The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

New ships.
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech -> New ships. Goto page Previous  1, 2, 3  Next
View previous topic :: View next topic  
Author Message
Dromdarr_Alark
Commander
Commander


Joined: 07 Apr 2013
Posts: 426
Location: Boston, MA

PostPosted: Sat May 24, 2014 2:17 pm    Post subject: Reply with quote

garhkal wrote:
Yup. Some source books for 1e iirc listed a wings as having either the jammers or concussion missiles.


I never knew that. Thanks for enlightening me.
_________________
"I still wouldn't have a roll for it - but that's just how I roll."
Back to top
View user's profile Send private message
denderan marajain
Lieutenant Commander
Lieutenant Commander


Joined: 13 May 2014
Posts: 213
Location: Vienna, Austria

PostPosted: Sun May 25, 2014 12:56 pm    Post subject: Reply with quote

garhkal wrote:
I keep them in an open office word based document.


Would you share it?
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14021
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun May 25, 2014 3:40 pm    Post subject: Reply with quote

PM me your email addy. i don't have an account with any file sharing sites to do it that way.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2684
Location: Online

PostPosted: Sun Feb 08, 2015 11:16 pm    Post subject: Reply with quote

Having looked at these ships, they are very interesting, when I tried to make them as separate stat blocks, I hated them =) Would you mind posting separate stat blocks for me? Or else share the files? Greatly appreciated.
_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Back to top
View user's profile Send private message Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14021
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Feb 09, 2015 1:49 am    Post subject: Reply with quote

Unfortuantely they are in one big word doc.. Not separate files.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
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: Mon Feb 09, 2015 2:21 am    Post subject: Reply with quote

garhkal wrote:
Unfortuantely they are in one big word doc.. Not separate files.

Cut-and-paste?
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14021
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Feb 09, 2015 4:59 pm    Post subject: Reply with quote

Didn't take me that long (around an hour). So send me your email!
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
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 Nov 24, 2017 4:38 pm    Post subject: Re: New ships. Reply with quote

garhkal wrote:
Tsunami
Craft: Mon Calamari MBC120
Type: Battle cruiser
Scale: Capital
Length: 6,600 meters
Skill: Capital ship piloting
Crew: 37,608, Gunners 892. Skeleton 9,775/+10
Crew skill: Astrogation 5d, Capital ship gunnery 5d+1, Capital ship piloting 5d+2, Capital ship shields 5d, Capital ship repair 5d+1, Capital ship weapons repair 4d+2, Sensors 5d, Starship gunnery 5d
Passengers: 4000 (including 2200 troops) + Pilots for the fighters
Cargo capacity: 75,000 metric tons
Consumables: 5 years
Hyper drive: X1
Back up hyper drive: X8
Nav computer: yes, and also has a back up of the database.
Space: 5
Atmospheric: 300:650kmh (used usually for take off after ship is finished being built)
Maneuverability: 1D+1
hull: 10d
Shields: 5d (with the standard Mon cal 6d of back-ups)
Sensors: passive 70/1d, scan 140/2d, search 210/3d, focus 25/4d
Weapons:
250 turbolaser batteries
Fire arc: 50 forward, 80 left, 80 right, 40 rear
Crew: 1 (80), 2 (140), 3 (30)
Skill: Capital ship gunnery
Fire control: 2d
Space range: 3-20/40/80
Atmospheric range: 3-20km/40km/80km
Damage: 5d

120 Ion cannon batteries
Fire arc: 20 forward, 50 left, 50 right
Crew: 1 (90), 6 (30)
Skill: Capital ship gunnery
Fire control: 3d
Space range: 1-12/24/50
atmospheric range: 1-12km/24km/50km
Damage: 4d

30 tractor beam projectors
Fire arc: 6 forward, 8 right, 8 left, 3 top, 3 bottom, 2 rear
Crew: 1 (16), 2 (8), 4 (8)
Skill: Capital ship gunnery
Fire control: 1d+2
Space range: 1-5/15/30
Atmospheric range: 2-10km/30km/60km
Damage: 4d

4 Grav well projectors
Fire arc: NA
Crew: 12 (4)
Skill: Capital ship gunnery
Fire control: 4d+2
Range: 1-5/15/30
Damage: Special

48 Quad laser turrets
Fire arc: 12 forward, 16 left, 16 right, 4 rear
Crew: 1
Scale: star fighter
Skill: Starship gunnery
Fire control: 3d
Range: 1-4/8/16
Damage: 4d+2


Carries 5 full wings of star fighters (25 squadrons) and 8 YT transports.
8 Squadrons of X-wings, 6 Squadrons of E-wings, 5 Squadrons of K-wings, 3 Squadrons each of A and B-wings

Capsule: Developed as a one off by the republic high council secretly (AS possible), just after the Corellian incident, this was to be the answer to many problems. Sporting nearly as much firepower as the executor class super star destroyers, but with the familiar Mon cal look, the Tsunami was magnificent. And, due to the technological ways of the Mon Cal, it's crew is just above a standard ISD in number.
Then the Cammassi / bothan problems hit. With the resultant peace accord with the Imperial remnant, as well as the resultant public backlash when news of this construction, became public knowledge, the ship was "mothballed".
For note, this was not (for obvious reasons) constructed on Mon Calamari, in fact the name of it's 'home planet' is sealed up so tight in the republic info banks, that it would take even Ghent 4 years to try and crack into the database to find.
With the recent fall of Coruscant, several dozen former high council members are calling for it's immediate return to active duty. All it needs is a crew.

