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Hyperspace Pulsemass Generators
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16174
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Oct 03, 2015 8:19 pm    Post subject: Reply with quote

It's been awfully quiet around here lately, and since I've been meaning to come back to this (as part of a larger push to stat out my own Interdictor variants), here is the...

Destructor-Class Hyperspace Blockade Cruiser

The Destructor-Class Hyperspace Blockade Cruiser is the Imperial Navy's experimental hyperspace pulse-mass projection platform. Where gravity well projectors are used to pull ships out of hyperspace, pulse-mass projectors are used to either destroy ships in hyperspace or cut them off from hyperspace with the threat of destruction if they jump into hyperspace.

The hyperspace pulse-mass projector produces tiny spheres of hyperenergy that are fired into an area of space. When ships traveling through hyperspace cross the equivalent area of realspace, they come into contact with the hyperenergy spheres. The spheres overwhelm the blocking capacity of the ship's shields and shred the craft. The spheres do not affect ships in realspace, but if a ship jumps into hyperspace while within the affected region, it suffers the same effect. The energy spheres quickly, and power constraints do not permit a single generator to operate continuously, so multiple generators are required to produce a continuous effect.

The Destructor serves as either an ambush platform (by projecting its field across a known hyperspace route, affecting all ships who pass through it) or as an escape cut-off, forcing enemy ships to remain in realspace and fight, as opposed to escaping into hyperspace.

Apart from the pulse-mass projectors, the Destructor is equipped with dual turbolasers and quad-laser cannon for defense, as well as two squadrons of TIE fighters. In a high-threat environment, it will be accompanied by capital ship escorts.

Produced in limited numbers, the Destructor is even more rare than its cousin, the Interdictor. Destructors are almost always assigned directly to the Sector Group's HQ, and are deployed as circumstances dictate.

Craft: Sienar Fleet Systems' Destructor-Class
Type: Hyperspace Pulse-Mass Projection Platform
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 2,795 (1,500 @ +10) & 40 Gunners
Crew Skill:
Astrogation 5D
Gunnery 5D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 80 (troops)
Small Craft Complement:
--24 Starfighters (2 squadrons)
--4-8 Utility Craft
Cargo Capacity: 5,500 metric tons
Consumables: 1.2 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
10 Turbolaser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 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 Quad-Laser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 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: 6D
4 Pulse-Mass Field Projectors
Fire Arc: Turret
Scale: Destroyer (+12D)
Crew: 10
Skill: Capital Ship Gunnery
Fire Control: 7D
Space Range: 1-5/50/100
Fire Rate: 1 (Full Round)
Damage: Target's Hull +4D, -1D for every point by which the To Hit roll missed. Target will only take damage if it A) passes through the Pulse-Mass Field while in hyperspace, or B) attempts to jump to hyperspace through (or while inside of) a Pulse-Mass Field. Pulse-Mass Fields can not be detected in hyperspace, but are detectable on an Easy Sensors roll if in realspace.
Time to Use:
    A Pulse-Mass Field takes a few seconds to form, so once the Projector is fired, the comes into effect at the beginning of the next round. Once the Projector is deactivated, the Field dissipates at a rate of -1D per 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 Pulse-Mass Field:
    While a Pulse-Mass Field is relatively easy to target when first projecting, trying to steer an existing Field 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 Projector 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:
    For every Pulse-Mass Field projected, the Destructor suffers a penalty of -1D to Maneuverability and -1 to Space. Attempting to steer a Field increases this penalty to -3D to Maneuverability and -3 to Space.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Quad-Laser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Pulse-Mass Field Projectors: 2D 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 12:10 am; edited 7 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16174
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 24, 2017 10:12 pm    Post subject: Reply with quote

Obstructor-Class Hyperspace Intercept Cruiser

The Obstructor is an attempt by the Empire to create a more versatile hyperspace weapons platform, capable of faster response times and better able to assist local units in capturing and subduing targeted vessels. It features a faster hyperdrive with improved nav-computer, and the standard defensive armament is augmented by ion cannon and tractor beams. For hyperspace weaponry, the Obstructor is equipped with two gravity well projectors and two pulse-mass projectors, giving it the option of either trying to force the target ship out of hyperspace where it can be boarded and captured, or simply destroying it outright.

