been discussed in the past. There are, ultimately, too many variables to accurately determine the division of duties for a fictional spacecraft. My solution was to apply crew casualties as dice penalties applied against the ship's crew skill ratings. It also ties in with what I just posted, as a more experienced and capable crew will be better at keeping the ship in combat, despite crew casualties.
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Whill
Supreme Chancellor (Owner/Admin)


Joined: 14 Apr 2008
Posts: 4901
Location: Columbus, OHIO, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Mon Jul 13, 2015 8:05 pm    Post subject: Reply with quote

cynanbloodbane wrote:
Nor any description or explanation of what all those members of the skeleton crew are actually doing that is absolutely vital to the basic operation of the ship. Do we have any Navy vets in the Pit that could take a crack at that type of flavor text?

Or any veteran spacers. Me personally, I only leave the Earth through astral projection so I don't know how starships work.
_________________
*
Site Map
Forum Guidelines
Registration & Log-In Help
Back to top
View user's profile Send private message Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11480
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jul 24, 2015 11:29 pm    Post subject: Reply with quote

Returning to the concept of converting a ship's Consumables to an Endurance rating, I keep running into serious snags converting fuel consumption rates into separate tables for different ship sizes. Since the idea is to come up with a Consumables rating that is more story-based, here is the bare bones of what I'm thinking.

1). Conversion
Starfighters - 1 day = 1D (5 days = 1 week in the SWU)
Space Transports - 1 month = 2D
Capital Ships - 3 months = 1D (10 months = 1 year in the SWU)
For conversion purposes, no ship shall have less than a 2D Endurance rating.

2). Difficulty
a. Start at 1 for all ships
b. Increase at the following rates per gaming session:
    Starfighters = +6
    Space Transports = +3
    Capital Ships = +1
c. Roll Endurance at the end of the gaming session (or as dramatically appropriate) then apply result to beginning of next session.

3). Result
On a failed roll, re-roll the ship's Endurance against the same Difficulty. Continue rolling until you make a successful roll, then compare the number of sequential failed rolls to the following table:
    One Failure = Minor fault that requires repair. Can use the damage charts or the mishap charts from Tramp Freighters to generate.

    Two Consecutive Failures = Ship is running low on fuel, and must replenish at next stop.

    Three Consecutive Failures = Ship suffers a major malfunction and is dead in space until it can be repaired.

Here are some example conversions for ships from the main sourcebooks:

A-Wing = 5D
B-Wing = 5D
X-Wing = 5D
Y-Wing = 5D
TIE Fighter = 2D
TIE Interceptor = 2D
TIE Bomber = 2D
Z-95 = 2D

Imperial Star Destroyer = 20D
Victory Star Destroyer = 13D+1
Mon Cal MC80 = 6D+2
Corellian Corvette = 3D+1
Nebulon B = 6D+2

YT-1300 = 4D
Ghtroc 720 = 4D
Guardian Light Cruiser = 6D
Lone Scout-A = 3D+1 (Capital 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.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11480
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Aug 21, 2017 4:40 pm    Post subject: Reply with quote

Bumping this, so as to start pulling this together for future stat write-ups. I'm suggesting the following changes:
    Scale: Convert to my Scale System. Link.

    Length: I'd like to find some way to replace Length with Mass, or perhaps with "Size" that includes both Mass and basic dimensions...

    Crew: For Capital Ships, this number has basically no in-game utility, so I suggest using the Crew # to convert to a Command Difficulty needed to successfully operate the ship. Link.

    Crew Rating: This would be a base modifier to the Crew Skill ratings to show the crew's quality relative to other ships, like so:
      Inexperienced: +0D
      Experienced: +1D
      Veteran: +2D
      Elite: +3D
      Link.


    Crew Skill: Crew Skill should also include a Repair skill, for Damage Control purposes. Link.

    Passengers & Cargo Capacity: I'm strongly considering looking into methods to convert both of these to dice values, much as I did with Consumables, along with better rules to represent how a ship can actually exceed listed numbers at the expense of performance...

    EDIT: Navcomputer: Variable Grade Navcomputers that allow some ships to have better calculations available, as discussed here.

    Consumables: Convert to Endurance Dice. Link.

    EDIT: Sensors: Convert Sensor Ranges as discussed here, and add Sensor Profile Modifiers, as discussed here.

    Weapons: For Capital Ships, convert # of weapons to Battery Dice. Link.

_________________
"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 Wed Nov 01, 2017 7:36 pm; edited 2 times in total
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Whill
Supreme Chancellor (Owner/Admin)


Joined: 14 Apr 2008
Posts: 4901
Location: Columbus, OHIO, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Mon Aug 21, 2017 7:52 pm    Post subject: Reply with quote

This is great! Thank you!
_________________
*
Site Map
Forum Guidelines
Registration & Log-In Help
Back to top
View user's profile Send private message Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11480
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Aug 22, 2017 1:54 am    Post subject: Reply with quote

Whill wrote:
This is great! Thank you!

