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Rogue One Stats
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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 Dec 21, 2017 7:08 pm    Post subject: Reply with quote

RedKnight wrote:
What about the TIE Reaper ? http://starwars.wikia.com/wiki/TIE_Reaper Aka the Death Trooper dropship with a REALLY Stupid name.

Easy there, trigger. I plan on doing the Reaper, but I can only do one stat at a time, and I'm not quite there yet.
_________________
"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
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Dec 21, 2017 7:11 pm    Post subject: Reply with quote

Delta-Class Command Shuttle

Images

The Delta-Class Command Shuttle almost didn't go into production. Originally drawn up as a design concept, the ship caught the eye of a high-ranking Imperial officer, Orson Krennic. Seinar made the decision to produce a limited run of the shuttle mostly as a bid to curry Krennic's favor. However, once the shuttle went into service, other high-ranking Imperials expressed interest in the design.

The Delta is, in most ways, a superior design even to the VIP Lambda, with higher speed and superior comm/scan equipment. The sight of a Delta-Class is always an indicator that some high-ranking Imperial is in the area. Oddly enough, the two highest-ranking Imperials (the Emperor and Darth Vader) eschew the Delta in favor of the much less conspicuous Lambda VIP model.

Craft: Seinar Fleet Systems' Delta-Class
Type: Armed Command Shuttle
Scale: Starship (+6D)
Length: 14.39 meters
Skill: Starship Piloting: Delta-Class
Crew: 2 (can coordinate, 1 @ +5)
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 5D
Sensors 4D
Shields 4D
Transport Capacity: 15 passengers or 30 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 4D
Shields: 2D
Sensors:
Passive 30/1D
Scan 60/2D
Search 90/3D
Focus 4/4D
+1D to Stealth, Jamming & Communications (Holo-Net Equipped)
Weapons:
2 Dual Laser Cannon
Fire Arc: 1 Front/Left*, 1 Front/Right*
*Can be Fire-Linked in Front Arc
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
3 Laser Cannon (Fire-Linked)
Crew: 1 (Pilot or Co-Pilot)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D+2
1 Tractor Beam Projector
Fire Arc: Front or Rear
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-2/5/10
--Atmosphere: 100m-200m/500m/1km
Damage: 4D

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +1
    SHIELD & SHIELD CONTROL: 2D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight

_________________
"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 Thu Jan 20, 2022 11:01 pm; edited 6 times in total
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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: Thu Dec 21, 2017 8:41 pm    Post subject: Reply with quote

TIE Reaper

Image

The TIE Reaper is a light combat shuttle in service with Imperial forces across the galaxy. Popular with everything from local patrols to Imperial special forces, it is a decent mix of speed, durability and offensive & defensive firepower.

Craft: Sienar Fleet Systems' TIE Reaper
Type: Light Combat Shuttle
Scale: Starship (+6D)
Length: 25.7 meters
Skill: Starship Piloting: TIE Reaper
Crew: 2 (1 @ +5)
Crew Skill:
Astrogation 4D
Sensors 4D
Gunnery 4D
Piloting 4D+1
Shields 4D
Passengers: 10
Cargo Capacity: 2 metric tons
Cost: Not Available For Sale
Consumables: 5 days
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 4D
Shields: 1D
Sensors:
Passive 25/1D
Scan 40/2D
Search 60/3D
Focus 4/3D+2
Weapons:
2 Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
1 Dual Blaster Cannon (Fire-Linked)
Fire Arc: Rear
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D

House Rule Notes:
    SHIELD & SHIELD CONTROL: 1D @ 1D
    VELOCITY MODIFIER: 1D+2 Flight

_________________
"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 Thu Jan 20, 2022 11:06 pm; edited 5 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 Dec 25, 2017 12:50 pm    Post subject: Reply with quote

I've made my disagreement with the official background on the MC75 / Profundity pretty clear up to this point. The idea of a converted building serving as a capital ship capable of standing up to two ISDs is patently ridiculous. On top of that, the ship just Does Not Look like a Mon Calamari design. It bears far greater resemblance to Clone Wars-era separatist ships like the Providence and Malevolence, both of which are products of the Free Dac Volunteers Engineering Corps (which just so happens to be composed primarily of Quarren, the other sentient species from the Mon Calamari homeworld of Dac).

