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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: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Nov 16, 2017 12:37 am    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 (2D)
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)
House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +16 (Mk. II Variant: +13)
    SHIELD & SHIELD CONTROL: 2D+1 @ 1D+1 (Mk. II Variant: 3D @ 2D)
    VELOCITY MODIFIER: 1D Flight
    BATTERY DICE:
      Heavy Turbolaser Cannon:
      2D+1 Left, 2D+1 Right
      Dual Turbolaser Cannon: 2D+2 Front, 2D+1 Left, 2D+1 Right, 2D Rear
      Ion Cannon: 2D Front, 1D+2 Left, 1D+2 Right (Mk. II Variant only)
      Quad-Laser Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
      Tractor Beam Projectors: 1D Front, 1D Left, 1D Right

_________________
"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 24, 2022 2:28 pm; edited 10 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Thu Nov 16, 2017 12:49 am    Post subject: Reply with quote

Alliance Assault Cruiser

Craft: Rendili StarDrive's Dreadnaught-Class (Modified)
Type: Assault Cruiser
Scale: Frigate (+10D)
Length: 700 meters
Skill: Capital Ship Piloting: Alliance Assault Cruiser
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 (3D Flight)
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/2D
Focus 4/3D
Weapons:
6 Assault 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 CRUISER Mk. II
    Capsule: An updated version of the original Alliance Assault Cruiser, the Mk. II Assault Cruiser takes advantage of the Mon Calamari-type 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.


House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +13
    SHIELD & SHIELD CONTROL:
    --Mk. I: 3D @ 2D
    --Mk. II: 3D (3D) @ 3D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Assault Turbolaser Batteries: 2D+1 Front
      Heavy Tubolaser Cannon: 2D+1 Left, 2D+1 Right
      Dual Turbolaser Cannon: 2D+2 Front, 2D+1 Left, 2D+1 Right, 2D Rear
      Ion Cannon: 2D Front, 1D+2 Left, 1D+2 Right
      Quad-Laser Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
      Tractor Beam Projectors: 1D Front, 1D Left, 1D Right

_________________
"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 Jan 21, 2022 5:07 am; edited 11 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Thu Nov 16, 2017 12:57 am    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 (2D)
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.


House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +9
    SHIELD & SHIELD CONTROL: 2D+2 @ 2D
    VELOCITY MODIFIER: 1D Flight
    BATTERY DICE:
      Quad-Laser Cannon: 3D Front, 3D Left, 3D Right, 3D Rear

_________________
"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 24, 2022 12:19 am; edited 7 times in total
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14021
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Nov 16, 2017 1:14 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: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Nov 16, 2017 12:56 pm    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: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Nov 16, 2017 12:59 pm    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 (4D)
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 Point Defense Cannon (Fire Separately)
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
CANNON TYPES (Ships may have either type, or a mix of the two):
    Laser Cannon
    Fire Control: 3D
    Range:
    --Space: 1-3/12/25
    --Orbital: 2km-6km/24km/50km
    --Atmosphere: 100m-300m/1.2km/2.5km
    Damage: 4D

    Dual Blaster Cannon
    Fire Control: 2D
    Range:
    --Space: 1-5/10/17
    --Atmosphere: 100m-500m/1km/1.7km
    Rate of Fire: 3D Auto-Fire
    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.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 2D+2 @ 2D
    VELOCITY MODIFIER: 2D Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 2D+2 Front, 2D+1 Left, 2D+1 Right, 2D Rear
      Point Defense Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
      Tractor Beam Projectors: 1D Front, 0D Left, 0D Right, 0D Rear

_________________
"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 Feb 16, 2024 1:23 pm; edited 16 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Thu Nov 16, 2017 1:41 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.

    TORPEDO
    10 Torpedo Tubes
    Fire Arc: 5 Left, 5 Right
    Crew: 3
    Skill: Capital Ship Gunnery
    Fire Control: 1D
    Range:
    --Space: 1-4/10/20
    --Orbital: 2km-8km/20km/40km
    --Atmosphere: 100m-400m/1km/2km
    Rate of Fire: 1/3
    Damage: 9D

    BOMBARD
    10 Missile Launchers
    Fire Arc: 5 Left, 5 Right
    Crew: 4
    Skill: Capital Ship Gunnery
    Fire Control: 1D
    Range:
    --Space: 1-8/20/40
    --Orbital: 2km-16km/20km/80km
    --Atmosphere: 100m-800m/2km/4km
    Rate of Fire: 1/2
    Damage: 8D
    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 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.


House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 2D+2 @ 1D+2
    BATTERY DICE:
      Heavy Turbolaser Cannon*: 2D Front, 1D+2 Left, 1D+2 Right
      Ion Cannon*: 2D Front, 1D+2 Left, 1D+2 Right
      Torpedo Tubes*: 2D+1 Left, 2D+1 Right
      Missile Launchers*: 2D+1 Left, 2D+1 Right
      Dual Turbolaser Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
      Dual Laser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear (2D+2 Front, 3D+2 Left, 3D+1 Right, 2D+2 Rear w/ Escort Module)
      Tractor Beam Projectors: 0D Front, 1D Left, 1D Right

      *One per Ship

_________________
"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 Sep 10, 2020 9:58 pm; edited 7 times in total
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PostPosted: Thu Nov 16, 2017 2:09 pm    Post subject: Reply with quote

Neutron Star-Class Bulk Cruiser (Stock)

Bulk cruisers straddle the line between combat vessels and true bulk transports. Generally found in service with larger shipping corporations or local governments, bulk cruisers have both the transport capacity of a large bulk freighter and the weapons to fight off starfighters and smaller capital ships (the types commonly used by pirates and rebel forces). However, their weapons are civilian-grade, low powered and slow to recharge, and not up to the standards of a true warship.

