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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Sat Dec 09, 2017 12:45 pm    Post subject:  | 
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				Wow. I expect I'll be disregarding your stats if that's your approach. _________________ "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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		evilnerf Lieutenant Commander
  
  
  Joined: 11 Apr 2015 Posts: 165 Location: St. Charles
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				 Posted: Sat Dec 09, 2017 12:47 pm    Post subject:  | 
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				Probably. I can post them elsewhere if you don't want them here. _________________ His eyes are shifty.  That's how you know the nerf did it. | 
			 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Sat Dec 09, 2017 12:51 pm    Post subject:  | 
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				 	  | evilnerf wrote: | 	 		  | Probably. I can post them elsewhere if you don't want them here. | 	  
 
No, it's fine. I wasn't specific about whose fractalsponge D6 stats would be posted here. _________________ "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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		Whill Dark Lord of the Jedi (Owner/Admin)
  
  Joined: 14 Apr 2008 Posts: 10557 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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				 Posted: Sat Dec 09, 2017 1:29 pm    Post subject:  | 
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				 	  | CRMcNeill wrote: | 	 		  | I expect I'll be disregarding your stats if that's your approach. | 	  
 
You can personally do so without making this unnecessary public announcement of it.
 
 
 	  | CRMcNeill wrote: | 	 		   	  | evilnerf wrote: | 	 		  | Probably. I can post them elsewhere if you don't want them here. | 	  
 
No, it's fine. I wasn't specific about whose fractalsponge D6 stats would be posted here. | 	  
 
Thanks. That's fair. _________________ *
 
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		evilnerf Lieutenant Commander
  
  
  Joined: 11 Apr 2015 Posts: 165 Location: St. Charles
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				 Posted: Sat Dec 09, 2017 1:54 pm    Post subject:  | 
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				Craft: Kuat Drive Yards Secutor-class Star Destroyer
 
Affiliation: Empire
 
Era: Rebellion
 
Source: Evilnerf
 
Type: Star destroyer
 
Scale: Capital
 
Length: 2,200 meters
 
Skill: Capital ship piloting: Star Destroyer
 
Crew: 40,000, gunners: 219, skeleton 7,678/+15
 
Crew Skill: Astrogation 3D, capital ship gunnery 4D, capital ship piloting 5D, capital ship shields 4D,  sensors 3D
 
Passengers: 14,000 (troops)
 
Cargo Capacity: 24,000 metric tons
 
Consumables: 2 years
 
Cost: Not available for sale (valued at 59 millions)
 
Hyperdrive Multiplier: x2
 
Hyperdrive Backup: x14
 
Nav Computer: Yes
 
Maneuverability: 1D
 
Space: 6
 
Atmosphere: 340; 975 kmh
 
Hull: 6D
 
Shields: 3D+2
 
Sensors: 
 
Passive 40/1D
 
Scan 70/2D
 
Search 150/3D
 
Focus 4/3D+2
 
Weapons:
 
15 Heavy Turbolasers
 
Fire Arc: 5 battery front, 5 left, 5 right
 
Skill: Capital ship gunnery
 
Fire Control: 3D
 
Space Range: 3-15/35/75
 
Atmosphere Range: 6-30/70/150 km
 
Damage: 6D
 
2 light Turbolasers
 
Fire Arc: 5 front, 5 Right, 5 left
 
Skill: Capital ship gunnery
 
Fire Control: 4D
 
Space Range: 3-15/35/75
 
Atmosphere Range:
 
6-30/70/150 km
 
Damage: 4D
 
30 battleship ion cannon batteries
 
Fire Arc: 5 front, 5 right, 5 Left
 
Skill: Capital ship gunnery
 
Fire Control: 3D
 
Space Range: 1-10/25/50
 
Atmosphere Range: 2-50/50/100 k
 
Damage: 5D
 
amage: 4D+2
 
16 Medium Ions Cannons
 
Fire Arc: 8 Left, 8 RIght
 
Scale: Starfighter
 
Skill: Starship gunnery
 
Fire Control: 3D
 
Space Range: 1-3/7/36
 
Atmosphere Range: 100-300/700/3.6 km
 
Damage: 4D 
 
12 Tractor Beam Projectors
 
Fire Arc: 8 front, 2 left, 2 right
 
Skill: Capital ship gunnery
 
Fire Control: 2D
 
Space Range: 1-5/15/30
 
Atmosphere Range: 2-10/30/60 km
 
Damage: 5D
 
Starfighter Complement: 144 Starfighters, 24 shuttles and support craft _________________ His eyes are shifty.  That's how you know the nerf did it. | 
			 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Fri Dec 15, 2017 11:59 pm    Post subject:  | 
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				All-Terrain Siege Platform
 
