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Rebellion Ship Conversions
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Panzerjedi
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Joined: 25 Aug 2013
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PostPosted: Mon Mar 24, 2014 5:41 pm    Post subject: Reply with quote

Interesting ships.... I never really looked over that old
game........are these in the Standard west end game scaling set up?
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Last edited by Panzerjedi on Mon Mar 24, 2014 5:51 pm; edited 1 time in total
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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: Mon Mar 24, 2014 5:44 pm    Post subject: Reply with quote

Panzerjedi wrote:
Interesting ships.... I never really looked over that old
game........sare thse in the Standard west end game scaling set up?


Yes. I have different stats using my own scale system, but when I post to the Pit, I do my best to use stats that conform to the RAW to avoid confusion.
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Panzerjedi
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Joined: 25 Aug 2013
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PostPosted: Mon Mar 24, 2014 5:52 pm    Post subject: Reply with quote

crmcneill wrote:
Panzerjedi wrote:
Interesting ships.... I never really looked over that old
game........sare thse in the Standard west end game scaling set up?


Yes. I have different stats using my own scale system, but when I post to the Pit, I do my best to use stats that conform to the RAW to avoid confusion.


Nods I'll post the link to this thread to a friend so he can swipe
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CRMcNeill
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PostPosted: Mon Mar 24, 2014 5:53 pm    Post subject: Reply with quote

Knock yourself out. Wink
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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: Mon Mar 24, 2014 6:12 pm    Post subject: Reply with quote

Really like these ships and the stats for them as I had the game and spent many hours playing it . The 2 ships that you made up also seem to fit well .
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CRMcNeill
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PostPosted: Mon Mar 24, 2014 6:20 pm    Post subject: Reply with quote

RexMundiAbu wrote:
Really like these ships and the stats for them as I had the game and spent many hours playing it . The 2 ships that you made up also seem to fit well .

Glad you like them. The homebrew stats I have seen for these ships on the Holocron set my teeth on edge, so I decided I would give it a shot. IMO, a few of them would be good fits for some of the Sector Fleet slots for that project.
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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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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 25, 2014 8:56 am    Post subject: Reply with quote

Just for $h!t$ and giggles...

CC-8500 Assault Frigate

Craft: Corellian Engineering Corporation CC-8500
Type: Assault Frigate
Scale: Capital
Length: 400 meters
Skill: Capital Ship Piloting: CC-8500
Crew: 1,050 (500 @ +10), plus 91 gunners
Crew Skill:
Astrogation 3D+2
Capital Ship Gunnery 4D+2
Capital Ship Piloting 4D+1
Capital Ship Shields 4D
Sensors 4D+1
Passengers: 150 (troops)
Cargo Capacity: 5,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Hull: 5D
Shields: 3D
Sensors:
Passive: 30/0D
Scan: 50/1D
Search: 100/2D
Focus: 4/3D
Weapon Systems:
1 Dual Heavy Turbolaser Cannon
Fire Arc: Front
Scale: Destroyer (+12D)
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Orbital Range: 6-30/70/150km
Fire Rate: 1/2*
Damage: 8D
1 Heavy Ion Cannon
Fire Arc: Front
Scale: Destroyer (+12D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Orbital Range: 2-20/50/100km
Fire Rate:: 1/2*
Damage: 6D (ionization)
10 Turbolaser Cannon
Fire Arc: 2 front, 3 right, 3 left, 2 back
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Orbital Range: 6-30/70/150km
Rate of Fire: 1
Damage: 5D
20 Laser Cannon
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Orbital Range: 2-6/24/50km
Damage: 4D
4 Tractor Beam Projectors
Fire Arc: 2 front, 1 left, 1 right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Orbital Range: 2-10/30/60km
Rate of Fire: 1 (Full Round)
Damage: 4D
*The power requirements of these weapons are such that the ship may only fire one of them per round, not both.
Small Craft Complement: None
Capsule: Utilizing the same basic hull as the CC-7700, the CC-8500 is a pure space combatant. It replaces the gravity well projector with a battery of heavy, prow-mounted energy cannon, which enables the ship to engage much larger capital ships. It also features a reinforced hull and stronger shields.
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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 Mon Jan 22, 2018 1:45 am; edited 3 times in total
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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: Tue Mar 25, 2014 6:04 pm    Post subject: Reply with quote

This is on request from another topic. Although the Bulk Cruiser technically already has stats, all official stats are for the Carrier modification, not the Cruiser, so I took a stab at it.

NEUTRON STAR-CLASS BULK CRUISER


Craft: Rendili StarDrive’s Neutron Star-Class Bulk Cruiser
Type: Bulk Cruiser
Scale: Capital
Length: 600 meters
Skill: Capital Ship Piloting: Neutron Star-Class Bulk Cruiser
Crew: 1,925 (Skeleton: 840 @ +10) & 104 gunners
Crew Skill:
Astrogation 3D+2
Capital Ship Gunnery 4D
Capital Ship Piloting 4D+1
Capital Ship Shields 4D
Sensors 3D+2
Passengers: 250 (troops)
Cargo Capacity: 1,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x3
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 5D
Shields: 2D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 125/3D
Focus: 5/3D+2
Weapon Systems:
24 Turbolaser Cannon
Fire Arc: 4 front, 10 left, 10 right
Crew: 2 each
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 5-20/40/60
Orbital Range: 10-40/80/120km
Damage: 4D
25 Heavy Laser Cannon
Fire Arc: 3 front, 10 left, 10 right, 2 rear
Crew: 2 each
Scale: Starfighter
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Damage: 6D
2 Tractor Beam Projectors
Fire Arc: Front
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Damage: 4D
Note: The ship's weapon systems are old and notoriously unreliable. If a Gunnery roll results in a Wild Dice failure, the guns do not fire and can not be fired again until the next round.
Starfighter Complement: None
Capsule: This aging bulk cuiser class of capital ships has existed since the time of the Old Republic, where it served as an inexpensive patrol and convoy escort vessel. Those vessels still in use are showing their age, requiring frequent and expensive maintenance to stay operational. Some users have taken the step of converting the ships to an escort carrier configuration by removing most of the standard weaponry to make room for launch bays and more reliable weapon systems.
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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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Zarm R'keeg
Commander
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Joined: 14 Apr 2012
Posts: 481
Location: PA