The Obstructor-Class went into limited production a few months prior to the Battle of Endor, so it is much rarer than the Immobilizer and Destructor-Classes, but its potent mix of weaponry makes it very popular with Imperial commanders fortunate enough to have one under their command.

Craft: Sienar Fleet Systems' Obstructor-Class
Type: Rapid-Response Hyperspace Weapons Platform
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 2,783 (1,500 @ +10) & 90 Gunners
Crew Skill:
Astrogation 5D
Gunnery 5D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 80 (troops)
Small Craft Complement:
--24 Starfighters (2 Squadrons)
--4-8 utility craft
Cargo Capacity: 5,500 metric tons
Consumables: 1.2 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes (-5 to Astrogation Difficulty)
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
10 Dual Turbolaser Cannon (Fire Separately)
Fire Arc: 2 Front, 3 Left, 3 Right, 2 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
4 Ion Cannon
Fire Arc: 2 Front, 1 Left, 1 Right
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)
10 Quad 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: 6D
4 Tractor Beam Projectors
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.
2 Gravity Well Projectors (Fire Separately)
Fire Arc: Turret
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:
      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
Time to Use:
    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:
    For every gravity well projected, the Obstructoror suffers a penalty of -1D to Maneuverability and -1 to Space. Attempting to steer a gravity well increases this penalty to -3D to Maneuverability and -3 to Space.

2 Pulse-Mass Field Projectors
Fire Arc: Turret
Scale: Destroyer (+12D)
Crew: 10
Skill: Capital Ship Gunnery
Fire Control: 7D
Space Range: 1-5/50/100
Fire Rate: 1 (Full Round)
Damage: Target's Hull +4D, -1D for every point by which the To Hit roll missed. Target will only take damage if it A) passes through the Pulse-Mass Field while in hyperspace, or B) attempts to jump to hyperspace through (or while inside of) a Pulse-Mass Field. Pulse-Mass Fields can not be detected in hyperspace, but are detectable on an Easy Sensors roll if in realspace.
Time to Use:
    A Pulse-Mass Field takes a few seconds to form, so once the Projector is fired, the comes into effect at the beginning of the next round. Once the Projector is deactivated, the Field dissipates at a rate of -1D per 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 Pulse-Mass Field:
    While a Pulse-Mass Field is relatively easy to target when first projecting, trying to steer an existing Field 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 Projector 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:
    For every Pulse-Mass Field projected, the Obstructor suffers a penalty of -1D to Maneuverability and -1 to Space. Attempting to steer a Field increases this penalty to -3D to Maneuverability and -3 to Space.


House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Ion Cannon: 1D Front, 0D Left, 0D Right
      Quad-Laser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Tractor Beam Projectors: 1D Front, 0D Left, 0D Right.
      Gravity Well Projectors: 1D Turret
      Pulse-Mass Field 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 12:11 am; edited 4 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16174
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Sep 21, 2019 12:59 pm    Post subject: Reply with quote

Giving this a bump as the result of a discussion over on the Fractalsponge page. While discussing how Rebels flubbed how an Interdictor's gravity well projectors would work, discussion turned to what sort of tech might produce the effect as seen on TV.

An idea that came up was an Ion-variant of the Hyperspace Pulse-Mass Projector. It would function pretty much as described in the OP, but would inflict ion damage instead of normal damage. So, rather than a ship suddenly dropping into normal space (as with a gravity well projector) or suddenly taking a lot of impact damage (pulse-mass generator), the ship suddenly begins taking a lot of cumulative ionization damage, all the systems start to fail and it drops out of hyperspace. Which is exactly what we see in the Rebels episode with the Interdictor.

