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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: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 17, 2017 8:59 pm    Post subject: Reply with quote

EDIT: The list of Common Capital Ship Weapons was pretty large and unwieldy, so I decided to move it to the end of the chapter and break it up by type for inclusion in my Index.
_________________
"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 Tue Jan 02, 2018 2:07 am; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 17, 2017 10:10 pm    Post subject: Reply with quote

Okay, so, here's the Imperial I. Per WEG's stats, the Imperial II was a major leap forward in firepower from the ISD I, but I'm not going that route; the ISD II is primarily going to be an upgraded version of the ISD I, with better shields, some sensor improvements, an extra D in Fire Control all around, and a 1D improvement in damage on the main batteries.

Imperator I-Class Star Destroyer

Craft: Kuat Drive Yards' Imperator I
Type: Star Destroyer
Scale: Destroyer (+12D)
Length: 1,600 meters
Skill: Capital Ship Piloting: Imperator I
Crew: 36,810 (5,000 @ +20) & 720 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 5D+1
Shields 4D+1
Sensors 4D
Passengers: 9,700 (troops), generally a Fully Reinforced Line (Stormtrooper) Regiment
Small Craft Complement:
--72 Starfighters (6 Squadrons)
--200 (approximate) other craft, including shuttles, blastboats, landing barges, utility craft, etc.
Cargo Capacity: 36,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 330; 950 kph
Hull: 7D
Shields: 3D
Sensors:
Passive 50/1D
Scan 100/3D
Search 200/4D
Focus 6/4D+2
Weapons:
20 Heavy Turbolaser Batteries
Fire Arc: 6 Front, 6 Left, 6 Right, 2 Rear
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
10 Heavy Ion Cannon
Fire Arc: 3 Front, 3 Left, 3 Right, 1 Rear
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)
60 Turbolaser Batteries
Fire Arc: 18 Front, 18 Left, 18 Right, 6 Rear
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 6D
30 Ion Cannon
Fire Arc: 10 Front, 8 Left, 8 Right, 4 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
30 Concussion Missile Launchers
Fire Arc: 8 Front, 8 Left, 8 Right, 6 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
40 Laser Batteries
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
Scale: Starship (+6D)
Crew: 2
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 7D
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 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


Last edited by CRMcNeill on Sun Jan 21, 2018 7:18 pm; edited 6 times in total
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Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 2156
Location: Pullman, WA

PostPosted: Fri Nov 17, 2017 10:30 pm    Post subject: Reply with quote

This is great! I can't wait to see the finished compiled doc!
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 17, 2017 10:50 pm    Post subject: Reply with quote

Here's the Imperial II. You'll see the stats aren't all that much different from the ISD I, mostly just some 1D bumps, but those can sometimes make all the difference in combat

Imperator II-Class Star Destroyer

Craft: Kuat Drive Yards' Imperator II
Type: Star Destroyer
Scale: Destroyer (+12D)
Length: 1,600 meters
Skill: Capital Ship Piloting: Imperator II
Crew: 36,775 (5,000 @ +10) & 720 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 5D+1
Shields 4D+1
Sensors 4D
Passengers: 9,700 (troops), generally a Fully Reinforced Line (Stormtrooper) Regiment
Small Craft Complement:
--72 Starfighters (6 Squadrons)
--200 (approximate) other craft, including shuttles, blastboats, landing barges, utility craft, etc.)
Cargo Capacity: 36,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 330; 950 kph
Hull: 7D+1
Shields: 4D
Sensors:
Passive 50/1D
Scan 100/3D
Search 200/4D
Focus 6/5D
Weapons:
20 Heavy Turbolaser Batteries
Fire Arc: 6 Front, 6 Left, 6 Right, 2 Rear
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 3D
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: 8D
10 Heavy Ion Cannon
Fire Arc: 3 Front, 3 Left, 3 Right, 1 Rear
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
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)
60 Turbolaser Batteries
Fire Arc: 18 Front, 18 Left, 18 Right, 6 Rear
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 6D
30 Ion Cannon
Fire Arc: 10 Front, 8 Left, 8 Right, 4 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
30 Concussion Missile Launchers
Fire Arc: 8 Front, 8 Left, 8 Right, 6 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
40 Laser Batteries
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
Scale: Starship (+6D)
Crew: 2
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 7D
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 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


Last edited by CRMcNeill on Sun Jan 21, 2018 7:08 pm; edited 6 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 17, 2017 11:32 pm    Post subject: Reply with quote

Alright. Next up is the Torpedo Sphere. I've always felt that the Torpedo Sphere as presented by WEG was more of a proof-of-concept prototype; a full-scale model built to demonstrate that the anti-shield torpedo system and the Two-Stage Grav Shock Device could work. Any full-production ship would've had defensive weaponry, starfighters, transports to handle the troops, etc, yet the WEG Torpedo Sphere has none of that.

