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Alternate Intersector Sloop Stats
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Dr. Bidlo
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PostPosted: Sat Dec 18, 2021 6:22 pm    Post subject: Alternate Intersector Sloop Stats Reply with quote

I had created stats for Fractalsponge's Intersector-class sloop before seeing those proposed by CRMcNiell. After seeing his stats, I did adjust some of the stats for my Intersector, however. See the stats below:

Craft: Intersector-class sloop
Type: Patrol craft
Scale: Starfighter
Length: 76 meters
Skill: Space transports: Intersector-class sloop
Crew: 6, skeleton: 2/+10
Gunners: 10
Passengers: 12 (troops), 12 (prisoner cells)
Starfighters: None
Support Craft: None
Ground Vehicles: None
Cargo Capacity: 250 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Turn Angle: 15º
Turns: 6/4/2/1/0
Space: 0/4/8/16/32
Atmosphere: 0/182/365/730/1,460
Hull: 5D+2
Shields: 2D
Shields Backup: 0D
Waveform Transmitters: 1 front, 1 back, 1 left, 1 right
Auxiliary Power: 1D
Sensors:
Passive: 60/0D
Scan: 120/1D
Search: 180/2D
Focus: 4/3D
Weapons:
2 Twin Light Turbolaser Cannons
Fire Arc: turret
Crew: 2
Skill: Starship gunnery
Fire Control: 0D
Space Range: 2-10/25/50
Atmosphere Range: 200-1 km/2.5 km/5 km
Fire Rate: ¼ / ½
Damage: 8D/7D
4 Quad Laser Cannons
Fire Arc: turret
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2 km/2.5 km
Fire Rate: 1/2/4
Damage: 6D/5D/4D
12 Concussion Missile Tubes (may be fire-linked)
Fire Arc: front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 100/300/700
Fire Rate: ½
Damage: 8D
1 Tractor Beam Projector
Fire Arc: front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 100-200/500/1 km
Damage: 5D

I have used the sensors from the TIE/rc, but doubled all Sensors ranges except for Focus, as I have been doing for all my ships. I modified the range of the turbolasers and Fire Control to match the other example, but decreased the Fire Rate to reflect the huge energy draw on the ship for such powerful light turbolasers for a smaller craft.

Also note, the Waveform Transmitters are for some house rules I use for Shields based on the 1st Edition Rules Companion. In the case of the speed (Space and Atmosphere), the speed directly corresponds with the matching option for the number of turns the ship can make during its turn at the angle indicated. Ships can turn sharper than this (unless travelling at all-out speed), but it would be considered a maneuver.

Weapons that have multiple Fire Rates and Damages work similarly. The damage code directly corresponds with the Fire Rate in the same relative position. This is to indicate fire linking of weapons where there are double, quad, or battery weapons.

Shield back-ups are fairly self explanatory and operate as described for some of the Mon Cal ships. Auxiliary Power is the additional dice "power" that is available to be transferred to any other system or to boost a damaged system.

I wasn't going to post these stats as they are very similar to the original, but was encouraged to do so just as a discussion point and because... why not?


Last edited by Dr. Bidlo on Sun Dec 19, 2021 1:53 am; edited 1 time in total
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Inquisitor1138
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PostPosted: Sat Dec 18, 2021 9:14 pm    Post subject: Reply with quote

I Like it! Adding it to my SWG/SWU as another model of the class!
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Inquisitor1138
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PostPosted: Tue Dec 21, 2021 12:16 pm    Post subject: Re: Alternate Intersector Sloop Stats Reply with quote

Dr. Bidlo wrote:
-snip-
Turn Angle: 15º
Turns: 6/4/2/1/0
Space: 0/4/8/16/32
Atmosphere: 0/182/365/730/1,460
--snip--
Also note, the Waveform Transmitters are for some house rules I use for Shields based on the 1st Edition Rules Companion. In the case of the speed (Space and Atmosphere), the speed directly corresponds with the matching option for the number of turns the ship can make during its turn at the angle indicated. Ships can turn sharper than this (unless travelling at all-out speed), but it would be considered a maneuver.
---snip---

Would you min clarifying these details for me please? These are the only parts where you've lost me...
To at least partly explain where i'm coming from, here is an excerpt from my Revised & Expanded Speed Chart:
Quote:

0D 0 195; 560 kmh
0D+2 1 210; 600 kmh Nebulon-S Racer(swoop), Nebulon-S Racer(swoop), Rin Assid Bulk Haule
1D 2 225; 650 kmh Action IV Bulk Freighter, Action V, Action VI, Gallofree Yards Transport
1D+2 3 260; 750 kmh W-23 Space Barge, HT-2200 Medium Freighter, CE-2 Transport, Star Galleon
2D 4 280; 800 kmh Stock YT-1300, Victory I SD, Nebulon-B Frigate, Bulk Cruisers
2D+2 5 295; 850 kmh Toscan 8-Q ftr, Lambda-class Shuttle, Tydirium, Lancet Aerial Artillery
3D 6 330; 950 kmh B-wing, CloakShape Ftr, Svelte-cl Imp Shtl, CR90 Corvette, MC80 Cruiser, Rebel Assault Frigate
3D+2 7 350; 1,000 kmh Corellian Gunship, Y-wings, Z-95 Headhunter, B-wing/E2, Sentinel-cl LS
4D 8 365; 1,050 kmh ARC-170 ftrs, X-wings, Tri-fighters, TIE/sh Shuttles, Providence-class Carriers
4D+2 9 400; 1,150 kmh I-7 Howlrunner, Scimitar Assault Bomber, Hornet Int, Guardian-class LC
5D 10 415; 1,200 kmh TIE/ln Fighter, TIE/rc Recon, TIE/D droid ftr, Delta-7 Aetherspite, TIE Advanced x1
5D+2 11 435; 1,250 kmh TIE Interceptor, E-wing, StarViper Assault Ftr*
6D 12 450; 1,300 kmh A-wing Int, A-9 Vigilance Int, TIE Avenger[?], T-wing Int, T-65AC4 X-wing
6D+2 13 470; 1,350 kmh TIE Phantom Type I, T-65XJ X-wing
7D 14 485; 1,400 kmh TIE Defender Type I, T-65XJ2 X-wing
7D+2 15 505; 1,450 kmh Alpha-3 Nimbus-class V-wing Int, T-65XJ3 X-wing
8D 16 520; 1,500 kmh [end WEG chart] Storm IV & Talon I Cloud Cars, Eta-2 Actis Int(Jedi/Sith Int), TIE Phantom Type II(517 ; 1,490 kmh)
8D+2 17 540; 1,550 kmh [my extension]
9D 18 555; 1,600 kmh
9D+2 19 575; 1,650 kmh
10D 20 590; 1,700 kmh TIE Defender Type II(581; 1,680 kmh)
10D+2 21 610; 1,750 kmh

I will post my complete chart in a new thread later; i tried a few days ago but my computer crashed as i was coding/formatting it, and the work was lost.
Anywho, as you can see i only took the chart as far as space 21, and had nothing faster than the TIE Defender Type II.
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Dr. Bidlo
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PostPosted: Tue Dec 21, 2021 2:08 pm    Post subject: Reply with quote

This ties in to some of my house rules, so perhaps it would have been better to leave off, but here goes...

I have a new stat called Turn Angle. This is the degree angle a ship can make when making a turn as a free action during movement. The Turn Angle is directly tied to the ship's maneuverability.

Maneuverability - Turn Angle
0D to +2 - 5°
1D to 1D+2 - 10°
2D to 2D+2 - 15°
3D to 3D+2 - 20°
4D+ - 25°

The number of turns a ship can make during the move as a free action is determined by the speed (level) of the ship.

Speed - Number of Turns
Stopped - 6 Turns (at the Turn Angle of the ship)
Cautious - 4
Cruise - 2
High Speed - 1
All-out - 0

So, in order to more easily convey this in my own games, I broke down the different speed level and the ship sheet separated by "/" to correspond with the number of Turns that ship could take during movement.

Ships can Turn more than this, but it requires a piloting test as determined by the RAW, and of course a ship traveling all-out speed can not turn or make any maneuvers at all.

Feel free to ignore these details and use Space 8 and Atmosphere 365 for the Intersector.

