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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: 12406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 5:26 pm    Post subject: Reply with quote

Sutehp wrote:
Yeah, as I copied your Scale system into a docfile that's in my signature link, I'd very much like to have a parallel document that has all the starships you've modified. That way, people can download them side-by-side rather than hunt for converted stats for individual ships.

That's part of why I put the Scale Modifier in parenthesis behind the Scale, so that someone who didn't have immediate access to my Scale system could still make use of it.

Quote:
Not to mention, there's the question of exactly how to classify and organize all these ships in the document itself. I expect I'll have to organize the starships by class/size from smallest to largest.

That's one way to do it. I'd probably need to add a notation in the stats to for Source and Affiliation, then.

Quote:
Which brings me to another question: are starships the only thing you've modified, CRM? Or are there going to be conversions of space stations and the like (as well as other objects) in the future?

I did my version of the Garrison Base here, as well as re-doing the stats for the various emplaced artillery weapons found in several of the sourcebooks, and I have plans to do my version of the Golan-Series Battlestations here. Apart from that, I'm open to suggestions.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 6:03 pm    Post subject: Reply with quote

Sutehp wrote:
Also, I want to use the pictures from the X-Wing Alliance Upgrade website for the appropriate ships; those new graphics look amazing and they'd be great for ship write-ups. I don't expect any problems with getting permission from them and in any case, the pics prominently say "Xwing Alliance Upgrade" in the caption, so it's not like I can claim those pics as my own work. Razz I'm gonna cite the source of the pictures in my stats write-up anyway, just so there's no confusion.

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

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Sutehp
Commodore
Commodore


Joined: 01 Nov 2016
Posts: 1582
Location: Washington, DC (AKA Inside the Beltway)

PostPosted: Sat Nov 18, 2017 6:20 pm    Post subject: Reply with quote

CRMcNeill wrote:
Sutehp wrote:
Yeah, as I copied your Scale system into a docfile that's in my signature link, I'd very much like to have a parallel document that has all the starships you've modified. That way, people can download them side-by-side rather than hunt for converted stats for individual ships.

That's part of why I put the Scale Modifier in parenthesis behind the Scale, so that someone who didn't have immediate access to my Scale system could still make use of it.

Quote:
Not to mention, there's the question of exactly how to classify and organize all these ships in the document itself. I expect I'll have to organize the starships by class/size from smallest to largest.

That's one way to do it. I'd probably need to add a notation in the stats to for Source and Affiliation, then.

Those sorts of stats would definitely come in handy. One thing to watch out for, though, is the Nebulon-B frigate. Namely, its affiliation varies depending on which source you use. In the X-wing games (Legends continuity), it's affiliation is both Rebel and Imperial, justified by the fact that in Legends, it's originally an Imperial ship and a number of them defected to the Rebels. There's also the example of the Far Orbit in the WEG books to consider as well, which additionally adds the "independent" affiliation to the Neb-B's stats as well. In cases like these, it's probably best to just write "Affiliation: varies" and leave it at that.

However, if you're going just by Canon, then AFAIK the Neb-B's appearances in Return of the Jedi and Rogue One (the only appearances of the Neb-B in Canon that I know of), which would make the Neb-B a Rebel only vessel.

Just something to keep in mind.

Quote:
Which brings me to another question: are starships the only thing you've modified, CRM? Or are there going to be conversions of space stations and the like (as well as other objects) in the future?

I did my version of the Garrison Base here, as well as re-doing the stats for the various emplaced artillery weapons found in several of the sourcebooks, and I have plans to do my version of the Golan-Series Battlestations here. Apart from that, I'm open to suggestions.


I was kinda hoping for stats for the space stations from X-Wing Alliance. At the very least I was hoping for WEG style stats for the XQ-1 through XQ-6 space platforms as well as the Golans. Of course stats for the XQ platforms are probably going to be problematic considering that their official sizes have varied from the original size of roughly 250 meters (as seen in the Battle 2 cutscene of Tie Fighter) to 1,000 meters (as seen in-game in X-Wing Alliance). And the stats on p.116 from Hideouts & Strongholds are likely obsolete as well since it uses the 250 meter size and was published closer to Tie Fighter than X-Wing Alliance.

But in all likelyhood, stats for the other space stations from X-Wing Alliance (like the Imperial Research Station or the Deep Space Manufacturing station) would have to be drawn from thin air since I don't think there's ANY official source for their D6 stats. Considering WEG never statted the ships from X-Wing Alliance (didn't it fold by then?), it's not surprising.

TL;DR: My only practical suggestions are the XQ platforms for additional space stations to stat with the new system.
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Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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Sutehp
Commodore
Commodore


Joined: 01 Nov 2016
Posts: 1582
Location: Washington, DC (AKA Inside the Beltway)

PostPosted: Sat Nov 18, 2017 6:23 pm    Post subject: Reply with quote

CRMcNeill wrote:
Sutehp wrote:
Also, I want to use the pictures from the X-Wing Alliance Upgrade website for the appropriate ships; those new graphics look amazing and they'd be great for ship write-ups. I don't expect any problems with getting permission from them and in any case, the pics prominently say "Xwing Alliance Upgrade" in the caption, so it's not like I can claim those pics as my own work. Razz I'm gonna cite the source of the pictures in my stats write-up anyway, just so there's no confusion.

