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SFS Castle Frigate
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wildfire
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Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Thu Mar 20, 2014 1:09 pm    Post subject: SFS Castle Frigate Reply with quote

This is a competitor to the Nebulon-B frigate I threw together for a home game years ago, I've recently cleaned it up and rewritten the fluff slightly to fit my current project.

As normal my changes to RAW are

Quote:
Some slight changes from cannon mainly I'm using a change to the scaling system suggested by crmcneill with a few changes. see here for more info - Modified Scale System

The fluff is tweaked to fit my home campaign setting but is easily ignored.

Ship prices are based on the construction system by Fallon Kell with tweaks made to he weapon construction system from atgxtg as well.


SFS Castle Frigate

Craft: Sienar Fleet Systems' Castle Class frigate
Type: Multi-purpose frigate
Scale: Starship
Length: 350m
Skill: Capital Ship Piloting; Castle
Cost: 8,250,000
Crew: 138, Gunners: 43, Skeleton: 38/+10
Passengers: 180
Cargo Capacity: 1200 metric tons, 600 cubic meters + Hangar Bays.
Consumables: 2 years
Hyperdrive Multiplier: x1
Hyper Backup: x12
Nav Computer: Yes
Maneuverability: 2D+1
Space: 7
Atmosphere: 364; 1020 kmh
Hull: 2D
Shields: 3D
Sensors:
Passive: 50/2D
Scan: 150/3D
Search: 200/5D
Focus: 10/5D+1

Weapons
14 Turbolaser Cannons
Scale: Starship
Fire arc: 5 Front, 3 left, 3 right, 3 back
Crew: 1
Skill: Capital Ship Gunnery
Fire control: 4D
Range: 3-15/35/75
Atmosphere: 6-30/70/150 km
Damage: 3D

4 Ion Cannon Batteries
Scale: Starship
Fire arc: 2 Front, 1 left, 1 right
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 3D
Range: 1-10/25/50
Atmosphere: 2-20/50/100 km
Damage: 3D Ion

16 Quad Laser Cannon
Scale: Starfighter
Fire arc: 4 front, 4 right, 4 left, 4 back
Crew: 1
Skill: Starship Gunnery
Fire control: 2D
Range: 1-3/12/25
Atmosphere: 100-300/1.2/2.5 km
Damage: 4D

5 Proton Torpedo Launchers
Scale: Starfighter
Fire Arc: 3 front, 2 rear
Missile Loadout: 10 (each)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 100/300/700
Damage: 9D

Light Tractor Beam Emitter
Scale: Starship
Fire arc: Turret
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 2D
Range: 1-5/15/30
Atmosphere: 2-10/30/60 km
Damage: 4D

Small craft
24 TIEs
4 shuttles

Notable Surface Equipment:
None normally carried though my be stored in cargo bays

Designed by Sienar Fleet Systems as a different option to the KDY Nebulon-B as a general purpose escort vessel. The Castle class started entering service shortly before the Battle of Yavin though only few were built and operational by the time of battle itself. Small and compact but well armed, they excel at their multipurpose mission, with a reasonable cargo bay and they normally carry a unit of stormtroopers and a platoon naval troops though some times an Imperial Army platoon or two will be attached for a mission, though this requires the extra troops bunking down in a converted corner of the cargo bays.

Its long boxy profile with a wedge shaped nose is a unusual sight in the Core regions but very familiar in the Outer Rim where they are the bane of Rebel raiding parties. With three distinct sections to the vessel the wedge shaped forward section houses the bridge, communication systems, medical bay, offices, officers quarters and the forward shuttle hangar. The boxy mid section houses the two TIE hangars, enlisted quarters, troop barracks, main cargo bays and workshops. The larger aft section houses the six Santhe realspace drives and the both the main hyperdrive and backup along with the ships engine control room.

The two TIE hangars are located amidships of the mid section one each to port and starboard, each houses a single TIE squadron normally a Hunter squadron and a Recon or Interceptor squadron. Aft of the hangars are workshops and repair facilities for both the ship and its carried craft. The placement here allows easy access to the engineering section and two of the three hangars, when shuttles require major work parts and tools have to be moved to the forward hangar, though it does have some limited facilities located next to it already, they aren't capable of more than routine maintenance. Forward of the hangars are located the pilots quarters and ready rooms for all three hangars. Simulators and other training equipment can also be found in this area.