Standard bulk cruisers are commonly used for local system patrol and convoy escort, or for bulk transport into high-threat areas. In addition, their expansive cargo bays makes them useful in rear echelon support roles for front-line fleets, serving as hospital ships, assault transports, replenishment vessels, and salvage/rescue platforms, among others. Modified versions serve as escort carriers, surveillance platforms or special operations support ships.

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 (2D)
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 Point Defense Cannon (Fire Separately)
Fire Arc: 5 Front, 8 Left, 8 Right, 4 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
CANNON TYPES (Ships may have one or the other, or a mix of the two):
    Laser Cannon
    Fire Control: 3D
    Range:
    --Space: 1-3/12/25
    --Orbital: 2km-6km/24km/50km
    --Atmosphere: 100m-300m/1.2km/2.5km
    Damage: 4D

    Dual Blaster Cannon
    Fire Control: 2D
    Range:
    --Space: 1-5/10/17
    --Atmosphere: 100m-500m/1km/1.7km
    Rate of Fire: 2D 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.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 2D @ 1D
    VELOCITY MODIFIER: 1D
    BATTERY DICE:
      Turbolaser Cannon: 2D Front, 3D Left, 3D Right
      Point Defense Cannon: 2D+1 Front, 3D Left, 3D Right, 2D Rear
      Tractor Beam Projectors: 1D Front

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Wed Sep 07, 2022 12:58 pm; edited 13 times in total
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PostPosted: Thu Nov 16, 2017 3:01 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 (2D Flight)
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.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 2D @ 1D
    VELOCITY MODIFIER: 1D Flight
    BATTERY DICE:
      Quad-Laser Cannon: 2D+1 Front, 3D Left, 3D Right, 2D Rear
      Tractor Beam Projectors: 1D Front

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Fri Jan 21, 2022 6:10 pm; edited 7 times in total
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PostPosted: Thu Nov 16, 2017 3:45 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: 14021
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Nov 16, 2017 4:31 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 5:07 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 5:24 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 (3D+2)
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
6 Torpedo Tubes
Fire Arcs: 4 Front, 2 Rear
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-4/10/20
--Orbital: 2km-8km/20km/40km
--Atmosphere: 100m-400m/1km/2km
Rate of Fire: 1/3
Damage: 9D

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +3
    SHIELD & SHIELD CONTROL: 2D+1 @ 2D
    VELOCITY MODIFIER: 2D Flight
    BATTERY DICE:
      Dual Turbolaser Cannon:1D+2 Front, 1D+1 Left, 1D+1 Right, 1D Rear
      Torpedo Tubes: 2D Front, 1D Rear
      Quad-Laser Cannon: 1D Front, 1D Left, 1D Right, 1D Rear

_________________
"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 24, 2022 3:01 pm; edited 6 times in total
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PostPosted: Thu Nov 16, 2017 5:39 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 (3D+2)
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 Heavy 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: 6D
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.

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

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


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PostPosted: Thu Nov 16, 2017 5:58 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: 4D+2
Space: 8 (4D)
Atmosphere: 415; 1,200 kph (5D)
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 any Weapons 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:
    4 Heavy Ordnance Tubes
    Fire Arc: Front
    Crew: 1 (Gunner #1)
    Skill: Capital Ship Gunnery
    All Other Stats vary by Weapon Type.
    Capacity: 1 per Tube. May select Any Weapon except Gravity Bombs from this list, subject to Availability.
    Capsule: The popular GAT-12h Pursuit Blastboat carries four heavy ordnance tubes, 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:
    4 Semi-Recessed Ordnance Hardpoints (Fire-Linked)
    Crew: 1 (Gunner #1)
    Skill: Starship Gunnery
    All Other Stats vary by Ordnance Type.
    Capacity: 1 per Hardpoint. May select Heavy Gravity Bombs or Bomb Dispensers from this list, depending on Availability.
    Capsule: The GAT-12j Attack Blastboat is equipped with a quartet of heavy ordnance hardpoints. These hardpoints are semi-recessed into the hull, which provides added protection, but only allows them to launch bombs.

    GAT-12m (Courier)
    Cargo Capacity: 2 metric tons (or 1 passenger per metric ton)
    Hyperdrive Multiplier: x1
    Nav-Computer: Yes
    Space: 10 (5D)
    Atmosphere: 470; 1,350kph (6D)
    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.
House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +1
    SHIELD & SHIELD CONTROL: 2D @ 2D
    VELOCITY MODIFIER: 2D+2 Flight / 2D Space (Courier: 3D Flight / 2D+2 Space)

_________________
"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 Jan 20, 2022 10:47 pm; edited 15 times in total
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