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D6 Stats for Fractalsponge Projects
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Dec 09, 2017 1:45 pm    Post subject: Reply with quote

Wow. I expect I'll be disregarding your stats if that's your approach.
_________________
"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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evilnerf
Lieutenant Commander
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Joined: 11 Apr 2015
Posts: 165
Location: St. Charles

PostPosted: Sat Dec 09, 2017 1:47 pm    Post subject: Reply with quote

Probably. I can post them elsewhere if you don't want them here.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Dec 09, 2017 1:51 pm    Post subject: Reply with quote

evilnerf wrote:
Probably. I can post them elsewhere if you don't want them here.

No, it's fine. I wasn't specific about whose fractalsponge D6 stats would be posted here.
_________________
"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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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10286
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Sat Dec 09, 2017 2:29 pm    Post subject: Reply with quote

CRMcNeill wrote:
I expect I'll be disregarding your stats if that's your approach.

You can personally do so without making this unnecessary public announcement of it.

CRMcNeill wrote:
evilnerf wrote:
Probably. I can post them elsewhere if you don't want them here.

No, it's fine. I wasn't specific about whose fractalsponge D6 stats would be posted here.

Thanks. That's fair.
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evilnerf
Lieutenant Commander
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Joined: 11 Apr 2015
Posts: 165
Location: St. Charles

PostPosted: Sat Dec 09, 2017 2:54 pm    Post subject: Reply with quote

Craft: Kuat Drive Yards Secutor-class Star Destroyer
Affiliation: Empire
Era: Rebellion
Source: Evilnerf
Type: Star destroyer
Scale: Capital
Length: 2,200 meters
Skill: Capital ship piloting: Star Destroyer
Crew: 40,000, gunners: 219, skeleton 7,678/+15
Crew Skill: Astrogation 3D, capital ship gunnery 4D, capital ship piloting 5D, capital ship shields 4D, sensors 3D
Passengers: 14,000 (troops)
Cargo Capacity: 24,000 metric tons
Consumables: 2 years
Cost: Not available for sale (valued at 59 millions)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x14
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 340; 975 kmh
Hull: 6D
Shields: 3D+2
Sensors:
Passive 40/1D
Scan 70/2D
Search 150/3D
Focus 4/3D+2
Weapons:
15 Heavy Turbolasers
Fire Arc: 5 battery front, 5 left, 5 right
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 6D
2 light Turbolasers
Fire Arc: 5 front, 5 Right, 5 left
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range:
6-30/70/150 km
Damage: 4D
30 battleship ion cannon batteries
Fire Arc: 5 front, 5 right, 5 Left
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-50/50/100 k
Damage: 5D
amage: 4D+2
16 Medium Ions Cannons
Fire Arc: 8 Left, 8 RIght
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D
12 Tractor Beam Projectors
Fire Arc: 8 front, 2 left, 2 right
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 5D
Starfighter Complement: 144 Starfighters, 24 shuttles and support craft
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Dec 16, 2017 12:59 am    Post subject: Reply with quote

All-Terrain Siege Platform

Image

The All-Terrain Siege Platform is without doubt the most terrifying ground vehicle in the Imperial arsenal. A walker of tremendous proportions, it towers over even the formidable AT-AT. This hexapedal titan is generally deployed as the centerpiece of a major assault, or on long term siege operations, where a self-contained ground vehicle must operate for months without support. The exterior of the AT-SP bristles with a full range of offensive and defensive weapons sufficient to fend off any conceivable attack. In addition, it carries a reinforced stormtrooper company, complete with biker scout units. Ultimately, the AT-SP's only real weakness (short of a full-on attack by capital ship weaponry) is its slow speed. Even slower and more ponderous than the AT-AT, the AT-SP seems to plod across the ground even at its fastest pace. But that is cold comfort to those who can't run away fast enough (or at all).