So, suppose that, rather than a standard Interdictor - which was a known factor in the SWU at that point - what we saw in Rebels was actually an experimental platform equipped with the hyperspace EM Pulse-Mass Generators (for lack of a better name for them), which explains the weird effect they had.

From there, it might also possible to tie in some sort of design-specific exploitable weakness to explain how the ship was ultimately sabotaged and destroyed, too...
_________________
"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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RyanDarkstar
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Joined: 04 Dec 2014
Posts: 351
Location: Chambersburg, PA, USA, Earth

PostPosted: Mon Sep 23, 2019 10:15 am    Post subject: Reply with quote

Yeah, the Interdictor in the show not only wrenched the corvette out of hyperspace but b****-slapped it as well. An ion-based Pulse-Mass weapon, even scaled down, would be quite a boon for pirates, especially if personal weapons were disabled as well within the ship, leaving the passengers and crew defenseless. Of course, a pirated weapon would be much more unstable than an Imperial one and could potentially cause temporary or permanent travel hazards if it were destroyed.

CRMcNeill wrote:
From there, it might also possible to tie in some sort of design-specific exploitable weakness to explain how the ship was ultimately sabotaged and destroyed, too...


I wonder if backfiring the Pulse-Mass weapon caused the Interdictor to lose its place in realspace and implode into hyperspace. If so, it's possible that damage to the weapon could cause a chain reaction implosion/explosion similar to the Death Star.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16174
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Sep 23, 2019 2:15 pm    Post subject: Reply with quote

RyanDarkstar wrote:
Yeah, the Interdictor in the show not only wrenched the corvette out of hyperspace but b****-slapped it as well. An ion-based Pulse-Mass weapon, even scaled down, would be quite a boon for pirates, especially if personal weapons were disabled as well within the ship, leaving the passengers and crew defenseless. Of course, a pirated weapon would be much more unstable than an Imperial one and could potentially cause temporary or permanent travel hazards if it were destroyed.

I definitely wouldn’t allow pirates to get ahold of this system, or even for it to be in common use. At most, I would make regular Pulse-Mass Projectors a bit more common, then make the ion version a super-rare Imperial research project, likely with some serious flaw that keeps it from being deployed more widely. That would explain the encounter in Rebels while retaining the EU version of Interdictors and gravity well projectors in general.

Quote:
I wonder if backfiring the Pulse-Mass weapon caused the Interdictor to lose its place in realspace and implode into hyperspace. If so, it's possible that damage to the weapon could cause a chain reaction implosion/explosion similar to the Death Star.

That’s an interesting one, but IIRC from the Rebels episode, they sabotaged the “gravity well projectors” to suck in an escorting corvette so that it would collide with the cruiser. It’s possible that the Interdictor in question had a mixed armament (say, two gravity well projectors and two of the experimental EM Pulse Mass systems), but I’m very skeptical of how a gravity-based system could have that intense of an effect, especially against a ship equipped with repulsorlifts, which presumably are able to lift the ship’s entire mass out of the gravity well of all but the most massive objects.
_________________
"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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RyanDarkstar
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Joined: 04 Dec 2014
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Location: Chambersburg, PA, USA, Earth

PostPosted: Tue Sep 24, 2019 9:19 am    Post subject: Reply with quote

Wow, did I remember that episode incorrectly. Just watched the clip on YouTube, and I was way off. The Interdictor merely folded in on itself like tin foil which probably stopped once the reactors were completely destroyed. Maybe my brain was superimposing Event Horizon or Poltergeist with the show....

