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Alliance Picket Corvette
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 16, 2016 9:41 pm    Post subject: Alliance Picket Corvette Reply with quote

In the Black Fleet Crisis, the Republic's Fifth Fleet includes two different corvette-sized ships, one a gunship, the other a fleet picket and tactical recon platform. Seeing as how a force like the Alliance is heavily dependent on information to offset the Empire's numerical superiority, an Alliance-era predecessor to the Agave-Class Picket Ship seemed appropriate. The CEC gunship is faster and more heavily armed, but has relatively weak sensors, so it works well as a light escort for Alliance cruisers, or for fast attack against a known target, but the Corellian Corvette's modularity and common usage around the galaxy makes it much more useful for modification to a scout platform.

Enjoy.

Alliance Picket Corvette

The Alliance Picket Corvette commonly serves as either a forward scout for Alliance Fleet units or on independent operations in support of missions for Alliance Intelligence or SpecForce Command. Modified with an improved hyperdrive, sensors and stealth capability, the Picket Corvette generally avoids combat, and instead provides advance warning or long-term surveillance. Its cargo bays are generally used to transport and deploy recon drones and satellites or sensor relays.

Craft: Corellian Engineering Corporation's CR90 (modified)
Type: Tactical Reconnaissance / Special Missions Corvette
Scale: Frigate (+10D)
Length: 150 meters
Skill: Capital Ship Piloting: Corellian Corvette
Crew: 45 (7 @ +15) & 15 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 4D
Shields 3D+2
Sensors 4D+1
Passengers: 40
Small Craft Complement:
--2-4 Utility Craft
Cargo Capacity: 1,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Space: 6 (3D)
Atmosphere: 330; 950 km/h
Hull: 4D
Shields: 2D (Stealth Shields)
Sensors:
Passive 60/1D
Scan 90/2D
Search 120/3D
Focus 6/4D
Weapons:
2 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: Turret (1 dorsal, 1 ventral) (+5 Difficulty to all shots in Rear Fire Arc)
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
2 Ion Cannon (Fire-Linked)
Fire Arc: Front
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)
4 Dual Laser Cannon (Fire Separately)
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear/Left, 1 Rear/Right (+5 Difficulty to all shots in Front & Rear Fire Arcs)
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
1 Tractor Beam Projector
Fire Arc: Front
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.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +3
    SHIELD & SHIELD CONTROL: 2D @ 2D
    VELOCITY MODIFIER: 1D+2
    BATTERY DICE:
      Dual Turbolaser Cannon: 1D Turret
      Ion Cannon: 1D Front
      Dual Laser Cannon: 0D+2 Front, 0D+2 Left, 0D+2 Right, 0D+2 Rear
      Tractor Beam Projector: 0D Front

_________________
"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 Sat Jan 22, 2022 1:27 pm; edited 9 times in total
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 14022
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Oct 17, 2016 1:26 am    Post subject: Reply with quote

Looks decent. What would you put the cost at?
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Oct 22, 2016 11:29 pm    Post subject: Reply with quote

garhkal wrote:
Looks decent. What would you put the cost at?

Since this is a modified version for the Alliance, Not Available For Sale is my first thought. With regards to what it would cost for a character to buy one, or what one could get you on the black market, I couldn't say. There are no real rules for upgrading capital ships from stock.
_________________
"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 Sun Oct 23, 2016 12:57 pm; edited 1 time in total
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Error
Captain
Captain


Joined: 01 May 2005
Posts: 680
Location: Any blackberry patch.

PostPosted: Sun Oct 23, 2016 12:33 pm    Post subject: Reply with quote

Wicked. Now we just need to find someone who can draw a decent CR90 with some more sensor structures and two more engines.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 23, 2016 1:54 pm    Post subject: Reply with quote

Error wrote:
Wicked. Now we just need to find someone who can draw a decent CR90 with some more sensor structures and two more engines.

I don't see a problem with using the stock CR90 images. The improved sensors could simply be internal modifications that aren't externally visible, and the ship's sublight drives are unchanged, only the hyperdrive is faster.
_________________
"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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Error
Captain
Captain


Joined: 01 May 2005
Posts: 680
Location: Any blackberry patch.

PostPosted: Sun Oct 23, 2016 2:24 pm    Post subject: Reply with quote

CRMcNeill wrote:
Error wrote:
Wicked. Now we just need to find someone who can draw a decent CR90 with some more sensor structures and two more engines.

I don't see a problem with using the stock CR90 images. The improved sensors could simply be internal modifications that aren't externally visible, and the ship's sublight drives are unchanged, only the hyperdrive is faster.

I added the engines because I thought it might help differentiate it at a glance amidst other similar warships.

I like starship hulls that are UGLY. Sensors, dishes, probes, all sticking right out of it. Almost like the Nostromo from the original Alien movie. There isn't really a need for a capital ship to be aerodynamic, after all.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 23, 2016 4:09 pm    Post subject: Reply with quote

Error wrote:
I added the engines because I thought it might help differentiate it at a glance amidst other similar warships.

