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"Capital Ship Scale" and larger space transports
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Telsij
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PostPosted: Sun Sep 29, 2019 4:20 pm    Post subject: "Capital Ship Scale" and larger space transports Reply with quote

While writing up SAPONZA (from the Star Wars: Commander videogame) for the next "Obscure Character Archive" post, I debated whether or not to tweak the scale of his CR-20 Troop Carrier from Capital to Space Transports. Ultimately I think I'll do it, for a variety of reasons. What probably tipped the scales was finding the old F7 “Landing Brick” Drop-Ship, with the same length (60m) and similar silhouette, and a similar (enough) function as the CR-20 Troop Carrier — and that Saponza was able to rig his ship so as to fly it solo.

So despite the earlier D20 to D6 conversion of the 2003 Clone Wars ship as a capital ship, I'll likely have Saponza's CR-20 be a space transport and adjust ship stats accordingly.

And that got me curious as to what the Pit's general consensus re: similar issues of scalie might be:

With all the known stat inconsistencies in WEG, what are your criteria for establishing the cut-off point between large space transports (and similarly-sized drop-ships, carriers and gunships), and capital ships?

Mine, off the top of my head, and among other things, are (obviously) size, function and armament, and crew reqs.

Elsewhere here, I have seen a creation of a scale between starfighter and capital, but if keeping (more or less) to RAW, what do you usually do, with these "middle-ground" cases?


EDIT: I did search for existing topics first, but if this has been covered elsewhere ad nauseum, Whills or mods, pls feel free to move to where appropriate!
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PostPosted: Sun Sep 29, 2019 5:14 pm    Post subject: Reply with quote

Adding any scales above starfighter involves updating existing stats as ships get reclassified, so it just depends on how much work you want to put in it. I have no problem with more scales if someone else does the work of revising stats accordingly, which CRM has done quite a lot of. Below is his body of stats and the House Rules post has a link to his Scale System. It might not be for everyone but it might be worth it to look at it and consider it.

https://rancorpit.com/forums/viewtopic.php?t=6769
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Telsij
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PostPosted: Sun Sep 29, 2019 6:34 pm    Post subject: Reply with quote

Yes! Sorry if I worded it poorly. I wasn't going to add any new formally named intermediate scales (though using the three +2D increments in the 6D gap between starfighter and capital, for hull code increments when statting new ships, works well for me), I was just curious about what people's general criteria were.

Without adding formal scales, where do people usually draw the line between large space transports and capital ships, in terms of dimensions? For creating new ships, say, or revamping old ships within RAW whose stats weren't so "accurate", do you have set ballpark figures, weigh function over size or armament or vice versa, etc?

Would you go with a combination of size and function in terms of assigning classification, esp since WEG did it so willy-nilly? Where some make sense (a 100 meter gunship would be capital, while a 100 meter container ship might be starfighter scale) and others don't.

That said, good call, Whill! I definitely dug CRMcNeill's in-depth revamp of starship rules, combat and scale in particular, and even just looking back into the threads now (it had been some months) has helped me cement the decision and stick with my ballpark benchmarks of approx 100 meters and up, plus combat function, then adjust case-by-case.
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CRMcNeill
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PostPosted: Mon Sep 30, 2019 12:35 pm    Post subject: Reply with quote

Telsij wrote:
Without adding formal scales, where do people usually draw the line between large space transports and capital ships, in terms of dimensions? For creating new ships, say, or revamping old ships within RAW whose stats weren't so "accurate", do you have set ballpark figures, weigh function over size or armament or vice versa, etc?

Well, I expect you're already aware of my stance. I think the 6D gap between Starfighter and Capital presents a huge obstacle for writing accurate stats that sit right on the edge between the two. Even reducing it to a 4D gap between Frigate and Starship makes things vastly more manageable; a ship with a 1D Hull in Frigate-Scale is now a 5D Hull-equivalent in Starship-Scale. There's even an argument for ships like the Gamma Assault Shuttle and the Skipray Blastboat being downgraded to Walker-Scale (2D above Starship) despite the fact that they aren't walkers.

But converting the stats is far less of a hard science than it is just going with a general feeling. The criteria you describe play big roles in determining that; ease of gameplay is certainly another important one. Under my Scale system, I deliberately left most Space Transports as Starship-Scale, the same as starfighters. Others have made the point that, due to their larger size, Space Transports should be the next scale step up. I debated doing just that, but ultimately decided to leave them Starfighter-Scale in order to remove a step from space combat, so that a battle between, say, a PC group's light freighter and a bunch of pursuing starfighters would not always be having to factor in that 2D modifier to all combat actions. The rationale I assigned to it is that, while space transports are noticeably larger than starfighters, they are also hollow, for the most part, with much of the internal space being devoted to cargo transportation, which thus makes them more fragile. Walkers, on the other hand (the larger ones, at least), are in the same basic size grouping as most Space Transports, but are able to devote a far higher portion of their energy budget to their armor, shielding and weapons, so they are the vehicles that get the 2D bump.

