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Rebellion Ship Conversions
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12057
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Mar 23, 2014 10:38 pm    Post subject: Rebellion Ship Conversions Reply with quote

I enjoyed the Star Wars Rebellion strategy game when it first came out. Even though I never got particularly good at it, the game presented some interesting new ships that showed promise for conversion to RPG stats to flesh out the game somewhat. The Alliance got the lion's share of the new ships, but there were a couple Imperial ships in the mix, as well. Back then, I worked up my own stats for the ships in the game that didn't already have RPG stats, but subsequently lost them in a hard drive crash.

Since I'm sitting at home sick and bored with nothing to do, I thought I'd take a swing at them again. For starters, here is the Alliance's big gun: the Bulwark Battlecruiser




Bulwark-Class Battlecruiser

The TransGalMeg Industries Bulwark class capital ship is a mobile fortress. It is one of the most battle-proof ships employed by the Rebel Alliance, and one of the few ships in existence capable of going toe-to-toe with a Super Star Destroyer. While the SSD is more heavily armored and shielded, the Bulwark is faster, has a slight edge in maneuverability, and is actually more heavily armed. Though plagued by rumors of unreliable electronics and sensors, the Bulwark's extensive arsenal, shielding and carrying capacity make it ideal for large-scale operations.

Craft: TransGalMeg Industries' Bulwark Mk.III
Type: Star Dreadnaught
Length: 4,500 meters
Scale: Dreadnought (+16D)
Skill: Capital Ship Piloting: Bulwark Battlecruiser
Crew: 89,980 (9,252 @ +10), plus 4,350 Gunners
Crew Skill:
Astrogation 4D
Gunnery 6D
Piloting 6D+2
Shields 5D+2
Sensors 5D
Passengers: 18,000 (troops)
Small Craft Complement:
--144 Starfighters (12 Squadrons / 2 Wings)
--Assorted landing barges, assault shuttles and support craft.
Cargo Capacity: 100,000 metric tons
Consumables: 5 years
Maneuverability: 2D
Space: 6
Hyperdrive: x1.5
Hyperdrive Backup: x8
Nav Computer: Yes
Hull: 6D (5D vs. ionization)
Shields: 4D
Sensors:
Passive: 60/1D
Scan: 120/3D
Search: 250/4D+1
Focus: 8/6D
Weapon Systems:
150 Heavy Turbolaser Batteries
Fire Arc: 50 Front, 40 Left, 40 Right, 20 Rear
Scale: Destroyer (+12D)
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Rate of Fire: 1/2
Damage: 8D
75 Heavy Ion Cannon
Fire Arc: 30 Front, 15 Left, 15 Right, 15 Rear
Scale: Destroyer (+12D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Rate of Fire: 1/2
Damage: 6D (ionization)
450 Turbolaser Batteries
Fire Arc: 90 Front, 150 Left, 150 Right, 60 Rear
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 6D
225 Ion Cannon
Fire Arc: 45 Front, 75 Left, 75 Right, 30 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
225 Concussion Missile Launchers
Fire Arc: 45 Front, 75 Left, 75 Right, 30 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
300 Dual Laser Cannon
Fire Arc: 75 Front, 75 Left, 75 Right, 75 Rear
Scale: Starship (+6D)
Crew: 1
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
75 Tractor Beam Projectors
Fire Arc: 25 Front, 20 Left, 20 Right, 10 Rear
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
Rate of Fire: 1 (Full Round)
Damage: 6D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes 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 Jan 22, 2018 12:38 am; edited 10 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12057
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 12:32 am    Post subject: Reply with quote

DAUNTLESS-CLASS HEAVY STAR CRUISER


The Dauntless is the second largest cruiser in the Alliance fleet. Built from the hull of a luxury liner, it carries an excellent sensor package and countermeasure equipment. Extra reactors, shielding and armaments were added to make the Dauntless an effective front line ship.

