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Revising Official Capital Ship Stats
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 12822
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 24, 2015 11:41 am    Post subject: Reply with quote

cynanbloodbane wrote:
It is the quantity of guns, that sets the SDs apart, not the quality. The classification problems you are running into are actually adding realism to the game.

Maybe in the age of sail, but Lucas drew a lot of inspiration from WWII, particularly dogfighting, but other aspects as well. A lot of the EU has followed in his footsteps, including the light and heavy cruiser designations. Giving a medium cruiser enough guns to take on a Victory I-Class Star Destroyer is quite simply over the top, regardless of technological advances. It's armament is more appropriate to a heavy cruiser, and even a heavy cruiser should be hard-pressed to take on a battlecruiser or battleship (which is basically what a Star Destroyer is).
_________________
"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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cynanbloodbane
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PostPosted: Tue Mar 24, 2015 12:52 pm    Post subject: Reply with quote

I used the age of sail example because the in service span of time for vessels is more closely analogous to that time period. While Lucas borrowed heavily from WWII navy style, I have always found the EU expansion information inconsistent with history.
ISDs are combination battleship/aircraft carrier. VicSDs are combination post WWI battleship/aircraft carrier. A dreadnaught would be more analogous to a Spanish American war battleship like the Maine or the rest of the great white fleet. The strike is structured to be a mini SD, capable of the same missions on a smaller scale. It has no historical equivalents. WWII did not have a 50 year spread of active ships, the SWU, at least the EU dose.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 12822
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 24, 2015 1:18 pm    Post subject: Reply with quote

cynanbloodbane wrote:
The strike is structured to be a mini SD, capable of the same missions on a smaller scale.

I have no problem with a multi-role ship; my problem is with the stats. The ship is essentially a munchkin in space. It is too durable and too hard hitting for something that size. There is no way that a 450-meter long ship whose write-up specifically states that its modular nature makes it more vulnerable to damage should be so close in soak potential to a 1600-meter-long Imperial Star Destroyer.
_________________
"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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cynanbloodbane
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PostPosted: Tue Mar 24, 2015 1:23 pm    Post subject: Reply with quote

crmcneill wrote:
cynanbloodbane wrote:
The strike is structured to be a mini SD, capable of the same missions on a smaller scale.

I have no problem with a multi-role ship; my problem is with the stats. The ship is essentially a munchkin in space. It is too durable and too hard hitting for something that size. There is no way that a 450-meter long ship whose write-up specifically states that its modular nature makes it more vulnerable to damage should be so close in soak potential to a 1600-meter-long Imperial Star Destroyer.


Now that I agree with. It's soak should be lower. If I remember correctly the modular nature increased survivability for crew as well.
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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: Tue Mar 24, 2015 1:41 pm    Post subject: Reply with quote

cynanbloodbane wrote:
Now that I agree with. It's soak should be lower. If I remember correctly the modular nature increased survivability for crew as well.

That's the Carrack, based on its highly compartmentalized interior.

What I'm considering is stripping the heavy guns from the Strike and adding laser cannon in their place, then giving the Carrack basically the same armament and calling them both light cruisers, just with different designs and missions. Where the Carrack is intended more for speed and durability, the Strike is designed more as a multi-role combatant, but that versatility comes at the expense of speed and durability.
_________________
"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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cynanbloodbane
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PostPosted: Tue Mar 24, 2015 2:15 pm    Post subject: Reply with quote

I still don't really have much of a problem with a Strike cruiser's armament. At most I would drop 10 of the 5D turbolasers in favor of 10-15 anti-starfighter double or quad lasers. Dropping the hull down to 4D or 5D max covers the only issues I have with the ship.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 24, 2015 2:45 pm    Post subject: Reply with quote

cynanbloodbane wrote:
I still don't really have much of a problem with a Strike cruiser's armament. At most I would drop 10 of the 5D turbolasers in favor of 10-15 anti-starfighter double or quad lasers. Dropping the hull down to 4D or 5D max covers the only issues I have with the ship.

I'd go the other way and take the turbolaser batteries off. Historically, a light cruiser mounted the same caliber of weapons found on a destroyer or frigate, it just had more of them, with the larger caliber weapons reserved for heavy cruisers. IMO, stripping the 1D/7D weapons from the Carrack and Strike and leaving the Strike with its lighter and more numerous turbolaser cannon (and giving the same weapons to the Carrack) is more in keeping with the traditional difference between heavy and light cruisers. Working on stats now...
_________________
"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
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PostPosted: Tue Mar 24, 2015 3:23 pm    Post subject: Reply with quote

Okay, here's my version of the Strike Cruiser, with the following changes:
    1 - Changed the designation from Medium Cruiser to Light Cruiser, as Medium Cruisers have no basis in history.

