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Marksman-Class Stand-Off Attack Cruiser
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 19, 2015 7:26 pm    Post subject: Marksman-Class Stand-Off Attack Cruiser Reply with quote

This is my alternate version of the Targeter-Class Stand-Off Attack Cruiser, based on the hull of a Strike Cruiser instead of the Interdictor. While the Targeter would be a good representation of a proof-of-concept design, the Marksman is more along the lines of an actual production model, as its better-rounded armament gives it the ability to defend itself against a broad spectrum of threats, as opposed to the Targeter's primarily anti-starfighter armament.



Craft: Loronar Marksman-Class
Type: Prototype Stand-Off Attack Cruiser
Scale: Capital Ship
Length: 450 meters
Skill: Capital Ship Piloting: Marksman-Class
Crew: 1,729 (800 @ +10) & # Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 5D
Shields 4D+2
Sensors 4D
Passengers: 40 (troops)
Cargo Capacity: 1,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Hull: 5D
Shields: 3D (Can also be used in Stealth mode, which adds 3D to Sensors Difficulty to Detect or Identify the ship. Can not be used in both modes simultaneously)
Sensors:
Passive 30/1D
Scan 50/2D
Search 100/3D (300/3D in Front Arc only)
Focus 4/3D
Weapons:
1 Tachyon Lance
Fire Arc: Front
Crew: 20
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 20-50/150/300
--Atmosphere: 40km-100km/300km/600km
Rate of Fire: 1
Damage: 4D-10D (must be declared prior to shot)
Ammo: Has enough power for 20D of damage.
Recharge Rate: 1D per 15 minutes (1 pip per 5 minutes)
Note: While recharging, the Marksman is reduced to Space 2 and 0D Maneuverability.
20 Turbolaser Cannon (Fire Separately)
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6km-30km/70km/150km
Rate of Fire: 1
Damage: 5D
10 Turbolaser Batteries
Fire Arc: 2 Front, 4 Left, 4 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Atmosphere Range: 6km-30km/70km/150km
Rate of Fire: 1/2
Damage: 7D
6 Ion Cannon
Fire Arc: 2 Front, 2 Left, 2 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Atmosphere Range: 2km-20km/50km/100km
Rate of Fire: 1
Damage: 4D (ionization)
10 Dual Laser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 2
Skill: Starship Gunnery (Use Capital Ship Gunnery)
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 2km-6km/24km/50km
Damage: 5D
4 Tractor Beam Projectors
Fire Arc: 2 Front, 1 Left, 1 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 2km-10km/30km/60km
Rate of Fire: 1 (Full Round)
Damage: 4D
Small Craft Complement: Assorted Shuttles
Capsule:
Based on a heavily modified Strike Cruiser hull, the Marksman-Class Stand-Off Attack Cruiser is essentially a sniper in space. Equipped with an axial mounted tachyon lance, the ship far outranges any other known type of energy weapon system. Combined with long range scanners and targeting arrays, the Marksman is designed to inflict devastating attacks from outside of a target's sensor range. In addition, the Marksman is equipped with dual-mode shields which can be used to protect the ship from enemy sensors. Due to the power constraints of the lance, the Marksman only has enough energy for a few shots. As such, it will make a quick attack with a handful of shots, then use its stealth to shift position to evade counter attack. Once in its new position, the Marksman will sit quietly and recharge the tachyon lance, then repeat the fire-and-evade sequence as needed. In order to accommodate the lance projector and its associated power equipment, the Marksman loses almost all of its troop transport and starfighter capacity, as well as a large portion of its cargo capacity. The modular interior of the Strike is deleted as well, and some Hull protection has been sacrificed as a compromise to fit in the lance and its systems, but the ship's shields have been upgraded in compensation.
_________________
"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 22, 2018 2:12 am; edited 1 time in total
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Ning Leihrec
Lieutenant Commander
Lieutenant Commander


Joined: 17 Apr 2015
Posts: 211

PostPosted: Tue May 12, 2015 3:39 pm    Post subject: Reply with quote

This thing is a beast! The stealth shields are similar to a system I came up with for a special missions fighter. It's almost overpowered but the sacrificed interior makes sense. Too bad the Imps didn't have a few of these at Endor.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu May 14, 2015 12:31 pm    Post subject: Reply with quote

Yeah, it's pretty formidable, but its relative lack of anti-starfighter defenses might allow a group of PCs to take it on as part of an adventure...
_________________
"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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