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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: Thu Nov 16, 2017 5:22 pm    Post subject: Reply with quote

Imperial Assault Shuttle

Craft: Telgorn Corporation's Gamma-Class
Type: Heavy Assault Shuttle
Scale: Frigate (+10D), due to power output.
Length: 30 meters
Skill: Space Transports: Gamma
Crew: 2 (1 @ +10) & 3 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D
Piloting 5D
Shields 5D
Sensors 4D
Passengers: 40 Spacetroopers
Cargo Capacity: 5 metric tons
Consumables: 1 week
Hyperdrive Multiplier: x2
Hyperdrive Backup: x18
Nav Computer: Limited (3 jump maximum)
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1,050 kph
Hull: 3D+2
Shields: 4D+2
Sensors:
Passive 40/1D
Scan 80/1D+2
Search 130/2D
Focus 4/3D
Weapons:
4 Heavy Blaster Cannon
Fire Arc: 2 Front/Left, 2 Front/Right
Scale: Starship (+6D)
Crew: Front/Left controlled by Gunner #1, Front/Right Controlled by Gunner #2
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 4D
1 Ion Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner #3)
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
Damage: 6D (ionization)
2 Tractor Beam Projector
Fire Arc: 1 Front/Left, 1 Front/Right
Scale: Special*
Crew: 1 (Gunner #3)
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Damage: 5D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
1 Concussion Missile Launcher
Fire Arc: Front
Scale: Starship (+6D)
Crew: 1 (Gunner #3)
Skill: Starship Gunnery
All Other Stats vary by Ordnance Type.
Capacity: 8. May select Missiles only from this list, depending on Availability.
_________________
"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 Sat Nov 18, 2017 12:51 am; edited 2 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 6:28 pm    Post subject: Reply with quote

Imperial Escort Carrier

Craft: Kuat Drive Yard's Escort Carrier
Type: Escort Carrier / Tender
Scale: Frigate (+10D)
Length: 500 meters
Skill: Capital Ship Piloting: Escort Carrier
Crew: 3,485 (1,500 @ +10) & 36 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D
Piloting 4D+1
Shields 3D+2
Sensors 3D+2
Passengers: 800 (troops)
Small Craft Complement:
--72 Starfighters (6 squadrons)
--6 Shuttles
--12-24 utility craft
Cargo Capacity: 500 metric tons
Consumables: 9 months
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800 kph
Hull: 5D+1
Shields: 2D
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/2D
Focus 4/3D
Weapons:
10 Turbolaser Cannon (Fire Separately)
Fire Arc: 2 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: 4D
10 Dual Laser Cannon (Fire Separately)
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
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
2 Tractor Beam Projector (Fire Separately)
Fire Arc: Front
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
_________________
"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 12:16 am; edited 2 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 9:07 pm    Post subject: Reply with quote

Imperial Star Galleon

Craft: Kuat Drive Yard's Star Galleon
Type: Armed Cargo Transport / Escort Frigate
Scale: Frigate (+10D)
Length: 300 meters
Skill: Capital Ship Piloting: Star Galleon
Crew: 130 (50 @ +10) & 36 Gunners
Crew Skill:
Astrogation 3D
Gunnery 4D
Piloting 5D
Shields 5D
Sensors 3D
Passengers: 300 (troops)
Small Craft Complement:
--2-4 utility craft
Cargo Capacity: 100,000 metric tons
Consumables: 6 months
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D
Space: 3
Atmosphere: 260; 750 kph
Hull: 5D+2
Shields: 2D
Sensors:
Passive 15/1D
Scan 45/1D+1
Search 90/2D
Focus 3/2D+1
Weapons:
10 Dual Turbolaser Cannon
Fire Arc: 2 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
10 Dual Laser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
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
2 Tractor Beam Projectors
Fire Arc: Front
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
Special:
Internal Defenses
The interior of the Star Galleon is specifically designed to repel boarders. For characters attempting to board a Star Galleon, use the following rules:
    COVER: All defending troops make use of retractable wall panels for Cover, which are then retracted into the wall if characters attempt to make use of them. In game terms, all defending NPCs automatically fight with 75% Cover, while PCs fight with none.

