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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Sun Apr 12, 2015 10:28 am Post subject: Incoms K-72 Starhound |
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This is something that I did for a campaign about 4-5 years ago. The idea was that the in a remote section of the galaxy the players would become the leaders of the Rebellion and have to come up with the equipment and resources to take the fight to the empire. In the midst of all of this they stumbled onto a cargo container on a remote world being used for an imperial waste disposal and inside the container was a prototype starfighter from incom that the starfighter pilot recognized as something that had went into production and then mysteriously vanished never being used by the Imperium...They found out that due to a clerical error the prototype ended up dumped on the disposal planet and the Empire took the disappearance as an act of treason shutting down that branch of incom and taking the workers into custody.
They were able to backtrack where the R&D division of Incom had been and after doing a little snooping around they discovered that the incom facility had been housed in a mountain but had been destroyed in a cave in by the Imperials. As they sat there dejected and trying to figure out there next move, one of them realized that if they facility had been caved in that the mountain would have collapsed in too, but it hadn't. With the help of some of the locals they were able to excavate the entrance tunnel and gain entrance to the facility, it appeared that the explosives had been tampered with and while the entrance had been caved in, the rest of the facility, including the production line of fighters waiting to be used, was sitting virtually unscathed.
The downside to the discovery was that the group triggered a silent alarm alerting the Imperials and they raced to recover the ships and repair parts before the Imperials showed up and started their bombardment from orbit.
Essentially the ships in question were the Colonial vipers from the original BSG with a housing for an astromech that inserted up from the bottom and sat copilot style behind the pilot.
Incom K-72 Starhound
Craft: Starhound Interceptor Class
Type: Space Superiority Fighter
Scale: Starfighter
Length: 10 Meters
Skill: Starfighter Piloting: Viper
Crew: 1 and Astromech Droid (can coordinate)
Crew Skill: Starfighter Piloting; K-72 Starhound 5D, Astrogation 4D, Starship Gunnery 4D,
Cargo Capacity: 110 Kilograms
Consumables: 1 Week
Hyperdrive Multiplier: x1
Hyperdrive backup: No
Nav Computer: No
Maneuverability: 2D
Space: 8 (Turbo: 11)
Atmosphere: 365; 1,050 kmh (Turbo: 435; 1,250kmh)
Hull: 3D
Shields: 1D
Sensors:
Passive: 25/0D
Scan: 50/1D
Search: 75/2D
Focus: 3/4D
Weapons:
Two Turbo Lasers (Fire Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Proton Torpedo Launcher
-Fire arc-front
-Fire control-2D
-Range-1/3/7
-Ammo-3
-Damage-9D _________________ No matter where you go, there you are... |
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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: Sun Apr 12, 2015 12:46 pm Post subject: |
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Interesting, and well balanced. My only quibble is that your turbolaser are essentially regular lasers, so why not call them that?
Also, what are the restrictions on turbo mode? Does it only have enough fuel for a few rounds, after which it can't be used? Does it require a few rounds of recharge before it can be used again? Without some restrictions, I would imagine most pilots would never turn it off. _________________ "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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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Sun Apr 12, 2015 1:56 pm Post subject: |
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crmcneill wrote: | Interesting, and well balanced. My only quibble is that your turbolaser are essentially regular lasers, so why not call them that?
Also, what are the restrictions on turbo mode? Does it only have enough fuel for a few rounds, after which it can't be used? Does it require a few rounds of recharge before it can be used again? Without some restrictions, I would imagine most pilots would never turn it off. |
As to the Turbolaser, that was just the name I stuck on it... and the Turbo could be used for 3 rounds and consumed a quarter of the fuel for the ship before having to be disengaged. In theory, from that stand point one could use it for a total of 9 rounds before they began to seriously worry about fuel reserves. Prayer that they don't have to engage in fire fights of hyperspace should be engaged at that point. _________________ No matter where you go, there you are... |
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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: Sun Apr 12, 2015 2:36 pm Post subject: |
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Considering how vague the consumption and fuel rules can be, if I were to use this ship, I would probably give the turbo a separate fuel source, like a NOS tank on a street racer. And seeing as how I prefer uniform terminology for weapons in Star Wars, a ship this size would be fitted with lasers, not turbolasers, and if it were, those turbolaser would have vastly different stats than what you have here (which is essentially a dual laser cannon).
