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Help: Converting Kappa Troop Shuttle to Light Pass/Freighter
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ForbinProject
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PostPosted: Tue Jul 25, 2017 6:56 pm    Post subject: Help: Converting Kappa Troop Shuttle to Light Pass/Freighter Reply with quote

I'm going to convert a Kappa Troop Shuttle to a light passenger/freighter by converting the troop compartment to small rooms/berths.

Trouble is I'm not sure how big the troop compartment is. At the very least I want,

1 small room for the Captain.
1 room with triple bunks for the crew.
1 small community fresher
1 small community automated kitchenette

I'm not sure how many other rooms I can fit into that space, figuring bunk beds for two passengers with a table and two chairs in each room.



http://d6holocron.com/wiki/images/b/b0/KappaTroopShuttle2.jpg

Any opinions would be appreciated
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thedemonapostle
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PostPosted: Wed Jul 26, 2017 2:49 am    Post subject: Reply with quote

a quick google search revealed this

https://community.fantasyflightgames.com/topic/89320-i-need-a-ship/
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d6holocron.com: Thedemonapostle

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ForbinProject
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PostPosted: Wed Jul 26, 2017 5:40 am    Post subject: Reply with quote

thedemonapostle wrote:
a quick google search revealed this

https://community.fantasyflightgames.com/topic/89320-i-need-a-ship/


Hey thanks!

That works great. It actually gives me a few more ideas. Very Happy


Okay here's what I ended up with



Kappa Troop Shuttle Sheathipede
Craft: Republic Sienar Systems Kappa-class Shuttle
Affiliation: Old Republic / Empire / Alliance / General
Era: Old Republic
Source: Rules of Engagement: The Rebel SpecForce Handbook (pages 46-47)
Type: Troop Shuttle
Scale: Starfighter
Length: 35 meters
Skill: Space transports: Kappa shuttle
Crew: 4, gunners: 2
Crew Skill: Space transports 4D, starship gunnery 4D, starship shields 3D
Passengers: 14
Cargo Capacity: 50 metric tons
Consumables: 1 month
Cost: Not generally for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 8 (upgraded engines)
Atmosphere: 295; 850 kmh
Hull: 4D
Shields: 3D (upgraded shields)

Sensors:
Passive: 20/0D
Scan: 40/D
Search: 80/2D
Focus: 4/2D+2

Weapons:
(Upgraded to ion cannons because civilian ships only need to disable pirates)

2 Heavy Ion Cannons
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3 / 7 / 36
Damage: 5D

2 Light Capital Ion Cannons (fire-linked)
Fire Arc: Front
Skill: Capital gunnery
Fire Control: 2D
Range: 1-10 / 25 / 50
Damage: 4D
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Zarn
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PostPosted: Wed Jul 26, 2017 7:18 am    Post subject: Reply with quote

One of the in-universe rationalizations regarding having a blaster or laser on a ship, is to blow up asteroids or other natural hazards that can't be avoided. An entire battery of ion cannon will do diddly squat to an asteroid except possibly electrically charge it.

So you might get away with, say, a single or twin laser with about 2D fire control and 4D - 5D damage (depending on whether they're fire linked).
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ForbinProject
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PostPosted: Wed Jul 26, 2017 8:28 am    Post subject: Reply with quote

Zarn wrote:
One of the in-universe rationalizations regarding having a blaster or laser on a ship, is to blow up asteroids or other natural hazards that can't be avoided. An entire battery of ion cannon will do diddly squat to an asteroid except possibly electrically charge it.

So you might get away with, say, a single or twin laser with about 2D fire control and 4D - 5D damage (depending on whether they're fire linked).


Yeah that might be a valid argument if there weren't so many examples of completely unarmed spaceships. If they can get away with zero weapons, this shuttle will do fine with only ion weapons.

