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Nebulon A-Class Torpedo Frigate
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 30, 2015 12:09 am    Post subject: Nebulon A-Class Torpedo Frigate Reply with quote

Nebulon A-Class Torpedo Frigate

The precursor of the Nebulon B Escort Frigate, the Nebulon A was the result of a projected need for a modern Torpedo Frigate capable of doing damage to cruiser-sized warships. Since it was very expensive and did not quite fulfill the Imperial Navy's operational expectations, only a few hundred were built and most of these do not serve in their intended role as torpedo frigates; they are mostly used for solo patrols or as forward scouts for the Fleet. While the same basic hull was used to make the Nebulon B, the two ships are visually distinct, with the A featuring a noticeably larger engine pod and a rakishly angled main hull.

Craft: Kuat Drive Yards Nebulon A-Class
Type: Torpedo Frigate
Scale: Frigate (+10D)
Length: 320 Meters
Skill: Capital Ship Piloting: Nebulon A
Crew: 854 (307 @ +10) & 66 Gunners
Crew Skill:
Astrogation 3D
Gunnery 4D+1
Shields 3D
Piloting 3D+2
Sensors 3D+1
Passengers: 75 (Troops)
Small Craft Complement:
--12 Starfighters (1 Squadron)
--2-4 Utility Craft
--2 External Docks for Medium Freighters.
Cargo Capacity: 6000 Tons
Consumables: 2 Years
Cost: 235 Million Credits (New) / 120 Million Credits (Used)
Hyperdrive Multiplier: X2
Hyperdrive Backup: X12
Nav Computer: Yes
Maneuverability: 1D+1
Space: 6
Atmosphere: 330; 950kph
Hull: 4D
Shields: 2D
Sensors:
Passive 40/0D
Scan 75/1D
Search 150/3D
Focus 4/4D+2
Weapons:
12 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 4 Front, 3 Left, 3 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
12 Dual Laser Cannon (Fire Separately)
Fire Arc: 4 Front, 3 Left, 3 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
6 Proton Torpedo Launchers (Fire Separately)
Fire Arc: 2 Front/Left, 2 Front/Right, 1 Rear/Left, 1 Rear/Right
Scale: Destroyer (+12D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 1-6/15/30
--Orbital: 2km-12km/30km/60km
--Atmosphere: 100m-600m/1.5km/3km
Rate of Fire: 1/4
Damage: 9D
Ammo: 32 (Forward Magazine: feeds all Front launchers), 16 (Aft Magazine: feeds all Rear launchers). Rounds can be transferred between magazines at a rate of 1 every 6 rounds (30 seconds)
2 Tractor Beam Projectors
Fire Arc: 1 Front/Left, 1 Front/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.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Last edited by CRMcNeill on Mon Jan 22, 2018 1:50 am; edited 3 times in total
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garhkal
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PostPosted: Fri Jan 30, 2015 4:30 am    Post subject: Reply with quote

So its basically a proton torp armed Neb B? Interesting.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 30, 2015 4:34 am    Post subject: Reply with quote

Basically. It gives up half of its fighter complement, but also picks up a 50% increase in speed. I expect it would make an excellent pirate or privateer ship...
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garhkal
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PostPosted: Fri Jan 30, 2015 5:27 pm    Post subject: Reply with quote

Thumbs up then..

As a q. You list it as having atmospheric capacity, but how the heck does it land anywhere?
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atgxtg
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PostPosted: Fri Jan 30, 2015 5:46 pm    Post subject: Reply with quote

That could definitely get your attention in battle.

I'd be tempted to rip out half the TBLs and add more torps. Especially in the forward and aft arcs.A half dozen torps up front would give the rebels a Star Destroyer Killer.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 30, 2015 9:29 pm    Post subject: Reply with quote

garhkal wrote:
You list it as having atmospheric capacity, but how the heck does it land anywhere?

The Atmosphere rating just means it can enter an atmosphere, not that it can land. The Nebulon B has an Atmosphere rating, too, and it would be just as difficult to land one of those as one of these.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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: Fri Jan 30, 2015 9:31 pm    Post subject: Reply with quote

atgxtg wrote:
That could definitely get your attention in battle.

I'd be tempted to rip out half the TBLs and add more torps. Especially in the forward and aft arcs.A half dozen torps up front would give the rebels a Star Destroyer Killer.

IMO, that would be a bit much. I would say it would be more appropriate to use multiple torpedo armed ships operating as a squadron, which was the way they did it with torpedo armed destroyers in WWI and II.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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garhkal
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PostPosted: Sat Jan 31, 2015 7:05 pm    Post subject: Reply with quote

crmcneill wrote:
garhkal wrote:
You list it as having atmospheric capacity, but how the heck does it land anywhere?

