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Rogue One Stats
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16172
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Nov 13, 2019 11:52 am    Post subject: Reply with quote

I've been holding off on stating out the Dornean Gunship, mostly because I've been trying to grok the various contradictory descriptions of the ship in the EU.

Apart from the originally unidentified ship that appeared briefly in RotJ, the first use of "Dornean" was in reference to Etahn A'baht, commander of the New Republic Fifth Fleet. Part of his back story was that he was the commander of the Dornean Navy, a system defense fleet composed of just eighty "relatively small capital ships."

As I've said elsewhere, I'm a fan of filling in the gaps of the EU, so I thought it was great when they decided to make this mystery ship the Dornean Gunship. But then, the EU being the EU, as more details were fleshed out, the contradictions began to emerge. Like having a supposed dedicated anti-starfighter ship not be equipped with useful anti-starfighter weapons. Or having the ships supposedly just enter service in time for Endor, while having at least one present at the Battle of Scariff. Or having a system defense gunship be designed for planetary bombardment. If they're thinking the concussion missile launchers are useful for bombarding surface targets, they really need to consider exactly how much ammo said launchers would have aboard a 90-meter long ship (this is one of the smallest capital ships in the SWU).

One caveat to my thinking here is that the description of the Dornean Navy is of "relatively small" capital ships, but does not specifically state that they are all of the same type, which leaves the door open to the possibility of other, larger Dornean ships. However, until such ships actually emerge, it's probably best to just assume that said larger ships are held close to Dornea, and that only the gunships get sent out in Alliance service.

What I'm thinking for the Braha'tok is making three different variants, each with different mission-specific weapon systems. I'm going to leave out the bombardment option (a system defense fleet isn't going to be bombarding their own planets, and using concussion missiles for bombardment is more the province of larger ships with greater ammunition capacity), and write stats for the following variants:
    Attack - Heavy Proton Torpedo Launchers
    Pursuit - Ion Cannon and Tractor Beams
    Defense - Laser Cannon and Anti-Starfighter Missiles.
I'm also thinking of changing up the canon Double Turbolasers for my Turboblaster concept, in order to give the ship something a bit more non-standard weaponry.

Anyway, I expect this will be my next stat project for my time off next week.
_________________
"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: 16172
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Nov 19, 2019 1:38 am    Post subject: Reply with quote

Okay, at long last, here is my stat write-up for the Dornean Gunship. As I have done with so many ships, I decided to take the various contradictions of the EU and fudge them a bit to make something sort of like what is described in official sources, but with an eye toward greater practicality. A few examples:
    -Turned half of the "8 Dual Turbolasers" into Dual Laser Cannon to give it a more balanced weapons suite.

    -Invented the Atmosphere performance deficiency based on the ship's low Atmosphere speed (roughly that of a Space 4 starship)

    -Split the various roles (Bombard, Fast Attack and Anti-Starfighter) into sub-types rather than trying to make this tiny ship be too many things at once.
The end result, IMO, is a handy little ship that doesn't try to be too many contradictory things at once, and is well equipped to work together in packs, with each different sub-type contributing to the whole.

Braha'tok-Series Gunship

The Braha'tok Gunship is the pride of the Dornean Navy. While the Dornean System Defense Force has other, larger ships, they are held close to home, while Dornea has discretely allowed a small number of their ships to enter service with the Rebel Alliance.

The Braha'tok is built on a "pseudo-modular" design, in that, while it is not nearly as customizable as more famous models like the Corellian CR90 Corvette or the Loronar Strike Cruiser, it can be fitted out to one of several different mission sub-types during construction. Each of these sub-types fits a different need for the system defense force, from anti-ship to scouting and others besides.

The Braha'tok's main drawback for a ship of its size is its atmospheric flight capability. Because the ship is optimized for deep space operations, cuts were made in both its atmospheric speed and maneuverability.

