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D6 Stats for Fractalsponge Projects
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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: Fri Jun 19, 2020 2:27 pm    Post subject: Reply with quote

That's kinda how I pictured it, with the Beta as the more "standard" assault shuttle, while the Gamma was the supercharged version, where the Empire had managed to squeeze a capital-grade power system into the Beta's hull, which came with its own set of design compromises (primarily a 75% reduction in Consumables, due to increased fuel consumption and reduced fuel bunkerage).
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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.

The CRMcNeill Stat/Rule Index
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Leona Makk
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Location: Minneapolis, MN

PostPosted: Sat Jun 20, 2020 9:34 pm    Post subject: Reply with quote

CRMcNeill wrote:
That's kinda how I pictured it, with the Beta as the more "standard" assault shuttle, while the Gamma was the supercharged version, where the Empire had managed to squeeze a capital-grade power system into the Beta's hull, which came with its own set of design compromises (primarily a 75% reduction in Consumables, due to increased fuel consumption and reduced fuel bunkerage).


hmmm....interesting. I had better go home brew some Aux. Power Rules based on that. Excuse me.
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Sat Jun 20, 2020 10:18 pm    Post subject: Reply with quote

Leona Makk wrote:
CRMcNeill wrote:
That's kinda how I pictured it, with the Beta as the more "standard" assault shuttle, while the Gamma was the supercharged version, where the Empire had managed to squeeze a capital-grade power system into the Beta's hull, which came with its own set of design compromises (primarily a 75% reduction in Consumables, due to increased fuel consumption and reduced fuel bunkerage).

hmmm....interesting. I had better go home brew some Aux. Power Rules based on that. Excuse me.

Here's an aux power system I created for space transports that might give you ideas.

https://rancorpit.com/forums/viewtopic.php?p=188824#188824
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16173
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jun 20, 2020 10:24 pm    Post subject: Reply with quote

Leona Makk wrote:
hmmm....interesting. I had better go home brew some Aux. Power Rules based on that. Excuse me.

For reference, here are my updated stats for the Gamma.

The main difference is in the Scale, which is +4D over the Beta. The capital-grade power plant is primarily used to run the huge shield generators (as well as the Gamma's internal tensor / structural integrity field network) and the Frigate-Scale Ion Cannon and Tractor Beam Projectors.

If you're looking for a simple Auxiliary Power rule, my solution was to give each ship 1D of discretionary power that can be applied to any ship system, but must be declared by the piloting character at the beginning of the round.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Leona Makk
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PostPosted: Tue Jun 23, 2020 12:43 pm    Post subject: Reply with quote

Thanks fellas. Those suggestions are saving me tons of time. (I am in a three hour work meeting so I need to look like I am taking notes. Wink )

Say! Did anyone take the time to write up something for that sweet little Aiwha-Class Corvette?
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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: Tue Jun 23, 2020 1:47 pm    Post subject: Reply with quote

Leona Makk wrote:
Thanks fellas. Those suggestions are saving me tons of time. (I am in a three hour work meeting so I need to look like I am taking notes. Wink )

Say! Did anyone take the time to write up something for that sweet little Aiwha-Class Corvette?

Haven't yet, but I'm sitting around with nothing to do, so I could try to bang something out. Based on the comments section in the various WIP pages for this ship, it looks like a heavily armed pursuit / fast attack gunboat, ~150 meters long, with a single dual medium turbolaser turret, two gimbaled medium ion cannon in the forward arc, a prow-mounted tractor beam projector and six dual laser cannon for anti-starfighter defense. No obvious starfighter launch bays, but there are port and starboard airlock rings, so assault boarding is a possibility.

