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Panzerjedi Lieutenant Commander
Joined: 25 Aug 2013 Posts: 232
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Posted: Sat Aug 31, 2013 10:44 pm Post subject: New Ship Parts to add to those in Tramp Freighters |
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Here's a List of OTHER Ship Components for D6 SW sides those in tramp freighters (was in Tools decided it's better here)
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Model: Corelian CX-12 Heavy Duty Ion Drive
Space/Atmosphere: 1/210; 600 km/h
Weight: 8 tons
Availability: 1
Cost: 4,000 Credits
Model: SoroSuub "Speedy" Ion Drive
Space/Atmosphere: 2/225; 650 km/h
Weight: 9 tons
Availability: 1
Cost: 6,000 Credits
Model: Vangaard Trochuunn-Tra Ion Drive
Space/Atmosphere: 3/260; 750 km/h
Weight: 10 tons
Availability: 1
Cost: 8,000 Credits
Model: Sienar Fleet Systems Nova Star Ion Drive
Space/Atmosphere: 5/295; 850 km/h
Weight: 11 tons
Availability: 2
Cost: 15,000 Credits
Model: Kuat Drive Yards Quick Fire Ion Drive
Space/Atmosphere: 7/350; 1,000 km/h
Weight: 14 tons
Availability: F
Cost: 30,000 Credits
Model: SoroSuub Scrahnn-XY 42 Military Ion Drive
Special Rules: See Corellian Evader-GT Ion Drive Page 38, Galaxy Guide 6: Tramp Freighters
Space/Atmosphere: 9/400; 1,150 km/h
Weight: 17 tons
Availability: R, F
Cost: 70,000 Credits
Model: Corelian Stratus-GL Military Ion Drive
Special Rules: See See Boshaa-Chi and Starscream-9 Ion Drives Page 38, Galaxy Guide 6: Tramp Freighters
Space/Atmosphere: 11/435; 1,250 km/h
Weight: 20 tons
Availability: X
Cost: 375,000 Credits
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Light Mass Driver Cannon
Model: Core World Armaments A-230
Type: Starship Mass Driver cannon
Scale: Starfighter
Cost: 1,500
Weight: 4 metric tons
Availability: 1
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/7/15
Atmosphere Range: 100-300/700/1.5 km
Damage: 3D
Note: IGNORES Ray Shielding
Medium Mass Driver Cannon
Model: Core World Armaments B-460
Type: Starship Mass Driver cannon
Scale: Starfighter
Cost: 3,000
Weight: 4 metric tons
Availability: 2
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/7/15
Atmosphere Range: 100-300/700/1.5 km
Damage: 4D
Note: IGNORES Ray Shielding
Heavy Mass Driver Cannon
Model: Core World Armaments C-920
Type: Starship Mass Driver cannon
Scale: Starfighter
Cost: 6,000
Weight: 4 metric tons
Availability: 2
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/7/15
Atmosphere Range: 100-300/700/1.5 km
Damage: 5D
Note: IGNORES Ray Shielding
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Light Pulse Wave Cannon
Model: Greff-Timms Industrial Snap Fire
Type: Starship Pulse Wave cannon
Scale: Starfighter
Cost: 1,000
Weight: 3 metric tons
Availability: 1, F
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-2/7/12
Atmosphere Range: 100-200/700/1.2 km
Damage: 3D
Medium Pulse Wave Cannon
Model: Corellian Arms A6Y-50
Type: Starship Pulse Wave cannon
Scale: Starfighter
Cost: 2,000
Weight: 3 metric tons
Availability: 2, F
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-2/7/12
Atmosphere Range: 100-200/700/1.2 km
Damage: 4D
Heavy Pulse Wave Cannon
Model: Coruscant Arms Reaver-950
Type: Starship Pulse Wave cannon
Scale: Starfighter
Cost: 4,000
Weight: 3 metric tons
Availability: 2, F
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-2/7/12
Atmosphere Range: 100-200/700/1.2 km
Damage: 5D
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Light Particle Beamer
Model: Militech Smasher Mk VI
Type: Light Particle Beamer
Scale: Capital
Cost: 4,000
Weight: 20 metric tons
Availability: 1, R
Crew: 2
Skill: Capital Capital ship gunnery
Fire Control: 1D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 3D
Note: IGNORES Ray Shielding
Medium Particle Beamer
Model: Gorzgoth Mechanized Industries Model Mk. 67-B
Type: Medium Particle Beamer
Scale: Capital
Cost: 8,000
Weight: 30 metric tons
Availability: 1,R
Crew: 3
Skill: Capital Capital ship gunnery
Fire Control: 2D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 5D