I'd like a look at them first.


X-Wing Alliance Upgrade. Just click the link for Screenshots. I'll add pics for the specific capital ships I have in mind as soon as possible. Stand by.

EDIT:

Assault Frigate:
http://www.xwaupgrade.com/renders/assaultfrigatte_1_1.png

Home One Calamari Flagship:
http://www.xwaupgrade.com/renders/indipendence_1_1.png

SSD Executor (yes, the mod has the option to make the SSD either 17.5km or 19km long in-game):
http://www.xwaupgrade.com/renders/ssd_1_%201.png

418 Interdictor:
http://www.xwaupgrade.com/renders/interdictor_1_1.png

Imperator I:
http://www.xwaupgrade.com/renders/imperialstardestroyer_3_1.png

Vitctory I:
http://www.xwaupgrade.com/renders/victory-stardestroyer_1_1.png

Carrack Cruiser:
http://www.xwaupgrade.com/renders/carrackcruiser_1_1.png

Corellian Corvette:
http://www.xwaupgrade.com/renders/corvette_1_1.png

Dreadnaught:
http://www.xwaupgrade.com/renders/dreadnaught_1_1.png

Escort Carrier:
http://www.xwaupgrade.com/renders/escortcarrier_1_1.png


Lancer Frigate:
http://www.xwaupgrade.com/renders/lancerfrigatte_1_1.png

Star Galleon:
http://www.xwaupgrade.com/renders/Star_Galleon_1_1.png

Strike Cruiser:
http://www.xwaupgrade.com/renders/strikecruiser_1_1.png

System Patrol Craft:
http://www.xwaupgrade.com/renders/SystemPatrolCraft_1_1.png

I think those are all the ships you modified and that I want to use the screenshots for (those particular pics, in fact).

But yeah, this is the quality of graphics these guys have done over the last 17 years since Alliance first came out. You guys should see the screenshots of the starfighters; that's the bulk of their work and the level of detail on them is staggering.

EDIT: Removed the wide ship images that required right and left scrolling to read text on this entire page, and replaced them with links to those images.
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Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 11:02 pm    Post subject: Reply with quote

Sutehp wrote:
Those sorts of stats would definitely come in handy. One thing to watch out for, though, is the Nebulon-B frigate. Namely, its affiliation varies depending on which source you use. In the X-wing games (Legends continuity), it's affiliation is both Rebel and Imperial, justified by the fact that in Legends, it's originally an Imperial ship and a number of them defected to the Rebels. There's also the example of the Far Orbit in the WEG books to consider as well, which additionally adds the "independent" affiliation to the Neb-B's stats as well. In cases like these, it's probably best to just write "Affiliation: varies" and leave it at that.

I'm thinking more along the lines of Affiliation: General, and not just for the Nebulon-B. The Dreadnought is another candidate since, as a Clone Wars era ship, it would tend to be in more widespread use, and no longer a front-line combatant. Add to that the fact that, in order to have Assault Frigates, the Alliance would need to have Dreadnoughts to convert into Assault Frigates, and the conversion process wouldn't just happen overnight.



Quote:
I was kinda hoping for stats for the space stations from X-Wing Alliance. At the very least I was hoping for WEG style stats for the XQ-1 through XQ-6 space platforms as well as the Golans. Of course stats for the XQ platforms are probably going to be problematic considering that their official sizes have varied from the original size of roughly 250 meters (as seen in the Battle 2 cutscene of Tie Fighter) to 1,000 meters (as seen in-game in X-Wing Alliance). And the stats on p.116 from Hideouts & Strongholds are likely obsolete as well since it uses the 250 meter size and was published closer to Tie Fighter than X-Wing Alliance.

But in all likelihood, stats for the other space stations from X-Wing Alliance (like the Imperial Research Station or the Deep Space Manufacturing station) would have to be drawn from thin air since I don't think there's ANY official source for their D6 stats. Considering WEG never statted the ships from X-Wing Alliance (didn't it fold by then?), it's not surprising.

TL;DR: My only practical suggestions are the XQ platforms for additional space stations to stat with the new system.

I'm certainly more inclined to include the XQ-Series stations than I am the Cardan-Series; no offense intended to the work you put in on stating those out, but they really are quite ugly. A big part of my inspiration to write a stat is visual; I need a muse to look at and inspire me. And the Cardans just don't do a thing for me.

But getting back to the XQs, I don't see why you can't have both sizes; not every system is going to need the volume or expanse of a 1,000-meter diameter space station. Add to that the fact that game evidence showed an XQ to be ~1/3 of a kilometer, but made it much larger in another game from the same series.

