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Lane Arroway Lieutenant Commander
Joined: 02 Feb 2013 Posts: 153 Location: Taris, Outer Rim
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Posted: Fri Aug 21, 2015 3:02 am Post subject: The Loronar Strike Cruiser |
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Hey all, so according to the Imperial Source Book the Strike Cruiser has a modular design and can be easily modified for specific missions. Examples include prefab garrison deployers, troop transports, TIE launch platforms, heavy vehicle recovery, and planet assault vessels that carry up to five walkers.
So I wonder, how would the stats change compared to the original?
Any thoughts? _________________ "This job is 90% talking to people and 10% shooting at them." |
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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: Fri Aug 21, 2015 12:05 pm Post subject: |
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Try this. Scroll to the last post. _________________ "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: Fri Aug 21, 2015 2:08 pm Post subject: |
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Yup. Crmcneill seems to be graduating to the 'go to' guy around here for re-doing stats.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10406 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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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: Fri Aug 21, 2015 4:12 pm Post subject: |
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Well, if the shoe fits... _________________ "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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Lane Arroway Lieutenant Commander
Joined: 02 Feb 2013 Posts: 153 Location: Taris, Outer Rim
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Posted: Sat Aug 22, 2015 8:24 pm Post subject: |
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Interesting, thanks.
So, did you just make these up, or is there some justification for the adjustments to the stats? _________________ "This job is 90% talking to people and 10% shooting at them." |
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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: Sat Aug 22, 2015 9:31 pm Post subject: |
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Lane Arroway wrote: | Interesting, thanks.
So, did you just make these up, or is there some justification for the adjustments to the stats? |
It was mostly just extrapolation from what was said in the WEG write-up, as well as the results of some research into the origins of the "light, medium and heavy cruiser" designations. Initially, I wanted to get rid of the Medium Cruiser type entirely, as it has no basis in real life ship classification (unlike Light and Heavy Cruisers). However, after putting some thought into it, I've come up with a backstory that I can agree with as far as the origin of a "medium cruiser".
As far as the stats for the different modules, I did my best to work with what WEG offered, with the additional versions (fire support, scout/survey and command) just seeming a natural fit. It also seemed more useful to fold the Prefab Garrison Base Deployer and Heavy Vehicle Recovery into a more general Cargo / Equipment Transport that could perform both functions in addition to more general forms of transport. The remaining modular types (the "stock" Patrol, TIE Carrier, Troop Transport and Assault Transport) are best-effort versions of what WEG already mentioned.
Here's the latest version, reverting to the RAW's medium cruiser designation and weapons suite, with the changes noted.1 - Reduced the Hull from 6D to 4D+2, as a 6D Hull does not fit well with the weakness of the modular system described in WEG's own capsule of the Strike. It should be relatively fragile, not almost as tough as an Imperial Star Destroyer.
2 - Added an Atmosphere rating. The prequels show that very large ships can actually operate in atmosphere, and allowing the Strike to do so allows it to deploy troops and cargo directly, eliminating the added deck space requirements for shuttles and landing barges.
3 - Added 10 dual laser cannon, as part of a more general stat-push to give military starships at least some integral anti-starfighter defense.
4 - Added some basic stats for the variant types listed in the Strike's original description, along with some others I thought of. Those of you who don't agree with my changes can still make use of the variants described below with the original stats.
Strike-Class Medium Cruiser
Craft: Loronar Corporation's Strike-Class
Type: Multi-Role Cruiser
Scale: Capital Ship
Length: 450 meters
Skill: Capital Ship Piloting: Strike
Crew: 1,972 (800 @ +10) & 120 Gunners
Crew Skill:
Astrogation 4D
Capital Ship Gunnery 4D+2
Capital Ship Piloting 5D
Capital Ship Shields 3D+2
Sensors 4D
Passengers: Varies*
Cargo Capacity: Varies*
Consumables: Varies*
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kph
Hull: 4D+2
Shields: 2D+2
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/2D
Focus 4/3D
Weapons:
Modular Main Battery (See Below)
20 Turbolaser Cannon
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
Orbital Range: 6km-30km/70km/150km
Atmosphere Range: 300m-1.5km/3.5km/7.5km
Damage: 5D
10 Dual Laser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 1
Scale: Starfighter
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5km
Damage: 5D
5 Tractor Beam Projectors
Fire Arc: 1 Front, 2 Left, 2 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Orbital Range: 2km-10km/30km/60km
Atmosphere Range: 100m-500m/1.5km/3km
Damage: 4D
Small Craft Complement: Varies*
*The Strike's modular design allows it to be quickly reconfigured for a variety of different missions, with the primary differences being in the nature of the ship's cargo and passengers.
Modular Main Battery: (Pick One)ATTACK
10 Heavy Turbolaser Cannon
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Orbital Range: 6km-30km/70km/150km
Atmosphere Range: 300m-1.5km/3.5km/7.5km
Damage: 7D
PURSUIT
10 Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Orbital Range: 2km-20km/50km/100km
Atmosphere Range: 100m-1km/2.5km/5km
Damage: 4D (ionization)
Commonly Paired With: Patrol, Scout/Survey and (rarely) Carrier Variants.