    WALLS & BLAST DOORS: All internal walls and blast doors have a Body rating of 6D. Characters can attempt to cut through the blast door, or may attempt to override the lock (Difficult Security or Computer Programming roll that takes 1D rounds). In addition, all the locks are rigged with a high-voltage electrical trap (5D Energy Damage) that is triggered if the character fails their override roll by 5 or more points.

    CONCEALED WEAPONS: Many corridors feature concealed weaponry that can ambush unwary characters. This takes the form of:
      --Concealed Firing Port, providing Full Cover (at 6D Body) to a defender (at a penalty of +5 Difficulty to Blaster when firing through the port). The port is Very Difficult to spot before the defender opens fire, and failure to spot means the character is Surprised.

      --Automated Light Repeating Blaster (Fire Control: 4D, Damage: 5D, 2D Auto-Fire, always attacks at Short Range, Body 4D) that pops out of a concealed wall panel and opens fire. Spotting the wall panel requires a Difficult Perception or Search roll.

      --Fragmentation Explosive. Detonates if a character fails a Very Difficult Perception or Search roll, inflicting 6D Physical Damage (and a space suit breach)

    ENCOUNTERS: GMs roll on the following table to generate encounters with internal defenses:

      1-3 - Heavily Armed Defenders
      A squad of counter-boarding troops, all equipped with armor, light repeating blasters and fragmentation grenades. These can be naval infantry or stormtroopers, average, veteran or elite at the GM's discretion. They take full advantage of the ship's interior design. In particular, if they are in danger of being overrun, blast doors seal them off from the characters at the beginning of the next round.

      4 - Blast Door Ambush
      Blast Door blocks the characters progress. Roll on the following table for the ambush:
        1-2 - Firing Port Ambush. The defender does not open fire until the characters are engaged in trying to cut through or override the door
        3-4 - Automated Trap. Re-roll. 1-2 = Automated Blaster, 3-4 = Explosives, 5-6 = Both.
        5-6 - Combined Ambush. Firing Port and an Automated Trap table (roll on the Automated Trap Table).

      5 - Vacuum Trap
      Blast Doors suddenly seal the corridor and the atmosphere is rapidly drained from the corridor. In game terms, the environmental hazard level goes up 1 level per round Any character not in an vacuum suit suffers damage accordingly. In addition, vacuum traps are always supplemented by automated weaponry. Roll on the following table:
        1-2 = Automated Blaster
        3-4 = Explosives
        5-6 = Both

      6 - Breakthrough!
      The characters encounter a cross-corridor that allows them to move further into the ship. If this occurs, re-roll on the following table:
        1-4 - Not again! More corridors. Return to the first table and roll again.
        5-6 - Finally! The characters break through into a vital area of the ship: 1-2 = Ship's Bridge, 3-4 = Security Control, 5=6 Main Engineering. Naturally, such locales will be heavily defended (at least two squads of counter-boarders), but if the boarders can win this fight, they'll control the ship.

      NOTE: This is not intended to be a substantive list. GMs can feel free to add their own automated weapons to the list: flamethrowers, poison gas, gravity traps, attack hounds, etc.
Cargo Hold Escape Pod
The Star Galleon's Cargo Hold is actually a separate, automated ship, used only as a last resort. It is only ejected if the Star Galleon is completely disabled or if boarders succeed in capturing a vital section of the ship. Once ejected, the cargo bay has the following stats:
    Scale: Frigate (+10D)
    Length: 150 meters
    Crew: None; Automated
    Crew Skill: 4D
    Cargo Capacity: 100,000 metric tons
    Hyperdrive Multiplier: x2
    Nav Computer: Yes
    Maneuverability: 1D
    Space: 2 (10 when ejecting until jump to hyperspace, or 10 rounds, whichever is shortest)
    Hull: 3D
    Sensors:
    Passive 15/1D
If the pod is jettisoned, use the following details to resolve pursuit:
    -Jettison process requires one round, with one additional round to clear any debris and move clear. Any attackers have one round to engage with ion cannon or tractor beams (turbolasers are a bad idea), at +1D Difficulty to hit. The pod will automatically jump to hyperspace at the end of the second round.

