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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sun Mar 23, 2014 11:38 pm    Post subject: Rebellion Ship Conversions |   |  
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				| I enjoyed the Star Wars Rebellion strategy game when it first came out.  Even though I never got particularly good at it, the game presented some interesting new ships that showed promise for conversion to RPG stats to flesh out the game somewhat.  The Alliance got the lion's share of the new ships, but there were a couple Imperial ships in the mix, as well. Back then, I worked up my own stats for the ships in the game that didn't already have RPG stats, but subsequently lost them in a hard drive crash. 
 Since I'm sitting at home sick and bored with nothing to do, I thought I'd take a swing at them again.  For starters, here is the Alliance's big gun: the Bulwark Battlecruiser
 
 
 
   
 Bulwark-Class Battlecruiser
 
 The TransGalMeg Industries Bulwark class capital ship is a mobile fortress. It is one of the most battle-proof ships employed by the Rebel Alliance, and one of the few ships in existence capable of going toe-to-toe with a Super Star Destroyer.  While the SSD is more heavily armored and shielded, the Bulwark is faster, has a slight edge in maneuverability, and is actually more heavily armed. Though plagued by rumors of unreliable electronics and sensors, the Bulwark's extensive arsenal, shielding and carrying capacity make it ideal for large-scale operations.
 
 Craft: TransGalMeg Industries' Bulwark Mk.III
 Type: Star Dreadnaught
 Length: 4,500 meters
 Scale: Dreadnought (+16D)
 Skill: Capital Ship Piloting: Bulwark Battlecruiser
 Crew: 89,980 (9,252 @ +10), plus 4,350 Gunners
 Crew Skill:
 Astrogation 4D
 Gunnery 6D
 Piloting 6D+2
 Shields 5D+2
 Sensors 5D
 Passengers: 18,000 (troops)
 Small Craft Complement:
 --144 Starfighters (12 Squadrons / 2 Wings)
 --Assorted landing barges, assault shuttles and support craft.
 Cargo Capacity: 100,000 metric tons
 Consumables: 5 years
 Maneuverability: 2D
 Space: 6 (3D)
 Atmosphere: 330; 950 kph
 Hyperdrive: x1.5
 Hyperdrive Backup: x8
 Nav Computer: Yes
 Hull: 6D (5D vs. ionization)
 Shields: 4D
 Sensors:
 Passive: 60/1D
 Scan: 120/3D
 Search: 250/4D+1
 Focus: 8/6D
 Weapon Systems:
 150 Heavy Turbolaser Batteries
 Fire Arc: 50 Front, 40 Left, 40 Right, 20 Rear
 Scale: Destroyer (+12D)
 Crew: 5
 Skill: Capital Ship Gunnery
 Fire Control: 3D
 Range:
 --Space: 3-15/35/75
 --Orbital: 6km-30km/70km/150km
 --Atmosphere: 300m-1.5km/3.5km/7.5km
 Rate of Fire: 1/2
 Damage: 8D
 75 Heavy Ion Cannon
 Fire Arc: 30 Front, 15 Left, 15 Right, 15 Rear
 Scale: Destroyer (+12D)
 Crew: 4
 Skill: Capital Ship Gunnery
 Fire Control: 3D
 Range:
 --Space: 1-10/25/50
 --Orbital: 2km-20km/50km/100km
 --Atmosphere: 100m-1km/2.5km/5km
 Rate of Fire: 1/2
 Damage: 6D (ionization)
 75 Heavy Missile Launchers
 Fire Arcs: 30 Front, 15 Left, 15 Right, 15 Rear
 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
 450 Turbolaser Batteries
 Fire Arc: 90 Front, 150 Left, 150 Right, 60 Rear
 Scale: Frigate (+10D)
 Crew: 4
 Skill: Capital Ship Gunnery
 Fire Control: 4D
 Range:
 --Space: 2-10/25/50
 --Orbital: 4km-20km/50km/100km
 --Atmosphere: 200m-1km/2.5km/5km
 Rate of Fire: 1
 Damage: 6D
 225 Ion Cannon
 Fire Arc: 45 Front, 75 Left, 75 Right, 30 Rear
 Scale: Frigate (+10D)
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 4D
 Range:
 --Space: 1-7/17/35
 --Orbital: 2km-14km/34km/70km
 --Atmosphere: 100m-700m/1.7km/3.5km
 Rate of Fire: 1
 Damage: 4D (ionization)
 225 Missile Launchers
 Fire Arc: 45 Front, 75 Left, 75 Right, 30 Rear
 Scale: Frigate (+10D)
 Crew: 2
 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
 300 Point Defense Cannon (Fire Separately)
 Fire Arc: 75 Front, 75 Left, 75 Right, 75 Rear
 Scale: Starship (+6D)
 Crew: 1
 Skill: Starship Gunnery
 CANNON TYPES (Ships may have one or the other, or a mix of the two):
 Laser Cannon
75 Tractor Beam ProjectorsFire Control: 3D
 Range:
 --Space: 1-3/12/25
 --Orbital: 2km-6km/24km/50km
 --Atmosphere: 100m-300m/1.2km/2.5km
 Damage: 4D
 
 Dual Blaster Cannon
 Fire Control: 2D
 Range:
 --Space: 1-5/10/17
 --Atmosphere: 100m-500m/1km/1.7km
 Rate of Fire: 2D Auto-Fire
 Damage: 3D
 Fire Arc: 25 Front, 20 Left, 20 Right, 10 Rear
 Scale: Special*
 Crew: 4
 Skill: Capital Ship Gunnery
 Fire Control: 4D
 Range:
 --Space: 1-5/15/30
 --Orbital: 2km-10km/30km/60km
 --Atmosphere: 100m-500m/1.5km/3km
 Rate of Fire: 1 (Full Round)
 Damage: 6D
 *May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D).  Switch takes one round, during which the projector can not be used.
 