    2 - Removed the Turbolaser Batteries, as their damage level is more consistent with a heavy cruiser.

    3 - Reduced the Hull from 6D to 4D+2

    4 - Added an Atmosphere rating. The prequels show that very large ships can actually operate in atmosphere, and allowing the Strike to do so allows it to deploy troops and cargo directly, eliminating the added deck space requirements for shuttles and landing barges.

    5 - Added some basic stats for the variant types listed in the Strike's original description, along with some others I thought of.




Craft: Loronar Corporation's Strike-Class
Type: Multi-Role Light Cruiser
Scale: Capital Ship
Length: 450 meters
Skill: Capital Ship Piloting: Strike
Crew: 1,972 (800 @ +10) & 95 Gunners
Crew Skill:
Astrogation 4D
Capital Ship Gunnery 4D+2
Capital Ship Piloting 5D
Capital Ship Shields 3D+2
Sensors 4D
Passengers: Varies*
Cargo Capacity: Varies*
Consumables: Varies*
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kph
Hull: 4D+2
Shields: 2D+2
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/2D
Focus 4/3D
Weapons:
20 Turbolaser Cannon
Fire Arc: 4 Front, 6 Left, 6 Right, 4 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Orbital Range: 6km-30km/70km/150km
Atmosphere Range: 300m-1.5km/3.5km/7.5km
Damage: 5D
10 Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Orbital Range: 2km-20km/50km/100km
Atmosphere Range: 100m-1km/2.5km/5km
Damage: 4D (ionization)
20 Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Crew: 1
Scale: Starfighter
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5km
Damage: 4D
5 Tractor Beam Projectors
Fire Arc: 2 Front, 1 Left, 1 Right, 1 Rear
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Orbital Range: 2km-10km/30km/60km
Atmosphere Range: 100m-500m/1.5km/3km
Damage: 4D
Small Craft Complement: Varies*
*The Strike's modular design allows it to be quickly reconfigured for a variety of different missions, with the primary differences being in the nature of the ship's cargo and passengers.
Variants:
    Patrol
    Passengers: 340
    Cargo Capacity: 6,000 metric tons
    Consumables: 1.5 years
    Small Craft Complement: 12 TIE Fighters, 1 AT-AT, 2 AT-STs
    Description: This version is considered the base-line, "standard" configuration for the Strike, equipped with a good mix of fighters and troops, along with the durability for long term missions

    TIE Launch Platform
    Passengers: 80
    Cargo Capacity: 1,000 metric tons
    Consumables: 1.5 years
    Small Craft Complement: 36 TIE Fighters
    Description: This version exchanges troop and cargo capacity to carry a half-wing of TIE Fighters.

    Fire Support
    Crew: +30 Gunners (125 total)
    Passengers: 80
    Cargo Capacity: 1,000 metric tons
    Consumables: 1 year
    Small Craft Complement: 12 TIE Fighters
    Weapons:
    10 Concussion Missile Launchers
    Fire Arc: 5 Left, 5 Right
    Crew: 3
    Skill: Capital Ship Gunnery
    Fire Control: 1D
    Space Range: 2-12/30/60
    Orbital Range: 4km-24km/60km/120km
    Atmosphere Range: 200m-1.2km/3km/6km
    Damage: 6D
    Description: Modified to carry a battery of concussion missile launchers that are used for orbital fire support.

    Scout/Survey
    Passengers: 340
    Cargo Capacity: 1,000 metric tons
    Consumables: 3 years
    Small Craft Complement: 12 TIE Fighters, 1 AT-AT, 2 AT-STs
    Description: Carries extra consumables for long-term deployments or for extended scouting missions into unexplored territory.

    Troop Transport
    Passengers: 1,100
    Cargo Capacity: 6,000 metric tons
    Consumables: 6 months
    Small Craft Complement: None
    Description: Exchanges small craft capacity to carry an Imperial Army Battalion.

    Assault Transport
    Passengers: 340
    Cargo Capacity: 1,000 metric tons
    Consumables: 1.5 years
    Small Craft Complement: 5 AT-ATs, 10 AT-STs
    Description: Exchanges cargo capacity and fighters to carry a platoon of AT-ATs with AT-STs for escort.

    Cargo/Equipment Transport
    Passengers: 80
    Cargo Capacity: 20,000 metric tons
    Consumables: 1 years
    Small Craft Complement: None
    Description: Exchanges small craft capacity and troops to serve as a cargo and equipment transport. Can also be used for heavy vehicle deployment and recovery, as well as the deployment of an Imperial Prefab Garrison Base (although additional ships will be needed to transport the garrison's personnel and small craft).

