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		| Dr. Bidlo Commander
 
  
  
 Joined: 24 Nov 2021
 Posts: 440
 Location: Arizona, USA
 
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				|  Posted: Sat Dec 18, 2021 6:22 pm    Post subject: Alternate Intersector Sloop Stats |   |  
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				| I had created stats for Fractalsponge's Intersector-class sloop before seeing those proposed by CRMcNiell. After seeing his stats, I did adjust some of the stats for my Intersector, however.  See the stats below: 
 Craft: Intersector-class sloop
 Type: Patrol craft
 Scale: Starfighter
 Length: 76 meters
 Skill: Space transports: Intersector-class sloop
 Crew: 6, skeleton: 2/+10
 Gunners: 10
 Passengers: 12 (troops), 12 (prisoner cells)
 Starfighters: None
 Support Craft: None
 Ground Vehicles: None
 Cargo Capacity: 250 metric tons
 Consumables: 3 months
 Hyperdrive Multiplier: x1
 Hyperdrive Backup: x10
 Nav Computer: Yes
 Maneuverability: 2D
 Turn Angle: 15º
 Turns: 6/4/2/1/0
 Space: 0/4/8/16/32
 Atmosphere: 0/182/365/730/1,460
 Hull: 5D+2
 Shields: 2D
 Shields Backup: 0D
 Waveform Transmitters: 1 front, 1 back, 1 left, 1 right
 Auxiliary Power: 1D
 Sensors:
 Passive: 60/0D
 Scan: 120/1D
 Search: 180/2D
 Focus: 4/3D
 Weapons:
 2 Twin Light Turbolaser Cannons
 Fire Arc: turret
 Crew: 2
 Skill: Starship gunnery
 Fire Control: 0D
 Space Range: 2-10/25/50
 Atmosphere Range:  200-1 km/2.5 km/5 km
 Fire Rate: ¼ / ½
 Damage: 8D/7D
 4 Quad Laser Cannons
 Fire Arc: turret
 Crew: 1
 Skill: Starship gunnery
 Fire Control: 2D
 Space Range: 1-3/12/25
 Atmosphere Range:  100-300/1.2 km/2.5 km
 Fire Rate: 1/2/4
 Damage: 6D/5D/4D
 12 Concussion Missile Tubes (may be fire-linked)
 Fire Arc: front
 Crew: 1
 Skill: Starship gunnery
 Fire Control: 2D
 Space Range: 1/3/7
 Atmosphere Range: 100/300/700
 Fire Rate: ½
 Damage: 8D
 1 Tractor Beam Projector
 Fire Arc: front
 Crew: 1
 Skill: Starship gunnery
 Fire Control: 2D
 Space Range: 1-2/5/10
 Atmosphere Range: 100-200/500/1 km
 Damage: 5D
 
 I have used the sensors from the TIE/rc, but doubled all Sensors ranges except for Focus, as I have been doing for all my ships.  I modified the range of the turbolasers and Fire Control to match the other example, but decreased the Fire Rate to reflect the huge energy draw on the ship for such powerful light turbolasers for a smaller craft.
 
 Also note, the Waveform Transmitters are for some house rules I use for Shields based on the 1st Edition Rules Companion. In the case of the speed (Space and Atmosphere), the speed directly corresponds with the matching option for the number of turns the ship can make during its turn at the angle indicated. Ships can turn sharper than this (unless travelling at all-out speed), but it would be considered a maneuver.
 
 Weapons that have multiple Fire Rates and Damages work similarly. The damage code directly corresponds with the Fire Rate in the same relative position. This is to indicate fire linking of weapons where there are double, quad, or battery weapons.
 
 Shield back-ups are fairly self explanatory and operate as described for some of the Mon Cal ships. Auxiliary Power is the additional dice "power" that is available to be transferred to any other system or to boost a damaged system.
 
 I wasn't going to post these stats as they are very similar to the original, but was encouraged to do so just as a discussion point and because... why not?
 
 Last edited by Dr. Bidlo on Sun Dec 19, 2021 1:53 am; edited 1 time in total
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		| Inquisitor1138 Captain
 
  
  
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 Posts: 616
 Location: Hoth.  Or Ilum...
 
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				|  Posted: Sat Dec 18, 2021 9:14 pm    Post subject: |   |  
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				| I Like it!  Adding it to my SWG/SWU as another model of the class! |  | 
	
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		| Inquisitor1138 Captain
 
  
  
 Joined: 28 Nov 2021
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 Location: Hoth.  Or Ilum...
 