I'd probably just re-stat the XQ from Hideouts & Strongholds, make it Frigate-Scale at 350 meters long, then write up different, expanded stats for the 1,000-meter XQ seen in X-Wing Alliance.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 11:34 pm    Post subject: Reply with quote

Taskforce Cruiser

Craft: Tagge Industries Shipyards Ltd's Taskforce-Class
Type: Modular Configuration Support Vessel
Scale: Destroyer (+12D)
Length: 1,150 meters
Skill: Capital Ship Piloting: Taskforce
Crew: 925 (340 @ +10) & 60 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D
Piloting 4D
Shields 4D
Sensors 3D+2
Passengers: See Mission Function Modules
Small Craft Complement: See Mission Function Modules
--4-8 Utility Craft
Cargo Capacity: 2,000 metric tons, plus Mission Function Modules
Consumables: 6 months
Hyperdrive Multiplier: x3
Hyperdrive Backup: x14
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800kph
Hull: 3D+1
Shields: 2D
Sensors: (Standard sensor suite; Mission Modules with more capable sensors can be used as needed)
Passive 40/1D
Scan 75/2D
Search 150/3D
Focus 4/4D
Weapons:
15 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 3 Front, 5 Left, 5 Right, 2 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
15 Dual Laser Cannon
Fire Arc: 3 Front, 5 Left, 5 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
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 Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
Typical Mission Function Modules: (Use Above Stats, except as noted)
    Each individual mission function module is an entirely self-contained unit. The module need only be attached to the skeleton and be hooked into the power generators, life support and communications ports. Each ship can only contain one module at a time. It is believed that Tagge Industries is working on mini-modules so a ship can be outfitted for a variety of smaller-scale functions.

    Hospital
    Passengers:
    --2,125 (Staff: 225 doctors, 400 nurses, 1,500 emergency medical technicians), plus 1,000 medical droids
    --23,350 (Patients: 2,750 in bacta tanks, 1,000 in quarantine ward, 19,600 in patient beds)
    Cargo Capacity: 5,000 metric tons
    Cost: 750,000 credits
    Capsule: The hospital module is used in planetary disasters, anti-terrorist clean-up functions and space battle recovery. The hospital module can handle any number of disasters from combat, to radiation leaks. Equipment includes thousands of medpacs, repulsorlift stretchers, five shuttles for transporting casualties and a centralized medical computer.

    Survey Module
    Passengers: 3,500 (2,000 scouts and 1,500 techs), plus 5,000 droids
    Cost: 1 million credits
    Sensors:
    Passive 60/3D
    Scan 80/4D
    Search 175/5D
    Focus 6/5D+2
    Capsule: This module is used for the rapid exploration of planets and entire systems. Besides the crew, the module contains over 100 observation airspeeders for rapid surveys, 500 exploration droids, and five Skipray blast boats and six TIE bombers for defense. The module has a centralized computer for quick analysis of all gathered data. This module and its crew can completely analyze a planet within a standard 24 hour day and determine likely colony sites, mineral and agricultural resources. The computer and its techs can also calculate likely astrogation routes from any nearby trade routes.

    Observation Module
    Passengers: 1,550 (Intelligence officers and ComScan specialists)
    Cost: 6.3 million credits
    Sensors:
    Passive 250/3D
    Scan 800/4D
    Search 1500/5D
    Focus 18/6D
    Capsule: This module is used for espionage and long range observation for intelligence gathering. The cruiser itself does not infiltrate enemy territory since it would be easily detected by enemy sensors. Instead, the ship is equipped with 500 probots and observation droids, which are deployed around the perimeter of enemy holdings for passive observation. The probots can run the standard light/energy spectrum analysis and eavesdrop on communications frequencies. Some specially equipped (and very expensive) probots can scan very localized hyperspace with cross-channeled radiation (as is used with the planetary security net). With the subspace link-up, the probots can deployed up to 30 light years away and still have instantaneous communication with the cruiser. The ship has 12 TIE fighters for defense.

    Rescue Module
    Crew: 3,530 (1,400 medical & EVA rescue staff and 2,130 techs)
    Cargo Capacity: 40,000 metric tons
    Cost: 500,000 credits (plus parts)
    Capsule: The rescue module is used for space battle clean-up and repair. When a cruiser is dispatched to a battle scene, it is loaded with a variety of replacement parts for the ships that were involved in the battle. Doctors search any wrecks that weren't already checked for survivors (presumably, a hospital ship is sent with these ships to a battle scene). The primary mission of the techs is to repair what ships they can so that they can be flown back to dockyards for complete repairs (naturally, only drive systems and life support systems are repaired at this stage). Those ships that cannot be repaired are analyzed and the techs note what must be done to the ship so that it can be returned to the nearest Imperial shipyard. Military planners at the shipyard will then determine whether repairs will be attempted or simply scuttled.

    Inquisition Module
    Passengers: 3,760) 100 Inquisitors and 3,660 CompForce Intervention personnel), plus 10,000 interrogation droids
    Cost: 425,000 credits
    Capsule: This module is the most recent addition and it is used for punitive actions against insurgents and rebellious worlds. Aboard the module's cavernous cargo holds are 15,000 prefabricated disintegration chambers, two garrison bases, an Orbital Data Net Eraser unit, probes with sterilization spores, five mag-pulse cluster bombs (see page 67 of the Imperial Sourcebook) and a complete orbital nightcloak system.
Other Possible Mission Modules:
    (Designer Note: These modules lack stats, and are presented for your consideration, and to give GMs ideas).

