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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Nov 23, 2017 4:37 pm Post subject: |
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Sutehp wrote: | Another question, this time concerning the Golans and space stations in general: do space stations not have the Consumables stat? I thought Consumables was a catch-all stat telling us how long spaceships (and by extension, space stations) could operate in space without needing to resupply, so I thought this stat didn't just apply to fuel, but to also to life support and food and water stores. If so, why is the Consumables stat missing from the Golans? Is this an unintended error or is this a deliberate omission for a reason I don't know about? |
That's a mistake. I had planned to give them all Consumables: 1 year to make them more siege-proof, but somewhere in the shuffle, the Consumables got taken out. Editing now. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Thu Nov 23, 2017 4:50 pm Post subject: |
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Posted here instead of my previous edited post to get your attention, CRM:
Something else about the Golans: their small craft complement. The FFG book Fly Casual specifcally mentions that the Golans have starfighter complements. It doesn't give the stats for the Golan II or III, but it does stat out the Golan I and it has a complement of 2 starfighter squadrons (as well as 4 patrol boats and 4 shuttles). Extrapolating from that, I figured the Golan II would have 4 squadrons (48 fighters) as well as 8 patrol boats and 8 shuttles and the Golan III would have 5 squadrons (60 fighters) as well as ten patrol boats and ten shuttles, although looking back, considering that the Golan III is significantly more massive than an ImpStar, it could conceivably hold at least as many starfighters as an ImpStar (6 squadrons or 72 fighters) as well as the corresponding 12 patrol boats and 12 shuttles.
Do the Golans have a starfighter complement under your stats, CRM?
EDIT: Also, (apologies for the nitpicking but I want to make sure we're accurate) the Fly Casual book has the Consumables at 2 years for the Golan I, rather than 1 year. Wouldn't having double the Consumables make the Golan even more siege-proof? _________________ 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. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Nov 23, 2017 4:59 pm Post subject: |
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Actually, Wookieepedia says that they have "room" for a squadron of starfighters (justified by Jaina Solo and Rogue Squadron landing aboard one during the Yuuzhan-Vong wars), which isn't the same thing. Apart from that, there is no mention of Golans having any small craft complement at all.
My take on the Golans is that, seeing as how they are essentially immobile, every effort was made to make them as tough as possible. This includes Carrack-style compartmentalization, especially on the outer deck areas. Since this is where all landing bays would go, the Golans have only a few small, heavily protected bays for light shuttles and other utility craft. Instead, Golans depend heavily on A) massed anti-starfighter weaponry, B) being very resistant to damage, and C) starfighter support from less durable space platforms further inside the defense perimeter.
I don't think I've read Fly Casual, but I don't mind changing it to 2 years, either. _________________ "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 Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Thu Nov 23, 2017 5:15 pm Post subject: |
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CRMcNeill wrote: | Actually, Wookieepedia says that they have "room" for a squadron of starfighters (justified by Jaina Solo and Rogue Squadron landing aboard one during the Yuuzhan-Vong wars), which isn't the same thing. Apart from that, there is no mention of Golans having any small craft complement at all.
My take on the Golans is that, seeing as how they are essentially immobile, every effort was made to make them as tough as possible. This includes Carrack-style compartmentalization, especially on the outer deck areas. Since this is where all landing bays would go, the Golans have only a few small, heavily protected bays for light shuttles and other utility craft. Instead, Golans depend heavily on A) massed anti-starfighter weaponry, B) being very resistant to damage, and C) starfighter support from less durable space platforms further inside the defense perimeter.
I don't think I've read Fly Casual, but I don't mind changing it to 2 years, either. |
All fair points. and Fly Casual is a really good resource for fluff on smugglers in the SWU. And the in-universe stats are definitely useful as well to help supplement extrapolating WEG/D6 stats for our use. That's where I got the starfighter complement from. I suppose it's as close to an "official" stat we're ever going to see for Golans in this day and age, but people are free to use them or not use them as they see fit.
But if you ever get the chance, CRM, I recommend you read Fly Casual; the fluff in it is a great GM resource. _________________ 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. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Nov 24, 2017 4:28 pm Post subject: |
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CRMcNeill wrote: | garhkal wrote: | BITD did you ever see the stat and write up i made for a mon-cal battleship, a new republic attempt to make an SSD called the TSUNAMI (MCB-120)?
