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D6 Stats for Fractalsponge Projects
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Dr. Bidlo
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Joined: 24 Nov 2021
Posts: 438
Location: Arizona, USA

PostPosted: Wed Apr 06, 2022 2:13 pm    Post subject: Reply with quote

CRMcNeill wrote:
If you're a fan of the AT-PT, you're in for a treat, the Fractalsponge AT-PT. I'll be adding an image link and updating the stats momentarily.

Also, Fractal is doing some very exciting things with the AT-ACT from Rogue One, reimagining it as a combat engineering vehicle for walker formations. The internal bay can carry self-deploying hard-light bridge modules for crossing large gaps, or a tractor beam projector that can be used for obstacle clearance or vehicle recovery.


The AT-PT is one of my all time non-movie vehicles, buy I have never loved the WEG stats for it because it was just a scaled down version of the AT-ST which thought was itself too weak as far as its body strength was concerned. I am curious to see your take on the AT-PT.

As far as Fractalsponge's work, it is always top notch, but he never shows his land vehicles from the top down perspective, so I cannot use them in my online map-based games. I have requested it on several posts but the requests do not seem to have been regarded, unfortunately.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Apr 06, 2022 3:11 pm    Post subject: Reply with quote

Dr. Bidlo wrote:
The AT-PT is one of my all time non-movie vehicles, buy I have never loved the WEG stats for it because it was just a scaled down version of the AT-ST which thought was itself too weak as far as its body strength was concerned. I am curious to see your take on the AT-PT.

There's a limit to how tough you can make the AT-PT before it starts crowding the AT-ST in terms of Body Strength. I've already done stats, but made a slight name change from Personal Transport to Patrol Vehicle. Of course, since I redid the grenade launcher stats on the AT-ST and -ST/a, I'll need to revise the AT-PV's stats since it has the same weapon.

Quote:
As far as Fractalsponge's work, it is always top notch, but he never shows his land vehicles from the top down perspective, so I cannot use them in my online map-based games. I have requested it on several posts but the requests do not seem to have been regarded, unfortunately.

Are you on the Discord at all? It's a great place to talk to Fractal directly. Either that or you can comment on his Personal Commissions page.
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"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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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Apr 06, 2022 5:34 pm    Post subject: Reply with quote

@Dr Bidlo: I sent him a PM and he said he could do a set of top-down renders in zip files for ~$50, depending on what all you want done. When I asked him, I said ships and vehicles, but if you’re just looking for vehicles, it might be easier.
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"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
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Dr. Bidlo
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Joined: 24 Nov 2021
Posts: 438
Location: Arizona, USA

PostPosted: Thu Apr 07, 2022 12:21 am    Post subject: Reply with quote

CRMcNeill wrote:
There's a limit to how tough you can make the AT-PT before it starts crowding the AT-ST in terms of Body Strength. I've already done stats, but made a slight name change from Personal Transport to Patrol Vehicle.


Your stats address my concern about the weakness by increasing its Body Strength by +1D. Of course, you would have to increase the Body Strength of the AT-ST by +1D as well, which you did in one of your versions.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Apr 14, 2022 3:03 pm    Post subject: Reply with quote

A bit quiet around here, so I'll give this a project update bump...

I'm currently working on stats for Fractal's All-Terrain Heavy Artillery walker, but in order to get something I'm satisfied with, I'm having to go back and re-work some of the basics of my Artillery Rules, particularly shell types.

I'm also having to come up with rules that I like for the Super-Beam Cannon and the Shield Generator. I may have something up in the next couple days.
_________________
"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
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Mamatried
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Joined: 16 Dec 2017
Posts: 1822
Location: Norway

PostPosted: Thu Apr 14, 2022 11:59 pm    Post subject: Reply with quote

CRMcNeill wrote:
A bit quiet around here, so I'll give this a project update bump...

I'm currently working on stats for Fractal's All-Terrain Heavy Artillery walker, but in order to get something I'm satisfied with, I'm having to go back and re-work some of the basics of my Artillery Rules, particularly shell types.

I'm also having to come up with rules that I like for the Super-Beam Cannon and the Shield Generator. I may have something up in the next couple days.


Always great work.

One question though having looked at the link, it seems there are several systems sharing the basic wlaker platform one with multiple guns, one with what looks like comms dishes and of course the big boom.

