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Gladiator-Class Assault Cruiser
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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 Oct 24, 2016 3:14 am    Post subject: Gladiator-Class Assault Cruiser Reply with quote

So, here is my latest entry in the "CRMcNeill Fixes The EU" Series. In this episode, we are featuring the Gladiator-Class "Star Destroyer" and Broadside-Class Missile "Cruiser".

For the longest time, I have willfully ignored both ships, mostly because of how badly the EU mangled their classification and stats. They have, at various times, been classed as corvettes, cruisers or star destroyers, have had their length changed from 50-60 meters up to 500 meters, have had strangely lopsided armaments, and so on and so forth.

However, the Armada Miniatures game inspired me to take a second look at both ships. After some consideration, I decided to combine them into a single class, using bits and pieces of both the EU and the Armada game.

Gladiator-Series Assault Cruiser

Image

The Gladiator-Series Assault Cruiser has an interesting and somewhat confusing history. Originally intended as a lighter escort for Rendili Star Drive's larger Victory-Class Star Destroyer, the Gladiator evolved into an assault cruiser. Equipped with powerful torpedo launchers as its main armament, the Gladiator is commonly used in frontal assaults, charging at a target at maximum velocity to deliver salvos of torpedoes at close range. It is also equipped with a well-rounded suite of secondary and defensive weaponry, as well as two squadrons of TIE fighters. Combined with its high endurance, the Gladiator is commonly used on solo patrols, where it is more than capable of looking after itself. Recently, however, several Gladiators have been lost to Rebel starfighter attacks, prompting Rendili Star Drives to field updated Gladiators with improved anti-starfighter defenses.

Craft: Rendili Star Drives' Gladiator Ia-Class
Type: Assault Cruiser
Scale: Frigate (+10D)
Length: 500 meters
Skill: Capital Ship Piloting: Gladiator-Series
Crew: 1,255 (530 @ +10) & 108 Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 4D+2
Shields 4D
Sensors 4D
Passengers: 200 (troops)
Small Craft Complement:
--24 Starfighters (2 Squadrons)
--4-8 Utility Craft
Cargo Capacity: 6,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6 (3D)
Atmosphere: 330; 950 kmh
Hull: 5D
Shields: 3D
Sensors:
Passive 60 / 1D
Scan 90 / 2D
Search 120 / 3D
Focus 4 / 4D
Weapons:
25 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 6 Front, 7 Left, 7 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 Heavy Torpedo Tubes
Fire Arc: 6 Front, 4 Rear
Scale: Destroyer (+12D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-6/15/30
--Orbital: 2km-12km/30km/60km
--Atmosphere: 100m-600m/1.5km/3km
Rate of Fire: 1/4
Damage: 9D
Ammo: 100 torpedoes (central magazine feeds all launchers)
10 Dual Laser Cannon (Fire Separately)
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
6 Tractor Beam Projectors (Fire Separately)
Fire Arc: 2 Front, 2 Left, 2 Right
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
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.

Variants:
The above stats are for the base model Gladiator Ia-Class Assault Cruiser. There are three additional sub-variants in common use. All three use the same basic stats except as follows:
    Gladiator Ib "Broadside"-Class
    While the Gladiator Ia is designed as an assault cruiser, the Ib takes a different approach, with port and starboard batteries of less powerful but much longer ranged concussion missiles replacing the front and rear proton torpedo launchers. Known colloquially as the "Broadside"-Class, the Gladiator Ib operates as a stand-off combatant, flying a course perpendicular to the target and barraging it with long range concussion missiles. It has also been used for orbital fire support missions, but lacks the ammunition capacity for sustained bombardment.
    Crew: 98 Gunners
    Weapons:
    20 Heavy Missile Launchers (Fire Separately) {Replaces the Gladiator Ia's Proton Torpedo Tubes.}
    Fire Arc: 10 Left, 10 Right
    Scale: Destroyer (+12D)
    Crew: 3
    Skill: Capital Ship Gunnery
    Fire Control: 2D
    Range:
    --Space: 2-12/30/60
    --Orbital: 4km-24km/60km/120km
    --Atmosphere: 200m-1.2km/3km/6km
    Rate of Fire: 1/3
    Damage: 8D
    Ammo: 300 missiles (central magazine feeds all launchers)


    Gladiator IIa & IIb-Class
    The Gladiator II-Class is a recent upgrade with more formidable anti-starfighter weaponry. A reaction to increasing losses inflicted by Alliance Starfighters, the Gladiator II exchanges its Dual Laser Cannon for more capable Quad-Laser Cannon
    Weapons:
    10 Quad Laser Cannon (Fire Separately) {Replaces the Dual Laser Cannon on the Ia & Ib.}
    Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
    Scale: Starship (+6D)
    Crew: 1 each
    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: 6D.


House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 2D+2 Front, 2D+2 Left, 2D+2 Right, 2D Rear
      Heavy Torpedo Tubes*: 2D+2 Front, 2D Rear
      Heavy Missile Launchers**: 3D+1 Left, 3D+1 Right
      Dual/Quad Laser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Tractor Beam Projectors: 1D Front, 1D Left, 1D Right

      *-a Type only
      **-b Type only

_________________
"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 12:12 am; edited 11 times in total
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Error
Captain
Captain


Joined: 01 May 2005
Posts: 680
Location: Any blackberry patch.

PostPosted: Mon Oct 24, 2016 4:35 pm    Post subject: Reply with quote

Have you ever considered collecting everything for which you've written stats and compiling them in a single document? This is great stuff.
_________________
The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera.
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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 Oct 24, 2016 4:42 pm    Post subject: Reply with quote

Error wrote:
Have you ever considered collecting everything for which you've written stats and compiling them in a single document? This is great stuff.

I'm working on it, but there are a couple rules I'd like to hammer out first. In particular, I want to come up with rules for using the Sensor dice on ships for Communications and Electronic Warfare rolls. Since this will affect pretty much every stat I've ever done, it will necessitate a re-write of all of those stats. Plus, there are some other new rules I've come up with over the years that will require some of the older stats to be revised, as well. Probably the best place to find them all in one place at this point is here on the Forum in the Ships & Equipment Section. That may change in the future...
_________________
"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: Tue Jan 04, 2022 12:36 am    Post subject: Reply with quote

Since Fractalsponge did his version of the Gladiator, I've been meaning to get around to updating the stats. The main change I'm picturing is removing the torpedo tubes from the Gladiator Ia, in trade for the capacity to carry 2-3x as many fighters. The Gladiator Ib "Broadside" will remain largely unchanged, replacing the port and starboard launch bays on Fractal's version with a cluster of launch tubes. The Gladiator II of both variants will be unchanged, providing improved anti-starfighter defense to both variants.
_________________
"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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