Would you care to give it a go over to revise it? |
I can give it a look; send me the link. I can't guarantee I'd include it in the Stat Compilation, though. A ship like that sounds like something the Republic would try to field post-Endor, as the Alliance would likely have a hard time coming up with the resources to
For the era in which I'm writing most of these stats, I'd probably be more inclined to try and stat out the Home One-type ship as an Alliance Battleship. |
The write up i had for it was Here. In the capsule on it, i mentioned it was built by the new republic as a one off, after the Corellian incident (centerpoint station trilogy).. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Nov 24, 2017 4:36 pm Post subject: |
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garhkal wrote: | The write up i had for it was Here. In the capsule on it, i mentioned it was built by the new republic as a one off, after the Corellian incident (centerpoint station trilogy).. |
Okay, I'm gonna move this over there, then. _________________ "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: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Nov 24, 2017 6:36 pm Post subject: |
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Made the mistake earlier of putting the GR75 in the same post as the Action VI. Now, if I want to link directly to the GR75, I have to tack it onto the end here.
Medium Transport
Craft: Gallofree Yards' GR75
Type: Medium Transport
Scale: Frigate (+10D)
Length: 90 meters
Skill: Space Transports: GR75
Crew: 6 (3 @ +10) & 4 Gunners
Crew Skill:
Astrogation 4D
Gunnery 3D+1
Piloting 4D
Shields 3D
Sensors 3D+2
Passengers:
Cargo Capacity: 19,000 metric tons
Consumables: 6 months
Hyperdrive Multiplier: x4
Nav Computer: Yes
Maneuverability: 0D
Space: 2 (1D)
Atmosphere: 225; 650kph
Hull: 2D
Shields: 1D
Sensors:
Passive 10/0D
Scan 25/1D
Search 40/2D
Focus 2/3D
Weapons:
4 Dual Laser Cannon
Fire Arc: 1 Front, 1 Left, 1 Right, 1 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
SHIELD & SHIELD CONTROL: 1D @ 0D
VELOCITY MODIFIER: 0D+2 Flight
BATTERY DICE:Dual Laser Cannon: oD Front, 0D Left, 0D Right, 0D Rear NOTE: To give you some ideas, here is a thread on possible variants for the GR-75. _________________ "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 Jul 03, 2022 12:08 pm; edited 4 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 02, 2018 2:29 am Post subject: |
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As part of adding my list of Common Capital Ship Weapons to my Index, I've decided to break the list up by type (Turbolasers, Lasers, Ion, Projectiles & Tractor Beams) and add them to the end of this list.
COMMON TURBOLASER WEAPONS:
Heavy Turbolaser Battery
Scale: Destroyer (+12D)
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Rate of Fire: 1/2
Damage: 7D
Capsule: This is the primary armament for all big-gun capital ships, outranging all other standard weapons and outpowering everything but a Heavy Proton Torpedo (and even then, it is a near thing).
Heavy "Assault" Turbolaser Battery
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
Capsule: This specialist weapon is designed especially to give assault cruisers and assault frigates the punch to damage Destroyer-Scale targets. Relatively short-ranged and slow-firing, it can still inflict a large amount of damage if used properly.
Heavy Turbolaser Cannon
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Rate of Fire: 1/2
Damage: 7D
Capsule: The Heavy Turbolaser Cannon is one of the heaviest energy weapons that can be mounted on a Frigate-Scale ship; nothing smaller than a Heavy Cruiser can carry them in any useful numbers. The Heavy Turbolaser Cannon gives heavy cruisers the ability to engage and threaten smaller Destroyer-Scale ships without resorting to volume intensive assault weaponry.
Dual Turbolaser Cannon
Scale: Frigate (+10D)
Crew: 2
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
Capsule: This is the standard weapon for most Frigate-Scale warships since the Clone Wars. A ship's firepower is generally a measurement of how many of these cannon it carries; a Corvette will have around 2 to 6 cannon, a Frigate will have 8 to 16, and Cruisers generally mount anywhere from 18-30.
Turbolaser Battery
Scale: Frigate (+10D)
Crew: 4
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
Damage: 6D
Capsule: This is the standard Frigate-Scale weapon for most Destroyer-Scale warships since the Clone Wars. Unlike the smaller Dual Turbolaser Cannon, the Turbolaser Battery consists of four single turbolasers mounted in close proximity, and under the control of a single fire director module. There is no real standard measurement as to how many Batteries a ship will have, save that larger ships always have many more.
