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Revising Official Capital Ship Stats
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CRMcNeill
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PostPosted: Sun Sep 06, 2020 7:56 pm    Post subject: Reply with quote

Edited the Common Ordnance Launchers page to include both Heavy and Medium Torpedo Tubes and Heavy and Medium Missile Launchers (the Light versions will mostly be carried by heavy strike starfighters). Next I'll be going through and selectively editing the stats for both weapon types.
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Raven Redstar
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PostPosted: Sun Sep 06, 2020 8:23 pm    Post subject: Reply with quote

Question about your standardization of ship mounted weaponry:

Have you considered assigning a cost for each unit? It would make ship weapon shopping much easier since I can just use your stats and prices, otherwise I'm trying to find the cost listed for similar items, since this streamlines the ship equipping system, it would make sense to have them on the same pricing scale with respect to one another.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Sep 06, 2020 11:02 pm    Post subject: Reply with quote

I don't really plan to. This is primarily for my own reference when making stats, and for others who want to make stats of their own that fit with mine.

I assume you're asking because you want the option of buying them for your ship in the Far Orbit Campaign. If that's the case, and if I were to put prices on everything, I'd use the x20 modifier from the Starships of the Galaxy Saga Conversion for Frigate-Scale weaponry, and x100 for anything Destroyer-Scale (which would be moot since you can't realistically fit those to a Frigate, anyway).
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Sep 07, 2020 10:03 pm    Post subject: Reply with quote

I went through and have updated all of the Capital Ship and Space Station stats with the new Missile Weapons. In general, ships will only mount Missile Launchers if their mission profile includes planetary bombardment, while Torpedo Tubes exist primarily to give smaller vessels a powerful punch against heavier, shielded targets. There will be some exceptions (the Torpedo Sphere, for example, has torpedo tubes in order to take advantage of the shield penetrative capabilities of torpedoes), but everything else is pretty consistent.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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

PostPosted: Wed Sep 16, 2020 9:02 pm    Post subject: Reply with quote

An interesting idea came to me during a discussion about Golan Battlestations. Seeing as how the stations are purpose built to stand and fight (and literally can't run away), it would make sense for them to be as tough a nut to crack as possible. Earlier, I proposed that the Golan's are just as compartmentalized as the Carrack-Class (which actually makes more sense for a relatively immobile space station), but I also think the outer layers should feature the same anti-boarding defenses as the Star Galleon.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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PostPosted: Tue Aug 24, 2021 4:30 pm    Post subject: Reply with quote

So, space stations have been on my mind recently. Earlier in this topic (particularly here, here and here), Sutehp and I discussed both the XQ-Series Space Stations from the X-Wing games and the Cardan-Series Stations from Empire at War. Sutehp also did a very detailed write-up of the Cardan-Series on his own.

Personally, I'm not a fan of the official images of the Cardan-Series; they're blocky, random and asymmetrical, and I don't think their official write-ups translate well to the D6 setting. The visual progress of the series from 1 through 5 imply new facilities being added on, yet the game stats just increase the strength/production capacity of the original model. That fits for the game style of Empire at War, but not so much for inclusion in the WEGiverse. However, I've long been a fan of the Rendili StarDrive Space Platform. IMO, WEG really nailed it with the look of this thing, and I'd much prefer it as the Empire's multi-purpose space station.

What I'm picturing is a modular station, similar to the Modular Taskforce Cruiser, where different sections can be attached to the central column of the station, depending on the mission. Need a deep space interdiction platform? Gravity Well Module. Need it for planetary suppression and support of deployed Imperial Army forces? Logistics and Fire Support Modules. Need manufacturing capability? Factory Module. Basically, the concept is to use the same station to provide whatever services a GM's scenario needs the station to provide without having to come up with a completely new station.

Thoughts?
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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

PostPosted: Sat Sep 18, 2021 9:31 pm    Post subject: Reply with quote

Reposted from here.
TyCaine wrote:
Question for you, have you ever considered working your magic on the FarStar Corvette from the DarkStryder Campaign?

I always thought it needed to be redone a bit.

The biggest thing that needs redoing is the exterior; it's so off-puttingly asymmetrical, with one side all bulked out to add the hangar. If I were to redo it, I'd do a version that put a hangar on both sides, but I'd probably also just do the stats as a variant addendum to my re-do of the stock Corellian Corvette.

EDIT: Something like this...



(Asymmetric version provided for comparison)

[/quote]
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TyCaine
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PostPosted: Sat Sep 18, 2021 9:39 pm    Post subject: Reply with quote

true, guess I missed the mark on thread aiming again...

speaking of the FarStar remake, the guy you linked to on DeviantArt has an image of the FarStar mkII which just makes it look that much better
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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 Sep 18, 2021 10:41 pm    Post subject: Reply with quote

TyCaine wrote:
true, guess I missed the mark on thread aiming again...

Meh. I can barely keep track of my own threads; I can hardly expect everyone else to.

Quote:
speaking of the FarStar remake, the guy you linked to on DeviantArt has an image of the FarStar mkII which just makes it look that much better

Adam does good work. Considering that the FarStar was equipped with several upgraded systems, including enhanced drives, I'd probably give this ship a Space of 5 (to account for the extra mass of the hangars), a Hull of 3D+2 (greater fragility of the hangar decks), but with the same weapons loadout and shields, with the capacity for a full starfighter squadron, plus a handful of shuttles, plus additional external docking. And call it an Escort Corvette.
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"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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TyCaine
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PostPosted: Sun Sep 19, 2021 12:08 pm    Post subject: Reply with quote

Perfect
That makes perfect sense
Though looking at the deck plans I'd be hard pressed to see an entire 12 starfighter squadron plus shuttles (that are normally at least twice as long as an x-wing) fitting in there even double the size.

