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D6 Stats for Fractalsponge Projects
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CRMcNeill
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PostPosted: Wed Nov 22, 2017 6:47 pm    Post subject: Reply with quote

Incidentally, I screwed up the length. Per this image, which I went back and measured (literally with a metric ruler up to my screen), the Consolidator is more like 1,850 meters long. The 2200 meter length is actually more appropriate for Fractalsponge's Secutor-Class Star Carrier.
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The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Wed Sep 02, 2020 4:29 pm; edited 1 time in total
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Sutehp
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PostPosted: Thu Nov 23, 2017 1:37 am    Post subject: Reply with quote

I also noticed something: you put a "#" as a placeholder for the number of gunners. Judging by the number of guns and the needed crew for them, the number of gunners should be 250, is that correct? (I calculated it twice, but feel free to check my math.)
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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: Thu Nov 23, 2017 10:46 am    Post subject: Reply with quote

Sutehp wrote:
I also noticed something: you put a "#" as a placeholder for the number of gunners. Judging by the number of guns and the needed crew for them, the number of gunners should be 250, is that correct? (I calculated it twice, but feel free to check my math.)

That's a common mistake. I write these stats from top to bottom, and when I reach the "Gunners" number, I haven't statted out the weapons, and thus don't know what number to put for gunners. Usually, when I finish the stat, I remember to tally up the number of gunners, then scroll back up and replace the placeholder.

But not always.

Your math is correct: 250 Gunners. Changing now.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
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PostPosted: Sat Nov 25, 2017 5:18 pm    Post subject: Reply with quote

Bellator-Class Super Star Destroyer

Images

Craft: Kuat Drive Yards' Bellator-Class
Type: Super Star Destroyer
Scale: Dreadnought (+16D)
Length: 7,500 meters
Skill: Capital Ship Piloting: Bellator
Crew: 280,734 (50,000 @ +10) & 3,250 Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D+2
Piloting 6D
Shields 5D
Sensors 5D
Passengers: 38,000 (troops), generally a Fully Reinforced Stormtrooper Legion
Small Craft Complement:
--144 Starfighters (12 Squadrons)
--400 (approximate) other craft, including shuttles, blastboats, landing barges, utility craft, etc.
Cargo Capacity: 200,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 6D
Shields: 4D
Sensors:
Passive 75/1D
Scan 150/3D
Search 250/4D
Focus 6/5D
Weapons:
100 Heavy Turbolaser Batteries
Fire Arc: 30 Front, 30 Left, 30 Right, 10 Rear
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
50 Heavy Ion Cannon
Fire Arc: 15 Front, 15 Left, 15 Right, 5 Rear
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)
50 Heavy Missile Launchers
Fire Arc: 15 Front, 15 Left, 15 Right, 5 Rear
Scale: Destroyer (+12D)
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
300 Turbolaser Batteries
Fire Arc: 90 Front, 90 Left, 90 Right, 30 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
150 Ion Cannon
Fire Arc: 50 Front, 40 Left, 40 Right, 20 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)
150 Missile Launchers
Fire Arc: 40 Front, 40 Left, 40 Right, 30 Rear
Scale: Frigate (+10D)
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
200 Laser Batteries
Fire Arc: 50 Front, 50 Left, 50 Right, 50 Rear
Scale: Starship (+6D)
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: 7D
50 Tractor Beam Projectors
Fire Arc: 15 Front, 15 Left, 15 Right, 5 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: +23
    SHIELD & SHIELD CONTROL: 4D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Heavy Turbolaser Batteries: 4D+2 Front, 4D+2 Left, 4D+2 Right, 3D Rear
      Heavy Ion Cannon: 3D+2 Front, 3D+2 Left, 3D+2 Right, 2D+1 Rear
      Heavy Missile Launchers: 3D+2 Front, 3D+2 Left, 3D+2 Right, 2D+1 Rear
      Turbolaser Batteries: 6D+1 Front, 6D+1 Left, 6D+1 Right, 4D+2 Rear
      Ion Cannon: 5D+1 Front, 5D Left, 5D Right, 4D Rear
      Missile Launchers: 5D Front, 5D Left, 5D Right, 4D+2 Rear
      Laser Batteries: 5D+1 Front, 5D+1 Left, 5D+1 Right, 5D+1 Rear
      Tractor Beam Projectors: 3D+2 Front, 3D+2 Left, 3D+2 Right, 2D+1 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 Sun Jan 23, 2022 3:01 pm; edited 14 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: Thu Dec 07, 2017 1:16 am    Post subject: Reply with quote

