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D6 Stats for Fractalsponge Projects
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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: Fri Apr 09, 2021 2:02 am    Post subject: Reply with quote

TIE Hunter

Images

The TIE Hunter was one of several starfighter models developed by the Empire in their attempts to catch up to the individually superior Alliance front-line units. It's roughly comparable to the TIE Avenger, with minor weaknesses in durability and weapons capacity. Like its contemporaries - the Avenger and Defender - the Hunter did enter limited production but never in sufficient numbers or in enough time to make a real difference prior to Endor. TIE Hunters would subsequently be found scattered across the galaxy in dwindling numbers in the service of the Imperial Remnant or various warlords.

However, one interesting variant did enter service with the Empire in an even more specialized capacity as a support fighter for the Imperial Storm Commandos. Imperial High Command wanted a stealth multi-role platform that could provide air cover and special operations support for deployed groups of storm commandos and, of the extant prototypes, the Hunter proved best suited to the intended modifications. Designated the Hunter-S, this variant is equipped with stealth upgrades and an expanded ordnance delivery capability. It sacrifices much of its combat radius to achieve this, but the vast majority of Storm Commando operations are deployed from carrier vessels loitering just outside of the targeted systems, so range is rarely a factor.

Craft: Seinar Fleet Systems' TIE/hu
Type: Multi-Role Starfighter
Scale: Starship (+6D)
Length: 9.8 meters
Skill: Starship Piloting: TIE Hunter
Crew: 1, plus Imperial Copilot Droid
Crew Skill:
Astrogation 5D
Gunnery 5D+2
Piloting 6D
Shields 5D
Sensors 5D
Cargo Capacity: 75 kg
Consumables: 5 days
Hyperdrive Multiplier: x2
Nav Computer: Limited (5 jumps)
Maneuverability: 4D
Space: 11 (5D+2)
Atmosphere: 435; 1,250 kph
Hull: 2D+2
Shields: 2D
Sensors:
Passive 25/1D
Scan 50/2D
Search 75/3D
Focus 4/4D
Weapons:
2 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
2 Ion Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 4D (ionization)
4 Warhead Launch Tubes (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
All Other Stats vary by Weapon Type
Capacity: 1 per Launcher. May select any Weapons from this list, depending on Availability.
Variants: (Use Above Stats, except as noted)
    TIE/hu-s Stealth Variant
    Crew Skills:
    Astrogation 5D+2
    Gunnery 6D+1
    Piloting 6D+2
    Shields 5D+2
    Sensors 5D+2
    Cargo Capacity: 25 kg
    Consumables: 2 days
    Maneuverability: 3D+1
    Space: 9 (4D+2)
    Atmosphere: 400; 1,150 kph
    Hull: 2D+2
    Shields: 2D (Stealth)
    Weapons: (In addition to Above)
    1 Multi-Warhead Launcher
    Fire Arc: Front
    Skill: Starship Gunnery
    Rate of Fire: 1
    All Other Stats vary by Weapon Type
    Capacity: 8 rounds. May select any Weapons from this list, as well as Gravity Bombs or Space Mines from this list, depending on Availability.
    Special Equipment:
    Sensor Baffling (One layer: +1D to Stealth)


House Rule Notes:
    SHIELD & SHIELD CONTROL: 2D @ 2D
    VELOCITY MODIFIER: 3D Flight (Stealth: 2D+1)

_________________
"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 May 13, 2023 11:40 am; edited 7 times in total
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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: Mon Apr 19, 2021 12:40 am    Post subject: Reply with quote

So, at long last, here are my stats for the MAVr-A7 Broadsword. I decided to incorporate both Fractal's original version and my own modified version (with the capacitor drum removed from the rear), as well as inventing a reason why both models can be found in the SWU.

Broadsword-Series Medium Assault Vehicle

Images

The Broadsword is the Imperial Army's primary medium-duty armored assault vehicle, and forms the backbone of the Army's Mobile Command. The primary model is configured as a multi-role combat vehicle, mounting a mix of heavy and light weapons, along with a small troop bay. Several support variants also exist. The Broadsword is somewhat comparable to the KAAC Freerunner, as the two vehicles were actually competing designs for the Imperial Army's MAV replacement program. The Broadsword won out, but the two vehicles now compete in combat, as most of the Freerunner models were snapped up by the Alliance when KAAC went bankrupt.

