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Skipray-Series Blastboat
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Mar 20, 2015 11:08 pm    Post subject: Skipray-Series Blastboat Reply with quote

The ImpSB description of the Skipray mentions multiple variants but doesn't go into detail. Pirates & Privateers provides a listing of different types, but no stats. The D6 Holocron took those stats and went off on a tangent, under which the model numbers used have little or nothing to do with the descriptions listed in Pirates & Privateers. Here's my version; I've tried to stay truer to the list in P&P.

Skipray-Series Blastboat
Craft: Sienar Fleet Systems' GAT-12
Type: Variable Configuration Blastboat
Scale: Capital Ship (due to power output)
Length: 25 meters
Skill: Capital Ship Piloting: Skipray
Crew: 2 (1 @ +5) & 2 Gunners
Crew Skill:
Astrogation 4D
Capital Ship Gunnery 5D
Starfighter Piloting 4D
Starship Gunnery 5D+1
Starship Shields 4D+1
Sensors 4D
Consumables: 1 month
Hyperdrive Multiplier: x2
Nav Computer: Limited (4 jump maximum)
Maneuverability: 2D+2
Space: 8
Atmosphere: 415; 1,200 kph
Hull: 2D+1
Shields: 2D
Sensors:
Passive 35/1D
Scan 60/1D+2
Search 100/2D
Focus 3/2D+2
Weapons:
3 Medium Ion Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner #1)
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 100m-1km/2.5km/5km
Damage: 4D
1 Dual Laser Cannon
Fire Arc: Turret (+5 Difficulty in Rear Arc)
Crew: 1 (Gunner #2)
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5km
Damage: 5D
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner #1)
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 2D
Space Range: 1-2/8/15
Atmosphere Range: 100m-200m/800m/1.5km
Damage: 9D
Ammo: 6 per launcher
Capsule:
The Skipray-Class Blastboat is designed to fill the gap between speedy, maneuverable starfighters designs and the slower, more heavily armored capital ships. They are swift enough to overhaul most system intruders, and strong enough to deliver-and survive-blows from powerful weapons. They operate equally well in atmosphere, on patrol in the far reaches of a star system, or performing fleet point duties with or without starfighter support.

The GAT-12 series is the Empire's standard gunship for demanding point missions and patrol assignments. To take advantage of its exceptional armament, it is deployed in trouble spots where conflict is likely and the combat risk is high. The GAT is the smallest Imperial Naval vessel to be equipped with hyperdrive engines. Although these craft are usually planet- or space station-based, they routinely patrol entire sectors.

Different configurations have been employed as ground support or missile launch platforms, but the most popular version is the GAT-12h, a heavy anti-ship missile launch platform. As with the assault shuttle, blastboats are lumped in with capital ships because of the missions they undertake and the firepower they are able to deliver. In addition to patrol duties, the Skipray is commonly used for planetary defense and interdictive actions.

The aerodynamic Skipray performs equally well in both atmospheric and space flight. In combat, it relies on its speed to approach with surprise and get in a devastating first attack, disabling the target with its ion cannon, then executing follow-up attacks with missiles or turbolasers against the immobilized target. When engaged in extended combat, the Skipray coordinates its attack with TIE fighters whenever possible, or uses wingman tactics if there are more blastboats in the area.

Variants: (Use above stats, except as noted by model)

GAT-12g (Pursuit)
Weapons:
1 Tractor Beam Projector
Fire Arc: Turret
Crew: 1 (Gunner #1)
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Atmosphere Range: 100m-500m/1.5km/3km
Damage: 4D
Capsule: The GAT-12g Pursuit Blastboat is designed to pursue and capture fleeing enemy ships, disabling them with its ion cannon, then using its tractor beam to tow the disabled ship back to its base.

GAT-12h (Patrol)
Weapons:
1 Concussion Missile Launcher
Fire Arc: Front
Crew: 1 (Gunner #1)
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 2-12/30/60
Atmosphere Range: 200m-1.2m/3km/6km
Damage: 6D
Capsule: The popular GAT-12h Pursuit Blastboat carries a 4-round heavy concussion missile launcher, used for anti-ship attacks.

GAT-12i (Assault)
Weapons:
1 Turbolaser Cannon
Fire Arc: Front
Crew: 1 (Gunner #1)
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 300m-1.5m/3.5km/7.5km
Rate of Fire: 1
Damage: 5D
Capsule: The GAT-12i Assault Blastboat is equipped with a powerful, forward firing turbolaser cannon. While not as hard-hitting as the -12h's concussion missile launcher, and hampered by its low firing rate, the turbolaser has the advantage of effectively unlimited ammunition, and has the edge over the -12h in sustained combat.

GAT-12j (Attack)
Weapons:
2 Bomb Chutes (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner #1)
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 1D
Atmosphere Range: 100m-200m/300m/700m
Scatter Distance: 2D/5D/10D (by Range)
Rate of Fire: Singly, or sticks of 4 bombs
Damage: 10D
Ammo: 16 bombs per chute)
Capsule: The GAT-12j Attack Blastboat is equipped with a pair of bomb chutes, allowing it to deploy a variety of ordnance against planetary targets.

GAT-12m (Courier)
Cargo Capacity: 2 metric tons (or 1 passenger per metric ton)
Hyperdrive Multiplier: x1
Nav-Computer: Yes
Space: 10
Atmosphere: 470; 1,350
Capsule: The GAT-12m Courier Blastboat features upgraded drives and navigation capability, and is commonly used to transport VIPs or critical messages through hostile territory.

GAT-12p (Scout)
Sensors:
Passive 35/1D
Scan 100/1D+2
Search 150/2D+1
Focus 5/3D
Capsule: The GAT-12p Scout Blastboat features enhanced sensors, and is used as a scout / recon platform, while still retaining sufficient weaponry to fight off most attackers.
_________________
"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 Sat Oct 03, 2015 2:45 pm; edited 1 time in total
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garhkal
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Joined: 17 Jul 2005
Posts: 14171
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Mar 20, 2015 11:18 pm    Post subject: Reply with quote

I like some of these variants, but shouldn't the base model have some aspects pingged for each variant? Like shouldn't the bomb carrying one lose out on maneuverability/cargo space etc, or the sensor (scout) one lose something else to give the extra power for the improved sensors??
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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: Fri Mar 20, 2015 11:26 pm    Post subject: Reply with quote

No, because they are all carrying something, whether it is bombs, missiles, extra sensors, a larger nav computer, or cargo / passengers. As such, any Maneuverability bonus or penalty would be offset by what the ship picked up in return for what it gave up.

Basically, the basic stats would never see use by themselves, but are instead just the basis for the variant models.
_________________
"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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garhkal
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Mar 21, 2015 5:27 pm    Post subject: Reply with quote

Interesting. So the power output of the base model can cope with the added draw of the turbolaser or sensor package with no drop elsewhere?
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CRMcNeill
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Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Mar 22, 2015 2:48 pm    Post subject: Reply with quote

garhkal wrote:
Interesting. So the power output of the base model can cope with the added draw of the turbolaser or sensor package with no drop elsewhere?

Mostly, I don't feel like mucking around with the base stats unless the description specifically mentions it, so I justify it by saying that any added power is provided by capacitor banks or what-have-you that are part of the installed system. This is not always enough to overcome all the obstacles (the turbolaser, for instance, has a fire rate of 1 because of restrictions on recharging its capacitor banks),.
_________________
"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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