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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Tue Jan 06, 2015 3:44 pm Post subject: Recognize this Ship? 1,000,000 Imperial Credits Reward |
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Anyone recognize this ship? Its from the Star Wars Introductory Adventure Game box set. Which had a unique set of rules meant to be an introduction to the game. So some of the stuff does not equate directly to R&E material. This is the case with this ship. Hell I can't find anything out about it at all. Help appreciated. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 06, 2015 4:43 pm Post subject: |
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I havent seen it before, but it doesn't seem as if it would be too hard to convert it over.
-Divide Space of 28 by 4, for a Space of 7, but it can still go 28 at All-Out.
-Based on the position of the cockpit, I'd guess the laser turret is ventral mounted.
-Sensors of 1D would be a simple enough base for Passive sensors, then just expand from there.
I've never played the Introductory Game, but based solely on the stats, this ship fits with a concept I've long considered: a starbomber. It has speed, durability, some stealth, and a powerful offensive weapons suite. I'll be interested to see what you find on this bad boy. _________________ "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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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Jan 06, 2015 4:57 pm Post subject: |
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If we come up with some decent stats for it, I might steal the ship for my upcoming Dark Times game, the stealth suite would be perfect for the Corellian Jedi on the run.
I'll see if I can cook up something for it when I get home from work today. _________________ RR
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Zarm R'keeg Commander
Joined: 14 Apr 2012 Posts: 481 Location: PA
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Posted: Tue Jan 06, 2015 5:45 pm Post subject: |
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I believe the Vindicator, like the Salvaged Y-wing earlier in the game, was a one-of-a-kind cobble-together by the Rebellion on Edan II (with that sweet quad torpedo launcher for taking out the Havoc's weak spot). An 'ugly,' if you will. So I don't think it's class can be IDed, nor that there'll be any stats or info on it elsewhere. It goes alongside that awesome Corellian ship from the 'Taking of Coruscant' rebellion cutscene we were discussing recently... a nifty one-off with no established background or class. _________________ Star Wars: Marvels, the audio drama: www.nolinecinemas.com
Hard core OT, all the way! |
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klhaviation Lieutenant Commander
Joined: 19 Aug 2014 Posts: 188
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Posted: Tue Jan 06, 2015 7:03 pm Post subject: |
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Here is a crack at it. I gleaned as much as I could from the SWIAG, and interolated using the YT-1300 and YT-2400.
Still don't have a name fot the model... Ideas????
Vindicator
Craft: Corellian Enginnering Corp. YT-XXX
Type: Light freighter
Scale: Starfighter
Length: 27 meters
Skill: Space transports: YT-XXX
Crew: 1-4 (can coordinate), gunners: 1
Crew skill: Varies
Passengers: 6
Cargo capacity: 110 metric tons
Consumables: 2 months
Cost: ???
Hyperdrive multiplier: x2
Hyperdrive backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Atmosphere: 295; 850 kmh
Hull: 5D
Shields: 2D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
Double Laser Cannons
Fire arc: Turret
Crew: 1
Skill: Starship gunnery
Fire control: 1D
Space range: 1-3/12/25
Atmosphere range: 100-300/1.2/2.5 km
Damage: 4D
4 Proton Torpedo Tubes (3 torpedoes each)
Fire arc: Front
Crew: 1
Skill: Starship gunnery
Fire control: 1D
Space range: 1/3/7
Atmosphere range: 30-100/300/700
Damage: 9D
Game Note: Sensor shroud (-3D from enemy sensors rolls to detect ship as long as Vindicator remains beyond Long Range). |
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Mojomoe Commander
Joined: 10 Apr 2010 Posts: 442 Location: Seattle, WA
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Posted: Tue Jan 06, 2015 7:17 pm Post subject: |
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It's very clearly a 1300 variant. It looks like the Oota-Goota (GG6) with a standard 1300 drive section, and a cockpit further aft.