 
Image
 
 
The All-Terrain Siege Platform is without doubt the most terrifying ground vehicle in the Imperial arsenal.  A walker of tremendous proportions, it towers over even the formidable AT-AT.  This hexapedal titan is generally deployed as the centerpiece of a major assault, or on long term siege operations, where a self-contained ground vehicle must operate for months without support.  The exterior of the AT-SP bristles with a full range of offensive and defensive weapons sufficient to fend off any conceivable attack.  In addition, it carries a reinforced stormtrooper company, complete with biker scout units. Ultimately, the AT-SP's only real weakness (short of a full-on attack by capital ship weaponry) is its slow speed.  Even slower and more ponderous than the AT-AT, the AT-SP seems to plod across the ground even at its fastest pace. But that is cold comfort to those who can't run away fast enough (or at all).
 
 
Craft: Kuat Drive Yards' AT-SP
 
Type: Strategic Assault / Siege Walker
 
Scale: Frigate (+10D)
 
Length: 64 meters (56 meters tall)
 
Skill: Walker Operation: AT-SP
 
Crew: 25 (5 @ +10) & 30 Gunners
 
Crew Skill:
 
Sensors 4D+2
 
Vehicle Blasters 5D+1
 
Walker Operation 5D+2
 
Passengers: 80
 
--6 Stormtrooper Squads (4 Line, 2 Heavy Weapons)
 
--10 Bike-Scouts (2 Scout Lances)
 
--16 Mission Support Personnel
 
Cargo Capacity: 20 metric tons
 
Consumables: 3 months
 
Cover: Full
 
Cost: Not Available For Sale
 
Maneuverability: 0D
 
Move: 14; 40kph (2D Walk)
 
Body: 5D
 
Shields: 2D
 
Sensors:
 
Passive 6km/1D
 
Scan 10km/2D
 
Search 16km/3D
 
Focus 1km/4D
 
Weapons:
 
1 Dual Turbolaser Cannon
 
Fire Arc: Turret
 
Crew: 3
 
Skill: Capital Ship Gunnery
 
Fire Control: 2D
 
Range:
 
--Orbital: 4km-20km/50km/100km
 
--Atmosphere: 200m-1km/2.5km/5km
 
Rate of Fire: 1
 
Damage: 5D
 
2 Turbolaser Cannon
 
Fire Arc: 1 Front/Left/Right, 1 Rear/Left/Right
 
Crew: 2
 
Skill: Capital Ship Gunnery
 
Fire Control: 2D
 
Range:
 
--Orbital: 4km-20km/50km/100km
 
--Atmosphere: 200m-1km/2.5km/5km
 
Rate of Fire: 1
 
Damage: 4D
 
3 Quad-Laser Cannon
 
Fire Arc: 1 Front/Left*, 1 Front/Right*, 1 Rear
 
*+5 Difficulty when firing into Left and Right Fire Arcs
 
Scale: Walker (+8D)
 
Crew: 1
 
Skill: Starship Gunnery
 
Fire Control: 2D
 
Range:
 
--Orbital: 2km-6km/24km/50km
 
--Atmosphere: 100m-300m/1.2km/2.5km
 
Damage: 6D
 
4 Heavy Auto-Blaster Cannon
 
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear/Left, 1 Rear/Right
 
Scale: Starfighter (+6D)
 
Crew: 1
 
Skill: Starship Gunnery
 
Fire Control: 4D
 
Range:
 
--Orbital: 2km-16km/50km/80km
 
--Atmosphere: 100m-800m/2.5km/4km
 
Rate of Fire: 2D Auto-Fire
 
Damage: 4D
 
8 Dual Heavy Repeating Blasters
 
Fire Arc: 2 Front/Left, 2 Front/Right, 2 Rear/Left, 2 Rear/Right
 
Scale: Speeder (+4D)
 
Fire Arc: Turret
 
Scale: Speeder (+4D)
 
