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D6 Stats for Fractalsponge Projects
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Leona Makk
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PostPosted: Tue Aug 25, 2020 8:58 am    Post subject: Reply with quote

CRMcNeill wrote:
Indictor-Class Reconnaissance / Electronic Warfare Corvette

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The Indictor is a joint project for the Imperial Navy and Imperial Intelligence. The ship's classification is something of a conundrum; at 262 meters in length, the Indictor should be classed as a Frigate, yet its relatively fragile hull and light armament put it squarely in the Corvette range. Ultimately, however, it was designated as a Corvette.



Is this ship "big enough" for a cloaking device. Imperial Captains wanna know!

Fascinating ship! This is a good vessel to use Home Brew Rules with since you can chalk it up to high tech gear on a sneaky ship. Would you use those tactical assistance bonuses for other crafts? What was the right up? TIEs got +1d when within a certain distance to the coordinating vessel? Am I remembering that right?

You have all seen movies like Escape from New York, Cobra, Rocky II and III. This could be that covert transport for the tough as nails commando that has to go behind enemy lines. (of course it would have to be blown up right after the commando is dropped off, complicating "the plan.")
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Yora
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PostPosted: Tue Aug 25, 2020 9:45 am    Post subject: Reply with quote

Given the size of "greeblies" on Imperial ships, I would estimate this one to be about 200 meters long.
That's considerably bigger than most "medium freighters", and Thrawn put cloaking devices on those. A warship would probably have much more powerful reactors than a cargo hauler, so I think this should be plenty big enough.
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CRMcNeill
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PostPosted: Tue Aug 25, 2020 12:05 pm    Post subject: Reply with quote

Leona Makk wrote:
Is this ship "big enough" for a cloaking device. Imperial Captains wanna know!

If one were so inclined, sure, but the specifics of SWU cloak technology would interfere with the ship's primary mission of electronic warfare and surveillance.

Quote:
Fascinating ship! This is a good vessel to use Home Brew Rules with since you can chalk it up to high tech gear on a sneaky ship. Would you use those tactical assistance bonuses for other crafts? What was the right up? TIEs got +1d when within a certain distance to the coordinating vessel? Am I remembering that right?

Within reason. That rule is supposed to represent ships that have dedicated flight controllers onboard to coordinate TIE activity. Seeing as how TIE operations would be outside of the purview of this ship, having a dedicated TIE Flight Controller onboard would likely be considered unnecessary.

Quote:
This could be that covert transport for the tough as nails commando that has to go behind enemy lines. (of course it would have to be blown up right after the commando is dropped off, complicating "the plan.")

I'd be more inclined to use a Sigma-Class Special Operations Shuttle for that, with the Indictor hiding somewhere out-system as the remote command post (for the stereotypical inscrutable mission coordinator with ulterior motives and hidden agendas).
_________________
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CRMcNeill
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PostPosted: Tue Aug 25, 2020 12:17 pm    Post subject: Reply with quote

Yora wrote:
Given the size of "greeblies" on Imperial ships, I would estimate this one to be about 200 meters long.

262 meters is a direct quote from Fractalsponge.

Quote:
That's considerably bigger than most "medium freighters", and Thrawn put cloaking devices on those. A warship would probably have much more powerful reactors than a cargo hauler, so I think this should be plenty big enough.

IIRC, the smallest ship Thrawn put a cloaking device on was more along the lines of a Bulk Transport, with enough room to also carry several squadrons of TIEs, plus all the Mole Miners he stole from Lando at Nkllon. I certainly wouldn't put it as that much smaller than this ship.

For the purposes of my own tech background for the SWU, the main distinction between Starfighter-Scale and Capital-Scale is their power generation, with Starfighter-Scale running fusion plants while Capital-Scale use Hypermatter Annihilation. Among other limitations, cloaking devices require higher power output than can be provided by fusion reactors, so when a ship is "too small" to have a cloaking device, what's actually being said is that the ship is too small to mount the sort of power generation system that a cloaking device requires.
_________________
"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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PostPosted: Fri Sep 11, 2020 8:56 pm    Post subject: Reply with quote

I've been thinking about the Kontos-Class Cruiser recently. Per Fractal, it started as his version of the Strike-Class Medium Cruiser, but the length expanded until it was just short of a heavy cruiser. Now, the Strike's official description played up the modular aspect of the ship, but if you really dig into the details of the modular options, it mainly consists of cargo and transport spaces that can be rapidly modified to fit a wide variety of transport needs, including troop and passenger transport, large armored vehicle deployment, starfighter carrier, and so on and so forth.