As far as the CR-20, I think you're right that it should be Starfighter-Scale. Its obvious similarity to the Jedi Consular Ship from TPM made me take a closer look, but in the end, considering the other factors you mentioned, Starfighter-Scale is the proper choice.
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The CRMcNeill Stat/Rule Index
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CRMcNeill
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PostPosted: Mon Sep 30, 2019 12:45 pm    Post subject: Reply with quote

As far as skills, though, I think there's something to be said for having the Capital-Scale Space Transports work under the Capital Ship Operations skill (although I'd prefer a more inclusive skill name), and then put both Starfighters and Starfighter-Scale Space Transports under a single skill called Starship Operation.
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The CRMcNeill Stat/Rule Index
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Raven Redstar
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PostPosted: Mon Sep 30, 2019 1:27 pm    Post subject: Reply with quote

CRMcNeill wrote:

But converting the stats is far less of a hard science than it is just going with a general feeling. The criteria you describe play big roles in determining that; ease of gameplay is certainly another important one. Under my Scale system, I deliberately left most Space Transports as Starship-Scale, the same as starfighters. Others have made the point that, due to their larger size, Space Transports should be the next scale step up. I debated doing just that, but ultimately decided to leave them Starfighter-Scale in order to remove a step from space combat, so that a battle between, say, a PC group's light freighter and a bunch of pursuing starfighters would not always be having to factor in that 2D modifier to all combat actions. The rationale I assigned to it is that, while space transports are noticeably larger than starfighters, they are also hollow, for the most part, with much of the internal space being devoted to cargo transportation, which thus makes them more fragile. Walkers, on the other hand (the larger ones, at least), are in the same basic size grouping as most Space Transports, but are able to devote a far higher portion of their energy budget to their armor, shielding and weapons, so they are the vehicles that get the 2D bump.

As far as the CR-20, I think you're right that it should be Starfighter-Scale. Its obvious similarity to the Jedi Consular Ship from TPM made me take a closer look, but in the end, considering the other factors you mentioned, Starfighter-Scale is the proper choice.


Another advantage of leaving even larger transports as Starship scale, is that it makes Starfighters more of a threat to a larger percentage of ships on the ships on the space lanes. Making a group of pirate fighters a threat to even large transports.

I really think that non-warships should be capped out in scale, even if they're huge. I doubt they spend a ton of their money armoring their ships. These are corporations we're talking about max profit for minimum cost. It seems to me armored hull plating would be rather costly.
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CRMcNeill
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PostPosted: Mon Sep 30, 2019 4:32 pm    Post subject: Reply with quote

Raven Redstar wrote:
I really think that non-warships should be capped out in scale, even if they're huge. I doubt they spend a ton of their money armoring their ships. These are corporations we're talking about max profit for minimum cost. It seems to me armored hull plating would be rather costly.

The problem with this approach is that smaller scale comes with advantages, too, specifically when it comes to avoiding attacks. Capping a 600-meter-long freighter at Starfighter because you want it to be fragile also means you’re giving it a minimum Maneuverability of 6D when dodging fire from Capital-Scale weapons. Far better to Scale it appropriately, then give it a 1D or 2D Hull with 0D Shields.
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PostPosted: Mon Sep 30, 2019 4:51 pm    Post subject: Reply with quote

Larger Scale also makes a ship more vulnerable to precision fire with smaller scale weapons, via the RoE Accuracy Damage Bonus rule. Sure, a Proton Torpedo from an X-Wing only does 3D Capital-Scale Damage, but it has an effective Fire Control of 8D.
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Mamatried
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PostPosted: Mon Sep 30, 2019 5:16 pm    Post subject: Reply with quote

In short. A small ship has a bonus to hit a large ship but it deals less damage, a large ship has a penalty to hit a small ship but does a lot of damage.

now we consider that a starfighter is in fact a threat to even a star destroyer, and a squadron even more so (becuse of the lack or low number of anti starfighter weapons on the isd) the we could argue that a transport, a buld freighter, a tanker, or something like this would be signifacntly less armored and less shileded, with most likely much less performanc abilities than a warship.

With the current scales then a starfighter, espcieally a heavy fighter will bave a bonus to hit the vessel just like when attacking a warship, but becuse the civilian freighter is less armored and less shileded the scale penalty for the attacking starfighter is then in effect significantly less.

