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Dreadnaught-Class Heavy Cruiser (FRAM Refit)
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CRMcNeill
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PostPosted: Fri Feb 06, 2015 9:07 pm    Post subject: Dreadnaught-Class Heavy Cruiser (FRAM Refit) Reply with quote

Whoever Wrote The Imperial Sourcebook for WEG wrote:
Originally, the Navy had planned to phase out the Dreadnaught. Critics pointed out such flaws as slow speeds, weak shielding, inefficient power generators, low fire power, and high crew needs. Economics has won out though, so far, as the Navy has found it more cost-effective to refit these ships than to build totally new vessels.




Dreadnaught-Class Heavy Cruiser (FRAM Refit)
Craft: Rendili StarDrive's Dreadnaught-Class
Type: Heavy Cruiser (Refitted)
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Dreadnaught
Crew: 6,243 (2,500 @ +15) & 128 Gunners
Crew Skill:
Astrogation 4D+1
Capital Ship Gunnery 4D+2
Capital Ship Piloting 4D+2
Capital Ship Shields 4D+2
Sensors 4D
Passengers: 3,000
Cargo Capacity: 9,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x18
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 5D+2
Shields: 3D
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/3D
Focus 4/3D
Weapons:
10 Heavy Turbolaser Cannon
Fire Arc: 5 Left, 5 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Orbital Range: 6km-30km/70km/150km
Damage: 7D
20 Turbolaser Cannon
Fire Arc: 6 Front, 5 Left, 5 Right, 4 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Orbital Range: 6km-30km/70km/150km
Damage: 5D
10 Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Orbital Range: 2km-20km/50km/100km
Damage: 4D
20 Quad-Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Crew: 1
Scale: Starfighter (+6D)
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2km-6km/24km/50km
Damage: 6D
6 Tractor Beam Projectors
Fire Arc: 2 Front, 2 Left, 2 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Atmosphere Range:
Damage: 5D
Small Craft Complement: 2 starfighter squadrons, plus assorted shuttles.
Capsule: The Dreadnaught Fleet Rehabilitation & Modernization Program (or FRAM, for short) is an Imperial Navy effort to extend the service life of its large fleet of Dreadnaught Heavy Cruisers. It addresses many of the failings highlighted by the ship's critics, including weak shielding, inefficient power generators, low fire power and high crew needs.

The refit includes an increase in automated systems (albeit much less extensive than the automated systems aboard the Katana Fleet Dreadnaughts) which has decreased crew size by over 60%. This in turn has freed up space for the installation of improved power generators, stronger battle shielding and a more capable weapons suite. In addition, the ship's hangar bays have been enlarged, allowing the Dreadnaught to carry two full squadrons of TIE Fighters.

While the ship is still plagued by slow speeds, it is now a much more capable combatant. It is outclassed by modern heavy cruisers, and even by the current Strike-Class Medium Cruiser, but the refitted ships are still formidable opponents, and will remain a presence in the Imperial Navy for the foreseeable future. EDIT: In fact, the ship's slow speed has proven less of a problem than anticipated, as the updated Dreadnaughts are primarily being assigned to second-tier missions such as escorting supply convoys or troop transports, or on planetary garrison assignments. These are missions for which the Dreadnaught is ideally suited, and since it also frees up newer and faster modern warships for front-line duty, the Imperial Navy is seeing an excellent return on their investment in the FRAM program.
_________________
"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 Tue May 30, 2017 6:35 pm; edited 5 times in total
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RexMundiAbu
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PostPosted: Tue Feb 17, 2015 6:42 am    Post subject: Reply with quote

Really like this ship , the dreadnaught was always a favorite ship of mine . I'm sure I have read how there were many different varients and yet W.e.g. only ever made the standard one and the slave rigged varient from dark force rising book . The more versions the better for me Smile
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CRMcNeill
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PostPosted: Tue Feb 17, 2015 12:09 pm    Post subject: Reply with quote

RexMundiAbu wrote:
Really like this ship , the dreadnaught was always a favorite ship of mine . I'm sure I have read how there were many different variants and yet W.e.g. only ever made the standard one and the slave rigged variant from dark force rising book . The more versions the better for me Smile

