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Sutehp Commodore


Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Sun Jan 22, 2017 3:08 am Post subject: |
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ForbinProject wrote: | Whill wrote: | This Blackguard ship is relatively too close in size to WEG's 'dreadnought' so there doesn't seem to be any need for Blackguard-class ship my game. |
You may be surprised how similar different ship classes can be. Relatively "minor" changes are justification for a brand new class of ship. 1 detail changes and boom new ship class.
Change in length
An upgrade in a weapon system
Better engines
Addition or increase in the number of fighters carried.
Improved sensors
Automation (reduction in number of crew needed)
etcetera
For a D6 game I would argue that whenever there is a stat change on a ship's template (for ship's being constructed at a shipyard for "mass" production) that is just cause for the creation of a new class ship. |
I dunno, it kinda bothered me to see so many different types of, say, Imperial star dreadnoughts, for example. The in-universe reason I'm bothered by this is that it would imply that the Empire's economy is close to utterly limitless if they're building all these star dreadnoughts and Death Stars and Galaxy Guns and Tarkin-class battlestations and Palpatine's Nostril-class asteroid mass drivers and Piett-class flying dildos (no, wait, those are actually Ozzel-class). I can't remember where I saw it, but General Tagge even lampshaded this by calling the Death Star "Tarkin's Folly" and lamenting all the Imperial-class and Executor-class Star Destroyers that could have been built with the materials used to make the Death Star(s). I can't help but think that if the Empire is taking so much time and effort and materiel to create so many superweapons, then the Rebellion won the war not just by winning space battles but because the Empire essentially crashed their own economy.
(I think a real life example [and I leave it to the historians to confirm if this is true or not] is that America won the Cold War because the Soviet Union's economic system concentrated so much on building up their military but neglected the rest of their economy because they had no quality control over their economic products.)
But then again, people love to draw up new specs for new ships and there's nothing wrong with that. And of course, when we're talking about a universe with laser swords, sentient teddy bears and spaceships that can travel 80,000 lightyears in the space of a few days or weeks at most, the word realism loses its salience and the word verisimilitude becomes more appropriate. (That's been said many times before, but I thought it bore repeating.)
As for one detail change in a ship's specifications justifying the construction of a new class of ships, it seems more appropriate to me to just say that the new ship with the new detail is just a variant of the original class. I don't know anything about real world navy shipbuilding, but one fictional example I can point to is the Red October submarine in Tom Clancy's The Hunt for Red October being a variant of the Typhoon-class nuclear missile submarine. In the movie, it's specifically described as being slightly larger and wider than the regular Typhoon and during Ryan's briefing, he specifically calls it a variant of the Typhoon. (I haven't read the book, but knowing Clancy's attention to detail, I expect it's described similarly as a variant there as well.)
Of course, now that I mention that, people are going to draw up even more specs of ships detailing all their new variants. And that's as it should be too.  _________________ Sutehp's RPG Goodies
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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ForbinProject Commander


Joined: 16 May 2016 Posts: 318
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Posted: Sun Jan 22, 2017 12:58 pm Post subject: |
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Whill wrote: | I'm not surprised, but a 1.8 km difference in length is a lot more than a little detail change. |
My apologies for using poor verbiage. When I said "minor changes" and 1 detail I meant if you looked at two ships that were once the same class side by side you might not notice the difference unless you knew what to look for.
For example in WWII radar was a new tool so when an existing warship of a certain class had radar added for the first time it constituted a new class. So except for the radar mast the ship still resembled ships of it's previous class.
Then on the opposite end of the scale changes can be drastic, like converting cargo ships, cruisers, battlecruisers, or battleships into aircraft carriers. |
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ForbinProject Commander