But I'd definitely call it a 1300. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Jan 06, 2015 9:19 pm Post subject: |
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Yeah, there are a few cockpit variations on a YT-1300, I don't see why there wouldn't be someone who wants one that's seated further back than the front side build of the Oota. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jan 07, 2015 1:41 am Post subject: |
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klhaviation wrote: | Still don't have a name fot the model... Ideas???? |
Definitely a combat modified YT-1300.
Quote: | Passengers: 6
Cargo capacity: 110 metric tons |
On the basis of this being a combat modified YT-1300, with added hull and shields, increased maneuverability, greater speed, plus the proton torpedo launchers, I would either eliminate or greatly reduce the cargo and passenger capacity.
I'm curious how you arrived at this number. While the Speed of 28 is obviously too high for a regular WEG stat, giving the ship a Space of 7 allows it to move up to 28 SUs at All-Out. Space 5 seems almost random by comparison.
Quote: | Double Laser Cannons |
The original source material states that the ship has only a single laser cannon, likely the same laser cannon that comes on the standard YT-1300.
Quote: | 4 Proton Torpedo Tubes (3 torpedoes each) |
This is may be personal preference, but I would think mounting torpedo launchers on a light freighter would allow for much greater ammo capacity, which would allow the ship to put out sustained barrages for greater effect.
Quote: | Sensor shroud (-3D from enemy sensors rolls to detect ship as long as Vindicator remains beyond Long Range). |
Long Range has no real meaning in 2E sensor rules. IIRC, the Slave One was equipped with something similar that was only effective beyond 50 SUs. _________________ "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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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Jan 07, 2015 3:13 am Post subject: |
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crmcneill wrote: | klhaviation wrote: | 4 Proton Torpedo Tubes (3 torpedoes each) |
This is may be personal preference, but I would think mounting torpedo launchers on a light freighter would allow for much greater ammo capacity, which would allow the ship to put out sustained barrages for greater effect. |
For some odd reason I was thinking the 4 proton torpedo tubes seemed excessive so I am okay with the 3 torpedoes per. I also though they were fire-linked for some reason.
If these are standard yield proton torpedoes then the damage should be increased to 10D (9D+1+1+1). If the torpedoes are a lower yield and fire-linked they do 9D, then they probably do 8D standard damage.
That sound right? Fire-link always confused me because he references combined actions but quote it incorrectly or else combined actions are incorrect. Pick your poison I guess =) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jan 07, 2015 12:50 pm Post subject: |
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I looked up the appropriate sections in the Introductory Adventure. Here is what I found.
-While the Speed system in the IAG doesn't readily convert over, this ship has the same Speed (28) as a stock YT-1300, so for the purposes of this stat, it should have a Space of 4.
-The ship's 1D Sensors are also equal to those of a stock YT-1300, so giving this thing the same sensor stats as a stock YT under the 2E rules would be appropriate.
-The description states that the base engineers have "converted a Corellian light freighter into a makeshift torpedo bomber." This is pretty much a one-off ship for a special mission, so the availability and price should probably be listed as "Unique, not available for sale."
-The sensor baffle uses "engine baffles, surface details and cooling vents" to help disguise the ship, subject to the following limitations:
--Can't go faster than half speed (presumably, no more than half its maximum speed; essentially, it can't go All-Out).
--Can't activate shields or weapons.
--Can't be closer than Long range (no direct conversion, but if this is the same as Slave One, Long range is 50 units or greater).
-The proton torpedo launchers are fire linked, and can fire either one at a time (9D damage) or all four at once (18D damage). The system is cobbled together from damaged starfighters, so each launcher has only 3 rounds. However, the system also has a glitch:
--When firing the quad linked torpedoes, roll 1D. On a result of 1-2, the torpedo launchers jam with the torpedoes stuck in the launchers, requiring an Easy repair roll before any of the launchers may be fired again.
How they got 18D from four standard proton torpedoes is beyond me, but then, this ship is intended to be a one-off platform for use against an ISD. _________________ "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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