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				|  Posted: Tue Dec 21, 2021 12:16 pm    Post subject: Re: Alternate Intersector Sloop Stats |   |  
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				|  	  | Dr. Bidlo wrote: |  	  | -snip- Turn Angle: 15º
 Turns: 6/4/2/1/0
 Space: 0/4/8/16/32
 Atmosphere: 0/182/365/730/1,460
 --snip--
 Also note, the Waveform Transmitters are for some house rules I use for Shields based on the 1st Edition Rules Companion. In the case of the speed (Space and Atmosphere), the speed directly corresponds with the matching option for the number of turns the ship can make during its turn at the angle indicated. Ships can turn sharper than this (unless travelling at all-out speed), but it would be considered a maneuver.
 ---snip---
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 Would you min clarifying these details for me please?  These are the only parts where you've lost me...
 To at least partly explain where i'm coming from, here is an excerpt from my Revised & Expanded Speed Chart:
  	  | Quote: |  	  | 0D	0	195; 560 kmh
 0D+2	1	210; 600 kmh		Nebulon-S Racer(swoop), Nebulon-S Racer(swoop), Rin Assid Bulk Haule
 1D	2	225; 650 kmh		Action IV Bulk Freighter, Action V, Action VI, Gallofree Yards Transport
 1D+2	3	260; 750 kmh		W-23 Space Barge, HT-2200 Medium Freighter, CE-2 Transport, Star Galleon
 2D	4	280; 800 kmh		Stock YT-1300, Victory I SD, Nebulon-B Frigate, Bulk Cruisers
 2D+2	5	295; 850 kmh		Toscan 8-Q ftr, Lambda-class Shuttle, Tydirium, Lancet Aerial Artillery
 3D	6	330; 950 kmh		B-wing, CloakShape Ftr, Svelte-cl Imp Shtl, CR90 Corvette, MC80 Cruiser, Rebel Assault Frigate
 3D+2	7	350; 1,000 kmh		Corellian Gunship, Y-wings, Z-95 Headhunter, B-wing/E2, Sentinel-cl LS
 4D	8	365; 1,050 kmh		ARC-170 ftrs, X-wings, Tri-fighters, TIE/sh Shuttles, Providence-class Carriers
 4D+2	9	400; 1,150 kmh		I-7 Howlrunner, Scimitar Assault Bomber, Hornet Int, Guardian-class LC
 5D	10	415; 1,200 kmh		TIE/ln Fighter, TIE/rc Recon, TIE/D droid ftr, Delta-7 Aetherspite, TIE Advanced x1
 5D+2	11	435; 1,250 kmh		TIE Interceptor, E-wing, StarViper Assault Ftr*
 6D	12	450; 1,300 kmh		A-wing Int, A-9 Vigilance Int, TIE Avenger[?], T-wing Int, T-65AC4 X-wing
 6D+2	13	470; 1,350 kmh		TIE Phantom Type I, T-65XJ X-wing
 7D	14	485; 1,400 kmh		TIE Defender Type I, T-65XJ2 X-wing
 7D+2	15	505; 1,450 kmh		Alpha-3 Nimbus-class V-wing Int, T-65XJ3 X-wing
 8D	16	520; 1,500 kmh		[end WEG chart] Storm IV & Talon I Cloud Cars, Eta-2 Actis Int(Jedi/Sith Int), TIE Phantom Type II(517 ; 1,490 kmh)
 8D+2	17	540; 1,550 kmh		[my extension]
 9D	18	555; 1,600 kmh
 9D+2	19	575; 1,650 kmh
 10D	20	590; 1,700 kmh		TIE Defender Type II(581; 1,680 kmh)
 10D+2	21	610; 1,750 kmh
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 I will post my complete chart in a new thread later; i tried a few days ago but my computer crashed as i was coding/formatting it, and the work was lost.
 Anywho, as you can see i only took the chart as far as space 21, and had nothing faster than the TIE Defender Type II.
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		| Dr. Bidlo Commander
 
  
  
 Joined: 24 Nov 2021
 Posts: 440
 Location: Arizona, USA
 
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				|  Posted: Tue Dec 21, 2021 2:08 pm    Post subject: |   |  
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				| This ties in to some of my house rules, so perhaps it would have been better to leave off, but here goes... 
 I have a new stat called Turn Angle. This is the degree angle a ship can make when making a turn as a free action during movement. The Turn Angle is directly tied to the ship's maneuverability.
 
 Maneuverability - Turn Angle
 0D to +2 - 5°
 1D to 1D+2 - 10°
 2D to 2D+2 - 15°
 3D to 3D+2 - 20°
 4D+ - 25°
 
 The number of turns a ship can make during the move as a free action is determined by the speed (level) of the ship.
 
 Speed - Number of Turns
 Stopped - 6 Turns (at the Turn Angle of the ship)
 Cautious - 4
 Cruise - 2
 High Speed - 1
 All-out - 0
 
 So, in order to more easily convey this in my own games, I broke down the different speed level and the ship sheet separated by "/" to correspond with the number of Turns that ship could take during movement.
 
 Ships can Turn more than this, but it requires a piloting test as determined by the RAW, and of course a ship traveling all-out speed can not turn or make any maneuvers at all.
 
 Feel free to ignore these details and use Space 8 and Atmosphere 365 for the Intersector.
 
 Does that answer your questions?
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		| Inquisitor1138 Captain
 
  
  
 Joined: 28 Nov 2021
 Posts: 616
 Location: Hoth.  Or Ilum...
 
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				|  Posted: Tue Dec 21, 2021 2:34 pm    Post subject: |   |  
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				|  	  | Dr. Bidlo wrote: |  	  | This ties in to some of my house rules, so perhaps it would have been better to leave off, but here goes... 
 I have a new stat called Turn Angle. This is the degree angle a ship can make when making a turn as a free action during movement. The Turn Angle is directly tied to the ship's maneuverability.
 
