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Updating X-Wing: Alliance Ship Stats
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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: Sat Jun 06, 2020 2:07 am    Post subject: Updating X-Wing: Alliance Ship Stats Reply with quote

In this post, I pointed out that the reason for the overpowered stats for the TIE Avenger and TIE Defender was that whichever fan wrote the stats used the A-Wing as their basis of comparison, and not the X-Wing. Since the A-Wing in the computer game was somewhat anemic compared to its D6 depiction, the two aforementioned TIEs are pretty monstrously overpowered. As a result, I subsequently posted more toned down stats for those ships here (Avenger) and here (Defender).

Tonight, as a random thought project, I compared the game stats for a couple of the other ships found in the X-Wing series (specifically, the T-Wing and the R-41 Starchaser), and wrote up some notes on making altered versions using the same standard as above, and I'll likely be posting those stats here tomorrow for inclusion in my Index.

I browsed a few of the other ships, and none of the ones that didn't already have WEG stats were particularly inspiring (frankly, most of them look pretty silly). However, if anyone has a favorite, it's possible I could be persuaded to update it if you ask nicely.
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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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Last edited by CRMcNeill on Fri Jul 22, 2022 6:36 pm; edited 2 times in total
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Ray
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Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Sat Jun 06, 2020 2:42 pm    Post subject: Reply with quote

I always did like the Experimental TIEs that the rogue Admiral used against the Empire.
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Whill
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PostPosted: Sat Jun 06, 2020 3:05 pm    Post subject: Reply with quote



Ray wrote:
I always did like the Experimental TIEs that the rogue Admiral used against the Empire.

Is that what the funky TIE fighter in your avatar is?
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jun 06, 2020 4:08 pm    Post subject: Reply with quote

Whill wrote:


Ray wrote:
I always did like the Experimental TIEs that the rogue Admiral used against the Empire.

Is that what the funky TIE fighter in your avatar is?

No, that's a TIE Defender.

He's referring to the TIE Experimental Project ships. The problem there is that none of these ships ever made it into widespread use, whereas ships like the T-Wing and R-41 have enough backstory in universe that it's plausible PCs might come across them or have access to them. Also, if you read the background carefully, none of the TIE Experimental series actually had crews; they were all drones operated by a control ship.

How are you picturing these being used, Ray?
_________________
"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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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jun 06, 2020 4:21 pm    Post subject: Reply with quote

Anyway, first up, here's the T-Wing. Its official background made it a proposed A-Wing replacement that didn't measure up, and was then sold off by the Alliance in an attempt to turn a profit. However, the background on the Hoersch-Kessel Corporation has switched up quite a bit with the prequels, with H-K being one of the bigger suppliers of capital ships to the CIS. As such, I decided to change up the background and make it a mass-produced garrison fighter used for planetary defense in the CIS.

T-Wing Multi-Role Starfighter

Image

The R60 T-Wing is an aging predecessor to the X-Wing. Originally designed and built by the Hoersch-Kessel Corporation for the Confederacy, the T-Wing served as a multi-role starfighter for system defence forces. T-Wings continued to serve well past the end of the Clone Wars, though by the time of the Battle of Yavin, they are definitely showing their age. Designed from the outset for economical mass production, the T-Wing was plagued by rumors of poor quality and sub standard products. Most T-Wings still in service have undergone extensive upgrades to remain so, such as replacing the unreliable shield projectors

T-Wings are relatively common and widespread, still serving in planetary defense forces, private commercial interests, pirate groups and other fringe operators. Naturally, many have also turned up in Alliance service, but the T-Wing is decidedly a second-line craft, normally used in escort and support roles to free up the more famous and capable Alliance starfighters for strike duty. However, because the T-Wing is so common, it often gets used for missions requiring a degree of anonymity; X, A, and B-Wings are found almost exclusively in Alliance service, but T-Wings and other craft are operated by almost everyone, so a T-Wing showing up in system is not an automatic announcement that the Alliance has arrived.