Does that answer your questions?
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Inquisitor1138
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PostPosted: Tue Dec 21, 2021 2:34 pm    Post subject: Reply with quote

Dr. Bidlo wrote:
This ties in to some of my house rules, so perhaps it would have been better to leave off, but here goes...

I have a new stat called Turn Angle. This is the degree angle a ship can make when making a turn as a free action during movement. The Turn Angle is directly tied to the ship's maneuverability.

Maneuverability - Turn Angle
0D to +2 - 5°
1D to 1D+2 - 10°
2D to 2D+2 - 15°
3D to 3D+2 - 20°
4D+ - 25°

The number of turns a ship can make during the move as a free action is determined by the speed (level) of the ship.

Speed - Number of Turns
Stopped - 6 Turns (at the Turn Angle of the ship)
Cautious - 4
Cruise - 2
All-out - 0

So, in order to more easily convey this in my own games, I broke down the different speed level and the ship sheet separated by "/" to correspond with the number of Turns that ship could take during movement.

Ships can Turn more than this, but it requires a piloting test as determined by the RAW, and of course a ship traveling all-out speed can not turn or make any maneuvers at all.

Feel free to ignore these details and use Space 8 and Atmosphere 365 for the Intersector.

Does that answer your questions?

Mostly. So "Space: 0/4/8/16/32" is different moves per speed x, because at 1st glance it looked like you had a space 32 super-fast ship.
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Dr. Bidlo
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PostPosted: Tue Dec 21, 2021 4:29 pm    Post subject: Reply with quote

Correct - it is only Space 8, not 32!
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Inquisitor1138
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PostPosted: Tue Dec 21, 2021 6:44 pm    Post subject: Reply with quote

Dr. Bidlo wrote:
Correct - it is only Space 8, not 32!

Good to know! Thank you!
Maybe modify the notation? Say, "Space: 8 {0/4/8/16/32}"? or something, with Game Notes: special rules Turning/moves?
That would make it clear to ppl who are unfamiliar to it.

On another note, i have seen the term 'RAW' mentioned a lot; what is it?
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Dr. Bidlo
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PostPosted: Tue Dec 21, 2021 10:44 pm    Post subject: Reply with quote

I will repost a clean version without my house rules added. RAW is "Rules as Written."
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Dr. Bidlo
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PostPosted: Tue Dec 21, 2021 10:47 pm    Post subject: Re: Alternate Intersector Sloop Stats Reply with quote

Here is the clean version free of house rule influences.

Craft: Intersector-class sloop
Type: Patrol craft
Scale: Starfighter
Length: 76 meters
Skill: Space transports: Intersector-class sloop
Crew: 6, skeleton: 2/+10
Gunners: 10
Passengers: 12 (troops), 12 (prisoner cells)
Starfighters: None
Support Craft: None
Ground Vehicles: None
Cargo Capacity: 250 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Space: 8
Atmosphere: 365
Hull: 5D+2
Shields: 2D
Sensors:
Passive: 30/0D
Scan: 60/1D
Search: 90/2D
Focus: 4/3D
Weapons:
2 Twin Light Turbolaser Cannons
Fire Arc: turret
Crew: 2
Skill: Starship gunnery
Fire Control: 0D
Space Range: 2-10/25/50
Atmosphere Range: 200-1 km/2.5 km/5 km
Fire Rate: ¼
Damage: 8D
4 Quad Laser Cannons
Fire Arc: turret
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2 km/2.5 km
Fire Rate: 1
Damage: 6D
12 Concussion Missile Tubes (may be fire-linked)
Fire Arc: front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 100/300/700
Fire Rate: ½
Damage: 8D
1 Tractor Beam Projector
Fire Arc: front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 100-200/500/1 km
Damage: 5D
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Whill
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PostPosted: Tue Dec 21, 2021 11:23 pm    Post subject: Reply with quote

Thanks for sharing!
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Dr. Bidlo
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PostPosted: Wed Dec 22, 2021 12:02 am    Post subject: Reply with quote

https://i.imgur.com/Iz2Oakl.jpeg

I was trying to post an image, but obviously it is not working...
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Inquisitor1138
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PostPosted: Wed Dec 22, 2021 9:15 am    Post subject: Reply with quote

Thanks again, Dr. Bidlo! I appreciate it!
Thanks for explaining your house rule to me.
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