The Atmosphere rating just means it can enter an atmosphere, not that it can land. The Nebulon B has an Atmosphere rating, too, and it would be just as difficult to land one of those as one of these.



Good point. Maybe it comes in atmosphere as a way to recharge its air supply.
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cynanbloodbane
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PostPosted: Sat Jan 31, 2015 10:54 pm    Post subject: Reply with quote

garhkal wrote:
crmcneill wrote:
garhkal wrote:
You list it as having atmospheric capacity, but how the heck does it land anywhere?

The Atmosphere rating just means it can enter an atmosphere, not that it can land. The Nebulon B has an Atmosphere rating, too, and it would be just as difficult to land one of those as one of these.



Good point. Maybe it comes in atmosphere as a way to recharge its air supply.


Better use would be to use a gas giant as a hiding place to set an ambush or evade a larger enemy. Really, who remembers to scan the atmosphere of the gas giant, when there is a habitable moon there too!
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CRMcNeill
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PostPosted: Sat Jan 31, 2015 10:58 pm    Post subject: Reply with quote

Agreed. I've seen a few sci-fi scenarios where ships hid in the atmosphere of gas giants to evade pursuit.

What would a Scoop cost for a capital ship, anyway?
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Barrataria
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PostPosted: Sun Feb 01, 2015 2:11 am    Post subject: Reply with quote

crmcneill wrote:
Agreed. I've seen a few sci-fi scenarios where ships hid in the atmosphere of gas giants to evade pursuit.

What would a Scoop cost for a capital ship, anyway?


In MegaTraveller, scoops were pretty cheap, but in the ship design rules it meant you had to "streamline" the ship so that it could enter and exit atmospheres, which was pretty expensive. It also required that the power plant be fit with refining equipment to purify the gasses to be used in the engines. Overly granular for SW, but made the point that the scoops themselves needn't be very expensive.
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garhkal
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PostPosted: Sun Feb 01, 2015 3:54 pm    Post subject: Reply with quote

For a cap ship of this size, i would say a scoop would cost 120k or so (1%) of the ship's cost) and take up maybe 40 tons of cargo space.
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CRMcNeill
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PostPosted: Sun Feb 01, 2015 4:05 pm    Post subject: Reply with quote

The alternate version, using the conversion rule offered in the Starships of the Galaxy D6 conversion, would be to multiply Cost and Weight by x20, resulting in 300 tons @ 300,000 credits.
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CRMcNeill
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PostPosted: Mon Feb 02, 2015 10:09 am    Post subject: Reply with quote

Barrataria wrote:
In MegaTraveller, scoops were pretty cheap, but in the ship design rules it meant you had to "streamline" the ship so that it could enter and exit atmospheres, which was pretty expensive. It also required that the power plant be fit with refining equipment to purify the gasses to be used in the engines. Overly granular for SW, but made the point that the scoops themselves needn't be very expensive.

I thought I remembered a rule for the Scoop that required it to be combined with the Molecular Converter from GG6, in that the scoop sucked in the atmosphere, but you also needed to purchase the converter to convert the gas over to usable fuel. I can't seem to find that rule anywhere (it may have been someone's house rule), but that would fit with what you describe.

Also, I know Trek had a piece of tech that was basically a scoop you could use in vacuum by using magnetic fields to attract particulate matter in space. It was more effective in a nebula or other gas cloud, but still, same basic idea....
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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garhkal
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PostPosted: Mon Feb 02, 2015 5:38 pm    Post subject: Reply with quote

All i see is the following..
Fuel Converters
Fuel converters allow the captain to avoid the expense of paying refueling or power cell replacement fees. Instead, the captain can buy certain materials (normally waste material) in bulk and put it into the fuel converter.

Solid Fuel Converter
Converts virtually any matter into fuel cell power. A ship can refuel on bulky, low energy materials - oxygen, water, plastics, cellulose (wood), waste-or heavy metals and other highenergy materials. The ship will be able to halve its “restocking” fee at starports, but the captain will have to personally arrange for fuel supplies elsewhere.
Cost: 8,000 credits. Weight: 5 tons.

scoops

Some ships (scouts, especially) are equipped with scoops, allowing them to dip into a planet’s atmosphere or seas to steal natural resourcces
with which to recharge their power cells.
Cost: 15,000 credits. Weight: 15 tons.

Solar Converters
Ships may also be equipped with solar converters: huge, molecule-thick solar-absorbent sails. In-system, these will recharge a ship’s systems
in about 15 days, while out-system it takes about 60 days to fully recharge the ship’s power cells.
Cost: 12,000 credits. Weight: 10 tons

Nothing about molecular converters.
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