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FFG ship stat conversion
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CRMcNeill
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PostPosted: Wed Sep 08, 2021 5:10 pm    Post subject: Reply with quote

I have a couple different ideas for the magic crystal tractor beam projectors that the Starhawk appears to be centered around. While the "official" story of the tractor beams on a Starhawk being able to drag an Executor-Class out of orbit when both ships' drives were disabled, I just can't bring myself to take it seriously. However, I did come up with one concept that sort of works, so here's the two avenues I'm looking at:
    1) One way to make the tractor beam projector function as described in the lore is to make these particular tractor beams have a secondary effect above and beyond the standard tractor beam. In this case, I'm thinking of including a graviton stream effect, where the tractor beam transmits a continuous stream of gravitons into the target vessel, thus increasing its effective mass, which decreases (and ultimately stops, if applied for long enough) the target ship's ability to move on its own. This is particularly hazardous when in close proximity to other large objects, as the increased gravitic effect will increase the pull of gravity between the two, potentially resulting in an impact.

    2) This one's a bit more conventional, and adds an Ionization effect to the tractor beam, so that every round the target is caught in the tractor beams, the ship takes ionization damage. This could either be a required effect, or could be shut off at the gunner's command.
Either way, based on my read of the Starhawk I and Starhawk II's Armada stats, the Starhawk I is an ordnance heavy ship, with a lot of missile launchers of various sizes. However, the Starhawk II almost completely deletes the heavy missile launchers in favor of energy cannon.

Based on that info, plus my above theory about the Nadiri Dockyards being a Verpine company, my theory about the Starhawk is that the initial Starhawk I took something of a one-trick-bantha approach to its specialty weaponry, using its specialty bow tractor beams to snag a target and immobilize or disable it (depending on which one I go with), then bombarding it with missiles at close range. While this worked well in one-on-one duels, it left the Starhawk I vulnerable in a larger fleet action where unengaged enemy ships could take advantage of the ship's relative immobility while it went hammer-and-tongs against its selected target. As such, the New Republic requested an updated version of the Starhawk that took a more conventional approach, exchanging the heavy tractor beams and missile launchers for a larger compliment of turbolasers and heavy ion cannon, better suited for use as a multi-role combatant.
_________________
"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
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PostPosted: Fri Oct 08, 2021 5:26 pm    Post subject: Reply with quote

Quick update: I poached the Tachyon Lance from my Dreadnought crossover Artillery Cruiser and added it as an experimental "space sniper" weapon option for an advanced variant of the Onager.
_________________
"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
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PostPosted: Mon Oct 25, 2021 2:26 am    Post subject: Reply with quote

Okay, so I've been mulling this one over for quite a bit, but I ultimately decided to go with Option 2 of the above post, with an additional twist in that the tractor beam keeps the ionization effect from dissipating as rapidly as it would with a normal ionization attack, so that it slowly builds and builds, eventually wearing down the ship's shields and leaving it open for a killing blow from the Starhawk's heavy warhead launchers.

I haven't got it quite written up how I'd like, but I'm going to go ahead and post it, then work on the rest tomorrow.

So, without further ado, here is the...



Starhawk I-Class Battleship

The Starhawk is the newest capital ship in service with the Alliance, joining the fleet less than a year after the Battle of Endor. Designed and built by Nadiri Dockyards - a fledgling Verpine corporation in the Verpine colony system of Nadiri - the Starhawk is unique in that it was not designed from the keel out as with most capital warships, and is instead built almost entirely from components of Imperial Star Destroyers, recombined into a new and unique form. In the process, Nadiri's engineers managed to eliminate many known design flaws of the Imperial class, and assemble a vessel that is demonstrably superior to the Imperial in almost every respect (the Imperial is slightly faster), from weapons suite to troop and small craft capacity.

One of the Starhawk's most unique traits is its experimental main weapon system: a bow-mounted magnite tractor beam array. A rare crystaline material found in the Nadiri system, magnite was discovered to have unique properties when used as a component in tractor beams. In addition to drastically increasing the beam's power, it also generates an ionization effect that is contained within the beam's area of effect, dissipating at a much slower rate than that of standard ion cannon. In combat, the Starhawk locks onto its prey with the beam and gradually renders it helpless under ever increasing levels of ionization, until it is completely helpless, at which point the Starhawk pummels it into dust with its powerful clusters of missile and torpedo launch tubes. Multiple Starhawks can work together to disable and destroy targets many times their own size vis cooperative tactics.

Unfortunately, this tactic renders the Starhawk vulnerable in fleet engagements, where its relative immobility while locked onto a target makes it a sitting duck for other craft attacking its flanks and rear. Also, the New Republic has requested a more energy-cannon-intensive design that exchanges the heavy, volume-intensive warhead launchers for a more powerful energy cannon armament, the main impetus being that energy weapons store their ammunition more efficiently than warheads, thus affording the ship greater range and combat endurance at the cost of somewhat lower peak damage output.

