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wildfire Lieutenant Commander
Joined: 19 Feb 2006 Posts: 234 Location: Scotland
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Posted: Thu Feb 20, 2014 5:47 pm Post subject: Ageis Star Cruiser |
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As asked for by crmcneill
The basic design and history of the Aegis Star Cruiser family is complements Arne Lindström and Kevin Dole
The Aegis Cruiser has become Kuat Drive Yards' answer to the Seinar Fleet System Immobilizer 418 chassis. Designed by the same team as the Imperial, Imperial Expanded and Executor classes of Star Destroyer, the Aegis looks like a baby ImpStar. Intended, like several of the SFS 418 series, to replace the aging Dreadnaughts and Victory SDs, it performs excellently as a picket ship and fast escort around it's bigger siblings.
Although only half the size of the Imperial SD, the Aegis is a very powerful ship. In simulated engagements, it has been shown that a pair of Ageis SCs has a decided edge over a single Imperial, but for only about 20% more cost. Despite this factor, it has only been accepted in limited numbers. This is official due to it's lack of hanger and troop transportation capabilities in relation to the ISD. There is a less official, but no less important reason as well- a 800m ship isn't as intimidating as one twice it's size.
Like it's Seinar rival, the Aegis-class hull has proven popular for a wide number of roles, and many custom and semi-custom variations exist.
model: KDY Aegis-class Star cruiser
era introduced: Aftermath of Yavin
type: cruiser
scale: Capital
length: 800m
skill: Capital Ship Piloting
crew: 8,536
gunners 250
skeleton: 2200/+15
crew skill: Astrogation 4D, Capital Gunnery 4D+2, Capital Ship Piloting 5D+1, Capital shields 4D+1, Sensors 4D+1
passengers: 1200
cargo capacity: 1200 tons
consumables: 5 years
hyperdrive multiplier: x2
backup hyperdrive: x8
nav computer: Yes
maneuverability: 1D+2
space: 7
hull: 5D
shields: 3D
sensors:
passive: 50/1D
scan: 100/3D
search: 200/4D
focus: 6/4D+2
small craft: 24 TIEs
4 shuttles
2 landing barges
weapons:
50 Turbolaser Cannons
fire arc: 20 front, 15 left, 15 right
crew: 2
skill: Capital Ship Gunnery
fire control: 2D
range: 3-15/35/75
atmosphere: 6-30/70/150km
damage: 5D
50 Double Laser Cannons
scale: starfighter
fire arc: 12 front, 13 left, 13 right, 12 back
crew: 1
skill: Starship Gunnery
fire control: 2D
range: 1-3/12/25
atmosphere: 1-3/12/25km
damage: 4D
10 Ion Cannons
fire arc: 4 front, 2 left, 2 right, 2 back
crew: 4
skill: Capital Ship Gunnery
fire control: 4D
range: 1-10/25/50km
atmosphere: 2-20/50/100km
damage: 4D
20 Concussion Missile Launchers
fire arc: 10 front, 5 left, 5 right
crew: 2
skill: Capital Gunnery
fire control: 2D
range: 2-12/30/60
atmosphere: 4-24/60/120km
damage: 8D
4 Tractor Beam Projectors
fire arc: 2 front, 1 left, 1 right
crew: 4
skill: Capital Gunnery
fire control: 2D
range: 1-5/15/30
atmosphere: 2-10/30/60km
damage: 6D
Aegis II Star Cruiser
With the production of the Imperial Star Destroyer Mark II, KDY was upgraded the weapons and drive systems of the Aegis Star Cruiser. This version entered service a year after the original, and was only produced at the Kuat and Byss facilities. The Gyndine, Corporate Sector and Fondor sites would only produce the Mk I.