Crew: 1
 
Skill: Vehicle Blasters
 
Fire Control: 5D
 
Range: 3-75/200/500
 
Rate of Fire: 2D Auto-Fire
 
Damage: 4D
 
 
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +2
 
SHIELD & SHIELD CONTROL: 2D @ 2D
 
VELOCITY MODIFIER: 1D Walk  _________________ "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
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Sat Dec 16, 2017 6:53 pm    Post subject:  | 
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				All-Terrain Shock Enforcer 
 
 
Images
 
 
The All-Terrain Shock Enforcer is designed to provide heavy weapons support to AT-AT assaults, or as an escort to the AT-SP.  Its formidable armament includes the same heavy and light lasers found aboard the AT-AT, backed up by a heavy mass driver turret, light rocket launchers and multiple defense turrets to guard against infantry attacks in close.
 
 
Craft: KDY's AT-SE
 
Type: Heavy Combat Walker
 
Scale: Walker (+8D)
 
Length: 22 meters long, 26 meters tall
 
Skill: Walker Operation: AT-SE 
 
Crew: 3 (1 @ +10) & 2 Gunner
 
Crew Skill: 
 
Sensors 4D
 
Vehicle Blasters 4D 
 
Walker Operation 5D
 
Passengers: 1 (in place of cargo)
 
Cargo Capacity: 200 kilograms
 
Consumables: 2 months
 
Cover: Full
 
Cost: Not Available For Sale
 
Maneuverability: 1D+2
 
Move: 21; 60kph (4D+2 Walk)
 
Body: 5D
 
Sensors: 
 
Passive 2km/1D
 
Scan 4km/2D
 
Search 6km/3D
 
Focus 300m/4D
 
Weapons: 
 
2 Heavy Laser Cannon (Fire-Linked)
 
Fire Arc: Front
 
Crew: 1 (Gunner or Pilot)
 
Skill: Vehicle Gunnery
 
Fire Control: 2D
 
Range: 200m-500m/1.5km/3km
 
Damage: 6D
 
2 Dual Light Laser Cannon (Fire-Linked)
 
Fire Arc: Front
 
Scale: Speeder (+4D)
 
Crew: 1 (Gunner or Pilot)
 
Skill: Vehicle Gunnery
 
Fire Control: 2D
 
Range: 100m-300m/1km/2km
 
Damage: 6D
 
Heavy Mass Driver
 
Fire Arc: Turret
 
Crew: 2
 
Skill: Vehicle Gunnery
 
Fire Control: 2D
 
Range:
 
--Space: 1-3/12/25 
 
--Orbital: 2km-6km/24km/50km 
 
--Atmosphere: 100m-300m/1.2km/2.5km
 
Damage: (Proximity Detonated)
 
--Anti-Personnel: 4D (Area)
 
--Anti-Armor: 7D (Point)
 
--Anti-Shield: 5D Ionization (Point)
 
--Incendiary: 3D Incendiary (Standard)
 
Ammo: 120
 
2 Light Missile Launchers (Fire-Linked)
 
Fire Arc: Front
 
Crew: 1
 
Skill: Vehicle Gunnery
 
Fire Control: 4D
 
Range: 100m-1km/2km/5km
 
Rate of Fire: Can fire missiles singly or in volleys; standard coordination bonuses apply.
 
Damage: 6D
 
Ammo: 40 missiles per launcher
 
3 Defense Turrets
 
Fire Arc: 1 Front/Left/Right, 1 Rear/Left, 1 Rear/Right
 
Crew: 1 (Gunner or Co-Pilot)
 
Skill: Vehicle GunneryTwin Heavy Repeating Blaster
 
Scale: Speeder (+4D)
 
Crew: 1 (Gunner or Co-Pilot)
 
Skill: Vehicle Gunnery
 
Fire Control: 5D
 
Range: 3-75/200/500
 
Rate of Fire: 2D Auto-Fire
 
Damage: 4D
 
1 Repeating Grenade Launcher
 
Scale: Swoop (+2D)
 
Skill: Missile Weapons
 
Fire Control: 2D (ignores 1D of Cover)
 
Range: 50m-200m/700m/1.5km
 
Rate of Fire: 2D Auto-Fire
 
Damage: Varies with Grenade Type
 
Ammo: 400 rounds (in four separate 100-round magazines.  Magazines are often loaded with different types of rounds, and the gunner can toggle between them).
 
