shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2692 Location: Online
|
Posted: Tue Dec 16, 2014 5:58 pm Post subject: |
|
|
crmcneill wrote: | Not that I think WEG's crew listings are all that helpful, but this stat should include a Skeleton crew listing. In addition, no other WEG stat distinguishes between officers and crew; they just give a combined total. |
I agree, I have combined the number for a total of 36,700 and a skeleton crew of 5,000/+20.
Crew: 36,700, gunners: 425, Skeleton: 5,000/+20
crmcneill wrote: | Supposed to be tougher, but loses 1D+2 in Hull Strength? |
For some reason I was thinking it was a contemporary to the Venator-class (Hull: 5D+1, Shields: 3D+1) when in fact its the Imperial I and II (Hull: 7D/7D+1, Shields 3D/2D+2). I think 8D hull makes sense as you suggested. Since only hull plating was mentioned I am dropping the Shields to 3D staying inline with the ISD I and II.
Hull: 8D
Shields: 3D
crmcneill wrote: | Quote: | Cargo Capacity: None |
Why? All the other big ships have a cargo listing, even if it never gets used. |
As I said it was a quick-n-dirty write-up. In hindsight they should have cargo storage for parts, equipment, ordinance, food, etc. I have given it 36,000 metric tons.
Cargo: 36,000 metric tons
crmcneill wrote: | 1). Why are there no Fire Arcs listed? |
I was being lazy. Just didn't do them. I have them added now. See below.
crmcneill wrote: | 2). Why no Ion Cannon? |
The Lego write-up and the wookiepedia entries listed nothing for them. I toyed with the idea of adding them but being a bit of a purist during the rough draft I left them out. I could be convinced to add:
60 Ion Cannons
-- Fire Arc: 30 front, 15 left, 15 right
-- Crew: 1 (10), 2 (10)
-- Skill: Capital ship gunnery
-- Scale: Capital
-- Fire Control: 4D
-- Space Range: 1-10/25/50
-- Atmosphere Range: 2-20/50/100 km
-- Damage: 4D
crmcneill wrote: | Quote: | 8 Heavy Quad Turbolaser Cannons |
Having a small number of heavy turrets fits with the film images of the ships, but they barely have any damage advantage over the smaller double turbolasers mentioned below, and are actually more accurate. I would have made these guns 0D FC / 10D damage to give this ship a big gun against other heavy capital ships, with the dual turbolasers being used as secondary armament. |
I have completely reworked the ranges and damage for weapons.
8 Heavy Quad Turbolaser Cannons
-- Fire Arc: 4 front, 2 left, 2 right
-- Crew: 4
-- Skill: Capital ship gunnery
-- Scale: Capital
-- Fire Control: 2D
-- Space Range: 3-10/20/40
-- Atmosphere Range: 6-20/40/80 km
-- Damage: 8D
4 Quad Turbolaser Cannon
-- Fire Arc: 2 front, 1 left, 1 right
-- Crew: 3
-- Skill: Capital ship gunnery
-- Scale: Capital
-- Fire Control: 4D
-- Space Range: 3-15/35/75
-- Atmosphere Range: 6-30/70/150 km
-- Damage: 6D
120 Double Turbolaser Cannons
-- Fire Arc: 60 front, 30 left, 30 right
-- Crew: 3
-- Skill: Capital ship gunnery
-- Scale: Capital
-- Fire Control: 3D
-- Space Range: 3-15/35/75
-- Atmosphere Range: 6-30/70/150 km
-- Damage: 4D
40 Laser Cannon
-- Fire Arc: 10 front, 10 left, 10 right, 10 rear
-- Crew: 1
-- Skill: Starship gunnery
-- Scale: Starfighter
-- Fire Control: 2D+2
-- Space Range: 1-3/12/25
-- Atmosphere Range: 100-300/1.2/2.5 km
-- Damage: 4D
6 Proton Torpedo Tubes (50 torpedoes each)
-- Fire Arc: 2 front, 2 left, 2 right
-- Crew: 3
-- Skill: Capital ship gunnery
-- Scale: Capital
-- Fire Control: 2D
-- Space Range: 2-12/30/60
-- Atmosphere Range: 4-24/60/120 km
-- Damage: 9D
10 Tractor Beam Projectors
-- Fire Arc: 6 front, 2 left, 2 right
-- Crew: 1(2), 4(2), 10(6)
-- Skill: Capital ship gunnery
-- Scale: Capital
-- Fire Control: 4D
-- Space Range: 1-5/15/30
-- Atmosphere Range: 2-10/30/60 km
-- Damage: 6D
Here is a range comparison chart (yeah its pretty simple)
+--+----+-------+ 40 Laser Cannon (starfighter)
+0----+-----+---------+ 8 Heavy Quad Turbolaser Cannons
+0-----+---------+---------------+ 6 Proton Torpedoes
+0-------+----------+--------------------+ 4 Quad Turbolaser Cannons
+0-------+----------+--------------------+ 120 Double Turbolaser Cannons
+---+-----+-------+ Tractor Beam Projectors
crmcneill wrote: | Quote: | 4 Quad Turbolaser Cannon
-- Space Range: 3-25/45/90
-- Atmosphere Range: 6-50/90/180 km |
I like the added range here, as it gives the ship the ability to hit targets at long range. However, I would've folded the longer range in with the Heavy Quads above. |
Check out the adjusted ranges, fire control and chart above.
crmcneill wrote: | Quote: | 6 Proton Torpedo Tubes (16 torpedoes each) |
Why only 16 torpedoes each? As I stated in my version of the Tector, a ship the size of an Imperial that removes the main hangar bays is going to have a lot of room left over to do other things with... |
Good suggestion, bumped ammo to 50 per launch tube. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Sat Dec 20, 2014 5:17 pm Post subject: |
|
|
All in all, a good write-up. IMO, it seems that my primary disagreements with your stats are based on how closely we choose to adhere to the source from which the stats are derived. For instance, in this case, I would've ignored the original write-up that gave the ship 8 heavy quad turbolaser cannon and 4 standard quad turbolasers and just given the ship 12 heavy quad turbolasers. From a rules standpoint, this would simplify things like coordinating massed fire. _________________ "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
|
|