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Author Topic:   Light Escort Carrier.
BGKnight44
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Posts: 359
Registered: Dec 1999

posted 23 March 2000 10:46 PM     Click Here to See the Profile for BGKnight44   Click Here to Email BGKnight44     Edit/Delete Message   Reply w/Quote
This is an idea I've been batting around, for the journal and my campaigns. I got the idea when I first saw the Auxillary Carrier over at Wing Commander Luna's page.

KDY has been both a leader and a follower. After the great succeses of the Assassin Corvette and the Auxillary Carrier, both constructed by CEC, KDY officials decided to make their own entry into the starfighter carrying escort market. KDY took the basic Star Galleon hull and added several small features to alter it's role in escorting.

Unforunately KDY didn't change the design enough. Not many structural changes were made to the ship, except that the cargo pod area is now filled with bulkheads and the blastdoors used to turn the ship into a maze no longer exist. Severals weapons were added and the sheilds were also upped slightly. All these changes really didn't effect it's role too much, but what killed the ship was it's starfighters. The ship was only able to carry 8 TIEs and 2 shuttles, generally Lambda's. There were also problems with the launching and retreval of the starfighters. Inadiquate flight control facilities left the job of organizing the landings and take offs up to the squadron commander or the bridge crew. Also the hangar had no magcon field and thus had to be repressurized after every flight. And the lack of addiquate flight crews left the TIE's and shuttles in disrepair.

Craft: KDY's Star Galleon
Type: Cargo/escort carrier/frigate.
Scale:Capital
Length:300 meters
Skill:CSP:Imperial Star Galleon
Crew:210, gunners: skeleton:90/+10
Crew skill: varies
Passengers:100(20 flight crew,60 troops,20 general)
Cargo:20,000 metric tons
Consumables: 6 months
Hyperdrive multiplier:x2
Hyperdrive backup:x15
Nav:yes
Maneuverability:1d
Space:3
Hull:5d+2
Shields:2d+2
Sensors:
15/1d
45/1d+1
90/2d
3/2d+1
Weapons:
Ten Turbolasers
Fire arc:5 left, 5 right
Crew:2
Skill:CSG
Fire Control:3d
Space range:3-15/35/75
Atmosphere:6-30/70/150km
Damage:4d
Six Quadlaser Cannons
Arc:1 left, 1 right, 2 dorsal turret, 2 ventral turret
Skill:SFG
Crew:1
Fire Control:2d+1
Space:1-3/12/15
Atmosphere:100-300/1.2/2.5km
Damage:4d+1
Ship compliment:
8 TIE fighters
2 Light shuttles

Ok everyone, time to hit the rant button and tell me what to change. That's what i posted it for, so let me have it, not too severally though.

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"Ancient weapons and hokey relegions are no match for a good spork at your side!"
Will Cilvik
Bgknight44@aol.com
AOL SN BGKnight44
Bgknight66@mad.scientist.com

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Kayle Skolaris
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Posts: 674
Registered: Feb 2000

posted 23 March 2000 10:54 PM     Click Here to See the Profile for Kayle Skolaris   Click Here to Email Kayle Skolaris     Edit/Delete Message   Reply w/Quote
Hmph... How about this... The Star Galleon has a detachable cargo pod as part of its design. In case of attack if it looks like the ship will be taken the pod can be jettisoned and it jumps to hyperspace to escape the attackers. Now with this design we replace the cargo pod with a dedicated hangar bay. It couldn't carry as many fighters as an Imperial Escort Carrier, 36 TIEs at most, but if we dedicate this ship as a Heavy Fighter Carrier and give it a load of 18 Skiprays...

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Suspenders of Disbelief: For When the Harsh Weight of Reality Threatens to Drag the Trousers of Our Imagination Down to the Unforgiving Floor of Mundanity!

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Thrawn
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Posts: 125
Registered: Feb 2000

posted 24 March 2000 06:04 AM     Click Here to See the Profile for Thrawn   Click Here to Email Thrawn     Edit/Delete Message   Reply w/Quote
I would agree with Kayle, and besides but som more quad laser on it if its mission profile is Escort. Pirates and roques, don't use many cap ships, but instead fighters, like the Y-wing.

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Kayle Skolaris
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Posts: 674
Registered: Feb 2000

posted 24 March 2000 11:55 PM     Click Here to See the Profile for Kayle Skolaris   Click Here to Email Kayle Skolaris     Edit/Delete Message   Reply w/Quote
After conversing with BG and doing some thinking, this is my version of a failed escort carrier. It is, of course, no longer a LIGHT escort carrier, but this IS my version...