Will you be doing all of the variants?


yeah it has been unusally quiet here, maybe people are taking a little easter break
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10286
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Fri Apr 15, 2022 12:08 am    Post subject: Reply with quote

Dr. Bidlo wrote:
Your stats address my concern about the weakness by increasing its Body Strength by +1D. Of course, you would have to increase the Body Strength of the AT-ST by +1D as well, which you did in one of your versions.

To get the full picture, also consider that his stats are based on an alternate scale system (which I also use).
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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 Apr 15, 2022 1:57 pm    Post subject: Reply with quote

Mamatried wrote:
One question though having looked at the link, it seems there are several systems sharing the basic walker platform one with multiple guns, one with what looks like comms dishes and of course the big boom.

Will you be doing all of the variants?

Yes, which is why it's taking so long. The dish is actually a mobile shield generator and the boom is the beam cannon used by the SPHA-T in AotC, neither of which have acceptable stats, AFAIC. In the process, I've run across several annoying inconsistencies in my Artillery weapon stats, and have decided to do an update of several existing stats to be more internally consistent. I've also learned that the MLRS system fitted to the Scythe can potentially be used to launch SAMs, which my current stats don't allow for at all.

When I finally finish, the AT-HA will have a front modular turret that can fit all the main turret options fitted to the Scythe, while the main modular turret will be able to do the same, plus some additional, heavier systems: a dual howitzer, a heavy beam cannon or a shield generator (although the latter two will need an auxiliary power system in the front modular turret).
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"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
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fogger1138
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Joined: 25 Feb 2021
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Location: Maine

PostPosted: Sat Apr 16, 2022 7:13 pm    Post subject: Reply with quote

CRMcNeill wrote:
@Dr Bidlo: I sent him a PM and he said he could do a set of top-down renders in zip files for ~$50, depending on what all you want done. When I asked him, I said ships and vehicles, but if you’re just looking for vehicles, it might be easier.


I actually emailed him about this last year, offered to pay for him to just do top-down shots of existing pieces. Never heard back.

I'd be willing to throw some money at this if you decide to do it.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Apr 18, 2022 2:09 am    Post subject: Reply with quote

fogger1138 wrote:
I actually emailed him about this last year, offered to pay for him to just do top-down shots of existing pieces. Never heard back.

I'd be willing to throw some money at this if you decide to do it.

PM Dr. Bidlo; I reached out to Fractal on his behalf, and Fractal said to email him, so the two of you may be able to pool your resources.
_________________
"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
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fogger1138
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Joined: 25 Feb 2021
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Location: Maine

PostPosted: Tue Apr 26, 2022 11:03 pm    Post subject: Reply with quote

CRMcNeill wrote:
fogger1138 wrote:
I actually emailed him about this last year, offered to pay for him to just do top-down shots of existing pieces. Never heard back.

I'd be willing to throw some money at this if you decide to do it.

PM Dr. Bidlo; I reached out to Fractal on his behalf, and Fractal said to email him, so the two of you may be able to pool your resources.


Yeah, I should've directed that post to him, even if I was responding to you. Thanks, either way. Very Happy
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CRMcNeill
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PostPosted: Wed May 25, 2022 11:58 pm    Post subject: Reply with quote

Apologies for the false alarm; my computer locked up and the only way to save the incomplete stat for the AT-HA was to submit it, then recover it once I rebooted.
_________________
"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
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat May 28, 2022 9:04 pm    Post subject: Reply with quote

Okay, I'm not entirely satisfied with this, but it has already taken me entirely too long to get to this point, so here is the...

All-Terrain Heavy Artillery

Images

The AT-HA is the Imperial Army's replacement for the Clone Wars-era SPHA series, providing the Imperial Army with a versatile, mobile heavy weapons platform that can even threaten capital ships in low orbit. The AT-HA is a more efficient design, doing away with the SPHA-T's integrated troop capacity and greatly reducing the number of point defense weapons (although the ones that remain are individually more capable). This is in keeping with Imperial Army combined arms doctrine where escort and defense is provided by dedicated vehicles, with space aboard the walker itself dedicated primarily to weapons and mission equipment. The AT-HA also does away with SPHA's various sub-classes by way of a modular system that allows individual AT-HAs to be configured with a variety of turret modules as befits the specific requirements of a given deployment.