Craft: SoroSuub Dauntless-Class Heavy Star Cruiser
Type: Star Cruiser
Scale: Capital
Length: 1,500 meters
Skill: Capital Ship Piloting: Dauntless-Class Heavy Star Cruiser
Crew: 7,416 (2,130 @ +10) plus 228 Gunners
Crew Skill:
Astrogation 3D+2
Capital Ship Piloting 5D+2
Capital Ship Gunnery 5D
Capital Ship Shields 5D
Sensors 3D+1
Passengers: 3,000 (troops)
Small Craft:
--48 Starfighter (4 Squadrons)
--Assorted shuttles and support craft.
Cargo Capacity: 20,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Hull: 6D
Shields: 5D
Sensors:
Passive: 40/1D
Scan: 75/2D
Search: 150/3D
Focus: 4/4D
Weapon Systems:
24 Heavy Turbolaser Batteries (Fire Separately)
Fire Arc: 8 Front, 8 Left, 8 Right
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
Rate of Fire: 1/2
Damage: 7D
12 Heavy Ion Cannon (Fire Separately)
Fire Arc: 4 Front, 4 Left, 4 Right
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
Rate of Fire: 1/2
Damage: 6D (ionization)
72 Turbolaser Batteries
Fire Arc: 24 front, 20 left, 20 right, 8 back
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
Rate of Fire: 1
Damage: 6D
36 Ion Cannon Batteries
Fire Arc: 12 front, 10 left, 10 right, 4 back
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
Rate of Fire: 1
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: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
12 Tractor Beam Projectors
Fire Arc: 4 front, 4 left, 4 right
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
Rate of Fire: 1 (Full Round)
Damage: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes 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 Sat May 11, 2019 10:35 pm; edited 7 times in total
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 12122
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Mar 24, 2014 1:01 am    Post subject: Reply with quote

Rebellion strategy game?? Was this a console or TT card/board game as i have never heard of these ships.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 12057
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 1:25 am    Post subject: Reply with quote

garhkal wrote:
Rebellion strategy game?? Was this a console or TT card/board game as i have never heard of these ships.


http://starwars.wikia.com/wiki/Star_Wars:_Rebellion_(video_game)

Won't let me post the link. Cut-and-paste-time.
_________________
"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: Mon Mar 24, 2014 1:59 am    Post subject: Reply with quote



Liberator-Class Star Cruiser

The SoroSuub Liberator is Sullust's main contribution to the Alliance Fleet. Its slender hull disguises the fact that it can carry six fighter squadrons and a large troop contingent. For a capital ship, the Liberator is diminutive of size, but still finds room to host a formidable weapons complement including ion cannons and heavy turbolaser batteries. Utilizing state-of-the-art hull armor, the Liberator is one of the most advanced warships in the galaxy. Its advanced sensors and command & control systems have led many Alliance battle line commanders to choose the Liberator as their flagship.

Craft: SoroSuub Corporation's Liberator-Class
Type: Star Cruiser
Scale: Destroyer (+12D)
Length: 1,300 meters
Skill: Capital Ship Piloting: Liberator-Class Star Cruiser
Crew: 12,045 (3,000 @ +10) & 384 gunners
Crew Skill:
Astrogation 3D+2
Piloting 5D+2
Gunnery 5D
Shields 5D
Sensors 3D+1
Passengers: 9,700 (troops)
Small Craft Complement:
6 starfighter squadrons
Assorted shuttles and support craft
Cargo Capacity: 10,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x9
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Hull: 5D
Shields: 4D
Sensors:
Passive: 50/1D
Scan: 100/3D
Search: 200/4D
Focus: 6/5D
Weapons Systems:
12 Heavy Turbolaser Batteries (Fire Separately)
Fire Arc: 6 Left, 6 Right
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
Rate of Fire: 1/2
Damage: 7D
6 Heavy Ion Cannon (Fire Separately)
Fire Arc: 2 Front, 2 Left, 2 Right
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
Rate of Fire: 1/2
Damage: 6D (ionization)
36 Turbolaser Batteries (Fire Separately)
Fire Arc: 6 Front, 12 Left, 12 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
Rate of Fire: 1
Damage: 6D
18 Ion Cannon (Fire Separately)
Fire Arc: 4 Front, 6 Left, 6 Right, 2 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
Rate of Fire: 1
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: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 Right
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
Rate of Fire: 1 (Full Round)
Damage: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes 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 Tue Jan 16, 2018 11:40 pm; edited 9 times in total
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The Brain
Lieutenant Commander
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Joined: 03 Jun 2005
Posts: 231

PostPosted: Mon Mar 24, 2014 2:27 am    Post subject: Reply with quote

garhkal wrote:
Rebellion strategy game?? Was this a console or TT card/board game as i have never heard of these ships.


Don't worry you didn't miss anything worthwhile.
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DougRed4
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Location: Seattle, WA

PostPosted: Mon Mar 24, 2014 11:57 am    Post subject: Reply with quote

Nice work, crmcneill. Thanks for sharing them with us!
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12057
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 12:05 pm    Post subject: Reply with quote

DougRed4 wrote:
Nice work, crmcneill. Thanks for sharing them with us!