 Maneuverability - Turn Angle
 0D to +2 - 5°
 1D to 1D+2 - 10°
 2D to 2D+2 - 15°
 3D to 3D+2 - 20°
 4D+ - 25°
 
 The number of turns a ship can make during the move as a free action is determined by the speed (level) of the ship.
 
 Speed - Number of Turns
 Stopped - 6 Turns (at the Turn Angle of the ship)
 Cautious - 4
 Cruise - 2
 All-out - 0
 
 So, in order to more easily convey this in my own games, I broke down the different speed level and the ship sheet separated by "/" to correspond with the number of Turns that ship could take during movement.
 
 Ships can Turn more than this, but it requires a piloting test as determined by the RAW, and of course a ship traveling all-out speed can not turn or make any maneuvers at all.
 
 Feel free to ignore these details and use Space 8 and Atmosphere 365 for the Intersector.
 
 Does that answer your questions?
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 Mostly.  So "Space: 0/4/8/16/32" is different moves per speed x, because at 1st glance it looked like you had a space 32 super-fast ship.
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		| Dr. Bidlo Commander
 
  
  
 Joined: 24 Nov 2021
 Posts: 440
 Location: Arizona, USA
 
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				|  Posted: Tue Dec 21, 2021 4:29 pm    Post subject: |   |  
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				| Correct - it is only Space 8, not 32! |  | 
	
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		| Inquisitor1138 Captain
 
  
  
 Joined: 28 Nov 2021
 Posts: 616
 Location: Hoth.  Or Ilum...
 
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				|  Posted: Tue Dec 21, 2021 6:44 pm    Post subject: |   |  
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				|  	  | Dr. Bidlo wrote: |  	  | Correct - it is only Space 8, not 32! | 
 Good to know!  Thank you!
 Maybe modify the notation?  Say, "Space: 8 {0/4/8/16/32}"? or something, with Game Notes: special rules Turning/moves?
 That would make it clear to ppl who are unfamiliar to it.
 
 On another note, i have seen the term 'RAW' mentioned a lot; what is it?
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		| Dr. Bidlo Commander
 
  
  
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 Location: Arizona, USA
 
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				|  Posted: Tue Dec 21, 2021 10:44 pm    Post subject: |   |  
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				| I will repost a clean version without my house rules added.  RAW is "Rules as Written." |  | 
	
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		| Dr. Bidlo Commander
 
  
  
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 Location: Arizona, USA
 
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				|  Posted: Tue Dec 21, 2021 10:47 pm    Post subject: Re: Alternate Intersector Sloop Stats |   |  
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				| Here is the clean version free of house rule influences. 
 Craft: Intersector-class sloop
 Type: Patrol craft
 Scale: Starfighter
 Length: 76 meters
 Skill: Space transports: Intersector-class sloop
 Crew: 6, skeleton: 2/+10
 Gunners: 10
 Passengers: 12 (troops), 12 (prisoner cells)
 Starfighters: None
 Support Craft: None
 Ground Vehicles: None
 Cargo Capacity: 250 metric tons
 Consumables: 3 months
 Hyperdrive Multiplier: x1
 Hyperdrive Backup: x10
 Nav Computer: Yes
 Maneuverability: 2D
 Space: 8
 Atmosphere: 365
 Hull: 5D+2
 Shields: 2D
 Sensors:
 Passive: 30/0D
 Scan: 60/1D
 Search: 90/2D
 Focus: 4/3D
 Weapons:
 2 Twin Light Turbolaser Cannons
 Fire Arc: turret
 Crew: 2
 Skill: Starship gunnery
 Fire Control: 0D
 Space Range: 2-10/25/50
 Atmosphere Range:  200-1 km/2.5 km/5 km
 Fire Rate: ¼
 Damage: 8D
 4 Quad Laser Cannons
 Fire Arc: turret
 Crew: 1
 Skill: Starship gunnery
 Fire Control: 2D
 Space Range: 1-3/12/25
 Atmosphere Range:  100-300/1.2 km/2.5 km
 Fire Rate: 1
 Damage: 6D
 12 Concussion Missile Tubes (may be fire-linked)
 Fire Arc: front
 Crew: 1
 Skill: Starship gunnery
 Fire Control: 2D
 Space Range: 1/3/7
 Atmosphere Range: 100/300/700
 Fire Rate: ½
 Damage: 8D
 1 Tractor Beam Projector
 Fire Arc: front
 Crew: 1
 Skill: Starship gunnery
 Fire Control: 2D
 Space Range: 1-2/5/10
 Atmosphere Range: 100-200/500/1 km
 Damage: 5D
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		| Whill Dark Lord of the Jedi (Owner/Admin)
 
  
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		| Dr. Bidlo Commander
 
  
  
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		| Inquisitor1138 Captain
 
  
  
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				|  Posted: Wed Dec 22, 2021 9:15 am    Post subject: |   |  
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				| Thanks again, Dr. Bidlo!  I appreciate it! Thanks for explaining your house rule to me.
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