Now, a while back, I did a write-up of a more fleshed-out version of the Torpedo Sphere, which I intend to use as the base design while paring back some of the more fanciful aspects. The main changes I've made up to write up some rules for the procedure to penetrate a planetary shield, and ways for GMs to use the "Planetbuster". I've also added Heavy Ion Cannon (so that the ship can try to disable a shield generator instead of destroying it), defensive weaponry (turbolaser batteries and laser cannon), tractor beam projectors and details on small craft.


Torpedo Sphere

Craft: Loronar's Tyrant-Class
Type: Dedicated Siege Platform
Scale: Destroyer (+12D)
Length: 1,900 meters
Skill: Capital Ship Piloting: Tyrant
Crew: 61,245 (20,415 @ +15) & 2,370 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D+2
Piloting 3D+2
Shields 4D
Sensors 4D+1
Passengers: 8,540 (troops), generally a Reinforced Line (Stormtrooper) Regiment
Small Craft Complement:
--72 Starfighters (6 Squadrons, always an Imperial Navy Assault Wing)
--200 (approximate) other craft, including shuttles, blastboats, landing barges, utility craft, etc.)
Cargo Capacity: 2 million metric tons
Consumables: 4 years
Hyperdrive Multiplier: x3
Hyperdrive Backup: x18
Nav Computer: Yes
Maneuverability: 0D
Space: 2
Atmosphere: 225; 650 kph
Hull: 9D+2
Shields: 2D
Sensors:
Passive 50/1D
Scan 75/3D
Search 150/4D
Focus 5/4D+2
Weapons:
10 Heavy Turbolaser Batteries
Fire Arc: Front
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: 8D
10 Heavy Ion Cannon
Fire Arc: Front
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)
500 Heavy Proton Torpedo Launchers
Fire Arcs: Front
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 1-6/15/30
--Orbital: 2km-12km/30km/60km
--Atmosphere: 100m-600m/1.5km/3km
Rate of Fire: 1/4
Damage: 9D
Special Rules:
-Fire-Linking: Due to the nature of the proton torpedo guidance systems, no more than 50 tubes at a time may be fire-linked on a target. The only exception is when the ship is making a Shield Attack, at which point all 500 tubes are fire-linked together.
-Shield-Buster Torpedoes: When firing in Planetary Shield Attack mode (see below), the Proton Torpedo Launchers utilize special proximity detonated torpedoes that are designed to overload shields rather than simply penetrate them. These torpedoes inflict normal damage when attacking shields, but only 4D Capital Scale when fired against other targets.
40 Turbolaser Batteries
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
Scale: Frigate (+10D)
Crew: 4
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: 6D
40 Laser Batteries
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
Scale: Starship (+6D)
Crew: 2
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 7D
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
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.
Special Rules:
Planetary Shield Attack
Procedure:
1) Scan for Location of Planetary Shield Projector by observing power fluctuations in shield. Time taken is 1D minutes, with a Base Difficulty of Moderate
2) Focus on section of shield directly between the Tyrant and the shield projector on the planet's surface. Roll 1D per round; on a 6, a Disruption will occur the next round, and is Difficult to detect. For every 5 points by which the Focus roll beats the Difficulty, add +1 to Fire Control for the Torpedo Barrage
3) Attacking the Disruption with a Proton Torpedoes Barrage uses regular rules, but the difficulty of the timing involved increases the difficulty of the shot by 2D. Combine damage for the Torpedo Strike as per normal rules, rolling against the Shield Strength (usually 10D-15D Capital Scale, see specific models types in the Dark Empire Sourcebook and Hideouts & Strongholds). For every 5 points by which the Proton Torpedo's damage roll beat the Shield's soak roll, reduce the subsequent difficulty of the cannon shot by 1.
4) Firing turbolaser or ion cannon shots through the shield disruption uses normal rules, but the timing of firing through the temporary disruption in the planetary shield increases the Difficulty of the shot by 2D. On a successful strike, roll damage against the shield generator's Body (typically 3D Capital Scale, although some shield projectors are also equipped with local shields as well).
Notes:
-This process requires the Tyrant to essentially hold place in low orbit (no more than Cautious Movement, and can not Dodge any attacks, or else the process is disrupted and must start over). While holding position, the Tyrant is also a sitting duck for any anti-orbital turbolasers or ion cannon.
Two-Wave Grav Shock Device / "Planetbuster"
The Two-Wave Grav Shock Device manipulates a planet's gravity field to cause earthquakes, floods and other natural disasters (such as volcanic eruptions). While the Tyrant lacks the power to cause such disruption on a planet-wide scale, localized effects can be truly horrific. While any game rule would involve rolling Death Star-Scale damage against a planet, even a Lightly Damaged result would be catastrophic to a planet's population, with casualties in the millions or billions, cities destroyed, super-storms, climate disruption, etc. As such, this device is primarily a story-telling technique. For gaming purposes, assume that the device has the ability to inflict Light Damage to a large continent, Heavy Damage to a small continent or region, and Severe Damage to a City or other similarly sized complex. The description and effects of such damage will be left up to the GM, but the Imperial Sourcebook describes buildings collapsing on themselves, cities shaken to pieces, waterways changing their courses, and so on and so forth. In game terms, the Planetbuster requires a minimum of 1 hour to use, must be within 100km of the surface, and does not come without peril for the Tyrant itself. Use of the device increases the Terrain Difficulty of the Piloting roll by 2D, and the ship's pilot must re-roll once per minute, as the gravity fluctuations caused by the device also affect the ship in orbit.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Wed Jan 17, 2018 12:11 am; edited 4 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 17, 2017 11:53 pm    Post subject: Reply with quote