Thanks. Currently working on stats for the CC-7700 Interdiction Frigate, the CC-9600 Attack Frigate, the Assault Transport and the Galleon. I will be posting them later today (the big ship conversions were the most complicated).
_________________
"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: 12057
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 12:16 pm    Post subject: Reply with quote



CC-7700 Interdiction Frigate

The predecessor of the Interdictor-Class Cruiser, the CC-7700 is designed primarily as a platform for a gravity well projector. While it is lightly armed, the function of this vessel is to prevent the withdrawal of enemy vessels from a battle zone. It is far outclassed by the Interdictor Cruiser. It remains in service with the Imperial Navy in low-priority sectors, and with the Alliance as it is the only hyperspace interdiction platform available to them.

Craft: Corellian Engineering Corporation's CC-7700
Type: Hyperspace Interdiction Frigate
Scale: Frigate (+10D)
Length: 400 meters
Skill: Capital Ship Piloting: CC-7700
Crew: 1,050 (500 @ +10), plus 52 gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D+2
Piloting 4D+1
Shields 4D
Sensors 4D+1
Passengers: 150 (troops)
Small Craft Complement:
--2-4 Utility Craft
Cargo Capacity: 5,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Hull: 4D+2
Shields: 2D
Sensors:
Passive: 30/0D
Scan: 50/1D
Search: 100/2D
Focus: 4/3D
Weapon Systems:
10 Dual Turbolaser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
20 Dual Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 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
4 Tractor Beam Projectors
Fire Arc: 2 Front, 1 Left, 1 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.
1 Gravity Well Projector
Fire Arc: Front
Scale: Destroyer (+12D)
Crew: 10
Skill: Capital Ship Gunnery
Fire Control: 6D
Range:
--Space: 1-5/75/150
Rate of Fire: 1 (Full Round)
Effect: Blocks Hyperspace Travel.
    Compare the result of the To Hit roll to the following chart:
      To Hit Result misses by = Difficulty to Target's Astrogation
      0 (Hit) = +50
      1-6 = +40
      7-12 = +30
      13-21 = +20
      19-33 = +10
      34-50 = +5
Time to Use:
    A gravity well takes a few seconds to form, so once it is fired, it comes into effect at the beginning of the next round. Once deactivated, it dissipates by the beginning of the next round. Once shut down, the projector requires one minute (12 rounds) to reset its processor and shunt power to its capacitors. The gunner may attempt to short-cut that time, at a penalty of +5 per round (up to a maximum of +60). On a failed activation roll, compare the result to the Damaged Weapon Chart on page 95 of the 2R&E Rulebook.
Steering the Gravity Well:
    While a gravity well is relatively easy to target when first projecting, trying to steer an existing gravity well onto a maneuvering ship is much more difficult. Fire Control drops to 0D, and the gunners must make a Capital Ship Gunnery roll every round to stay on target (see the above chart). In addition, if the Gunners missed on the previous round, they suffer a penalty equal to the degree of miss from that round (For example, a gravity well misses its shot by 16 points. When attempting to steer the well in the following round, they suffer a penalty of +16 Difficulty on their To Hit roll).
Effect on the Ship:
    When projecting a gravity well, the CC-7700 suffers a penalty of -3D to Maneuverability and -3 to Space. Attempting to steer a gravity well increases this penalty to -6D to Maneuverability and -6 to Space.

_________________
"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 22, 2018 12:49 am; edited 7 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12057
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 1:11 pm    Post subject: Reply with quote



CC-9600 Attack Frigate

The CC-9600 is designed as a combat troop transport. The firepower and shielding of the CC-9600 are considerable, while allowing enough transport space to accommodate a regiment of ground troops. The ship is often used for forced assault landings, using its weaponry to suppress enemy forces while the embarked regiment deploys into the battle field. While the faster, lighter Imperial Assault Transport is more popular with commanders, the ship remains in service with both sides in many sectors.