The Broadsword has gone through at least one major design change since its inception. The original model included a very prominent energy capacitor drum mounted on the rear deck behind the turret. While the capacitor is an essential piece of equipment for powering the vehicle's heavy laser cannon, it badly obstructs the field of fire in the aft arc. At the time, it was assumed that Broadswords would always operate in teams, and that multiple vehicles would work together to cover each other's blind spots. In practice, however, this wasn't always a viable option, especially in close quarters. Furthermore, the capacitor provided an excellent aiming point for Alliance heavy weapon teams firing from concealed positions on the flanks and rear of Broadsword units, and damage to the capacitor was found to also disrupt systems throughout the rest of the vehicle. As such, the Broadsword redesigned, replacing the main laser cannon with a somewhat lighter version that utilized smaller capacitors that could be mounted internally (at the cost of 40% of the passenger capacity).

Craft: Nan-Carvon MAVr-A7 Broadsword II Series
Type: Multi-Role Combat Assault Vehicle
Scale: Walker (+8D)
Length: 16.7 meters
Skill: Landspeeder Operation: Broadsword
Crew: 3 (1 @ +5) & 1 Gunner
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Landspeeder Operation 4D
Passengers: 6
Cargo Capacity: 1 metric ton
Cover: Full
Maneuverability: 1D
Move: 90; 260kph (3D+2 Surface)
Altitude Range: Ground - 2 meter
Body: 3D+1
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
1 Heavy Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 200m-500m/1.5km/3km
Damage: 4D+2
1 Dual Light Blaster Cannon
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/800m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: 5D
1 Missile Launcher
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 4D
Range: 100m-1km/2km/5km
Rate of Fire: Can fire missiles singly or in volleys; standard coordination bonuses apply.
Damage: 6D
Ammo: 20 per launcher
Variants: (As Above, except as noted)
    BROADSWORD I (Images)
    Passengers: 10
    Body: 3D+1 (2D+2 in Right, Left & Rear Arcs)
    Weapons:
    Heavy Laser Cannon
    Damage: 5D
    Note: All Gunnery Difficulties are +10 in the Rear Arc

    ARTILLERY
    Crew: 3 (1 @ +5) & 2 Gunners
    Passengers: None
    Cargo Capacity: 200 kilograms
    Weapons: (Heavy Laser Cannon & Missile Launcher removed)
    Mass Driver Artillery Cannon
    Skill: Vehicle Gunnery
    Crew: 2
    Fire Control: 3D
    Range:
    --Surface: 500m-1km/2.5km/5km
    --Artillery: 5km-10km/25km/50km
    Rate of Fire: 1
    Damage: Varies by Projectile
    Ammo: 100 (individual shells weigh 100 kilograms, and may be carried in place of Passengers or Cargo)
    Projectile Types:
    --Proton (General Purpose)
    ----Damage: 6D
    ----Blast Radius: Standard (-1D Damage per -1 of Miss on Gunnery roll)
    --Concussion (Anti-Vehicle / Bunker Buster)
    ----Damage: 8D
    ----Blast Radius: Point (-2D Damage per -1 of Miss on Gunnery roll)
    --Cluster (Anti-Personnel)
    ----Damage: 1D
    ----Blast Radius: Area (-1D Damage per -2 of Miss on Gunnery roll)
    --Plasma
    ----Damage: 3D (Incendiary)
    ----Blast Radius: Standard (-1D Damage per -1 of Miss on Gunnery roll)
    Game Notes: Shells can be shot down by laser weapons. Shells are considered Character-Scale targets, and have a Body of 1D, but are -2D to Hit, due to their size and speed. Shells remain in the air for 1 round for every range band they cross (1 round for Short Range, 2 rounds for Medium, and 3 rounds for Long).
    2 Light Blaster Cannon
    Fire Arc: 1 Front/Left/Rear, 1 Front/Right/Rear
    Scale: Speeder (+4D)
    Crew: 1
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 5D