I've gone through the list of fractalsponge's various projects, and here are the ones I'd like to do stats for. Everything else is just too big, from the wrong era, or is based on an EU concept that doesn't really inspire me

Starfighters & Combat Starships
    Delta JV7-Class Escort Shuttle
    -This EU ship needed better graphics. Now that it has them, I feel more inspired.

    XG1 StarWing Assault Gunboat
    -Ditto. Plus, seeing as how WEG actually did stat this one in one of the SWAJ books, there is a baseline to work from.

    TIE Avenger
    -Best graphics ever of this ship.

    TIE Defender
    -Ditto.

    TIE Mangler
    -Bad-@$$ heavy TIE with hard-hitting heavy energy cannon, like the Empire's version of the B-Wing.

    TrIE Fighter
    -I've had a concept for quite a while about a light TIE that looked just like this, and was speed-focused, like an Imperial counter to the A-Wing.


Warships & Bulk Transports
    Compellor-Class Star Cruiser
    -I may add this one as an intermediate ship between the Imperator- and Bellator-Classes, but if I do, it'll likely be added after everything else.

    Kontos-Class Star Frigate
    -Due to its similarity with the Strike Cruiser, I'm strongly thinking about using this as the Belarus-Class Medium Cruiser, especially since all the art for the Belarus pretty much sucks.

    Fulgor-Class Pursuit Cruiser
    -Replacement for the Carrack in the Pursuit Line role.

    Velox-Class Light (Scout) Cruiser
    -Replacement for the modified Carrack in the Recon Line role.

    Vigil-Class Star Corvette
    -While 254 meters is a bit long for a Corvette under the WEG system, it's possible that a ship like this could be designed for Corvette-level missions (skirmishes, scouting, patrols, etc), yet need the added endurance that comes with size for long-term missions.

    Aiwha-Class Corvette
    -Nice, sleek, powerful design that could be fun to throw at PCs.

    Indictor-Class Scout/EW Corvette
    -More of a recon platform than a combatant, maybe with a joint Navy/Imperial Intel crew...

    Customs Corvette Carrier Variant
    -A Light Corvette that can unload 3-4 squadrons of TIEs, or maybe serve as a the PC's mobile base, complete with deckspace for their own ships...

    Altor-Class Fleet Support Ship
    -Logistics is both essential to military operations and a weak link that an unconventional force like the Alliance can exploit. Just needs more detail.

    Contentor-Class Fleet Replenishment Ship
    -Ditto, but on a smaller scale, designed to service ships in the Cruiser and Frigate size range. Will be far more common than the Altor, and will also be more vulnerable to attack.

    Field Secured Container Vessel
    -I don't see much use for this in an actual game, but it just looks so cool that I can't help it, especially since it is a WEG design.


Space Transports

    Intersector-Class Sloop
    -I may keep this as-is, or I may use it to flesh out one of the various light customs ships that are stated by WEG, but never given decent graphics.

    Mu-Class Light Shuttle
    -This shuttle is really cool looking and its double-folding wing is much more economical than the Lambda, especially for smaller ships characters are more likely to encounter.

    Stormtrooper Transport
    -Most graphics for the Stormtrooper Transport look like pudu. Until this.

    Light Atmospheric Assault Vehicle/Infantry (LAAV/i)
    -A nice update / replacement on the prequels-era LAAT/i, which leaves room for LAAT/i's to be picked up by the Alliance...

    Zeta-Class Tactical Carryall
    -Ditto, but as a heavier version of the LAAT/c.

    Chi-Class Heavy Dropship
    -WEG provided stats for the heavy Warlord-Class Dropship in SWAJ#2, but left us guessing as to what it looked like. Despite the length disparity (110 meters vs. 154 meters), this would make an excellent Warlord. Just need to ignore the length stat on the WEG stats.