Craft: Corellian Engineering Corporation's CC-9600
Type: Attack Frigate
Scale: Frigate (+10D)
Length: 350 meters
Skill: Capital Ship Piloting: CC-9600
Crew: 1,050 (500 @ +10) & 88 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D+2
Piloting 4D+1
Shields 4D
Sensors 4D+1
Passengers: 5,000 (troops)
Small Craft Complement:
-4-8 Utility Craft (most deckspace reserved for airspeeders and other craft belonging to the embarked regiment)
Cargo Capacity: 15,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kmh
Hull: 4D+2
Shields: 2D
Sensors:
Passive: 30/0D
Scan: 50/1D
Search: 100/2D
Focus: 4/3D
Weapons:
20 Dual Turbolaser Cannon
Fire Arc: 4 Front, 6 Left, 6 Right, 4 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
20 Dual Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 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
10 Concussion Missile Launchers
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
4 Tractor Beam Projector
Fire Arc: 2 Front, 1 Left, 1 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.
_________________
"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 22, 2018 12:48 am; edited 11 times in total
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Director of Engineering
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PostPosted: Mon Mar 24, 2014 1:31 pm    Post subject: Reply with quote



Imperial Assault Transport

Assault Transports are designed to deliver Imperial assault troops anywhere in the galaxy with little or no escort. While only capable of carrying one regiment, the Assault Transport has the firepower, speed, and maneuverability to attack lightly defended systems without escort. Additionally, Assault Transports are equipped with the fastest available hyperdrive systems. While their speed has made them popular with military high command and Stormtrooper units, Army units prefer the older CC-9600 for its roomier transport capacity and heavier firepower.

Craft: Loronar Assault Transport
Type: Rapid Reaction Combat Transport
Scale: Frigate (+10D)
Length: 250 meters
Skill: Capital Ship Piloting: Assault Transport
Crew: 450 (200 @ +15), plus 48 gunners
Crew Skill:
Astrogation 3D+1
Gunnery 4D+2
Piloting 4D
Shields 4D+1
Sensors 3D
Passengers: 4,500 (troops)
Cargo Capacity: 12,000 metric tons
Consumables: 6 months
Hyperdrive Multiplier: x3/4
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D+1
Space: 7
Atmosphere: 350; 1,000 kmh
Hull: 4D+1
Shields: 2D+2
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 80/2D
Focus: 2/3D
Weapon Systems:
8 Double Turbolaser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
6 Quad Laser Cannon
Fire Arc: 1 Front, 2 Left, 2 Right, 1 Rear
Scale: Starfighter
Crew: 2
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
4 Concussion Missile Launchers
Fire Arc: 1 Front, 1 Left, 1 Right, 1 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
_________________
"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 22, 2018 12:26 am; edited 8 times in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 1:48 pm    Post subject: Reply with quote



Space Galleon

This mass-produced KDY model is the principle Imperial Navy supply transport, outnumbering all other bulk transport models in the Imperial Navy combined. Slow and unarmed, its only defense in combat is its relatively weak shields, so Space Galleons rarely travel anywhere alone or unescorted. However, there are rumors of Space Galleons outfitted as Ambush Frigates, swapping out much of their cargo capacity to serve as Auxiliary Warships. The Space Galleon's basic hull design was used in the construction of the Star Galleon.

Craft: Kuat Drive Yards' Space Galleon
Type: Bulk Transport
Scale: Frigate (+10D)
Length: 250 meters
Skill: Capital Ship Piloting: Space Galleon
Crew: 20 (10 @ +10)
Crew Skill:
Astrogation 3D
Piloting 4D
Shields 5D
Sensors 3D
Passengers: 10 standard, but may convert cargo to passenger space at a rate of 1 passenger per 10 metric tons
Cargo Capacity: 150,000 metric tons
Small Craft Capacity:
--1-2 Utility Craft
Consumables: 6 months
Hyperdrive Multiplier: x3
Hyperdrive Backup: x18
Nav Computer: Yes
Maneuverability: 0D
Space: 2
Atmosphere: 225; 650 kmh
Hull: 3D
Shields: 1D
Sensors:
Passive: 15/1D
Scan: 30/1D+1
Search: 60/2D
Focus: 3/2D+1
Weapon Systems: None
Variants: (Use Above Stats, except as noted)
    DECOY FRIGATE
    Description:
    The Decoy Frigate is based on the well-known Space Galleon bulk freighter design, and it looks exactly like one from the outside. However, appearances are deceiving, as it is heavily modified with military hardware, including shields, heavy weapons, a full sensor suite, and facilities to carry one starfighter squadron. All of the ship's weapons are concealed behind retracting panels, and the mounts and launch bays are sensor baffled to fool enemy sensors.

    The modus operandi for the Decoy Frigate is to function as a convoy escort vessel, and its resemblance to a real bulk freighter makes it look more vulnerable than it is. Recently, the Imperial Navy has been utilizing Decoy Frigates as bait ships, sending them out with minimal escort in the hopes of luring in Rebels or pirates. In either case, the ship will behave just like a bulk freighter until attacking forces close the range, then launch its fighters and unleash a massive broadside with as little warning as possible.