    AIR DEFENSE
    Crew: 4 (1 @ +10) & 1 Gunner
    Passengers: None
    Cargo Capacity: 200 kilograms
    1 Heavy Auto-Blaster (Replaces Heavy Laser Cannon)
    Fire Arc: Turret
    Scale: Starship (+6D)
    Crew: 1 + 1 Dedicated Sensor Operator
    Skill: Vehicle Gunnery
    Fire Control: 4D
    Range:
    --Surface: 100m-800m/2.5km/4km
    --Atmosphere: 500m-4km/12.5km/20km
    --Orbital: 2km-16km/50km/80km
    Rate of Fire: 2D Auto-Fire
    Damage: 4D
    Special: +2D to Fire Control on a successful Sensor Lock.
    Missile Launcher
    Fire Control: 3D (7D w/ Lock-On)
    Range (Lock-On): 100m-300m/800m/1.5km (200m-600m/1.6km/3km)
    Damage: 6D

    ROCKET
    Crew: 3 (1 @ +5) & 2 Gunners
    Passengers: None
    Cargo Capacity: 200 kilograms
    Weapons: (Heavy Laser Cannon & Missile Launcher removed)
    Concussion Rocket Multi-Launcher
    Fire Arc: Turret
    Skill: Vehicle Gunnery
    Crew: 2
    Fire Control: 2D
    Range:
    --Surface: 500m-2km/4km/8km
    --Bombard: 5km-20km/40km/80km
    Rate of Fire: Singly, or volleys of up to 15 (+1D Coordination Bonus every time # of rockets fired doubles)
    Damage: 7D
    Blast Radius: Standard (-1D Damage per -1 of Miss on Gunnery roll)
    Game Notes: Rockets can be shot down by laser weapons. Rockets are considered Character-Scale targets, and have a Body of 2D, but are -1D to Hit, due to their size and speed. Rockets remain in the air for 1 round for every range band they cross (1 round for Short Range, 2 rounds for Medium, and 3 rounds for Long).
    2 Light Blaster Cannon
    Fire Arc: 1 Front/Left/Rear, 1 Front/Right/Rear
    Scale: Speeder (+4D)
    Crew: 1
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 5D

    ENGINEERING
    Crew: 3 (1 @ +5) & 2 Gunners
    Passengers: None
    Cargo Capacity: 200 kilograms
    Weapons: (Heavy Laser Cannon & Missile Launcher removed)
    1 Tractor Beam Projector
    Fire Arc: Turret
    Crew: 2
    Skill: Vehicle Gunnery
    Fire Control: 1D
    Range:
    --Surface: 100m-300m/1km/2km
    --Atmosphere: 500m-1.5km/5km/10km
    --Orbital: 2km-6km/20km/40km
    Rate of Fire: 1 (Full Round)
    Damage: 5D
    Note: Tractor Beams can be used to either pull objects closer, push them away or hold them steady off the ground. As such, they have a variety of uses on the battlefield, including vehicle recovery, obstacle clearing and minesweeping.
    2 Light Blaster Cannon
    Fire Arc: 1 Front/Left/Rear, 1 Front/Right/Rear
    Scale: Speeder (+4D)
    Crew: 1
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 5D

    Images of Artillery, Air Defense and Rocket Variants

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +1
    VELOCITY MODIFIER: 2D Surface

_________________
"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 10:17 pm; edited 2 times in total
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Macavity
Cadet
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Joined: 16 May 2021
Posts: 14

PostPosted: Sun Jul 04, 2021 12:13 am    Post subject: Kontos-Class Weapon Loadout Update Reply with quote

CRMcNeill wrote:
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
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)[list]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



Love your overall interpretation of FractalSponge's (Ansel Hsiao's) overall, but I feel like with many Star Destroyer statline, the weapons don't match up with what is seen on screen.

Since we have very good renders of the Kontos, I feel like the weapons loadout should match what was created by FractalSponge for the ship, and the stats you have listed are very far from what is depicted in the imagery, including weapons that Fractalsponge has very specific models for that aren't on his Kontos-class cruiser - Ion Cannons for example.

Even if you're folding this into the classic WEG Strike Cruiser, I feel like the weapons loadout should be something that directly reflects the rendered model - more like this:


Weapons:
9 Quad Light Turbolaser Turret Batteries
Fire Arc: Partial Turrets (1 Front/Right/Left/Top, 3 Front/Right/Top, 3 Front Left/Top, 1 Front/Right/Bottom, 1 Front/Left/Bottom)
(Total in each Arc: 9 Front, 5 Left, 5 Right, 4 Rear, 6 Top, 2 Bottom)
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: 4D+2