It's always been my belief that a Super Star Destroyer only has stats to hammer home the futility of a group of PCs even trying to fight one. If this doesn't make that crystal clear, nothing will.

So, last but most assuredly not least...

Executor-Class Super Star Destroyer

Craft: Kuat Drive Yards' Executor-Class
Type: Super Star Destroyer
Scale: Dreadnought (+16D)
Length: 19,000 meters
Skill: Capital Ship Piloting: Executor
Crew: 504,525 (180,905 @ +15) & 9,300 Gunners
Crew Skill:
Astrogation 4D
Gunnery 6D
Piloting 6D+2
Shields 5D+2
Sensors 5D
Passengers: 140,000 (troops), generally a Fully Reinforced Line (Stormtrooper) Corps
Small Craft Complement:
--288 Starfighters (24 Squadrons / 4 Wings)
--1,000 (approximate) other craft, including shuttles, blastboats, landing barges, utility craft, etc.)
Cargo Capacity: 1,000,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 8D
Shields: 6D
Sensors:
Passive 75/1D+2
Scan 150/3D+2
Search 300/5D
Focus 8/6D+2
Weapons:
300 Heavy Turbolaser Batteries
Fire Arc: 90 Front, 90 Left, 90 Right, 30 Rear
Scale: Destroyer (+12D)
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 3D
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: 8D
150 Heavy Ion Cannon
Fire Arc: 60 Front, 30 Left, 30 Right, 30 Rear
Scale: Destroyer (+12D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
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)
900 Turbolaser Batteries
Fire Arc: 180 Front, 300 Left, 300 Right, 120 Rear
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 6D
450 Ion Cannon
Fire Arc: 90 Front, 150 Left, 150 Right, 60 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
450 Concussion Missile Launchers
Fire Arc: 90 Front, 150 Left, 150 Right, 60 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
600 Laser Batteries
Fire Arc: 150 Front, 150 Left, 150 Right, 150 Rear
Scale: Starship (+6D)
Crew: 2
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 7D
150 Tractor Beam Projectors
Fire Arc: 50 Front, 40 Left, 40 Right, 20 Rear
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


Last edited by CRMcNeill on Sun Jan 21, 2018 6:11 pm; edited 6 times in total
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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 12:39 am    Post subject: Reply with quote

Aaaaaaand downshift...

Bulk Freighter

Craft: Corellian Engineering Corporation's Action VI
Type: Medium Bulk Freighter
Scale: Frigate (+10D)
Length: 125 meters
Skill: Space Transports: Action VI
Crew: 10 (6 @ +10)
Crew Skill:
Astrogation 3D
Piloting 3D
Shields 2D+2
Sensors 3D
Passengers:
Small Craft Complement:
--1-2 Utility Craft
Cargo Capacity: 90,000 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x3
Nav Computer: Yes
Maneuverability: 0D
Space: 2
Atmosphere: 225; 650kph
Hull: 3D
Shields: 1D
Sensors:
Passive 20/0D
Scan 30/1D
Search 40/1D+1
Focus 1/2D
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Fri Nov 24, 2017 6:34 pm; edited 2 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 12:49 am    Post subject: Reply with quote

