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Cheuhn-class corvette
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shootingwomprats
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PostPosted: Wed Dec 17, 2014 1:20 am    Post subject: Cheuhn-class corvette Reply with quote

Alright guys I fell in love with the picture as soon as I saw it and I was surprised to find some general stats to do a write-up on it. Unfortunately I have come up to a creative wall, at least for today, I think I created too much stuff. Anyway, I need help with some suggested mechanics for something called, Rapid Fire Flak Gun Turrets. Yeah I know, sounds cool right? Now what do they specifically do and how to make mechanics for them? Yeah I hear the crickets in the room. That is what I came up with too once it hit me. Maybe it will look better in the morning. Please offer comments and constructive criticisms.



Cheunh-class Corvette
Craft: Copero Shipyards Cheunh-class corvette
Era: Unknown
Affiliation: Chiss Ascendancy
Source: Star Wars RP: Chaos, stat's by +Oliver Queen
Type: Corvette
Scale: Capital
Length: 150m, Height: 24m, Width: 39m
Skill: Capital ship piloting: Cheuhn-class corvette
Crew: 100; gunner, skeleton: 10/+10
Crew Skill: Astrogation 3D+2, capital ship gunnery 4D, capital ship piloting 4D+1, capital ship shields 3D, communications 2D+2, sensors 3D+1
Passengers: up to 300 depending on configuration/cargo
Cargo Capacity: 1,500 metric tons
Consumables: 1 year
Cost: Not for sale
Hyperdrive: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Atmosphere: 300; 900 km/h
Hull: 3D
Shields: 1D
Sensors:
-- Passive: 20/1D
-- Scan: 40/1D+2
-- Search: 80/2D+2
-- Focus: 3/3D
Weapons:
2 Triple Laser Turrets (fire-linked)
-- Fire Arc: 2 front
-- Scale: Starfighter
-- Crew: 1
-- Skill: Starship gunnery
-- Fire Control: 3D
-- Space Range: 1-5/10/17
-- Atmosphere Range: 100-500/1/1.7 km
-- Damage: 4D+2
2 Rapid Fire Flak Gun Turrets
-- Fire Arc: 2 front
-- Scale: Starfighter
-- Crew: 1
-- Skill: Starship gunnery
-- Fire Control: 2D
-- Space Range:
-- Atmosphere Range:
-- Damage:
4 Multipurpose Launch Tubes (20 proton torpedoes or 10 concussion missiles)
-- Proton Torpedo
---- Fire Arc: 4 front
---- Scale: Starfighter
---- Crew: 1
---- Skill: Starship gunnery
---- Fire Control: 1D
---- Space Range: 1/3/7
---- Atmosphere Range: 50-100/300/700
---- Damage: 9D
-- Concussion Missile
---- Fire Arc: 4 front
---- Scale: Starfighter
---- Crew: 1
---- Skill: Starship gunnery
---- Fire Control: 1D
---- Space Range: 1-3/6/10
---- Atmosphere Range: 100-300/600/1 km
---- Damage: 7D

Notes:
-- Rapid Fire Flak Gun Turrets:
-- Secondary Upper Command Bridge: smaller, but effective secondary bridge in case primary bridge is damaged or lost.
-- Limited Field Sensor Jamming Array: the jamming array interferes specifically with a targeting computer’s ability to gain a solid lock on the ship in which it is installed. When the jammer is engaged, it applies a -2D to avoid being detected by scanners, but removes -2D from the fire control of any weapon targeting the vessel. Though the jammer is effective against other capital scale or smaller ships, it is ineffective against the larger computer systems of Death Star scale or higher weapons.

Capsule: The Cheunh class Corvette is intended to provide the Chiss Ascendancy with a moderately powerful light cruiser that is reliable in handling Starfighter and bomber attacks on capital vessels. While at the same time providing a vessel capable of long distance reconnaissance and patrol duty along the borders of the new Chiss Ascendancy. It is also intended to be used as an escort vessel capable of holding off attacking pirates and protecting convoy vessels; or maintaining the security of an important person or persons as they travel through the new Ascendancy.

Internally the vessel is capable of being modified to a very limited extent. However this is only capable through the use of false panels to create extra rooms and often only done so when an important person or a handful of personnel is being transported on one of these vessels. Beyond that the vessel is incapable of any form of modifications or modular attachments.