Craft: Kuat Drive Yard's All-Terrain Heavy Artillery
Type: Artillery Walker
Scale: Walker (+8D)
Length: 42 meters (25 meters tall); 45 meters w/ Beam Cannon
Skill: Walker Operation: AT-HA
Crew: 8 (3 @ +10) & 5 Gunners
Crew Skill:
Sensors 5D
Vehicle Blasters 5D
Walker Operation 5D
Passenger Capacity: 5
Cargo Capacity: 10 metric tons
Consumables: 1 month
Cover: Full
Cost: Not Available For Sale
Maneuverability: 0D+1 (-5 to all Terrain Difficulties, due to low speed and good stability)
Move: 18; 50kph (4D Walk)
Body: 4D+1
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
Forward Modular Turret
Fire Arc: Turret
Crew: 2
Skill: Vehicle Gunnery
Can be fitted with one of the following:
    Dual Turbolaser Cannon
    Fire Control: 3D
    Range:
    --Surface: 200m-1km/2.5km/5km
    --Atmosphere: 1km-5km/12.5km/25km
    --Orbital: 4km-20km/50km/100km
    Rate of Fire: 1
    Damage: 7D

    Ion Cannon
    Fire Control: 1D
    Range:
    --Surface: 100m-700m/1.7km/3.5km
    --Atmosphere: 500m-3.5km/8.5km/17.5km
    --Orbital: 2km-14km/34km/70km
    Rate of Fire: 1
    Damage: 6D (ionization)

    Dual Heavy Roto-Blaster (Fire-Linked)
    Scale: Starship (+6D)
    Fire Control: 4D
    Range:
    --Surface: 100m-800m/2.5km/4km
    --Atmosphere: 500m-4km/12.5km/20km
    --Orbital: 2km-16km/50km/80km
    Rate of Fire: 3D Auto-Fire
    Damage: 4D
    Special: +2D to Fire Control on a successful Sensor Lock.

    Artillery Cannon
    Fire Control: 2D
    Range: 1-5km/10km/20km
    Rate of Fire: Special. Equipped with a four-round ready magazine that can be reloaded at a rate of one shell per round. The gunner may choose to maintain a steady rate of fire of one shell per round, or may fire a burst of up to four rounds. The rounds may be Coordinated, subject to Scattering. In addition, the magazine may be loaded with different shell types to achieve specific effects, such as loading one explosive shell and three decoy shells to overcome a target's anti-artillery defenses.
    Damage: 7D Base (varies by Shell Type)
    Ammo: 200 (individual shells weigh 100 kilograms, and may be carried in place of Passengers or Cargo)
    Game Notes: When firing at a target beyond its own Sensor Range, the cannon must use the Ballistic Artillery Rules.

    Warhead Launch Pod
    Description: A trio of turret-mounted armored box launchers that can be quickly fitted with a wide variety of different ordnance types, simply loading a pre-loaded rocket pod into the box launcher.
    Fire Arc: Turret
    Crew: 2
    Skill: Artillery or Vehicle Gunnery (depending on ordnance used)
    Rocket Pod Types:
      Rocket Pod
      Scale: Walker (+18D)
      Fire Control: 2D
      Range: 1km-4km/8km/16km
      Ammo: 28 (May also be loaded with Missiles, Torpedoes or Rockets from this list). Once a Pod is empty, it is ejected and reloaded with a fresh pod. Reloading takes 1 minute (12 rounds) per pod.
      Rate of Fire: Singly, or in volleys of up to 28. Volleys can be Coordinated, subject to Scattering. Multiple pods of the same type can be Coordinated as thought fire-linked.
      Damage: 7D Base
      Note: When firing at a target beyond its own Sensor Range, the launcher must use the Ballistic Artillery Rules.

      Heavy Rocket Pod
      Scale: Frigate (+10D)
      Fire Control: 2D
      Range: 2km-6km/12km/24 km
      Ammo: 15 (May also be loaded with Missiles, Torpedoes or Rockets from this list). Once a Pod is empty, it is ejected and reloaded with a fresh pod. Reloading takes 1 minute (12 rounds) per pod.
      Rate of Fire: Singly, or in volleys of up to 15. Volleys can be Coordinated, subject to Scattering. Multiple pods of the same type can be Coordinated as thought fire-linked.
      Damage: 7D Base
      Note: When firing at a target beyond its own Sensor Range, the launcher must use the Ballistic Artillery Rules.

