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Revising Official Capital Ship Stats
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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: Wed Nov 15, 2017 11:37 pm    Post subject: Reply with quote

Dreadnaught-Class Heavy Cruiser

Craft: Rendili StarDrive's Dreadnaught-Class
Type: Heavy Cruiser
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Dreadnaught
Crew: 16,113 (9,000 @ +15) & 114 Gunners
Crew Skill:
Astrogation 4D+1
Gunnery 4D+2
Piloting 4D+2
Shields 4D+2
Sensors 4D
Passengers: 3,000 (troops)
Small Craft Complement:
--12 starfighters (1 squadron)
--4-6 utility craft
--2 landing barges
Cargo Capacity: 9,000 metric tons
Consumables: 2 years
Cost: Not Available For Sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x18
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800 kph
Hull: 5D+2
Shields: 2D+1
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/2D
Focus 4/3D
Weapons:
10 Heavy Turbolaser Cannon (Fire Separately)
Fire Arc: 5 Left, 5 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Rate of Fire: 1/2
Damage: 7D
20 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 6 Front, 5 Left, 5 Right, 4 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
20 Quad Laser Cannon (Fire Separately)
Fire Arc: 5 Front, 5 Left, 5 Right, 5 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: 6D
6 Tractor Beam Projectors (Fire Separately)
Fire Arc: 2 Front, 2 Left, 2 Right
Scale: Special*
Crew: 4
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: 5D
*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)
    DREADNAUGHT Mk. II (Fleet Rehabilitation And Modernization Program; FRAM)
    Crew: 6,243 (2,500 @ +15) & 134 Gunners
    Small Craft Complement:
    --24 Starfighters (2 Squadrons)
    --4-6 utility craft
    --2 landing barges
    Shields: 3D
    Weapons:
    10 Ion Cannon (Fire Separately)
    Fire Arc: 4 Front, 3 Left, 3 Right
    Crew: 2
    Skill: Capital Ship Gunnery
    Fire Control: 4D
    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)

_________________
"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 12:42 am; edited 6 times in total
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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: Wed Nov 15, 2017 11:49 pm    Post subject: Reply with quote

Alliance Assault Frigate

Craft: Rendili StarDrive's Dreadnaught-Class (Modified)
Type: Assault Frigate
Scale: Frigate (+10D)
Length: 700 meters
Skill: Capital Ship Piloting: Assault Frigate
Crew: 4,882 (1,500 @ +20) & 164 Gunners
Crew Skill:
Astrogation 4D+1
Gunnery 4D+2
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 100 (troops)
Small Craft Complement: (External Hard-Docks)
--12 Starfighters (1 squadron)
--1 Assault Shuttle
--2-4 utility craft
Cargo Capacity: 7,500 metric tons
Consumables: 1.5 years
Cost: Not Available For Sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/2D
Focus 4/3D
Weapons:
6 Heavy Turbolaser Batteries (Fire Separately)
Fire Arc: Front
Crew: 5
Scale: Destroyer (+12D)
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1/3
Damage: 8D
10 Heavy Turbolaser Cannon (Fire Separately)
Fire Arc: 5 Left, 5 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Rate of Fire: 1/2
Damage: 7D
20 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 6 Front, 5 Left, 5 Right, 4 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
10 Ion Cannon (Fire Separately)
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
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)
20 Quad Laser Cannon (Fire Separately)
Fire Arc: 5 Front, 5 Left, 5 Right, 5 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: 6D
6 Tractor Beam Projectors (Fire Separately)
Fire Arc: 2 Front, 2 Left, 2 Right
Scale: Special*
Crew: 4
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: 5D
*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)
    ASSAULT FRIGATE Mk. II
    Capsule: An updated version of the original Alliance Assault Frigate, the Mk. II Assault Frigate takes advantage of the Mon Calamari's backup shields to temporarily increase shield protection in the Front Fire Arc. This comes at the cost of reduced Consumables and Cargo Capacity, but Alliance Command (and the crews of the new ships) consider it to be a worthwhile exchange.
    Consumables: 1 year
    Cargo Capacity: 2,500 metric tons
    Shields: 3D
    -Backup Shields: 3D. May replace lost Shield Dice on a 1-for-1 basis (Easy Shields roll)
    -Shield Booster: May bring 1D of additional Shield Dice up in the Front Fire Arc, but requires an Easy Shields roll every round to maintain 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


Last edited by CRMcNeill on Mon Jan 22, 2018 12:32 am; edited 6 times in total
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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: Wed Nov 15, 2017 11:57 pm    Post subject: Reply with quote

Lancer-Class Screening Frigate

Craft: Kuat Drive Yards' Lancer-Class
Type: Anti-Starfighter Screening Vessel
Scale: Frigate (+10D)
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)
Small Craft Complement:
--2-4 utility craft
Cargo Capacity: 300 metric tons
Consumables: 2 months
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: Starship (+6D)
Skill: Starship Gunnery
Fire Control: 4D
Range:
--Space: 1-3/12/25
--Atmosphere: 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.