model: KDY Aegis MkII Star cruiser
era introduced: Aftermath of Hoth
unless otherwise noted, all stats identical to the Aegis MkI
type: cruiser
scale: Capital
length: 800m
skill: Capital Ship Piloting
crew: 8,536
gunners 250
skeleton: 2000/+10
crew skill: Astrogation 4D, Capital Gunnery 4D+2, Capital Ship Piloting 5D+1, Capital shields 4D+1, Sensors 4D+1
passengers: 1200
cargo capacity: 1200 tons
consumables: 5 years
hyperdrive multiplier: x1
backup hyperdrive: x8
nav computer: Yes
maneuverability: 1D+2
space: 7
hull: 5D+2
shields: 2D+2
sensors:
passive: 50/1D
scan: 100/3D
search: 200/4D
focus: 6/4D+2
small craft: 24 TIEs
4 shuttles
2 landing barges
weapons:
50 Heavy Turbolaser Cannons
fire arc: 20 front, 15 left, 15 right
crew: 2
skill: Capital Ship Gunnery
fire control: 2D
range: 5-20/40/60
atmosphere: 10-40/80/120km
damage: 7D
50 Double Heavy Laser Cannons
scale: starfighter
fire arc: 12 front, 13 left, 13 right, 12 back
crew: 1
skill: Starship Gunnery
fire control: 2D
range: 1-3/12/25
atmosphere: 1-3/12/25km
damage: 6D
10 Ion Cannons
fire arc: 4 front, 2 left, 2 right, 2 back
crew: 4
skill: Capital Ship Gunnery
fire control: 4D
range: 1-10/25/50km
atmosphere: 2-20/50/100km
damage: 4D
20 Concussion Missile Launchers
fire arc: 10 front, 5 left, 5 right
crew: 2
skill: Capital Gunnery
fire control: 2D
range: 2-12/30/60
atmosphere: 4-24/60/120km
damage: 8D
4 Tractor Beam Projectors
fire arc: 2 front, 1 left, 1 right
crew: 4
skill: Capital Gunnery
fire control: 2D
range: 1-5/15/30
atmosphere: 2-10/30/60km
damage: 6D
Aegis Star Carrier
The Aegis Fleet Carrier is intended to serve as a fleet carrier for those squadrons not equipped with Imperial Star Destroyers, yet needing heavy starfighter support. Designed to carry a full wing of TIEs, it was pitted against the SFS Interceptor in the Combat Cruiser Carrier competition, due to the rather disappointing results of the Escort Carrier when facing true combat star ships, especially Nebulon-B frigates and Corellian Gunships, in the hands of the Rebellion and pirates.
While not as heavy armed as the Aegis Cruiser, the Carrier still packs a potent arsenal. While perhaps not as powerful as that on other craft, it is more than enough to fend of medium sized capital combatants, yet small enough to make the crew reconsider entering into a close in melee with other heavy ships, rather than providing fighter support.
It serves in limited numbers within the Empire, for the same reasons the Interceptor was not wholeheartedly chosen- it is too tough and too good. It was produced only at the Gyndine and Fondor yards.
model: KDY Aegis-class Star Carrier
era introduced: Aftermath of Yavin
type: cruiser-carrier
scale: Capital
length: 800m
skill: Capital Ship Piloting
crew: 8,536
gunners 120
skeleton: 2200/+15
crew skill: Astrogation 4D, Capital Gunnery 4D+2, Capital Ship Piloting 5D+1, Capital shields 4D+1, Sensors 4D+1
passengers: 600
cargo capacity: 1200 tons
consumables: 5 years
hyperdrive multiplier: x2
backup hyperdrive: x8
nav computer: Yes
maneuverability: 1D+2
space: 7
hull: 5D
shields: 3D
sensors:
passive: 50/1D
scan: 100/3D
search: 200/4D
focus: 6/4D+2
small craft: 72 TIEs
4 shuttles
1 landing barges
weapons:
30 Turbolaser Cannons
fire arc: 10 front, 10 left, 10 right
crew: 2
skill: Capital Ship Gunnery
fire control: 2D
range: 3-15/35/75
atmosphere: 6-30/70/150km
damage: 5D
50 Double Laser Cannons
scale: starfighter
fire arc: 12 front, 13 left, 13 right, 12 back
crew: 1
skill: Starship Gunnery
fire control: 2D
range: 1-3/12/25
atmosphere: 1-3/12/25km
damage: 4D
8 Ion Cannons
fire arc: 4 front, 2 left, 2 right
crew: 4
skill: Capital Ship Gunnery
fire control: 4D
range: 1-10/25/50km
atmosphere: 2-20/50/100km
damage: 4D
10 Concussion Missile Launchers
fire arc: 10 front
crew: 2
skill: Capital Gunnery
fire control: 2D
range: 2-12/30/60
atmosphere: 4-24/60/120km
damage: 8D
5 Tractor Beam Projectors
fire arc: 2 front, 1 left, 1 right, 1 back
crew: 4
skill: Capital Gunnery
fire control: 2D
range: 1-5/15/30
atmosphere: 2-10/30/60km
damage: 6D |
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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: Thu Feb 20, 2014 5:53 pm Post subject: |