    Since the Decoy Frigate's introduction by the Empire, the Alliance has suffered increased starfighter losses when making attacks against convoys which they thought were only lightly protected. In addition, Decoy Frigates have a tertiary effect above and beyond any actual combat capability; the Imperial Navy has noticed a statistical decrease in pirate attacks if Decoy Frigates are known to be operating in a sector.

    Crew: 60 (20 @ +10) & 54 Gunners
    Crew Skill:
    Astrogation 4D
    Gunnery 5D
    Piloting 4D
    Shields 5D
    Sensors 4D
    Passengers: 80 (troops)
    Cargo Capacity: 10,000 metric tons
    Small Craft Capacity:
    --12 Starfighters (1 Squadron)
    --1-2 Utility Craft
    Shields: 3D
    Passive: 25/1D
    Scan: 50/2D
    Search: 75/3D
    Focus: 5/4D
    Weapon Systems:
    8 Dual Turbolaser Cannon
    Fire Arc: 2 Front, 3 Left, 3 Right
    Crew: 2
    Skill: Capital Ship Gunnery
    Fire Control: 2D
    Range:
    --Space: 2-10/25/50
    --Orbital: 4km-20km/50km/100km
    --Atmosphere: 200m-1km/2.5km/5km
    Rate of Fire: 1
    Damage: 5D
    4 Ion Cannon (Fire Separately)
    Fire Arc: 2 Left, 2 Right
    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
    Rate of Fire: 1
    Damage: 4D (ionization)
    4 Proton Torpedo Tubes (Fire Separately)
    Fire Arc: 2 Left, 2 Right
    Scale: Destroyer (+12D)
    Crew: 4
    Skill: Capital Ship Gunnery
    Fire Control: 1D
    Range:
    --Space: 1-6/15/30
    --Orbital: 2km-12km/30km/60km
    --Atmosphere: 100m-600m/1.5km/3km
    Rate of Fire: 1/4
    Damage: 9D
    Ammunition: 32 torpedoes (in central magazine)
    8 Dual Laser Cannons (Fire Separately)
    Fire Arc: 2 Front, 2 Left, 2 Right, 2 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
    2 Tractor Beam Projectors (Fire Separately)
    Fire Arc: Turret
    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.
    Special Rule:
    Ambush:
    If an enemy is in combat range, the ship receive a one-time, +2D bonus to initiative for its first round of combat. Any enemy craft that loses its initiative roll by more than 10 points is considered surprised, and may not react to attacks that round. If the use of this tactic has become well known, or the enemy ships have faced this tactic before, the bonus is reduced to +1D.

_________________
"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 22, 2018 12:27 am; edited 7 times 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: Mon Mar 24, 2014 2:04 pm    Post subject: Reply with quote

Well, that's all of the official ships from Rebellion. Everything else used in the game already has WEG stats; in fact, I compared the video game stats of ships to those with official WEG stats to generate ratios to calculate general weapons strength, as well as factoring in information from the fluff that Rebellion included for each vessel.

My stats differ from the information on Wookieepedia for good reason; whoever wrote the Wookieepedia articles cited sources without digging far enough into the information to understand what it really meant. For instance, on the Bulwark and Liberator, the ships were given 1,250 turbolasers and 240 turbolasers respectively, which is taken directly from the video game stats of the two vessels. However, the numbers given in the video game were representations of total damage delivered, not number of guns. As such, I based my stats more on comparison with similar vessels (the Bulwark with the SSD and the Liberator with the MC80), then used the resulting ratios to increase or reduce the weapon numbers on the compared ship.

Granted, the video game ship stats were not always equal in comparison to the WEG stats, so I ended up winging quite a bit. I usually defaulted toward the fluff description of whether a ship was relatively stronger or weaker than its respective counterparts.

I may throw on a few models of my own next, just because. I have two models in mind:

-The Detainer CC-2200 is mentioned in Dark Lord: The Rise of Darth Vader, but is only described in general as an Interdictor, with no specifics given. My thinking is that it will be a pre-CC-7700 design that lacks the ability to project a gravity well, and can only generate a large gravity well centered on itself. Still an Interdictor, but much less useful than the CC-7700 or the Immobilizer 418.