    Fire Support
    Equipped with multiple missile launchers of varying sizes, as well as onboard armories containing a variety of different warheads. Used to provide fire support for army operations on planets where the orbital space has been secured but combat operations on the surface are still underway.

    Decoy Ship
    This rare module is externally identical to the Bulk Transport module, but appearances are most definitely deceiving. Mounting anti-starfighter weaponry, torpedo launchers and sufficient hangar space for two squadrons of TIE fighters (all concealed by a sensor masking system that disguises the hidden weaponry and starfighters from sensor scans), this Taskforce Cruiser variant is used as an ambush ship, either on its own or in defense of a convoy. While it lacks the durability and weapons strength of a front-line warship, the Decoy Ship can be a nasty surprise for lightly armed Rebel and pirate forces. This is one of the only modules to be equipped with an integrated reactor to power the weapons and sensor mask, and it has an added bonus; once the sensor mask is dropped, the reactor is used to augment the Taskforce Cruiser's combat shields.

    Carrier
    Massive hangar bays with room for up to two full TIE wings. Can also be used as a base for various other small craft, such as blastboats or assault shuttles and drop ships (used to augment the landing capacity of other transport craft)

    Bulk Transport
    Little more than a massive cargo bay that can be used to haul almost anything. This module is most commonly used in support of siege operations, serving as a minelayer or transport and deployment for an Orbital Nightcloak array.

    Troop Transport
    Transport capacity for a reinforced Army division and all their equipment, as well as landing craft to deploy them. The landing craft complement will be geared more towards bulk transport into a secured landing zone than establishing a beach-head (i.e. lots of barges and utility shuttles, but little or no drop ships or combat landers). This module has also been used on occasion to transport large groups of civilians, whether as an evacuation vessel or colony transport.

    Prisoner Transport
    This module is designed for the secure transportation of prisoners, and is one of the most effective methods of doing so short of a Dungeon Ship. Although mounted to the frame of a Taskforce Cruiser, a Prisoner Transport module is specifically designed to be completely cut off from the rest of the ship. Apart from latching grapplers and power supplies, the module is completely autonomous, and the ship's regular crew have standing instructions not to interact with the module in any way apart from regular comm-checks. In the event of a report of a prisoner riot or loss of communication, the Taskforce Cruiser will procede immediately to the nearest Imperial military installation (or Star Destroyer, if one is available) for armed response and relief of the guard force. The module has no landing bays; only external airlocks for shuttles to dock. The interior of the module includes a mix of varying degrees of security, from dormitories to ultra-max isolation cells, with armed guards and response teams in commanding overwatch positions. These modules are often paired with Inquisition modules to hold high-value prisoners (i.e. prisoners of political value or those potentially in possession of useful information).

    Bulk Carrier
    Provides inter-system transport for non-hyperspace capable vehicles such as the System Patrol Cutters, as well as large planetary vehicles like the Mobile Repulsorlift Base or ocean going vessels like the Leviathan Submersible Carrier. Can also be used to relocate small space stations or other orbital platforms.

    Tender
    Tender support for frigates and corvettes in the far-flung reaches of the Empire is generally performed by specialized tender craft, which provide both replenishment and repair services to smaller craft. However, in some instances, such craft are unavailable, and Taskforce Cruisers are pressed into service in their place. A Tender module is equipped with two docks, one on either side of the ship's keel; each dock is capable of docking and servicing any Frigate-Scale ship up to 800 meters in length (and multiple smaller craft may use the same dock so long as their combined length does not exceed 775 meters).

    Ordnance Transport
    One of the least popular modules (as far as the ship's crews are concerned), an Ordnance Transport is an interconnected complex of ammunition storage bunkers. The module itself is heavily shielded and reinforced, but this does little more than offset the potential hazards of flying through space in a ship filled with high explosives. This module is crewed almost entirely by droids and naval personnel who have in some way offended their superiors. It is also one of the only modules equipped with automated ejection systems; in the event of catastrophic damage, the Taskforce Cruiser can disconnect from the entire module and abandon it to avoid destruction (hopefully).

    Logistics Transport
    As logistics deals not just with transportation of supplies but also their coordination and distribution, this ship differs from standard bulk transports in that it is also equipped with an internal distribution network to quickly sort inbound and outbound cargo, as well as a small craft contingent that is used to distribute the ship's load to multiple locations simultaneously. Loses some cargo capacity to a bulk freighter, but has the advantage of being able to transport material directly to its end receiver (or at least closer than normal). Commonly used to support operations on planets with wide-spread military activity that lack a central supply base equipped to unload more standardized transports.

    Technical Support
    Intended to augment the dedicated Technical Force transport vessels, this module includes storage for spare parts and equipment, as well as housing and work bays for the technical staff, and docking bays for a variety of small ships used for deep-space repairs of naval vessels.

    Mobile Spacedock
    The Imperial Navy Technical Service corps has the duty of repairing damaged ships and salvaging destroyed hulks. While their transports are equipped with tractor beams to tow ships that are too damaged to operate under their own power, using a tractor beam to tow a hulk in hyperspace is a risky proposition at best. As such, Technical Services of a Mobile Spacedock module to provide transportation. Using Prexton double-field generators similar to the Field Secured Container Transport (but on a smaller scale), the Mobile Spacedock is equipped with two spacedock frames on either side of its main keel. Each can hold a single Strike Cruiser, or several smaller vessels.