Craft: Kuat Drive Yards' AT-SP
Type: Strategic Assault / Siege Walker
Scale: Frigate (+10D)
Length: 64 meters (56 meters tall)
Skill: Walker Operation: AT-SP
Crew: 25 (5 @ +10) & 30 Gunners
Crew Skill:
Sensors 4D+2
Vehicle Blasters 5D+1
Walker Operation 5D+2
Passengers: 80
--6 Stormtrooper Squads (4 Line, 2 Heavy Weapons)
--10 Bike-Scouts (2 Scout Lances)
--16 Mission Support Personnel
Cargo Capacity: 20 metric tons
Consumables: 3 months
Cover: Full
Cost: Not Available For Sale
Maneuverability: 0D
Move: 14; 40kph (2D Walk)
Body: 5D
Shields: 2D
Sensors:
Passive 6km/1D
Scan 10km/2D
Search 16km/3D
Focus 1km/4D
Weapons:
1 Dual Turbolaser Cannon
Fire Arc: Turret
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
2 Turbolaser Cannon
Fire Arc: 1 Front/Left/Right, 1 Rear/Left/Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 4D
3 Quad-Laser Cannon
Fire Arc: 1 Front/Left*, 1 Front/Right*, 1 Rear
*+5 Difficulty when firing into Left and Right Fire Arcs
Scale: Walker (+8D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
4 Heavy Auto-Blaster Cannon
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear/Left, 1 Rear/Right
Scale: Starfighter (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 4D
Range:
--Orbital: 2km-16km/50km/80km
--Atmosphere: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 4D
8 Dual Heavy Repeating Blasters
Fire Arc: 2 Front/Left, 2 Front/Right, 2 Rear/Left, 2 Rear/Right
Scale: Speeder (+4D)
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 4D

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +2
    SHIELD & SHIELD CONTROL: 2D @ 2D
    VELOCITY MODIFIER: 1D Walk

_________________
"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 Feb 28, 2022 1:22 pm; edited 5 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Dec 16, 2017 7:53 pm    Post subject: Reply with quote

All-Terrain Shock Enforcer

Images

The All-Terrain Shock Enforcer is designed to provide heavy weapons support to AT-AT assaults, or as an escort to the AT-SP. Its formidable armament includes the same heavy and light lasers found aboard the AT-AT, backed up by a heavy mass driver turret, light rocket launchers and multiple defense turrets to guard against infantry attacks in close.

Craft: KDY's AT-SE
Type: Heavy Combat Walker
Scale: Walker (+8D)
Length: 22 meters long, 26 meters tall
Skill: Walker Operation: AT-SE
Crew: 3 (1 @ +10) & 2 Gunner
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Walker Operation 5D
Passengers: 1 (in place of cargo)
Cargo Capacity: 200 kilograms
Consumables: 2 months
Cover: Full
Cost: Not Available For Sale
Maneuverability: 1D+2
Move: 21; 60kph (4D+2 Walk)
Body: 5D
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
2 Heavy Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner or Pilot)
Skill: Vehicle Gunnery
Fire Control: 2D
Range: 200m-500m/1.5km/3km
Damage: 6D
2 Dual Light Laser Cannon (Fire-Linked)
Fire Arc: Front
Scale: Speeder (+4D)
Crew: 1 (Gunner or Pilot)
Skill: Vehicle Gunnery
Fire Control: 2D
Range: 100m-300m/1km/2km
Damage: 6D
Heavy Mass Driver
Fire Arc: Turret
Crew: 2
Skill: Vehicle Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: (Proximity Detonated)
--Anti-Personnel: 4D (Area)
--Anti-Armor: 7D (Point)
--Anti-Shield: 5D Ionization (Point)
--Incendiary: 3D Incendiary (Standard)
Ammo: 120
2 Light Missile Launchers (Fire-Linked)
Fire Arc: Front
Crew: 1
Skill: Vehicle Gunnery
Fire Control: 4D
Range: 100m-1km/2km/5km
Rate of Fire: Can fire missiles singly or in volleys; standard coordination bonuses apply.
Damage: 6D
Ammo: 40 missiles per launcher
3 Defense Turrets
Fire Arc: 1 Front/Left/Right, 1 Rear/Left, 1 Rear/Right
Crew: 1 (Gunner or Co-Pilot)
Skill: Vehicle Gunnery
    Twin Heavy Repeating Blaster
    Scale: Speeder (+4D)
    Crew: 1 (Gunner or Co-Pilot)
    Skill: Vehicle Gunnery
    Fire Control: 5D
    Range: 3-75/200/500
    Rate of Fire: 2D Auto-Fire
    Damage: 4D
    1 Repeating Grenade Launcher
    Scale: Swoop (+2D)
    Skill: Missile Weapons
    Fire Control: 2D (ignores 1D of Cover)
    Range: 50m-200m/700m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: Varies with Grenade Type
    Ammo: 400 rounds (in four separate 100-round magazines. Magazines are often loaded with different types of rounds, and the gunner can toggle between them).
    Common Grenade Types:

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +1
    VELOCITY MODIFIER: 2D+1 Walk

_________________
"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 Fri Mar 25, 2022 7:02 pm; edited 11 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Dec 16, 2017 11:48 pm    Post subject: Reply with quote

Imperial Probe Ship

Images

The Prowler is the Empire's space-going counterpart to the Viper Probe Droid. While the Viper has occasionally been used for space missions, it is primarily designed for planetary scouting and reconnaissance. The Prowler, on the other hand, is almost entirely space-oriented. Small, stealthy, extremely fast and maneuverable, with a powerful sensor suite, the Prowler relies primarily on its speed for defense, as it is both unarmed and very fragile.

Craft: Arakyd's Prowler-Class
Type: Unmanned Space Reconnaissance Probe
Scale: Starship (+6D)
Length: 9 meters
Skill: Starship Piloting: Prowler
Crew: None; Automated
Crew Skill:
Astrogation 4D
Piloting 4D
Sensors 4D
Consumables: 2 months
Hyperdrive Multiplier: x 1/2
Nav Computer: Yes
Maneuverability: 5D
Space: 16 (8D Flight)
Atmosphere: 520; 1,500kph
Hull: 2D
Sensors:
Passive 100/1D
Scan 200/2D
Search 300/3D
Focus 10/4D
Stealth +2D

House Rule Notes:
    VELOCITY MODIFIER: 4D Flight

_________________
"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 Fri Jan 21, 2022 1:33 am; edited 2 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jan 14, 2018 11:23 am    Post subject: Reply with quote

On request, here are my version of the stats for the Imperial Assault Gunboat from the TIE Fighter game. I made several changes from official sources, for a variety of reasons. Oddly enough, the WEG published version in AJ#15 didn't have a hyperdrive, even though the Assault Gunboat was one of the few Imperial single-seat fighters that was explicitly HS-capable. Since there was mention of it being used as for scouting and recon, I bumped up the sensors from the WEG version as well. Also, while the official version has two eight-round concussion missile launchers, fractalsponge's version has what appear to be a pair of six-tube launch pods. To fit with the image, I gave it two 6-round proton torpedo launchers (which can also fit concussion missiles if they are mounted in an adapter sleeve that fits into the proton torpedo tube).

Imperial Assault Gunboat

Images

Craft: Cygnus Spaceworks' Alpha Xg-1-Class "Star Wing"
Type: Assault Fighter / Gunboat
Scale: Starship (+6D)
Length: 15 meters
Skill: Starship Piloting: Assault Gunboat
Crew: 1, plus Imperial Copilot Droid
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 5D
Shields 4D
Sensors 4D
Cargo Capacity: 100 kilograms
Consumables: 3 days
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 7 (3D+2)
Atmosphere: 350; 1,000kph
Hull: 4D+1
Shields: 2D+2
Sensors:
Passive 30/1D
Scan 50/2D
Search 75/3D
Focus 4/4D+1
Weapons:
2 Medium Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
2 Light Ion Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 4D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 4D (ionization)
2 Warhead Launch Pods
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 6 each, in single-shot tubes. May select any Weapons from this list, depending on Availability.
1 Tractor Beam Projector
Fire Arc: Front or Rear*
*Rear is only used for towing a captured ship
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-2/5/10
--Atmosphere: 100m-200m/500m/1km
Damage: 4D
1 Heavy Ordnance Hardpoint
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 1. May select any Weapon from this list, depending on Availability.
Note: Any carried weapon applies a penalty of -1 Space (-20 Atmosphere) and -1D to Maneuverability and Hull.

House Rule Notes:
    SHIELD & SHIELD CONTROL: 2D+2 @ 1D
    VELOCITY MODIFIER: 2D Flight

_________________
"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 13, 2023 11:41 am; edited 13 times in total
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Leona Makk
Lieutenant
Lieutenant


Joined: 03 Feb 2018
Posts: 91
Location: Minneapolis, MN

PostPosted: Wed Feb 07, 2018 3:01 pm    Post subject: TIE MANGLER ROUGH DRAFT Reply with quote

Hey folks.
I am looking at the TIE Mangler but I have to say that it has 4 additional cannons than I first thought. Maybe they are Ion cannons, but this doesn't really seem like the kind of ship to take prisoners. Suggestions?

