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Another Mystery Ship
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shootingwomprats
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PostPosted: Sat Jan 10, 2015 3:32 am    Post subject: Reply with quote

It has 2 Dual laser Cannon, 1 ventral the other dorsal. Other than that I think you got the weapons spot on. Though I would have been hesitant to include the photon torpedo launcher as there is nothing to show it would have them. Besides as small a ship as it is, it already has a ton of space taken up for weapons. Especially with a magazine of sixteen torpedoes. Me? I would probably not include the torpedo launchers or cut the ammo down to half what you suggested.
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CRMcNeill
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PostPosted: Sat Jan 10, 2015 3:50 am    Post subject: Reply with quote

shootingwomprats wrote:
It has 2 Dual laser Cannon, 1 ventral the other dorsal.

Good catch. I had to go back and double-check the video, and the ventral cannon is much less prominent in the video than the dorsal one. Changing now.

Quote:
Other than that I think you got the weapons spot on. Though I would have been hesitant to include the photon torpedo launcher as there is nothing to show it would have them. Besides as small a ship as it is, it already has a ton of space taken up for weapons. Especially with a magazine of sixteen torpedoes. Me? I would probably not include the torpedo launchers or cut the ammo down to half what you suggested.

This ultimately comes down to personal preference. Since standard torpedo launchers are mounted internally, there would be little visual evidence of a ship being equipped with them, and such evidence could easily be missed in the limited appearance of the ship in the clip. However, a larger ship like this could easily carry a greater ammunition supply than that found on a starfighter like an X-Wing or Y-Wing. In fact, the B-Wing carries a total of 16 torpedoes (in two separate 8-round magazines) for its torpedo launchers. I think I will leave them as they are, and allow people to remove them or reduce the ammo as they see fit.
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shootingwomprats
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PostPosted: Sat Jan 10, 2015 4:09 am    Post subject: Reply with quote

crmcneill wrote:
Good catch. I had to go back and double-check the video, and the ventral cannon is much less prominent in the video than the dorsal one.


Yeah I had to watch it several times.

Quote:
{Proton Torpedo Launchers} ... ultimately comes down to personal preference.


I completely agree. I think my thought process was how small the ship is. Its 2/3 the size of a YT-1300.

If we use the Falcon as the upper limit of how big a weapon upgrade you can feasibly do, it carried 2 Quad Laser Cannons, 2 Concussion Tubes and a speeder scale blaster cannon.

The YG-760 being smaller by 33% and carries 2 Turbo-Laser Cannons, 2 Dual Laser Cannon, and 2 Quad-Blaster Cannons AND 2 Proton Torpedo Launchers?

Granted this ship is obviously a military design and not an upgrade to a civilian ship. Perhaps that makes the difference.

Quote:
In fact, the B-Wing carries a total of 16 torpedoes (in two separate 8-round magazines) for its torpedo launchers.


I did not know this, thanks for giving the example.

Quote:
I think I will leave them as they are, and allow people to remove them or reduce the ammo as they see fit.


Sounds like a perfectly reasonable attitude.
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CRMcNeill
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PostPosted: Sat Jan 10, 2015 4:19 am    Post subject: Reply with quote

shootingwomprats wrote:
Granted this ship is obviously a military design and not an upgrade to a civilian ship. Perhaps that makes the difference.

That was my thinking; that this ship was essentially a gun-truck, sacrificing nearly all of its cargo and passenger capacity to install weapon systems. Using the cargo conversion rules in GG6, it could still potentially carry as many as 10 passengers (1 per metric ton), but the passengers accommodations would likely be nothing fancier than a strap down acceleration seat (basically a glorified airline chair), and certainly not something intended for long range flights.
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CRMcNeill
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PostPosted: Sat Jan 10, 2015 6:24 pm    Post subject: Reply with quote

P.S. Zarm, if you're interested in the other ships from Rebellion, check this out.
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tetsuoh
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PostPosted: Sun Jan 11, 2015 6:24 am    Post subject: Reply with quote

http://starwars.wikia.com/wiki/VCX-820_escort_freighter

*raises eyebrow*

Check the Stats collection book as well - pretty similar imo.