Craft: Dornean Braha'ket Fleetworks Conglomerate's Braha'tok-Series
Type: Gunship
Scale: Frigate (+10D)
Length: 90 meters
Skill: Capital Ship Piloting: Braha'tok-Series
Crew: Varies by Model (see below)
Crew Skill:
Astrogation 3D+1
Gunnery 4D+1
Piloting 4D+1
Shields 4D
Sensors 3D+1
Passengers: 15
Small Craft Complement: 2 light utility craft
Cargo Capacity: 100 metric tons
Consumables: 8 months
Cost: 1.4 million (new), NAFS (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D+2 (1D+1 in Atmosphere)
Space: 7 (3D+2)
Atmosphere: 280; 800 kph (2D)
Hull: 3D+2
Shields: 2D
Sensors:
Passive 30/0D
Scan 60/1D
Search 90/1D+2
Focus 4/3D
Weapons:
4 Dual Turbolaser Cannon
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear/Left, 1 Rear/Right
Crew: 2 each
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: 3D
Damage: 5D
4 Dual Heavy Laser Cannon
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear/Left, 1 Rear/Right
Scale: Starship (+6D)
Crew: 1 each
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
Variants: The Braha'tok is designed to fill a variety of roles in the Dornean Defense Fleet, with the specific sub-type being fitted out during construction. To make use of a specific type, use the above stats except as noted here:
    ASSAULT
      This variant is intended primarily for anti-capital ship missions, fitted with a powerful, short-ranged heavy turbolaser battery.
      Crew: 55 (20 @ +15) & 17 Gunners
      Weapons:
      1 Heavy "Assault" Turbolaser Battery
      Fire Arc: Front
      Scale: Destroyer (+12D)
      Crew: 5
      Skill: Capital Ship Gunnery
      Fire Control: 1D
      Range:
      --Space: 2-10/25/50
      --Orbital: 4km-20km/50km/100km
      --Atmosphere: 200m-1km/2.5km/5km
      Rate of Fire: 1/3
      Damage: 8D
    PURSUIT
      The Pursuit variant is fitted out for capture-and-detain missions, and is usually found operating in the outer edges of the Dornean system, searching out smugglers and Imperial reconnaissance platforms.
      Crew: 55 (20 @ +15) & 22 Gunners
      Weapons:
      2 Dual Ion Cannon
      Fire Arc: 1 Front/Left, 1 Front/Right
      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
      Damage: 5D (ionization)
      2 Tractor Beam Projectors
      Fire Arc: 1 Front/Left, 1 Front/Right
      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
      Damage: 4D
      *May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
    DEFENSE
      The defense variant is fitted out for anti-starfighter defense, and is usually deployed as an escort to larger ships or paired with Assault variants to keep enemy fighters at bay while the other ships make their firing runs.
      Crew: 50 (20 @ +15) & 28 Gunners
      Weapons:
      8 Dual Laser Cannon (Replaces 4 Dual Laser Cannon stats above)
      Fire Arc: 2 Front/Left, 2 Front/Right, 2 Rear/Left, 2 Rear/Right
      All other stats as listed above.
      4 Dual Light Warhead Launchers
      Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear/Left, 1 Rear/Right
      Crew: 3
      Skill: Starship Gunnery
      Rate of Fire: 2
      All Other Stats vary based on Weapon Type
      Ammo: 40 missiles per launcher. May select Light Weapons from this list, depending on Availability.
    SCOUT
      The Scout variant can be found throughout the Dornean fleet, providing early warning, reconnaissance and targeting support to formations of more combat-oriented variants.
      Crew: 60 (20 @ +15) & 12 Gunners
      Sensors:
      Passive 60/1D
      Scan 120/2D
      Search 180/3D+1
      Focus 6/4D+2
      Stealth +2D
EDIT: Changed out the Attack (Torpedo) Variant for an Assault (Heavy Turbolaser Cannon) Variant.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +4
    SHIELD & SHIELD CONTROL: 2D @ 2D
    VELOCITY MODIFIER: 1D Flight (2D in Space)
    BATTERY DICE:
      Dual Turbolaser Cannon: 0D+2 Front, 0D+2 Left, 0D+2 Right, 0D+2 Rear
      Dual Heavy Laser Cannon: 0D+2 Front, 0D+2 Left, 0D+2 Right, 0D+2 Rear (1D+2 Front, 1D=2 Left, 1D+2 Right, 1D+2 Rear on Defense Variant only)
      Assault Turbolaser Battery: 0D Front (Assault Variant only)
      Dual Ion Cannon: 0D+2 Front, 0D Left, 0D Right (Pursuit Variant only)
      Tractor Beam Projectors: 0D+2 Front, 0D Left, 0D Right (Pursuit Variant only)
      Dual Light Warhead Launchers: 0D+2 Front, 0D+2 Left, 0D+2 Right, 0D+2 Rear (Defense Variant only)