    Construction Base
    Originally designed as a Prefabricated Garrison Base installation module, this module's versatility has proven useful at assisting in the construction of permanent bases, and even some civil engineering projects. Using the Taskforce Cruiser's atmospheric flight capability, a ship equipped with this module will usually hover over the construction site, using grapplers and tractor beams to lower construction materials to the ground and deploy work crews.

    Fabrication
    This module is a complex of molecular furnaces and modular fabrication units that can assemble a wide variety of materials, including replacement parts for starships. It is used to provide extended manufacturing support for fleet units on extended deployments, such as expeditionary taskforces or blockades. While it is equipped with its own mining craft to provide it with raw materials for fabrication, it will generally be accompanied by a Carrier Taskforce Cruiser carrying additional space mining equipment.

    Science & Research
    This module is reserved for science research operations which are generally judged to be either secretive for security purposes or too dangerous to be performed on a planet or other station. Commonly deployed to random locations in deep space to keep their projects isolated. (Note: GMs, this kind of module is a good lead-in for a horror campaign, as a derelict Science & Research Taskforce Cruiser could've been researching a zombie virus or bio-weapons research on an Alien crossover species).

    Electronic Warfare
    Equipped with powerful, broad-spectrum jamming emitters and the auxiliary generators required to run them, this module is often used in support of siege and blockade operations. It is sufficiently powerful to shut down nearly all sensors and wireless communication within a planetary system. When used in conjunction with other forces, the electronic warfare module will use a rapidly changing schedule of frequency windows to allow allied vessels to operate normally.

    Communications Hub
    Equipped with both hypercomm and directional subspace transceivers, this module is used to facilitate communications between Imperial ships and facilities. It is most commonly used to maintain communication lines between coordinated strikes in different star systems, as shields and weapons fire have a disruptive effect on long range comm systems.

    Navigation Hub
    A mobile version of the Navigation hubs found in major Imperial Navy orbital bases and installations, this module features a communications array and an advanced navigation super-computer. Naval vessels regularly upload their hyperspace navigation records to the navigation hub, which then analyzes the data, tracking radiation fluctuations and gravity levels over the course of the jump, then uses this data to generate highly accurate jump coordinates for the rest of the fleet. This is a continuing process, with jump information utilized to track patterns and trends over the course of months or years, and collated information being shared between hubs via the holo-net within the sector. While not as powerful as the Navigation facilities found at planetary and orbital installations, this module has the advantage of being able to travel with the fleet and provide it with dedicated navigation calculation services.

    Operations Base
    This rare module is designed to facilitate Intelligence or Special Ops operations in a region, providing a secret, mobile base not connected to any known military facilities. It includes command & control facilities, mission planning and training, armories, docking bays for transports and scouts, and even R&R facilities for resting up between missions.

    Recreation
    This rare module is used to provide rest and relaxation services for military and other personnel deployed to remote or inaccessible areas that, for various reasons, have no access to standard R&R facilities.

    Training
    Another rarely seen module, Training ships are generally deployed to prepare Army and stormtrooper units to survive and operate under specific environmental conditions. This is always preparatory to troops being deployed on a planet with a specific or unique environment that can not be adequately duplicated on another planet.

    Decontamination
    Weapons of mass destruction are an ugly facet of warfare, but the Empire has proven itself more than willing to use nuclear, biological or chemical attacks against enemy units or civilian populations. However, the indiscriminate nature of these weapons often results in friendly forces being exposed. Rather than waste valuable resources, Decontamination modules are used to extract, decontaminate and triage survivors. Decon ships rarely land, using ventral lift-baskets to bring survivors aboard, decontaminating them, then using shuttles from dorsal launch bays to transfer survivors to other locations. The mass decontamination system can process thousands of survivors at a time, and the docking bays are large enough to land full-size landing barges for passenger transfer. Decontamination modules are commonly paired with Hospital modules, and act as a triage center, filtering out the critical cases from the minor (and terminal) ones.

    Quarantine
    This module is rarely seen, and always used in combination with Hospital and Decontamination modules. Composed primarily of thousands of individual isolation cells, this module is intended to isolate large numbers of people who have been exposed to diseases or infections. Patients are initially processed aboard Decontamination modules, then shuttled aboard in individual quarantine pods. Onboard medical droids and staff monitor patients for signs of illness, with the goal of insuring that those exposed are no longer contagious before being returned to their units or to the general population. It is also applied in more sinister fashion to analyze and potentially harvest previously unknown diseases for possible future use in biological warfare.

_________________
"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 1:59 am; edited 2 times in total
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PostPosted: Sun Nov 19, 2017 12:18 am    Post subject: Reply with quote

Alright, so here's my version of the Vibre-Class Assault Cruiser from the Jedi Academy Sourcebook.