Turbolaser Cannon
Scale: Frigate (+10D)
Crew: 2
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 or 1/2 (depending on usage)
Damage: 4D
Capsule: This model of turbolaser is generally only found aboard non-combatant support ships or as the primary defensive weapon aboard bulk cruisers and commercial ships. _________________ "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 16, 2018 10:05 pm; edited 1 time in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 02, 2018 2:31 am Post subject: |
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COMMON LASER WEAPONS:
Laser Battery
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
Capsule: Found only aboard Destroyer- and Dreadnought-Scale vessels (due to power and volume constraints), the Laser Battery consists of four Heavy Laser Cannon that are fire-linked through a central fire-control station. While not as accurate as some of the other anti-starfighter weapon systems, it does pack enough of a punch that it can be used against small capital ships if needs be.
Dual Laser Cannon
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
Capsule: This is the standard anti-starfighter defensive weapon for most capital ships.
Quad Laser Cannon
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
Capsule: The quad laser is heavier than the dual laser cannon, and is the weapon of choice for ships intended to serve in an anti-starfighter role. It is generally also used as the standard anti-starfighter defensive weapon on heavy cruisers.
Laser Cannon
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 4D
Capsule: The most basic anti-starfighter weapon currently in common service aboard capital ships, the laser cannon is not up to current standards, and is really only effective against modern starfighters in large numbers. However, it has become common during the Empire's fleet build-up to fit large numbers of Laser Cannon to Destroyer-Scale ships in what ultimately amounts to a token defense, as it is considered conventional wisdom that starfighters lack the power to truly damage a capital ship.
Dual Blaster Cannon
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D
Capsule: This outdated weapon is a relic of the Clone Wars, when both sides fielded huge numbers of small, agile-but-fragile light fighters. Relatively ineffective against modern, heavier starfighters with shields, the dual blaster cannon is replaced with single laser cannon wherever possible, but can still be found on some older ships. _________________ "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 Jan 28, 2022 1:14 am; edited 2 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 02, 2018 2:33 am Post subject: |
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COMMON ION WEAPONS:
Heavy Ion Cannon
Scale: Destroyer (+12D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Rate of Fire: 1/2
Damage: 6D (ionization)
Capsule: The Heavy Ion Cannon is generally paired with the Heavy Turbolaser Battery aboard Destroyer-Scale Superiority vessels, giving them the one-two punch needed to disrupt their shields and electrical systems to make way for the knockout blow of a heavy turbolaser.
Ion Cannon
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)
Capsule: This is the standard Frigate-Scale ion weapon for both Destroyer- and Frigate-Scale ships, providing the same versatility and layered attack capability against Frigate-Scale targets as the Heavy Ion Cannon provides against Destroyer-Scale targets. _________________ "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: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 02, 2018 2:35 am Post subject: |
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COMMON ORDNANCE LAUNCHERS:
Missiles and Torpedoes are somewhat specialized weaponry due to the much greater efficiency (specifically with regard to ammunition storage) of energy weapons. However, ordnance remains in common usage due to some key advantages, such as warhead specialization and the ability to be guided onto targets. When locked onto targets, missiles also outrange their turbolaser and ion equivalents, and can actually be fired at non-line-of-sight targets via remote designation. Torpedoes, while slower and shorter-ranged than missiles, are encased in an energy sheath that allows the torpedo to more easily pass through a target's energy shields. As such, both weapon types remain in use for anti-ship attacks and planetary bombardment.
Warhead Launcher
Crew: 3
Skill: Capital Ship Gunnery
Rate of Fire: 1/3
All Other Stats vary by Weapon Type:Missile
Scale: Frigate (+10D)
Fire Control: 2D (6D w/ Lock-On)
Range (Lock-On):
--Space: 1-8/20/40 (2-16/40/80)
--Orbital: 2km-16km/40km/80km (4km/32km/80km/160km)
--Atmosphere: 100m-800m/2km/4km (200m-1.6km/4km/8km)
Damage:
--Concussion: 6D
--Mag-Pulse: 5D (Ionization)
--Plasma: 5D (Fire)
--Cluster: 3D (+3D to Fire Control)
--Penetrator (In Massed Fire, -2D to enemy Point Defense)
--Targeter (In Massed Fire, +2D to Fire Control, and launching craft may drop Sensor Lock-On without penalty)
Note: Can be intercepted at Difficult Difficulty (Body: 2D)
Hunter Missile
Scale: Starship (+6D)
Fire Control: 2D (6D w/ Lock-On)
Range (Lock-On):
--Space: 1-8/20/40 (2-16/40/80)
--Orbital: 2km-16km/40km/80km (4km/32km/80km/160km)
--Atmosphere: 100m-800m/2km/4km (200m-1.6km/4km/8km)
Damage:
--Concussion: 8D
--Mag-Pulse: 7D (Ionization)
--Plasma: 7D (Fire)
--Cluster: 5D (+3D to Fire Control)
Note: Can be intercepted at Very Difficult Difficulty (Body: 2D)
Special: FOLLOW-UP ATTACKThe Hunter Missile is a Fire & Forget weapon that will continue to track its target if it misses the initial attack. To use this rule, the initial attack must be made with a Sensor Lock on the target. The missile has a Starship Gunnery skill equivalent to 4D. If the initial attack misses, compare the result to the following table:Missed By = Result
<10 = Weapon is still homing, and may attack at Short Range the next round.