Walkers
    All-Terrain Siege Platform
    -For when an AT-AT just doesn't terrify your PCs anymore. I picture it as having a similar troop capacity to the AT-AT, but with actual on-board living quarters, for long term surface deployments.

    All-Terrain Shock Enforcer
    -Redone as the AT-HE (which is mentioned in the EU, but never seen). Basically a walking tank, providing big-gun support to the AT-ATs, combining an AT-AT's head armament with the heavy projectile cannon from the AT-TE.


Other

    Imperial Probe Ship
    -Where the Viper is intended to probe the surface of planets, this droid-ship is designed purely for space missions, unarmed, and making full use of speed and stealth to survive.

EDIT: Added the Kontos-Class Star Frigate.
EDIT: Added the Compellor-Class Star Cruiser.
_________________
"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 Wed Feb 14, 2018 2:36 am; edited 3 times in total
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evilnerf
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Location: St. Charles

PostPosted: Fri Dec 08, 2017 11:59 am    Post subject: Reply with quote

Here is my take on the Asserator class Star Dreadnought, which I actually managed to use in a game recently.

Asserator- class Star Dreadnought
Craft: Kuat Drive Yards’ Assertor-class Star Dreadnought
Affiliation: Empire
Era: Rebellion
Source: Evilnerf
Type: Super Star Destroyer
Scale: Capital
Length: 15,000 meters
Skill: Capital ship piloting: Super Star Destroyer
Crew: 125,000; gunners: 1,280, skeleton: 30,000/+10
Crew Skill: Astrogation 4D, capital ship gunnery 6D, capital
ship piloting 6D+2, capital ship shields 5D+2, sensors 5D
Passengers: 20,000 (troops)
Cargo Capacity: 145,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Space: 5
Hull: 12D
Shields: 7D
Sensors:
Passive: 75/1D+2
Scan: 150/3D+2
Search: 300/5D
Focus: 8/6D+2
Weapons:
40 Quad Heavy Turbolaser Batteries
Fire Arc: 20 left, 20 right
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 9D
30 quad battleship ion cannon batteries
Fire Arc: 15 left, 15 right
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-50/50/100 k
Damage: 5D
10 dorsal twin heavy turbolasers
Fire Arc: 10 Front
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 8D
30 quad light turbolaser batteries
Fire Arc: 10 front, 10 left, 10 right
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 6D
20 ventral battleship ion cannons
Fire Arc: 20 front
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-50/50/100 k
Damage: 5D
20 dorsal medium Ion Cannons
Fire Arc: 10 left, 10 Right
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Atmosphere Range: 2-50/50/100 km
Damage: 4D
60 turret mounted quad laser cannons
Fire Arc: 20 forward, 20 left, 20 right
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
90 Concussion Missile Tubes
Fire Arc: 30 forward, 30 left, 30 right
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-5/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D
20 Heavy Tractor Beam Projectors
Fire Arc: 10 front, 5 left, 5 right
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 9D
Starfighter Complement:
Pre-Thrawn Empire:
60 TIE/ln, 24 TIE Interceptors, 12 TIE Defenders, 24 TIE Bombers
Ground/Air Vehicle Complement:
15 AT-AT, 25 AT-STs, 1 prefabricated garrison
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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Dec 08, 2017 3:11 pm    Post subject: Reply with quote

By "use", do you mean the PCs actually engaged in direct combat with it, or did it simply hover ominously while the PCs ran all-out in the opposite direction?

Based on a quick look at the fractalsponge gallery, your version seems massively under-gunned, especially for a ship almost 2x longer than (and easily 4-5x the mass of) WEG's Super-Class SSD.
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The CRMcNeill Stat/Rule Index
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evilnerf
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PostPosted: Fri Dec 08, 2017 9:47 pm    Post subject: Reply with quote

Well, more like they blew a whole in it, piloted a starfighter into it, disabled the shields from the inside, then led a wing of fighters on a bombing run against. It was a good time.

As for the guns, I went by the numbers in "Lead by Example."

I try to stick to Legends canon as much as possible.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Dec 08, 2017 10:37 pm    Post subject: Reply with quote

evilnerf wrote:
As for the guns, I went by the numbers in "Lead by Example."