That's a lot to wade through to find one stat. So what exactly would you like me to do with it?
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14021
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Nov 25, 2017 2:56 am    Post subject: Reply with quote

If you was to switch it to using your new scale AND weaponry, what it would look like.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
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 Nov 25, 2017 11:19 am    Post subject: Reply with quote

garhkal wrote:
If you was to switch it to using your new scale AND weaponry, what it would look like.

My biggest question would be, what do you see this thing being equal to? Under the RAW stats, this thing has a Hull equal to a Super-Class, despite being 1,400 meters shorter. By comparison, an MC80 is 6D Hull to the ISD's 7D at 400 meters shorter.

Add to that the fact that my version of the SSD has been bumped up to the 19,000 meter length indicated by films and the SWTC, with stats increased to match. I decreased its Hull to 8D, but increased its Scale by 4D, which is a net gain of +2D, essentially a 12D Capital Ship-Scale Hull under WEG's system.

I've never actually set a dividing line between Destroyer and Dreadnought Scale, but it's somewhere between 3,000-4,000 meters, which puts this baby well into Dreadnought-Scale. Since I'm planning on using the WEG Super-Class stats as a baseline to stat out fractalsponge's Bellator-Class, I could make yours roughly on par with that...
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14021
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Nov 25, 2017 6:10 pm    Post subject: Reply with quote

Well this was wrote long before we started seeing all the hupla about the 8k vs 18k SSD issue.. So at the time, i was thinking it was comparable.. BUT at 6.6k its now equivelant to 7 ISDs..
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
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 Nov 25, 2017 6:24 pm    Post subject: Reply with quote

garhkal wrote:
Well this was wrote long before we started seeing all the hupla about the 8k vs 18k SSD issue.. So at the time, i was thinking it was comparable.. BUT at 6.6k its now equivalent to 7 ISDs..

I'm guessing more like 6x an MC80...
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
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: Mon Nov 27, 2017 12:00 am    Post subject: Reply with quote

So, leaving out the background and the small craft complement (I'm not sure where you're getting 5-squadron wings from), it would look something like so...


MC120-Class Super Star Cruiser

Craft: Mon Calamari MC120 Star Cruiser
Type: Super Star Cruiser
Scale: Dreadnought (+16D)
Length: 6,600 meters
Skill: Capital Ship Piloting: MC120
Crew: 37,156 (1,230 @ +10) & 2,632 Gunners
Crew Skill:*
Astrogation 5D
Gunnery 5D+1
Piloting 5D+2
Repair 5D+1
Shields 5D
Sensors 5D
*Mon Cal Star Cruisers are configured to provide Mon Calamari with their +1D bonus for being in moist environments. This bonus in addition to the skills levels listed.
Passengers: 2,200 (troops), 1,800 (other)
Small Craft Complement:
--# Starfighters (# Squadrons)
--# Light Freighters
--12-24 utility craft
--6 MCB-Class Landing Barges and 24 MCM-Type Multi-Role Utility Shuttles in Semi-Recessed Hull Docking Points
Cargo Capacity: 75,000 metric tons
Consumables: 5 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 3D
Space: 5
Atmosphere: 300; 865 kph
Hull: 5D
Shields: 4D*
*Mon Cal Star Cruisers have 4D of Backup Shields. If a D of Shields is lost, the shield operators may bring up a D of Backup Shields to replace it (requires an Easy Shields roll). No more than 3D of Shields may be used at a time.
Sensors:
Passive 70/1D
Scan 140/2D
Search 210/3D
Focus 25/4D
Weapons:
96 Heavy Turbolaser Batteries (Fire Separately)
Fire Arc: 16 Front, 32 Left, 32 Right, 16 Rear
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Damage: 7D
48 Heavy Ion Cannon (Fire Separately)
Fire Arc: 24 Front, 12 Left, 12 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Damage: 6D (ionization)
288 Turbolaser Batteries (Fire Separately)
Fire Arc: 48 Front, 96 Left, 96 Right, 48 Rear
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Damage: 6D
144 Ion Cannon (Fire Separately)
Fire Arc: 24 Front, 48 Left, 48 Right, 24 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Damage: 4D (ionization)
240 Quad Laser Cannon (Fire Separately)
Fire Arc: 60 Front, 60 Left, 60 Right, 60 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
60 Tractor Beam Projectors
Fire Arc: 18 Front, 18 Left, 18 Right, 6 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
Damage: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
4 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 Interdictor 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.

_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14021
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Nov 27, 2017 4:16 pm    Post subject: Reply with quote

Now that looks much better.
And i was remembering reading on one of the SWwiki sites that rebels had 5 fighters to a wing, 6 for imperials. And as it was made initially to be comparable, to the SSD i thought make it similar in @ of squadrons..
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
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: Mon Nov 27, 2017 5:01 pm    Post subject: Reply with quote

garhkal wrote:
Now that looks much better.
And i was remembering reading on one of the SWwiki sites that rebels had 5 fighters to a wing, 6 for imperials. And as it was made initially to be comparable, to the SSD i thought make it similar in @ of squadrons..

If it did, it wasn't it wasn't a WEG-based wiki. Per several WEG Sourcebooks, Alliance Fighter Wings are composed of 3 squadrons.

As an aside, the larger Alliance fighters may take up the same amount of deckspace as would a wing composed of the smaller, taller TIEs. I could easily picture a system where fighters, shuttles and the like take up a certain number of "deck slots" based on their size, with TIEs taking up 1, X-Wings and Y-Wings taking 2, B-Wings and Lambda Shuttles taking 3, YT-1300 Freighters and assault shuttles taking up 4, and so on and so forth.

So, an Imperial Fighter wing would use 72 deck slots to park 72 Fighters, while an Alliance Fighter Wing would use 72 deck slots to park 36 Fighters.
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech All times are GMT - 4 Hours
Goto page Previous  1, 2, 3  Next
Page 2 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0