Below the hangars is a central passageway the leads to the boarding ramp located under the forward section when landed, to each side of this passageway are located the six main cargo holds, three port and three starboard.

Above the hangars are the crew and passenger quarters, recreation and mess facilities. The forward end of this area contains the troop barracks armory and shooting range. Located close the forward hangar when boarding troops are needed and between the crew and officers in case of mutiny. Located aft of the quarters is the life support section, expanding into the aft engineering block slightly.

In the forward section the bridge is located uppermost and has a good field of view via large transparisteel viewports. Aft of the bridge are the senior officers quarters and offices, communication section and its equipment. Below the bridge are the rest of the officers quarters, the officers mess and wardroom. On the same level is the medical bay which is equipped with several med droids and organic staff along with four bacta tanks. It is located close the ventral hangar and has good access tot he rest of the ship.

The ventral bay houses the shuttles assigned to the craft normally composed of two lambda shuttles and a flight of four boarding shuttles of various designs. The bay can hold a single light freighter if one is captured and tractored aboard or docked for inspection.

When landed a ramp allows access to the vessel to the lowest of the mid section, from the ground, this allows any carried ground vehicles to deploy. In normal operation no ground vehicles are officially carried, several speeder bikes and landspeeders can usually be found tucked away in odd corners to allow the crew to carry out simple operations when grounded.


Last edited by wildfire on Fri Mar 28, 2014 9:45 am; edited 2 times in total
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CRMcNeill
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Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Mar 22, 2014 1:43 am    Post subject: Reply with quote

Interesting design. Got any artwork for it?
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wildfire
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Location: Scotland

PostPosted: Sat Mar 22, 2014 2:59 am    Post subject: Reply with quote

Sorry no art work, my drawing skills are more of the level of floorplan sketches than anything else, best idea I can give for it is wedge shaped forward section like the 100 dton scout in traveller and large blocky engine section like a corellian corvette joined by a rectangular box spar holding the ret of the ships features.
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CRMcNeill
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Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Mar 22, 2014 3:19 am    Post subject: Reply with quote

Are the proton torpedo launchers supposed to be starfighter scale? Considering the relatively weak punch of the ship's turbolasers, starship-scale proton torpedoes could give it a good hit under the right conditions.
_________________
"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
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Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Sat Mar 22, 2014 3:44 am    Post subject: Reply with quote

crmcneill wrote:
Are the proton torpedo launchers supposed to be starfighter scale? Considering the relatively weak punch of the ship's turbolasers, starship-scale proton torpedoes could give it a good hit under the right conditions.


Yep wanted a weak missile punch it's not supposed to be a perfect or optimized design Smile
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wildfire
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PostPosted: Wed Mar 26, 2014 10:46 am    Post subject: Reply with quote

Realised that I'd mislabeled this as a cruiser when it's actually supposed to be a frigate, so changed the first post.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Mar 26, 2014 1:27 pm    Post subject: Reply with quote

It's all good. Size-wise (and based on your description) it's roughly analogous to a Carrack Light Cruiser, so labeling it a light cruiser or heavy frigate would not be amiss.

That being said, you could shuffle the weaponry a little and make this thing carry similar armament to a Carrack. Better turbolasers would allow you to maintain a punch, reduce ordnance logistics constraints and still pack a decent punch.

Also, this ship has the sensor ranges of a Star Destroyer and better Sensor bonuses. That might be okay if this was a recon ship, but not for a regular frigate.
_________________
"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
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PostPosted: Wed Mar 26, 2014 1:50 pm    Post subject: Reply with quote

Didn't spot he sensor package, it's from a time when I was increasing the senors ranges across the board to give more depth to the field of battle need to see if I still want to go down that path or change to something more RAW.

I'm happy with the weapon loadout as it is and don't really want to imitate a Carrack with this design.
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CRMcNeill
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Joined: 05 Apr 2010
Posts: 16281
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PostPosted: Wed Mar 26, 2014 2:26 pm    Post subject: Reply with quote

wildfire wrote:
Didn't spot he sensor package, it's from a time when I was increasing the senors ranges across the board to give more depth to the field of battle need to see if I still want to go down that path or change to something more RAW.