Fractalsponge publicly disavowed those numbers. This conversation is transcribed from the Comments section of the gallery for the Assertor.

LazerZ wrote:
Have you seen the stats for this ship in the book Lead by Example? If so what do you think of them?
Fractalsponge wrote:
I think I saw a scan. I don’t remember the numbers but I remember disagreeing with them.

If the guy who created the ship says the stats are wrong, that's worth taking into consideration.

Of course, elsewhere, he also states that he can't help how people stat out his ships, nor does he particularly care.

I've asked him more than once for technical readouts for his ships to make my stats more accurate: he never responds.
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evilnerf
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PostPosted: Sat Dec 09, 2017 1:00 pm    Post subject: Reply with quote

CRMcNeill wrote:

If the guy who created the ship says the stats are wrong, that's worth taking into consideration.


You and I will have to agree to disagree here. My favorite part of Star Wars has always been the striving for internal consistency, so I try to make my stats as consistent with the official stuff as much as humanly possible.

If someone wants to do another writeup based on something else, then I'd love to see it, but I'm happy with my stats.
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PostPosted: Sat Dec 09, 2017 1:21 pm    Post subject: Reply with quote

evilnerf wrote:
You and I will have to agree to disagree here. My favorite part of Star Wars has always been the striving for internal consistency, so I try to make my stats as consistent with the official stuff as much as humanly possible.

A noble purpose to be sure, but the problem therein is that official stats suffer from a large degree of inconsistency with themselves. Just saying.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Dec 09, 2017 1:22 pm    Post subject: Reply with quote

Thinking like this is the reason incorrect stats like the 8,000 meter Super Star Destroyer have propagated. There will never be any internal consistency to the universe if game designers arbitrarily generate stats that can demonstrably be proven false.
_________________
"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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PostPosted: Sat Dec 09, 2017 1:33 pm    Post subject: Reply with quote

Craft: Kuat Drive Yards’ Praetor Mark II -class Battlecruiser
Type: Battlecruiser
Scale: Capital
Length: 4800 m
Skill: Capital ship piloting: Praetor Mark II- class Battlecruiser
Crew: 109,000 personnel, 7560 gunners, skeleton: 15,000/+20
Crew Skill: Astrogation 4D, capital ship gunnery 4D, capital ship
piloting 5D, capital ship shields 4D, sensors 4D
Passengers: 14000 (troops)
Cargo Capacity: 90,000 metric tons
Consumables: 3 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 0D
Space: 6
Hull: 8D
Shields: 3D
Sensors:
Passive: 75/1D
Scan: 150/3D
Search: 300/5D
Focus: 8/6D
Weapons:
60 Quad Heavy Turbolaser Batteries
Fire Arc: 20 Front, 20 left, 20 right
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 9D
40 Twin Medium Turbolaser batteries
Fire Arc: 20 left, 20 right
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 6D
10 Twin long range Ion Cannon Batteries
Fire Arc: 10 Front
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-20/50/100
Atmosphere Range: 2-40/100/200k
Damage: 5D
30 twin Ion Cannons
Fire Arc: 15 left, 15 right
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 4D
20 Heavy Tractor Beam Projectors
Fire Arc: 10 front, 5 left, 5 right
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 9D

Starfighter Complement: 120 starfighters, 18 shuttles and landing craft
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evilnerf
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PostPosted: Sat Dec 09, 2017 1:37 pm    Post subject: Reply with quote

Whill wrote:

A noble purpose to be sure, but the problem therein is that official stats suffer from a large degree of inconsistency with themselves. Just saying.


You are definitely right there, but I feel like I've been around the block enough to know what stats are accurate, and which stats can be disregarded.

Others might disagree and that's fine.
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PostPosted: Sat Dec 09, 2017 1:41 pm    Post subject: Reply with quote

CRMcNeill wrote:
Thinking like this is the reason incorrect stats like the 8,000 meter Super Star Destroyer have propagated. There will never be any internal consistency to the universe if game designers arbitrarily generate stats that can demonstrably be proven false.


The length of the Executor class has been settled fact for over a decade now. There's a certain hierarchy of Star Wars facts in my mind. Text > pictures > Some vague comment about the artist.
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