As far as the pirate thing, I just like having pirates swipe experimental technology that could potentially blow up in their evil faces. Nothing quite as big as an Interdictor, though. It also gives the PCs an opportunity to make connections within the Empire should they "assist" in its destruction/retrieval. Gotta collect those Brownie Points to get access to secured systems/installations.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16174
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Sep 24, 2019 11:56 am    Post subject: Reply with quote

RyanDarkstar wrote:
Wow, did I remember that episode incorrectly. Just watched the clip on YouTube, and I was way off. The Interdictor merely folded in on itself like tin foil which probably stopped once the reactors were completely destroyed. Maybe my brain was superimposing Event Horizon or Poltergeist with the show....

Something like what you describe happened in the Rogue Squadron comics, to the "Interdictor-Class Star Destroyer" Dominator, but in that series, it was destroyed by an experimental gravitic polarization weapon.

Quote:
As far as the pirate thing, I just like having pirates swipe experimental technology that could potentially blow up in their evil faces. Nothing quite as big as an Interdictor, though. It also gives the PCs an opportunity to make connections within the Empire should they "assist" in its destruction/retrieval. Gotta collect those Brownie Points to get access to secured systems/installations.

It's a good scenario, but certain pieces of tech are going to be so rare that you should think long and hard about who you're going to allow access to it. Something like this is pretty much just an attempt to ret-con what Rebels did with the Interdictor into something that isn't universe breaking, and making it more commonly available would throw off certain underlying assumptions about the SWU in general.
_________________
"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: 16174
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Sep 24, 2019 12:05 pm    Post subject: Reply with quote

I mean, letting A pirate group somehow stumble across experimental tech like this makes for a good one-off, but when someone says "pirates" (plural), my mind immediately goes in the direction of "multiple pirate groups" now having access to what is basically setting-breaking tech.
_________________
"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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RyanDarkstar
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Joined: 04 Dec 2014
Posts: 351
Location: Chambersburg, PA, USA, Earth

PostPosted: Wed Sep 25, 2019 9:23 am    Post subject: Reply with quote

CRMcNeill wrote:
I mean, letting A pirate group somehow stumble across experimental tech like this makes for a good one-off, but when someone says "pirates" (plural), my mind immediately goes in the direction of "multiple pirate groups" now having access to what is basically setting-breaking tech.


You're correct, a group of pirates. It'd be a singular occurrence per a campaign group.

Though, if you count the Zahn Consortium (from Empire at War: Forces of Corruption) as pirates in your game, those guys seemed to swipe all of the best toys. I had to heavily adjust them for my game should they ever appear beyond rumors and HoloNews reports.
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PostPosted: Wed Sep 25, 2019 10:50 am    Post subject: Reply with quote

RyanDarkstar wrote:
Though, if you count the Zahn Consortium (from Empire at War: Forces of Corruption) as pirates in your game, those guys seemed to swipe all of the best toys. I had to heavily adjust them for my game should they ever appear beyond rumors and HoloNews reports.

I don't mind poaching good ideas from video games, but I don't generally lean on them as a reliable canon source for fluff. I can see something like the Zann Consortium existing, and some of their ships and vehicles are okay (although the Aggressor-Class Star Destroyer's backstory is somewhat silly; finding the plans for a star destroyer that looks nothing like a star destroyer in the ruins of the first Death Star? Is that really the most plausible thing they could think of?).
_________________
"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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PostPosted: Thu Sep 26, 2019 9:02 am    Post subject: Reply with quote

CRMcNeill wrote:
I don't mind poaching good ideas from video games, but I don't generally lean on them as a reliable canon source for fluff. I can see something like the Zann Consortium existing, and some of their ships and vehicles are okay (although the Aggressor-Class Star Destroyer's backstory is somewhat silly; finding the plans for a star destroyer that looks nothing like a star destroyer in the ruins of the first Death Star? Is that really the most plausible thing they could think of?).