Joined: 16 May 2016 Posts: 318
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Posted: Sun Jan 22, 2017 1:10 pm Post subject: |
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Sutehp wrote: | I dunno, it kinda bothered me to see so many different types of, say, Imperial star dreadnoughts, for example. The in-universe reason I'm bothered by this is that it would imply that the Empire's economy is close to utterly limitless if they're building all these star dreadnoughts and Death Stars and Galaxy Guns and Tarkin-class battlestations and Palpatine's Nostril-class asteroid mass drivers and Piett-class flying dildos (no, wait, those are actually Ozzel-class). I can't remember where I saw it, but General Tagge even lampshaded this by calling the Death Star "Tarkin's Folly" and lamenting all the Imperial-class and Executor-class Star Destroyers that could have been built with the materials used to make the Death Star(s). I can't help but think that if the Empire is taking so much time and effort and materiel to create so many superweapons, then the Rebellion won the war not just by winning space battles but because the Empire essentially crashed their own economy.
(I think a real life example [and I leave it to the historians to confirm if this is true or not] is that America won the Cold War because the Soviet Union's economic system concentrated so much on building up their military but neglected the rest of their economy because they had no quality control over their economic products.)
But then again, people love to draw up new specs for new ships and there's nothing wrong with that. And of course, when we're talking about a universe with laser swords, sentient teddy bears and spaceships that can travel 80,000 lightyears in the space of a few days or weeks at most, the word realism loses its salience and the word verisimilitude becomes more appropriate. (That's been said many times before, but I thought it bore repeating.)
As for one detail change in a ship's specifications justifying the construction of a new class of ships, it seems more appropriate to me to just say that the new ship with the new detail is just a variant of the original class. I don't know anything about real world navy shipbuilding, but one fictional example I can point to is the Red October submarine in Tom Clancy's The Hunt for Red October being a variant of the Typhoon-class nuclear missile submarine. In the movie, it's specifically described as being slightly larger and wider than the regular Typhoon and during Ryan's briefing, he specifically calls it a variant of the Typhoon. (I haven't read the book, but knowing Clancy's attention to detail, I expect it's described similarly as a variant there as well.)
Of course, now that I mention that, people are going to draw up even more specs of ships detailing all their new variants. And that's as it should be too.  |
Whenever I think of all the super weapon, super ships etc that we see getting built by the various Imperials I'm reminded of something I read in the John Ringo novel 'When the Devil Dances" where General Horner says,
"I suppose this is what I get for letting rednecks play with antimatter: They just don't know when to say 'Okay that's enough!' Instead it's always, "Hey, y'all! Watch this!'" |
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Sutehp Commodore


Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Sun Jan 22, 2017 4:01 pm Post subject: |
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ForbinProject wrote: | Whenever I think of all the super weapon, super ships etc that we see getting built by the various Imperials I'm reminded of something I read in the John Ringo novel 'When the Devil Dances" where General Horner says,
"I suppose this is what I get for letting rednecks play with antimatter: They just don't know when to say 'Okay that's enough!' Instead it's always, "Hey, y'all! Watch this!'" |
Rednecks playing with antimatter. That is a perfect metaphor. _________________ Sutehp's RPG Goodies
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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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10530 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sun Jan 22, 2017 5:00 pm Post subject: |
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Sutehp wrote: | I dunno, it kinda bothered me to see so many different types of, say, Imperial star dreadnoughts, for example. The in-universe reason I'm bothered by this is that it would imply that the Empire's economy is close to utterly limitless if they're building all these star dreadnoughts and Death Stars... I can't remember where I saw it, but General Tagge even lampshaded this by calling the Death Star "Tarkin's Folly" and lamenting all the Imperial-class and Executor-class Star Destroyers that could have been built with the materials used to make the Death Star(s). I can't help but think that if the Empire is taking so much time and effort and materiel to create so many superweapons, then the Rebellion won the war not just by winning space battles but because the Empire essentially crashed their own economy. |
I generally agree with this. Production of too many dreadnaught classes and superweapons would crash the Imperial economy, especially while a second Death Star was under construction. But I also feel that 25,000 is a silly number of ISD.
Sutehp wrote: | But then again, people love to draw up new specs for new ships and there's nothing wrong with that. And of course, when we're talking about a universe with laser swords, sentient teddy bears and spaceships that can travel 80,000 lightyears in the space of a few days or weeks at most, the word realism loses its salience and the word verisimilitude becomes more appropriate. (That's been said many times before, but I thought it bore repeating.) |
It's a good point. Ultimately, each of us must decide what works within our sense of verisimilitude. With so many ships of this size existing in the EU, I'm more inclined to eliminate classes than create new ones for my SWU. But of course, to each GM his own.
My Executor-class is 18 km long because it was intended by the filmmakers to be 11 times the size of ISDs (17.6 km) and my compromise with canon (now 19 km) is rounding up to 18 km. In my SWU I have WEG's Super-class ship as the Superior-class, in part because I want there be some gradient between the Executor-class and smaller ships. But then again, 8 km and 18 km is a huge gap itself so maybe there should be another ship in between. For a while the Executor was listed on StarWars.com as 12.8 km (an average of 8 and 17.6), so maybe there could be a ship around that size too. But I wouldn't create an original ship for that. I would likely just augment an existing one.
Sutehp wrote: | As for one detail change in a ship's specifications justifying the construction of a new class of ships, it seems more appropriate to me to just say that the new ship with the new detail is just a variant of the original class. |
I agree.
ForbinProject wrote: | "...They just don't know when to say 'Okay that's enough!' Instead it's always, "Hey, y'all! Watch this!'" |
But eventually the anti-matter will run out. _________________ *
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Sutehp Commodore


Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Sun Jan 22, 2017 7:18 pm Post subject: |
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Whill wrote: | ForbinProject wrote: | "...They just don't know when to say 'Okay that's enough!' Instead it's always, "Hey, y'all! Watch this!'" |
But eventually the anti-matter will run out. |
Maybe so, but the question then becomes "Will we run out of universe before they run out of antimatter?"
Whill wrote: | Sutehp wrote: | I dunno, it kinda bothered me to see so many different types of, say, Imperial star dreadnoughts, for example. The in-universe reason I'm bothered by this is that it would imply that the Empire's economy is close to utterly limitless if they're building all these star dreadnoughts and Death Stars... I can't remember where I saw it, but General Tagge even lampshaded this by calling the Death Star "Tarkin's Folly" and lamenting all the Imperial-class and Executor-class Star Destroyers that could have been built with the materials used to make the Death Star(s). I can't help but think that if the Empire is taking so much time and effort and materiel to create so many superweapons, then the Rebellion won the war not just by winning space battles but because the Empire essentially crashed their own economy. |
I generally agree with this. Production of too many dreadnaught classes and superweapons would crash the Imperial economy, especially while a second Death Star was under construction. But I also feel that 25,000 is a silly number of ISD. |
It's Legends continuity now, but I seem to remember in one of the WEG books (or maybe it was from the X-Wing "Farlander Papers?") Mon Mothma quoting the Tarkin Doctrine about the necessity to rule through the fear of force rather than rule through force itself because the Empire was years away from creating enough ISDs (and recruiting the personnel to crew them) to garrison every star system in the Empire. Mon Mothma essentially says "You see? Even Tarkin admits that they can't garrison the whole Empire! Rise up and resist!" 25,000 ISDs does strike me as a completely ridiculous number too, but if Tagge had had his way, he would have built those 25,000 ISDs. _________________ Sutehp's RPG Goodies
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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Error Captain


Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Sun Jan 22, 2017 7:30 pm Post subject: |
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I thought I posted this for your guys, but apparently I didn't. Also, I want you guys to know that fanfic was also a factor (a significant one, in fact) when I decided to design a ship rather than use an existing one; I admit there are ships of similar size that may be similar in role to the Lodestar, but that's okay with me. I don't want to displace anything, just add my own creation to my own SWU.
Will this work as a conversion? I followed CRMcNeill's formula:
Starboard View
Dorsal View
Lodestar-class Star Dreadnought
Formerly known as Blackguard-class Star Dreadnought)
Craft: Lodestar, Beacon, Pharos, Balefire et. al.
Affiliation: Galactic Empire
Type: Lodestar-class Star Dreadnought
Scale: Capital
Length: 6212 meters
Skill: Capital ship piloting: Star Dreadnought
Crew: 48,220
Crew Skill: Astrogation 4D, capital ship gunnery 6D+1, capital ship piloting 7D, capital ship shields 5D+1, sensors 5D+1
Passengers: 10,000 (Stormtroopers, Imperial special forces, Science department, all with their entourages, with room for 2,000 more)
Cargo Capacity: 175,000 metric tons
Consumables: 7 years
Hyperdrive Multiplier: 1.5x
Hyperdrive Backup: 15x
Nav Computer: Yes
Maneuverability: 1D+1
Space: 6
Hull: 8D+2
Shields: 7D+1
Sensors:
Passive 100/2D
Scan 200/4D
Search 400/5D+1
Focus 5/7D+1
Weapons:
150 Turbolaser Batteries
Fire Arc: 60 front, 40 right, 40 left, 10 back
Crew: 3
Skill: Capital ship gunnery
Fire Control: 0D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 8D
350 Heavy Turbolaser Batteries
Fire Arc: 130 front, 100 right, 100 left, 20 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 1D+1
Space Range: 5-20/40/60
Atmosphere Range: 10-20/80/120 km
Damage: 11D
100 Heavy Ion Cannons
Fire Arc: 50 front, 25 right, 25 left
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Atmosphere Range: 2-50/50/100 km
Damage: 5D
100 Point-Defense Laser Cannons
Fire Arc: 50 front, 40 right, 40 left, 20 back
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 3D
120 Multi-purpose Warhead Launchers
Fire Arc: 50 front, 30 right, 30 left, 10 back
Crew: 1
Skill: Starship gunnery
Fire Control: 3D
Space Range: Warhead specific.
Atmosphere Range: Warhead specific.
Damage: Warhead specific.
35 Tractor Beam Projectors
Fire Arc: 15 front, 10 right, 10 left
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 8D+2
Small Craft Complement:
- 72 space superiority starfighters (each Lodestar actually has a starfighter capacity of 96, but the extra 24 slots tend to be given over to long-range assault craft, at least in most configurations)
- 12 long-range scout ships
- 12 personnel carriers
- 40-80 miscellaneous support and/or combat ships (gunboats, shuttles, cargo haulers, minelayers, etc.) [this depends on configuration]
- 2 Y-70 Colossus drop ships
- 2 prefabricated garrison bases
- 90 heavy walkers—20 AT-AT's, 30 AT-ST's, 40 AT-PT's
- Various speeder bikes and other ground vehicles
Usage: Command ship; fleet carrier; battle cruiser (usually the command ship for small sector fleets; prior to the introduction of the Executor-class, a single Lodestar-class craft's job was to support and defend up to 16 other capital ships, namely Venator, Victory I/II, Imperial I/II, and Dreadnaught-class craft, and similar ships used by the Imperial Navy during its run, including smaller craft such as corvettes and frigates.)
Capsule: This ship is of the Star Destroyer lineage, and as such it has a similar arrowhead or dagger-point shape—with length-to-width ratio somewhere between that of Bellator and Executor classes. The class is about 6.2 km in length, which is large for a ship of its role; however the Empire’s engineers cooperated with Rendili Star Drives in designing a true fleet carrier and support ship: its cargo area is very large and it carries many support craft. This extra space is used to store extra consumables, parts, materials, tools, droids, ordnance and even more support craft. Generally, a Lodestar-class craft has enough of these items on hand to perform rudimentary repairs and/or basic restockings of other ships in its group. This includes the lending of personnel in some situations, at least until a damaged ship can make it to a local shipyard for repairs.
All Lodestar-class craft share a top-down profile similar to Executor-class ships, except the aft protuberance on an Executor (the arrowhead’s “base” or “neck”) which overhangs the engine banks is more truncated on a Lodestar. Furthermore, a typical Lodestar shares another characteristic of the Executor class in that it also has a "city-like" structure on top of it, making its dorsal superstructure much more irregular in appearance except for the smooth margins between this "city" and the craft's edges. Compare for example the dorsal view of an Executor-class craft for a larger example of the Lodestar class's "city-like" dorsal superstructure.
On the ventral side of a Lodestar-class craft, there is a rectangle-shaped main docking bay about one third of the way back from the craft’s bow. This large bay is flanked on either side towards the aft of the ship by two other smaller bays on both the craft's starboard and port sides. The two smaller bays are mainly for launching fighters. A Lodestar-class craft has the capability to deploy its entire starfighter complement in under a minute. These bays are also for launching small-to medium scale ships, such as shuttles, small freighters, scout craft, gunboats, and personnel carriers.
The main docking bay is large enough to fit one of the 600-meter Dreadnaught-class ships or other, smaller craft for repairs or restocking. This docking bay was made exceptionally large on purpose so that other ships that could fit into it could dock for repairs. It also serves as a launch port for larger craft such as cargo haulers. It is capable of docking with friendly ships for various reasons, and if required, is capable of boarding incapacitated hostile ships (of 600 meters or less; craft exceeding this limit are instead boarded via assault craft and/or personnel carriers). This main bay is also used for launching the Y-70 Colossus dropships, which are the craft a Lodestar-class ship uses to land surface vehicles such as walkers, speeders, tanks, or one of its prefabricated bases, all with full personnel aboard. _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera.
Last edited by Error on Tue Jan 24, 2017 4:20 pm; edited 15 times in total |
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Sutehp Commodore


Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Sun Jan 22, 2017 7:48 pm Post subject: |
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Yeah, this write-up looks really good to me.
I do have one question, though. for the starfighter complement, you mention the extra assault complement of 24 fighters. Whenever someone mentions an assault spaceship, I immediately think "assault shuttle," that is, a troop carrying shuttle for ship-boarding actions. But you already mention the assault shuttles in your next line of your write-up, so that's already accounted for. I'm trying to remember the formal roles that starfighters perform. Here is the list as I remember it:
- Space superiority (starfighters designed to secure the immediate area)
- Interceptor (starfighters designed to eliminate enemy fighters at long range)
- Bombers [is the proper name for this role "Assault fighter?" I can't remember.] (starfighters designed to attack capital ships)
I think I remember the B-Wing and the Y-Wing being referred to as "assault fighters." If this is so, then never mind my criticism; it's just my faulty memory at work here.
But overall, this is excellent work, Error. Well done.
EDIT: Yeah, I just went back and looked up the B-Wing in Rebel Allaince Sourcebook and the B-Wing is referred to as a "heavy assault fighter" while the standard Y-Wing is referred to as an "attack fighter." So that's settled.
General question: which, if any, TIEs would perform the Assault role besides TIE Bombers? _________________ Sutehp's RPG Goodies
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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Error Captain


Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Sun Jan 22, 2017 8:10 pm Post subject: |
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As for the "other 24" I am thinking of bomber-type ships that can be dispatched to bolster assault power of either the Lodestar or other ships on a specific target. For example, they may be swift ships dispatched to launch heavy bombs at close range against other capital ships, installations, or surface targets.
However, in areas that are too remote and sparsely populated, such as sectors and their attendant fleets in the Outer Rim, there is usually no need for additional assault craft beyond what is already aboard. The "extra 24" may just be more space superiority starfighters or (even more likely) interceptors. The configuration can change as the sector command sees fit from analyzing the data regarding the movements of both local militias or other navies. In most sectors, however, there is an occasional need to deliver high firepower at great distance, hence the ships I am envisioning to fill that role in the "assault" department. I have no idea if that describes an extant ship or if I am just going to end up using modified Z-95 Headhunters designed to pop in from hyperspace, drop bombs at close range, and skedaddle. (I'm not opposed to that.) _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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Sutehp Commodore


Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Sun Jan 22, 2017 9:41 pm Post subject: |
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Error wrote: | ...In most sectors, however, there is an occasional need to deliver high firepower at great distance, hence the ships I am envisioning to fill that role in the "assault" department. I have no idea if that describes an extant ship or if I am just going to end up using modified Z-95 Headhunters designed to pop in from hyperspace, drop bombs at close range, and skedaddle. (I'm not opposed to that.) |
Wait, does this mean you envisioned the Empire using Z-95s for hit-and-fade tactics? AFAIK, I've never seen the Empire use or purchase Z-95s anywhere. All the sources I've seen say that the Z-95 is used only by the Rebel Alliance and independent factions; I've never seen the Empire use Z-95s at all. (Of course, this is your SWU.)
But if you want an Imperial fighter capable of hit-and-fade tactics, I suggest the Assault Gunboat. Hell, it was even specifically designed for hit-and-run tactics as it was constructed to counter the X-Wing and its usefulness for hit-and-fade tactics. Granted, the Gunboat is more of a space superiority fighter, but it does have a not-insignificant proton missile payload that can be swapped out with other projectile weapons like space bombs for assault missions. Not to mention its ion cannons for capture missions as well. _________________ Sutehp's RPG Goodies
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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ForbinProject Commander