So I started thinking, why not fold the Strike into the Kontos and make it an actual Strike Cruiser, with the mission of combining speed, firepower and versatile transport capability into a single hull.

And so...

Kontos-Class Strike Cruiser

Images

Craft: Loronar Corporation's Kontos-Class
Type: Strike Cruiser
Scale: Frigate (+10D)
Length: 546 meters
Skill: Capital Ship Piloting: Kontos-Class
Crew: 1,972 (800 @ +10) & 120 Gunners
Crew Skill:
Astrogation 4D
Capital Ship Gunnery 4D+2
Capital Ship Piloting 5D
Capital Ship Shields 3D+2
Sensors 4D
Passengers: Varies*
Small Craft Complement: Varies*
--4-6 utility craft
Cargo Capacity: Varies*
Consumables: Varies*
*The Kontos' modular design allows it to be quickly reconfigured for a variety of different missions, with the primary differences being in the nature of the ship's cargo and passengers. For details, see Variants below.
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D+1
Space: 7 (3D+2)
Atmosphere: 350; 1,000 kph
Hull: 4D+2
Shields: 2D+2
Sensors:
Passive 40/1D
Scan 60/2D
Search 120/3D
Focus 4/4D
Weapons:
20 Dual Turbolaser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 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
10 Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Rate of Fire: 1
Damage: 4D (ionization)
24 Missile Launchers
Fire Arc: 12 Left, 12 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-8/20/40
--Orbital: 2km-16km/20km/80km
--Atmosphere: 100m-800m/2km/4km
Rate of Fire: 1/2
Damage: 8D
10 Dual Laser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Capital Ship Gunnery
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
5 Tractor Beam Projectors
Fire Arc: 1 Front, 2 Left, 2 Right
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 4D
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.
Modular Cargo Bay Configurations: (Use the Stats listed above, except as noted)
    PATROL
    Passengers: 340
    Cargo Capacity: 6,000 metric tons
    Consumables: 1.5 years
    Small Craft Complement: 12 TIE Fighters, 1 AT-AT, 2 AT-STs
    Description: This version is considered the base-line, "standard" configuration for the Kontos, equipped with a good mix of fighters and troops, along with the durability for long term missions

    CARRIER
    Passengers: 80
    Cargo Capacity: 1,000 metric tons
    Consumables: 1.5 years
    Small Craft Complement: 36 TIE Fighters
    Description: This version exchanges troop and cargo capacity to carry a half-wing of TIE Fighters.

    FIRE SUPPORT
    Passengers: 80
    Cargo Capacity: 1,000 metric tons
    Consumables: 1 year
    Small Craft Complement: 12 TIE Fighters
    Description: This variant substitutes missile magazines in place of ground troops, providing the ship’s missile launchers with the magazine capacity for extended bombard missions with a broad selection of target-specific warhead types.

    SCOUT / SURVEY
    Passengers: 340
    Cargo Capacity: 1,000 metric tons
    Consumables: 3 years
    Sensors: +2 to all Sensor values
    Small Craft Complement: 12 TIE Fighters, 1 AT-AT, 2 AT-STs
    Description: Exchanges cargo capacity for additional signal processing equipment that enhances the effectiveness of its standard sensors, as well as carrying extra consumables for long-term deployments or for extended scouting missions into unexplored territory.

    TROOP TRANSPORT
    Passengers: 2,200
    Cargo Capacity: 6,000 metric tons
    Consumables: 6 months
    Small Craft Complement: None
    Description: Gives up small craft capacity and consumables to serve as a transport for an Imperial Army Battalion.