Common Grenade Types: 
 
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
 
VELOCITY MODIFIER: 2D+1 Walk  _________________ "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
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Sat Dec 16, 2017 10:48 pm    Post subject:  | 
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				Imperial Probe Ship
 
 
Images
 
 
The Prowler is the Empire's space-going counterpart to the Viper Probe Droid.  While the Viper has occasionally been used for space missions, it is primarily designed for planetary scouting and reconnaissance.  The Prowler, on the other hand, is almost entirely space-oriented.  Small, stealthy, extremely fast and maneuverable, with a powerful sensor suite, the Prowler relies primarily on its speed for defense, as it is both unarmed and very fragile.
 
 
Craft: Arakyd's Prowler-Class
 
Type: Unmanned Space Reconnaissance Probe
 
Scale: Starship (+6D)
 
Length: 9 meters
 
Skill: Starship Piloting: Prowler
 
Crew: None; Automated
 
Crew Skill: 
 
Astrogation 4D
 
Piloting 4D
 
Sensors 4D
 
Consumables: 2 months
 
Hyperdrive Multiplier: x 1/2
 
Nav Computer: Yes
 
Maneuverability: 5D
 
Space: 16 (8D Flight)
 
Atmosphere: 520; 1,500kph
 
Hull: 2D
 
Sensors: 
 
Passive 100/1D
 
Scan 200/2D
 
Search 300/3D
 
Focus 10/4D
 
Stealth +2D
 
 
House Rule Notes:VELOCITY MODIFIER: 4D Flight  _________________ "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
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Sun Jan 14, 2018 10:23 am    Post subject:  | 
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				On request, here are my version of the stats for the Imperial Assault Gunboat from the TIE Fighter game. I made several changes from official sources, for a variety of reasons.  Oddly enough, the WEG published version in AJ#15 didn't have a hyperdrive, even though the Assault Gunboat was one of the few Imperial single-seat fighters that was explicitly HS-capable. Since there was mention of it being used as for scouting and recon, I bumped up the sensors from the WEG version as well.  Also, while the official version has two eight-round concussion missile launchers, fractalsponge's version has what appear to be a pair of six-tube launch pods.  To fit with the image, I gave it two 6-round proton torpedo launchers (which can also fit concussion missiles if they are mounted in an adapter sleeve that fits into the proton torpedo tube).
 
 
Imperial Assault Gunboat
 
 
Images
 
 
Craft: Cygnus Spaceworks' Alpha Xg-1-Class "Star Wing"
 
Type: Assault Fighter / Gunboat
 
Scale: Starship (+6D)
 
Length: 15 meters
 
Skill: Starship Piloting: Assault Gunboat
 
Crew: 1, plus Imperial Copilot Droid
 
Crew Skill: 
 
Astrogation 4D
 
Gunnery 4D+2
 
Piloting 5D
 
Shields 4D
 
Sensors 4D
 
Cargo Capacity: 100 kilograms
 
Consumables: 3 days
 
Hyperdrive Multiplier: x1
 
Hyperdrive Backup: x12
 
Nav Computer: Yes
 
Maneuverability: 2D
 
Space: 7 (3D+2)
 
Atmosphere: 350; 1,000kph
 
Hull: 4D+1
 
Shields: 2D+2
 
Sensors: 
 
Passive 30/1D
 
Scan 50/2D
 
Search 75/3D
 
Focus 4/4D+1
 
Weapons: 
 
2 Medium Laser Cannon (Fire-Linked)
 
Fire Arc: Front
 
Skill: Starship Gunnery
 
Fire Control: 3D
 
Range: 
 
--Space: 1-3/12/25
 
--Atmosphere: 100m-300m/1.2km/2.5km
 
Damage: 6D
 
2 Light Ion Cannon (Fire-Linked)
 
Fire Arc: Front
 
Skill: Starship Gunnery
 
Fire Control: 4D
 
Range:
 
--Space: 1-3/7/16
 
--Atmosphere: 100m/300m/700m/1.6km
 
Damage: 4D (ionization)
 
2 Warhead Launch Pods
 
Fire Arc: Front
 
Skill: Starship Gunnery
 
All Other Stats vary by Weapon Type
 
Capacity: 6 each, in single-shot tubes.  May select any Weapons from this list, depending on Availability.
 