EDIT: A little more digging... Fractalsponge envisions this as "a pure fleet ship, and not likely to be seen on independent duties and gendarmerie work and such which might require rough-field landing." With that in mind, I'm picturing a pretty low Consumables rating, which is sacrificed in trade for short-range performance, either tied to a fleet base or an ISD (which also works since the ship is small enough to fit into the ISD's main bay for replenishment). He also specifically states that it has "no landing gear", which also supports the view of this thing as a stripped down "fighter" corvette.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Leona Makk
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PostPosted: Tue Jun 23, 2020 3:29 pm    Post subject: Reply with quote

cool. Could be lean and mean.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16173
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Jun 24, 2020 8:06 pm    Post subject: Reply with quote

Aiwha-Class Assault Corvette

Images

The Aiwha is an excellent example of the compromises required in starship design. Introduced in the turmoil following the Death Star's destruction at Yavin, the Aiwha was intended to provide a high-performance alternative to defensive starfighters. That goal was achieved, but it came with a cost. The Aiwha is fast, maneuverable, heavily armed and relatively well armored (at least compared to its intended starfighter opponents), but to do so, the designers were forced to make serious cuts in the little ship's fuel capacity, backup systems and onboard storage capacity, even going so far as to omit a backup hyperdrive and any form of landing gear; this was considered justifiable as the Aiwha was intended as a fleet picket and escort, and as such would operate in close proximity to larger vessels and space stations which would provide docking facilities and regular replenishment.

Craft: Loronar Corporation's Aiwha-Class
Type: Assault Gunship
Scale: Frigate (+10D)
Length: 150 meters
Skill: Capital Ship Piloting: Aiwha-Class
Crew: 23 (10 @ +10) & 12 Gunners
Crew Skill:
Astrogation 3D+2
Gunnery 4D+2
Piloting 4D+1
Shields 4D
Sensors 4D
Passengers: 10 (troops)
Small Craft Complement: None
Cargo Capacity: 100 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 3D+2
Space: 8 (4D)
Atmosphere: 365; 1,050 kph
Hull: 3D (2D in Rear Arc)
Shields: 2D
Sensors:
Passive 40/1D
Scan 60/2D
Search 100/3D
Focus 4/4D
Weapons:
1 Dual Turbolaser Cannon
Fire Arc: Turret
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
Fire Rate: 1
Damage: 6D
2 Ion Cannon (Fire-Linked)
Fire Arc: Front
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-7/17/35
--Orbital: 100m-700m/1.7km/3.5km
--Atmosphere: 100m-700m/1.7km/3.5km
Fire Rate: 1
Damage: 5D (ionization)
6 Dual Laser Cannon
Fire Arc: 2 Front/Left/Right, 2 Front/Right/Rear, 2 Front/Left/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: 6D
1 Tractor Beam Projector
Fire Arc: Front
Scale: Special*
Crew: 2
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

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +2
    SHIELD & SHIELD CONTROL: 2D @ 2D
    VELOCITY MODIFIER: 2D Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 0D Turret
      Ion Cannon: 1D Front
      Dual Laser Cannon: 2D Front, 1D Left, 1D Right, 1D Rear
      Tractor Beam Projector: 0D Front

_________________
"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 24, 2022 12:23 am; edited 9 times in total
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Leona Makk
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Joined: 03 Feb 2018
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Location: Minneapolis, MN

PostPosted: Thu Jun 25, 2020 1:28 am    Post subject: Reply with quote

Look at that!
Ask and you shall receive!
Very nice set of stats. The ship has a lot of character that makes it cool. I like the lower Hull Code in the Rear. A nice touch.

This could be a risky little frigate to serve on. Picture having a young Imperial captain looking to make his mark and get a quick promotion. Now give him a ship with an 8 speed and almost 4d in Maneuverability. This would be a hell of a ship to pilot! I bet the poor crew could never get the captain away from the helm.
Makes me think of Capt. Jack Aubrey and his ship The Sophie from Master and Commander.
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Ray
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PostPosted: Thu Jun 25, 2020 12:38 pm    Post subject: Reply with quote

The crewing is also small enough that it could be used as a Campaign Ship for a group, filling out most of the roles with NPCs while the PCs are Officers and Senior NCOs.

Needs to have that rear armour upgraded, however.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16173
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Jun 25, 2020 12:46 pm    Post subject: Reply with quote

Leona Makk wrote:
This could be a risky little frigate to serve on. Picture having a young Imperial captain looking to make his mark and get a quick promotion.