    -Once the pod jumps to hyperspace, its beacon signal may still be picked up (Very Difficult Communication). Once the signal is detected, tracking the pod's location requires Difficult Sensors, Communications and Astrogation rolls.

    -Once located, the characters may again attempt to use ion cannon and tractor beams to subdue the pod. It is also recommended that they take out the pod's hypertransceiver (+10 Difficulty for a called shot). If the pod is not disabled in the first round, it will attempt to make a random, short-distance jump to hyperspace (Easy Difficulty). This takes 1 round to calculate, and the pod jumps at the end of the round. If the characters can get a tractor beam locked on, it increases the Difficulty by one level per D of Frigate-Scale hull dice (or 2 levels per D of Destroyer-Scale). Starship-scale vessels lack the mass to affect the jump.

    -Alternately, the characters may attempt to slave the pod to their own hyperdrive, but this requires a code the characters will almost certainly not have. They may be able to break the pod's code, but this requires six hours and a Very Difficult Computer Programming roll (time can be increased or decreased +10 per hour, either way).

    -Once the pod is secured, the characters can attempt to open it. The pod's airlock uses the same rules as the Galleon's interior defenses; the doors are treated as blast doors and the airlock is treated as a corridor. This requires Very Difficult Security and Computer Programming rolls. Failure results in triggering the electro-trap, or automated weapons inside the airlock. In addition, the interior of the cargo bay may also be equipped with concealed weaponry...

    -Finally, the characters are operating on a clock, as the Imperial Navy considers distress calls from Star Galleons to be very high priority. A taskforce will be dispatched within 1D hours, composed of a reinforced Battle Squadron (1 Imperial Star Destroyer, 3D Strike Cruisers and 2D Carracks, likely with Interdictor support). In addition, the task force will have all the appropriate comm channels and key codes needed to find and access the pod.

_________________
"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 12:24 am; edited 4 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 9:17 pm    Post subject: Reply with quote

Phew. Been chewing on that one for a loooooooong time. The only Frigate-Scale ship left to do is the Interdictor, which I want to finish off before I move on to the Destroyer-Scale ships. I'm going to take a break and do some reading to see if I can't boil the Interdictor rules in Wanted by Cracken down to something more manageable...
_________________
"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
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 12121
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Nov 16, 2017 11:48 pm    Post subject: Reply with quote

CRMcNeill wrote:

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.

Maybe that could be the result from a complication. YOU make the glitch worse!

Quote:
Corellian Gunship


Looks decent, great that you added some cap ship weaponry too.

Quote:
System Patrol Cutter


I've always wondered, WHY only a lazer weapon loadout?? Would a system patrol/customs vehicle be MORE likely to have ion cannons??
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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: Fri Nov 17, 2017 9:48 am    Post subject: Reply with quote

garhkal wrote:
Maybe that could be the result from a complication. YOU make the glitch worse!

I'm not worried about it; a Lancer is intended as an NPC ship. It's something characters fight, not something they find themselves crewing. I'm not going to worry about the details of a skill being rolled by a tech mook; the point is the space battle.

Quote:
Quote:
Corellian Gunship

Looks decent, great that you added some cap ship weaponry too.

Technically, it already had it, but the stats were written unclearly. Under WEG's 2E stat rules, a ship's weapons are the same Scale as the ship unless otherwise noted. In the case of the Gunship, WEG gave it 8 turbolasers with the following stats:
    Fire Arc: 2 front, 3 left, 3 right
    Crew: 2
    Skill: Starship gunnery
    Fire Control: 3D
    Space Range: 3-15/35/75
    Atmosphere Range: 300-1.5/3.5/7.5KM
    Damage: 4D+2
So, per WEG, if there is no scale listing, these are Capital-Scale, and they have Range consistent with a Capital-Scale Turbolaser. But because Starship Gunnery is listed as the skill, there is confusion as to whether or not they are Capital- or Starfighter-Scale.