enegines aren't right as this one has an aft turret and dble engines though.

but still might be the predecessor to the VCX...
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CRMcNeill
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PostPosted: Sun Jan 11, 2015 3:48 pm    Post subject: Reply with quote

Good catch, and an easy fix. I'll just go back and change the letter code from YG to VCX.
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Mojomoe
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PostPosted: Sun Jan 11, 2015 3:57 pm    Post subject: Reply with quote

Not neessarily. I could see a YG being a predecessor to a VCX. Especially considering how widely the YTs vary from model to model, and how many of the YVs and YTs share lineages across product lines.

Actually, we generally know the outline of what makes a YT-series - size, rough shape (sometimes), purpose and passenger size, armament, cargo and price.

Do we have any ideas about what makes a YV or VCX class? I've noticed (some) of the YVs being longer, straighter, and set up more like liners (with a topside, fwd mounted 'bridge' rather than a cockpit), but I dont know how common that is.

It might help in knowing the class variety when naming new ships.
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shootingwomprats
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PostPosted: Sun Jan 11, 2015 4:11 pm    Post subject: Reply with quote

I found these in my archives, its not my stats but I thought I would post them for comparison:

Please notice a number of things:

1. No ventral or dorsal weapon, though it appears ready for modification.
2. Rear mounted double turret of some type.
3. No Maneuverability score.
4. This write-up has a stupid Shield: 5D I would drop it to 2D or 3D at the most. Hull at 5D seems high, but for an escort and an obvious gunboat its okay.
5. Might want to rename it a gunboat as opposed to a freighter. It has no cargo capacity, all internal space is taken up by weapon stations. So its not really meant for long distance travel. It probably doesn't have bunks. At most a refresher and no community are either. At most it may have a stateroom with 4 fold down bunks that the crew of 8 could hot-sheet.
6. Wookiepedia lists 3 double heavy laser cannon (L, R, ventral?)
7. I disagree with the write-up and agree with crmcneill that the small, forward facing weapon mounts are quads not doubles.

Quote:
http://th03.deviantart.net/fs70/PRE/i/2014/146/9/c/star_wars_vcx_820_escort_freighter_by_adamkop-d7hqya8.jpg

VCX-820 Escort Freighter
Craft: VCX-820 Escort Freighter
Type: Light Freighter
Era: New Republic (~20 BBY)
Affiliation: Imperial Remnant, General
Source: Star Wars Gamer #2 p.47, The Rebellion (original stats), additional changes by +Oliver Queen & crmcneill
Scale: Starfighter
Length: 20.2 meters
Skill: Space Transports: VCX-820
Crew: 1 pilot, 1 co-pilot, gunners: 3; skeleton 1/+10
Crew Skill: Varies
Passengers: None
Cargo Capacity: 1 metric ton
Consumables: 6 months
Cost: 450,000 (new), 300,000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Back-Up: x12
Nav Computer: Yes
Maneuverability: 0D
Space: 6
Atmosphere: 330; 950 km/h
Hull: 5D
Shields: 2D
Sensors:
--Passive: 20/1D
--Scan: 35/1D+1
--Search: 80/2D+1
--Focus: 2/3D
Weapons:
3 Twin Heavy Laser Cannons
--Fire Arc: Turret (front, left; front, right; rear)
--Crew: 1
--Skill: Starship Gunnery
--Fire Control: 2D
--Space Range: 1-3/12/25
--Atmosphere Range: 100-300/1.2/2. 5km
--Damage: 5D+1
2 Quad Autoblasters
--Fire Arc: Turrets (front, left, right)
--Crew: pilot, co-pilot (may coordinate)
--Skill: Starship Gunnery
--Fire Control: 4D
--Space Range: 1-8/25/40
--Atmosphere Range: 100-800/2.5/4 km
--Damage: 3D+2
Proton Torpedo Launcher
--Fire Arc: Front
--Crew: pilot, co-pilot (may coordinate)
--Skill: Starship gunnery
--Fire Control: 3D
--Space Range: 1/3/7
--Atmosphere Range: 50-100/300/700m
--Damage: 9D
--Ammo: 16

Capsule: The VCX-820 escort freighter was a military grade freighter originally designed for the Imperial Remnant as a small warship.