Yeah, I know what you mean. WEG's original version of the Dreadnaught was a train wreck from the beginning, as the ship was matched or outmatched by the Strike Cruiser in every category except crew size and troop capacity. Its armament wasn't that impressive even in 1E, but then the conversion over to 2E made it even worse, and more confusing, not to mention screwing things up for the Assault Cruiser, too. This is the only version I'm going to make; in my mind, it's how the Dreadnaught should have been.
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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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RexMundiAbu
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PostPosted: Tue Feb 17, 2015 12:17 pm    Post subject: Reply with quote

I'm sure the Katana fleet dreadnaughts in the book owned by Garm bel iblis were said to have and indeed fire ion cannons at a star destroyer , so I was hoping the sourcebook would have a version with different weapons to represent these modified ships , but no Sad
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CRMcNeill
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PostPosted: Tue Feb 17, 2015 12:32 pm    Post subject: Reply with quote

I had actually forgotten about that reference, but you're right; the Garm Bel Iblis' Dreadnaughts did use ion cannon against the Judicator. That does alter my version of the backstory somewhat. Maybe the Katana Fleet dreads got the same FRAM update, but with more extensive automation...
_________________
"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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RexMundiAbu
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PostPosted: Tue Feb 17, 2015 12:39 pm    Post subject: Reply with quote

My preference would be just that they are old ships so will have different models and some will be modified over time as well . The Katana fleet may have included different variants for different jobs , as they were the only type of ship in that fleet it would make the fleet very un-flexible if all 200 were identical . But just my ramblings on it ...
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CRMcNeill
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PostPosted: Tue Feb 17, 2015 1:56 pm    Post subject: Reply with quote

RexMundiAbu wrote:
My preference would be just that they are old ships so will have different models and some will be modified over time as well . The Katana fleet may have included different variants for different jobs , as they were the only type of ship in that fleet it would make the fleet very un-flexible if all 200 were identical . But just my ramblings on it ...

Unless you could come up with one variant which was a good multi-role combatant, which is what the FRAM is intended to be. If the Katana Fleet ships were outfitted the same way, the only thing they would be weak in would be speed.
_________________
"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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garhkal
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PostPosted: Tue Feb 17, 2015 7:03 pm    Post subject: Reply with quote

What time frame would this "FRAM" be in?
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CRMcNeill
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PostPosted: Tue Feb 17, 2015 8:35 pm    Post subject: Reply with quote

garhkal wrote:
What time frame would this "FRAM" be in?

Classic Era. Basically it would be somewhere in mid-process between ANH and ESB, with GMs assigning percentages as they see fit. If I had my way, these would be the actual Dreadnaught stats...
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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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RexMundiAbu
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PostPosted: Sat Mar 07, 2015 7:19 am    Post subject: Reply with quote

What about a improved version of the assault frigate ? like if the rebels got their hands on a fram dreadnaught , then converted it to be a fram assault frigate ? lol
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CRMcNeill
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PostPosted: Sat Mar 07, 2015 10:58 am    Post subject: Reply with quote

RexMundiAbu wrote:
What about a improved version of the assault frigate ? like if the rebels got their hands on a fram dreadnaught , then converted it to be a fram assault frigate ? lol

I don't think the timing works, as the upgrade is taking place during the classic era. It would honestly be simpler to just upgrade existing Assault Frigates to the same standards as the FRAM; the Assault Frigates have already chopped their crew requirements way down.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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PostPosted: Sun Mar 15, 2015 4:33 pm    Post subject: Reply with quote

However, since I've always thought the stats for the Dreadnought and the Assault Frigate were broken, here is my version of an upgraded Assault Frigate...