1 Tractor Beam Projector
 
Fire Arc: Front or Rear*
 
*Rear is only used for towing a captured ship
 
Skill: Starship Gunnery
 
Fire Control: 3D
 
Range:
 
--Space: 1-2/5/10
 
--Atmosphere: 100m-200m/500m/1km
 
Damage: 4D
 
1 Heavy Ordnance Hardpoint
 
Skill: Starship Gunnery
 
All Other Stats vary by Weapon Type
 
Capacity: 1.  May select any Weapon from this list, depending on Availability.
 
Note: Any carried weapon applies a penalty of -1 Space (-20 Atmosphere) and -1D to Maneuverability and Hull.
 
 
House Rule Notes:SHIELD & SHIELD CONTROL: 2D+2 @ 1D
 
VELOCITY MODIFIER: 2D Flight  _________________ "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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		Leona Makk Lieutenant
  
  
  Joined: 03 Feb 2018 Posts: 91 Location: Minneapolis, MN
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				 Posted: Wed Feb 07, 2018 2:01 pm    Post subject: TIE MANGLER ROUGH DRAFT | 
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				Hey folks. 
 
I am looking at the TIE Mangler but I have to say that it has 4 additional cannons than I first thought. Maybe they are Ion cannons, but this doesn't really seem like the kind of ship to take prisoners. Suggestions?
 
 
Maybe I should have copied the B-Wing's Heavy Cannon but the descriptions all mention how much RAW POWER the Mangler has. Also, I really wanted to try out the new scale system without making this TIE Frigate scale (due to power output).
 
 
I did a lot of cut and paste here, so I would be grateful for feedback.
 
 
TIE MANGLER
 
 
http://fractalsponge.net/?p=2507
 
 
 
Craft: Seinar Fleet Systems' TIE Mangler
 
Type: Multi-Role/ Assault Starfighter 
 
Scale: Starship (+6D) 
 
Length: 18 meters 
 
Skill: Starship Piloting: TIE/ Mangler
 
Crew: 1 
 
Crew Skill: 
 
Astrogation 4D 
 
Gunnery 6D 
 
Piloting 6D 
 
Shields 5D 
 
Sensors 5D 
 
Cargo Capacity: 100 kg 
 
Consumables: 5 days 
 
Hyperdrive Multiplier: x2 
 
Nav Computer: Limited (10 Jump) 
 
Maneuverability: 2D+1 
 
Space: 10 
 
Atmosphere: 415; 1,200 kph 
 
Hull: 3D+2
 
Shields: 3D
 
Sensors: 
 
Passive 25/1D 
 
Scan 40/2D 
 
Search 60/3D 
 
Focus 4/3D+2 
 
 
Weapons: 
 
 
Dual Turbolaser Cannon 
 
Scale: Frigate (+10D) 
 
Crew: 1
 
Skill: Capital Ship Gunnery 
 
Fire Control: 2D 
 
Range: 
 
--Space: 2-10/25/50 
 
--Orbital: 4km-20km/50km/100km 
 
--Atmosphere: 200m-1km/2.5km/5km 
 
Rate of Fire: 1 
 
Damage: 5D 
 
 
Triple Auto-Blaster Cannon (Fire-Linked) 
 
Fire Arc: Front 
 
Crew: 1 
 
Skill: Starship Gunnery 
 
Fire Control: 3D 
 
Space Range: 1-8/25/40 
 
Atmosphere Range: 100m-800m/2.5km/4km 
 
Rate of Fire: 2D Auto-Fire 
 
Damage: 4D+2 
 
 
4 Laser Cannon (Fire-Linked) 
 
Fire Arc: Front 
 
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 Proton Torpedo Launchers 
 
Fire Arc: Front 
 
Skill: Starship Gunnery 
 
All Other Stats vary by Weapon Type 
 
Capacity: 4 rounds per launcher. May select Torpedoes, Space Bombs or Decoys & Probes from this list, depending on Availability. | 
			 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Wed Feb 07, 2018 4:25 pm    Post subject: Re: TIE MANGLER ROUGH DRAFT | 
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				 	  | Leona Makk wrote: | 	 		  Hey folks. 
 