I don't think I made this so different from a standard Corellian Corvette that it has to look like a different ship. In fact, its nondescript exterior is an asset, as it will be indistinguishable from other Corellian Corvettes.

Quote:
I like starship hulls that are UGLY. Sensors, dishes, probes, all sticking right out of it. Almost like the Nostromo from the original Alien movie. There isn't really a need for a capital ship to be aerodynamic, after all.

I'm not particular one way or the other, as I don't feel a need to turn an existing ship into a monstrosity unless said monstrosity serves a purpose.
_________________
"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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ForbinProject
Commander
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Joined: 16 May 2016
Posts: 318

PostPosted: Sun Oct 23, 2016 5:46 pm    Post subject: Reply with quote

garhkal wrote:
Looks decent. What would you put the cost at?


Since this is an Alliance ship you can probably get it for free. The Alliance military is a mob of undisciplined, scruffy looking, nerf-herders, AWOL Imperial military runaways, criminals, and other outcasts from society. So if you can get onto one of their secret bases you'll have little to no trouble finding one of these ships where someone left the keys in the ignition.

However if I had to SWAG a price I'd say 5 million new, 4 million used. Of course CRMcNeill is free to smack my guesstimates down as he designed the ship.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 23, 2016 6:14 pm    Post subject: Reply with quote

ForbinProject wrote:
Since this is an Alliance ship you can probably get it for free. The Alliance military is a mob of undisciplined, scruffy looking, nerf-herders, AWOL Imperial military runaways, criminals, and other outcasts from society. So if you can get onto one of their secret bases you'll have little to no trouble finding one of these ships where someone left the keys in the ignition.

I expect the real problem would be finding one of their bases in the first place, with the additional problem being that a ship like this is only going to be shut down in a base for any length of time if it is side-lined for essential repairs.

Quote:
However if I had to SWAG a price I'd say 5 million new, 4 million used. Of course CRMcNeill is free to smack my guesstimates down as he designed the ship.

As good a guess as any. I like making stats, but WEG provided no real guidelines for pricing capital ships.
_________________
"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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ForbinProject
Commander
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Joined: 16 May 2016
Posts: 318

PostPosted: Sun Oct 23, 2016 7:56 pm    Post subject: Reply with quote

CRMcNeill wrote:
I expect the real problem would be finding one of their bases in the first place, with the additional problem being that a ship like this is only going to be shut down in a base for any length of time if it is side-lined for essential repairs.


Although most of my post was in jest, I respectfully disagree about how often a ship like this would be "downside". Every few months there will be liberty ports at friendly locations. While there general maintenance will be done. And it's always easier on the crew to do outer hull maintenance in an atmosphere.

With the exception of major repairs there will always be at least a skeleton crew aboard. On the ship I was on in the Navy we usually had 3-4 duty sections. So 1/4 to 1/3 of the crew was always on duty aboard the ship in port.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 23, 2016 8:05 pm    Post subject: Reply with quote

ForbinProject wrote:
Although most of my post was in jest, I respectfully disagree about how often a ship like this would be "downside". Every few months there will be liberty ports at friendly locations. While there general maintenance will be done. And it's always easier on the crew to do outer hull maintenance in an atmosphere.

I'll take your word for it, but the point still remains that finding and accessing the places where ships like this would be in dock with minimal crew on board is quite a challenge already.
_________________
"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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denderan marajain
Lieutenant Commander
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Joined: 13 May 2014
Posts: 213
Location: Vienna, Austria

PostPosted: Wed Jan 25, 2017 3:06 am    Post subject: Reply with quote

Do you have a Picture in your head how this ship should look like?

And, sorry for that question, what are Stealth Shields?
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Jan 25, 2017 6:53 pm    Post subject: Reply with quote

denderan marajain wrote:
Do you have a Picture in your head how this ship should look like?

Google Corellian Corvette. Any modifications are internal; the ship is externally unmodified.

Quote:
And, sorry for that question, what are Stealth Shields?

My own invention. Dual mode shields that can either deflect damage or protect from sensors, but not both at the same 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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denderan marajain
Lieutenant Commander
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Joined: 13 May 2014
Posts: 213
Location: Vienna, Austria

PostPosted: Thu Jan 26, 2017 2:04 am    Post subject: Reply with quote

CRMcNeill wrote:
denderan marajain wrote:
Do you have a Picture in your head how this ship should look like?

Google Corellian Corvette. Any modifications are internal; the ship is externally unmodified.

Quote:
And, sorry for that question, what are Stealth Shields?

My own invention. Dual mode shields that can either deflect damage or protect from sensors, but not both at the same time.


Thank you very much for this quick answers

Stealth Shield sounds very interesting
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