As such, a far more likely (and believable) background is that the Profundity is a Clone Wars era starship that found its way into service with the Alliance.

And since Profundity is phonetically similar to Providence, I decided to rename the MC75 the Profundity-Class.

Profundity-Class Assault Star Cruiser

Image

Craft: Free Dac Volunteers' Engineering Corps' Profundity-Class
Type: Star Cruiser
Scale: Destroyer (+12D)
Length: 1,204 meters
Skill: Capital Ship Piloting: Profundity-Class
Crew: 3,225 (630 @ +10) & 632 Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 5D+2
Shields 5D
Sensors 3D+1
Passengers: 1,600 (troops)
Small Craft Complement:
--48 Starfighters (4 Squadrons)
--2 Light Freighters
--8-16 utility craft
Cargo Capacity: 30,000 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 225; 650kph
Hull: 7D
Shields: 4D
Sensors:
Passive: 50/1D
Scan: 100/2D
Search: 200/3D
Focus: 6/4D
Weapons:
24 Heavy Turbolaser Batteries
Fire Arc: 8 Front, 6 Left, 6 Right, 4 Rear
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Damage: 7D
12 Heavy Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right, 2 Rear
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Damage: 6D (ionization)
24 Turbolaser Batteries (Fire Separately)
Fire Arc: 6 Front, 6 Left, 6 Right, 6 Rear
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Damage: 7D
12 Ion Cannon (Fire Separately)
Fire Arc: 3 Front, 3 Left, 3 Right, 3 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Damage: 4D (ionization)
40 Point Defense Cannon (Fire Separately)
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
CANNON TYPES (Ships may have one or the other, or a mix of the two):
    Laser Cannon
    Fire Control: 3D
    Range:
    --Space: 1-3/12/25
    --Orbital: 2km-6km/24km/50km
    --Atmosphere: 100m-300m/1.2km/2.5km
    Damage: 4D

    Dual Blaster Cannon
    Fire Control: 2D
    Range:
    --Space: 1-5/10/17
    --Atmosphere: 100m-500m/1km/1.7km
    Rate of Fire: 2D Auto-Fire
    Damage: 3D
10 Tractor Beam Projectors
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Scale: Special*
Crew: 4
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: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +12
    SHIELD & SHIELD CONTROL: 4D @ 2D+2
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Heavy Turbolaser Batteries: 3D Front, 2D+1 Left, 2D+1 Right, 2D Rear
      Heavy Ion Cannon: 2D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Turbolaser Batteries: 1D+2 Front, 1D+2 Left, 1D+2 Right, 1D+2 Rear
      Ion Cannon: 1D+2 Front, 1D+2 Left, 1D+2 Right, 1D+2 Rear
      Point Defense Cannon: 3D Front, 3D Left, 3D Right, 3D Rear
      Tractor Beam Projectors: 1D Front, 1D+2 Left, 1D+2 Right, 1D 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 Jan 24, 2022 6:33 pm; edited 7 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 Dec 25, 2017 1:00 pm    Post subject: Reply with quote

Incidentally, there is one ship that I forgot to mention, but is well-deserving of some stats: the Dornean Braha'tok-Class Gunship. We catch glimpses of it in both ROTJ and RO, but it was never officially recognized by WEG. There are stats posted for it at the D6 Holocron, but they don't seem fully thought out, as though someone just took the stats for the Corellian Gunship and made a few superficial changes. If nothing else, calling the Braha'tok an anti-starfighter gunship without giving it any anti-starfighter weapons is a questionable choice.

So I think I'm going to stat the Braha'tok next, then follow it up with the various variants of the Hammerhead Corvette (as per the Armada rules), which I'll use as a springboard to get into D6'ing Armada stats.
_________________
"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: Sat Apr 28, 2018 7:10 pm    Post subject: Reply with quote

So, I've been thinking more and more about the Hammerhead Corvette. TBH, using a ship to physically ram another ship in space is a bit over the top (slightly less so in space opera, but still). However, so much of what WEG and the fan base have done is to rationalize to the greatest degree possible the silliness we see on screen.

So, that got me thinking about why a Hammerhead Corvette in particular might be well-suited to a ramming attack. What I arrived at was, essentially, a ship I had already statted out: a tug variant of the Corellian Corvette.