2 Dual Medium Turbolaser Turret Batteries
Fire Arc: partial turrets (1 Rear/Right/Left/Top, 1 Rear/Right/Left/Bottom)
(Total in each Arc: 2 Rear/Right/Left, 1 Top, 1 Bottom)
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


24 Missile Launcher Tubes
Fire Arc: 12 Left, 12 Right
Scale: Capitol
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

12 Point-Defense Dual Laser Cannon Turrets
Fire Arc: Partial Turrets: (2 Front/Left/Right/Top, 1 Front/Left/Right/Bottom, 2 Front/Right/Top, 2 Front/Left/Top, 1 Front/Right/Bottom, 1 Front/Left/Bottom, 1 Rear/Right/Top, 1 Rear/Left/Top, 1 Rear/Right/Bottom, 1 Rear/Left/Bottom)
(Total in each Arc: 9 Front, 8 Left, 8 Right, 4 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.
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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: Sun Jul 04, 2021 1:08 am    Post subject: Re: Kontos-Class Weapon Loadout Update Reply with quote

Macavity wrote:
Love your overall interpretation of FractalSponge's (Ansel Hsiao's) overall, but I feel like with many Star Destroyer statline, the weapons don't match up with what is seen on screen.

This is deliberate. While I would much prefer to have precisely accurate stats, there comes a point where accuracy interferes with smooth gameplay, particularly in combat.

Quote:
Fire Arc: Partial Turrets (1 Front/Right/Left/Top, 3 Front/Right/Top, 3 Front Left/Top, 1 Front/Right/Bottom, 1 Front/Left/Bottom)
(Total in each Arc: 9 Front, 5 Left, 5 Right, 4 Rear, 6 Top, 2 Bottom)
Quote:
Fire Arc: partial turrets (1 Rear/Right/Left/Top, 1 Rear/Right/Left/Bottom)
(Total in each Arc: 2 Rear/Right/Left, 1 Top, 1 Bottom)
Quote:
Fire Arc: Partial Turrets: (2 Front/Left/Right/Top, 1 Front/Left/Right/Bottom, 2 Front/Right/Top, 2 Front/Left/Top, 1 Front/Right/Bottom, 1 Front/Left/Bottom, 1 Rear/Right/Top, 1 Rear/Left/Top, 1 Rear/Right/Bottom, 1 Rear/Left/Bottom)
(Total in each Arc: 9 Front, 8 Left, 8 Right, 4 Rear)

I agree, this is more accurate, but even with the Arc Totals noted at the bottom, this can quickly become an organizational nightmare for a GM as soon as he has to engage enemies in multiple arcs. At that point, he has to list which weapons are firing in which arcs, as well as remembering which weapons he's already assigned to the arc he calculated before this one, and so on.

My solution is to move away from accurate gun numbers per arc in favor of what I've titled Battery Dice (which can be found in the House Rule notes at the bottom of all my stats). The ideas is, rather than having the stat list X number of guns per arc, give those weapons in that arc an aggregate bonus dice value based on the number of guns. This frees up the GM from having to calculate the Coordination bonus derived from the number of guns firing mid-combat by having the effective Coordination value already written into the stats.

Here's the Battery Dice topic, if you'd like to see my thoughts in greater detail.
_________________
"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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Macavity
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Joined: 16 May 2021
Posts: 14

PostPosted: Sun Jul 04, 2021 3:17 pm    Post subject: Re: Kontos-Class Weapon Loadout Update Reply with quote

CRMcNeill wrote:
Macavity wrote:
Love your overall interpretation of FractalSponge's (Ansel Hsiao's) overall, but I feel like with many Star Destroyer statline, the weapons don't match up with what is seen on screen.

This is deliberate. While I would much prefer to have precisely accurate stats, there comes a point where accuracy interferes with smooth gameplay, particularly in combat.


I bow to your greater experience here, especially with multi-starship combat, though for me, it keeps me more immersed in my gameplay to be able to show the PCs the image of the ship and point out which guns are firing at them. It's also inspired PCs to pilot their ship around to the fire arc of the capitol ship that has the least visible weapons.

Do you think that every capitol ship needs to have ion cannons in order to function? Armament choice and tactical roles after all are things hotly debated in today's navies.

I see the Kontos as a very light frigate/cruiser that doesn't have the heavy anti-Capital ship weaponry of a ship of the line like a Star Destroyer, but might be intended to pounce on gunships, screen a naval formation, or perform one of the many roles that you've outlined with its modularity that aren't straight up ship-to-ship gun battles. This would be why I would equip it with multiple batteries of quad-light turbolaser turrets more effective against lighter combatants.