Though the hangar is essentially two levels high, it's not unlikely that additional fighters could be stored above near the roof? Repulsors and such?

I know the deck plans they have show 5 x-wings on the deck itself, I just wonder whether the two level hangar would have enough height to store extras such?
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CRMcNeill
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PostPosted: Sun Sep 19, 2021 4:26 pm    Post subject: Reply with quote

Now that I think about it, it'd make more sense for the double-hangar version to be converted from a bulk-hauler variant of the Corellian Corvette. In WW2, the first escort carriers were converted auxiliaries or merchantmen. Since the Corvette is known for its modularity, it'd be a lot simpler for the original model to have been built with a bulked-out midsection in order to transport cargo, which could then be converted into a carrier.

From a modification standpoint, it's a lot easier to convert a cargo bay into a hangar than it would to take the basic Corvette and add massive structural extensions to it...
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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PostPosted: Sun Sep 19, 2021 5:04 pm    Post subject: Reply with quote

TyCaine wrote:
Though looking at the deck plans I'd be hard pressed to see an entire 12 starfighter squadron plus shuttles (that are normally at least twice as long as an x-wing) fitting in there even double the size.

Though the hangar is essentially two levels high, it's not unlikely that additional fighters could be stored above near the roof? Repulsors and such?

I know the deck plans they have show 5 x-wings on the deck itself, I just wonder whether the two level hangar would have enough height to store extras such?

Any hangar is going to need at least two full decks to accommodate both the fighters and any overhead equipment (cranes and such). On the original FarStar, it had several external docking ports that could handle a fighter apiece, and these would be duplicated on the other side.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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

PostPosted: Fri Sep 24, 2021 7:40 pm    Post subject: Reply with quote

So, I've already done the stock Quasar Fire-Class Bulk Carrier and the Escort Carrier variant, which include my reasoning behind my alternate origin for the stock version.

Recently, I was pondering the Class Four Container Transport, and I realized that not only does the Class Four strongly resemble the Quasar Fire (the Class Four looks like someone lopped the bow off the Quasar and greatly increased it in size), the Quasar could very easily serve as a container transport, and do so better than the Class Four.

Consider...
    -At 350 meters, the Quasar Fire is exactly 50% longer than the Class Four.

    -The open gap between the bridge pod and the engine pods is deceptively shorter, in that the forward section of the engines is an add-on for hangar space, so there's close to 300 meters of open space between the engines and the bridge, which could potentially be filled in with containers.

    -While the container "stack" would not be as "tall" as the one shown on the Class IV, it would be much wider, running the width of the engine block (and maybe even a little further, depending on the docking framework).

    -Moving the container docking forward of the engine pod protects any potentially fragile cargo from being in close proximity to the ship's drive exhaust plumes (which run very closely in parallel to the containers on the Class Four).
It's been my experience that ship/vehicle design from the Clone Wars and Rebels is very hit-and-miss, with some ships that just leave you scratching your head as to how it would function in the real world. The Class Four is one of those.

Also, as an aside, viewing the stock Quasar Fire as a container haulers gives a lot of similarities to the Baleen-Class from TFA...
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"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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Inquisitor1138
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PostPosted: Thu Dec 16, 2021 4:26 pm    Post subject: Reply with quote

CRMcNeill wrote:
Reposted from here.
--snip--
EDIT: Something like this...



(Asymmetric version provided for comparison)


Tempting... Very tempting... Gonna have to think long & hard as to whether or not i give these to Pirates and/or Separatist holdouts in 15 BBY...
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Dr. Bidlo
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PostPosted: Thu Dec 16, 2021 5:20 pm    Post subject: Re: Revising Official Capital Ship Stats Reply with quote

CRMcNeill wrote:
So, as part of my research for the Upgrading Anti-Starfighter Weaponry for Capital Ships topic, I came across several questionable issues regarding various stats, and I'd like to take a stab at suggesting some changes. For the moment, I'm going to limit myself to ship stats published in both 1E and 2E, starting with the first three sourcebooks.

Corellian Corvette
Seeing as how film evidence shows that Corellian Corvettes have two dual turbolaser turrets (1 top, 1 bottom) and 4 smaller, single-barrel cannon on the port and starboard wings (2 on each side), I would cut the stats to 2 dual turbolaser turrets (capital scale) and 4 heavy laser cannon turrets (6D starfighter scale)

Nebulon B
Upgrade the Nebulon B's Laser Cannon to Dual Laser Cannon @ 5D Damage (4 front, 3 left, 3 right, 2 rear)

Victory
Add 20 Laser Cannon (5 per arc) @ 3D/4D

ISD
Add 40 Laser Cannon (10 per arc) @ 3D/4D

MC80
Add 30 Twin Laser Cannon (5 front, 10 left, 10 right, 5 rear) @ 2D/5D

That's for the ships in the Star Wars Sourcebook. I'll post my updates of the ships in the Rebel Alliance and Imperial Sourcebooks later tonight...


I have a question regarding the OP. I get increasing the damage of the laser cannons of the Nebulon B Frugate, but why didn't you make them 4D damage or change then to dual laser cannons if using 5D damage? Perhaps this was addressed later in the thread, but I was just curious. I made this modification in my own rules before reading this, but went with base 4D damage and will allow the lasers to be upgraded to duals and even quads layer to increase damage to 5D and 6D respectively.
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