Container Ship

Craft: Kuat Drive Yards' Super XI
Type: Large Container Ship
Scale: Frigate (+10D)
Length: 840 meters
Skill: Space Transports: Super XI
Crew: 100 (50 @ +10)
Crew Skill:
Astrogation 4D
Piloting 4D
Sensors 3D
Passengers:
Small Craft Complement:
--4-8 Utility Craft
Cargo Capacity: 25 million metric tons
Consumables: 1 year
Hyperdrive Multiplier: x3
Hyperdrive Backup: x20
Nav Computer: Yes
Maneuverability: 0D
Space: 2
Hull: 3D+2
Sensors:
Passive 30/1D
Scan 40/2D
Search 50/2D+2
Focus 4/3D
_________________
"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: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 1:15 am    Post subject: Reply with quote

Luxury Liner

Craft: Shobquix Yards' Lady-Class
Type: Luxury Passenger Liner
Scale: Frigate (+10D)
Length: 310 meters
Skill: Space Transports: Lady-Class
Crew: 117 (47 @ +10) & 8 Gunners
Crew Skill:
Astrogation 4D
Gunnery 3D
Piloting 3D+2
Sensors 3D+1
Passengers: 600
Small Craft Complement:
--4-8 Utility Craft
Cargo Capacity: 1,000 metric tons
Consumables: 1 year
Cost: 19 million credits
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 0D
Space: 6
Atmosphere: 330; 950 kph
Hull: 2D
Sensors:
Passive 20/0D
Scan 30/1D
Search 40/2D
Focus 2/2D+2
Weapons:
4 Dual Heavy Laser Cannon
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear/Left, 1 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
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Thu May 24, 2018 11:24 pm; edited 4 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 1:27 am    Post subject: Reply with quote

I didn't change all that much for most of these, just a few little tweaks here and there, mostly notations for my Scale System.

Where I did the most changes was to the Luxury Liner:
    -Historically, during the time when before air liners, passenger liners were some of the fastest ships in service. As such, in a universe where a Starship-Scale transport wouldn't get there any faster, upgrading the Lady's hyperdrive from x2 to x1 felt right, as a luxury liner under these circumstances would be the fastest, most comfortable way to get from A to B.

    -The stickier part was giving it such hard-hitting weaponry. However, in Han Solo's Revenge, the Lady of Mindor is ambushed by the pirate/slaver ship Eye of Shibilizar. At one point, Han and Fiola sneak into one of the Lady's gun turrets (it does have them) and are lining up for a shot before Han makes an alternate plan. However, up to that point, Han thought the cannon on the Lady had a decent chance of damaging the pirate. So it needed to be able to hit hard enough to damage a capital ship with a 2D+2 Hull. YMMV.

_________________
"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: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 2:00 am    Post subject: Reply with quote

Here's the Marauder, which per the WEG write-up in Han Solo & The Corporate Sector, is a possible encounter just about anywhere (Sienar sold it off to local system navies trying to recoup their losses on it). I made it slightly faster, slightly less maneuverable than the Corellian Corvette, not quite as durable, and with a weapons loadout similar to the Gunship (a mix of turbolasers and lasers, with tractor beams instead of concussion missiles).


Marauder-Class Patrol Corvette

Craft: Republic Sienar Systems' Marauder
Type: Heavy Patrol Corvette
Scale: Frigate (+10D)
Length: 195 meters
Skill: Capital Ship Piloting: Marauder
Crew: 129 (52 @ +10) & 33 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 3D+2
Piloting 3D+2
Shields 3D
Sensors 3D+1
Passengers: 40 (troops)
Small Craft Complement:
--12 starfighters (1 squadron)
--2-4 utility craft
Cargo Capacity: 300 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x2
Hyperdrive Backup: x16
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Atmosphere: 330; 950kph
Hull: 3D+2
Shields: 2D+1
Sensors:
Passive 40/1D
Scan 80/1D+2
Search 100/2D+2
Focus 5/3D+1
Weapons:
6 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 2 Front/Left, 2 Front/Right, 2 Rear/Left/Right
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
8 Dual Laser Cannon
Fire Arc: 2 Front, 2 Left, 2 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
3 Tractor Beam Projectors
Fire Arc: 2 Front, 1 Rear
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Mon Jan 22, 2018 1:54 am; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 2:58 pm    Post subject: Reply with quote

Next up is the Quasar Fire.