 House Rule Notes:
 COMMAND DIFFICULTY MODIFIER: +20
SHIELD & SHIELD CONTROL: 4D @ 2D
 VELOCITY MODIFIER: 1D+2 Flight
 BATTERY DICE:
 Heavy Turbolaser Batteries: 5D+1 Front, 5D Left, 5D Right, 4D Rear
Heavy Ion Cannon: 4D+2 Front, 3D+2 Left, 3D+2 Right, 3D+2 Rear
 Heavy Missile Launchers: 4D+2 Front, 3D+2 Left, 3D+2 Right, 3D+2 Rear
 Turbolaser Batteries: 6D+1 Front, 7D Left, 7D Right, 5D+2 Rear
 Ion Cannon: 5D+1 Front, 6D Left, 6D Right, 4D+2 Rear
 Missile Launchers: 5D+1 Front, 6D Left, 6D Right, 4D+2 Rear
 Point Defense Cannon: 6D Front, 6D Left, 6D Right, 6D Rear
 Tractor Beam Projectors: 4D+1 Front, 4D Left, 4D Right, 3D Rear
 _________________
 "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 6:33 pm; edited 18 times in total
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 1:32 am    Post subject: |   |  
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				| DAUNTLESS-CLASS HEAVY STAR CRUISER 
   
 The Dauntless is the second largest cruiser in the Alliance fleet. Built from the hull of a luxury liner, it carries an excellent sensor package and countermeasure equipment. Extra reactors, shielding and armaments were added to make the Dauntless an effective front line ship.
 
 Craft: SoroSuub Dauntless-Class Heavy Star Cruiser
 Type: Star Cruiser
 Scale: Destroyer (+12D)
 Length: 1,500 meters
 Skill: Capital Ship Piloting: Dauntless-Class Heavy Star Cruiser
 Crew: 7,416 (2,130 @ +10) & 228 Gunners
 Crew Skill:
 Astrogation 3D+2
 Capital Ship Piloting 5D+2
 Capital Ship Gunnery 5D
 Capital Ship Shields 5D
 Sensors 3D+1
 Passengers: 3,000 (troops)
 Small Craft:
 --48 Starfighter (4 Squadrons)
 --Assorted shuttles and support craft.
 Cargo Capacity: 20,000 metric tons
 Consumables: 2 years
 Hyperdrive Multiplier: x1
 Hyperdrive Backup: x10
 Nav Computer: Yes
 Maneuverability: 1D
 Space: 6 (3D Flight)
 Atmosphere: 330; 950kph
 Hull: 6D
 Shields: 5D
 Sensors:
 Passive: 40/1D
 Scan: 75/2D
 Search: 150/3D
 Focus: 4/4D
 Weapon Systems:
 24 Heavy Turbolaser Batteries (Fire Separately)
 Fire Arc: 8 Front, 8 Left, 8 Right
 Crew: 5
 Skill: Capital Ship Gunnery
 Fire Control: 1D
 Range:
 --Space: 3-15/35/75
 --Orbital: 6km-30km/70km/150km
 --Atmosphere: 300m-1.5km/3.5km/7.5km
 Rate of Fire: 1/2
 Damage: 7D
 12 Heavy Ion Cannon (Fire Separately)
 Fire Arc: 4 Front, 4 Left, 4 Right
 Crew: 4
 Skill: Capital Ship Gunnery
 Fire Control: 1D
 Range:
 --Space: 1-10/25/50
 --Orbital: 2km-20km/50km/100km
 --Atmosphere: 100m-1km/2.5km/5km
 Rate of Fire: 1/2
 Damage: 6D (ionization)
 72 Turbolaser Batteries
 Fire Arc: 24 front, 20 left, 20 right, 8 back
 Scale: Frigate (+10D)
 Crew: 4
 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: 6D
 36 Ion Cannon Batteries
 Fire Arc: 12 front, 10 left, 10 right, 4 back
 Scale: Frigate (+10D)
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 3D
 Range:
 --Space: 1-7/17/35
 --Orbital: 2km-14km/34km/70km
 --Atmosphere: 100m-700m/1.7km/3.5km
 Rate of Fire: 1
 Damage: 4D (ionization)
 40 Dual Laser Cannon (Fire Separately)
 Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
 Scale: Starship (+6D)
 Crew: 1
 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: 5D
 12 Tractor Beam Projectors
 Fire Arc: 4 front, 4 left, 4 right
 Scale: Special*
 Crew: 4
 Skill: Capital Ship Gunnery
 Fire Control: 4D
 Range:
 --Space: 1-5/15/30
 --Orbital: 2km-10km/30km/60km
 --Atmosphere: 100m-500m/1.5km/3km
 Rate of Fire: 1 (Full Round)
 Damage: 5D
 *May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D).  Switch takes one round, during which the projector can not be used.
 