Again thank you for your work and thoughts!

CRMcNeill wrote:

I agree, this is more accurate, but even with the Arc Totals noted at the bottom, this can quickly become an organizational nightmare for a GM as soon as he has to engage enemies in multiple arcs. At that point, he has to list which weapons are firing in which arcs, as well as remembering which weapons he's already assigned to the arc he calculated before this one, and so on.

My solution is to move away from accurate gun numbers per arc in favor of what I've titled Battery Dice (which can be found in the House Rule notes at the bottom of all my stats). The ideas is, rather than having the stat list X number of guns per arc, give those weapons in that arc an aggregate bonus dice value based on the number of guns. This frees up the GM from having to calculate the Coordination bonus derived from the number of guns firing mid-combat by having the effective Coordination value already written into the stats.

Here's the Battery Dice topic, if you'd like to see my thoughts in greater detail.


I've read through the Battery Dice topic and was thinking about how I wanted to respond to it. For me, I don't see how the coordination rules lead to Star Destroyers out powering the Death star, as the number of weapons any one officer can coordinate is limited to their Command skill per 2nd Edition rules RAW. Still trying to wrap my mind around the implementation of the Battery Dice. For me it still seems easiest to just use the existing coordination rules, allocate a set number of turrets based on the gunnery officer commanding them, and then just roll that limited amount. I don't need to fire every weapon an NPC ship has - just enough to make life difficult for my PCs.
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PostPosted: Sun Jul 04, 2021 6:57 pm    Post subject: Re: Kontos-Class Weapon Loadout Update Reply with quote

Macavity wrote:
It's also inspired PCs to pilot their ship around to the fire arc of the capitol ship that has the least visible weapons.

IMO, this is still possible under my system; just use a Tactics roll (or something along those lines) to inform the characters as to the ship's weakest arc.

Quote:
Do you think that every capitol ship needs to have ion cannons in order to function? Armament choice and tactical roles after all are things hotly debated in today's navies.

My take is that ion cannon provide highly useful functions like shield draining (detailed in another house rule) and disabling targeted ships, which makes for a handy one-two punch in ship-to-ship combat. Missiles and torpedoes also have their own niche uses which I've tried to accentuate through various house rules, including the greater variety of effects through different warheads, ability to home on targets (especially non-LOS) and such, which makes warheads well-suited for orbital fire support missions.

Quote:
I see the Kontos as a very light frigate/cruiser that doesn't have the heavy anti-Capital ship weaponry of a ship of the line like a Star Destroyer, but might be intended to pounce on gunships, screen a naval formation, or perform one of the many roles that you've outlined with its modularity that aren't straight up ship-to-ship gun battles. This would be why I would equip it with multiple batteries of quad-light turbolaser turrets more effective against lighter combatants.

I equipped it with larger numbers of what I considered to be the SWU equivalent of a dual-purpose cannon, usable against either capital ships or starfighters. This is consistent with the armament of ww2-era light cruisers. I pictured it mostly as a multi-role light cruiser with the modular aspect allowing it to serve a variety of different combat missions.

Giving it some ion cannon to back up its LTLs wouldn't be amiss in the multi-role mission.

Quote:
I've read through the Battery Dice topic and was thinking about how I wanted to respond to it. For me, I don't see how the coordination rules lead to Star Destroyers out powering the Death star, as the number of weapons any one officer can coordinate is limited to their Command skill per 2nd Edition rules RAW. Still trying to wrap my mind around the implementation of the Battery Dice. For me it still seems easiest to just use the existing coordination rules, allocate a set number of turrets based on the gunnery officer commanding them, and then just roll that limited amount. I don't need to fire every weapon an NPC ship has - just enough to make life difficult for my PCs.

I agree that the 2R&E Coordination Bonus system isn't well suited to the numbers involved; my favorite example is that, using the 2R&E rules, the forward heavy turbolasers on an Executor actually outgun the Death Star's Superlaser. IMO, the system works fine for small numbers, but falls apart fast as the numbers being coordinated increased. Of the two, I prefer 2E's more graduated progression, but it's inconsistent, too (detailed here). As a result, I use my own Coordination Bonus system based on the x2 = +1D method. It allows the bonus to slope up decently at low levels, but throttles the rate of increase back as numbers increase. I used the chart on that link to generate my Battery Dice numbers. Just as an example, under the RAW, an ISD I's forward turbolasers would get something along the lines of a +19 pip bonus (or +8D+1 if converted to dice). Under my system, it only gets 4D or 5D (depending on how you do the rounding).