I am looking at the TIE Mangler but I have to say that it has 4 additional cannons than I first thought. Maybe they are Ion cannons, but this doesn't really seem like the kind of ship to take prisoners. Suggestions? | 	  
 
Ion Cannon are also handy for taking down shields. Under the RAW, they ignore Shields completely, but still inflict penalties against the ship's electronic systems, which should include shield generators. Alternately, the X-Wing games made ion cannon particularly effective against shields. I've got a house rule for that around here somewhere... Bottom line, though, ion cannon aren't just for disabling ships, but are also very effective at making ships more vulnerable.
 
 
There are a lot of smaller objects grouped around the various cannon on the Mangler that could be mistaken for other cannon. Personally, I think they're probably gun sights or some other aspect of the targeting system.
 
 
Based on what I see in the images, I'd probably give it two heavy laser cannon, two heavy ion cannon, a triple auto-blaster and a pair of proton torpedo launchers.
 
 
 	  | Quote: | 	 		  | Maybe I should have copied the B-Wing's Heavy Cannon but the descriptions all mention how much RAW POWER the Mangler has. Also, I really wanted to try out the new scale system without making this TIE Frigate scale (due to power output). | 	  
 
The thing to remember about the comments section on fractalsponge is that there is a lot more fanboy-level gushing than there is solid facts about capability. Unless you can get fractalsponge himself to answer questions, a lot of what you'll read there is pure speculation based on how something looks.
 
 
That being said, stat writing is always a mix of opinion and educated guesswork. I made the decision for the purposes of my system that fighters lacked the cargo capacity to mount turbolasers, and were thus limited to heavy laser cannon. However, there is no requirement that you have to do the same.
 
 
 	  | Quote: | 	 		  | I did a lot of cut and paste here, so I would be grateful for feedback. | 	  
 
A tip for cut-and-pasting: if you hit the Quote button in the upper right corner of the message, it will give you the message in plain text, including the BBCodes used to insert italics, bold print, and links. I can tell from the stats for the Proton Torpedo Launchers that your cut-and-paste didn't include the link to the document where I list the various types and stats for the ordnance in question.
 
 
 
Seeing as how it uses the same cockpit as the Scimitar Assault Bomber (which has a two-being crew), it wouldn't be amiss to add another crewman. If you're using my system, the second crewman has advantages in combat, specifically in maintaining sensor lock-on for ordnance attacks.
 
 
 	  | Quote: | 	 		  Space: 10 
 
Atmosphere: 415; 1,200 kph | 	  
 
Initially, this seems a bit high, but it works if this ship is a contemporary to the Empire's experimental TIEs,  like the Avenger and Defender.
 
 
 
This seems a bit high to me. Unless you're specifically planning on making the ship overpowering, it helps to have one or two things that it doesn't do well. _________________ "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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		Leona Makk Lieutenant
  
  
  Joined: 03 Feb 2018 Posts: 91 Location: Minneapolis, MN
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				 Posted: Thu Feb 08, 2018 1:54 pm    Post subject: TIE Mangler | 
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				TIE MANGLER
 
 
 
IMAGE
 
 
Craft: Seinar Fleet Systems' TIE/ha
 
Type: Heavy Assault Starfighter 
 
Scale: Starship (+6D) 
 
Length: 18 meters 
 
Skill: Starship Piloting: TIE/ Mangler
 
Crew: 2 (can coordinate, 1 @ +5)
 
Crew Skill: 
 
Astrogation 4D 
 
Gunnery 5D 
 
Piloting 6D 
 
Sensors 4D+2
 
Cargo Capacity: 100 kg 
 
Consumables: 2 days 
 
Hyperdrive Multiplier: x1
 
Nav Computer:Limited (5 Jump) 
 
Maneuverability: 2D
 
Space: 10 
 
Atmosphere: 415; 1,200 kph 
 
Hull: 3D+2 
 
Shields: 2D
 
Sensors: 
 
Passive 25/1D 
 
Scan 40/2D 
 
Search 60/3D 
 
Focus 4/3D+2 
 
 
Weapons: 
 
 
Double Heavy Laser Cannons (Fire-Linked) 
 
Fire Arc: Front 
 
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: 8D 
 
 
Triple Auto-Blaster Cannon (Fire-Linked) 
 