Joined: 16 May 2016 Posts: 318
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Posted: Sun Jan 22, 2017 11:36 pm Post subject: |
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Whill wrote: | I generally agree with this. Production of too many dreadnaught classes and superweapons would crash the Imperial economy, especially while a second Death Star was under construction. But I also feel that 25,000 is a silly number of ISD.
But eventually the anti-matter will run out. |
Just want to point out one thing. The Empire has always been big on automated mining, as well as hiding resources in the deep core. So can any of us honestly say the Empire didn't have unlimited wealth and resources strip-mined from countless worlds never seen or heard of by the rest of the known galaxy?
Just food for thought. |
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Sutehp Commodore


Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Mon Jan 23, 2017 12:19 am Post subject: |
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ForbinProject wrote: | Just want to point out one thing. The Empire has always been big on automated mining, as well as hiding resources in the deep core. So can any of us honestly say the Empire didn't have unlimited wealth and resources strip-mined from countless worlds never seen or heard of by the rest of the known galaxy?
Just food for thought. |
The galaxy is a finite place. The number of Imperial citizens is likewise finite. The number of people involved in Imperial infrastructure is going to be a smaller number than that. Not all worlds in the galaxy have even been mapped and catalogued by the Imperial Survey Corps, never mind settled and exploited.
The Empire might have been hugely wealthy beyond even what we Earthly humans can imagine here on our lone world, but by definition, it couldn't have been of infinite wealth and means. And I don't think it was so wealthy that it was practically of infinite wealth either. I doubt the Rebellion would have even been formed, never mind succeeded, if the Empire had that much power. Rogue One shows us that the Rebellion was this close to ending before it even won its first victory at Scarif even without the idea that the Empire had infinite wealth and power. The Empire was already so powerful that opposing it seemed to be a fool's errand. If it really had been infinitely powerful, no one would have been crazy enough to oppose it. _________________ Sutehp's RPG Goodies
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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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10530 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16418 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jan 23, 2017 12:47 am Post subject: |
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Whill wrote: | Most of the time, an ISD in my game means 'Go the other way' or 'Escape now while you can.' These bigger ships are just in the background meant to inspire awe and fear. |
This, IMO, is the core issue. We may bat around ideas and come up with stats and argue the accurate length of some vessels over others, but in the end, what group of PCs will ever actually take on one of the monsters in ship-to-ship combat directly?
Whill wrote: | My Executor-class is 18 km long because it was intended by the filmmakers to be 11 times the size of ISDs (17.6 km) and my compromise with canon (now 19 km) is rounding up to 18 km. In my SWU I have WEG's Super-class ship as the Superior-class, in part because I want there be some gradient between the Executor-class and smaller ships. But then again, 8 km and 18 km is a huge gap itself so maybe there should be another ship in between. For a while the Executor was listed on StarWars.com as 12.8 km (an average of 8 and 17.6), so maybe there could be a ship around that size too. But I wouldn't create an original ship for that. I would likely just augment an existing one. |
As I mentioned above, my approach would be to throw out WEG's Super-Class and apply its stats (with some modification) to fractalsponge's Bellator-Class, while working up new stats for the Executor based on its film length. If I needed stats for an interim sized ship in the ~12 kilometer range, I'd go with fractalsponge's Assertor-Class _________________ "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


Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Mon Jan 23, 2017 1:49 am Post subject: |
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CRMcNeill wrote: | ...while working up new stats for the Executor based on its film length. |
CRM, you don't find the stats for the 19km Executor-class at The Shipyard sufficient for your purposes? _________________ Sutehp's RPG Goodies
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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