Quote:
Again thank you for your work and thoughts!

It's great to be appreciated, and thank you.
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CRMcNeill
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PostPosted: Sun Aug 22, 2021 5:57 pm    Post subject: Reply with quote

For a while, I wasn't even planning on doing this one, but then YouTube randomly offered one of Fractal's video clips on the thrust vectoring system as a suggestion, and for whatever reason, it sparked something.

I haven't put a lot of thought into the background for this, but conceptually, I picture it as a contemporary of the Avenger, Defender, Mangler and Scimitar, with a more balanced offense/defense capability. It's able to mix it up with other starfighters, but it is also ideally suited to cover bomber formations by fending off starfighter attacks from the rear fire arc. Crew-wise, the pilot controls the front auto-blasters while the gunner in the rear cockpit controls the dual laser cannon

TIE Whirlwind

Images & Video

Craft: Seinar Fleet Systems' TIE/he "Whirlwind"
Type: Heavy Escort / Superiority Starfighter
Scale: Starship (+6D)
Length: 13.7 meters
Skill: Starship Piloting: TIE Whirlwind
Crew: 2 (1 @ +5) & 1 Gunner
Crew Skill:
Astrogation 5D
Gunnery 5D+2
Piloting 6D
Shields 5D
Sensors 5D
Cargo Capacity: 100 kg
Consumables: 5 days
Hyperdrive Multiplier: x2
Nav Computer: Limited (5 jumps)
Maneuverability: 2D
Space: 10 (5D)
Atmosphere: 415; 1,200 kph
Hull: 3D
Shields: 2D+2
Sensors:
Passive 25/1D
Scan 50/2D
Search 75/3D
Focus 4/4D
Weapons:
2 Dual Laser Cannon (Fire-Linked)
Fire Arc: Special. Can fire in any one arc per round, and firing into the left or right arcs applies a +5 Difficulty to any Piloting Difficulties that round.
Skill: Starship Gunnery
Crew: 1 (Gunner)
Fire Control: 3D+2
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 7D
2 Heavy Auto-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Crew: 1 (Pilot)
Fire Control: 3D
Range:
--Space: 1-8/25/40
--Orbital: 2km-16km/50km/80km
--Atmosphere: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 3D+2
Special Equipment: Vectored Thrust System
The Whirlwind's wing mounted engines can swivel independently of each other, up to 90 degrees up or down. This allows the Whirlwind to make sudden maneuvers entirely out of proportion to a vehicle of its size. In game terms, the pilot must declare at the beginning of the round whether or not he is using the Vector Thrust. When engaged, the Whirlwind's performance is modified as follows:
    Maneuverability: 3D+2
    Space: 8 (4D)
    Atmosphere: 365; 1,050 km/h
However, the system can be somewhat finicky, particularly in combat. If the ship is damaged while the Vector Thrust is active, the system can jam in place. Use the following procedure:
    If the ship is Heavily or Severely Damaged, roll 1D. On a result of 1-2 if Heavily Damaged (or 1-4 if Severely Damaged), apply the following:
      -1D to Fire Control and Maneuverability
      Reduce Space to 6 (3D)
      Reduce Atmosphere 330; 950 km/h

House Rule Notes:
    SHIELD & SHIELD CONTROL: 2D+2 @ 2D
    VELOCITY MODIFIER: 2D+2 Flight (2D when using Vectored Thrust)

_________________
"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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Whill
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PostPosted: Sun Aug 22, 2021 10:12 pm    Post subject: Reply with quote

That's a pretty wicked looking TIE (appropriately statted).
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PostPosted: Mon Aug 23, 2021 2:06 am    Post subject: Reply with quote

Whill wrote:
That's a pretty wicked looking TIE (appropriately statted).

It is pretty cool, kinda like an Imperial B-Wing.