Maybe I should have copied the B-Wing's Heavy Cannon but the descriptions all mention how much RAW POWER the Mangler has. Also, I really wanted to try out the new scale system without making this TIE Frigate scale (due to power output).

I did a lot of cut and paste here, so I would be grateful for feedback.

TIE MANGLER

http://fractalsponge.net/?p=2507


Craft: Seinar Fleet Systems' TIE Mangler
Type: Multi-Role/ Assault Starfighter
Scale: Starship (+6D)
Length: 18 meters
Skill: Starship Piloting: TIE/ Mangler
Crew: 1
Crew Skill:
Astrogation 4D
Gunnery 6D
Piloting 6D
Shields 5D
Sensors 5D
Cargo Capacity: 100 kg
Consumables: 5 days
Hyperdrive Multiplier: x2
Nav Computer: Limited (10 Jump)
Maneuverability: 2D+1
Space: 10
Atmosphere: 415; 1,200 kph
Hull: 3D+2
Shields: 3D
Sensors:
Passive 25/1D
Scan 40/2D
Search 60/3D
Focus 4/3D+2

Weapons:

Dual Turbolaser Cannon
Scale: Frigate (+10D)
Crew: 1
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

Triple Auto-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-8/25/40
Atmosphere Range: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 4D+2

4 Laser Cannon (Fire-Linked)
Fire Arc: Front
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

2 Proton Torpedo Launchers
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 4 rounds per launcher. May select Torpedoes, Space Bombs or Decoys & Probes from this list, depending on Availability.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 07, 2018 5:25 pm    Post subject: Re: TIE MANGLER ROUGH DRAFT Reply with quote

Leona Makk wrote:
Hey folks.
I am looking at the TIE Mangler but I have to say that it has 4 additional cannons than I first thought. Maybe they are Ion cannons, but this doesn't really seem like the kind of ship to take prisoners. Suggestions?

Ion Cannon are also handy for taking down shields. Under the RAW, they ignore Shields completely, but still inflict penalties against the ship's electronic systems, which should include shield generators. Alternately, the X-Wing games made ion cannon particularly effective against shields. I've got a house rule for that around here somewhere... Bottom line, though, ion cannon aren't just for disabling ships, but are also very effective at making ships more vulnerable.

There are a lot of smaller objects grouped around the various cannon on the Mangler that could be mistaken for other cannon. Personally, I think they're probably gun sights or some other aspect of the targeting system.

Based on what I see in the images, I'd probably give it two heavy laser cannon, two heavy ion cannon, a triple auto-blaster and a pair of proton torpedo launchers.

Quote:
Maybe I should have copied the B-Wing's Heavy Cannon but the descriptions all mention how much RAW POWER the Mangler has. Also, I really wanted to try out the new scale system without making this TIE Frigate scale (due to power output).

The thing to remember about the comments section on fractalsponge is that there is a lot more fanboy-level gushing than there is solid facts about capability. Unless you can get fractalsponge himself to answer questions, a lot of what you'll read there is pure speculation based on how something looks.

That being said, stat writing is always a mix of opinion and educated guesswork. I made the decision for the purposes of my system that fighters lacked the cargo capacity to mount turbolasers, and were thus limited to heavy laser cannon. However, there is no requirement that you have to do the same.

Quote:
I did a lot of cut and paste here, so I would be grateful for feedback.

A tip for cut-and-pasting: if you hit the Quote button in the upper right corner of the message, it will give you the message in plain text, including the BBCodes used to insert italics, bold print, and links. I can tell from the stats for the Proton Torpedo Launchers that your cut-and-paste didn't include the link to the document where I list the various types and stats for the ordnance in question.

Quote:
Crew: 1

Seeing as how it uses the same cockpit as the Scimitar Assault Bomber (which has a two-being crew), it wouldn't be amiss to add another crewman. If you're using my system, the second crewman has advantages in combat, specifically in maintaining sensor lock-on for ordnance attacks.

Quote:
Space: 10
Atmosphere: 415; 1,200 kph

Initially, this seems a bit high, but it works if this ship is a contemporary to the Empire's experimental TIEs, like the Avenger and Defender.