Historically, ocean-going tugs have, on occasion, been pressed into duty as armed patrol ships, so their is real-world precedent for armed tug boats.

What I'm thinking is co-opting the Tug-Vette to make a Hammerhead Corvette, complete with a powerful short-range pressor field generator (the opposite of a tractor beam, pushing instead of pulling) in the bow, normally used to push ships into place in shipyards, but also very handy in protecting the bow of the ship in ramming attacks.

Thoughts?
_________________
"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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denderan marajain
Lieutenant Commander
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Joined: 13 May 2014
Posts: 213
Location: Vienna, Austria

PostPosted: Mon Apr 30, 2018 2:46 am    Post subject: Reply with quote

CRMcNeill wrote:
I've made my disagreement with the official background on the MC75 / Profundity pretty clear up to this point. The idea of a converted building serving as a capital ship capable of standing up to two ISDs is patently ridiculous. On top of that, the ship just Does Not look like a Mon Calamari design. It bears far greater resemblance to Clone Wars-era separatist ships like the Providence and Malevolence, both of which are products of the Free Dac Volunteers Engineering Corps (which just so happens to be composed primarily of Quarren, the other sentient species from the Mon Calamari homeworld of Dac).

As such, a far more likely (and believable) background is that the Profundity is a Clone Wars era starship that found its way into service with the Alliance.

And since Profundity is phonetically similar to Providence, I decided to rename the MC75 the Profundity-Class.

Profundity-Class Star Cruiser

Image

Craft: Free Dac Volunteers' Engineering Corps' Profundity-Class
Type: Star Cruiser
Scale: Destroyer (+12D)
Length: 1,204 meters
Skill: Capital Ship Piloting: Profundity-Class
Crew: 3,225 (630 @ +10) & 632 Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 5D+2
Shields 5D
Sensors 3D+1
Passengers: 1,600 (troops)
Small Craft Complement:
--48 Starfighters (4 Squadrons)
--2 Light Freighters
--8-16 utility craft
Cargo Capacity: 30,000 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 225; 650kph
Hull: 7D
Shields: 4D
Sensors:
Passive: 50/1D
Scan: 100/2D
Search: 200/3D
Focus: 6/4D
Weapons:
24 Heavy Turbolaser Batteries
Fire Arc: 4 Front, 8 Left, 8 Right, 4 Rear
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Damage: 7D
12 Heavy Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right, 2 Rear
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Damage: 6D (ionization)
72 Turbolaser Batteries (Fire Separately)
Fire Arc: 12 Front, 24 Left, 24 Right, 12 Rear
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Damage: 6D
36 Ion Cannon (Fire Separately)
Fire Arc: 6 Front, 12 Left, 12 Right, 6 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Damage: 4D (ionization)
40 Dual Laser Cannon (Fire Separately)
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
16 Tractor Beam Projectors
Fire Arc: 6 Front, 4 Left, 4 Right, 2 Rear
Scale: Special*
Crew: 4
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: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.


First of all, great rendering in D6 stats.

My question is, why should I swap the MC75 for an MC80?


The M75 has better Hull, equal number of Starfighters, better shields, and is even better armed.

Am I correct in assuming that the MC75 is older than the MC80?
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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 Apr 30, 2018 10:13 am    Post subject: Reply with quote

Because the stats don’t tell the whole story. The idea is that the Profundity is relatively rare compared to MC80s, and available in limited numbers.
_________________
"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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denderan marajain
Lieutenant Commander
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Joined: 13 May 2014
Posts: 213
Location: Vienna, Austria

PostPosted: Wed May 02, 2018 1:48 am    Post subject: Reply with quote

CRMcNeill wrote:
Because the stats don’t tell the whole story. The idea is that the Profundity is relatively rare compared to MC80s, and available in limited numbers.


Now I'm personally just wondering why this ship is so rare .... costs?

Or are there other reasons? I am aware that there is nothing really official in the background
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Zarn
Force Spirit


Joined: 17 Jun 2014
Posts: 698

PostPosted: Wed May 02, 2018 2:20 am    Post subject: Reply with quote

It has been redefined as a Free Dac Volunteers Engineering Corps flying highrise. http://starwars.wikia.com/wiki/MC75_cruiser

Though it seems that most of the links now read "habitat" rather than "hey, I'm a flying building y'all" - which is slightly different. Orbital habitats were used pretty extensively in all systems, and one could also argue that they might have been used like in-system cyclers.