Craft: Nadiri Dockyards' Starhawk I-Class
Type: Battleship
Scale: Destroyer (+12D)
Length: 2,400 meters
Skill: Capital Ship Piloting: Starhawk
Crew: 33,650 (4,000 @ +10) & 709 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 5D+1
Shields 4D+1
Sensors 4D
Passengers: 7,200 (troops)
Small Craft Complement:
--72 Starfighters (6 Squadrons)
--200 (approximate) other craft, including shuttles, blastboats, landing barges, utility craft, etc.)
Cargo Capacity: 42,000 metric tons
Consumables: 4 years
Hyperdrive Multiplier: x1.5
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 5 (2D+2 Flight)
Atmosphere: 295; 850 kph
Hull: 9D+1
Shields: 4D
Sensors:
Passive 50/1D
Scan 100/3D
Search 200/4D
Focus 6/5D
Weapons:
24 Heavy Turbolaser Batteries
Fire Arc: 10 Front, 6 Left, 6 Right, 2 Rear
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Rate of Fire: 1/2
Damage: 8D
12 Heavy Ion Cannon
Fire Arc: 6 Front, 3 Left, 3 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Rate of Fire: 1/2
Damage: 6D (ionization)
12 Heavy Missile Launchers
Fire Arc: 8 Front, 2 Left, 2 Right
Scale: Destroyer (+12D)
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
72 Turbolaser Batteries
Fire Arc: 16 Front, 20 Left, 20 Right, 16 Rear
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 6D
36 Ion Cannon
Fire Arc: 8 Front, 10 Left, 10 Right, 8 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
32 Missile Launchers
Fire Arc: 10 Front, 8 Left, 8 Right, 6 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-8/20/40
--Orbital: 2km-16km/20km/80km
--Atmosphere: 100m-800m/2km/4km
Rate of Fire: 1/2
Damage: 8D
40 Laser Batteries
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
Scale: Starship (+6D)
Crew: 2
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: 7D
Magnite Tractor Beam Array
Fire Arc: Front
Scale: Special*
Crew: 25
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/20/40
--Orbital: 2km-20km/40km/80km
--Atmosphere: 100m-1km/2km/4km
Rate of Fire: 1 (Full Round)
Damage: 9D + 8D Ionization
Special: Ionization damage increases the more consecutive rounds the tractor beam lock is held:
    1 Round = +0D
    2 Rounds = +1D
    3 Rounds = +1D+2
    4 Rounds = +2D
    5 Rounds = +2D+1
    6 Rounds = +2D+2
    7 Rounds = +2D+2
    8 Rounds = +3D
In addition, any ionization damage inflicted by the array rolls off at -1 pip per round, not -1D per round.
*May switch between Destroyer (+12D) and Frigate (+10D). Switch takes one round, during which the projector can not be used.
12 Tractor Beam Projectors
Fire Arc: 4 Front, 4 Left, 4 Right
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
Rate of Fire: 1 (Full Round)
Damage: 6D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +17
    SHIELDS & SHIELD CONTROL DICE: 4D @ 3D
    VELOCITY MODIFIER: 1D+1 Flight
    BATTERY DICE:
      Heavy Turbolaser Batteries: 3D Front, 2D+1 Left, 2D+1 Right
      Heavy Ion Cannon: 2D+1 Front, 1D+2 Left, 1D+2 Right
      Heavy Missile Launchers: 3D Front, 1D+2 Left, 1D+2 Right
      Turbolaser Batteries: 4D Front, 4D Left, 4D Right, 4D Rear
      Ion Cannon: 3D Front, 3D Left, 3D Right, 3D Rear
      Missile Launchers: 3D Front, 3D Left, 3D Right, 2D+1 Rear
      Laser Batteries 3D Front, 3D Left, 3D Right, 3D Rear
      Magnite Tractor Beam Array 0D Front
      Tractor Beam Projectors 2D Left, 2D Right, 2D Rear

_________________
"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 Fri Jan 21, 2022 4:53 am; edited 2 times in total
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Whill
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Mon Oct 25, 2021 8:09 pm    Post subject: Reply with quote

Enemies stay away from that!
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CRMcNeill
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PostPosted: Sun Jun 26, 2022 3:47 pm    Post subject: Reply with quote

After some consideration, I've decided to redesignate the Onager as a Star Monitor, rather than a Star Destroyer. The official definition for a monitor is "a relatively small warship which is neither fast nor strongly armored but carries disproportionately large guns." The Onager doesn't tick all those boxes, but it is relatively fragile, and is basically built around its massive main guns. Add to that the fact that its armament and carrier capacity is mainly defensive in nature, which is distinct from the multi-role battleship/carrier/transport capability of most star destroyers.
_________________
"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
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PostPosted: Tue Jan 07, 2025 1:15 pm    Post subject: Reply with quote

I’ve talked previously about doing an “energy cannon heavy” stat for the Starhawk II, but never really felt motivated to do it. My original plan was to just delete the Magnite Beam Projector entirely, increase the number of turbolasers and reduce the missile launchers. However, someone on the Fractalsponge Discord (h/t Soren, if you’re reading this) suggested replacing the Beam Array with a small version of the Ion Pulse Array from the Malevolence. Since I also had some recent thoughts on the Ion Pulser, I’m thinking I might give the stats a go.