    ASSAULT TRANSPORT
    Passengers: 1,100
    Cargo Capacity: 1,000 metric tons
    Consumables: 6 months
    Small Craft Complement: 12 TIE Fighters (1 squadron)
    Description: Gives up Consumables and Cargo Capacity in exchange for a Troop Pod Deployment system that can deploy an entire Infantry Battalion to a planet's surface in a single drop.

    CARGO / EQUIPMENT TRANSPORT
    Passengers: 80
    Cargo Capacity: 20,000 metric tons
    Consumables: 1 years
    Small Craft Complement: None
    Description: Exchanges small craft capacity and troops to serve as a cargo and equipment transport, with enough capacity to transport and deploy a reinforced Walker Company, as well as other combinations of heavy vehicles.

    COMMAND
    Passengers: 340
    Cargo Capacity: 1,000 metric tons
    Consumables: 1.5 years
    Small Craft Complement: 12 TIE Fighters
    Special: +1D to all Communications, Tactics and Command skill rolls made aboard ship.
    Description: Carries an enhanced communication array and command center, allowing the ship to serve as a command post for army or navy operations.
House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 2D+2 @ 1D+2
    BATTERY DICE:
      Dual Turbolaser Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
      Ion Cannon: 2D Front, 1D+2 Left, 1D+2 Right
      Missile Launchers: 3D+2 Left, 3D+2 Right
      Dual Laser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear (2D+2 Front, 3D+2 Left, 3D+1 Right, 2D+2 Rear w/ Escort Module)
      Tractor Beam Projectors: 0D Front, 1D Left, 1D Right

_________________
"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 Aug 09, 2021 2:34 pm; edited 2 times in total
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CRMcNeill
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PostPosted: Wed Sep 16, 2020 8:39 pm    Post subject: Reply with quote

Procursator I-Class Light Star Destroyer

Images

The Procursator-Class Star Destroyer was introduced around the same time as the larger Imperator-Class. While the Imperator was more of a general-purpose combat platform, the Procursator I was specialized for anti-ship work, using its greater speed and formidable proton torpedo armament to close with and destroy larger enemy combatants. Unfortunately, that specialization left the Procursator I weak in other areas, particularly anti-starfighter defenses, as the ship lacked enough deck space for a decent starfighter complement (available space being taken up almost entirely by utility craft and assault shuttles for the Procursator I's embarked naval infantry battalion). Initially, this wasn't considered all that problematic, but in recent years, as the Alliance has gained in strength, several Procursator Is have been lost to "insufficient starfighter support". Efforts have been made to upgrade the anti-starfighter defenses of the Procursator I, but such ships are few and far between, as the Navy has shifted priorities to construction of newer vessels. As such, Procursator Is are most commonly seen as part of larger fleet groups.

Craft: Kuat Drive Yards' Procursator I
Type: Star Destroyer
Scale: Destroyer (+12D)
Length: 1,200 meters
Skill: Capital Ship Piloting: Procursator I
Crew: 12,162 (3,000 @ +20) & 460 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 5D+1
Shields 4D+1
Sensors 4D
Passengers: 1,200 (troops)
Small Craft Complement:
--8 Assault Shuttles
--Assorted Utility Craft
Cargo Capacity: 10,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 7 (3D+2)
Atmosphere: 350; 1,000 kph
Hull: 6D+1
Shields: 3D
Sensors:
Passive 50/1D
Scan 100/3D
Search 200/4D
Focus 6/4D+2
Weapons:
12 Heavy Turbolaser Batteries
Fire Arc: 4 Front, 3 Left, 3 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
6 Heavy Ion Cannon
Fire Arc: 2 Front, 2 Left, 2 Right
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)
24 Heavy Torpedo Tubes
Fire Arc: 12 Left, 12 Right
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
40 Turbolaser Batteries
Fire Arc: 10 Front, 10 Left, 10 Right, 10 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
20 Ion Cannon
Fire Arc: 6 Front, 5 Left, 5 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)
40 Dual Laser Cannon
Fire Arc: 10 Front, 10 Left, 10 Right, 10 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
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 Right
Scale: Special*
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.
Variants: (Use Above Stats, except as noted)
    Procursator II-Class Star Cruiser

    Images

    The less-common Procursator II reverts to the generalist approach taken by the Imperator-Class, stripping out the heavy torpedo launchers and magazines to expand the hangar bay, which allows the ship to carry a full Superiority Wing and mount slightly more powerful main battery turbolasers and ion cannon.