Quote:
Shields: 3D

This seems a bit high to me. Unless you're specifically planning on making the ship overpowering, it helps to have one or two things that it doesn't do well.
_________________
"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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Leona Makk
Lieutenant
Lieutenant


Joined: 03 Feb 2018
Posts: 91
Location: Minneapolis, MN

PostPosted: Thu Feb 08, 2018 2:54 pm    Post subject: TIE Mangler Reply with quote

TIE MANGLER


IMAGE

Craft: Seinar Fleet Systems' TIE/ha
Type: Heavy Assault Starfighter
Scale: Starship (+6D)
Length: 18 meters
Skill: Starship Piloting: TIE/ Mangler
Crew: 2 (can coordinate, 1 @ +5)
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 6D
Sensors 4D+2
Cargo Capacity: 100 kg
Consumables: 2 days
Hyperdrive Multiplier: x1
Nav Computer:Limited (5 Jump)
Maneuverability: 2D
Space: 10
Atmosphere: 415; 1,200 kph
Hull: 3D+2
Shields: 2D
Sensors:
Passive 25/1D
Scan 40/2D
Search 60/3D
Focus 4/3D+2

Weapons:

Double Heavy Laser Cannons (Fire-Linked)
Fire Arc: Front
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: 8D

Triple Auto-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-8/25/40
Atmosphere Range: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 4D+2

Double Heavy Ion Cannons (Fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 6D (ionization)

2 Proton Torpedo Launchers
Fire Arc: Front
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 4 rounds per launcher. May select Torpedoes, Space Bombs or Decoys from this list depending on Availability.


Last edited by Leona Makk on Fri Feb 09, 2018 12:25 pm; edited 1 time in total
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Leona Makk
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Joined: 03 Feb 2018
Posts: 91
Location: Minneapolis, MN

PostPosted: Thu Feb 08, 2018 3:11 pm    Post subject: Reply with quote

Thanks for proofreading. I still struggled to link the Torpedo List (am too old to begin the training?)
Removed the shields completely, upped the crew (but left it controllable for the hotshot ace pilot), and improved the hyperdrive X, changed the consumables for the new crew member, added some big double Ion cannons.

I envision the Empire using the Mangler in terrifying counter attacks and/or pursuit actions with the faster frigates.
The Empire might be forgoing shields due to overconfidence in the heavy firepower and speed. "The Rebels won't live long enough to get a shot off." The Admirals might assume they will always be initiating the attack. This means the Mangle is at a disadvantage in a prolonged dogfight or when caught unawares.

A nasty ship to have on your tail but the plucky Rebels could outsmart it.
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CRMcNeill
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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 Feb 08, 2018 4:49 pm    Post subject: Reply with quote

Leona Makk wrote:
Thanks for proofreading. I still struggled to link the Torpedo List (am too old to begin the training?)

It just takes practice. Basically, all you need to do to make the link is insert this code into your text:

[url=x ]link text[/url]

So, the link to the document where I list the stats for the various warheads looks like so:

https://drive.google.com/open?id=0B82scUttBk9JaVF4NHZrMmNOczA

And to insert it into a document, it would look something like so:

this list

Quote:
Removed the shields completely, upped the crew (but left it controllable for the hotshot ace pilot), and improved the hyperdrive X, changed the consumables for the new crew member, added some big double Ion cannons.

I don't know if I would remove the shields completely; my thinking was just that 3D was a bit excessive. Considering this ship will likely be used to attack small capital ships, it will need all the protection it can get. However, it is a TIE, and TIEs are relatively fragile. 2D Shields, perhaps? They did manage to fit 2D Shields on Interceptors in the Thrawn Era, after all...

Quote:
I envision the Empire using the Mangler in terrifying counter attacks and/or pursuit actions with the faster frigates.
The Empire might be forgoing shields due to overconfidence in the heavy firepower and speed. "The Rebels won't live long enough to get a shot off." The Admirals might assume they will always be initiating the attack. This means the Mangle is at a disadvantage in a prolonged dogfight or when caught unawares.

A nasty ship to have on your tail but the plucky Rebels could outsmart it.

The Empire forgoing shields will depend greatly on the era in which this is introduced. If it is a contemporary of the standard TIE, then not having shields would be appropriate. However, if it is intended as a contemporary to the TIE Avenger and TIE Defender (both of which have shields), then Imperial design had reached the point where they recognized the importance of shields in regards to Starfighter survivability in combat.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Feb 09, 2018 8:30 am    Post subject: Reply with quote

Also, just as a suggestion, you might add a TIE/ designation, such as the TIE/ha for Heavy Assault. Most TIE models have them, even models that are commonly known by other names, such as the TIE Bomber (TIE/sa).
_________________
"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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