Family Getabout
Med Runner
Imperial Broadcast Ship
Crescent Freighter
1550-LEX Space Yacht
Aavman Extravagance
Luxury 2800 Yacht
Luxury 3000 Yacht
Luxury 5000 Yacht
Luxury Cruiser 200
Luxurious Space Yacht
Mindabaal Custom Pleasure Yacht
Naboo H-type Yacht
Nesst Light Freighter
YB-300 Freighter
Action IV Bulk Freighter
Action V Bulk Freighter
Action VI Bulk Freighter
Rin Assid Bulk Hauler
Super Transport VII
“Flatfish” Astrogator Probe Ship
Container Train
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Zarn
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Joined: 17 Jun 2014
Posts: 698

PostPosted: Wed Jul 26, 2017 9:33 am    Post subject: Reply with quote

I pointed it out just as a common justification for a fairly low-powered weapons station other than ion cannon. However, if you wish to discuss specifics, I can do that as well.

For the Family Getabout, it wasn't intended to be on far jumps in sparsely populated systems. "The Getabout was Corellian Engineering Corporation's attempt to bring the space ship market to the common individual. It was designed to be like the average family's airspeeder, but for use between systems. The craft is basically just a people transport, and as such is not extremely roomy, nor does it have a great storage capacity. Luxury was minimized to keep the price tag within the upper-middle class of most space tech planets. It is equipped with some items to make hyperspace jumps less tedious including a music player and a small holo-chess set."

For the Med Runner, it is specifically designed for SAR in starship wreckage, and for stabilizing and transporting casualties. Shooting wreckage to bits isn't conducive for SAR. However, I do object to the lack of a tractor beam in the ship, but it isn't intended to be the ONLY ship on SAR, so ... toss-up, I guess.

For the Imperial Broadcast Ship, "Deployed as independent broadcast centers, an II-xC lacked weapons in favor for powerful broadband receivers and transceivers, and where used to quickly move in and out of a system to either relay messages to a subspace relay stations, or to eavesdrop on enemy communications." So it wasn't used as a scout or survey ship, but solely as an EW and SIGINT platform.

For the Crescent Freighter, again the lack of weapons and shields is called out as an in-universe disadvantage. "Primarily marketed as a courier and fast delivery ship, the Crescent-class freighter trades tonnage for speed: it comes equipped with a class one hyperdrive and high-speed ion drive. This is paid for in the design by shortening the cargo capacity and leaving out shields and weapons."

For the 1550-LEX Space Yacht, "While the stock yacht was without weapon systems, many 1550-LEXs were upgraded to include defensive measures." Again, the lack of weapons in the stock configuration was specifically adressed as a failing that many changed.

In fact, judging from the entries of the Luxury 2800 (the next in line after 1550-LEX), the Luxury 3000, and the Luxury 5000, it seems that SoroSuub Corporation's definition of "yacht" mostly didn't include weaponry - and only shielding. However, the Luxury 3000 does have a laser "for emergencies", and the Luxury 5000 has both a pair of heavy laser cannon as well as being a pocket carrier for up to six starfighters. I do agree that the Holocron entries for the 3000 and the 5000 do not include weapons, but the Wookieepedia entries do include weapons.

The Luxury 200 is yet another SoroSuub yacht. Ghtroc Industries' yacht entry, the Luxurious class, seems to follow SoroSuub's definition of a yacht, as does the Mindabaal and Naboo entries.

The Mindabaal one specifically mentions weaponry, "n their stock configuration, they were not equipped with weapons; however, some customers would order armament installed, such as James Ortell Donovan did with the Royal Flower."

The H-type flavor text specifically calls out Naboo culture as pacifist, though the Wookieepedia entry states, "The H-type Nubian yacht was a small yacht used by the Naboo. While not heavily armed, they were equipped with a strong deflector shield." To me, there's a difference between "not heavily armed" and "unarmed", as if the designers perhaps intended SOME weaponry - but that's speculation on my part.

For the Aavman Extravagance model 11-s space yacht, nothing much is being said about weaponry or usage other than that it was "favored by wealthy senior citizens". I don't see a medbay, or even a medical droid commonly included there, so I suppose the 11-s is somewhat unprepared for its duties.

For the Nesst class, it was intentionally called out that not being able to add weapons was a major failing of the ship. "ts major weakness was that it was not designed to carry weapons, nor did it have surplus power for adding them later (an addition intended to keep the Empire from squashing the project)."

The YB-300 is a fandom creation, as far as I can tell, based on a piece of concept art.