It's definitely a ship that would reward an aggressive captain, but also potentially one that could bring him to grief if his aggression crossed the line into foolhardiness, which young captains might be wont to do. As such, having these ships closely tied to large fleet facilities or as picket / outriders for SDs and the like would offset (ideally) that sort of aggression. Maybe a ship like this could serve as a step toward more independent commands like a Raider-Class. Although I may need to update the Raider stats...
_________________
"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 Jun 25, 2020 1:37 pm; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16173
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Jun 25, 2020 1:36 pm    Post subject: Reply with quote

Leona Makk wrote:
I like the lower Hull Code in the Rear.
Ray wrote:
Needs to have that rear armour upgraded, however.

That's part of the design compromises needed to make this thing fast and maneuverable: the large, exposed rear engines. Added armor and/or shielding increases mass which in turn cuts into speed and maneuverability. Since this is a ship intended from the outset to be fast and well-armed, corners had to be cut elsewhere.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Leona Makk
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Joined: 03 Feb 2018
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Location: Minneapolis, MN

PostPosted: Fri Jun 26, 2020 2:49 pm    Post subject: Reply with quote

CRMcNeill wrote:
Leona Makk wrote:
This could be a risky little frigate to serve on. Picture having a young Imperial captain looking to make his mark and get a quick promotion.

It's definitely a ship that would reward an aggressive captain, but also potentially one that could bring him to grief if his aggression crossed the line into foolhardiness, which young captains might be wont to do. As such, having these ships closely tied to large fleet facilities or as picket / outriders for SDs and the like would offset (ideally) that sort of aggression. Maybe a ship like this could serve as a step toward more independent commands like a Raider-Class. Although I may need to update the Raider stats...

Thinking about Navy promotions makes me want to run an Imperial Navy Campaign. The enemy can still be the Empire course. I mean who kills more captains than Vader!?
Ah, the Raider. The Empire's U-Boot. It would be so fun to play in a Hunt for Red October session or two with the Raider. *heavy sigh* I might spend the weekend daydreaming about space ships.
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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: Fri Jun 26, 2020 2:59 pm    Post subject: Reply with quote

I've actually gone a step further and written up stats for cloaking devices that make cloaked ships analogous to WW2 submarines in space. Not quite a HfRO scenario, but it's close. EDIT: Here's the link.

ATM, I'm gearing up to do my own version of the larger Vigil-Class Corvette, but because Fractalsponge estimated its small craft complement as 12 TIEs, a Stormtrooper Transport, and a Mu-Class Light Shuttle, I think I'm going to work on those first.

As for the Raider, in light of the sizes involved (the Vigil is 255 meters, the Aiwha is 150, etc), the fix I have in mind is just to increase the Raider's length from 150 to 180-185.
_________________
"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 Jun 26, 2020 3:03 pm; edited 1 time in total
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Leona Makk
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PostPosted: Fri Jun 26, 2020 3:00 pm    Post subject: Reply with quote

CRMcNeill wrote:
Leona Makk wrote:
I like the lower Hull Code in the Rear.
Ray wrote:
Needs to have that rear armour upgraded, however.

That's part of the design compromises needed to make this thing fast and maneuverable: the large, exposed rear engines. Added armor and/or shielding increases mass which in turn cuts into speed and maneuverability. Since this is a ship intended from the outset to be fast and well-armed, corners had to be cut elsewhere.


I enjoy the little design quirks. In all the navel adventures I have read (yes I know, don't judge me) each ship has a few flaws that the crew learns to love or even turn to an advantage. I think of it as "character."

I just ran the Meltdown adventure form the Instant Adventure book, which has this hunk of junk "The Subpro T-118 Heavy Fighter." It has a major design flaw since Subpro only thought about weapons. The players recognized the engine flaw and started coming up with maneuvers and plots to exploit the weakness. So the box text about an obscure fighter added a ton of fun to the combat.
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