Now I can not imagine any large bulk frieghters over 4-5 speed if that even, with maybe a max +1D maneuver, though I would but this for the majority in the 0+1 or 0+2 range. I doubt we have a hull rating of much more than 4D and shields I can not see over 2D, now due to sheer size it may take a hit or two, but an ion blast a proton torpedo, even some well placed heavy shots and the ship is very very very dead in space, ripe for the boarders if not not destroyed
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PostPosted: Mon Sep 30, 2019 11:13 pm    Post subject: Reply with quote

One option would be to give certain space transports the worst of both worlds. Capital scale for maneuverability and dodging. Starfighter scale for damage.

Obviously this would apply to unmodified, transports designed for relatively safe routes or for traveling in convoys or with escorts. Some transports would be more robust.
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PostPosted: Tue Oct 01, 2019 12:39 am    Post subject: Reply with quote

Bren wrote:
One option would be to give certain space transports the worst of both worlds. Capital scale for maneuverability and dodging. Starfighter scale for damage.

Obviously this would apply to unmodified, transports designed for relatively safe routes or for traveling in convoys or with escorts. Some transports would be more robust.


I like this idea.
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PostPosted: Tue Oct 01, 2019 9:25 am    Post subject: Reply with quote

Bren wrote:
One option would be to give certain space transports the worst of both worlds. Capital scale for maneuverability and dodging. Starfighter scale for damage.

Obviously this would apply to unmodified, transports designed for relatively safe routes or for traveling in convoys or with escorts. Some transports would be more robust.

A properly designed Scale system would eliminate the need for something like this. Under my system (which I consider properly designed, but YMMV), a Frigate-Scale freighter with a Hull of 2D would have an effective Hull of 6D at Starship-Scale (Starfighter), which puts it only slightly tougher than most starfighters and stock transports, while being several orders of magnitude larger and far less able to avoid attacks.

Honestly, though, I think people are underestimating the toughness of ships longer than football fields that are designed to haul thousands of metric tons of cargo across interstellar distances. There are other ways to represent a ship’s relative fragility in combat.
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Bren
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PostPosted: Wed Oct 02, 2019 2:14 am    Post subject: Reply with quote

CRMcNeill wrote:
Honestly, though, I think people are underestimating the toughness of ships longer than football fields that are designed to haul thousands of metric tons of cargo across interstellar distances.
Or we want something simple, not something more granular and more complex. WEG Star Wars isn't designed for fighting fleet battles. The intent of the designers is that fleet battles (and large ground and sea battles) are the background around which an adventure plays out, not the main focus of the adventure and the existing scale rules work well for that purpose.

And while the 2R&E scale rules that add dice is easier to understand, I'm unconvinced that bonus dice or a bigger bucket of dice yields a better result in play. Rather it puts greater focus on the inconsistencies in the hodgepodge of weapon, hull, and shield dice that capital ships have in the rules. The die codes for capital ships are all over the map. Just look at the weapon damage ratings for Star Destroyers. It's as if at the Battle of Jutland, one class of British battleship was armed with multiple 12"guns while another class was armed entirely with 5" guns. And yet the description for both vessels sound like they are intended to be similar ships of the line. It's like the designers didn't care or maybe they weren't thinking about ever rolling out dice for one fleet of capital ships against another fleet of capital ships.
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Mamatried
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PostPosted: Wed Oct 02, 2019 5:51 am    Post subject: Reply with quote

the scaling system doesn't type skill with size, so in many ways what TS wanted I can't see be a bigger deal than to simply change skill Cpatial Ship X to Space transport X.

This due to a ton of ships, some 500meter + in size all being capatal size but with space tranport skill.

Now a captal ship a transport of 500+ meter, why capatal whrrn you have same size ships being space transport,

As to dealing damage, trust me a fighter carrying ion weapons and turbolasres ( yes fighters CAN carry then and not be ugly ships) then an fairly unarmed and unarmored anything would be damage.


Now one thing I do find that the ruels don't cover is boosting wepons and maybe even allowing different scale weapons.

I can't for the life ofme not see why a starfiter can not have a heavy enough cannon that isat apr with some of corvettes, and why , becuse we see this in real life, you don't need a big boat to sport a 40mm oelicon autocannon, and well unless you are a warship, even a supertanker will quite easily be sunk by it......despite the size diffenence.

Now let think this, how much damage would a single spitfire do to a german battleship, then lets size down to a cruiser, then down to a destroyer and soo on, once we come down to about patrol boat size is the starfighter a significant threat.

TWO star fighters on the other hand is muchg more than double the threat, then 3 for a fight, and 12for a squadron.

I can't see any scenario in star wars with fither vs "destroyer" in any meaninful way, and for that I am not worried if a single fighter can take it.....
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Mamatried
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PostPosted: Wed Oct 02, 2019 5:55 am    Post subject: Reply with quote

This is about starfiter combat, but do contain data for things like turbolaser ROF and turnrate etc etc, maybe a good selection of rules, ddesigned for space combat onely.

WEG Star Warriors: Starfighter Combat in the Star Wars Universe



EDIT: Removed link to WEG Star Wars bootleg.
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