For the Action IV, "Even though each ship was sold without any weaponry or defensive shields built in, plenty of after-market systems could be added to the Action IV."

For the Action V, it's just described as a 'modest upgrade of the older Action IV's design'.

For the Action VI, "Action VI transports typically operated in convoys or in well patrolled areas of space. Since they lacked even the most basic forms of self-defensive measures, such as armor and weaponry, they were often prime targets for pirates and so had to rely on protection from other capital ships and starfighter escorts." As a convoy ship, its need for weaponry is limited - but it is still called out as a failing.

The Rin Assid Bulk Hauler emphasized simplicity - but was mainly used in the Corporate Sector, which had its own laws. Hypothetically, this might result in more restrictive policies for armaments - but that's speculation on my part.

The KDY Super Transport VII is yet another convoy ship, and in that context it makes sense to skimp on weaponry.

The flatfish is a dedicated low-endurance sensor platform - similar to, though not identical to the Imperial Broadcast Ship.

The Container Train is the Rendili FSCV, I'm assuming - and it's a massive force field-based ship with individual tender ships scooting back and forth. Again, it is not meant for deployment individually.

---

Of the examples you listed, one seems to be a class of ship where weaponry is rarely mounted (the yachts), one seems to be a few classes of ship where they tend to be in convoys (the larger bulk freighters, the FSCV), one is a dedicated ship role (the Med Runner), two are dedicated sensor and EW platform ships (flatfish, broadcast ship), and most of the others are ships where the lack of weaponry was called out as a design flaw.

So, to sum up - I still think it is reasonable to be able to get away with having one or possibly a twin laser cannon of moderate power and chalk it up to "navigational hazards" if one so wanted, particularly if the ship is meant to be deployed individually and in a partial 'scout' or transport configuration away from beaten paths.
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thedemonapostle
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PostPosted: Wed Jul 26, 2017 12:20 pm    Post subject: Reply with quote

few thoughts:

you doubled the flight crew size. why? Crew: 2, gunners: 2 is standard but, you have it as Crew: 4, gunners: 2

your atmospheric speed doesnt match up with your space speed. is there a reason?

youve removed the standard weapons on the shuttle, which in my opinion it was probably legally sold as a military surplus vehicle and had its weapons stripped off before the sale only other option is that it was stolen and trying to keep a stolen vehicle legal is fruitless.

the 2 heavy ion cannons, the fire control seems off, consider that http://d6holocron.com/wiki/index.php?title=Comar_f-9_Heavy_Ion_Cannon has a fire control of 4D.

you have 2 capital scale ion cannons on this shuttle. very few starfighter scale/sized ships have capital scale weaponry on them and they all have an upgraded power supply system. how do you justify putting capital scale ion cannons on a shuttle that you have labeled as a "civilian ship"? seems less defensive and more offensive to me.

you have no damaging weaponry on this ship and have justified it by saying that "Upgraded to ion cannons because civilian ships only need to disable pirates." its basically bringing tasers to a gun fight. this kind of philosophy will make you a target by many pirates, more so considering the upgrades and modifications to the ship which then makes it the prize worth attaining. drop the capital scale ion cannons and through in a couple of light laser cannons instead.

and since i cant get a good look at your drawing, the link doesnt work for me, just asks me to upgrade my account to allow 3rd party hotlinking, i cant tell if you have devoted some of your passenger converted space to accommodate the extra space required for the upgrades/modifications.

heres my take on it

Kappa Troop Shuttle
Craft: Modified Republic Sienar Systems Kappa-class Shuttle
Type: Troop Shuttle
Scale: Starfighter
Length: 35 meters
Skill: Space transports: Kappa shuttle
Crew: 2, gunners: 2
Passengers: 14
Cargo Capacity: 50 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 8
Atmosphere: 365; 1,050 km/h
Hull: 4D
Shields: 3D

Sensors:
Passive: 20/0D
Scan: 40/D
Search: 80/2D
Focus: 4/2D+2

2 Vonak Light Laser Cannon
Fire Arc: forward
Type: Light laser cannon
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Damage: 2D