Rebel Assault Frigate
Craft: Rendili StarDrive's Dreadnaught-Class (Modified)
Type: Assault Frigate
Scale: Frigate (+10D)
Length: 700 meters
Skill: Capital Ship Piloting: Assault Frigate
Crew: 4,882 (1,500 @ +20) & 136 Gunners
Crew Skill:
Astrogation 4D+1
Capital Ship Gunnery 4D+2
Capital Ship Piloting 5D
Capital Ship Shields 4D
Sensors 4D
Passengers: 100 (troops)
Cargo Capacity: 7,500 metric tons
Consumables: 1.5 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Hull: 5D
Shields: 3D
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/2D
Focus 4/3D
Weapons:
6 Heavy Turbolaser Batteries (Fire Separately)
Fire Arc: Front
Crew: 3
Scale: Destroyer (+12D)
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-10/30/60
Orbital Range: 6km-20km/60km/120km
Fire Rate: 1/3
Damage: 8D
10 Heavy Turbolaser Cannon (Fire Separately)
Fire Arc: 5 Left, 5 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Orbital Range: 6km-30km/70km/150km
Damage: 7D
20 Turbolaser Cannon (Fire Separately)
Fire Arc: 6 Front, 5 Left, 5 Right, 4 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Orbital Range: 6km-30km/70km/150km
Damage: 5D
10 Ion Cannon (Fire Separately)
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Orbital Range: 2km-20km/50km/100km
Damage: 4D
20 Quad-Laser Cannon (Fire Separately)
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2km-6km/24km/50km
Damage: 6D
6 Tractor Beam Projectors (Fire Separately)
Fire Arc: 2 Front, 2 Left, 2 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Atmosphere Range:
Damage: 5D
Small Craft Complement: 1 squadron & 1 Assault Shuttle, all carried on external hard-docks.
Capsule:
While the Imperial Navy's Dreadnought FRAM Program made extensive modifications to the original Dreadnought, their modifications were practically mundane compared to the Rebel Alliance's Assault Frigate. Incorporating many of the same modifications of the FRAM Program, the Alliance went event further, stripping away massive sections of the ship's superstructure, including most of the ship's docking and landing bays (although the ship has been equipped with multiple external hard-docks that allow it to carry small craft through hyperspace). The stripped-down hull results in a 50% increase in speed, and the addition of two solar fins adds to the ship's maneuverability. It also mounts the same armament as the FRAM Dreadnought, with the addition of a powerful array of forward firing heavy turbolaser cannon. The cannon were not intended to be mounted on a ship as small as an Assault Frigate, so their available power output restricts their rate of fire, but they allow the ship to pack a formidable punch if used properly. In combat, assault frigates use their speed and maneuverability to close the range with their opponents, then make head-on attacks with their heavy turbolasers.

Assault Frigate Mk. II
As above, except for the following:
Consumables: 1 year
Cargo Capacity: 2,500 metric tons
Shields: 3D
-Backup Shields: 3D. May replace lost Shield Dice on a 1-for-1 basis (Easy Shields roll)
-Shield Booster: May bring 1D of additional Shield Dice up in the Front Fire Arc, but requires an Easy Shields roll every round to maintain it.
Capsule: An updated version of the original Alliance Assault Frigate, the Mk. II Assault Frigate takes advantage of the Mon Calamari's backup shields to temporarily increase shield protection in the Front Fire Arc. This comes at the cost of reduced Consumables and Cargo Capacity, but Alliance Command (and the crews of the new ships) consider it to be a worthwhile exchange.
_________________
"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 Tue May 30, 2017 6:45 pm; edited 8 times in total
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denderan marajain
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PostPosted: Tue Mar 17, 2015 12:26 pm    Post subject: Reply with quote

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CRMcNeill
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PostPosted: Sat May 07, 2016 2:57 am    Post subject: Reply with quote

I made a slight change to these stats. I had originally given both ships quad-turbolasers as their secondary ACS weapons. However, as part of standardizing stats and weapons for other ships, I've been assigning Turbolaser Batteries and Turbolaser Cannon as the primary and secondary weapons for cruisers. In addition, there is specific mention in the EU of the Quad-Lasers on the Millennium Falcon being designed for big-crew Dreadnaughts. Combine that with what we now know of the Clone Wars (ships would need powerful anti-starfighter defenses against swarms of Separatist droid starfighters) and giving the Dreadnaught and Assault Cruiser Quad-Laser Cannon for anti-starfighter defense, instead of just laser cannon.
_________________
"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
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Oct 24, 2016 2:05 am    Post subject: Reply with quote

I just updated the stats for the Assault Frigate, adding a notation for stats for the Assault Frigate Mk. II. Per the EU, this version gave the Assault Frigate Mon Cal-style backup shields, as well as the ability to temporarily boost power to the bow shields. Enjoy...
_________________
"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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