    Small Craft Complement:
    --72 Starfighters (6 squadrons)
    --8 Assault Shuttles
    --Assorted Utility Craft
    Hull: 5D+2
    Weapons: [Remove Heavy Torpedo Launchers, increase Damage of Heavy Turbolaser Batteries and Heavy Ion Cannon by +1]
House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +16
    SHIELD & SHIELD CONTROL DICE: 3D @ 2D+2
    VELOCITY MODIFIER: 2D Flight
    BATTERY DICE:
      Heavy Turbolaser Batteries: 2D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Heavy Ion Cannon: 1D Front, 1D Left, 1d Right
      Heavy Torpedo Tubes: 3D+2 Left, 3D+2 Right
      Turbolaser Batteries: 3D+1 Front, 3D+1 Left, 3D+1 Right, 3D+1 Rear
      Ion Cannon: 2D+2 Front, 2D+1 Left, 2D+1 Right, 2D Rear
      Dual Laser Cannon: 3D+1 Front, 3D+1 Left, 3D+1 Right, 3D+1 Rear
      Tractor Beam Projectors: 2D Front, 1D+2 Left, 1D+2 Right

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

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Sat Feb 17, 2024 2:54 pm; edited 4 times in total
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PostPosted: Mon Sep 21, 2020 1:32 pm    Post subject: Reply with quote

Proclamator-Class Star Cruiser

Images

The Proclamator is an aging yet still capable relic of the Clone Wars. Curently found in service in planetary defense forces in the Outer Rim, low priority Imperial sectors, the Rebel Alliance, and even the occasional pirate, the ship has aged better than its more famous counterpart, the Venator-Class. This is mainly due to its more balanced approach, with its smaller, more dispersed hangar bays lending the Proclamator greater protection against combat damage.

Craft: Kuat Drive Yards' Proclamator
Type: Star Cruiser
Scale: Destroyer (+12D)
Length: 890 meters
Skill: Capital Ship Piloting: Proclamator
Crew: 9,892 (2,000 @ +20) & 650 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D+1
Piloting 4D+2
Shields 4D+1
Sensors 4D
Passengers: 1,200 (troops)
Small Craft Complement:
--48 Starfighters (4 Squadrons)
--8 Assault Shuttles
--Assorted Utility Craft
Cargo Capacity: 8,000 metric tons
Consumables: 1.5 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x16
Nav Computer: Yes
Maneuverability: 2D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 3D+2
Shields: 3D
Sensors:
Passive 50/1D
Scan 100/3D
Search 200/4D
Focus 6/4D+2
Weapons:
8 Heavy Turbolaser Batteries (Fire Separately)
Fire Arc: 2 Front, 2 Left, 2 Right, 2 Rear
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
30 Turbolaser Batteries (Fire Separately)
Fire Arc: 7 Front, 8 Left, 8 Right, 7 Rear
Scale: Frigate (+10D)
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: 6D
30 Dual Heavy Laser Cannon (Fire Separately)
Fire Arc: 7 Front, 8 Left, 8 Right, 7 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
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 Right
Scale: Special*
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: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +15
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Heavy Turbolaser Batteries: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Turbolaser Batteries: 2D+2 Front, 3D Left, 3D Right, 2D+2 Rear
      Dual Laser Cannon: 2D+2 Front, 3D Left, 3D Right, 2D+2 Rear
      Tractor Beam Projectors: 2D Front, 1D+2 Left, 1D+2 Right

_________________
"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 2:26 pm; edited 2 times in total
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Scots Dragon
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PostPosted: Tue Nov 03, 2020 10:16 pm    Post subject: Reply with quote

He put out a finished model for the Golan station recently.
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PostPosted: Tue Nov 03, 2020 11:33 pm    Post subject: Reply with quote