The big change I've made is that, rather than a post-ROTJ dedicated Privateer, the Vibre now has a broader mission as a special operations transport and support ship. I also picture it as being developed much earlier, roughly in parallel with the Raider-Class Corvette, at the behest of Imperial Intelligence during the Rebellion (in fact, I'm thinking the Silviut Corporation is actually an Imperial Intelligence front). Because of its emphasis on stealth transport, it lacks the ability to mount the heavier armament typical of other Corvettes, with only ion cannon and tractor beams. As compensation, however, it does mount a trio of Starship-Scale proton torpedo launchers, which give it a limited ordnance capacity for guided weapons, sensor probes, decoys, space bombs, mines, etc.

I also plan on re-statting the Svelte-Class Shuttle from Jedi Academy as a stealth transport, so that you GM's can give your NPC Storm Commandos and Army Special Missions and other assorted nasties the ability to sneak around and show up where they aren't wanted.


Vibre-Class Special Operations Corvette

Craft: Silviut Corporation's Vibre-Class
Type: Stealth Operations Platform
Scale: Frigate (+10D)
Length: 100 meters
Skill: Capital Ship Piloting: Vibre-Class
Crew: 30 (10 @ +10) & 17 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 80 (troops)
Small Craft Complement:
--2-4 utility craft (will always include at least one Svelte-Class Stealth Transport)
Cargo Capacity: 500 metric tons
Consumables: 5 months
Hyperdrive Multiplier: x1
Hyperdrive Backup: x5
Nav Computer: Yes
Maneuverability: 2D
Space: 7
Atmosphere: 350; 1,000kph
Hull: 3D
-Sensor Baffling: +2D to Stealth
Shields: 2D (Stealth Shields)
Sensors:
Passive 40/1D
Scan 80/2D
Search 130/3D
Focus 4/3D
Weapons:
4 Quad Laser Cannon
Fire Arc: 1 Front, 1 Left, 1 Right, 1 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: 6D
2 Ion Cannon
Fire Arc: Front
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: 5D (ionization)
2 Tractor Beam Projectors
Fire Arc: 1 Front/ Left, 1 Front/Right
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.
3 Proton Torpedo Launchers
Fire Arc: 2 Front, 1 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 12 rounds per launcher. May select Torpedoes, Space Bombs or Decoys & Probes from this list, depending on Availability.
Note: Internal transfer tubes allow torpedoes to be moved from one launcher to another at a rate of 1 torpedo every 2 rounds.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


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Sutehp
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Joined: 01 Nov 2016
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Location: Washington, DC (AKA Inside the Beltway)

PostPosted: Sun Nov 19, 2017 12:32 am    Post subject: Reply with quote

CRMcNeill wrote:
Sutehp wrote:
Those sorts of stats would definitely come in handy. One thing to watch out for, though, is the Nebulon-B frigate. Namely, its affiliation varies depending on which source you use. In the X-wing games (Legends continuity), it's affiliation is both Rebel and Imperial, justified by the fact that in Legends, it's originally an Imperial ship and a number of them defected to the Rebels. There's also the example of the Far Orbit in the WEG books to consider as well, which additionally adds the "independent" affiliation to the Neb-B's stats as well. In cases like these, it's probably best to just write "Affiliation: varies" and leave it at that.

I'm thinking more along the lines of Affiliation: General, and not just for the Nebulon-B. The Dreadnought is another candidate since, as a Clone Wars era ship, it would tend to be in more widespread use, and no longer a front-line combatant. Add to that the fact that, in order to have Assault Frigates, the Alliance would need to have Dreadnoughts to convert into Assault Frigates, and the conversion process wouldn't just happen overnight.


Now that you mention it, "Affiliation: General" just might be the more accurate term, rather than "Affiliation: varies". (I think I misremembered the former term as the latter.) I can't help thinking I saw "Affiliation: General" as some sort of D6 stat for Star Wars ships somewhere, but I can't remember where.

CRMcNeill wrote:
Sutehp wrote:
I was kinda hoping for stats for the space stations from X-Wing Alliance. At the very least I was hoping for WEG style stats for the XQ-1 through XQ-6 space platforms as well as the Golans. Of course stats for the XQ platforms are probably going to be problematic considering that their official sizes have varied from the original size of roughly 250 meters (as seen in the Battle 2 cutscene of Tie Fighter) to 1,000 meters (as seen in-game in X-Wing Alliance). And the stats on p.116 from Hideouts & Strongholds are likely obsolete as well since it uses the 250 meter size and was published closer to Tie Fighter than X-Wing Alliance.

But in all likelihood, stats for the other space stations from X-Wing Alliance (like the Imperial Research Station or the Deep Space Manufacturing station) would have to be drawn from thin air since I don't think there's ANY official source for their D6 stats. Considering WEG never statted the ships from X-Wing Alliance (didn't it fold by then?), it's not surprising.

TL;DR: My only practical suggestions are the XQ platforms for additional space stations to stat with the new system.

I'm certainly more inclined to include the XQ-Series stations than I am the Cardan-Series; no offense intended to the work you put in on stating those out, but they really are quite ugly. A big part of my inspiration to write a stat is visual; I need a muse to look at and inspire me. And the Cardans just don't do a thing for me.