Craft: Hoersch-Kessel R60 T-Wing
Type: Light Multi-Role Starfighter
Scale: Starship (+6D)
Length: 12.2 meters
Skill: Starship Piloting: T-Wing
Crew: 1
Crew Skill:
Astrogation 4D
Gunnery 3D+2
Piloting 3D+2
Shields 3D+1
Sensors 3D+1
Cargo Capacity: 50kg
Consumables: 1 week
Hyperdrive Multiplier: x1
Hyperdrive Backup: None
Nav Computer: Limited (2 Jump Maximum)
Maneuverability: 3D
Space: 9 (4D+2)
Atmosphere: 450; 1,300 km/h (6D)
Hull: 3D
Shields: 0D+2
Sensors:
Passive 20/0D
Scan 35/1D
Search 40/2D
Focus 2/3D
Weapons:
2 Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Pilot)
Skill: Starship Gunnery
Fire Control: 2D+1
Range:
--Space: 1-3/12/25
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
2 Warhead Launchers
Fire Arc: Front
Crew: 1 (Pilot)
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 2 each. May select any Weapons from this list, depending on Availability.

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

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

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Thu Jan 20, 2022 10:48 pm; edited 7 times in total
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Ray
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Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Sat Jun 06, 2020 5:38 pm    Post subject: Reply with quote

Whill wrote:


Ray wrote:
I always did like the Experimental TIEs that the rogue Admiral used against the Empire.

Is that what the funky TIE fighter in your avatar is?
That's the TIE Defender, the most expensive of the TIE craft around. Quad-Lasers, Twin Ion Cannons, Multi-Warhead Launchers, and a "Utility Device" that I never used except to boost the power to the other systems. It also has shields and a hyperdrive. And the Empire made, what, maybe a dozen squadrons of these?

Anyhow, you get to be Wingman to Dark Freaking Vader himself as both of you pilot these monstrously overpowered craft.
CRMcNeill wrote:
How are you picturing these being used, Ray?
I'd see them as a Starfighter Stopgap between the fall of The Empire and the rise of The First Order. Someone dusted off the old files, updated the droid brains a bit, maybe made a few squadrons that had human pilots for them, and so on. Even more expendable than TIE/LNs.
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Whill
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PostPosted: Sat Jun 06, 2020 5:48 pm    Post subject: Reply with quote

Cool.

CRMcNeill wrote:
T-Wing Multi-Role Starfighter





I like the aesthetics of the T-wing. The first thing that popped into my mind when I saw that was this...




That ship of course being part of the whole Star Wars knock-off that Battlestar Galactica partially was. I loved that show as a kid. The T-wing is cooler looking than the BG fighter.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jun 06, 2020 7:37 pm    Post subject: Reply with quote

Whill wrote:
I like the aesthetics of the T-wing.

This version of the T-Wing is lightyears ahead of the original versions. All the original images are low-quality stills from the old video game, so they aren't particularly inspiring. Some internet artists, however, really have a gift for remaking old EU ships into something you might actually want to have in your game.

Quote:
The first thing that popped into my mind when I saw that was this...

<snip>

That ship of course being part of the whole Star Wars knock-off that Battlestar Galactica partially was. I loved that show as a kid. The T-wing is cooler looking than the BG fighter.

Same here. I've often noticed the similarity in design between the Dreadnought Cruiser and that of the Galactica, and have contemplated doing a Battlestar crossover stat as a Rendili StarDrives capital ship.

Speaking of, did you download this?
_________________
"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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Whill
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PostPosted: Sat Jun 06, 2020 8:19 pm    Post subject: Reply with quote

That's great that artists make cool looking renders of old EU ships.

CRMcNeill wrote:
Speaking of, did you download this?

I never downloaded it but I'm sure I looked at it in a web browser back then. The only ships there I really remember (outside of the BG fighter) are the Buck Rogers Thunder Fighter and Hawk Fighter. I loved watching Buck Rogers too.
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Grimace
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PostPosted: Sun Jun 07, 2020 12:01 am    Post subject: Reply with quote

Yeah, when I saw the picture of the T-Wing, I thought of the Colonial Viper. Yes, the T-Wing picture posted looks better than the Viper, but the Viper Pilots had WAY cooler outfits than the Rebel Pilots.
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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jun 07, 2020 2:28 am    Post subject: Reply with quote

R-41 Starchaser Multi-Role Starfighter

Image

The R-41 Starchaser is a Clone Wars-era starfighter designed as one of the first production models to be fitted with an integral hyperdrive, and not the hyperdrive booster ring in more common use at the time. Despite the added mass and energy requirement, the R-41 has a decent balance of maneuverability, speed, durability and firepower when compared to contemporaries like the Z-95 Headhunter. However, this came at the cost of added expense, which made the R-41 less attractive to cash-strapped governments looking to outfit their system defense forces, and as such, the R-41 was never as popular as some other models. By the time of the Battle of Yavin, it was showing its age, but still in common use in system defense forces and private operators, as well as the Alliance, who used it as a second-line fighter to free up more modern and capable fighters for front-line combat.