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Very cool. IIRC, wasn't there also an automated Aegis cruiser that went rogue? _________________ "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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wildfire Lieutenant Commander
Joined: 19 Feb 2006 Posts: 234 Location: Scotland
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Posted: Thu Feb 20, 2014 6:24 pm Post subject: |
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What you see is what I saved and kept all those years ago, I'm pretty sure I saved this back when I was at uni in 1996-2001. |
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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: Fri Feb 21, 2014 11:29 pm Post subject: |
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LOL. Gotcha. I do recall some details though, about an experimental Aegis equipped with slave-rigging and a central APU that went rogue and jumped clear of an Imperial testing facility and was now romaing the spaceways pursuing an unknown agenda. Fun adventure hook. _________________ "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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khan81 Cadet
Joined: 09 Apr 2010 Posts: 14
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Posted: Sat Feb 22, 2014 2:02 pm Post subject: |
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you mean this:
Stinger
Craft:modified KDY Aegis MkII Star Cruiser
type:autonomous heavy cruiser
era:immediately after the Palpatain Resurgence (Dark Empire)
scale:Capital
length:800m
crew:ship mind
crew skill:Stinger ship mind:
KNOW 4D
Alien Species 5D, Cultures 5D, Tactics 5D (capital ship 7D, fleets 6D, starfighter 6D), Planetary Systems 6D, Scholar (BOSS transponder codes 10D, Imperial TOE 9D, New Republic TOE 7D)
MECH 4D
Astrogation 5D, Capital Ship Piloting 5D, Capital Gunnery 5D+2, Capital Shields 5D, Sensors 5D, Starship Gunnery 5D
PERC 3D
Command (droid compliment 8D), Search 5D
TECH 3D
Capital Ship Repair:Aegis Star Cruiser 5D, Capital Weapons Repair 4D+2, Computer Programming/Repair 5D, Droid Programming 5D, Starship Weapons Repair 5D, Starfighter Repair 5D
NOTE:Multi-tasking design:Can handle eight actions per round before incuring penalties.
Passengers:200 (human) 20,000 droids (support and combat, exact disposition unknown)
Cargo:5,000 metric tons
Consumables:10 years
Hyperdrive Multiplier:x1
Backup Hyperdrive:x8
Nav Computer:yes, with backup
Maneuverability:2D
space:7
Baffled drive:thrust of 2, makes Stinger no more detectable than if she was drifting. Has enough reaction mass in tanks for 200 spacial units.
Hull:7D
Shields:5D
Sensors:
passive:50/2D
scan:100/3D
search:300/4D
focus:6/5D
Sensor mask:+2D difficulty to detect past 50 units while active. Can not use active sensors when mask active.
sensor baffle:+1D difficulty to detect with sensors
variable transponder:Can mimick the ID transponder codes for all Imperial ships, and most civilian and Republic ships as well.
small craft:
72 droid brained TIEs. Exact composition unknown
2 droid brained landing barges
Weapons:
50 Heavy Turbolaser Batteries
fire arc:20 Front, 15 Left, 15 Right
skill:Capital Ship Gunnery
fire control:1D
range:2-10/40/60
atmosphere:4-20/80/120KM
damage:10D
50 Turbolaser Batteries
fire arc:20 Front, 10 Left, 10 Right, 10 Rear
skill:Capital Ship Gunnery
fire control:3D
range:3-15/35/75
atmosphere:6-10/70/150KM
damage:7D
30 Ion Cannons
fire arc:10 Front, 10 Left, 10 Right
skill:Capital Ship Gunnery
fire control:4D
range:1-10/25/50
atmosphere:2-20/50/100km
damage:4D
10 Tractor Beam Projectors
fire arc:6 Front, 2 Left, 2 Right
skill:Capital Ship Gunnery
fire control:4D
range:1-5/15/30
atmosphere:2-10/30/60KM
damage:6D
20 Concussion Missile Launchers
fire arc:10 Front, 5 Left, 5 Right
skill:Capital Ship Gunnery
fire control:2D
range:2-12/30/60
atmosphere:4-24/60/120KM
damage:9D
40 Heavy Laser Cannon
scale:Starfighter
fire arc:10 Front, 10 Left, 10 Right, 10 Back
skill:Starship Gunnery
fire control:3D
range:1-3/12/25
atmosphere:100-300/1.2/2.5km
damage:5D
"Of all the new weapons that have come about with the Emperor's recent resurrection, the trend toward automated systems has been most distressing. One of those systems is the subject of this briefing.