I've learned the hard way that, when posting stats to the Forum, you will cause a lot less confusion if you use stats that match what people are familiar with. The overpowered sensor package is an example of something that people will notice and comment on, which then requires you to explain the differences between the your SWU and the RAW.

Quote:
I'm happy with the weapon loadout as it is and don't really want to imitate a Carrack with this design.

It doesn't have to be a Carrack imitation just because it has similar weapon systems. IMO, including the proton torpedo launchers is far less efficient than just giving it slightly more powerful big guns in the first place. Plus, the Carrack is supposed to be fast and able to take a lot of damage, at the cost of not being able to carry its own starfighters. What you have here is visually similar (angular bow and blocky engine pod with a thick fuselage in between), the difference being that you substituted the Carrack's durability for the ability to transport starfighters.

As far as weapons, I would suggest the following:
-Flip the Fire Control and Damage on the Turbolasers. This gives them more of a punch while still having a decent Fire Control Rating.
-Realistically, the Ion Cannon should just be Cannon, not Batteries.
-Drop the Proton Torpedoes, as the added damage from flipping the turbolaser stats will offset their loss.
_________________
"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
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PostPosted: Wed Mar 26, 2014 2:52 pm    Post subject: Reply with quote

Will think about the turbo lasers but will keep the ion cannon batteries and proton torpedoes for now.
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CRMcNeill
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PostPosted: Wed Mar 26, 2014 3:06 pm    Post subject: Reply with quote

wildfire wrote:
Will think about the turbo lasers but will keep the ion cannon batteries and proton torpedoes for now.

A battery usually indicates 3-4 individual cannon in close proximity and generally fire-linked to combine effectiveness. If this ship is okay with having its turbolasers as cannon (i.e. one single weapon), why is it important for the ion cannon to be in batteries?
_________________
"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
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PostPosted: Wed Mar 26, 2014 3:45 pm    Post subject: Reply with quote

Visual effect as it's one battery per arc to stop fleeing ships, see it as one of those old twin mounts you used to have on WWII warships firing in tandem to stop ships.
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CRMcNeill
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PostPosted: Wed Mar 26, 2014 4:33 pm    Post subject: Reply with quote

wildfire wrote:
Visual effect

What is the importance of visual effect in a dice-and-paper game?

Quote:
as it's one battery per arc to stop fleeing ships

Technically not, because you put two mounts in the front and none in the rear. This is actually more in line with your usage, IMO.

Quote:
see it as one of those old twin mounts you used to have on WWII warships firing in tandem to stop ships.

By SW nomenclature, this is more properly classified as a twin ion cannon, not a battery.
_________________
"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
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Location: Scotland

PostPosted: Wed Mar 26, 2014 7:04 pm    Post subject: Reply with quote

Description for players and helps the atmosphere if I describe the guns lining up to fire then the effects after combat.

Was posting from my phone while waiting for winter solider to start so forgot about the arcs thinking it was an earlier draft with one battery per arc.

Will change it to a twin ion cannon listing when I change the sensors.
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wildfire
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PostPosted: Fri Mar 28, 2014 9:50 am    Post subject: Reply with quote

Made a few changes.

SFS Castle Frigate

Craft: Sienar Fleet Systems' Castle Class frigate
Type: Multi-purpose frigate
Scale: Starship
Length: 350m
Skill: Capital Ship Piloting; Castle
Cost: 10,500,000
Crew: 215, Gunners: 45, Skeleton: 78/+10
Passengers: 180
Cargo Capacity: 1200 metric tons, 600 cubic meters + Hangar Bays.
Consumables: 2 years
Hyperdrive Multiplier: x1
Hyper Backup: x12
Nav Computer: Yes
Maneuverability: 2D+1
Space: 7
Atmosphere: 364; 1020 kmh
Hull: 3D
Shields: 3D
Sensors:
Passive: 50/1D
Scan: 100/2D
Search: 160/3D
Focus: 6/5D