    Command
    Passengers: 340
    Cargo Capacity: 1,000 metric tons
    Consumables: 1.5 years
    Small Craft Complement: 12 TIE Fighters
    Special: +1D to all Communications, Tactics and Command skill rolls made aboard ship.
    Description: Carries an enhanced communication array and command center, allowing the ship to serve as a command post for army or navy operations.

Capsule:
Intended as a replacement for the Carrack-Class Light Cruiser, Loronar's Strike-Class Light Cruiser is designed to be mass produced in a limited amount of time, using prefabricated component sections. Not only does this procedure reduce construction time, it also dramatically lowers the cost of each vessel.

Because of its modular design, a Strike can be easily and quickly modified for specific missions. The most common configuration is a multi-role mode carrying a squadron of TIE fighters, an AT-AT, two AT-STs and a company of infantry. Other variants include TIE Launch Platforms, Troop Transports, Heavy Vehicle Recovery, Prefabricated Garrison Base Deployment and Planetary Assault vessels that can carry up to 5 AT-ATs. The Strike's repulsorlift capability greatly increases its effectiveness in atmospheric operations, allowing it to deploy walkers and troops directly to a planet's surface without the use of landing barges or dropships.

While the benefits of the design are obvious, the Strike has some glaring weaknesses. The modular design means that entire systems or weapons batteries can be knocked out by a single well-placed hit. As a result, the Strike is actually slightly less durable than the smaller Carrack, the ship it was intended to replace. This relative vulnerability, along with its lower speed and maneuverability, have kept the Strike from replacing the Carrack entirely in the Light Cruiser role, and the two ships continue to serve side-by-side in the Imperial Navy.
_________________
"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
Posts: 12822
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 24, 2015 3:55 pm    Post subject: Reply with quote

And while I'm hacking up the cruiser stats, here's my redo of the Carrack. I basically gave it the same weapons loadout that I gave the Strike, subbing out the heavy turbolasers in favor of lighter turbolasers and ion cannon.

Craft: Damorian Manufacturing's Carrack-Class
Type: Light Cruiser
Scale: Capital Ship
Length: 350 meters
Skill: Capital Ship Piloting: Carrack
Crew: 1.007 (500 @ +10)
Crew Skill:
Astrogation 3D+2
Capital Ship Gunnery 4D+2
Piloting 4D+1
Shields 4D
Sensors 4D+1
Passengers: 142 (troops)
Cargo Capacity: 3,500 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1,050 kph
Hull: 5D
Shields: 2D+2
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/2D
Focus 4/3D
Hyperwave Signal Interceptor (Improved): +1D to Sensors and Astrogation when plotting a pursuit course to follow a ship that has jumped into hyperspace.
Weapons:
20 Turbolaser Cannon
Fire Arc: 4 Front, 6 Left, 6 Right, 4 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Orbital Range: 6km-30km/70km/150km
Atmosphere Range: 300m-1.5km/3.5km/7.5km
Damage: 5D
10 Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Orbital Range: 2km-20km/50km/100km
Atmosphere Range: 100m-1km/2.5km/5km
Damage: 4D (ionization)
20 Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Crew: 1
Scale: Starfighter
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5km
Damage: 4D
5 Tractor Beam Projectors
Fire Arc: 2 Front, 1 Left, 1 Right, 1 Rear
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Orbital Range: 2km-10km/30km/60km
Atmosphere Range: 100m-500m/1.5km/3km
Damage: 4D
Small Craft Complement: 4 TIE Fighters on External Racks (usually TIE/rc models)
Capsule:
Damorian Manufacturing's Carrack-Class is an old yet reliable light cruiser in the Imperial fleet. The vessel mounts a well rounded array of weapons, allowing it to engage a variety of different threats with a reasonable chance of success. Layered bulkheads and compartmentalization, combined with a unique modular life support system, assures maximum crew survival in case of hull breachings. On numerous occasions, Imperial salvage craft have retrieved Carrack debris and found live crew members on board. These bulkheads also lend strength to the hull, allowing a Carrack to survive an attack that would destroy a similarly-sized vessel.

Compartmentalization does have one major drawback, though. Such a defense system takes up an inordinate amount of space. As a result, the Carrack-Class is one of the largest light cruisers not equipped with internal hangar bays. Instead, each Carrack carries four TIE recon starfighters docked on an external rack. These small ships are used for courier missions and scouting duty.

To compensate for the lack of starfighter support, Carrack cruisers are equipped with powerful engines that make them among the fastest of the Empire's capital ships.