I also like the idea that it is a Free Dac design.

Actually, scratch that. It makes a heck of a lot of sense that it is a Free Dac design, and is an extremely elegant solution to the different design sensibilities apparent in the Profundity-class as opposed to the MC80.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu May 03, 2018 7:31 pm    Post subject: Reply with quote

denderan marajain wrote:
CRMcNeill wrote:
Because the stats don’t tell the whole story. The idea is that the Profundity is relatively rare compared to MC80s, and available in limited numbers.


Now I'm personally just wondering why this ship is so rare .... costs?

Or are there other reasons? I am aware that there is nothing really official in the background

At the end of the Clone Wars, Separatist High Command (at the behest of Darth Sidious) sent out a code that deactivated all of the Confederacy's droids and ships. Working around that code (which is presumably hardwired into the system) to reactivate a ship would be extremely difficult, expensive and time-consuming, likely requiring complete replacement of multiple components so as to physically remove the hardwired code. As such, Confederate ships in the post-Clone Wars era are going to be very rare, and likely still active due to fluke circumstances, combat damage or some other malfunction that kept the shut-down code from taking effect. There likely are quite a few Separatist ships floating around out there, but only a tiny handful are still active, with the Profundity being one.
_________________
"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
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat May 05, 2018 2:55 pm    Post subject: Reply with quote

Zarn wrote:
Actually, scratch that. It makes a heck of a lot of sense that it is a Free Dac design, and is an extremely elegant solution to the different design sensibilities apparent in the Profundity-class as opposed to the MC80.

That was what attracted me to it originally. Its visual similarity to other Free Dac designs (such as the Providence and Malevolence classes), particularly having a command pod mounted on the tip of a long fin was a unique feature of both designs, unlike the design of MC80's, where the ship's bridge is almost impossible to pick out from the rest of the hull.
_________________
"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: Sat Aug 24, 2019 1:12 am    Post subject: Reply with quote

This has been on the back-burner for a while, but since it was mentioned in passing in another topic, and I have some time free, I figured I'd bang this out...

I spent a lot of time mulling over what I wanted to do with the Hammerhead, as the ship seemed woefully under armed to be a true corvette, and the ramming attack seemed silly on the face of things. As such, I started thinking of possible ways in which such a ship might be particularly suited to an ad hoc ramming attack in space combat, and I immediately thought of a space tug, specifically designed to hostle heavy objects such as space stations or damaged capital ships. I had already posted stats for a similar concept based on the CR-90, so all that was needed was some tweaking of the stats to make it fit with what little is known about the Hammerhead.


Hammerhead Corvette

The Rebel Alliance has been forced to make do with extremely limited resources, including pressing lightly-armed commercial vessels into service with its fleet. One such example is the so-called "Hammerhead Corvette." The Hammerhead's official designation is the Sphyrna-Class Armed Star-Tug, a deepspace towing vessel used to reposition space stations, skyhooks, large starships, asteroids and other, similarly sized objects.

The Sphyrna's most notable systems are its powerful engines and tractor beam projectors, which allow the ship to shift objects several orders of magnitude larger than the tug itself. In addition to its massive tractor beam projectors, the Sphyrna-Class is equipped with a trio of dual heavy laser cannon which are officially included to protect the ship from meteorite collisions while working in asteroid fields, but in practice have proven useful against starfighters and small capital ships.

The ship's bow is also fitted with a powerful pressor field generator. A pressor field is, essentially, the opposite of a tractor beam, as it pushes objects away from the ship instead of pulling it toward it. The bow mounted pressor field allows the Sphyrna to push against a vessel without actually coming into physical contact with it (although the field may be compressed to distances of less than a meter when pushing against extremely massive targets), and the field is sufficiently powerful that the ship's drives can not overcome it (i.e. the tug can't push through the field, so all the kinetic energy is transferred to the target). When towing a ship through hyperspace, the Sphyrna places hyperdrive field booster relays on the hull of the towed vessel in order to strengthen and expand its hyperdrive field.

Modified Sphyrna-Class ships have begun to appear in Alliance service, fitted with an extra engine, which grants the ship both greater towing capacity and the ability to keep up with larger, more capable combatants. Other craft have been modified as surveillance platforms by stripping out the tractor beam projectors and pressor fields in trade for powerful sensor arrays that are used as fleet sensor pickets or intelligence gathering platforms.