Cleaning up messes like this is a big part of why I got interested in redoing these stats in the first place

Quote:
Quote:
System Patrol Cutter

I've always wondered, WHY only a lazer weapon loadout?? Would a system patrol/customs vehicle be MORE likely to have ion cannons??

I suppose there's room on a ship that size for an ion cannon. Changing 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.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Fri Nov 17, 2017 1:19 pm; edited 1 time 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: Fri Nov 17, 2017 1:18 pm    Post subject: Reply with quote

So, I'm getting pretty close to the end of what I originally proposed. I'm working on the Interdictor right now, and then I'll be working on the Destroyer-Scale ships (should have them posted by tonight). After that, for the sake of thoroughness, I'll be adding stats for the Capital-Scale space transports from the SWSB and RASB. However, I've also got it in mind to expand the project and do stats for capital ships from the other sourcebooks, as well. Here's the list of what I still have left:
    Original Project
    Imperial I & II - Class Star Destroyers
    MC80 Star Cruiser
    Victory I & II - Class Star Destroyers
    Executor-Class Super Star Destroyer

    Addendum
    Bulk Freighter
    Container Transport
    Luxury Liner
    Alliance Medium Transport

    Other Sourcebooks
    Modular Taskforce Cruiser (Dark Empire)
    Marauder-Class Corvette (Han Solo & the Corporate Sector)
    Vibre-Class Assault Cruiser (Jedi Academy)
    Golan-Series Battle Stations (Last Command)
    Quasar Fire-Class Bulk Carrier: Stock & Modified Versions (Truce at Bakura)

Of the ships from other sourcebooks, my reasoning for selecting them is as follows:
    -The Modular Taskforce Cruiser is, IMO, one of the only decent concepts to come out of the Dark Empire book. For obvious reasons, support and logistics does not get any screen time in the films, but in real life, it is the life's blood and backbone of any naval operation.

    -The Marauder is a decent small combatant; all it needs is a more balanced weapons suite to bring it more in line with other Corvettes (a mix of turbolasers and dual lasers, with some tractor beams).

    -The Vibre has potential, but as designed, its focus is too narrow. I see it downgraded from an "Assault Cruiser" (and again, WEG would've called a dishwasher a cruiser if they could) to more of a special missions corvette, rare, and used to insert Army special missions, storm commandos, etc.

    -The Golans are just plain underpowered. Per the Last Command, one Golan III should be able to hold off a coordinated assault by three ISD IIs, but they just don't have the stats for it.

    -The Quasar Fire makes for a much better starfighter carrier than the Alliance Bulk Cruiser, but the stock version needs to be better fleshed out. Its design would seem to preclude it being a bulk freighter, as there is very little in the way of internal space to store bulk cargo. I picture it instead as a bulk carrier with the massive open area between the command pod and the engines used to haul enormous, sealed cargo pods, or to transport non-hyperspace capable craft like the System Patrol Cutter.

Those are the only five outside the main three sourcebooks that I feel worth the work needed to update the stats. If you have an argument for including anything I haven't, I'm all ears.
_________________
"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: Fri Nov 17, 2017 2:19 pm    Post subject: Reply with quote

Alright, so, here's the Interdictor. I've always felt that the original WEG version was too simplistic, and the later version from Wanted by Cracken was too complex. I've tried to find a middle route that comes close to how gravity wells are commonly used in the EU, but that pares down on as much of the math as possible. Bear in mind that the rules are designed specifically for when an Interdictor is focusing on the character's ship. IMO, pretty much all other uses of an Interdictor will be story factors, and in the GM's hands.