Craft: KDY's Super Carrier XI
Type: Heavy Escort Carrier
Scale: Capital
Length: 840 meters
Skill: Capital Ship Piloting
Crew: 420 or 840 depending on fighter complement, Gunners: 60, Skeleton: 73/+15
Crew Skill: Astrogation: 3D+2, Capital Ship Gunnery: 4D, Capital Ship Piloting: 4D+1, Capital Ship Shields: 3D, Sensors: 3D+2, Starship Gunnery: 3D+1
Cargo Capacity: 500 metric tons
Consumables: 1 year
Cost: 80 million credits
Hyperdrive Multiplier: x3
Hyperdrive Backup: x20
Nav Computer: Yes
Maneuverability: 0D
Space: 4
Hull: 4D
Shields: 1D+2
Sensors:
Passive: 30/1D
Scan: 40/2D
Search: 50/2D+2
Focus: 4/3D
Weapons:
24 Quad Laser Cannons
Fire Arc: 6 Front, 6 Left, 6 Right, 6 Back
Crew: 2 Each
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

6 Twin Laser Cannons
Fire Arc: 1 Front, 2 Left, 2 Right, 1 Back
Crew: 2 each
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 3D

Support Craft:
2 Wings (144) of TIE-series craft

or

1 Wing of other models of fighter, including Skiprays

and 6 Shuttlecraft

Capsule: A rare failure for KDY, the Super Carrier XI was constructed in response to requests by certain factions of the admiralty, led mainly be Admiral Drez, for a larger version of KDY's standard Escort Carrier. Due to insufficient funding and interest from the rest of the admiralty, the result was largely unsatisfactory, and only a few thousand vessels of the class were ever commissioned into the Imperial Navy.

Based on the spaceframe of the Super Transport XI, the Super Carrier XI has several marked improvements over the Super Transport implemented to make it a viable combat ship. Even so, the vessel is barely combat worthy with only a half dozen anti-capital ship twin laser cannons. Its anti-starfighter defenses are somewhat better, mounting 24 of the quad laser cannons found on the Lancer-Class Frigate. The hull has been strengthened slightly from the original design and a rather anemic shield generator has been installed. The main ion drives have been upgraded slightly, but the hyperdrive units are still as slow as ever. The sensor package is also stock for the original design. The design team assigned to build the ship had intended to install a series of maneuvering thrusters, but only got as far as mounting the drive spars and support pylons before funding ran out. As such the ship moves with all the grace of a drunken bantha. The main reason any ships of the class were purchased at all, and the only real saving grace of the design, are the massive hangar bays. Able to accomodate two full wings of TIEs or one wing of Skiprays, these ships are able to deliver massive amounts of fighter support to any conflict they are involved in. Due to their unprecedented capacity for massed Skipray deployment, over 78% of the Super Carriers used by the Imperial Navy are stocked entirely with Skipray Blastboats. Due to the weak combat ability of the carrier, standard doctrine has one squadron of Skiprays assigned to guard the ship any time fighter deployment is called for. Though a failure with the Imperial Navy, KDY has secured permission to market the Super Carrier XI on the Independent Market. The vessel has been recieved with much more enthusiasm by planetary militias due to its ability to serve as a mothership for planetary fighter corps. Since the the vast majority of worlds have no more than two or three squadrons of fighters anyway, these ships more than meet the needs of most worlds. They are also quite useful for intimidation purposes, as raiders rarely expect a single Outer Rim world to have a ship nearly the size of a Victory-Class Star Destroyer guarding it! Experienced pirates know that these vessels are weakly defended, but many neophyte raiders will turn tail and run rather than confront so massive a ship in combat.

Modification Notes: Due to the mounting of drive spars and support pylons for a maneuvering system, anyone able to acquire the parts (a Moderate Bargain roll can get them for 2 million credits, a Difficult Con roll can lower that price to 500,000 credits) can install maneuvering thrusters on the vessel greatly improving its combat worthiness. Actual installation requires 3 weeks of work and either a Very Difficult Capital Ship Repair roll or a Moderate Capital Ship Engineering roll. The thrusters will provide a between 1D+1 and 2D+1 maneuverability depending on the quality and power of the units installed.

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Suspenders of Disbelief: For When the Harsh Weight of Reality Threatens to Drag the Trousers of Our Imagination Down to the Unforgiving Floor of Mundanity!

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Kayle Skolaris
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Posts: 674
Registered: Feb 2000

posted 24 March 2000 11:56 PM     Click Here to See the Profile for Kayle Skolaris   Click Here to Email Kayle Skolaris     Edit/Delete Message   Reply w/Quote
So what do you think?

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Suspenders of Disbelief: For When the Harsh Weight of Reality Threatens to Drag the Trousers of Our Imagination Down to the Unforgiving Floor of Mundanity!

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BGKnight44
Trooper

Posts: 359
Registered: Dec 1999

posted 25 March 2000 12:09 PM     Click Here to See the Profile for BGKnight44   Click Here to Email BGKnight44     Edit/Delete Message   Reply w/Quote
Well Kayle, it's a sweet failure!
lol
pretty good job.

------------------
"Ancient weapons and hokey relegions are no match for a good spork at your side!"
Will Cilvik
Bgknight44@aol.com
AOL SN BGKnight44
Bgknight66@mad.scientist.com

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