Thoughts?
_________________
"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
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PostPosted: Fri Jan 24, 2025 7:29 pm    Post subject: Reply with quote

Here’s my stat concept for an Ion Pulse Array fitted to a Starhawk.
    Ion Pulse Array
    Fire Arc: Front
    Crew: 20
    Skill: Capital Ship Gunnery:
    Fire Control: 5D
    Range:
    --Space: 5-20/50/100
    --Orbital: 10km-40km/100km/200km
    --Atmosphere: 500m-2km/5km/10km
    Rate of Fire: 1 (depending on Ammo Availability)
    Damage: Varies (1D-12D Ionization, Capital-Scale)
    Special: May transfer Damage to Fire Control at a 1D/1D ratio (this can be extended below 1D Capital-Scale by moving the Damage Scale to the next lowest step as needed).
    Ammo: Capacitor Banks store up to 12D of damage, which recharges at a rate of 1D per round.

    Optional: For every D of Damage transferred to Fire Control, subtract 1 pip from Damage at Short Range, 2 pips at Medium Range, and 1D at Long Range {Designer Note: This is intended to represent the ion pulse’s loss of strength due to dispersion (i.e. spreading out) as range increases. Feel free to ignore it if you find it too crunchy}.

EDIT: As far as hitting multiple targets at once, my general premise is to treat a group of ships as a single target with bonuses applied for how widely dispersed the formation is. I just haven’t worked out all the details yet.
_________________
"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
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PostPosted: Mon Jan 27, 2025 7:02 pm    Post subject: Reply with quote

Copy-pasting this text from here so it's easier to find on a Search:
nuclearwookiee wrote:
Maybe the most useful thing would be some context on the relevant stats. In Armada, ship speed can range from 0 to 4. The CR90, Raider Class Corvette (the CR90’s Imperial counterpart), and MC30c Frigate are the only ships that have a max speed of 4. The Home One-type MC80, Pelta-Class Ship, Victory-Class Star Destroyer, and Interdictor-Class Cruiser are the only ships with a max speed of 2. Every other ship has a max speed of 3.

Maneuverability is a more complicated issue, because each ship’s maneuverability changes based on its speed—and not in a uniform way. For example, the CR90 is most maneuverable at speed 4, whereas the Raider (which is also capable of speed 4) is most maneuverable at speed 2. If you look at a ship stat card, it has a grid for all of this. Personally, I think I would just compare the max maneuverability at any speed of one ship versus another. So if I were to stat out the Raider, I’d just give it the same 2d that the CR90 has.

At present, hull points range from 3 to 11. The GR-75 Medium Transports and Gozanti-Class Cruisers are the only ships with hull 3. The CR90, Raider, and MC30c have hull 4. Other, smaller ships (like the Neb-B, Pelta-Class, Arquitens-Class, and Gladiator-Class Star Destroyer) have hull 5. Some medium-sized ships (like the Assault Frigate Mk II and Quasar-Class Cruiser-Carrier) have hull 6. The MC80s and Victory-Class have hull 8. The Imperial-Class has hull 11.

Shield values don’t necessarily translate to d6 all that well, because each arc has its own value. Most ships have somewhat even distributions, although the rear tends to be weakest. The GR-75s and the Gozantis have the weakest shields with 1 in each arc. The CR90 has 2 in the fore and side arcs, 1 in the rear. The MC80 Home One-type has 4 in the fore and side arcs, and 3 in the rear. The Imperial-Class has 4 in the fore, 3 in the sides, and 2 in the rear. A couple of oddballs include the MC80 Liberty type, which has 5 in the fore and 2 in every other arc, and the Neb-B, which has 3 in the fore, 1 in each side, and 2 in the rear. The MC30c has 3 in fore and sides, 2 in rear. I would maybe just compare the total values. So an MC30c would have 11, which is 4 more than a CR90 or Neb-B, equal to the total shielding on the Liberty, only 1 less than an Imperial-Class SD, and 4 less than Home One. And on a side note, other sources (newer FFG material) suggest the MC30c has the same type of regenerative shielding that the MC80s have.