Fire Arc: Front 
 
Crew: 1 
 
Skill: Starship Gunnery 
 
Fire Control: 3D 
 
Space Range: 1-8/25/40 
 
Atmosphere Range: 100m-800m/2.5km/4km 
 
Rate of Fire: 2D Auto-Fire 
 
Damage: 4D+2 
 
 
Double Heavy Ion Cannons (Fire-linked)
 
Fire Arc: Front 
 
Skill: Starship Gunnery 
 
Fire Control: 3D 
 
Range: 
 
--Space: 1-3/7/16 
 
--Atmosphere: 100m/300m/700m/1.6km 
 
Damage: 6D (ionization)
 
 
2 Proton Torpedo Launchers 
 
Fire Arc: Front 
 
Skill: Starship Gunnery 
 
All Other Stats vary by Weapon Type 
 
Capacity: 4 rounds per launcher. May select Torpedoes, Space Bombs or Decoys from this list depending on Availability.
  Last edited by Leona Makk on Fri Feb 09, 2018 11:25 am; edited 1 time in total | 
			 
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		Leona Makk Lieutenant
  
  
  Joined: 03 Feb 2018 Posts: 91 Location: Minneapolis, MN
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				 Posted: Thu Feb 08, 2018 2:11 pm    Post subject:  | 
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				Thanks for proofreading. I still struggled to link the Torpedo List (am too old to begin the training?) 
 
Removed the shields completely, upped the crew (but left it controllable for the hotshot ace pilot), and improved the hyperdrive X, changed the consumables for the new crew member, added some big double Ion cannons.
 
 
I envision the Empire using the Mangler in terrifying counter attacks and/or pursuit actions with the faster frigates. 
 
The Empire might be forgoing shields due to overconfidence in the heavy firepower and speed. "The Rebels won't live long enough to get a shot off." The Admirals might assume they will always be initiating the attack. This means the Mangle is at a disadvantage in a prolonged dogfight or when caught unawares.  
 
 
A nasty ship to have on your tail but the plucky Rebels could outsmart it. | 
			 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Thu Feb 08, 2018 3:49 pm    Post subject:  | 
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				 	  | Leona Makk wrote: | 	 		  | Thanks for proofreading. I still struggled to link the Torpedo List (am too old to begin the training?)  | 	  
 
It just takes practice. Basically, all you need to do to make the link is insert this code into your text:
 
 
[url=x ]link text[/url]
 
 
So, the link to the document where I list the stats for the various warheads looks like so:
 
 
https://drive.google.com/open?id=0B82scUttBk9JaVF4NHZrMmNOczA
 
 
And to insert it into a document, it would look something like so:
 
 
this list
 
 
 	  | Quote: | 	 		  | Removed the shields completely, upped the crew (but left it controllable for the hotshot ace pilot), and improved the hyperdrive X, changed the consumables for the new crew member, added some big double Ion cannons. | 	  
 
I don't know if I would remove the shields completely; my thinking was just that 3D was a bit excessive. Considering this ship will likely be used to attack small capital ships, it will need all the protection it can get. However, it is a TIE, and TIEs are relatively fragile. 2D Shields, perhaps? They did manage to fit 2D Shields on Interceptors in the Thrawn Era, after all...
 
 
 	  | Quote: | 	 		  I envision the Empire using the Mangler in terrifying counter attacks and/or pursuit actions with the faster frigates. 
 
The Empire might be forgoing shields due to overconfidence in the heavy firepower and speed. "The Rebels won't live long enough to get a shot off." The Admirals might assume they will always be initiating the attack. This means the Mangle is at a disadvantage in a prolonged dogfight or when caught unawares.  
 
 
A nasty ship to have on your tail but the plucky Rebels could outsmart it. | 	  
 
The Empire forgoing shields will depend greatly on the era in which this is introduced. If it is a contemporary of the standard TIE, then not having shields would be appropriate.  However, if it is intended as a contemporary to the TIE Avenger and TIE Defender (both of which have shields), then Imperial design had reached the point where they recognized the importance of shields in regards to Starfighter survivability in combat. _________________ "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
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Fri Feb 09, 2018 7:30 am    Post subject:  | 
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				Also, just as a suggestion, you might add a TIE/ designation, such as the TIE/ha for Heavy Assault. Most TIE models have them, even models that are commonly known by other names, such as the TIE Bomber (TIE/sa). _________________ "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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