CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 22, 2015 8:33 pm Post subject: Mobile Depot Ship |
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I've been digging through some old Star Wars stats that I had printed out long ago, and came across this one. I've changed it up a little and streamlined (I hope) some of the repair rules, as well as changing the back story to make it a ship the PCs are more likely to encounter. It makes a great adventure hook for PCs if you need a place for Rebel characters to repair their damaged ship, and even to cut them off on side-missions while their ship is being repaired. It can also provide the core of a mission objective by sending the PCs on runs to acquire badly needed parts and equipment, or as an objective to be defended from a surprise Imperial attack while the depot ship makes an emergency jump to hyperspace. Enjoy.
Mobile Depot Ship
The Mobile Depot Ship is based on the hull of Kuat Drive Yard's well known Super Transport XI container ship. The depot ship takes advantage of the design's stupendous transport capacity to serve as a mobile maintenance and repair yard. The large bay in the bow now accesses a multi-level hangar bay complex that houses the depot ship's complement of repair craft, along with a modular drydock system that allows the ship to service ships too large to fit into the hangar. The remainder of the cargo bay has been converted into a complex of shops, parts and equipment warehouses, and housing facilities for both the ship's crew and any visiting personnel whose ships are being repaired.
While originally deployed by the Empire to support expeditionary fleets, the ship has largely been replaced by Deepdocks. While some remain in service, the majority have been retired and sold off (and, in some cases, acquired by the Alliance).
The Depot Ship is only lightly armed. Even in Imperial service, the ship is always escorted, and never enters active combat zones. Instead, it is stationed some distance from the battle, along with other support ships.
The Alliance is even more cautious with their limited fleet of Depot Ships. Rather than serving with fleets, most ships in Alliance service are deployed into interstellar space to establish temporary mobile shipyards. Other Alliance craft are given rendezvous coordinates which lead them to an empty stretch of space being monitored by scout craft. Once the scout craft verifies the identity of the other Alliance vessel, it provides the actual coordinates of the Depot Ship.
The Depot Ship can't perform miracles; it lacks the capability to repair severely damaged starships. However, most starships can be sufficiently repaired to allow the ship to make way to a full shipyard under its own power. The ship features enough internal hangars and repair bays to accommodate any Starfighter-scale vessel (in limited numbers). To service Capital-scale ships, the Depot is equipped with a modular airdock system that builds temporary airdocks close by the Depot Ships. Individual airdock sections are composed of modular barriers held together by attraction-variable Akinetic fields produced by Voorson generators, and are configured and combined as needed to enclose a damaged ship. The airdock segments are also equipped with hyperdrive field boosters that link to the Depot Ship's hyperdrive, allowing the airdock to be enclosed in the Depot Ship's hyperdrive field should the ship need to jump to hyperspace for any reason.
Craft: Kuat Drive Yards' Super Transport XI (Modified)
Type: Mobile Maintenance / Repair Ship
Scale: Frigate (+10D)
Length: 840 meters
Skill: Capital Ship Piloting: Super Transport XI
Crew: 100 (25 @ +10), plus 62 gunners
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 4D
Shields 3D+2
Sensors 4D
Repair 6D
Passengers: 950 (repair staff)
Small Craft Complement:
--12 Modular Airdock Segments
--12 Mobile Repair Platforms
--12 Tug Barges
--36 Multi-Role Workpods
--Various shuttles and utility craft
--4 Scout Ships.
Cargo Capacity: 600,000 metric tons (primarily replacement parts and equipment)
Consumables: 1.5 years
Hyperdrive Multiplier: x3 (increases by 1 level per D of deployed airdock if towing a deployed airdock through hyperspace. If all 12 airdock segments are deployed, the modifier increases to x15).