Interdictor Cruiser

Craft: Sienar Fleet Systems' Immobilizer-Class
Type: Hyperspace Interdiction Platform
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 2,783 (1,500 @ +10) & 70 Gunners
Crew Skill:
Astrogation 5D
Gunnery 5D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 80 (troops)
Small Craft Complement:
--24 Starfighters (2 Squadrons)
--4-8 utility craft
Cargo Capacity: 5,500 metric tons
Consumables: 1.2 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
10 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 2 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
10 Quad Laser Cannon (Fire Separately)
Fire Arc: 2 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: 6D
4 Gravity Well Projectors (Fire Separately)
Fire Arc: Turret
Scale: Destroyer (+12D)
Crew: 10
Skill: Capital Ship Gunnery
Fire Control: 6D
Range:
--Space: 1-5/75/150
Rate of Fire: 1 (Full Round)
Effect: Blocks Hyperspace Travel.
    Compare the result of the To Hit roll to the following chart:
      To Hit Result misses by = Difficulty to Target's Astrogation
      0 (Hit) = +50
      1-6 = +40
      7-12 = +30
      13-21 = +20
      19-33 = +10
      34-50 = +5
Time to Use:
    A gravity well takes a few seconds to form, so once it is fired, it comes into effect at the beginning of the next round. Once deactivated, it dissipates by the beginning of the next round. Once shut down, the projector requires one minute (12 rounds) to reset its processor and shunt power to its capacitors. The gunner may attempt to short-cut that time, at a penalty of +5 per round (up to a maximum of +60). On a failed activation roll, compare the result to the Damaged Weapon Chart on page 95 of the 2R&E Rulebook.
Steering the Gravity Well:
    While a gravity well is relatively easy to target when first projecting, trying to steer an existing gravity well onto a maneuvering ship is much more difficult. Fire Control drops to 0D, and the gunners must make a Capital Ship Gunnery roll every round to stay on target (see the above chart). In addition, if the Gunners missed on the previous round, they suffer a penalty equal to the degree of miss from that round (For example, a gravity well misses its shot by 16 points. When attempting to steer the well in the following round, they suffer a penalty of +16 Difficulty on their To Hit roll).
Effect on the Ship:
    For every gravity well projected, the Interdictor suffers a penalty of -1D to Maneuverability and -1 to Space. Attempting to steer a gravity well increases this penalty to -3D to Maneuverability and -3 to 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 Mon Jan 22, 2018 12:06 am; edited 4 times in total
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 12121
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Nov 17, 2017 2:36 pm    Post subject: Reply with quote

Quote:
I suppose there's room on a ship that size for an ion cannon. Changing now.


ITs one of the big things i've always found strange about all customs/picket ships. Their all "Blow the enemy up" weapon loadout.. WHen if they are Customs/police, they should be Capturing the enemy..

Quote:
-The Golans are just plain underpowered. Per the Last Command, one Golan III should be able to hold off a coordinated assault by three ISD IIs, but they just don't have the stats for it.


I thought it was the Golan II that could go toe to toe wth a trio of ISDs.. Not a GIII?

Quote:
Effect: Blocks Hyperspace Travel.

Compare the result of the To Hit roll to the following chart:
To Hit Result misses by = Difficulty to Target's Astrogation
0 (Hit) = +50
1-6 = +40
7-12 = +30
13-21 = +20
19-33 = +10
34-50 = +5


SO if i get this straight.. I pop off an interdiction field with an enemy ship slap bang in the middle of it, but the hit missed by 18 points. HE can still go into hyperspace with a +20 to his astrogation roll?
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 17, 2017 4:25 pm    Post subject: Reply with quote

garhkal wrote:
I thought it was the Golan II that could go toe to toe with a trio of ISDs.. Not a GIII?

Nope. In The Last Command, when Thrawn attacked Coruscant, his core fleet was six ISD IIs with their escorts. Coruscant's mid-orbit defense was two Golan III's. That basically boils down to a full Superiority Force per station (3 Battle Squadrons, plus a Light Squadron), and the Golan III's were holding their own all by themselves. Garm Bel Iblis even deliberately pulled back ships sent out to support them because he knew they could handle themselves.

Wouldn't know it from the WEG stats, though. The math just doesn't add up.


Quote:
SO if i get this straight.. I pop off an interdiction field with an enemy ship slap bang in the middle of it, but the hit missed by 18 points. HE can still go into hyperspace with a +20 to his astrogation roll?

This is not an Interdiction Field Projector; it is a Gravity Well Projector, and the rule of thumb for gravity is that, the further you get from the gravity well, the weaker the effects of gravity. This rule is derived from WEG's own rewrite of the Interdictor (see Wanted by Cracken, pages 18-20).