 House Rule Notes:
 COMMAND DIFFICULTY MODIFIER: +14
SHIELD & SHIELD CONTROL: 4D @ 3D
 VELOCITY MODIFIER: 1D+2 Flight
 BATTERY DICE:
 Heavy Turbolaser Batteries: 3D Front, 3D Left, 3D Right
Heavy Ion Cannon: 2D Front, 2D Left, 2D Right
 Turbolaser Batteries: 4D+1 Front, 4D Left, 4D Right, 3D Rear
 Ion Cannon: 3D+1 Front, 3D Left, 3D Right, 2D Rear
 Dual Laser Cannon: 3D Front, 3D Left, 3D Right, 3D Rear
 Tractor Beam Projectors: 2D Front, 2D Left, 2D Right
 _________________
 "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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		| garhkal Sovereign Protector
 
  
  
 Joined: 17 Jul 2005
 Posts: 14382
 Location: Reynoldsburg, Columbus, Ohio.
 
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				|  Posted: Mon Mar 24, 2014 2:01 am    Post subject: |   |  
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				| Rebellion strategy game??  Was this a console or TT card/board game as i have never heard of these ships. _________________
 Confucious sayeth, don't wash cat while drunk!
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 2:25 am    Post subject: |   |  
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				|  	  | garhkal wrote: |  	  | Rebellion strategy game??  Was this a console or TT card/board game as i have never heard of these ships. | 
 
 http://starwars.wikia.com/wiki/Star_Wars:_Rebellion_(video_game)
 
 Won't let me post the link. Cut-and-paste-time.
 _________________
 "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
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 2:59 am    Post subject: |   |  
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				|   
 Liberator-Class Star Cruiser
 
 The SoroSuub Liberator is Sullust's main contribution to the Alliance Fleet.  Its slender hull disguises the fact that it can carry six fighter squadrons and a large troop contingent.  For a capital ship, the Liberator is diminutive of size, but still finds room to host a formidable weapons complement including ion cannons and heavy turbolaser batteries. Utilizing state-of-the-art hull armor, the Liberator is one of the most advanced warships in the galaxy.  Its advanced sensors and command & control systems have led many Alliance battle line commanders to choose the Liberator as their flagship.
 
 Craft: SoroSuub Corporation's Liberator-Class
 Type: Star Cruiser
 Scale: Destroyer (+12D)
 Length: 1,300 meters
 Skill: Capital Ship Piloting: Liberator-Class Star Cruiser
 Crew: 12,045 (3,000 @ +10) & 384 gunners
 Crew Skill:
 Astrogation 3D+2
 Piloting 5D+2
 Gunnery 5D
 Shields 5D
 Sensors 3D+1
 Passengers: 9,700 (troops)
 Small Craft Complement:
 6 starfighter squadrons
 Assorted shuttles and support craft
 Cargo Capacity: 10,000 metric tons
 Consumables: 2 years
 Hyperdrive Multiplier: x1
 Hyperdrive Backup: x9
 Nav Computer: Yes
 Maneuverability: 2D
 Space: 6 (3D Flight)
 Atmosphere: 330; 950kph
 Hull: 5D
 Shields: 4D
 Sensors:
 Passive: 50/1D
 Scan: 100/3D
 Search: 200/4D
 Focus: 6/5D
 Weapons Systems:
 12 Heavy Turbolaser Batteries (Fire Separately)
 Fire Arc: 6 Left, 6 Right
 Crew: 5
 Skill: Capital Ship Gunnery
 Fire Control: 1D
 Range:
 --Space: 3-15/35/75
 --Orbital: 6km-30km/70km/150km
 --Atmosphere: 300m-1.5km/3.5km/7.5km
 Rate of Fire: 1/2
 Damage: 7D
 6 Heavy Ion Cannon (Fire Separately)
 Fire Arc: 2 Front, 2 Left, 2 Right
 Crew: 4
 Skill: Capital Ship Gunnery
 Fire Control: 1D
 Range:
 --Space: 1-10/25/50
 --Orbital: 2km-20km/50km/100km
 --Atmosphere: 100m-1km/2.5km/5km
 Rate of Fire: 1/2
 Damage: 6D (ionization)
 36 Turbolaser Batteries  (Fire Separately)
 Fire Arc: 6 Front, 12 Left, 12 Right, 6 Rear
 Scale: Frigate (+10D)
 Crew: 4
 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: 6D
 18 Ion Cannon  (Fire Separately)
 Fire Arc: 4 Front, 6 Left, 6 Right, 2 Rear
 Scale: Frigate (+10D)
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 3D
 Range:
 --Space: 1-7/17/35
 --Orbital: 2km-14km/34km/70km
 --Atmosphere: 100m-700m/1.7km/3.5km
 Rate of Fire: 1
 Damage: 4D (ionization)
 40 Dual Laser Cannon (Fire Separately)
 Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
 Scale: Starship (+6D)
 Crew: 1
 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: 5D
 10 Tractor Beam Projectors
 Fire Arc: 4 Front, 3 Left, 3 Right
 Scale: Special*
 Crew: 4
 Skill: Capital Ship Gunnery
 Fire Control: 4D
 Range:
 --Space: 1-5/15/30
 --Orbital: 2km-10km/30km/60km
 --Atmosphere: 100m-500m/1.5km/3km
 Rate of Fire: 1 (Full Round)
 Damage: 5D
 *May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D).  Switch takes one round, during which the projector can not be used.
 