Next up, the TIE Demolisher Bomber.
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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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PostPosted: Mon Aug 23, 2021 4:12 pm    Post subject: Reply with quote

After a brief conversation with Fractalsponge, I decided to take some liberties with this design. His version has most of the missile launchers angled to the rear, but he did confirm that they could be reversed to angle forward, much like the launchers on the Scimitar, although it would cost some ordnance capacity. Since my take is that warhead launchers and launch tubes provide an initial "kick" at launch, it made more sense for the launchers to be angled forward, and thus the stat is written along those lines.


TIE Demolisher

Images

Craft: Seinar Fleet Systems' TIE/hb "Demolisher"
Type: Super-Heavy Strike Starfighter
Scale: Starship (+6D)
Length: 14.1 meters
Skill: Starship Piloting: TIE/hb "Demolisher"
Crew: 2 (can coordinate, 1 @ +5)
Crew Skill:
Gunnery 5D
Piloting 4D
Shields 4D
Sensors 4D
Cargo Capacity: 200 kg
Consumables: 5 days
Hyperdrive Modifier: x2
Nav Computer: Limited (5 jumps)
Maneuverability: 1D
Space: 7 (3D+2)
Atmosphere: 350; 1,000 kph
Hull: 5D
Shields: 2D
-Fire Control Jammer: -2D to Enemy Fire Control in Front Fire Arc.
Sensors:
Passive 20/1D
Scan 40/2D
Search 60/3D
Focus 4/4D
Weapons:
2 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
Special: The Demolisher's laser cannon can be angled down for strafing runs against ground targets. This adds 1D to Fire Control against ground targets, and reduces Fire Control by 1D against aerial targets. Switching between the two modes requires a standard action for MAP purposes. In addition, if the Scimitar is flying "over" a space target, such as a space station or enemy capital ship, they can treat it as a ground target.
2 Auto-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Crew: 1 (Pilot)
Fire Control: 3D
Range:
--Space: 1-8/25/40
--Orbital: 2km-16km/50km/80km
--Atmosphere: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 3D+2
3 Warhead Launch Tubes
Fire Arc: Front
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 1 per tube. May select any Weapons from this list, depending on Availability.
Note: These tubes are generally loaded with defensive weapons (usually Homing Missiles).
32 Warhead Launch Tubes
Fire Arc: Front
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 1 per tube (2 per tube if Gravity Bombs or Mines). May select any Weapons from this list, as well as Gravity Bombs or Space Mines from this list, depending on Availability.
2 Heavy Ordnance Hardpoint
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 1. May select any Weapon from this list, depending on Availability.
Note: Any carried weapon applies a penalty of -1 to Maneuverability and Hull. Carrying two weapons applies an additional penalty of -1 Space (-20 Atmosphere).

House Rule Notes:
    SHIELD & SHIELD CONTROL: 2D @ 1D
    VELOCITY MODIFIER: 2D Flight

_________________
"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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Last edited by CRMcNeill on Thu Jan 20, 2022 10:42 pm; edited 3 times in total
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PostPosted: Mon Aug 23, 2021 4:59 pm    Post subject: Reply with quote

When WEG originally statted the Howlrunner, they specifically didn't give it a hyperdrive, on the basis that it was an Imperial fighter. Based on the brief look it got in the opening pages of the first Dark Empire comic, this wasn't a problem. Of course, then Dark Horse turned right around and, in the first pages of Dark Empire 2, an I-7 is shown coming out of hyperspace, and the canon on this ship has been muddled ever since. The official explanation is that the stock Howlrunner can be "upgraded" with a hyperdrive, but no information is given on how this is done, or what the fighter loses performance-wise in the process.

Fractal did his version of the Howlrunner a while back and gave this ship the makeover it deserved. I've been wanting to write up stats for it ever since, but couldn't quite resolve how to write up the two different version: one with a hyperdrive and one without. Until a simple solution recently occurred to me: WEG was wrong, and the I-7 always had a hyperdrive, just like its Seinar contemporaries, the TIE Avenger and TIE Defender. Also, based on discussions in the Comments section over on Fractal's page, I decided to give the ship two different energy cannon, with heavy lasers for taking on tougher, but less maneuverable targets, and auto-blasters for taking on smaller, more elusive things like missiles and light starfighters. Also worth noting that, on Fractal's model, the wings hinge up for landing (and for compact storage in a hangar bay). Enjoy.

