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Lancer-Class Frigate (My Version)
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12055
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Aug 24, 2015 11:47 pm    Post subject: Lancer-Class Frigate (My Version) Reply with quote

garhkal wrote:
So, if this and other cap ships get 'dedicated anti-fighter weaponry' then would the Empire still have built the Lancer/Tartan?

This one's for you, garhkal...

Lancer-Class Frigate
Craft: Kuat Drive Yards' Lancer-Class
Type: Anti-Starfighter Screening Vessel
Scale: Capital Ship
Length: 250 meters
Skill: Capital Ship Piloting: Lancer
Crew: 810 (375 @ +10) & 40 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D
Piloting 3D+2
Shields 4D
Sensors 4D
Passengers: 40 (troops)
Cargo Capacity: 300 metric tons
Consumables: 1 week
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 4D
Shields: 2D+2
Sensors:
Passive 35/1D
Scan 60/1D
Search 100/2D
Focus 3/2D+2
Weapons:
20 Quad-Laser Cannon
Fire Arc: 5 Front/Left, 5 Front/Right, 5 Rear/Left, 5 Rear/Right
Crew: 2
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range:100m-300m/1.2km/2.5km
Damage: 6D
Special: At the beginning of an engagement, roll 4D (1 for each fire arc), then compare the result to the following table:
    1-2 = -2D to Fire Control for that Arc
    3-4 = -1D to Fire Control for that Arc.
    5-6 = Fire Control functions normally in that Arc.

What I Changed, and Why:
    -Fire Arcs.
    Imperial Sourcebook wrote:
    ...each gun is mounted on its own tower to provide an increased fire arc.
    The easiest way to represent increased fire arcs is to increase the fire arcs, so that each cannon may now fire in two fire arcs instead of just one. The result is that the Lancer can bring ten quad-laser to bear on any given fire arc, rather than just five.

    -Fire Control Penalty.
    Quote:
    ...the modified targeting systems still need work, resulting in less than half of each Lancer's weapons operating perfectly on any given day.
    I'm not entirely satisfied with this alternate rule, but until something better comes up, this is how I represent the targeting systems not operating perfectly on any given day.

    -Increased Damage. As WEG progressed from 1E to 2R&E, they made various rule changes without considering how those changes would affect existing ship stats. One result is that Capital Ship-mounted Starfighter-Scale weaponry is consistently 2D lower in damage than weapons that are otherwise identical, save for being mounted on Starfighter-Scale ships. To fix this, I added 2D to the Damage of all CS-mounted, SF-Scale laser cannon (Laser Cannon go from 2D to 4D, Dual Laser Cannon from 3D to 5D, and Quad-Lasers from 4D to 6D).

    -I also considered giving the ship an Atmosphere rating, but I'm on the fence. Since it is basically an experimental ship designed to screen fleets in deep space, KDY could well have left atmospheric flight capability off its list of things to do.
So, that's why I don't mind giving CS-Scale warships at least minimal anti-starfighter defenses. And if you feel that this version of the Lancer still isn't tough enough, I offer the following quotes:
Imperial Sourcebook wrote:
For all its fire power, the Lancer-class frigate could be shaping up as a failure.
Quote:
Those Lancers currently in use have not lived up to expectations.

Personally, considering the relative weaknesses of the Lancer's basic design (like the 1 week of consumables and the low speed and maneuverability), I'd probably take the Lancer's Quad-Laser Towers and build them into later model Nebulon B's. Imagine a dozen of the Lancer's quad-lasers backing up two squadrons of TIEs, with turbolaser batteries and tractor beam projectors to boot. Now that's nasty.
_________________
"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 Oct 19, 2015 5:38 pm; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12055
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Aug 29, 2015 12:29 am    Post subject: Reply with quote

In fact...

Nebulon C-Class Escort Frigate

The Lancer-Class Frigate was originally intended as a stand-alone anti-starfighter platform. Unfortunately, it was little more than a one-trick bantha, and fairly useless outside of that role. Certain aspects of the design showed promise, but others remained problematic, particularly the targeting systems on the quad-lasers. While continuing research & development in the hopes of ironing out the Lancer's issues, KDY made the decision to pursue alternate projects in parallel to the Lancer. One of those was the planned upgrade of the Nebulon-B

The Nebulon-B had always depended primarily on its starfighter squadrons for anti-starfighter defense, as its dual laser cannon lacked the power output and field of fire to be truly effective against modern starfighters. With the new Nebulon-C, KDY replaced the lasers on a one-for-one basis with the quad-laser towers from the Lancer. The Lancer's problematic experimental targeting systems were replaced with more conventional systems which, while less accurate, were more reliable.