_________________
"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 Fri Nov 24, 2017 5:00 pm; edited 3 times in total
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garhkal
Sovereign Protector
Sovereign Protector


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

PostPosted: Thu Nov 16, 2017 12:14 am    Post subject: Reply with quote

Nice.. I see you went with the 'fire control glitch' on the lancer!
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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: Thu Nov 16, 2017 11:56 am    Post subject: Reply with quote

garhkal wrote:
Nice.. I see you went with the 'fire control glitch' on the lancer!

Yup. It fits with the write-up, and also presents a potentially exploitable weakness for PCs facing a Lancer, if they can figure out that the Fire Control in one arc is having a harder time than the others.
_________________
"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: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Nov 16, 2017 11:59 am    Post subject: Reply with quote

Carrack Light Cruiser

Craft: Damorian Manufacturing's Carrack-Class
Type: Light Cruiser
Scale: Frigate (+10D)
Length: 350 meters
Skill: Capital Ship Piloting: Carrack
Crew: 1.007 (500 @ +10) & 75 Gunners
Crew Skill:
Astrogation 3D+2
Capital Ship Gunnery 4D+2
Piloting 4D+1
Shields 4D
Sensors 4D+1
Passengers: 142 (troops)
Small Craft Complement: (External Hard-Docks)
--4 TIE Fighters
--2 utility craft
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 Dual Turbolaser Cannon
Fire Arc: 6 Front, 5 Left, 5 Right, 4 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
20 Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 4D
5 Tractor Beam Projectors
Fire Arc: 2 Front, 1 Left, 1 Right, 1 Rear
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 12:18 am; edited 6 times in total
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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: Thu Nov 16, 2017 12:41 pm    Post subject: Reply with quote

Strike-Class Medium Cruiser

Craft: Loronar Corporation's Strike-Class
Type: Multi-Role Cruiser
Scale: Frigate (+10D)
Length: 450 meters
Skill: Capital Ship Piloting: Strike
Crew: 1,972 (800 @ +10) & 120 Gunners
Crew Skill:
Astrogation 4D
Capital Ship Gunnery 4D+2
Capital Ship Piloting 5D
Capital Ship Shields 3D+2
Sensors 4D
Passengers: Varies*
Small Craft Complement: Varies*
--4-6 utility craft
Cargo Capacity: Varies*
Consumables: 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. For details, see Variants below.
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kph
Hull: 4D+1
Shields: 2D+2
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/2D
Focus 4/3D
Weapons:
Modular Main Battery (Pick One)
    ATTACK
    10 Heavy Turbolaser Cannon
    Fire Arc: 4 Front, 3 Left, 3 Right
    Crew: 4
    Skill: Capital Ship Gunnery
    Fire Control: 1D
    Range:
    --Space: 3-15/35/75
    --Orbital: 6km-30km/70km/150km
    --Atmosphere: 300m-1.5km/3.5km/7.5km
    Rate of Fire: 1/2
    Damage: 7D

    PURSUIT
    10 Ion Cannon
    Fire Arc: 4 Front, 3 Left, 3 Right
    Crew: 4
    Skill: Capital Ship Gunnery
    Fire Control: 4D
    Range:
    --Space: 1-10/25/50
    --Orbital: 2km-20km/50km/100km
    --Atmosphere: 100m-1km/2.5km/5km
    Rate of Fire: 1
    Damage: 4D (ionization)
    Commonly Paired With: Patrol, Scout/Survey and (rarely) Carrier Variants.

    BOMBARD
    10 Concussion Missile Launchers
    Fire Arc: 5 Left, 5 Right
    Crew: 4
    Skill: Capital Ship Gunnery
    Fire Control: 1D
    Range:
    --Space: 2-12/30/60
    --Orbital: 4km-24km/60km/120km
    --Atmosphere: 200m-1.2km/3km/6km
    Rate of Fire: 1/3
    Damage: 6D
    Commonly Paired With: Fire Support (most common), Troop Transport, Assault Transport and Command.

    STEALTH
    Sensor Mask: +2D to Difficulty to Detect and Identify ship.
    Commonly Paired With: Scout/Survey, although has been fitted to other units for missions where stealth is more essential than firepower.