Current doctrine makes good use of the Carrack's speed by assigning them to the Navy's Pursuit Lines, although many have also been teamed with smaller vessels for patrol duty in pacified or semi-pacified sectors. They also serve as personal transports for important planetary governors and Moffs.
_________________
"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 Thu Nov 23, 2017 3:42 pm; edited 1 time in total
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CRMcNeill
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PostPosted: Wed Nov 15, 2017 2:27 pm    Post subject: Reply with quote

So, now that I've wrapped up rewriting the vehicle stats, I'm going to concentrate on updating the starships to my standards. I've already done quite a few, scattered around in various topics of their own, so I want to get everything organized by posting the appropriate links in one place. That'll be the next post...
_________________
"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
Director of Engineering


Joined: 05 Apr 2010
Posts: 12822
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Nov 15, 2017 9:26 pm    Post subject: Reply with quote

Okay, so, quick update. I had considered not only upgrading the stats, but also incorporating many of the various house rules I've come up with. However, after a first attempt, it ended up being way too much; I had eight different browser windows open to the specific rules, and was having to thumb between each of them while trying to update the stat.

Way too much for right now.

So, what I'm going to do instead will be very similar to rewriting the vehicle stats. I'll use the WEG standard template and rules, adjusted only for 1) use with my scale system, and 2) adjusted as needed to better conform to WEG's own write-ups that accompany the stats.

EDIT: Oh, and 3) weapon ranges will be adjusted for greater uniformity, per here.
_________________
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Raven Redstar
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PostPosted: Wed Nov 15, 2017 10:22 pm    Post subject: Reply with quote

Sounds like a good first step!
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CRMcNeill
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PostPosted: Wed Nov 15, 2017 11:52 pm    Post subject: Reply with quote

Corellian Corvette

Craft: Corellian Engineering Corporation's CR90
Type: Multi-Role Corvette
Scale: Frigate (+10D)
Length: 150 meters
Skill: Capital Ship Piloting: Corellian Corvette
Crew: 65 (30 @ +10) & 8 Gunners
Crew Skill:
Astrogation 3D
Gunnery 4D+1
Piloting 3D+2
Shields 3D
Sensors 3D+1
Passengers: 600
Small Craft Complement: 2-4 utility craft
Cargo Capacity: 3,000 metric tons
Consumables: 1 year
Cost: 3.5 million (new), 1.5 million (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kph
Hull: 4D
Shields: 2D
Sensors:
Passive 40/1D
Scan 80/2D
Search 100/3D
Focus 5/4D
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
4 Heavy 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: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 7D
_________________
"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
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PostPosted: Wed Nov 15, 2017 11:57 pm    Post subject: Reply with quote

Note that I will be changing some weapons simply for the sake of uniformity. For example, the "turbolaser batteries" on the Nebulon B were actually weaker than the dual turbolaser cannon on the Corvette. As such, I've decided to standardize the dual turbolaser as the basic, Frigate-Scale weapon of most Frigate-Scale ships. Turbolaser Batteries (for the sake of descriptive purposes, are composed of four single-barrel turbolasers, each in the same strength range as one of the barrels on the smaller dual-turbolaser cannon) will be found only on larger, Destroyer-Scale 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.

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PostPosted: Thu Nov 16, 2017 12:11 am    Post subject: Reply with quote

Escort Frigate

Craft: Kuat Drive Yard's Nebulon B
Type: Escort Frigate
Scale: Frigate (+10D)
Length: 300 meters
Skill: Capital Ship Piloting: Nebulon B
Crew: 854 (307 @ +10) & 44 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)
--4-6 utility craft
Cargo Capacity: 6,000 metric tons
Consumables: 1 year
Cost: Not Available For Sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800 kph
Hull: 3D+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: 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: 7D
2 Tractor Beam Projectors (Fire Separately)
Fire Arc: Front
Scale: Special*
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 2D
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.
Variants: (Use Above Stats, except as noted)
    COMBAT SEARCH & RESCUE / MEDICAL
    Crew: 854 (307 @ +10) & 32 Gunners
    Passengers: 40 (security troops), 160 (medical staff), 400 (patients), plus 30 medical droids
    Small Craft Complement:
    --12 Combat Search & Rescue Shuttles
    --4-6 utility craft
    Cargo Capacity: 1,000 metric tons
    Consumables: 1 year
    Hull: 3D+2
    Shields: 2D
    Sensors:
    Passive 40/0D
    Scan 75/1D
    Search 150/3D
    Focus 4/4D+2
    Weapons:
    8 Dual Turbolaser Cannon
    Fire Arc: 2 Front, 2 Left, 2 Right, 2 Rear
    8 Dual Laser Cannon (Fire Separately)
    Fire Arc: 2 Front, 2 Left, 2 Right, 2 Rear
    Special Equipment:
    -15 Bacta Tanks
    -5 Fully Equipped Operating Theaters.

_________________
"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 1:52 am; edited 4 times in total
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