Designed several years before the Yuuzhan Vong War, the VCX-820 was a heavy yet fast flying-guns platform, and sported eight mandible mounted autoblasters that were capable of quickly overwhelming shields in a torrent of blaster fire. Because it was designed to military specifications, it could easily guard convoys of otherwise defenseless bulk freighters and commerce craft, yet despite this, was reasonably priced on the open market.

Because of its affordability and versatility, at the outbreak of the Yuuzhan Vong many smugglers and private entities sought a ship that was fast and agile, yet heavily defended: the VCX-820 filled this role well, and as a result, many larger trade-firms invested in these vessels, making it quite common during the hard times of the New Republic.

Optional Game Notes (provided by crmcneill):
Blaster Cannon: Unlike laser cannon, blaster cannon fire bursts of lower powered yet more numerous energy blasts. While shorter ranged than lasers, the gunner has the option of concentrating a burst on a target to maximize damage, or to spray the burst in a pattern to increase the chances of hitting a more elusive or maneuverable target. Burst firing is most effective at close range as the shots have a tendency to scatter as range increases.
Effect:
1. When firing a blaster cannon, the gunner has 2D of bonus dice that he can allocate to either Damage or Fire Control.
2. The gunner must declare how he is allocating his bonus dice prior to the shot.
3. Due to the tendency of blaster bolts to scatter at longer ranges, a gunner may only apply his bonus dice to Fire Control at Long Range, and may apply a maximum of 1D to Damage at Medium Range.

Auto-Blasters: While much more expensive, Auto-Blasters are an improvement on the standard blaster. An auto-blaster is basically a standard blaster tied to an automated target tracking & fire control sensor mated with an auto-stabilizing mount. The combined system not only eliminates the scattering issues of standard blaster cannon but greatly increases range as well.
Effect:
1. When firing a blaster cannon, the gunner has 2D of bonus dice that he can allocate to either Damage or Fire Control.
2. The gunner must declare how he is allocating his bonus dice prior to the shot.
3. Unlike standard blaster cannon, an auto-cannon may allocate all of its bonus dice to either Damage or Fire Control at any range.



Last Edited: Jan-11-2015
1. Added Era, Affiliation and Source information.
2. Corrected Era to reflect being produced prior to Yuuzhan Vong War (25-29 ABY).
3. Corrected Affiliation to included Imperial Remnant as primary user.
4. Changed Crew to 1 pilot, 1 co-pilot, gunners: 3; skeleton 1/+10.
5. Shield changed to 2D.
6. Added Maneuverability: 0D.
7. Added another Twin Laser Cannon with rear arc. Added crew requirement of 1.
8. Renamed the 8 Autoblasters to 2 Quad Autoblasters and corrected ranges.
9. Added Capsule information from wookieepedia.
10. Added optional weapon rules developed by crmcneill.
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Last edited by shootingwomprats on Sun Jan 11, 2015 11:46 pm; edited 6 times in total
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CRMcNeill
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PostPosted: Sun Jan 11, 2015 4:19 pm    Post subject: Reply with quote

Mojomoe wrote:
Not necessarily. I could see a YG being a predecessor to a VCX. Especially considering how widely the YTs vary from model to model, and how many of the YVs and YTs share lineages across product lines.

Actually, I like it. When designing stats, I prefer an inclusive approach that connects back to something that already exists in the SWU. Regardless of what VCX means in CEC's nomenclature code, it has already been used to designate what is essentially a gunboat. As such, I would prefer to use it as opposed to making up something else.
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CRMcNeill
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PostPosted: Sun Jan 11, 2015 4:29 pm    Post subject: Reply with quote

shootingwomprats wrote:
1. No ventral or dorsal weapon, though it appears ready for modification.
2. Rear mounted double turret of some type.
3. No Maneuverability score.
4. This write-up has a stupid Shield: 5D I would drop it to 2D or 3D at the most. Hull at 5D seems high, but for an escort and an obvious gunboat its okay.