    ESCORT: (Change basic stats as follows)
    Shields: 3D+2
    Weapon Systems:
    20 Dual Laser Cannon
    Fire Arc: 4 Front, 6 Left, 6 Right, 4 Rear
    Scale: Starship (+6D)
    Crew: 1
    Skill: Capital Ship Gunnery
    Range:
    --Space: 1-3/12/25
    --Orbital: 2km-6km/24km/50km
    --Atmosphere: 100m-300m/1.2km/2.5km
    Damage: 5D
    Special Rule: Flight Control
    -Any friendly starfighter pilot within sensor range may add +1D to any appropriate Mechanical skill roll per round.
20 Dual Turbolaser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 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
10 Dual Laser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Capital Ship Gunnery
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
5 Tractor Beam Projectors
Fire Arc: 1 Front, 2 Left, 2 Right
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 4D
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 the Stats listed above, except as noted)
    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 CARRIER
    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
    Passengers: 80
    Cargo Capacity: 1,000 metric tons
    Consumables: 1 year
    Small Craft Complement: 12 TIE Fighters
    Description: This configuration is combined with the Concussion Missile Launcher main battery weapon, providing the magazine capacity for extended bombard missions with a broad selection of target-specific warhead types.

    SCOUT / SURVEY
    Passengers: 340
    Cargo Capacity: 1,000 metric tons
    Consumables: 3 years
    Sensors:
    Passive 30/1D
    Scan 50/2D
    Search 100/3D
    Focus 4/4D
    Small Craft Complement: 12 TIE Fighters, 1 AT-AT, 2 AT-STs
    Description: Exchanges cargo capacity for additional signal processing equipment that enhances the effectiveness of its standard sensors, as well as carrying 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: Gives up small craft capacity and consumables to serve as a transport for 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.

_________________
"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 12:17 am; edited 4 times in total
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Director of Engineering
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Joined: 05 Apr 2010
Posts: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Nov 16, 2017 1:09 pm    Post subject: Reply with quote

Neutron Star-Class Bulk Cruiser (Stock)

Craft: Rendili Star Drive's Neutron Star-Class Bulk Cruiser
Type: Armed Bulk Transport
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Neutron Star-Class Bulk Cruiser
Crew: 1,925 (840 @ +10) & 79 gunners
Crew Skill:
Astrogation 4D
Gunnery 3D+1
Piloting 4D+1
Shields 4D
Sensors 3D+2
Passengers: 250
Small Craft Complement:
--2-4 utility craft
Cargo Capacity: 100,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x3
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800 kph
Hull: 4D+2
Shields: 2D
Sensors:
Passive: 20/1D
Scan: 40/2D
Search: 80/3D
Focus: 5/3D+2
Weapon Systems:
24 Turbolaser Cannon
Fire Arc: 4 Front, 10 Left, 10 Right
Crew: 2 each
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1/2
Damage: 4D
25 Blaster Cannon
Fire Arc: 3 Front, 10 Left, 10 Right, 2 Rear
Scale: Starship (+6D)
Crew: 1 each
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 1D Auto-Fire
Damage: 3D
2 Tractor Beam Projectors
Fire Arc: Front
Scale: Special*
Crew: 3
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.
_________________
"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 12:33 am; edited 6 times in total
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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: Thu Nov 16, 2017 2:01 pm    Post subject: Reply with quote

This is the Bulk Cruiser stat from the RASB; I posted the homebrew "stock" version above both for reference purposes and because WEG implies that the stock bulk cruiser is used to patrol backwater systems (the kind characters tend to gravitate towards).

Neutron Star-Class Bulk Cruiser (Carrier Variant)

Craft: Rendili Star Drive's Neutron Star-Class Bulk Cruiser (Modified)
Type: Light Carrier
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Neutron Star-Class Bulk Cruiser
Crew: 1,993 (840 @ +10) & 66 gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D
Piloting 4D+1
Shields 4D
Sensors 3D+2
Passengers: 200 (troops)
Small Craft Capacity:
--36 Starfighters (3 squadrons)
--2 Light Freighters
--6-8 utility craft
Cargo Capacity: 5,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 480; 800 kph
Hull: 5D
Shields: 2D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 125/3D
Focus: 5/3D+2
Weapon Systems:
30 Quad-Laser Cannon
Fire Arc: 6 Front, 10 Left, 10 Right, 4 Rear
Scale: Starship (+6D)
Crew: 2
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: 6D
2 Tractor Beam Projectors
Fire Arc: Front
Scale: Special*
Crew: 3
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.
_________________
"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 12:32 am; edited 4 times in total
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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: Thu Nov 16, 2017 2:45 pm    Post subject: Reply with quote

I decided to move Small Craft Complement to more prominent place on the stat, grouped with everything else a capital ship might carry (passengers, cargo, and consumables). As I entered each ship's "official" small craft complement, I also included a general notation of "# utility craft". At this point, "utility craft" is just an excuse for a GM to give a ship shuttles or other small craft important to the story.