 House Rule Notes:
 COMMAND DIFFICULTY MODIFIER: +16
SHIELD & SHIELD CONTROL: 4D @ 3D
 VELOCITY MODIFIER: 1D+2 Flight
 BATTERY DICE:
  Heavy Turbolaser Batteries: 2D+1 Left, 2D+1 Right
Heavy Ion Cannon: 1D Front, 1D Left, 1D Right
 Turbolaser Batteries: 2D+1 Front, 3D+2 Left, 3D+2 Right, 2D+1 Rear
 Ion Cannon: 2D Front, 2D+1 Left, 2D+1 Right, 1D Rear
 Dual Laser Cannon: 3D Front, 3D Left, 3D Right, 3D Rear
 Tractor Beam Projectors: 2D Front, 1D+2 Left, 1D+2 Right
 _________________
 "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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		| The Brain Lieutenant Commander
 
  
 
 Joined: 03 Jun 2005
 Posts: 242
 
 
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				|  Posted: Mon Mar 24, 2014 3:27 am    Post subject: |   |  
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				|  	  | garhkal wrote: |  	  | Rebellion strategy game??  Was this a console or TT card/board game as i have never heard of these ships. | 
 
 Don't worry you didn't miss anything worthwhile.
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		| DougRed4 Rear Admiral
 
  
  
 Joined: 18 Jan 2013
 Posts: 2301
 Location: Seattle, WA
 
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				|  Posted: Mon Mar 24, 2014 12:57 pm    Post subject: |   |  
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				| Nice work, crmcneill.  Thanks for sharing them with us! _________________
 Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 1:05 pm    Post subject: |   |  
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				|  	  | DougRed4 wrote: |  	  | Nice work, crmcneill.  Thanks for sharing them with us! | 
 
 Thanks. Currently working on stats for the CC-7700 Interdiction Frigate, the CC-9600 Attack Frigate, the Assault Transport and the Galleon.  I will be posting them later today (the big ship conversions were the most complicated).
 _________________
 "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
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 1:16 pm    Post subject: |   |  
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				|   
 CC-7700 Interdiction Frigate
 
 The predecessor of the Interdictor-Class Cruiser, the CC-7700 is designed primarily as a platform for a gravity well projector. While it is lightly armed, the function of this vessel is to prevent the withdrawal of enemy vessels from a battle zone. It is far outclassed by the Interdictor Cruiser.  It remains in service with the Imperial Navy in low-priority sectors, and with the Alliance as it is the only hyperspace interdiction platform available to them.
 
 Craft: Corellian Engineering Corporation's CC-7700
 Type: Hyperspace Interdiction Frigate
 Scale: Frigate (+10D)
 Length: 400 meters
 Skill: Capital Ship Piloting: CC-7700
 Crew: 1,050 (500 @ +10), plus 52 gunners
 Crew Skill:
 Astrogation 3D+2
 Gunnery 4D+2
 Piloting 4D+1
 Shields 4D
 Sensors 4D+1
 Passengers: 150 (troops)
 Small Craft Complement:
 --2-4 Utility Craft
 Cargo Capacity: 5,000 metric tons
 Consumables: 1 year
 Hyperdrive Multiplier: x1
 Hyperdrive Backup: x12
 Nav Computer: Yes
 Maneuverability: 2D
 Space: 6 (3D)
 Atmosphere: 330; 950 kmh
 Hull: 4D+2
 Shields: 2D
 Sensors:
 Passive: 30/0D
 Scan: 50/1D
 Search: 100/2D
 Focus: 4/3D
 Weapon Systems:
 10 Dual Turbolaser Cannon
 Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 2D
 Range:
 --Space: 2-10/25/50
 --Orbital: 4km-20km/50km/100km
 --Atmosphere: 200m-1km/2.5km/5km
 Rate of Fire: 1
 Damage: 5D
 20 Point Defense Cannon (Fire Separately)
 Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
 Scale: Starship (+6D)
 Crew: 1
 Skill: Starship Gunnery
 CANNON TYPES (Ships may have one or the other, or a mix of the two):
 Laser Cannon
4 Tractor Beam ProjectorsFire Control: 3D
 Range:
 --Space: 1-3/12/25
 --Orbital: 2km-6km/24km/50km
 --Atmosphere: 100m-300m/1.2km/2.5km
 Damage: 4D
 