Weapons are also assigned by arcs. There are three types of attack dice: red, blue, and black. A ship at long range from its target may only roll red dice. At medium range, it may also roll its blue dice. And at short range, it may roll all dice. A ship with black dice suggests missile weapons—in addition to the short range, such ships often have ordinance upgrade slots (enabling them to equip assault concussion missiles or assault proton torpedoes). From a firepower perspective, the MC30c is Home One’s little brother. It is another broadside attacker. Its side arcs have five dice each, compared to HO’s six, but three of those are black dice. Its front arc has the same number of dice as HO, but with some black. The rear arc on the MC30c has two dice compared to HO's three.

Starfighters are a little different. The fastest fighters have a speed of 5 (e.g., A-wings, TIE Interceptors). The slowest fighters have a speed of 2 (e.g., B-Wings, YT-1300, YV-666). Hull values range from 3 (e.g., TIE/ln, Z-95) to 8 (e.g., VCX-100, VT-49 Decimator). Starfighters do not have shields or firing arcs. Their damage dice are the same as those used for capital ships, although all three colors are limited to short range.

Hopefully this helps you in interpreting the Armada stats. If you don't already have a good resource for those stats, I suggest http://armadawarlords.hivelabs.solutions/. That site has database pages (including pics of the stat cards) for all ships and starfighters.

_________________
"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
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PostPosted: Mon Jan 27, 2025 8:40 pm    Post subject: Reply with quote

Another thought for the Onager: a version equipped with a stand-off rail gun firing kinetic energy projectiles, ala what I wrote up here. The idea is for prolonged bombardment against shielded targets, not to penetrate the shield per se, but to force the targeted world to keep its shields up for extended periods, draining pressure energy reserves and putting strain on the shield generators themselves.

A stand-off kinetic bombardment would be relatively useless against anything with even a bit of mobility, so I'm not even sure I'd stat it out. It's still a fun thought project, though.
_________________
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Impaler
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PostPosted: Fri Jan 31, 2025 6:59 am    Post subject: Reply with quote

Very interesting topic for me and I'm actually likely to be doing the reverse conversions in many cases along with converting from either system to my own home brew.

The intent in said homebrew is to make a system that is fit for a more high level tactical 'chess' game similar to StarWars Armada table top, but intended for a hex grid and played on PC with silhouette number used directly in hit probability math in a formula utilizing range, weapon accuracy etc. And used to determine various rules about which ship can dock with, use hangers, or be built in a specific shipyard.

As such I've got my own Silhouette scale I've come up with, it's fairly logarithmic but with some deviations, it aims to capture the common sizes of ships seen, some ships that are particularly narrow can end up one size lower then the raw length would sugjest.


| Home brew Silhouette | Length | Name | Examples

| 0 | 0-5m | Snubfighter | A-wing, ejection pod
| 1 | 5-20m | Starfighter | X-wing, TIE
| 2 | 20-50m | Brig | YT series Freighters, Lambda shuttle
| 3 | 50-100m | Sloop | GR-75, Gozantai
| 4 | 100-200m | Corvette | CR-90
| 5 | 200-400m | Frigate | Nebulon-B, Lancer
| 6 | 400-600m | Cruiser | Munificent, Carrack
| 7 | 600-800m | Star Cruiser | Vindicator
| 8 | 800-1,200m | Destoryer | Venator, MC 80
| 9 | 1,200-2,000m | Star Destroyer | standard ISD
| 10 | 2,000-4,000m | Dreadnaught | Home One, Secutor
| 11 | 4,000-8,000m | Star Dreadnaught | Mandator, Belator
| 12 | 8,000m-16,0000m | Super Star Dreadnaught | Executor, Assertor
| 13 | 16,000-32,000m | Eclipse
| 14 | 32,000-64,000m | Supremacy
| 15 | 64,000-128,000m | The next villains ship Rolling Eyes
| 16 | 128,000-256,000m | DeathStar

Some additional details. All ships size 3 or lower are handled in indivisible groups. Sizes 0, 1, 2 all fit in 1 standard hanger, but this can be a variable number of individual ships, typically 12 for the size 1, 16-24 for size 0, and from 4 to 1 for size 2 ships. In addition size 2 ships can use external docking without penalty, while anything smaller can't repair or rearm missile magazines while externally docked. Size 3 and 4 ships will use 1 standard 'Bay' (as seen in the belly of the ISD and many other large ships), the Corvette being singular and the Sloop class in a group from 2 to 6. This allows the carrying of many common dropships inside such bays.
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PostPosted: Sat Feb 01, 2025 6:39 pm    Post subject: Reply with quote

Impaler wrote:
As such I've got my own Silhouette scale I've come up with,

I made my own updated 2R&E Scale System, and I've based all of my stat write-ups on it. One of my long-term goals is a cinematic capital ship combat system that allows either a single PC to command a capital ship, or for a group of PCs to act as division officers (i.e. Helm, ops, Tactical, Engineering, etc).
_________________
"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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