Without getting too technical and diving into relative parking footprints of different sized vessels, I picture two different sizes of utility craft: light and heavy, with heavy taking up two "light" slots.

As of right now, I don't have any stats for most of these utility craft, but I do have the concepts visualized, as discussed here.

For the purposes of what's listed on the link, utility craft are grouped as follows:
    Light
    Pinnace
    Gig
    Work Pod

    Heavy
    Launch / Barge (in most cases, shuttles like the Grek or Katarn can fill this role)
    Engineering Platform / Modular Support Vessel (Eagle)
    Shuttle (Clipped-Wing Lambdas, like the Mu-Series)

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

PostPosted: Thu Nov 16, 2017 3:31 pm    Post subject: Reply with quote

CRMcNeill wrote:
garhkal wrote:
Nice.. I see you went with the 'fire control glitch' on the lancer!

Yup. It fits with the write-up, and also presents a potentially exploitable weakness for PCs facing a Lancer, if they can figure out that the Fire Control in one arc is having a harder time than the others.


That it does. Though for the imps, shouldn't there be a way they can fix the glitch? Say techs work on it for 3-4 rounds and get a repair roll, if successful, they move it up one level (From a 2d penalty to 1d penalty, or from 1d penalty to no penalty)?
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PostPosted: Thu Nov 16, 2017 4:07 pm    Post subject: Reply with quote

garhkal wrote:
Though for the imps, shouldn't there be a way they can fix the glitch? Say techs work on it for 3-4 rounds and get a repair roll, if successful, they move it up one level (From a 2d penalty to 1d penalty, or from 1d penalty to no penalty)?

The impression I got from the Lancer's write-up is that the targeting system is pretty glitch-prone. I'd be more inclined to go with a Repair roll allowing a re-roll on the table, with the possibility of fixing the first glitch triggering an even worse one.
_________________
"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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PostPosted: Thu Nov 16, 2017 4:24 pm    Post subject: Reply with quote

Corellian Gunship

Craft: Corellian Engineering Corporation's DP20
Type: Fast Attack Corvette
Scale: Frigate (+10D)
Length: 120 meters
Skill: Capital Ship Piloting: Corellian Gunship
Crew: 45 (10 @ +15) & 46 Gunners
Crew Skill:
Astrogation 3D+1
Gunnery 4D+2
Piloting 4D
Shields 4D+1
Sensors 3D
Passengers: 10 (troops)
Small Craft Capacity:
--2 light utility craft
Cargo Capacity: 300 metric tons
Consumables: 8 months
Cost: 4.8 million (new), 2.4 million (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x16
Nav Computer: Yes
Maneuverability: 2D+1
Space: 7
Atmosphere: 350; 1,000 kph
Hull: 4D+2
Shields: 2D+1
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 80/1D+1
Focus: 2/2D+2
Weapon Systems:
6 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 2 Front/Left, 2 Front/Right, 2 Rear/Left/Right
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: 5D
8 Quad-Laser Cannon
Fire Arc: 2 Front, 2 Left, 2 Right, 2 Rear
Scale: Starship (+6D)
Crew: 2
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
4 Concussion Missile Tubes
Fire Arc: 2 Front, 2 Rear
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
_________________
"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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PostPosted: Thu Nov 16, 2017 4:39 pm    Post subject: Reply with quote

System Patrol Cutter

Craft: Sienar Fleet System's IPV 1
Type: System Patrol / Customs Craft
Scale: Frigate (+10D)
Length: 120 meters
Skill: Capital Ship Piloting: IPV 1
Crew: 28 (10 @ +10) & 13 Gunners
Crew Skill:
Gunnery 4D
Piloting 5D
Shields 4D
Sensors 3D
Passengers: 10 (troops)
Small Craft Capacity:
--2 light utility craft
Cargo Capacity: 200 metric tons
Consumables: 1 year
Maneuverability: 2D+1
Space: 7
Atmosphere: 350; 1,000 kph
Hull: 3D+1
Shields: 3D
Sensors:
Passive: 40/1D
Scan: 80/1D+2
Search: 130/2D
Focus: 4/3D
Weapon Systems:
2 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 2 Front/Left, 2 Front/Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
1 Ion Cannon
Fire Arc: Front
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
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)
2 Dual Laser Cannon (Fire Separately)
Fire Arc: Turret
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: 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.
_________________
"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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PostPosted: Thu Nov 16, 2017 4:58 pm    Post subject: Reply with quote