Exactly. I changed them into another crime syndicate like Tenloss or the Pikes and scaled back many of the far-fetched aspects of their video game mechanics and story elements. I also nerfed the Aggressor, which, I think, looks more like a MandalMotor's vessel (and, yeah, that back story...terrible).
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PostPosted: Wed Sep 08, 2021 5:35 pm    Post subject: Reply with quote

Been wanting to do this one for a while. Obviously, the TV show Rebels went a completely different route from WEG w/r/t how Interdictors function. I find WEG's version to be superior, and much more in keeping with the canon of how hyperspace functions. That being said, I don't mind coming up with ways to make the TV show "work" to the greatest degree possible. As such, here is the...

Disabler-Class Hyperspace Ionization Cruiser

The Disabler-Class Hyperspace Ionization Cruiser is an outgrowth of the Imperial Navy's hyperspace pulse-mass projection project. While pulse-mass projectors proved highly effective at destroying targets in hyperspace, research continued into alternate uses. Almost by accident, a method was discovered that allowed individual pulse-masses to liberate their energy as a pulse of ion radiation, and not simply as a kinetic impact.

When a ship encounters a hyperspace ion-mass field, it takes persistent ionization damage to all systems, including the hyperdrive, which will ultimately knock the ship out of hyperspace, where it will be temporarily helpless until the ionization can be dispersed.

For obvious reasons, the Imperial military was hugely interested in such a vessel, and several prototype vessels were constructed, using the proven Interdictor platform with a quartet of ion-mass projectors in place of its gravity well projectors. Of course, the experimental generators ran into the same problems as their pulse-mass projecting predecessors in that the projectors could not be operated continuously, so multiple generators are required to produce a continuous effect.

The Disabler serves in similar fashion to its older cousin, the Interdictor, either as an ambush platform or as an escape cut-off, forcing enemy ships to remain in realspace and fight, as opposed to escaping into hyperspace.

Apart from the ion-mass projectors, the Disabler is equipped with dual turbolasers and quad-laser cannon for defense, as well as two squadrons of TIE fighters. In a high-threat environment, it will be accompanied by capital ship escorts.

Produced in very limited numbers, the Disabler is even more rare than its sibling class, the Destructor. Any Disablers are almost always assigned directly to the Sector Group's HQ, and are deployed as circumstances dictate.

Craft: Sienar Fleet Systems' Disabler-Class
Type: Hyperspace Ion-Mass Projection Platform
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 2,795 (1,500 @ +10) & 40 Gunners
Crew Skill:
Astrogation 5D
Gunnery 5D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 80 (troops)
Small Craft Complement:
--24 Starfighters (2 squadrons)
--4-8 Utility Craft
Cargo Capacity: 5,500 metric tons
Consumables: 1.2 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
10 Turbolaser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 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 Quad-Laser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 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: 6D
4 Ion-Mass Field Projectors
Fire Arc: Turret
Scale: Destroyer (+12D)
Crew: 10
Skill: Capital Ship Gunnery
Fire Control: 7D
Space Range: 1-5/50/100
Fire Rate: 1 (Full Round)
Damage: Target's Hull + 4D (ionization), -1D for every point by which the To Hit roll missed. Target will only take damage if it A) passes through the Ion-Mass Field while in hyperspace, or B) attempts to jump to hyperspace through (or while inside of) a Pulse-Mass Field. Ion-Mass Fields can not be detected in hyperspace, but are detectable on an Easy Sensors roll if in realspace. If the ship rolls a Controls Dead result from Ionization, the hyperdrive also cuts out and the ship drops into realspace.
Time to Use:
    An Ion-Mass Field takes a few seconds to form, so once the Projector is fired, the comes into effect at the beginning of the next round. Once the Projector is deactivated, the Field dissipates at a rate of -1D per 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 Ion-Mass Field:
    While an Ion-Mass Field is relatively easy to target when first projecting, trying to steer an existing Field 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 Projector 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:
    For every Ion-Mass Field projected, the Destructor suffers a penalty of -1D to Maneuverability and -1 to Space. Attempting to steer a Field increases this penalty to -3D to Maneuverability and -3 to Space.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Quad-Laser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Ion-Mass Field Projectors: 2D 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
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