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Rebellion Ship Conversions
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Panzerjedi
Lieutenant Commander
Lieutenant Commander


Joined: 25 Aug 2013
Posts: 232

PostPosted: Mon Mar 24, 2014 4:41 pm    Post subject: Reply with quote

Interesting ships.... I never really looked over that old
game........are these in the Standard west end game scaling set up?
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Last edited by Panzerjedi on Mon Mar 24, 2014 4:51 pm; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 4:44 pm    Post subject: Reply with quote

Panzerjedi wrote:
Interesting ships.... I never really looked over that old
game........sare thse in the Standard west end game scaling set up?


Yes. I have different stats using my own scale system, but when I post to the Pit, I do my best to use stats that conform to the RAW to avoid confusion.
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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.

The CRMcNeill Stat/Rule Index
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Panzerjedi
Lieutenant Commander
Lieutenant Commander


Joined: 25 Aug 2013
Posts: 232

PostPosted: Mon Mar 24, 2014 4:52 pm    Post subject: Reply with quote

crmcneill wrote:
Panzerjedi wrote:
Interesting ships.... I never really looked over that old
game........sare thse in the Standard west end game scaling set up?


Yes. I have different stats using my own scale system, but when I post to the Pit, I do my best to use stats that conform to the RAW to avoid confusion.


Nods I'll post the link to this thread to a friend so he can swipe
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 4:53 pm    Post subject: Reply with quote

Knock yourself out. Wink
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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.

The CRMcNeill Stat/Rule Index
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RexMundiAbu
Sub-Lieutenant
Sub-Lieutenant


Joined: 17 Feb 2014
Posts: 66

PostPosted: Mon Mar 24, 2014 5:12 pm    Post subject: Reply with quote

Really like these ships and the stats for them as I had the game and spent many hours playing it . The 2 ships that you made up also seem to fit well .
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 24, 2014 5:20 pm    Post subject: Reply with quote

RexMundiAbu wrote:
Really like these ships and the stats for them as I had the game and spent many hours playing it . The 2 ships that you made up also seem to fit well .

Glad you like them. The homebrew stats I have seen for these ships on the Holocron set my teeth on edge, so I decided I would give it a shot. IMO, a few of them would be good fits for some of the Sector Fleet slots for that project.
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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.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 25, 2014 7:56 am    Post subject: Reply with quote

Just for $h!t$ and giggles...

CC-8500 Assault Frigate

Craft: Corellian Engineering Corporation CC-8500
Type: Assault Frigate
Scale: Capital
Length: 400 meters
Skill: Capital Ship Piloting: CC-8500
Crew: 1,050 (500 @ +10), plus 91 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: 5D
Shields: 3D
Sensors:
Passive: 30/0D
Scan: 50/1D
Search: 100/2D
Focus: 4/3D
Weapon Systems:
1 Dual Heavy Turbolaser Cannon
Fire Arc: Front
Scale: Destroyer (+12D)
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Orbital Range: 6-30/70/150km
Fire Rate: 1/2*
Damage: 8D
1 Heavy Ion Cannon
Fire Arc: Front
Scale: Destroyer (+12D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Orbital Range: 2-20/50/100km
Fire Rate:: 1/2*
Damage: 6D (ionization)
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: 6-30/70/150km
Rate of Fire: 1
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
4 Tractor Beam Projectors
Fire Arc: 2 front, 1 left, 1 right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Orbital Range: 2-10/30/60km
Rate of Fire: 1 (Full Round)
Damage: 4D
*The power requirements of these weapons are such that the ship may only fire one of them per round, not both.
Small Craft Complement: None
Capsule: Utilizing the same basic hull as the CC-7700, the CC-8500 is a pure space combatant. It replaces the gravity well projector with a battery of heavy, prow-mounted energy cannon, which enables the ship to engage much larger capital ships. It also features a reinforced hull and stronger shields.
_________________
"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 12:45 am; edited 3 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 25, 2014 5:04 pm    Post subject: Reply with quote

This is on request from another topic. Although the Bulk Cruiser technically already has stats, all official stats are for the Carrier modification, not the Cruiser, so I took a stab at it.

NEUTRON STAR-CLASS BULK CRUISER


Craft: Rendili StarDrive’s Neutron Star-Class Bulk Cruiser
Type: Bulk Cruiser
Scale: Capital
Length: 600 meters
Skill: Capital Ship Piloting: Neutron Star-Class Bulk Cruiser
Crew: 1,925 (Skeleton: 840 @ +10) & 104 gunners
Crew Skill:
Astrogation 3D+2
Capital Ship Gunnery 4D
Capital Ship Piloting 4D+1
Capital Ship Shields 4D
Sensors 3D+2
Passengers: 250 (troops)
Cargo Capacity: 1,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x3
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 5D
Shields: 2D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 125/3D
Focus: 5/3D+2
Weapon Systems:
24 Turbolaser Cannon
Fire Arc: 4 front, 10 left, 10 right
Crew: 2 each
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 5-20/40/60
Orbital Range: 10-40/80/120km
Damage: 4D
25 Heavy Laser Cannon
Fire Arc: 3 front, 10 left, 10 right, 2 rear
Crew: 2 each
Scale: Starfighter
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Damage: 6D
2 Tractor Beam Projectors
Fire Arc: Front
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Damage: 4D
Note: The ship's weapon systems are old and notoriously unreliable. If a Gunnery roll results in a Wild Dice failure, the guns do not fire and can not be fired again until the next round.
Starfighter Complement: None
Capsule: This aging bulk cuiser class of capital ships has existed since the time of the Old Republic, where it served as an inexpensive patrol and convoy escort vessel. Those vessels still in use are showing their age, requiring frequent and expensive maintenance to stay operational. Some users have taken the step of converting the ships to an escort carrier configuration by removing most of the standard weaponry to make room for launch bays and more reliable weapon systems.
_________________
"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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Zarm R'keeg
Commander
Commander


Joined: 14 Apr 2012
Posts: 481
Location: PA

PostPosted: Wed Jan 14, 2015 9:38 am    Post subject: Reply with quote

Awesome game... and awesome stats. Thanks for doing this, crmcneill!
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Jan 14, 2015 4:36 pm    Post subject: Reply with quote

Glad you like. I've had a few second thoughts about some of the stat choices I've made since I posted this, but I've been largely satisfied.
_________________
"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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Sutehp
Commodore
Commodore


Joined: 01 Nov 2016
Posts: 1505
Location: Washington, DC (AKA Inside the Beltway)

PostPosted: Sun Jun 04, 2017 9:25 pm    Post subject: Reply with quote

Just for the record, I've taken the stats for each and every one of these ships on their own respective docfiles and made them available in my Google Docs. Just follow the link in my sig to the Public Folder> Public Star Wars Folder> D6 Stats folder and download them each individually.
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Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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