10-20 = Weapon is out of position, but still in range. May not attack its target next round, but can attack at Medium in the round after next.
21+ = Weapon has lost lock and can not re-engage. Safety settings engage and the weapon self destructs. Hunter Missiles have twelve rounds of fuel. At the end of the twelfth round, the weapon self destructs.
Rocket
Scale: Frigate (+10D)
Fire Control: 1D (3D w/ Lock-On)
Range (Lock-On):
--Space: 1-5/15/30 (2-8/20/45)
--Orbital: 2km-10km/30km/60km (3km-16km/45km/90km)
--Atmosphere: 100m-500m/1.5km/3km (100m-300m/2km/4.5km)
Damage:
--Concussion: 9D
--Mag-Pulse: 8D (Ionization)
--Plasma: 8D (Fire)
--Cluster: 6D (+3D to Fire Control)
--Kinetic Bombard, Unitary: 4D-10D (Standard) in 1D increments (-3D against Shields)
--Kinetic Bombard, Cluster: 4D-10D (Standard, Starship-Scale) in 1D increments, 3D Auto-Fire (-3D against Shields).
Note: Can be intercepted at Difficult Difficulty (Body: 2D)
Torpedo
Scale: Frigate (+10D)
Fire Control: 1D (5D w/ Lock-On)
Range (Lock-On):
--Space: 1-4/10/20 (2-4/20/40)
--Orbital: 2km-8km/20km/40km (4km-16km/40km/80km)
--Atmosphere: 100m-400m/1km/2km (200m-800m/2km/4km)
Damage:
--Proton: 8D
--Ion: 7D (Ionization)
--Plasma: 7D (Fire)
--Shield-Buster 5D (Ionization), +4D vs Shields.
--Penetrator (In Massed Fire, -2D to enemy Point Defense)
--Targeter (In Massed Fire, +2D to Fire Control, and launching craft may drop Sensor Lock-On without penalty)
Note: Can be intercepted at Difficult Difficulty (Body: 5D)
Special: ENERGY SHEATHTorpedoes are enveloped in an energy field that both protects the torpedo and helps penetrate a target's defensive energy shields. In game terms, a Torpedo may ignore up to 3D of a target's Shields (factoring in Scale Modifiers), and receives a +3D to Body to resist Damage.
Trickster Decoy
Effect:
-Adds 2D to opposed Sensor Difficulty to discriminate between the decoy and the real ship
-Can duplicate the Sensor signature of any Starship or Frigate Scale target. Launching ships can select from a short list of common sensor profiles, or a specific signature can be programmed "on the fly" (requires a successful Sensor Focus roll on the ship being duplicated, and an Easy Droid Programming roll).
-Any Lock-On focused on the real ship is automatically broken when the decoy is launched. Opposed Sensor operator may roll to reacquire (at +2D Difficulty).
-Multiple decoys can coordinate for added effect (coordinated groups of four or more Tricksters can duplicate Destroyer-Scale targets).
-If the opposed Sensor operator's roll fails by 0-10, they are unable to determine which sensor contact is the real ship. If the roll fails by more than 10, they falsely identify the decoy as the real ship.
-Roll any attacks on the decoy as though resolving attacks on the real ship. However, because the decoy is much smaller, it can only be struck if the attacker rolls a Wild 6 on their attack (Body: 2D)
Duration: Varies (60 rounds / 5 minutes if duplicating a Frigate-Scale target; 240 rounds / 20 minutes if duplicating a Starship-Scale target)
Space: 8*
Atmosphere: 365; 1,050 km/h*
*Limits its speed to that of the craft it is mimicking.
Note:
-On a successful Sensor Lock-On, add 4D to all Fire Control values, and Double all Ranges.