Plus, I don't see why you're implying that a +20 Modifier to Astrogation Difficulty (on top of whatever other Difficulties and Modifiers may be incurred) will somehow be easy.

My working theory on gravity and hyperspace is that gravity has a much more pronounced effect on ship travel in hyperspace than in realspace, and attempting to jump in the presence of too much gravity greatly increases the chances of the ship being thrown off course. The greater the gravity strength (i.e. the closer to it the ship is), the greater the distortion effect on the ship's course when it jumps to hyperspace.
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The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Fri Nov 17, 2017 5:37 pm; edited 1 time in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 17, 2017 5:07 pm    Post subject: Reply with quote

Okay, on to the big ships. First off are the Victory I & II. I'm going to do something a little different with them to emphasize their different roles. While an Imperial Star Destroyer functions equally well as a dreadnought, a carrier and an assault transport, the Victory-Class is a bit more specialized, with the Victory I functioning as a dreadnought and assault transport and the II as more of a dreadnought, with a mix of carrier and assault transport (though not exactly the best of either). So what I'm going to do is pare down the Victory II's troop contingent and replace it with starfighters, so it carries a full wing of 72. Then, rather than calling them Star Destroyers, the Victory I will be a Star Monitor (historically, monitors were heavily armed ships designed to operate close to shore for bombardment purposes), and the II will be a Star Cruiser, optimized for space combat.


Victory I-Class Star Monitor

Craft: Rendili Star Drive's Victory I-Class
Type: Star Monitor
Scale: Destroyer (+12D)
Length: 900 meters
Skill: Capital Ship Piloting: Victory I
Crew: 4,798 (1,785 @ +15) & 350 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D+2
Piloting 5D
Shields 4D
Sensors 3D+2
Passengers: 2,040 (troops, generally configured as a fully reinforced Line or Assault Battalion)
Small Craft Complement:
--24 Starfighters (2 Squadrons)
--12-16 Landing Craft
--4-8 utility craft
Cargo Capacity: 8,100 metric tons
Consumables: 4 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 2D
Space: 4
Atmosphere: 330; 950 kph
Hull: 4D+2
Shields: 3D+1
Sensors:
Passive 40/1D
Scan 70/2D
Search 150/3D
Focus 4/3D+2
Weapons:
10 Heavy Turbolaser Batteries (Fire Separately)
Fire Arc: 2 Front, 4 Left, 4 Right
Crew: 5
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
40 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
Scale: Frigate (+10D)
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 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: 4D
80 Concussion Missile Launchers (Fire Separately)
Fire Arc: 20 Front, 20 Left, 20 Right, 20 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 Right
Scale: Special*
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-5/15/30
--Orbital: 2km-10km/30km/60km
--Atmosphere: 100m-500m/1.5km/3km
Rate of Fire: 1 (Full Round)
Damage: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.

Designer's Note: So, based on the stats I've written, the Victory I's primary mission is going to be planetary assault. It can function just fine in ship-to-ship combat (one on one, it will pulverize just about anything in the Frigate-Scale), carries a heavily reinforced infantry battalion, along with 1/2 of an Imperial Army ground support fighter wing, plus plenty of concussion missile launchers to provide fire support. A modern equivalent would be putting a battleship, a naval amphibious detachment and a Marine Expeditionary Unit in the same hull.
_________________
"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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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 17, 2017 5:59 pm    Post subject: Reply with quote