While the resulting ship carries fewer total cannon (12 to the Lancer's 20), the new weapons have greatly increased the ship's effectiveness in combat. The increased fire arcs provided by the quad-laser towers gives the ship much greater flexibility in allocating fire missions on any threat axis, and the Nebulon C is far more capable of defending itself from enemy starfighter attacks, which in turn frees up the Nebulon's attached starfighter squadrons for superiority and intercept duty. In addition, KDY boosted the armor and shielding on the main spar connecting the forward hull to the engineering section (always the most vulnerable spot on the Nebulon B). The resulting escort frigate is far more potent than its predecessor.

Craft: Kuat Drive Yards' Nebulon C
Type: Escort Starship
Scale: Frigate (+10D)
Length: 300 meters
Skill: Capital Ship Piloting: Nebulon-Series
Crew: 854 (307 @ +10) & 66 Gunners
Crew Skill:
Astrogation 3D
Gunnery 4D+1
Piloting 3D+2
Shields 3D
Sensors 3D+1
Passengers: 75 (troops)
Small Craft Complement:
--24 Starfighters (2 Squadrons
--4-8 Utility Craft
Cargo Capacity: 6,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800 kph
Hull: 4D+2
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: 3
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: 4D+2
12 Quad-Laser Cannon (Fire Separately)
Fire Arc: 3 Front/Left, 3 Front/Right, 3 Rear/Left, 3 Rear/Right
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: 6D
2 Tractor Beam Projectors (Fire Separately)
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.
_________________
"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 12:22 am; edited 5 times in total
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garhkal
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Posts: 12122
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Aug 29, 2015 12:27 pm    Post subject: Reply with quote

I like this.. Especially the change up giving the 'turrets' two arcs to shoot in..
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12055
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Aug 29, 2015 1:23 pm    Post subject: Reply with quote

garhkal wrote:
I like this.. Especially the change up giving the 'turrets' two arcs to shoot in..

The Lancer or the Nebulon?
_________________
"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: Sun Aug 30, 2015 12:38 am    Post subject: Reply with quote

The lancer. Your mod2 for the Neb, seems like something that would have been done after the time frame of ESB/RotJ, in response to rebel attacks..
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12055
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Aug 30, 2015 10:49 pm    Post subject: Reply with quote

garhkal wrote:
The lancer. Your mod2 for the Neb, seems like something that would have been done after the time frame of ESB/RotJ, in response to rebel attacks..

Yeah, I wrote up the capsule that way.
_________________
"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: 12055
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Sep 22, 2015 11:09 pm    Post subject: Reply with quote

One more for you, G...

Lancer II-Class Frigate
Craft: Kuat Drive Yards' Lancer II-Class
Type: Screening & Picket Vessel
Scale: Capital Ship
Length: 250 meters
Skill: Capital Ship Piloting: Lancer II
Crew: 470 (175 @ +10) & 76 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D
Piloting 3D+2
Shields 4D
Sensors 4D
Passengers: 40 (troops)
Cargo Capacity: 300 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800 kph
Hull: 4D
Shields: 2D+2
Sensors:
Passive 35/1D
Scan 60/1D
Search 100/2D
Focus 3/2D+2
Weapons:
20 Quad-Laser Cannon
Fire Arc: 5 Front/Left, 5 Front/Right, 5 Rear/Left, 5 Rear/Right
Crew: 2
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range:100m-300m/1.2km/2.5km
Damage: 6D
10 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Orbital Range: 6km-30km/70km/150km
Atmosphere Range: 300m-1.5km/3.5km/7.5km
Damage: 4D+2
2 Tractor Beam Projectors (Fire Separately)
Fire Arc: 1 Front/Left, 1 Front/Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 100m-500m/1.5km/3km
Damage: 4D
Capsule:
The Lancer II is KDY's follow-on evolution of its Lancer-Class Anti-Starfighter Frigate, with several design changes addressing the weaknesses of its predecessor. Chief among them is the ship's armament, which now includes turbolasers for engaging capital ships, as well as tractor beam projectors. In addition, the reliability issues that plagued the quad-laser fire control of the Lancer have been corrected. Increased automation has reduced the crew size nearly by half, and more efficient systems have greatly increased the ship's endurance, allowing for greater flexibility insofar as independent operations and long-term deployments are concerned. While still relatively slow and lacking in maneuverability, the Lancer II is a much more effective and capable screening vessel.
_________________
"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 Sep 22, 2015 11:38 pm; edited 1 time in total
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garhkal
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PostPosted: Tue Sep 22, 2015 11:21 pm    Post subject: Reply with quote

And how soon will that 'evolution' come out?? 5 years after the first ones hit the space lanes? 10?
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CRMcNeill
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PostPosted: Tue Sep 22, 2015 11:37 pm    Post subject: Reply with quote

garhkal wrote:
And how soon will that 'evolution' come out?? 5 years after the first ones hit the space lanes? 10?

Whatever. If you feel like using it, pick a number that works for you and run with it.
_________________
"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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