_________________
"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 Jan 22, 2022 12:42 pm; edited 11 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16172
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Nov 20, 2019 6:22 pm    Post subject: Reply with quote

Random thought: seeing as how the Braha'tok is called a "Gunship", might it be more appropriate to replace the heavy torpedo launchers with a single Heavy "Assault" Turbolaser?

EDIT: Went ahead and made the change, as the more I thought about it, the more appropriate it seemed to put heavy guns on a Gunship.
_________________
"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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jeff37923
Cadet
Cadet


Joined: 20 Jun 2019
Posts: 21

PostPosted: Sat Nov 23, 2019 2:36 am    Post subject: Reply with quote

CRMcNeill wrote:
TIE Reaper

Image

The TIE Reaper is a light combat shuttle in service with Imperial forces across the galaxy. Popular with everything from local patrols to Imperial special forces, it is a decent mix of speed, durability and offensive & defensive firepower.

Craft: Sienar Fleet Systems' TIE Reaper
Type: Light Combat Shuttle
Scale: Starship (+6D)
Length: 25.7 meters
Skill: Starship Piloting: TIE Reaper
Crew: 2 (1 @ +5)
Crew Skill:
Astrogation 4D
Sensors 4D
Gunnery 4D
Piloting 4D+1
Shields 4D
Passengers: 10
Cargo Capacity: 2 metric tons
Cost: Not Available For Sale
Consumables:
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 8
Atmosphere: 365; 1,050kph
Hull: 4D
Shields: 1D
Sensors:
Passive 25/1D
Scan 40/2D
Search 60/3D
Focus 4/3D+2
Weapons:
2 Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
1 Dual Blaster Cannon (Fire-Linked)
Fire Arc: Rear
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: 3D


The Consumables stat appears to be blank. Do you have a value for it?
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16172
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 23, 2019 12:18 pm    Post subject: Reply with quote

Forum Posting Guidelines, Section 3: "It is a best practice when using the quote button that you edit the quote text in your reply to only include what you are replying to, especially for longer posts."

It's not necessary to quote the entire stat just to ask a question about one line.

jeff37923 wrote:
The Consumables stat appears to be blank. Do you have a value for it?

Wookieepedia gives it "1 week" (5 days), citing the TIE Fighter Owner's Workshop Manual.

Works for me.
_________________
"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: 16172
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 23, 2019 12:25 pm    Post subject: Reply with quote

Apparently I need to adjust the Speed, too, as Wookieepedia puts it at the equivalent of Space 6 (per the Atmosphere speed)...
_________________
"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: 16172
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jan 24, 2022 1:27 am    Post subject: Reply with quote

I've been re-thinking the Profundity in regards to its weapons. I really buffed out the weapons on the premise that the ship was able to hold its own against a pair of ISDs (until the Devastator arrived), but something I noticed while helping The Bissler with his Capital Ship Combat rules was, compared to an ISD, a Providence-Class Cruiser had fewer cannon, but they were individually more powerful.

I'm strongly considering taking the same approach with the Profundity, giving it individually more powerful main guns (effectively doubling its broadside damage), while also trimming the number of guns down to something closer to the ship's official numbers. In addition, I'm also thinking of greatly paring down the ship's secondary batteries, which will make it less effective against smaller capital ships and starfighters, while still being able to slug it out with bigger ships one-on-one.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16172
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jan 24, 2022 8:50 pm    Post subject: Reply with quote

I went ahead and changed up the Profundity, going a slightly different direction than what I suggested above. Essentially, I gave it an outsized forward main battery (basically an assault star cruiser) at the cost of a greatly reduced secondary battery (roughly half that of an MC80a). So it's strong when bow-on to a target (ala the guard ISDs at Scariff), but less so when engaging a target with its broadside, and it's also a lot less capable of dealing with multiple, smaller targets (frigates, corvettes and the like).
_________________
"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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