The R-41 features a roomy, comfortable cockpit that can accomodate a small amount of cargo or a bolt-down passenger seat. Its well balanced weapons suite allows a single craft to engage in a wide variety of mission types, including, interception, strike, or superiority, although its relatively anemic sensor suite hampers it in a reconnaissance role.

Craft: Hoersch-Kessel R-41 Starchaser
Type: Multi-Role Starfighter
Scale: Starship (+6D)
Length: 16.3 meters
Skill: Starship Piloting: R-41 Starchaser
Crew: 1
Crew Skill:
Astrogation 3D+2
Gunnery 3D+2
Piloting 3D+2
Shields 3D+1
Sensors 3D+1
Cargo Capacity: 110 kg or 1 Passenger
Consumables: 2 weeks (1 week if carrying a passenger)
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 3D
Space: 8 (4D)
Atmosphere: 365; 1,050 km/h
Hull: 3D
Shields: 0D+2
Sensors:
Passive 20/0D
Scan35/1D
Search 40/2D
Focus 2/3D
Weapons:
2 Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Pilot)
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
2 Light Ion Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Pilot)
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 4D (ionization)
2 Light Warhead Launchers
Fire Arc: Front
Crew: 1 (Pilot)
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 4 per Launcher. May select Light Missiles & Rockets from this list, depending on Availability.

House Rule Notes:
    SHIELD & SHIELD CONTROL: 1D @ 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.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Thu Jan 20, 2022 10:48 pm; edited 8 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: Sun Jun 07, 2020 2:32 am    Post subject: Reply with quote

Ray wrote:
I'd see them as a Starfighter Stopgap between the fall of The Empire and the rise of The First Order. Someone dusted off the old files, updated the droid brains a bit, maybe made a few squadrons that had human pilots for them, and so on. Even more expendable than TIE/LNs.

Let me think about it. Viewed that way, it'd probably be better to just go with human pilots, since single-pilot TIE ball cockpits would be way more common than the droid-brain variants. Of course, I've previously considered a ball cockpit variant that simply replaces the piloted cockpit of an existing TIE model with a droid brain, so there's that, too.

Some of them, though (like the TIE Bizarro) have sort of already been passed by by things like the TIE Brute from Solo. The TIE Bomb, however, could be a heck of a force multiplier for the suddenly resource limited Imperial Navy post-Endor...
_________________
"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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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 Jun 07, 2020 2:48 pm    Post subject: Reply with quote

I forgot; the droid brain actually already exists in the Dark Empire Sourcebook, under the stats for the TIE/D Automated Fighter. The stats are pretty meh, but that's consistent with a mass-produced 4th-degree droid. In fact, you could build an entire campaign around an Imperial Remnant fragment with access to manufacturing facilities but minimal personnel, so they substitute droid combatants instead.

Imagine facing stormtroopers who turn out to have humanoid-form droid endoskeletons inside the armor (think low-budget Terminators), or walkers with droid brains...
_________________
"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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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 Jun 07, 2020 5:02 pm    Post subject: Reply with quote

Incidentally, the ratio I'm using to generate these stats comes from comparing the stats of the X-Wing in both the WEG system and the old X-Wing Computer game. If you're interested in doing your own, and can find the performance values from the computer game, use the following:
    MGLT x 0.08 = Space
    DPF x 0.12 = Maneuverability in Pips
    RU x 0.6 = Hull in Pips
    SBD x 0.06 = Shields in Pips

    Then divide any Pip values by 3 to get D ratings.
Obviously, not everything will divide straight across, so you will have to round up or down as you see fit.
_________________
"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 Sun Feb 20, 2022 3:37 pm; edited 2 times in total
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Ray
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PostPosted: Sun Jun 07, 2020 10:25 pm    Post subject: Reply with quote

Just in case you didn't know, I think this is the art guy's dA site.
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