Other than that, nice ship. _________________ "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 Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Apr 12, 2015 4:11 pm Post subject: |
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Also, vipers in both the original series as well as the re-imagined series, had the capacity to go in reverse. What would that speed be? _________________ Confucious sayeth, don't wash cat while drunk! |
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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Sun Apr 12, 2015 4:41 pm Post subject: |
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garhkal wrote: | Also, vipers in both the original series as well as the re-imagined series, had the capacity to go in reverse. What would that speed be? |
I don't remember the vipers from the original series doing that, the new series I do though and I would imagine that if these were actual vipers (instead of ships inspired by vipers...) that it would be at the same speed they could go ordinarily. _________________ No matter where you go, there you are... |
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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Sun Apr 12, 2015 4:52 pm Post subject: |
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crmcneill wrote: | Considering how vague the consumption and fuel rules can be, if I were to use this ship, I would probably give the turbo a separate fuel source, like a NOS tank on a street racer. And seeing as how I prefer uniform terminology for weapons in Star Wars, a ship this size would be fitted with lasers, not turbolasers, and if it were, those turbolaser would have vastly different stats than what you have here (which is essentially a dual laser cannon).
Other than that, nice ship. |
I can go with Medium Laser cannons for the nomenclature and I imagine you would to since (other than fire control...) the weapon is the same stats listed here
http://www.rancorpit.com/forums/viewtopic.phpt=5260&postdays=0&postorder=asc&start=0
And since I don't see a dual laser cannon...
As to the suggestion about the Nos like turbo boost, if I use them again, I just might modify...thanks for the suggestion. _________________ No matter where you go, there you are... |
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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: Mon Apr 13, 2015 1:25 am Post subject: |
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garhkal wrote: | Also, vipers in both the original series as well as the re-imagined series, had the capacity to go in reverse. What would that speed be? |
The Vipers in the original series handled much like spacecraft in the SWU, in that they banked and turned as though they were in atmosphere, even though they were in vacuum. The techno-babble fix for this is "etheric rudder"; my personal version involves powerful directional gravity fields that bend the ship's course in a given direction.
The Vipers in the Reimagined series performed as would more conventional space craft, with main thrusters providing driving force and attitude thrusters controlling the pitch, roll and yaw of the ship. The only reason ships appear to fly in reverse in the Reimagined series is because they have actually shut off their drives temporarily, and are simply floating on a ballistic course. They can twist and spin all they want to bring their weapons to bear on a target, but they are still traveling the same direction at the same velocity.
If you really want to include that as a feature, you would likely need to invent some sort of vector-lock system that locks a starfighter onto a given course and speed regardless of the ship's attitude. The pilot couldn't maneuver, but could spin 180 degrees to engage targets in its rear arc, for whatever that would be worth.
Ultimately, Reimagined Vipers could do what they did because they and their drives exist in a more "normal" universe than that of Star Wars, and are ultimately inferior to the drives and maneuvering systems in the SWU. _________________ "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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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: Mon Apr 13, 2015 1:27 am Post subject: |
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Uhm, that link doesn't work... _________________ "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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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Mon Apr 13, 2015 2:30 am Post subject: So, with some suggestions...here is a revision |
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Incom K-72 Starhound
Craft: Starhound Interceptor Class
Type: Space Superiority Fighter
Scale: Starfighter
Length: 10 Meters
Skill: Starfighter Piloting: Viper
Crew: 1 and Astromech Droid (can coordinate)
Crew Skill: Starfighter Piloting; K-72 Starhound 5D, Astrogation 4D, Starship Gunnery 4D,
Cargo Capacity: 110 Kilograms
Consumables: 1 Week
Hyperdrive Multiplier: x1
Hyperdrive backup: No
Nav Computer: No
Maneuverability: 2D
Space: 8 (Turbo: 11)
Atmosphere: 365; 1,050 kmh (Turbo: 435; 1,250kmh)
Hull: 3D
Shields: 1D
Sensors:
Passive: 25/0D
Scan: 50/1D
Search: 75/2D
Focus: 3/4D
Weapons:
Two Medium Laser Cannons (Fire Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Proton Torpedo Launcher
-Fire arc-front
-Fire control-2D
-Range-1/3/7
-Ammo-3
-Damage-9D
Turbo Booster: This function can be used 4 times, in 3 round bursts before needing to be recharged completely. _________________ No matter where you go, there you are... |
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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: Mon Apr 13, 2015 1:36 pm Post subject: |
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An alternate version of the turbo would be that it has 12 rounds worth of fuel that the pilot may use 1 round at a time, as needed. _________________ "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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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 Apr 14, 2015 12:38 am Post subject: |
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Actually, by those rules, 5D damage would make them light laser cannon (4D base damage), with a +1D bonus for fire-linking.
I based my original statement on the WEG stats for the TIE/ln, whose two fire-linked laser cannon inflict 5D damage. _________________ "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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