 Dual Blaster Cannon
 Fire Control: 2D
 Range:
 --Space: 1-5/10/17
 --Atmosphere: 100m-500m/1km/1.7km
 Rate of Fire: 2D Auto-Fire
 Damage: 3D
 Fire Arc: 2 Front, 1 Left, 1 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.
 1 Gravity Well Projector
 Fire Arc: Front
 Scale: Destroyer (+12D)
 Crew: 10
 Skill: Capital Ship Gunnery
 Fire Control: 6D
 Range:
 --Space: 1-5/75/150
 Rate of Fire: 1 (Full Round)
 Effect: Blocks Hyperspace Travel.
 Compare the result of the To Hit roll to the following chart:Time to Use:To Hit Result misses by = Difficulty to Target's Astrogation
0 (Hit) = +50
 1-6 = +40
 7-12 = +30
 13-21 = +20
 19-33 = +10
 34-50 = +5
 A gravity well takes a few seconds to form, so once it is fired, it comes into effect at the beginning of the next round.  Once deactivated, it dissipates by the beginning of the next round.  Once shut down, the projector requires one minute (12 rounds) to reset its processor and shunt power to its capacitors. The gunner may attempt to short-cut that time, at a penalty of +5 per round (up to a maximum of +60). On a failed activation roll, compare the result to the Damaged Weapon Chart on page 95 of the 2R&E Rulebook.Steering the Gravity Well: While a gravity well is relatively easy to target when first projecting, trying to steer an existing gravity well onto a maneuvering ship is much more difficult.  Fire Control drops to 0D, and the gunners must make a Capital Ship Gunnery roll every round to stay on target (see the above chart). In addition, if the Gunners missed on the previous round, they suffer a penalty equal to the degree of miss from that round (For example, a gravity well misses its shot by 16 points.  When attempting to steer the well in the following round, they suffer a penalty of +16 Difficulty on their To Hit roll).Effect on the Ship: When projecting a gravity well, the CC-7700 suffers a penalty of -3D to Maneuverability and -3 to Space.  Attempting to steer a gravity well increases this penalty to -6D to Maneuverability and -6 to Space. 
 House Rule Notes:
 COMMAND DIFFICULTY MODIFIER: +11
SHIELD & SHIELD CONTROL: 2D @ 2D
 VELOCITY MODIFIER: 1D+2 Flight
 BATTERY DICE:
 Dual Turbolaser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
Point Defense Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
 Tractor Beam Projectors: 1D Front, 0D Left, 0D Right
 Gravity Well Projector: 0D Front
 _________________
 "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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 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 2:11 pm    Post subject: |   |  
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 CC-9600 Attack Frigate
 
 The CC-9600 is designed as a combat troop transport. The firepower and shielding of the CC-9600 are considerable, while allowing enough transport space to accommodate a regiment of ground troops. The ship is often used for forced assault landings, using its weaponry to suppress enemy forces while the embarked regiment deploys into the battle field.  While the faster, lighter Imperial Assault Transport is more popular with commanders, the ship remains in service with both sides in many sectors.
 
 Craft: Corellian Engineering Corporation's CC-9600
 Type: Attack Frigate
 Scale: Frigate (+10D)
 Length: 350 meters
 Skill: Capital Ship Piloting: CC-9600
 Crew: 1,050 (500 @ +10) & 88 Gunners
 Crew Skill:
 Astrogation 3D+2
 Gunnery 4D+2
 Piloting 4D+1
 Shields 4D
 Sensors 4D+1
 Passengers: 5,000 (troops)
 Small Craft Complement:
 -4-8 Utility Craft (most deckspace reserved for airspeeders and other craft belonging to the embarked regiment)
 Cargo Capacity: 15,000 metric tons
 Consumables: 1 year
 Hyperdrive Multiplier: x1
 Hyperdrive Backup: x12
 Nav Computer: Yes
 Maneuverability: 2D
 Space: 6 (3D)
 Atmosphere: 330; 950 kmh
 Hull: 4D+2
 Shields: 2D
 Sensors:
 Passive: 30/0D
 Scan: 50/1D
 Search: 100/2D
 Focus: 4/3D
 Weapons:
 20 Dual Turbolaser Cannon
 Fire Arc: 4 Front, 6 Left, 6 Right, 4 Rear
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 2D
 Range:
 --Space: 2-10/25/50
 --Orbital: 4km-20km/50km/100km
 --Atmosphere: 200m-1km/2.5km/5km
 Rate of Fire: 1
 Damage: 5D
 20 Point Defense Cannon (Fire Separately)
 Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
 Scale: Starship (+6D)
 Crew: 1
 Skill: Starship Gunnery
 CANNON TYPES (Ships may have one or the other, or a mix of the two):
 Laser Cannon
10 Missile LaunchersFire Control: 3D
 Range:
 --Space: 1-3/12/25
 --Orbital: 2km-6km/24km/50km
 --Atmosphere: 100m-300m/1.2km/2.5km
 Damage: 4D
 
 Dual Blaster Cannon
 Fire Control: 2D
 Range:
 --Space: 1-5/10/17
 --Atmosphere: 100m-500m/1km/1.7km
 Rate of Fire: 2D Auto-Fire
 Damage: 3D
 Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 2D
 Range:
 --Space: 1-8/20/40
 --Orbital: 2km-16km/20km/80km
 --Atmosphere: 100m-800m/2km/4km
 Rate of Fire: 1/2
 Damage: 8D
 4 Tractor Beam Projector
 Fire Arc: 2 Front, 1 Left, 1 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.
 
 House Rule Notes:
 COMMAND DIFFICULTY MODIFIER: +11
SHIELD & SHIELD CONTROL: 2D @ 2D
 VELOCITY MODIFIER: 1D+2 Flight
 BATTERY DICE:
 Dual Turbolaser Cannon: 2D Front, 2D+1 Left, 2D+1 Right, 1D Rear
Missile Launchers: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
 Point Defense Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
 Tractor Beam Projectors:: 1D Front, 0D Left, 0D Right
 _________________
 "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 6:43 pm; edited 16 times in total
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		| CRMcNeill Director of Engineering
 
  
  
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 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 2:31 pm    Post subject: |   |  
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 Imperial Assault Transport
 
 Assault Transports are designed to deliver Imperial assault troops anywhere in the galaxy with little or no escort. While only capable of carrying one regiment, the Assault Transport has the firepower, speed, and maneuverability to attack lightly defended systems without escort. Additionally, Assault Transports are equipped with the fastest available hyperdrive systems.  While their speed has made them popular with military high command and Stormtrooper units, Army units prefer the older CC-9600 for its roomier transport capacity and heavier firepower.
 