Nice.
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PostPosted: Wed Nov 04, 2020 1:41 am    Post subject: Reply with quote

I've been observing the various WIP posts he's been doing, but I've been too busy the last couple days to catch up. I've already done write-ups for the Golans, including the Golan III (which this is), here, as part of my larger stat re-write project. The only thing that would need to be changed is the fighter capacity, but Fractal speculated that it wouldn't be uncommon for the station to have no fighters assigned at all, with the bays used as support for fighters launched from other platforms, or for its own onboard shuttles and the like.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Sat Dec 26, 2020 1:38 pm; edited 1 time in total
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PostPosted: Wed Nov 04, 2020 3:57 pm    Post subject: Reply with quote

Worth noting how Fractal pictures this being used. Basically, the station would use its attitude thrusters to roll and angle the "top" of the station perpendicular to any incoming threat, thus positioning the ventral "tower" directly away from it. This positioning allows the platform to concentrate all (or at least the vast majority) of its weapons and shields against the threat while protecting the tower, which is used as a heat sink for the reactor, as well as to bleed off shield heat and ionization.
_________________
"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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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Feb 14, 2021 1:58 am    Post subject: Reply with quote

Fractalsponge's latest project, the oddly named Imperial Escort Carrier from Rogue Squadron III: Rebel Strike. He's reimagining it as a Special Ops Carrier, with "escort carrier" being a falsehood to mislead the budget committee or enemy intelligence.

WIP #1
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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
Director of Engineering


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

PostPosted: Sun Mar 07, 2021 2:36 pm    Post subject: Reply with quote

So, as per this post, I've been wanting to do stats for Fractal's MAVr-A7 Broadsword for a while now, but one aspect of the design always hung me up: the massive drum on the rear deck, which blocks the rear fire arc of the turret. IMO, the sort of mobile warfare that the Broadsword is built for includes the need to be able to fire at pursuers. However, Fractal sees the drum as an essential component of his version.

I've reached out to Fractal re: commissioning him to do a couple Broadsword variants, one with a smaller drum grafter onto the back of the turret itself, and the other keeping the large drum in combination with a forward firing heavy turbolaser, basically an assault gun / tank destroyer. The main drawback is that I'm poor, and Fractal estimates 10-15 hours of work (billed at $40/hr) to do both versions. Since I don't have $400-$600 to spare, I've scaled back my original request to just the basic Broadsword with a smaller drum on the back of the turret. With his current backlog and real world commitments, he likely wouldn't be able to do the commission until late April. We'll see how it plays out.
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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


Last edited by CRMcNeill on Sat Mar 27, 2021 1:10 am; edited 1 time in total
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Whill
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Sun Mar 07, 2021 3:39 pm    Post subject: Reply with quote

http://fractalsponge.net/wp/wp-content/uploads/2018/06/tank39.jpg

Although there may be real-world exceptions, I have to say that when I think of "tank" I do tend to think of a 360° fire arc. As a cheaper option to commissioning variant design, can you imagine any possible rear weapons or defense against enemies in the rear arc with the visual as-is? Perhaps something back there opens up to reveal the weapon only when used? Not the ideal solution, so just throwing the possibility out there. Some vehicles have design flaws, in real life and in the SWU.
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CRMcNeill
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PostPosted: Sun Mar 07, 2021 10:10 pm    Post subject: Reply with quote

Not the way he's done it. The rear hatch is supposed to be a troop bay, so the only thing it would open up to would be a squad firing personal weapons. Anything I were to tack on would look cheap and fake by comparison. The least expensive option he's offered is just a straight deletion of the drum, which will likely end up being the option I go with. His take on the drum is as a capacitor for the main cannon in the laser turret (which is equivalent to one of the chin lasers on the AT-AT as he's envisioned it).

If I ever came up with the money to commission him to do the tank destroyer with the forward-firing turbolaser, I would definitely retain the drum (makes more sense to me with the larger weapon), but again, at his rates, that's not realistic for me any time soon. It's fair, though; the stuff he posts on his page is either stuff he does for his own enjoyment or work that other people have commissioned him to do.
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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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