There is a bit of confusion in the background and classification of the Quasar Fire-Class. It is purportedly a converted bulk cruiser, but a bulk cruiser is supposed to be an armed cargo ship that is often pressed into patrol duty. In the Truce at Bakura Sourcebook, however, WEG calls the Quasar Fire a Bulk Cruiser, but then describes it as though it were a Bulk Freighter.

WEG then goes on to say that, during the conversion from Bulk Freighter to Escort Carrier, the main cargo bay was completely ripped out to make way for the aft hangar bay. To me, this makes little sense, especially since being able to carry a LOT of starfighters (or other small craft) could be highly advantageous in many situations. If a 350 meter long Bulk Freighter had a fully enclosed cargo bay in the space between the bridge and the engines, far better to use THAT as the hangar bay than to cut it out and replace it with something with a fraction of the volume.

My thinking, as I mentioned in a previous post, is that the design of the Quasar Fire lends itself to a new concept; the Bulk Carrier. What I picture is the SWU equivalent of a heavy-lift ship, using the gap between the bridge and the engines to haul extremely bulky cargos, including other ships as well as massive cargo pods. The list of possible cargos is only limited by your imagination: salvage operations (transporting damaged starships), underway replenishment (far simpler to just tractor a massive cargo pod into the landing bay of a star destroyer than move everything across one box at a time), ship delivery (hauling brand new ships to their buyer, so as to not run up time on their hyperdrives), etc.

Stats on the way...
_________________
"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: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 3:10 pm    Post subject: Reply with quote

Quasar Fire-Class Bulk Carrier

Craft: SoroSuub's Quasar Fire-Class
Type: Bulk Carrier
Scale: Frigate (+10D)
Length: 350 meters
Skill: Space Transports: Quasar Fire
Crew: 96 (14 @ +10) & 12 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 4D
Shields 4D
Sensors 4D
Passengers:
Cargo Capacity: 5 million metric tons (on external hard docks)
--Any space-going object whose longest dimension is 300 meters or less may be carried in the space between the bridge and engine pods.
--All cargo is secured through the use of multiple Prexton Field Generators and grappling arms mounted on the underside of the Main Hull Brace section.
Consumables: 1 year
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 225; 650kph
Hull: 2D+2
Shields: 1D
Sensors:
Passive 20/1D
Scan 40/1D+2
Search 60/2D+
Focus 3/3D
Weapons:
4 Tractor Beam Projectors
Fire Arc: 2 Front/Left, 2 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
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Mon Jan 22, 2018 2:03 am; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12388
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 18, 2017 3:47 pm    Post subject: Reply with quote

Quasar Fire-Class Escort Carrier

Craft: SoroSuub's Quasar Fire-Class
Type: Escort Carrier
Scale: Frigate (+10D)
Length: 350 meters
Skill: Space Transports: Quasar Fire
Crew: 96 (14 @ +10) & 8 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 4D
Shields 4D
Sensors 4D
Passengers:
--250 (starfighter pilots & support staff)
--85 (troops)
Small Craft Complement:
--48 Starfighters (4 Squadrons)
--4-8 Utility Craft
--6 Light Freighters / Shuttles (external hard docks)
Cargo Capacity: 1,000 metric tons (generally used to carry stores and spares for the Starfighters)
Consumables: 1 year
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Atmosphere: 295; 850kph
Hull: 2D+2
Shields: 2D
Sensors:
Passive 30/1D
Scan 60/1D+2
Search 90/2D+1
Focus 3/3D
Weapons:
3 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
8 Dual Laser Cannon
Fire Arc: 2 Front, 2 Left, 2 Right, 2 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
2 Tractor Beam Projectors
Fire Arc: 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
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
Variants: (Use Above Stats, except as noted)
    COMMAND & CONTROL ("Flurry"-Type)
    Sensors:
    Passive 40/1D+2
    Scan 80/2D+2
    Search 120/3D
    Focus 5/4D
    +1D to All Communication and Command Skill Rolls

_________________
"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 1:33 am; edited 1 time in total
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Sutehp
Commodore
Commodore


Joined: 01 Nov 2016
Posts: 1575
Location: Washington, DC (AKA Inside the Beltway)

PostPosted: Sat Nov 18, 2017 5:14 pm    Post subject: Reply with quote

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

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


Duly noted. 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. 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.

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?

EDIT: 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.
_________________
Sutehp's RPG Goodies
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.


Last edited by Sutehp on Sat Nov 18, 2017 5:28 pm; edited 1 time in total
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