 Craft: Loronar Assault Transport
 Type: Rapid Reaction Combat Transport
 Scale: Frigate (+10D)
 Length: 250 meters
 Skill: Capital Ship Piloting: Assault Transport
 Crew: 450 (200 @ +15), plus 48 gunners
 Crew Skill:
 Astrogation 3D+1
 Gunnery 4D+2
 Piloting 4D
 Shields 4D+1
 Sensors 3D
 Passengers: 4,500 (troops)
 Cargo Capacity: 12,000 metric tons
 Consumables: 6 months
 Hyperdrive Multiplier: x3/4
 Hyperdrive Backup: x8
 Nav Computer: Yes
 Maneuverability: 1D+1
 Space: 7 (3D+2)
 Atmosphere: 350; 1,000 kmh
 Hull: 4D+1
 Shields: 2D+2
 Sensors:
 Passive: 20/0D
 Scan: 40/1D
 Search: 80/2D
 Focus: 2/3D
 Weapon Systems:
 8 Double Turbolaser Cannon
 Fire Arc: 2 Front, 3 Left, 3 Right
 Crew: 3
 Skill: Capital Ship Gunnery
 Fire Control: 2D
 Range:
 --Space: 2-10/25/50
 --Orbital: 4km-20km/50km/100km
 --Atmosphere: 200m-1km/2.5km/5km
 Rate of Fire: 1
 Damage: 5D
 6 Quad Laser Cannon
 Fire Arc: 1 Front, 2 Left, 2 Right, 1 Rear
 Scale: Starfighter
 Crew: 2
 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
 4 Missile Launchers
 Fire Arc: 1 Front, 1 Left, 1 Right, 1 Rear
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 1D
 Range:
 --Space: 1-8/20/40
 --Orbital: 2km-16km/20km/80km
 --Atmosphere: 100m-800m/2km/4km
 Rate of Fire: 1/2
 Damage: 8D
 
 House Rule Notes:
 COMMAND DIFFICULTY MODIFIER: +7
SHIELD & SHIELD CONTROL: 2D+2 @ 2D
 VELOCITY MODIFIER: 2D Flight
 BATTERY DICE:
  Dual Turbolaser Cannon: 1D Front, 1D+2 Left, 1D+2 Right
Quad-Laser Cannon: 0D Front, 1D Left, 1D Right, 0D Rear
 Missile Launchers: 0D Front, 0D Left, 0D Right, 0D Rear
 _________________
 "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 12:20 am; edited 13 times in total
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 2:48 pm    Post subject: |   |  
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 Space Galleon
 
 This mass-produced KDY model is the principle Imperial Navy supply transport, outnumbering all other bulk transport models in the Imperial Navy combined.  Slow and unarmed, its only defense in combat is its relatively weak shields, so Space Galleons rarely travel anywhere alone or unescorted. However, there are rumors of Space Galleons outfitted as Ambush Frigates, swapping out much of their cargo capacity to serve as Auxiliary Warships. The Space Galleon's basic hull design was used in the construction of the Star Galleon.
 
 Craft: Kuat Drive Yards' Space Galleon
 Type: Bulk Transport
 Scale: Frigate (+10D)
 Length: 250 meters
 Skill: Capital Ship Piloting: Space Galleon
 Crew: 20 (10 @ +10)
 Crew Skill:
 Astrogation 3D
 Piloting 4D
 Shields 5D
 Sensors 3D
 Passengers: 10 standard, but may convert cargo to passenger space at a rate of 1 passenger per 10 metric tons
 Cargo Capacity: 150,000 metric tons
 Small Craft Capacity:
 --1-2 Utility Craft
 Consumables: 6 months
 Hyperdrive Multiplier: x3
 Hyperdrive Backup: x18
 Nav Computer: Yes
 Maneuverability: 0D
 Space: 2 (1D)
 Atmosphere: 225; 650 kmh
 Hull: 3D
 Shields: 1D
 Sensors:
 Passive: 15/1D
 Scan: 30/1D+1
 Search: 60/2D
 Focus: 3/2D+1
 Weapon Systems: None
 Variants: (Use Above Stats, except as noted)
 DECOY FRIGATE
House Rule Notes:Description:
 The Decoy Frigate is based on the well-known Space Galleon bulk freighter design, and it looks exactly like one from the outside. However, appearances are deceiving, as it is heavily modified with military hardware, including shields, heavy weapons, a full sensor suite, and facilities to carry one starfighter squadron. All of the ship's weapons are concealed behind retracting panels, and the mounts and launch bays are sensor baffled to fool enemy sensors.
 
 The modus operandi for the Decoy Frigate is to function as a convoy escort vessel, and its resemblance to a real bulk freighter makes it look more vulnerable than it is. Recently, the Imperial Navy has been utilizing Decoy Frigates as bait ships, sending them out with minimal escort in the hopes of luring in Rebels or pirates.  In either case, the ship will behave just like a bulk freighter until attacking forces close the range, then launch its fighters and unleash a massive broadside with as little warning as possible.
 
 Since the Decoy Frigate's introduction by the Empire, the Alliance has suffered increased starfighter losses when making attacks against convoys which they thought were only lightly protected.  In addition, Decoy Frigates have a tertiary effect above and beyond any actual combat capability; the Imperial Navy has noticed a statistical decrease in pirate attacks if Decoy Frigates are known to be operating in a sector.
 