Note: IGNORES Ray Shielding
Heavy Particle Beamer
Model: Coruscant Arms Sunhammer Deck Peice Model 3-1-A
Type: Heavy Particle Beamer
Scale: Capital
Cost: 16,000
Weight: 50 metric tons
Availability: 2, R
Crew: 4
Skill: Capital Capital ship gunnery
Fire Control: 2D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 7D
Note: IGNORES Ray Shielding
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Light Concussion Sphere Launcher
Model: Czerka Seeker-2 Concussion Sphere Launcher
Type: Concussion sphere launcher
Scale: Starfighter
Skill: Starship Gunnery
Weight: 5 tons
Ammo: 4
Cost: 1,000
Availability: 2, F
Fire Control: 1D
Space Range: 1/2/5
Atmosphere Range: 50-100/200/500
Light Concussion Sphere
Model: Czerka Nova-1 Concussion Sphere
Type: Concussion sphere
Scale: Starfighter
Cost: 300
Availability: 2, F
Damage: 6D
Source: Starships of the Galaxy (pages 45, 47)
Medium Concussion Sphere Launcher
Model: Czerka Seeker-4 Concussion Sphere Launcher
Type: Concussion sphere launcher
Scale: Starfighter
Skill: Starship Gunnery
Weight: 25 tons
Ammo: 12
Cost: 3,250
Availability: 2, F
Fire Control: 2D_1
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Medium Concussion Sphere
Model: Czerka Nova-2
Type: Concussion sphere
Scale: Starfighter
Cost: 450
Availability: 2, F
Damage: 7D
Source: Starships of the Galaxy (pages 45, 47)
Heavy Concussion Sphere Launcher
Model: Czerka Star Hammer-9 Concussion Sphere Launcher
Type: Concussion sphere launcher
Scale: Capital
Skill: Capital Ship Gunnery
Weight: 150 tons
Ammo: 22
Cost: 20,000
Availability: 2,R
Fire Control: 2D
Space Range: 2-10/20/40
Atmosphere Range: 200-1000/2/4 km
Heavy Concussion Sphere
Model: Czerka Reaper-5C
Type: Concussion missile
Scale: Capital
Cost: 1,400
Availability: 2, R
Damage: 8D
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Last edited by Panzerjedi on Sat Sep 07, 2013 12:57 pm; edited 10 times in total |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Thu Sep 05, 2013 3:56 pm Post subject: |
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All in all I think what you have here is pretty sound. It creates a series of drives that are very closely modeled after the ones found in Galaxy Guide 6. Rather than just having the even-numbered drive speeds, your homebrew has "missing links" of the odd-numbered drive speeds.
It looks like the low end of the in atmosphere speeds are missing, but those are pretty easily added in. Usually if you take the max atmo. speed and divide it by 2.87 it will put you in the ballpark. (Yeah, don't ask how I came up with that number... it's a long and VERY boring story.)
The only thing that really struck me as off was the Space 11 drive. With this model costing 250,000 and the Space 12 costing 500,000, the only question is why not get the space 11 drive. Granted the liabilities associated with modding that drive are pretty high, but when you could conceivably bump it up, it leaves one with little reason to consider the Space 12 drive. Something to the effect of 375,000 would give me a bit more pause for thought.
Anyway, those are my thoughts. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Panzerjedi Lieutenant Commander
Joined: 25 Aug 2013 Posts: 232
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Posted: Fri Sep 06, 2013 9:57 am Post subject: |
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cheshire wrote: | All in all I think what you have here is pretty sound. It creates a series of drives that are very closely modeled after the ones found in Galaxy Guide 6. Rather than just having the even-numbered drive speeds, your homebrew has "missing links" of the odd-numbered drive speeds.
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Yup... found in my notes from years ago
cheshire wrote: |
It looks like the low end of the in atmosphere speeds are missing, but those are pretty easily added in. Usually if you take the max atmo. speed and divide it by 2.87 it will put you in the ballpark. (Yeah, don't ask how I came up with that number... it's a long and VERY boring story.)