PostPosted: Wed Jan 14, 2015 10:38 am    Post subject: Reply with quote

Awesome game... and awesome stats. Thanks for doing this, crmcneill!
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Jan 14, 2015 5:36 pm    Post subject: Reply with quote

Glad you like. I've had a few second thoughts about some of the stat choices I've made since I posted this, but I've been largely satisfied.
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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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Sutehp
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Joined: 01 Nov 2016
Posts: 1797
Location: Washington, DC (AKA Inside the Beltway)

PostPosted: Sun Jun 04, 2017 10:25 pm    Post subject: Reply with quote

Just for the record, I've taken the stats for each and every one of these ships on their own respective docfiles and made them available in my Google Docs. Just follow the link in my sig to the Public Folder> Public Star Wars Folder> D6 Stats folder and download them each individually.
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Inquisitor1138
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Location: Hoth. Or Ilum...

PostPosted: Fri Feb 11, 2022 5:15 am    Post subject: Reply with quote

Sadly, my notes were on my now non-functioning computer, but hopefully i can find my rough draft for them (hardcopy notes), but i had found that the ISDs in Rebellion were adapted/converted from WEG stats. The numbers listed for the ISDs' Weapon Types was basically the # of weapons times the #D Die Code. So they converted "X Weapons @ YD" into points pools, then made a slight revision, essentially reallocating dice from one weapon type to another, essentially making them a minor variant, or just using different presets for power distribution if you prefer using the RAW method.

Armed with this breakthrough i was beginning to work out the probable # of weapons & their #D strength for the Bulwark.

Edit: I have found my hand-written notes, in which i used the ISDs & the MC80 Cruiser to reverse-engineer the conversions from WEG to Rebellion. So, i can then extrapolate the probable armaments for the Bulwark and other new ships Rebellion introduced. When is iffy; i'll chew on it a bit today & see what happens.
My question to the community then, is this: Do i base the weapons of the Bulwark on the MC80, the Providence-class Carrier/Destroyers, or the Lucrehulk-class Battleship? Some combination of the three?

Edit Two: Soon as i have finished exploring the Ship of Riddles rabbit hole...
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CRMcNeill
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PostPosted: Fri Feb 11, 2022 4:17 pm    Post subject: Reply with quote

This is essentially what I did to generate the stats in the first place; used the numerical values from the Rebellion game to compare to ships without WEG stats to peer in-game vessels with WEG stats, then used said ratios to generate weapon and performance values in D6 that matched the Rebellion game ships in relative performance.
_________________
"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
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Sep 09, 2023 11:27 am    Post subject: Reply with quote

So, a conversation in the Fractalsponge Discord got me thinking about the Bulwark in particular, and the backgrounds of the other Rebellion ships in general.

Regarding the Bulwark, its meta progression in the canon has been erratic to say the least. It started as a ship that allowed the Alliance to field a ship that had a one-on-one chance against something like the Executor (when it was still only 8,000 meters), and my original stats reflected that. Then, when the Executor got buffed up to 18+ kilometers, the Bulwark got mega-nerfed (by the author of the EGtW) down to 1,000 meters, and had it get trounced by a group of VSDs. I’ve struggled with what to do with the Bulwark, but what occurs to me is to treat the “1,000 meters” as a typo, and bump the Bulwark’s actual length up to 10,000 meters. Combined with its large mass relative to its length, this gives it enough reactor output to be able “punch above its weight” against ships like the Executor or Mandator.

Another factor is that the Rebellion ship development system, while appropriate for the game, is complete unsuited to R&D for the Alliance in-universe. The Alliance is basically stuck using Clone Wars era surplus or ships that defect / mutiny. Worlds with powerful navies in open rebellion against the Empire (like the Mon Cals) are few and far between. A massive super-capital warship able to stand up to a Super Star Destroyer will take a lot of time and resources to build, and will almost certainly attract extreme Imperial displeasure in the process.

However, a somewhat unrelated discussion posited the existence of Separatist super-capital warships as a counter to something like the Mandator-Class, even though there’s no official evidence of such a thing. As such, I’m thinking of making the Bulwark into a Separatist ship, with the Alliance managing to gain possession of a handful as the core firepower of their main fleet. Also, making them older ships makes it a lot easier to justify the “plagued with faulty electronics” portion of their official background.

Obviously, capital ship battles at this level aren’t going to be a factor in anybody’s game, but since I’ve updated the Executor’s stats, it feels incomplete to me that the Bulwark hasn’t been buffed up to match.
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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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Inquisitor1138
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PostPosted: Sat Sep 09, 2023 4:34 pm    Post subject: Canon Vs. Legends Reply with quote

https://starwars.fandom.com/wiki/Bulwark_Mark_I <Legends
Length 1,000 meters[1]
https://starwars.fandom.com/wiki/Bulwark_Mark_II <Legends
Length ??? 1750 meters?

https://starwars.fandom.com/wiki/Bulwark-class_battle_cruiser <Canon
???
https://starwars.fandom.com/wiki/Bulwark_Mark_III <Legends
Length 2,500 meters[2]

Dunno when i will get back to my notes & finalize working stat blocks for all 3 Bulwark battle cruisers.
Why did you make yours 4,500 meters in your writeup?
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