Skipray-Series Blastboat

Craft: Sienar Fleet Systems' GAT-12
Type: Variable Configuration Blastboat
Scale: Frigate (+10D), due to power output.
Length: 25 meters
Skill: Capital Ship Piloting: Skipray
Crew: 2 (1 @ +5) & 2 Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D+1
Piloting 4D
Shields 4D+1
Sensors 5D
Cargo Capacity: 100 kilograms
Consumables: 1 month
Cost: 285,000 (new), 150,000 (used)
Hyperdrive Multiplier: x2
Nav Computer: Limited (4 jump maximum)
Maneuverability: 2D+2
Space: 8
Atmosphere: 415; 1,200 kph
Hull: 2D+1
Shields: 2D
Sensors:
Passive 35/1D
Scan 60/1D+2
Search 100/2D
Focus 3/2D+2
Weapons:
3 Medium Ion Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner #1)
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)
1 Dual Laser Cannon
Fire Arc: Turret (+5 Difficulty in Rear Arc)
Scale: Starship (+6D)
Crew: 1 (Gunner #2)
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: 5D
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Front
Scale: Starship (+6D)
Crew: 1 (Gunner #1)
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Ordnance Type.
Capacity: 6 per launcher. May select Torpedoes, Space Bombs or Decoys & Probes from this list, depending on Availability.
Variants: (Use above stats, except as noted by model)
    GAT-12g (Pursuit)
    Weapons:
    1 Tractor Beam Projector
    Fire Arc: Turret
    Scale: Special*
    Crew: 1 (Gunner #1)
    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.
    Capsule: The GAT-12g Pursuit Blastboat is designed to pursue and capture fleeing enemy ships, disabling them with its ion cannon, then using its tractor beam to tow the disabled ship back to its base.

    GAT-12h (Patrol)
    Weapons:
    1 Concussion Missile Launcher
    Fire Arc: Front
    Crew: 1 (Gunner #1)
    Skill: Capital Ship Gunnery
    Fire Control: 2D
    Range:
    --Space: 2-12/30/60
    --Orbital: 4km-24km/60km/120km
    --Atmosphere: 200m-1.2km/3km/6km
    Damage: 8D
    Capsule: The popular GAT-12h Pursuit Blastboat carries a 4-round heavy concussion missile launcher, used for anti-ship attacks.

    GAT-12i (Assault)
    Weapons:
    1 Dual Turbolaser Cannon
    Fire Arc: Front
    Crew: 1 (Gunner #1)
    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
    Capsule: The GAT-12i Assault Blastboat is equipped with a powerful, forward firing dual turbolaser cannon. While not as hard-hitting as the -12h's concussion missile launcher, and hampered by its low firing rate, the turbolaser has the advantage of effectively unlimited ammunition, and has the edge over the -12h in sustained combat.

    GAT-12j (Attack)
    Weapons:
    2 Bomb Chutes (Fire-Linked)
    Fire Arc: Front
    Scale: Starship (+6D)
    Crew: 1 (Gunner #1)
    Skill: Starship Gunnery
    Rate of Fire: Singly, or sticks of 4 bombs
    All Other Stats vary by Ordnance Type.
    Ammo: 16 bombs per chute. May select Gravity Bombs or Space Mines from this list, depending on Availability.
    Capsule: The GAT-12j Attack Blastboat is equipped with a pair of bomb chutes, allowing it to deploy a variety of ordnance against planetary targets.

    GAT-12m (Courier)
    Cargo Capacity: 2 metric tons (or 1 passenger per metric ton)
    Hyperdrive Multiplier: x1
    Nav-Computer: Yes
    Space: 10
    Atmosphere: 470; 1,350kph
    Capsule: The GAT-12m Courier Blastboat features upgraded drives and navigation capability, and is commonly used to transport VIPs or critical messages through hostile territory.

    GAT-12p (Scout)
    Sensors:
    Passive 35/1D
    Scan 100/1D+2
    Search 150/2D+1
    Focus 5/3D
    Shields: 2D (Stealth Shields)
    Capsule: The GAT-12p Scout Blastboat features enhanced sensors, and is used as a scout / recon platform, while still retaining sufficient weaponry to fight off most attackers.

_________________
"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 Aug 27, 2018 10:15 am; edited 4 times in total
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