2 Comar f-9 Heavy Ion Cannons
Fire Arc: Turret
Scale: Starfighter
Skill: Starship gunnery
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Fire Control: 4D
Damage: 4D (ion damage)

permit fees required for:
ion drive
each heavy ion cannon
each light laser cannon
possibly the shields
possibly the vehicle itself, since its a military vehicle
possibly for the hyperdrive, its the stock version, but govts are greedy and controlling by default

as someone thats played quite a few pirates in star wars, i will tell you this, anyone that pisses them off, loses the target of opportunity label and become enemy number 1...
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I'm a pirate, need I say more?

d6holocron.com: Thedemonapostle

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ForbinProject
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Joined: 16 May 2016
Posts: 318

PostPosted: Wed Jul 26, 2017 2:00 pm    Post subject: Reply with quote

thedemonapostle wrote:
few thoughts:

you doubled the flight crew size. why? Crew: 2, gunners: 2 is standard but, you have it as Crew: 4, gunners: 2


An engineer/tech to do maintenance/repairs, and the other guy is an extra hand to deal with passengers like a steward, and serve as an extra gun/security for those shadier jobs.

Quote:
your atmospheric speed doesnt match up with your space speed. is there a reason?


I screwed up and forgot to change the atmo airspeed.

Quote:
youve removed the standard weapons on the shuttle, which in my opinion it was probably legally sold as a military surplus vehicle and had its weapons stripped off before the sale only other option is that it was stolen and trying to keep a stolen vehicle legal is fruitless.


Ship is legally rebuilt and customized/upgraded.

Quote:
the 2 heavy ion cannons, the fire control seems off, consider that http://d6holocron.com/wiki/index.php?title=Comar_f-9_Heavy_Ion_Cannon has a fire control of 4D.

you have 2 capital scale ion cannons on this shuttle. very few starfighter scale/sized ships have capital scale weaponry on them and they all have an upgraded power supply system. how do you justify putting capital scale ion cannons on a shuttle that you have labeled as a "civilian ship"? seems less defensive and more offensive to me.

you have no damaging weaponry on this ship and have justified it by saying that "Upgraded to ion cannons because civilian ships only need to disable pirates." its basically bringing tasers to a gun fight. this kind of philosophy will make you a target by many pirates, more so considering the upgrades and modifications to the ship which then makes it the prize worth attaining. drop the capital scale ion cannons and through in a couple of light laser cannons instead.


I'm using the Star Wars D6 Ship Price Calculator to get weapon stats,& make builds and it gave me the 2D Fire control, as well as allowed the Capital weapons as part of the build.


Quote:
and since i cant get a good look at your drawing, the link doesnt work for me, just asks me to upgrade my account to allow 3rd party hotlinking, i cant tell if you have devoted some of your passenger converted space to accommodate the extra space required for the upgrades/modifications.


Sorry bout the hotlinking issue. And I didn't think of devoting extra space for the upgrade/mods.

Quote:
heres my take on it

Kappa Troop Shuttle
Craft: Modified Republic Sienar Systems Kappa-class Shuttle
Type: Troop Shuttle
Scale: Starfighter
Length: 35 meters
Skill: Space transports: Kappa shuttle
Crew: 2, gunners: 2
Passengers: 14
Cargo Capacity: 50 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 8
Atmosphere: 365; 1,050 km/h
Hull: 4D
Shields: 3D

Sensors:
Passive: 20/0D
Scan: 40/D
Search: 80/2D
Focus: 4/2D+2

2 Vonak Light Laser Cannon
Fire Arc: forward
Type: Light laser cannon
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Damage: 2D

2 Comar f-9 Heavy Ion Cannons
Fire Arc: Turret
Scale: Starfighter
Skill: Starship gunnery
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Fire Control: 4D
Damage: 4D (ion damage)

permit fees required for:
ion drive
each heavy ion cannon
each light laser cannon
possibly the shields
possibly the vehicle itself, since its a military vehicle
possibly for the hyperdrive, its the stock version, but govts are greedy and controlling by default

as someone thats played quite a few pirates in star wars, i will tell you this, anyone that pisses them off, loses the target of opportunity label and become enemy number 1...


Thanks. Your take looks nice.
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