The vessel is crafted with an Alusteel-Durasteel alloy; allowing it to be sturdy and able to take hits even with its shielding down. This allows the vessel to handle incoming fire from starfighters and bombers as it clears them out from friendly vessels. While also allowing the vessel to hold its own against other Cruisers and Frigates that would normally intercept the vessel; giving it time to jump to hyperspace before being caught. This allows the vessel to be a reliable asset when it comes to starfighter screens or escort missions.

The Cheunh class Corvette is a light cruiser designed and developed to hold its own against moderately and equally sized frigates and cruisers. It is also more than capable of holding its own against starfighters and bombers through the use of two flak guns which allow the vessel to intercept incoming proton torpedoes or concussion missiles; thus securing the flanks of larger capital vessels. It is a vast and agile vessel, sharing much in similarities with the more famous CR90 Blockade Runner. The majority of the vessels used are slated for an Anti-Starfighter or Light Escort roles with limited vessels being used as Blockade Runners.

Likewise as the vessel is more agile, it sacrifices larger armament load outs and heavier shielding and armor for that speed. While it is capable of holding its own for a limited time against same size vessels; it is more than outmatched by larger capital ships and is easily swept aside. For this reason many of these vessels remain on the fringes of a fleet or covering the flanks against Starfighter and bomber runs against larger ships.
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CRMcNeill
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PostPosted: Wed Dec 17, 2014 1:46 am    Post subject: Reply with quote

What exactly do the flak guns fire? I can give you some ideas from there.

As far as the ship, it looks good to me, as there wasn't a lot of detail provided in the Outbound Flight novel. Are you going to include stats for the ion net weapons, too?
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shootingwomprats
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PostPosted: Wed Dec 17, 2014 2:01 am    Post subject: Reply with quote

Well I did not take the ship from there. Perhaps it was by someone else. If you click on the hyperlink for Star Wars RP: Chaos it will take you to the page where I found the stats. Take a look at it.

There was no mention of Outbound Project, ion net weapons were not talked about and as to what exactly the Flak Guns do it doesn't really say. Though you can get a bit of an idea from reading the capsule text at the bottom.

I will look into the ion nets. Seems I saw mechanics for those though.

<Addendum> I looked into this and found that the ion nets you are referring to are called Conner Nets and were first introduced in the Timothy Zahn novel The Last Command and the mechanics can be found in the sourcebook of the same name on pages 124-125 or the Thrawn Trilogy Sourcebook pages 192-193..
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Dec 17, 2014 2:29 am    Post subject: Reply with quote

The first appearance of the Cheun class was in Timothy Zahn's Outbound Flight novel, and they used the net weapons instead of ion cannon. They were specifically described as being larger and more powerful than Conner Nets.
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"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.

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shootingwomprats
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PostPosted: Wed Dec 17, 2014 3:49 am    Post subject: Reply with quote

I have not read Outbound Project yet. Mechanically it sounds to me like they are exactly like ion weapons only more powerful. So write up the ion cannons as ion webcasters, up the damage and call it a day?
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Dec 17, 2014 9:27 am    Post subject: Reply with quote

IMO, they are more likely to be projectile weapons fired from the missile launchers.
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"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.

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Zarn
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PostPosted: Thu Dec 18, 2014 6:22 am    Post subject: Reply with quote

The good ol' ack ack guns were for anti-aircraft warfare. Thus, in this case they're likely either area denial weaponry, or anti-missile weaponry. I'd probably make 'em anti-missile weaponry, state that they fire in an area, and that it's an opposed check between the missile and the flak shell for the missile to avoid detonating prematurely.

It does indicate that the opposition that the ship is likely to meet tend to use missiles, though.
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CRMcNeill
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PostPosted: Fri Dec 19, 2014 12:20 am    Post subject: Reply with quote

For the flak guns, I would suggest having them throw a spray of plasma shards, like a high tech shotgun. They would have short range, but high fire control.

Also, IMO, this ship needs something bigger than sf scale lasers as its main armament. Those weapons are pretty big on a 150 meter ship to be so relatively weak. The primary energy weapon of the Chiss was a maser-based weapon called a Charric, so I would lean more towards something like that.
_________________
"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.

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