You're welcome. I'm pretty sure there are some others that I missed, so I'll add them as I think of them.
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11480
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Nov 01, 2017 6:53 pm    Post subject: Reply with quote

Added a new rule for Sensor Ranges to the Link List from above.
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11480
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Nov 01, 2017 7:34 pm    Post subject: Reply with quote

Added a link for Variable Grade Navcomputers.
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11480
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Nov 01, 2017 7:38 pm    Post subject: Reply with quote

Just as an example, here is the stats for an ISD I as envisioned under these changes:

Craft: Kuat Drive Yards' Imperial I-Class
Type: Star Destroyer
Scale: Destroyer (+12D)
Length: 1,600 meters
Skill: Capital Ship Piloting: Imperial I
Command Difficulty: Difficult (17) (Command: Imperial Navy)
Crew Skill: (Rating: Veteran +2D)
Astrogation 4D
Gunnery 4D+2
Piloting 5D+1
Repair 5D
Shields 4D+1
Sensors 4D
Passengers: 9,700
Cargo Capacity: 36,000 metric tons
Endurance: 17D
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Advanced (-5 Difficulty to Astrogation)
Maneuverability: 1D
Space: 6
Atmosphere: 330; 950kph
Hull: 7D
Shields: 3D
Auxiliary Power: 2D
Comm/Scan:
Ranges:
Passive 5-25/50/100 (1D)
Scan 10-50/100/200 (3D)
Search 20-100/200/400 (4D)
Focus 6 (4D+2)
Profile:
Cruise +8
Battle +18
Stealth -2
Silent -12
Weapons:
Heavy Turbolaser Batteries
Fire Arc: 2D Front, 2D Left, 2D Right, 1D Rear
Scale: Destroyer (+12D)
Link: 1D Battery
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Damage: 8D
Heavy Ion Cannon
Fire Arc: 1D Front, 1D Left, 1D Right
Scale: Destroyer (+12D)
Link: None
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Damage: 6D (ionization)
Turbolaser Batteries
Fire Arc: 4D Front, 4D Left, 4D Right, 2D Rear
Scale: Frigate (+10D)
Link: 1D Battery
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Damage: 5D
Ion Cannon
Fire Arc: 3D Front, 3D Left, 3D Right, 1D Rear
Scale: Frigate (+10D)
Link: None
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-5/15/30
--Orbital: 2km-10km/30km/60km
--Atmosphere: 100m-500m/1.5km/3km
Damage: 4D (ionization)
Dual Laser Cannon
Fire Arc: 3D Front, 3D Left, 3D Right, 3D Rear
Scale: Starship (+6D)
Link: 1D
Crew: 2
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.55km
Damage: 5D
Tractor Beam Projectors
Fire Arc: 3D Front, 2D Left, 2D Right
Scale: Variable*
Link: None
Crew: 2
Skill: Gunnery
Fire Control: 4D
Range:
--Space: 1-5/15/30
--Orbital: 2km-10km/30km/60km
--Atmosphere: 100m-500m/1.5km/3km
Damage: 6D
*Can shift between Destroyer (+12), Frigate (+10D) or Starship (+6D). Changing Scales requires one round, during which the projector can not be used.
_________________
"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 Nov 06, 2017 7:44 pm; edited 2 times in total
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11480
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 03, 2017 1:23 pm    Post subject: Reply with quote

Another thing I want to add is a simplified version of the Power Transfer rules from Pirates and Privateers. Rather than having a complicated system for transferring power, my version simply provides 1D (or +2 Move) of Auxiliary Power that can be applied at the pilot / captain's discretion to any one system. Some ships (generally the larger ones) will have more Auxiliary Power available, but no ship system can receive more than 1D of Auxiliary Power at a time. So, for example, if a ship has a 2D Auxiliary Power Rating, it can only allocate 1D to Shields; the remaining 1D must either be allocated to another system or remain unused.

Any use of auxiliary power must be declared at the beginning of the round, and remains allocated to that system until the ship's pilot / captain declares otherwise.
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 11895
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Nov 03, 2017 2:51 pm    Post subject: Reply with quote

Y aknow. With all the re-do you are doing on darn near everything, it might just be better to just make an entirely new 'starwars d6 rule book'..
_________________
It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11480
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 03, 2017 3:11 pm    Post subject: Reply with quote

garhkal wrote:
Y aknow. With all the re-do you are doing on darn near everything, it might just be better to just make an entirely new 'starwars d6 rule book'..

The 2CR&E version, perhaps?
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3605
Location: Maryland, USA

PostPosted: Fri Nov 03, 2017 8:20 pm    Post subject: Reply with quote

He's not exactly wrong.
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 11895
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Nov 03, 2017 11:30 pm    Post subject: Reply with quote

A 2CRMe version!!
_________________
It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11480
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 04, 2017 2:29 pm    Post subject: Reply with quote

Bren wrote:
He's not exactly wrong.

I'm not arguing. In fact, if I weren't still so scatter-brained from my hospital stay and being under general anesthesia from surgery, a compilation of all my various suggested house rules would be a tempting project.
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules All times are GMT - 4 Hours
Goto page Previous  1, 2, 3, 4  Next
Page 2 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0