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Marauder Corvette MkII
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wildfire
Lieutenant Commander
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Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Fri Mar 28, 2014 9:58 am    Post subject: Marauder Corvette MkII Reply with quote

Needed a corvette for my sector project and didn't like most of the ones with stats so decided to adjust the one for the marauder and came up with what is below.

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 Marauder Corvette MkII

Craft: Sienar Fleet Systems' Marauder class Corvette Mk II
Type: Light combat corvette
Scale: Starship
Length: 195m
Skill: Capital Ship Piloting; Marauder
Cost: 4,250,000
Crew: 124, Gunners: 19, Skeleton: 48/+10
Passengers: 40
Cargo Capacity: 300 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x2
Hyper Backup: None
Nav Computer: Yes
Maneuverability: 2D+1
Space: 5
Atmosphere: 295; 850 kmh
Hull: 3D+2
Shields: 2D+1
Sensors:
Passive: 50/1D
Scan: 80/2D
Search: 100/3D
Focus: 5/4D

Weapons
8 Double Turbolaser
Scale: Starship
Fire arc: 2 Front, 2 Left, 2 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire control: 2D
Range: 3-15/35/75
Atmosphere: 6-30/70/150 km
Damage: 6D

3 Tractor Beam Emitters
Scale: Starship
Fire arc: 2 Front, 1 Rear
Crew: 1
Skill: Capital Ship Gunnery
Fire control: 2D+2
Range: 1-5/15/30
Atmosphere: 2-10/30/60 km
Damage: 4D

Small craft
12 TIEs


The original Marauder was a rare failure for Republic Sienar it was intended for use as a patrol and escort ship for the Galactic Republic. When the Republic declined to purchase them, mainly due to bureaucratic inefficiencies and not any deficiencies with the ships design. Sales to other governments and organizations was slow but did occur making the original model one of the few failures for Republic Sienar. Eventually they sold the production rights the Corporate Sector Authority allowing them to produce and use them within the the Corporate sector.

The ship was used extensively by the forces of the Corporate Sector Authority , where they can be found as escorts for capital ships and within the Corporate Sector Authority Picket Force or employed for law enforcement or anti piracy actions. Eventually they found their way to the hands of private individuals and outlaw groups.

Lightly armed with eight double turbolaser cannons and three tractor beams. They also carry twelve TIE fighters and forty troops for boarding actions or planetary landings. Their high speed allowed them to be effective escorts and pursuit ships.

When the Galactic empire came to power Sienar Fleet Systems went over their old designs and after making a few tweaks with more modern sensors, and weapon emplacements offered the new version of the design to the Imperial Navy procurement board in the hope of it being accepted into service this time round. This time bureaucracy did not let Sienar Fleet Systems down and it was approved to use by the Imperial Navy in 10 BBY. By 0 BBY they have become a regular sight in Outer Rim sectors hunting down pirates and rebels.

Normally a mixed squadron of TIE fighters and boarding adapted TIE bombers are carried, The bombers are used if a hard dock between the corvette and the target vessel is not possible.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Mar 28, 2014 11:36 am    Post subject: Reply with quote

Okay, here's my take.

I did a side by side comparison, and it seems that your major changes between this and the original Marauder is that you've increased the power on the sensors and some of the weapons.

Looking at this ship from an overall perspective of inserting it into your proposed sector groups, I think it would be more appropriate to leave the weapons the way they were and upgrade the ship's drives. Considering the majority of your Immobilizer variants have a Space of 6 or more, and your Castle frigate has a Space of 7, this version of the Corvette with its Space of 5, is going to end up the slowest ship in your fleet. Add to that a Hyperspace of x2, while the Castle and all your Immobilizer Mk.II variants have a x1, and that exacerbates the problem even further. If you are planning on using the Mk. I variants to fill out your group, that does do away with some of the issue, but it will be much more difficult to pair Marauders with Castles, as the speed difference will not allow them to keep up with a Castle.

IMO, the original Marauder is pretty well armed already, and you have plenty of big-gun ships in your roster to deal with anything the Marauder can't.
_________________
"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: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Mar 28, 2014 11:39 am    Post subject: Reply with quote

Also, your last line mentioned boarding modified TIE Bombers. If you're interested in making your TIE Bombers more versatile, this concept may interest 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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wildfire
Lieutenant Commander
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Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Fri Mar 28, 2014 12:25 pm    Post subject: Reply with quote

crmcneill wrote:
Okay, here's my take.

I did a side by side comparison, and it seems that your major changes between this and the original Marauder is that you've increased the power on the sensors and some of the weapons.

Looking at this ship from an overall perspective of inserting it into your proposed sector groups, I think it would be more appropriate to leave the weapons the way they were and upgrade the ship's drives. Considering the majority of your Immobilizer variants have a Space of 6 or more, and your Castle frigate has a Space of 7, this version of the Corvette with its Space of 5, is going to end up the slowest ship in your fleet. Add to that a Hyperspace of x2, while the Castle and all your Immobilizer Mk.II variants have a x1, and that exacerbates the problem even further. If you are planning on using the Mk. I variants to fill out your group, that does do away with some of the issue, but it will be much more difficult to pair Marauders with Castles, as the speed difference will not allow them to keep up with a Castle.

IMO, the original Marauder is pretty well armed already, and you have plenty of big-gun ships in your roster to deal with anything the Marauder can't.


Decided to increase the speed to 6 so it can keep up with the cruisers at flank.

I've been compiling a series of standardized weapons at different scales for my sector book, so all the ships have a common feel for weapons, normally the name is the main way to distinguish between stats changes.

Hence the design just removed to old weapons and fitted a more modern version of the same in 30 years of development their will be a few improvements in on mount automation which reduces the crew which was a big reason in swapping them out.

The sensor upgrade was so it could function as a decent picket and outer screen.

The Hyperdrive is set for the MkIIa upgrade post Yavin along with most of the other hyperdrive upgrades.

The speed issue with the Castle will only cause problems when they have to go to flank speed which I hope won't be a big problem during routine patrols Smile
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wildfire
Lieutenant Commander
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Joined: 19 Feb 2006
Posts: 234
Location: Scotland

PostPosted: Fri Mar 28, 2014 12:27 pm    Post subject: Reply with quote

crmcneill wrote:
Also, your last line mentioned boarding modified TIE Bombers. If you're interested in making your TIE Bombers more versatile, this concept may interest you...


Had that in mind when I wrote that bit Smile

Will be using that and the Interceptor ideas in the sector when I get round to detailing the TIE fighter family.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Mar 28, 2014 12:46 pm    Post subject: Reply with quote

wildfire wrote:
I've been compiling a series of standardized weapons at different scales for my sector book, so all the ships have a common feel for weapons, normally the name is the main way to distinguish between stats changes.

Hence the design just removed to old weapons and fitted a more modern version of the same in 30 years of development their will be a few improvements in on mount automation which reduces the crew which was a big reason in swapping them out.

The sensor upgrade was so it could function as a decent picket and outer screen.

That's fine, and I certainly understand wanting standardized weaponry. Some of the official stats really leave me scratching my head and wondering what they were thinking.

The Hyperdrive is set for the MkIIa upgrade post Yavin along with most of the other hyperdrive upgrades.

Quote:
The speed issue with the Castle will only cause problems when they have to go to flank speed which I hope won't be a big problem during routine patrols Smile

LOL. Famous last words...

Quote:
crmcneill wrote:
TIE Bombers

Had that in mind when I wrote that bit Smile

Will be using that and the Interceptor ideas in the sector when I get round to detailing the TIE fighter family.

Cool. Nice to know it will be getting use.
_________________
"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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