 Crew: 60 (20 @ +10) & 54 Gunners
 Crew Skill:
 Astrogation 4D
 Gunnery 5D
 Piloting 4D
 Shields 5D
 Sensors 4D
 Passengers: 80 (troops)
 Cargo Capacity: 10,000 metric tons
 Small Craft Capacity:
 --12 Starfighters (1 Squadron)
 --1-2 Utility Craft
 Shields: 3D
 Passive: 25/1D
 Scan: 50/2D
 Search: 75/3D
 Focus: 5/4D
 Weapon Systems:
 8 Dual Turbolaser Cannon
 Fire Arc: 2 Front, 3 Left, 3 Right
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 2D
 Range:
 --Space: 2-10/25/50
 --Orbital: 4km-20km/50km/100km
 --Atmosphere: 200m-1km/2.5km/5km
 Rate of Fire: 1
 Damage: 5D
 4 Ion Cannon (Fire Separately)
 Fire Arc: 2 Left, 2 Right
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 3D
 Range:
 --Space: 1-7/17/35
 --Orbital: 2km-14km/34km/70km
 --Atmosphere: 100m-700m/1.7km/3.5km
 Rate of Fire: 1
 Damage: 4D (ionization)
 4 Heavy Torpedo Tubes
 Fire Arc: 2 Left, 2 Right
 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
 Ammunition: 32 torpedoes (in central magazine)
 8 Dual Laser Cannons (Fire Separately)
 Fire Arc: 2 Front, 2 Left, 2 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
 2 Tractor Beam Projectors (Fire Separately)
 Fire Arc: Turret
 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.
 Special Rule:
 Ambush:
 If an enemy is in combat range, the ship receive a one-time, +3D bonus to Tactics for its first round of combat. If the use of this tactic has become well known, or the enemy ships have faced this tactic before, the bonus is reduced to +1D.
 COMMAND DIFFICULTY MODIFIER: +2 (+4 for Decoy Frigate)
SHIELD & SHIELD CONTROL: 1D @ 0D (3D @ 2D for Decoy Frigate)
 VELOCITY MODIFIER: 0D+2 Flight
 BATTERY DICE: (Decoy Frigate only)
 Dual Turbolaser Cannon: 1D Front, 1D+2 Left, 1D+2 Right
Ion Cannon: 1D Left, 1D Right
 Heavy Torpedo Tubes: 1D Left, 1D Right
 Dual Laser Cannon: 1D Front, 1D Left, 1D Right, 1D Rear
 Tractor Beam Projectors: 1D Turret
 _________________
 "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 3:27 pm; edited 12 times in total
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		| CRMcNeill Director of Engineering
 
  
  
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 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 3:04 pm    Post subject: |   |  
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				| Well, that's all of the official ships from Rebellion.  Everything else used in the game already has WEG stats; in fact, I compared the video game stats of ships to those with official WEG stats to generate ratios to calculate general weapons strength, as well as factoring in information from the fluff that Rebellion included for each vessel. 
 My stats differ from the information on Wookieepedia for good reason; whoever wrote the Wookieepedia articles cited sources without digging far enough into the information to understand what it really meant.  For instance, on the Bulwark and Liberator, the ships were given 1,250 turbolasers and 240 turbolasers respectively, which is taken directly from the video game stats of the two vessels.  However, the numbers given in the video game were representations of total damage delivered, not number of guns.  As such, I based my stats more on comparison with similar vessels (the Bulwark with the SSD and the Liberator with the MC80), then used the resulting ratios to increase or reduce the weapon numbers on the compared ship.
 
 Granted, the video game ship stats were not always equal in comparison to the WEG stats, so I ended up winging quite a bit.  I usually defaulted toward the fluff description of whether a ship was relatively stronger or weaker than its respective counterparts.
 
 I may throw on a few models of my own next, just because.  I have two models in mind:
 
 -The Detainer CC-2200 is mentioned in Dark Lord: The Rise of Darth Vader, but is only described in general as an Interdictor, with no specifics given.  My thinking is that it will be a pre-CC-7700 design that lacks the ability to project a gravity well, and can only generate a large gravity well centered on itself.  Still an Interdictor, but much less useful than the CC-7700 or the Immobilizer 418.
 