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Nods those are listed in the RPG (Both Versions of Second Edition) actually.... I'll just add atmosphere move for brevity though.
cheshire wrote: |
The only thing that really struck me as off was the Space 11 drive. With this model costing 250,000 and the Space 12 costing 500,000, the only question is why not get the space 11 drive. Granted the liabilities associated with modding that drive are pretty high, but when you could conceivably bump it up, it leaves one with little reason to consider the Space 12 drive. Something to the effect of 375,000 would give me a bit more pause for thought.
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Took your suggestion.
cheshire wrote: |
Anyway, those are my thoughts. |
They are appreciated. _________________ The Empire: We'z Ownz ALL yer'z Star Destoyerz!!! |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Fri Sep 06, 2013 2:27 pm Post subject: |
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I'm glad I could help. Please share anything else you've cooked up at home! _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Panzerjedi Lieutenant Commander
Joined: 25 Aug 2013 Posts: 232
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Posted: Fri Sep 06, 2013 6:41 pm Post subject: |
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cheshire wrote: | I'm glad I could help. Please share anything else you've cooked up at home! |
Well I plan to do some of the more ancient Starship Weapons systems in SW D6... Pulse Wave Cannons, Particle Beamers, Mass Drivers, and Concussion Sphere Launchers as well...... _________________ The Empire: We'z Ownz ALL yer'z Star Destoyerz!!! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Fri Sep 06, 2013 9:30 pm Post subject: |
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We look forward to seeing what you come up with, Panzerjedi! _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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Panzerjedi Lieutenant Commander
Joined: 25 Aug 2013 Posts: 232
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Posted: Sat Sep 07, 2013 12:39 am Post subject: |
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Thanks added Pulse Wave Cannons to it.... workin' on Particle Beamers now. _________________ The Empire: We'z Ownz ALL yer'z Star Destoyerz!!! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Sep 07, 2013 10:18 am Post subject: |
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Panzerjedi wrote: | cheshire wrote: | I'm glad I could help. Please share anything else you've cooked up at home! |
Well I plan to do some of the more ancient Starship Weapons systems in SW D6... Pulse Wave Cannons, Particle Beamers, Mass Drivers, and Concussion Sphere Launchers as well...... |
I used Mass Driver Cannon here with the idea that, while short ranged and underpowered, mass drivers could be fired with minimal sensor signature, making them very useful for a stealth ship. _________________ "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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Panzerjedi Lieutenant Commander
Joined: 25 Aug 2013 Posts: 232
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Posted: Sat Sep 07, 2013 11:30 am Post subject: |
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crmcneill wrote: | Panzerjedi wrote: | cheshire wrote: | I'm glad I could help. Please share anything else you've cooked up at home! |
Well I plan to do some of the more ancient Starship Weapons systems in SW D6... Pulse Wave Cannons, Particle Beamers, Mass Drivers, and Concussion Sphere Launchers as well...... |
I used Mass Driver Cannon here with the idea that, while short ranged and underpowered, mass drivers could be fired with minimal sensor signature, making them very useful for a stealth ship. |
hmmm........ Ok, added Concussion Sphere Launchers, Particle Beamers and Mass Drivers to the Mix. _________________ The Empire: We'z Ownz ALL yer'z Star Destoyerz!!! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Sep 07, 2013 2:37 pm Post subject: |
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What are concussion sphere launchers anyway? _________________ Confucious sayeth, don't wash cat while drunk! |
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Panzerjedi Lieutenant Commander
Joined: 25 Aug 2013 Posts: 232
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Posted: Sat Sep 07, 2013 2:41 pm Post subject: |
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garhkal wrote: | What are concussion sphere launchers anyway? |
See Tales of the Jedi... basically more primitive versions of concussion missile launchers. _________________ The Empire: We'z Ownz ALL yer'z Star Destoyerz!!! |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Sat Sep 28, 2013 6:10 pm Post subject: |
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concussion weapons are great, they defy (energy) shields. Proton torps are completely deflected by particle shielding, meaning you have to bring down a starship's shields to use those, but concussion weapons work fine shields or no (ref. d6 trilogy sourcebook pg.113).
concussion spheres I imagined like railguns at starfighter scale, launching unpowered concussion warheads, hence with more limited range than missiles.
apparently proton torps are also unpowered warheads used in a launcher, so the concussion sphere would basically be this type of launcher using a concussion warhead back in the old republic days, with scaling/warhead-heft decided by size/weight of the launcher.
not as high damaging as a proton warhead but these are rendered harmless by particle shielding, which only increases your soak against a concussion warhead, so proton torps are pretty much useless against starships, concussion weapons are totally excellent against them. |
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