Weapons
14 Turbolasers
Scale: Starship
Fire arc: 5 Front, 3 left, 3 right, 3 back
Crew: 1
Skill: Capital Ship Gunnery
Fire control: 2D
Range: 3-15/35/75
Atmosphere: 6-30/70/150 km
Damage: 4D

4 Ion Cannons
Scale: Starship
Fire arc: 2 Front, 1 left, 1 right
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 2D
Range: 1-10/25/50
Atmosphere: 2-20/50/100 km
Damage: 4D Ion

16 Quad Laser Cannon
Scale: Starfighter
Fire arc: 4 front, 4 right, 4 left, 4 back
Crew: 1
Skill: Starship Gunnery
Fire control: 2D
Range: 1-3/12/25
Atmosphere: 100-300/1.2/2.5 km
Damage: 4D

5 Proton Torpedo Launchers
Scale: Starfighter
Fire Arc: 3 front, 2 rear
Missile Loadout: 10 (each)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 100/300/700
Damage: 9D

Light Tractor Beam Emitter
Scale: Starship
Fire arc: Turret
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 2D
Range: 1-5/15/30
Atmosphere: 2-10/30/60 km
Damage: 4D

Small craft
24 TIEs
4 shuttles

Notable Surface Equipment:
None normally carried though my be stored in cargo bays

Designed by Sienar Fleet Systems as a different option to the KDY Nebulon-B as a general purpose escort vessel. The Castle class started entering service shortly before the Battle of Yavin though only few were built and operational by the time of battle itself. Small and compact but well armed, they excel at their multipurpose mission, with a reasonable cargo bay and they normally carry a unit of stormtroopers and a platoon naval troops though some times an Imperial Army platoon or two will be attached for a mission, though this requires the extra troops bunking down in a converted corner of the cargo bays.

Its long boxy profile with a wedge shaped nose is a unusual sight in the Core regions but very familiar in the Outer Rim where they are the bane of Rebel raiding parties. With three distinct sections to the vessel the wedge shaped forward section houses the bridge, communication systems, medical bay, offices, officers quarters and the forward shuttle hangar. The boxy mid section houses the two TIE hangars, enlisted quarters, troop barracks, main cargo bays and workshops. The larger aft section houses the six Santhe realspace drives and the both the main hyperdrive and backup along with the ships engine control room.

The two TIE hangars are located amidships of the mid section one each to port and starboard, each houses a single TIE squadron normally a Hunter squadron and a Recon or Interceptor squadron. Aft of the hangars are workshops and repair facilities for both the ship and its carried craft. The placement here allows easy access to the engineering section and two of the three hangars, when shuttles require major work parts and tools have to be moved to the forward hangar, though it does have some limited facilities located next to it already, they aren't capable of more than routine maintenance. Forward of the hangars are located the pilots quarters and ready rooms for all three hangars. Simulators and other training equipment can also be found in this area.

Below the hangars is a central passageway the leads to the boarding ramp located under the forward section when landed, to each side of this passageway are located the six main cargo holds, three port and three starboard.

Above the hangars are the crew and passenger quarters, recreation and mess facilities. The forward end of this area contains the troop barracks armory and shooting range. Located close the forward hangar when boarding troops are needed and between the crew and officers in case of mutiny. Located aft of the quarters is the life support section, expanding into the aft engineering block slightly.

In the forward section the bridge is located uppermost and has a good field of view via large transparisteel viewports. Aft of the bridge are the senior officers quarters and offices, communication section and its equipment. Below the bridge are the rest of the officers quarters, the officers mess and wardroom. On the same level is the medical bay which is equipped with several med droids and organic staff along with four bacta tanks. It is located close the ventral hangar and has good access tot he rest of the ship.

The ventral bay houses the shuttles assigned to the craft normally composed of two lambda shuttles and a flight of four boarding shuttles of various designs. The bay can hold a single light freighter if one is captured and tractored aboard or docked for inspection.

When landed a ramp allows access to the vessel to the lowest of the mid section, from the ground, this allows any carried ground vehicles to deploy. In normal operation no ground vehicles are officially carried, several speeder bikes and landspeeders can usually be found tucked away in odd corners to allow the crew to carry out simple operations when grounded.
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