Ha, I had a feeling you'd balk at my request to stat the Cardans (which is why I decided not to mention them specifically as they're from Empire at War, not X-Wing Alliance). Not that I mind, because I had a hell of a time trying to determine their actual size. According to what I understood from my conversation with one of the Empire at War modders, the graphics for the space stations work completely differently from the spaceships so it's impossible to tell how big the stations are compared to the ships. That meant I had no choice but to eyeball the size of the Cardans (and whatever class name the Rebel stations are because their class name is not named in any official source; I just named them Alliance-class as a placeholder) and use the stats from the Star Wars Shipyard website.

And I can understand how the aesthetic of the stations doesn't appeal to you. I like them, but I can understand why other people wouldn't. If you're not inspired by the Cardans, CRM, then I won't force you. Given the practical difficulties of trying to determine the sizes of the Cardans and Alliances and your lack of inspiration for them, I can live with your not statting them for your new system. No biggie.

CRMcNeill wrote:
But getting back to the XQs, I don't see why you can't have both sizes; not every system is going to need the volume or expanse of a 1,000-meter diameter space station. Add to that the fact that game evidence showed an XQ to be ~1/3 of a kilometer, but made it much larger in another game from the same series.

I'd probably just re-stat the XQ from Hideouts & Strongholds, make it Frigate-Scale at 350 meters long, then write up different, expanded stats for the 1,000-meter XQ seen in X-Wing Alliance.


Yeah, I can see how a 350-meter "A" version and a 1,000-meter "B" version for each of the six XQs could be justified. I have no problem with that.
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Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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CRMcNeill
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PostPosted: Sun Nov 19, 2017 12:58 am    Post subject: Reply with quote

Okay, so, starting small and working up, here is the Golan I. The main changes I made were giving it a minimal movement capability (which, IMO, all space stations in the SWU should have, primarily to maintain position against the pull of whatever gravity well they happen to be near), adding backup shields (since it can't move as such, it needs a strong defense) and giving it a much more varied weapons suite.

Golan I-Class Space Defense Station

Craft: Golan Space Defenses' SpaceGun
Type: System Defense Platform
Scale: Destroyer (+12D)
Length: 1,231 meters
Skill: Battlestation Operations: Golan I
Crew: 2,130 (1,000 @ +10) & 272 Gunners
Crew Skill:
Gunnery 5D
Operations 5D
Shields 5D
Sensors 4D
Passengers: 800 (troops; counter-boarding infantry battalion)
Small Craft Complement:
--4-8 utility craft
Cargo Capacity: 5,000 metric tons
Consumables: 2 years
Space: 1/2 (station-keeping impellers, which allow it to hold position against gravity, or to shift positions very slowly. This can not be used as a reaction skill)
Hull: 5D
Shields: 2D (4D Backup Shields; can be brought up on an Easy Shields roll to replace a Shields Blown result)
Sensors:
Passive 25/1D
Scan 50/2D
Search 75/3D
Focus 3/4D
Weapons:
8 Heavy Turbolaser Batteries
Fire Arc: 2 Front/Left, 2 Front/Right, 2 Rear/Left, 2 Rear/Right
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 2D
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
4 Heavy Ion Cannon
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear/Left, 1 Rear/Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 2D
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)
4 Heavy Proton Torpedo Launchers
Fire Arc: Turret
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-6/15/30
--Orbital: 2km-12km/30km/60km
--Atmosphere: 100m-600m/1.5km/3km
Rate of Fire: 1/4
Damage: 9D
24 Turbolaser Batteries
Fire Arc: 6 Front/Left, 6 Front/Right, 6 Rear/Left, 6 Rear/Right
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
12 Ion Cannon
Fire Arc: 3 Front/Left, 3 Front/Right, 3 Rear/Left, 3 Rear/Right
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)
24 Laser Batteries
Fire Arc: 6 Front/Left, 6 Front/Right, 6 Rear/Left, 6 Rear/Right
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: 7D
8 Tractor Beam Projectors
Fire Arc: 2 Front/Left, 2 Front/Right, 2 Rear/Left, 2 Rear/Right
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: 6D
*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


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PostPosted: Sun Nov 19, 2017 1:10 am    Post subject: Reply with quote

Sutehp wrote:
Now that you mention it, "Affiliation: General" just might be the more accurate term, rather than "Affiliation: varies". (I think I misremembered the former term as the latter.) I can't help thinking I saw "Affiliation: General" as some sort of D6 stat for Star Wars ships somewhere, but I can't remember where.

The Holocron puts it on a lot of their stats.

Quote:
Given the practical difficulties of trying to determine the sizes of the Cardans and Alliances and your lack of inspiration for them, I can live with your not statting them for your new system. No biggie.