"This is the Imperial Naval Ship/Experimental Stinger. She is a modified Kuat Drive Yard's Aegis-class heavy cruiser. The Stinger has a very powerful control computer, modeled after those used on the World Devastators. With one major difference. The Devastators required a crew the Stinger IS the crew.
"Half the length of an Imperial-class Star Destroyer, she is believed to carry more firepower than a Impstar Deuce. The exact disposition of the weapons systems is unknown, but they are extensive and dangerous. There is an unknown number of droid starfighters, possibly as many as a wing, for screening and surface strikes. It carries an unknown number of combat programmed droids of unknown models for boarding and surface actions."
[Mon Mothma] "General, you are telling us what you don't know. What DO you know?"
[Cracken] "My apologies, Madame Chief of State. Most of the memory cores at the facility in question were either destroyed or heavily damaged in the fighting. Those cores that remain are well encrypted. Since most of the senior researchers and officers of this project have either disappeared, or been confirmed as killed in the battle, the only information we have to go on is from low-ranking techs and supply records.
"The Stinger was assembled in the Imperial yards in the Byss system. When our forces entered the system, a large number of ships fought their way out of the yards and left for parts unknown. We believe that one of these was the Stinger, but it is possible that it was launched earlier than that.
"Based off the few records we have, it seems that the design crew rushed to load the combat and starfighter droid contingents aboard. It is possible that they only loaded standard TIE/d's, or TIE'd memory matrices fitted to whatever TIEs they could find. There are signs that the combat droids include everything from gladiator droids to assassin programmed protocol units.
"We do know that the Stinger is almost as well armoured as an Imperial Mark One, is better shielded, and more maneuverable. It does contain an automated assembly line capable of building whatever the Stinger needs. Fortunately, it is merely an compressed version of the line attached to an Army Corp HQ, not a miniature of a Devastator.
"It carries ore reprocessing equipment to purify natural ores, and fuel scoops and solar converters. Even without this equipment, the Stinger carries enough fuel and spare parts to remain in hyperspace for ten years. Conceivably, it will be doing just that. Or, it could be bidding it's time somewheres.
"It is a stealthy ship. It carries a sensor mask and a baffled drive. It has excellent passive sensors. It's memory banks include all of the Imperial Order of Battle, personnel files, and all Intelligence data about our organization and personnel. It is believed to be carrying a full set of BOSS records, and can shift it's transceivers to match almost any profile.
"It is also very smart and inventive. Our data indicates that it has a level of sentience usually found only in protocol or astromech droids that have not been memory wiped in several decades. Treat it as you would a living opponent. More importantly, it seems that the Imperials have made a breakthrough in multi-tasking. It can handle up to one hundred tasks per minute without a loss of effectiveness.
"All of our fleet and sector commanders are being appraised of the danger that his craft poses. I am, however, for keeping this out of the public media. If the people were to know of this, private shipping would grind to a stand still. The demands for convoy protection AND renforcement of system defense forces would tie up every ship we have.
"I can only say this. Be glad that the Imps were only thinking small at this point. We were able to take an Executor-class SSD that was being fitted with similar systems before she left dock, and some documents indicate that the fifth of the Sovereign-class SSDs was to be similarly outfitted. The situation is bad, but not grim." |
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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 Feb 22, 2014 3:32 pm Post subject: |
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Yes, that's it. Thank you. _________________ "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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khan81 Cadet
Joined: 09 Apr 2010 Posts: 14
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Posted: Sat Feb 22, 2014 5:28 pm Post subject: |
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you are welcome!!! |
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