 -With the CC-9600, I fudged the stats a little, removing an ion cannon capability and adding concussion missiles to make it a more capable attack transport.  As such, I'm thinking of making another ship, the CC-9200 that goes the other way and is more of a space combat platform with fighter capacity and ion cannon and the like.
 _________________
 "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 Mar 24, 2014 8:13 pm; edited 1 time in total
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 5:07 pm    Post subject: |   |  
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				| DETAINER CC-2200 INTERDICTION FRIGATE 
   Craft: Corellian Engineering Corporation CC-2200
 Type: Hyperspace Interdiction Frigate
 Scale: Capital
 Length: 400 meters
 Skill: Capital Ship Piloting: CC-2200
 Crew: 1,050 (500 @ +10), plus 71 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: 4D+2
 Shields: 3D
 Sensors:
 Passive: 30/0D
 Scan: 50/1D
 Search: 100/2D
 Focus: 4/3D
 Weapon Systems:
 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: 6-30/70/150 km
 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
 1 Gravity Well Generator
 Fire Arc: All
 Crew: 1
 Effect: Rather than projecting a gravity well, this first generation interdiction platform simply generates a gravity well centered on the ship itself.  If a ship is within 10 units of the generator, it can not jump into hyperspace.  If a ship is beyond 10 units, it suffers a -40 penalty to its Astrogation roll, decreasing by -5 for every additional 10 units of distance from the generator.
 Time To Use: Once activated, a gravity well generator requires 8 rounds to come on line.  It can be turned off immediately.
 Note: When active, the Gravity Well Generator draws so much power that it drastically affects the ship's performance.  Reduce Space to 2 and Maneuverability to 0D.
 Small Craft Complement: None
 Capsule: A predecessor to the CC-7700, the Detainer CC-2200 uses the same hull type, visually differing only in that it lacks the CC-7700's bow mounted gravity well linear projection array.  Introduced near the end of the Clone Wars, the Detainer saw common usage.  In the Rebellion era, however, the Detainer is long past its prime, replaced by the CC-7700 and the newer Immobilizer 418.  Detainers do, however, still see usage in low priority sectors and with some Rebel Alliance units, even though the ship's gravity well generator doesn't fit particularly well with Alliance capital ship operations.  However, some Detainers have made it into the hands of pirate groups, and the ship is a perfect fit for the Barricade tactic.  All Detainers have been upgraded with stronger shields over the years, as the ship's modus operandi tends to make it an obvious target.
 _________________
 "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 Sat May 17, 2014 11:59 pm; edited 8 times in total
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		| CRMcNeill Director of Engineering
 
  
  
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 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Mon Mar 24, 2014 5:35 pm    Post subject: |   |  
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 CC-9200 Heavy Frigate
 
 The CC-9200 is the space combat counterpart to the CC-9600.  Although nominally a frigate, it is comparable in power and ability to a Light Cruiser. Externally almost identical to the CC-9600, the CC-9200 exchanges its troop transport and fire support capability for ion cannon, tractor beams and starfighter launch bays.  It retains enough troop capacity for two companies; in Imperial service, this is generally a Stormtrooper company for boarding operations and an Imperial Army Assault company for ground assault operations, with either company reinforcing the other as needed.
 
 Craft: Corellian Engineering Corporation CC-9200
 Type: Superiority Frigate
 Scale: Frigate (+10D)
 Length: 350 meters
 Skill: Capital Ship Piloting: CC-9200
 Crew: 1,050 (500 @ +10) & 145 gunners
 Crew Skill:
 Astrogation 3D+2
 Gunnery 4D+2
 Piloting 4D+1
 Shields 4D
 Sensors 4D+1
 Passengers: 400 (troops)
 Small Craft Complement:
 --24 Starfighters (2 Squadrons)
 --Assorted shuttles and support craft
 Cargo Capacity: 3,000 metric tons
 Consumables: 1 year
 Hyperdrive Multiplier: x1
 Hyperdrive Backup: x12
 Nav Computer: Yes
 Maneuverability: 2D
 Space: 6 (3D)
 Atmosphere: 330; 950 kmh
 Hull: 4D+2
 Shields: 2D
 Sensors:
 Passive: 30/0D
 Scan: 50/1D
 Search: 100/2D
 Focus: 4/3D
 Weapon Systems:
 20 Dual Turbolaser Cannon
 Fire Arc: 4 Front, 6 Left, 6 Right, 2 Rear
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 2D
 Range:
 --Space: 2-10/25/50
 --Orbital: 4km-20km/50km/100km
 --Atmosphere: 200m-1km/2.5km/5km
 Rate of Fire: 1
 Damage: 5D
 10 Ion Cannon
 Fire Arc: 4 Front, 3 Left, 3 Right
 Crew: 2
 Skill: Capital Ship Gunnery
 Fire Control: 3D
 Range:
 --Space: 1-7/17/35
 --Orbital: 2km-14km/34km/70km
 --Atmosphere: 100m-700m/1.7km/3.5km
 Rate of Fire: 1
 Damage: 4D (ionization)
 
 20 Point Defense Cannon (Fire Separately)
 Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
 Scale: Starship (+6D)
 Crew: 1
 Skill: Starship Gunnery
 CANNON TYPES (Ships may have one or the other, or a mix of the two):
 Laser Cannon
5 Tractor Beam ProjectorsFire Control: 3D
 Range:
 --Space: 1-3/12/25
 --Orbital: 2km-6km/24km/50km
 --Atmosphere: 100m-300m/1.2km/2.5km
 Damage: 4D
 
 Dual Blaster Cannon
 Fire Control: 2D
 Range:
 --Space: 1-5/10/17
 --Atmosphere: 100m-500m/1km/1.7km
 Rate of Fire: 2D Auto-Fire
 Damage: 3D
 Fire Arc: 1 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.
 
 House Rule Notes:
 COMMAND DIFFICULTY MODIFIER: +11
SHIELD & SHIELD CONTROL: 2D @ 2D
 VELOCITY MODIFIER: 1D+2 Flight
 BATTERY DICE:
 Dual Turbolaser Cannon: 2D Front, 2D+1 Left, 2D+1 Right, 1D Rear
Ion Cannon: 2D Front, 1D+2 Left, 1D+2 Right
 Point Defense Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
 Tractor Beam Projectors:: 0D Front, 1D Left, 1D Right
 _________________
 "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 6:28 pm; edited 11 times in total
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