      Fire Control Pod
      Description: While the launchers may be loaded with guided missiles and torpedoes, the AT-HA lacks the comm-scan capacity to make full use of them. To compensate, a Fire Control Pod can be fitted to the center Launcher in place of a Rocket Pod, and provides the vehicle with an expanded Search capability and the ability to lock on and guide missiles against multiple targets simultaneously.
        Sensors:
        Search: 20km/3D
        Focus: 800m/4D

    Tractor Beam Projector
    Fire Control: 1D
    Range:
    --Surface: 100m-300m/1km/2km
    --Atmosphere: 500m-1.5km/5km/10km
    --Orbital: 2km-6km/20km/40km
    Rate of Fire: 1 (Full Round)
    Damage: 6D
    Note: Tractor Beams can be used to either pull objects closer, push them away or hold them steady off the ground. As such, they have a variety of uses on the battlefield, including vehicle recovery, obstacle clearing and minesweeping.
Main Modular Turret
Fire Arc: Turret
Crew: 4
Skill: Vehicle Gunnery (unless noted otherwise)
Can be fitted with any of the above options for the Forward Turret, plus any one of the following:
    Dual Artillery Cannon
    Fire Control: 2D
    Range: 1-5km/10km/20km
    Rate of Fire: Special. Each cannon is equipped with a four-round ready magazine that can be reloaded at a rate of one shell per round. The gunner may choose to maintain a steady rate of fire of one shell per round, or may fire a burst of up to four rounds. The rounds may be Coordinated, subject to Scattering. In addition, the magazine may be loaded with different shell types to achieve specific effects, such as loading one explosive shell and three decoy shells to overcome a target's anti-artillery defenses.
    Damage: 7D Base (varies by Shell Type)
    Ammo: 400 (individual shells weigh 100 kilograms, and may be carried in place of Passengers or Cargo)
    Game Notes: When firing at a target beyond its own Sensor Range, the cannon must use the Ballistic Artillery Rules.

    Heavy Turbo-Beam Cannon
    Fire Control: 2D
    Range:
    --Surface: 1km-2km/4km/8km
    --Atmosphere: 5km-10km/20km/40km
    --Orbital: 20km-40km/80km/160km
    Rate of Fire: 1
    Damage: 1D to 8D
    Capacity: 8D (Recharges at a rate of 2D per minute, or 1 pip every 2 rounds)
    Note: This weapon requires a supplemental capacitor module that is fitted in the forward turret mount.

    Shield Projector
    Skill: Shields
    Difficulty: Easy
    Shield Control: 1D
    Strength: 6D Frigate (+10D), +1 per ever 3 points of Success on the Operator's Shields roll. Multiple Shield Generators can Coordinate for added effect.
    Cover: Full Cover to anything under the Shield
    Range: Base Radius of 1km (+/- 100m per Point of Difficulty)
    Note: The shield requires a supplemental capacitor module that is fitted in the forward turret mount.
3 Dual Heavy Repeating Blasters
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear/Left/Right
Crew: 1
Scale: Speeder (+4D)
Skill: Vehicle Gunnery
Crew: 1 (Gunner or Co-Pilot)
Skill: Vehicle Gunnery
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 4D

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +1
    VELOCITY MODIFIER: 2D Walk

_________________
"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


Last edited by CRMcNeill on Tue Sep 27, 2022 8:03 pm; edited 2 times in total
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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: Thu Jun 16, 2022 11:28 am    Post subject: Reply with quote

The Mandator III has been a long-running joke in the Fractalsponge community, to the effect that it would never get done, and that asking about it only made it less likely. Fractal has even gotten in on the act by starting the WIP-Mandator Discord Thread on April 1st of last year. And yet somehow, the idea got traction, and Fractal has recently posted the WIP's #2 and #3, so we may finally see the real thing in all its glory.

Mandator WIP #1
Mandator WIP #2
Mandator WIP #3
_________________
"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
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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: Sun Jun 26, 2022 7:08 pm    Post subject: Reply with quote

I added a little twist to the Victory III-Class. Fractal's model features clamshell panels that hinge open to expose the port and starboard launch tubes. I decided to include rules for those panels, to the effect that they take two rounds to open or close, and that while open, the launchers themselves are vulnerable to attack, decreasing the ship's Hull when resisting attacks from the Left and Right Fire Arcs.
_________________
"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
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