Given that the XQ-Series has a known size, I could see it being the core of an expanded Imperial station, with additional modules added on below the central core of the main station. In essence, co-opting key aspects of the Cardan for use in a more usable design.
_________________
"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: Sun Nov 19, 2017 1:33 am    Post subject: Reply with quote

Golan II-Class Space Defense Station

Craft: Golan Space Defenses' StarGun
Type: System Defense Platform
Scale: Dreadnought (+16D)
Length: 2,158 meters
Skill: Battlestation Operations: Golan II
Crew: 6,550 (2,000 @ +10) & 544 Gunners
Crew Skill:
Gunnery 5D
Operations 5D
Shields 5D
Sensors 4D
Passengers: 3,200 (troops; counter-boarding infantry regiment)
Small Craft Complement:
--8-16 utility craft
Cargo Capacity: 15,000 metric tons
Consumables: 2 years
Space: 1/2 (station-keeping impellers, which allow it to hold position against gravity, or to shift positions very slowly. This can not be used as a reaction skill)
Hull: 4D
Shields: 3D (6D Backup Shields; can be brought up on an Easy Shields roll to replace a Shields Blown result)
Sensors:
Passive 35/1D
Scan 60/2D
Search 100/3D
Focus 3/4D
Weapons:
16 Heavy Turbolaser Batteries
Fire Arc: 4 Front/Left, 4 Front/Right, 4 Rear/Left, 4 Rear/Right
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 2D
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 Arc: 2 Front/Left, 2 Front/Right, 2 Rear/Left, 2 Rear/Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 2D
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)
8 Heavy Proton Torpedo Launchers
Fire Arc: Turret
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-6/15/30
--Orbital: 2km-12km/30km/60km
--Atmosphere: 100m-600m/1.5km/3km
Rate of Fire: 1/4
Damage: 9D
48 Turbolaser Batteries
Fire Arc: 12 Front/Left, 12 Front/Right, 12 Rear/Left, 12 Rear/Right
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 Arc: 6 Front/Left, 6 Front/Right, 6 Rear/Left, 6 Rear/Right
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)
48 Laser Batteries
Fire Arc: 12 Front/Left, 12 Front/Right, 12 Rear/Left, 12 Rear/Right
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: 7D
16 Tractor Beam Projectors
Fire Arc: 4 Front/Left, 4 Front/Right, 4 Rear/Left, 4 Rear/Right
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: 6D
*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


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PostPosted: Sun Nov 19, 2017 1:42 am    Post subject: Reply with quote

Golan III-Class Space Defense Station

Craft: Golan Space Defenses' NovaGun
Type: System Defense Platform
Scale: Dreadnought (+16D)
Length: 2,600 meters
Skill: Battlestation Operations: Golan III
Crew: 9,820 (2,000 @ +10) & 816 Gunners
Crew Skill:
Gunnery 5D
Operations 5D
Shields 5D
Sensors 4D
Passengers: 3,200 (troops; counter-boarding infantry regiment)
Small Craft Complement:
--8-16 utility craft
Cargo Capacity: 15,000 metric tons
Consumables: 2 years
Space: 1/2 (station-keeping impellers, which allow it to hold position against gravity, or to shift positions very slowly. This can not be used as a reaction skill)
Hull: 6D
Shields: 4D (8D Backup Shields; can be brought up on an Easy Shields roll to replace a Shields Blown result)
Sensors:
Passive 35/1D
Scan 60/2D
Search 100/3D
Focus 3/4D
Weapons:
24 Heavy Turbolaser Batteries
Fire Arc: 6 Front/Left, 6 Front/Right, 6 Rear/Left, 6 Rear/Right
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 2D
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
12 Heavy Ion Cannon
Fire Arc: 3 Front/Left, 3 Front/Right, 3 Rear/Left, 3 Rear/Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 2D
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)
12 Heavy Proton Torpedo Launchers
Fire Arc: Turret
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-6/15/30
--Orbital: 2km-12km/30km/60km
--Atmosphere: 100m-600m/1.5km/3km
Rate of Fire: 1/4
Damage: 9D
72 Turbolaser Batteries
Fire Arc: 18 Front/Left, 18 Front/Right, 18 Rear/Left, 18 Rear/Right
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
36 Ion Cannon
Fire Arc: 9 Front/Left, 9 Front/Right, 9 Rear/Left, 9 Rear/Right
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)
72 Laser Batteries
Fire Arc: 18 Front/Left, 18 Front/Right, 18 Rear/Left, 18 Rear/Right
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: 7D
24 Tractor Beam Projectors
Fire Arc: 6 Front/Left, 6 Front/Right, 6 Rear/Left, 6 Rear/Right
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: 6D
*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


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PostPosted: Sun Nov 19, 2017 1:46 am    Post subject: Reply with quote

Aaaaaaaand done....

Now what next, I wonder?
_________________
"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: Sun Nov 19, 2017 2:18 am    Post subject: Reply with quote

Sutehp wrote:
I think those are all the ships you modified and that I want to use the screenshots for (those particular pics, in fact).

That's some pretty good work, but after considering it, I think what I'd like to do is use the side-profile images from the WEG books wherever possible. After all, a big part of my reasoning for attempting this project in the first place was to make the stats align more closely with the WEG write-ups, so I'd like to emphasize the WEG lineage as much as possible. The only exceptions would be ships that don't have WEG profiles or ships like the Executor where the side profile straight-up doesn't match the ship on screen.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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PostPosted: Sun Nov 19, 2017 3:00 am    Post subject: Reply with quote

CRMcNeill wrote:

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


MUsta have remembered that passage wrong then...

CRMcNeill wrote:

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.


But isn't that the purpose of a grav well projector, to make it impossible for ships to jump in the field/?

Quote:
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.


Have you just been copying and pasting this note onto all ships??
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