Victory II-Class Star Cruiser

Craft: Rendili Star Drive's Victory II-Class
Type: Star Cruiser
Scale: Destroyer (+12D)
Length: 900 meters
Skill: Capital Ship Piloting: Victory II
Crew: 5,881 (2,100 @ +10) & 354 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D+2
Piloting 5D
Shields 4D
Sensors 3D+2
Passengers: 900 (troops, generally configured as a Line or Assault Battalion)
Small Craft Complement:
--72 Starfighters (6 Squadrons)
--4-8 Landing Craft
--6-12 utility craft
Cargo Capacity: 8,100 metric tons
Consumables: 4 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kph
Hull: 4D+2
Shields: 3D
Sensors:
Passive 40/1D
Scan 70/2D
Search 150/3D
Focus 4/3D+2
Weapons:
10 Heavy Turbolaser Batteries (Fire Separately)
Fire Arc: 2 Front, 4 Left, 4 Right
Crew: 5
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
6 Heavy Ion Cannon (Fire Separately)
Fire Arc: 2 Front, 2 Left, 2 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Rate of Fire: 1/2
Damage: 6D (ionization)
40 Turbolaser Batteries (Fire Separately)
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
Scale: Frigate (+10D)
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: 6D
20 Ion Cannon (Fire Separately)
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
20 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: 4D
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 Right
Scale: Special*
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-5/15/30
--Orbital: 2km-10km/30km/60km
--Atmosphere: 100m-500m/1.5km/3km
Rate of Fire: 1 (Full Round)
Damage: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.

Designer's Note: So, again based on the stats I've written, the Victory II is moved more firmly into the space combat missions by reducing the number of troops (which aren't hugely useful in space, anyway) and replacing them with a full starfighter wing.
_________________
"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 Jan 17, 2018 12:13 am; edited 2 times in total
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PostPosted: Fri Nov 17, 2017 6:23 pm    Post subject: Reply with quote

MC80a-Class Star Cruiser

Craft: Mon Calamari MC80a Star Cruiser
Type: Star Cruiser
Scale: Destroyer (+12D)
Length: 1,200 meters
Skill: Capital Ship Piloting: MC80a
Crew: 5,156 (1,230 @ +10) & 432 Gunners
Crew Skill:*
Astrogation 4D
Gunnery 5D
Piloting 5D+2
Shields 5D
Sensors 3D+1
*Mon Cal Star Cruisers are configured to provide Mon Calamari with their +1D bonus for being in moist environments. This bonus in addition to the skills levels listed.
Passengers: 1,200 (troops)
Small Craft Complement:
--36 Starfighters (3 Squadrons)
--2 Light Freighters
--6-12 utility craft
--2 MCB-Class Landing Barges and 8 MCM-Type Multi-Role Utility Shuttles in Semi-Recessed Hull Docking Points
Cargo Capacity: 20,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x9
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kph
Hull: 6D
Shields: 3D*
*Mon Cal Star Cruisers have 6D of Backup Shields. If a D of Shields is lost, the shield operators may bring up a D of Backup Shields to replace it (requires an Easy Shields roll). No more than 3D of Shields may be used at a time.
Sensors:
Passive 40/1D
Scan 60/2D
Search 120/3D
Focus 5/4D
Weapons:
16 Heavy Turbolaser Batteries (Fire Separately)
Fire Arc: 8 Left, 8 Right
Crew: 5
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
8 Heavy Ion Cannon (Fire Separately)
Fire Arc: 4 Front, 2 Left, 2 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Rate of Fire: 1/2
Damage: 6D (ionization)
48 Turbolaser Batteries (Fire Separately)
Fire Arc: 8 Front, 16 Left, 16 Right, 8 Rear
Scale: Frigate (+10D)
Crew: 4
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: 6D
24 Ion Cannon (Fire Separately)
Fire Arc: 4 Front, 8 Left, 8 Right, 4 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
40 Dual Laser Cannon (Fire Separately)
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
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
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 Right
Scale: Special*
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-5/15/30
--Orbital: 2km-10km/30km/60km
--Atmosphere: 100m-500m/1.5km/3km
Rate of Fire: 1 (Full Round)
Damage: 5D
*May switch between Destroyer (+12D), 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 1:01 am; edited 8 times in total
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Sutehp
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PostPosted: Fri Nov 17, 2017 6:56 pm    Post subject: Reply with quote

Gawds, I think I'm gonna have a bastard of a time trying to collate all this data into a single document....
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PostPosted: Fri Nov 17, 2017 7:24 pm    Post subject: Reply with quote

Sutehp wrote:
Gawds, I think I'm gonna have a bastard of a time trying to collate all this data into a single document....

Coordinate with me before you do, because once I'm done with this, I'll be updating a lot of my other stats to current standards (including a lot of the ones you've got on the link in your signature).
_________________
"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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