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Imperial Fleet Carrier
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 30, 2015 3:08 am    Post subject: Imperial Fleet Carrier Reply with quote

In case you ever feel the need to drop a metric kiloton of TIE fighters on your characters without having to resort to a Super Star Destroyer...

Imperial Fleet Carrier
Craft: Kuat Drive Yards' Imperious-Class
Type: Fleet Carrier
Scale: Capital
Length: 1600 Meters
Skill: Capital Ship Piloting: Imperious-Class
Crew: 23,610 (Skeleton: 4,500 @ +20) & 110 Gunners
Crew Skill:
Astrogation 4D
Capital Ship Piloting 5D+1
Capital Ship Shields 4D+1
Capital Ship Gunnery 4D+2
Sensors 4D
Passengers: 20000 (Troops)
Cargo Capacity: 48000 Tons
Consumables: 3 Years
Hyperdrive Multiplier: X2
Hyperdrive Backup: X8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Hull: 6D
Shields: 3D
Sensors:
Passive 50/1D
Scan 100/3D
Search 200/4D
Focus 6/4D+2
Weapons:
20 Turbolaser Batteries (Fire Separately)
Fire Arc: 4 Front, 6 Left, 6 Right, 4 Rear
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 3-15/36/75
Orbital Range: 6km-30km/72km/150km
Rate of Fire: 1
Damage: 5D
20 Twin Laser Cannons (Fire Separately)
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Crew: 1
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Orbital Range: 2km-6km/24km/50km
Damage: 3D
10 Tractor Beam Projectors (Fire Separately)
Fire Arc: 6 Front, 2 Left, 2 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Orbital Range: 2km-10km/30km/60km
Rate of Fire: 1 (Full Round)
Damage: 6D
Small Craft Capacity:
-144 TIE Starfighters
-12 Skipray-Class Blastboats
-12 Assault Gunboats
-24 TIE Boarding Craft
-30 Delta DX-9 Stormtrooper Transports
-4 Gamma-Class Assault Shuttles
-16 Lambda-Class Shuttles
-32 Theta-Class Landing Barges
-24 Sentinel-Class Landing Craft
-40 AT-ATs
-Various Repair & Recovery Vehicles
-2 Prefabricated Garrison Bases
Capsule:
Based on the same hull as the Imperial Star Destroyer, the Imperious-Class Fleet Carrier has largely replaced the Victory III-Class Star Carrier in Imperial service. This design sacrifices much of the Imperial I's heavy weaponry to double the ship's transport capacity. In addition to its massive complement of TIEs and other combat craft, the Imperious has the capacity to transport any of the Imperial Army's standard divisions with room to spare. The transported troops can be either regular Army or stormtroopers, depending on the mission requirements.

While the Imperious appears much like its sibling, the Imperial I, it is not intended for front line combat. The expanded hangar bays and increased storage and troop decks have made the ship more vulnerable to enemy weapons fire, and the removal of most of the main armament renders the ship unable to fight back against another capital ship. As such, the Imperious-Class usually operates behind and in support of any battle squadron to which it is attached. Much rarer than the Imperial Star Destroyer, the Imperious-Class Fleet Carrier is normally only deployed in areas where there is a specific need for heavy TIE support and assault capabilities.
_________________
"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 1:09 am; edited 1 time in total
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 12121
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Jan 30, 2015 3:27 am    Post subject: Reply with quote

Not bad. Though where is the concept coming from? Also doesn't the escort carrier do this function?
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 30, 2015 3:32 am    Post subject: Reply with quote

cc: my response under the Victory III-Class Star Carrier.

As to your question, yes, but not on this scale, not with troops at the same time, and not with the ability to keep up with the Star Destroyers at speed.
_________________
"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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Barrataria
Commander
Commander


Joined: 28 Dec 2005
Posts: 295
Location: Republic of California

PostPosted: Sat Jan 31, 2015 6:15 pm    Post subject: Reply with quote

As a kid I loved reading about WWII aircraft carriers, and my favorite toy (which worked about 5 minutes before breaking) in the non-Star Wars division was:

https://img0.etsystatic.com/035/0/9678137/il_fullxfull.621291460_49y8.jpg"


So I've always had a soft spot for the same idea in outer space, especially when Lucas spoke about WWII dogfights as his main inspiration for what ended up in SW. I've also wanted to mimic the WWII tactics, which made the carriers vulnerable to the attacks of fighters from other carriers. I've never gotten around to that, but this would come in handy.[/img]
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jan 31, 2015 7:34 pm    Post subject: Reply with quote

I've been working on exactly that. I've written up stats for an anti-ship torpedo that can be carried on a starfighter, and the space bomb stats I am working on are the SWU equivalent of dive bombing. In addition, my alternate scale system splits Capital Ship into three separate categories, with everything smaller than a Victory Star Destroyer shifted down to +4D above Starfighter scale instead of +6D. Most of them are still too much for a starfighter to take one-on-one, but they are definitely more vulnerable than they were...
_________________
"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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