-The Damage listed is for standard concussion or proton warheads, but other warhead types (ionization, kinetic bombard, etc) are available.
Heavy Torpedo Tube
Scale: Destroyer (+12D)
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
Torpedo Tube
Scale: Frigate (+10D)
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-4/10/20
--Orbital: 2km-8km/20km/40km
--Atmosphere: 100m-400m/1km/2km
Rate of Fire: 1/3
Damage: 9D
Heavy Missile Launcher
Scale: Destroyer (+12D)
Crew: 3
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
Missile Launcher
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 1-8/20/40
--Orbital: 2km-16km/40km/80km
--Atmosphere: 100m-800m/2km/4km
Rate of Fire: 1/2
Damage: 8D _________________ "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 Jan 21, 2022 1:57 pm; edited 7 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 02, 2018 2:39 am Post subject: |
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COMMON TRACTOR BEAM WEAPONS:
Tractor Beam Projector (Destroyer-Grade)
Scale: Special*
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/15/30
--Orbital: 2km-10km/30km/60km
--Atmosphere: 100m-500m/1.5km/3km
Rate of Fire: 1 (Full Round)
Damage: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
Capsule: The primary differences in tractor beams are rooted in the Scale of the ship on which they are mounted. A larger Scale ship will have more power, and thus be able to extend the beam's range. All Tractor Beam Projectors have the ability to shift their projector into a beam dispersion mode that spreads the beam over a wider area, which makes the beam more accurate against smaller targets at the expense of beam strength.
Tractor Beam Projector (Frigate-Grade)
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.
Capsule: The primary differences in tractor beams are rooted in the Scale of the ship on which they are mounted. A larger Scale ship will have more power, and thus be able to extend the beam's range. All Tractor Beam Projectors have the ability to shift their projector into a beam dispersion mode that spreads the beam over a wider area, which makes the beam more accurate against smaller targets at the expense of beam strength. _________________ "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 16, 2018 10:08 pm; edited 1 time in total |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Jan 03, 2018 8:49 pm Post subject: |
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Having played a lot of World of Warships lately i have been influenced by tactics and weapon arrangement.
Especially Battleships (ie ISD) have main guns outshooting cruisers in range and penetration, but will have a hard time hitting destroyers or even cruisers at flank speed. On top of that they have secondary batteries which essentially are cruiser main batteries. Weaker but with higher firing speed and better turret turning speed (meaning they can hit smaller ships easier). Lastly anti-air which should be anti-starfighter in SW, but not good for much else.
It would be a waste of resources to build any ships without those levels of offence and defence. Cruisers having good anti starfighter weapons to screen the dreadnaughts.
Perhaps scale system as such:
Starfighter
Space transport
Cruiser
Capital
Death Star _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 04, 2018 1:20 am Post subject: |
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Actually, I did something slightly different. If you go back and look through the stats, you'll see that every ship below 900 meters in length (basically, everything smaller than a Victory SD) got dropped down 2D in Scale (from +12D to +10D). This has the effect of making the smaller ships more vulnerable to Starfighters (which is fun for PCs), as well as alleviating some of the crowding going on at the upper end of Capital-Scale.
In addition, all the weapons were downgraded, as well, with most frigates and light cruisers having smaller standard turbolasers, heavy cruisers having a mix of standard turbolasers and heavy turbolaser cannon that can threaten larger ships, while star destroyers and the like carry heavy turbolaser batteries that are the equivalent of battleship cannon, backed by massed amounts of standard turbolasers.
And of course, all ships have at least some anti-starfighter defenses, but some are much better at it than others, and moving the standard turbolasers down to only 4D above Starship (as I've renamed Starfighter) makes them more capable of acting as dual-purpose cannon when firing en masse.
There's more, but I'll address that over in the other topic. _________________ "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: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 16, 2018 10:18 pm Post subject: |
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On the common weapon types, I just went back through and added more restrictive Fire Rates to the Frigate and Destroyer Scale weapons. Proton Torpedo and Concussion Missile Launchers in particular have much longer reload times, simulating the need to physically move a heavy piece of equipment from the ready armory into the firing tube. I'm now going to be going back through and editing all of the individual stats to reflect this change.
In addition, I'm going to be swapping out the laser weapons on Destroyer-Scale ships with Laser Batteries instead of dual or quad- laser cannon. These will basically be light dual-purpose batteries composed of four heavy lasers that can engage starfighters, but also pack enough punch to engage small capital ships. _________________ "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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