Craft: Rendili StarDrive's Sphyrna-Class
Type: Armed Star-Tug (modified)
Scale: Frigate (+10D)
Length: 165 meters
Skill: Capital Ship Piloting: Sphyrna-Class
Crew: 35 (12 @ +10) & 11 Gunners
Crew Skill:
Astrogation 3D
Gunnery 4D+2
Piloting 3D+2
Shields 3D+1
Sensors 3D+2
Passengers: 120*
Cargo Capacity: 100,000 metric tons*
*Has only 600 cubic meters of internal storage volume, which can be converted to Passenger accommodations at a rate of 1 Passenger slot per 5 cubic meters. As such, most cargo must be towed, using the ship's tractor beam projectors.
Small Craft Complement: 1 pinnace, 4 workpods
Consumables: 6 months
Cost: 1.8 million credits (new), 1.1 million credits (used)
Hyperdrive Multiplier: x3
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D+1 / 1D*
Space: 6 / 4* (3D/2D*)
Atmosphere: 330; 950kph / 280; 800 kph*
*Stock Performance
Hull: 5D
Shields: 1D
Sensors:
Passive 40/1D
Scan 80/2D
Search 100/3D
Focus 5/4D
Weapons:
2 Tractor Beam Projectors
Fire Arc: Turret (1 top, 1 bottom)
Scale: Special*
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-5/10/30
--Orbital: 2km-10km/20km/60km
--Atmosphere Range: 100m-500m/1km/3km
Rate of Fire: 1 (Full Round)
Strength: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
3 Dual Heavy Laser Cannon (Fire Separately)
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Dorsal Turret (+5 Difficulty in Front Arc)
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 8D
Special Rules:
Towing Capacity:
The Sphyrna can tow any ship up to 4D Hull with no reduction in performance. However, for every pip above 4D, the ship's performance begins to suffer (-1 Space, -1 Maneuverability, and +1 to Hyperdrive Modifier per pip). Multiple Tug-Vettes may coordinate to tow a single ship, increasing the performance threshold by 1D per tug, but normal coordination rules apply.
Variants:
    SURVEILLANCE (As Above, except as noted)
    Crew: 45 (16 @ +10) & 3 Gunners
    Crew Skill:
    Gunnery 3D+2
    Sensors 5D
    Cargo Capacity: 1,000 metric tons
    Consumables: 1 year
    Sensors:
    Passive 100/1D
    Scan 200/2D
    Search 250/3D
    Focus 10/4D
    Weapons:
    (Tractor Beam Projectors Removed)
    Special Rules:
    (No Towing Capacity)
House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +2
    SHIELD & SHIELD CONTROL: 1D @ 1D
    VELOCITY MODIFIER: 1D+2 Flight (+1D Stock)
    BATTERY DICE:
      Tractor Beam Projectors: 1D Turret (Tug Variant Only)
      Dual Heavy Laser Cannon: 1D Front, 0D+2 Left, 0D+2 Right, 0D 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 Jan 24, 2022 3:09 pm; edited 5 times in total
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Raven Redstar
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Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Sat Aug 24, 2019 9:06 am    Post subject: Reply with quote

There's an episode of Star Wars Rebels where Leia has the Specter Team steal a handful of them from her to supply the Rebellion. It's possible that Oliver Queen posted some stats for them in the Rebels Season 1 guide. I'll see if I can dig the book out this afternoon and post the stats he came up with so we can have a side-by-side comparison.

I typically prefer your stats McNeill, but sometimes it helps the creative process to see what someone else has done.
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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: Sat Aug 24, 2019 9:36 am    Post subject: Reply with quote

Oliver/Don and I take slightly different approaches in stat writing. He tends to take a literalist approach, writing stats that hew as closely to published material as possible, whereas I'm much more willing to throw out official fluff and information if it seems wrong or silly. Neither approach is wrong, but it will result in two very different stats.

For me, having Raddus specifically call for a Hammerhead Corvette for his ramming idea makes much more sense if the Hammerhead was designed from the outset to get in close to much larger objects and push them around. So, Space Tugboat with guns. Armed tugs are actually a thing in naval history, being used for coastal and harbor patrols in addition to standard tug duties.
_________________
"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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