Hyperdrive Backup: x20
Nav Computer: Yes
Maneuverability: 0D
Space: 3 (1D+2)
Hull: 4D
Shields: 2D
Sensors:
Passive 30/1D
Scan 40/2D
Search 50/2D+2
Focus 4/4D
Weapons:
8 Turbolaser Cannon (Fire Separately)
Fire Arc: 2 Front, 2 Left, 2 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Damage: 4D
16 Laser Cannon (Fire Separately)
Fire Arc: 4 front, 4 left, 4 right, 4 rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 4D
10 Tractor Beam Projectors (Fire Separately)
Fire Arc: 2 Front, 3 Left, 3 right, 2 Rear
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
Special Equipment: REPAIR FACILITIESAvailability:
When your character's ship arrives at the station, they have no way of knowing how long the repair process will take, or how many ships are waiting in line ahead of them.
-Starfighter-Scale: Roll 1D on the following table:1 = The Depot is swamped, and won't have a bay available for 1D days.
2-3 = The Depot is busy, but can fit your ship into a bay in 1D hours, with a further 1D hours before techs be available to begin repairs.
4-5 = A bay is immediately available, but the techs will not be able to begin repairs for 1D hours.
6 = A bay is immediately available, and techs can begin work right away. -Capital-Scale: The ship is equipped with 12 modular airdock segments, and Capital Ships require 1 segment per every 1D of Hull dice to establish a full airdock. Roll 2D to determine the number of airdock segments available. If enough segments are available for the character's ship, assembling the airdock requires 2D hours, with the time required for actual repairs determined by the Capital Ship Repair skill. If there is insufficient airdock capacity for the character's ship, roll 1D on the following table1-4 = Major work in progress. 1D days before enough segments are avilable.
5-6 = Almost finished. Segments will be available in 1D hours.
Diagnostics:
While the ship carries a massive supply of spare parts, it does not automatically have everything it needs to perform every repair imaginable. Diagnosis of needed repairs requires 3D minutes for Starfighter-Scale vessels and 1D hours for Capital Ships. Once diagnostics are completed, roll 1D on the following table:1 = Essential replacement parts are not available. The repairs can't be completed at this time.
2 = Essential replacement parts are not available, but the technicians are confident they can modify available parts to complete the job. Double normal repair time.
3-5 = The repairs can be performed normally.
6 = Nice work! The techs are having a very good day, and receive a bonus to their repair work (see below). Note: If the ship is damaged in multiple systems, roll diagnostics once for each system.
Repairs:
The depot ship's personnel are under standing orders to limit any repairs to the essentials required for a damaged vessel to transport itself to a shipyard with full repair facilities. As such, any repairs are limited to the following:-Up to 1/2 of Ship's Hull Code (2D Maximum).
-Up to 1/2 of the Ship's Maneuverability (2D Maximum).
-Up to 2 Space Units.
-Up to 1/2 of the Ship's Shields (1D Maximum).
-Replace a destroyed Hyperdrive with a x3 auxiliary unit.
-Completely repair sensors, life support systems, and any damaged, destroyed or ionized control systems. If the Diagnostics roll above resulted in a 6, apply the following increases to the above limits:- +1D to Hull, Maneuverability and Shields.
- +1 to Space Units
- Replacement hyperdrive is a x2. House Rule Notes:COMMAND DIFFICULTY MODIFIER: +6
SHIELD & SHIELD CONTROL: 2D @ 1D
VELOCITY MODIFIER: 1D Flight
BATTERY DICE:Turbolaser Cannon: 1D Front, 1D Left, 1D Right, 1D Rear
Laser Cannon: 2D Front, 2D Left, 2D Right, 2D Rear
Tractor Beam Projectors: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear _________________ "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
Last edited by CRMcNeill on Mon Jan 24, 2022 3:30 pm; edited 4 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 23, 2015 3:12 am Post subject: |
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garhkal wrote: | Nice rundown. I am trying to remember where i saw that picture first though.. Was it in the Dark empire comic series, or somewhere else?? |
It's from Wanted by Cracken, of a Super Transport XI used as a hauler for captured ships. _________________ "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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