I agree. In fact, considering my inclusion of two turbolasers on my earlier posted stats, a Maneuverability of 0D would be more appropriate there due to the greater carried mass. The lack of turbolasers on this ship would allow that power to be routed to Shields and Maneuverability.

Quote:
5. Might want to rename it a gunboat as opposed to a freighter. It has no cargo capacity, all internal space is taken up by weapon stations. So its not really meant for long distance travel. It probably doesn't have bunks. At most a refresher and no community are either. At most it may have a stateroom with 4 fold down bunks that the crew of 8 could hot-sheet.

Personally, I would slash the number of gunners. The bow guns could easily be controlled from the cockpit, as well as the torpedo launchers, leaving a requirement for only three gunners for the heavy laser cannon.

Quote:
6. Wookiepedia lists 3 double heavy laser cannon (L, R, ventral?)

1 Front/Left, 1 Front/ Right, 1 Rear.

Also, that is a beautiful rendering of that ship.
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CRMcNeill
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PostPosted: Sun Jan 11, 2015 4:33 pm    Post subject: Reply with quote

Another issue is the range on the Autoblasters. The only official use of autoblasters is on the B-Wing, with a max range of 40, not the 20 shown.
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shootingwomprats
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PostPosted: Sun Jan 11, 2015 6:04 pm    Post subject: Reply with quote

Well I think we are looking at a stock model without upgrades in the image I found. My thoughts:

1. Drop shield rating form 5D to 3D.
2. Crew: 1 pilot, 1 co-pilot, 3 gunners; Skeleton 1/+10?
3. Updating 3 Twin Heavy laser Cannons adding rear arc, Crew: 1.
4. Correct autoblaster ranges (1-8/25/40).

Does this look about right?
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CRMcNeill
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PostPosted: Sun Jan 11, 2015 8:25 pm    Post subject: Reply with quote

Looks good to me. If you're interested, I use the following special rules for Blasters and Autoblasters

Blaster Cannon
Description: Unlike laser cannon, blaster cannon fire bursts of lower powered yet more numerous energy blasts. While shorter ranged than lasers, the gunner has the option of concentrating a burst on a target to maximize damage, or to spray the burst in a pattern to increase the chances of hitting a more elusive or maneuverable target. Burst firing is most effective at close range as the shots have a tendency to scatter as range increases.
Effect:
-When firing a blaster cannon, the gunner has 2D of bonus dice that he can allocate to either Damage or Fire Control.
-The gunner must declare how he is allocating his bonus dice prior to the shot.
-Due to the tendency of blaster bolts to scatter at longer ranges, a gunner may only apply his bonus dice to Fire Control at Long Range, and may apply a maximum of 1D to Damage at Medium Range.

Auto-Blasters
Description: While much more expensive, Auto-Blasters are an improvement on the standard blaster. An auto-blaster is basically a standard blaster tied to an automated target tracking & fire control sensor mated with an auto-stabilizing mount. The combined system not only eliminates the scattering issues of standard blaster cannon but greatly increases range as well.
Effect:
-When firing a blaster cannon, the gunner has 2D of bonus dice that he can allocate to either Damage or Fire Control.
-The gunner must declare how he is allocating his bonus dice prior to the shot.
-Unlike standard blaster cannon, an auto-cannon may allocate all of its bonus dice to either Damage or Fire Control at any range.
_________________
"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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shootingwomprats
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PostPosted: Sun Jan 11, 2015 8:37 pm    Post subject: Reply with quote

crmcneill wrote:
Looks good to me. If you're interested, I use the following special rules for Blasters and Autoblasters


These are interesting rules but I don't think they would be for everyone. Not sure I would include them in the ship profile or not. Your thoughts? I am out to go see a movie with the family unit. Will check in when I get back.
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