-With the CC-9600, I fudged the stats a little, removing an ion cannon capability and adding concussion missiles to make it a more capable attack transport. As such, I'm thinking of making another ship, the CC-9200 that goes the other way and is more of a space combat platform with fighter capacity and ion cannon and the like.
_________________
"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 24, 2014 7:13 pm; edited 1 time in total
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CRMcNeill
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Director of Engineering


Joined: 05 Apr 2010
Posts: 12057
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 4:07 pm    Post subject: Reply with quote

DETAINER CC-2200 INTERDICTION FRIGATE

Craft: Corellian Engineering Corporation CC-2200
Type: Hyperspace Interdiction Frigate
Scale: Capital
Length: 400 meters
Skill: Capital Ship Piloting: CC-2200
Crew: 1,050 (500 @ +10), plus 71 gunners
Crew Skill:
Astrogation 3D+2
Capital Ship Gunnery 4D+2
Capital Ship Piloting 4D+1
Capital Ship Shields 4D
Sensors 4D+1
Passengers: 150 (troops)
Cargo Capacity: 5,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Hull: 4D+2
Shields: 3D
Sensors:
Passive: 30/0D
Scan: 50/1D
Search: 100/2D
Focus: 4/3D
Weapon Systems:
10 Turbolaser Cannon
Fire Arc: 2 front, 3 right, 3 left, 2 back
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Orbital Range: 6-30/70/150 km
Damage: 5D
20 Laser Cannon
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Orbital Range: 2-6/24/50km
Damage: 4D
1 Gravity Well Generator
Fire Arc: All
Crew: 1
Effect: Rather than projecting a gravity well, this first generation interdiction platform simply generates a gravity well centered on the ship itself. If a ship is within 10 units of the generator, it can not jump into hyperspace. If a ship is beyond 10 units, it suffers a -40 penalty to its Astrogation roll, decreasing by -5 for every additional 10 units of distance from the generator.
Time To Use: Once activated, a gravity well generator requires 8 rounds to come on line. It can be turned off immediately.
Note: When active, the Gravity Well Generator draws so much power that it drastically affects the ship's performance. Reduce Space to 2 and Maneuverability to 0D.
Small Craft Complement: None
Capsule: A predecessor to the CC-7700, the Detainer CC-2200 uses the same hull type, visually differing only in that it lacks the CC-7700's bow mounted gravity well linear projection array. Introduced near the end of the Clone Wars, the Detainer saw common usage. In the Rebellion era, however, the Detainer is long past its prime, replaced by the CC-7700 and the newer Immobilizer 418. Detainers do, however, still see usage in low priority sectors and with some Rebel Alliance units, even though the ship's gravity well generator doesn't fit particularly well with Alliance capital ship operations. However, some Detainers have made it into the hands of pirate groups, and the ship is a perfect fit for the Barricade tactic. All Detainers have been upgraded with stronger shields over the years, as the ship's modus operandi tends to make it an obvious target.
_________________
"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 May 17, 2014 10:59 pm; edited 8 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12057
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 4:35 pm    Post subject: Reply with quote



CC-9200 Heavy Frigate

The CC-9200 is the space combat counterpart to the CC-9600. Although nominally a frigate, it is comparable in power and ability to a Light Cruiser. Externally almost identical to the CC-9600, the CC-9200 exchanges its troop transport and fire support capability for ion cannon, tractor beams and starfighter launch bays. It retains enough troop capacity for two companies; in Imperial service, this is generally a Stormtrooper company for boarding operations and an Imperial Army Assault company for ground assault operations, with either company reinforcing the other as needed.

Craft: Corellian Engineering Corporation CC-9200
Type: Superiority Frigate
Scale: Frigate (+10D)
Length: 350 meters
Skill: Capital Ship Piloting: CC-9200
Crew: 1,050 (500 @ +10) & 145 gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D+2
Piloting 4D+1
Shields 4D
Sensors 4D+1
Passengers: 400 (troops)
Small Craft Complement:
--24 Starfighters (2 Squadrons)
--Assorted shuttles and support craft
Cargo Capacity: 3,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kmh
Hull: 4D+2
Shields: 2D
Sensors:
Passive: 30/0D
Scan: 50/1D
Search: 100/2D
Focus: 4/3D
Weapon Systems:
20 Dual Turbolaser Cannon
Fire Arc: 4 Front, 6 Left, 6 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
10 Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right
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
Rate of Fire: 1
Damage: 4D (ionization)
20 Dual Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 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
5 Tractor Beam Projectors
Fire Arc: 1 Front, 2 Left, 2 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.
_________________
"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 22, 2018 12:43 am; edited 7 times in total
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