| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Thu Feb 19, 2015 7:26 pm    Post subject: Marksman-Class Stand-Off Attack Cruiser |   |  
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				| 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.
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 "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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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Thu May 14, 2015 12:31 pm    Post subject: |   |  
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				| 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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