I-7 Howlrunner

Images

Craft: Incom I-7 Howlrunner
Type: Heavy Superiority Starfighter
Scale: Starship (+6D)
Length: 11.4 meters
Skill: Starship Piloting: I-7
Crew: 1
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 4D+1
Shields 3D+2
Sensors 4D
Passengers:
Cargo Capacity: 80 kilograms (or 1 passenger)
Consumables: 2 days
Hyperdrive Multiplier: x2
Nav Computer: Limited (5 jumps)
Maneuverability: 3D+1
Space: 9 (4D+2)
Atmosphere: 450; 1,300 km/h (6D)
Hull: 4D
Shields: 1D+1
Sensors:
Passive 20/0D
Scan 40/1D
Search 55/2D
Focus 3/3D
Weapons:
2 Heavy Laser Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Atmosphere: 100m-300m/1.2km/2.5km
Rate of Fire: 1
Damage: 7D
2 Auto-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-8/25/40
--Orbital: 2km-16km/50km/80km
--Atmosphere: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 3D+2

House Rule Notes:
    SHIELD & SHIELD CONTROL: 1D+1 @ 1D
    VELOCITY MODIFIER: 2D+1 Flight

_________________
"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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Forceally
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PostPosted: Mon Aug 23, 2021 5:35 pm    Post subject: Reply with quote

First off, in regards to the recently displayed TIE variants, the guns are pretty prevalent. Maybe I'm picky or nostalgic, but I'm used to the guns not being so prominent or on display. As if they're hidden within the hull with only the beam emitters being present. Think about the guns on the TIE/ln fighter, TIE/sa bomber, and TIE/in interceptor. You don't see a laser gun/turret on the hull like you do in your recently displayed TIE variants.

Second, where in the world do you get such high quality images? I mean what program do you use or run. The closest thing I can think of is the Metastream program/graphic/technology that was used in the old Freespace 2 video game. In the months leading up to the release of the game, they posted some visuals of the new fighters and bombers the player could fly in the game. But to properly view them and even use the mouse to turn the craft around so you could see it from all angles, you needed the Metastream.
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PostPosted: Mon Aug 23, 2021 5:45 pm    Post subject: Reply with quote

Forceally wrote:
First off, in regards to the recently displayed TIE variants, the guns are pretty prevalent. Maybe I'm picky or nostalgic, but I'm used to the guns not being so prominent or on display. As if they're hidden within the hull with only the beam emitters being present. Think about the guns on the TIE/ln fighter, TIE/sa bomber, and TIE/in interceptor. You don't see a laser gun/turret on the hull like you do in your recently displayed TIE variants.

Since I'm not the artist, I can't really respond to that point beyond saying that I'm simply trying to make the stat match the image. If the image has obvious guns, then I'm going to include those obvious guns in the stat.

Quote:
Second, where in the world do you get such high quality images? I mean what program do you use or run.

You'd have to ask Fractalsponge. He models Star Wars ships in his spare time, on the side from his day job, and has the distinction of having gone "official", with several of his projects being given canon status. The specifics of how he does his work are outside of my scope of knowledge (or interest, really); I just write stats inspired by what he makes, and provide a link to the appropriate page on his website so that gamers who want to make use of these stats have a visual reference.
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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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PostPosted: Mon Aug 23, 2021 8:12 pm    Post subject: Reply with quote

The I-7 Howlrunner is vaguely reminiscent of the Thunderfighters. I think I like the Buck Rogers ship better, but I have a lot more nostalgia for Buck Rogers than Dark Empire.
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PostPosted: Mon Aug 23, 2021 9:04 pm    Post subject: Reply with quote

Whill wrote:
The I-7 Howlrunner is vaguely reminiscent of the Thunderfighters. I think I like the Buck Rogers ship better, but I have a lot more nostalgia for Buck Rogers than Dark Empire.

There really wasn't much about the Dark Empire version of the Howlrunner to be nostalgic about. The only reason I bothered with it at all is because Fractal's version actually looks like something a PC might be willing to use. I got a good laugh out of the comments on Fractal's page when someone in the comments described the original Howlrunner as a "stun gun with wings." Which pretty well sums it up.

But yeah, the Thunderfighter is perfectly deserving of a crossover stat. I posted a pdf a while back to an auction catalogue for ship models from class BSG and Buck Rogers. Maybe that'd be a good place for it?

EDIT: Here it is: Classic Sci-Fi Series Ships. It's even got the right name if someone wanted to add stats to it.
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