BOMBARD
10 Concussion Missile Launchers
Fire Arc: 5 Left, 5 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 2-12/30/60
Orbital Range: 4km-24km/60km/120km
Atmosphere Range: 200m-1.2km/3km/6km
Damage: 6D
Commonly Paired With: Fire Support (most common), Troop Transport, Assault Transport and Command.
STEALTH
Sensor Mask: +2D to Difficulty to Detect and Identify ship.
Commonly Paired With: Scout/Survey, although has been fitted to other units for missions where stealth is more essential than firepower.
ESCORT: (Change basic stats as follows)
Shields: 3D+2
Weapon Systems:
20 Dual Laser Cannon
Fire Arc: 4 Front, 6 Left, 6 Right, 4 Rear
Crew: 1
Scale: Starfighter
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5km
Damage: 5D
Special Rule: Flight Control
-Any friendly starfighter pilot within sensor range may add +1D to any appropriate Mechanical skill roll per round.
Variants: (Use the Stats listed above, except as noted)PATROL
Passengers: 340
Cargo Capacity: 6,000 metric tons
Consumables: 1.5 years
Small Craft Complement: 12 TIE Fighters, 1 AT-AT, 2 AT-STs
Description: This version is considered the base-line, "standard" configuration for the Strike, equipped with a good mix of fighters and troops, along with the durability for long term missions
TIE CARRIER
Passengers: 80
Cargo Capacity: 1,000 metric tons
Consumables: 1.5 years
Small Craft Complement: 36 TIE Fighters
Description: This version exchanges troop and cargo capacity to carry a half-wing of TIE Fighters.
FIRE SUPPORT
Passengers: 80
Cargo Capacity: 1,000 metric tons
Consumables: 1 year
Small Craft Complement: 12 TIE Fighters
Description: This configuration is usually combined with the Concussion Missile Launcher main weapon, providing the magazine capacity for extended bombard missions with a broad selection of target-specific warhead types.
SCOUT / SURVEY
Passengers: 340
Cargo Capacity: 1,000 metric tons
Consumables: 3 years
Sensors:
Passive 30/1D
Scan 50/2D
Search 100/3D
Focus 4/4D
Small Craft Complement: 12 TIE Fighters, 1 AT-AT, 2 AT-STs
Description: Exchanges cargo capacity for additional signal processing equipment that enhances the effectiveness of its standard sensors, as well as carrying extra consumables for long-term deployments or for extended scouting missions into unexplored territory.
TROOP TRANSPORT
Passengers: 1,100
Cargo Capacity: 6,000 metric tons
Consumables: 6 months
Small Craft Complement: None
Description: Gives up small craft capacity and consumables to serve as a transport for an Imperial Army Battalion.
ASSAULT TRANSPORT
Passengers: 340
Cargo Capacity: 1,000 metric tons
Consumables: 1.5 years
Small Craft Complement: 5 AT-ATs, 10 AT-STs
Description: Exchanges cargo capacity and fighters to carry a platoon of AT-ATs with AT-STs for escort.
CARGO / EQUIPMENT TRANSPORT
Passengers: 80
Cargo Capacity: 20,000 metric tons
Consumables: 1 years
Small Craft Complement: None
Description: Exchanges small craft capacity and troops to serve as a cargo and equipment transport. Can also be used for heavy vehicle deployment and recovery, as well as the deployment of an Imperial Prefab Garrison Base (although additional ships will be needed to transport the garrison's personnel and small craft).
COMMAND
Passengers: 340
Cargo Capacity: 1,000 metric tons
Consumables: 1.5 years
Small Craft Complement: 12 TIE Fighters
Special: +1D to all Communications, Tactics and Command skill rolls made aboard ship.
Description: Carries an enhanced communication array and command center, allowing the ship to serve as a command post for army or navy operations.
Capsule:
Loronar's Strike-Class Medium Cruiser is something new and unique in ship design. While technically a light cruiser in size, advancing weapons technology allowed the ship to be fitted with weapons normally found only aboard heavy cruisers, with a fraction of a heavy cruiser's crew requirements. Since the ship was arguably neither a light cruiser or a heavy cruiser, a new designation was needed, and thus the Strike became the first of a new type of vessel: the medium cruiser. While the Navy's current crop of light and heavy cruisers still have their uses, the Strike has largely replaced them in most front-line combat roles.
Loronar has designed a vessel that can be mass produced in a limited amount of time, using prefabricated component sections. Not only does this procedure reduce construction time, it also dramatically lowers the cost of each vessel.
Because of its modular design, a Strike can be easily and quickly modified for specific missions. The most common configuration is a multi-role mode carrying a squadron of TIE fighters, an AT-AT, two AT-STs and a company of infantry. Other variants include TIE Launch Platforms, Troop Transports, Heavy Vehicle Recovery, Prefabricated Garrison Base Deployment and Planetary Assault vessels that can carry up to 5 AT-ATs. The Strike's repulsorlift capability greatly increases its effectiveness in atmospheric operations, allowing it to deploy walkers and troops directly to a planet's surface without the use of landing barges or dropships.
While the benefits of the design are obvious, the Strike has some glaring weaknesses. The modular design means that entire systems or weapons batteries can be knocked out by a single well-placed hit. As a result, the Strike is actually slightly less durable than the smaller Carrack-Class Light Cruiser. This relative vulnerability, along with its lower speed and maneuverability, have kept the Strike from replacing the Carrack entirely, as the Carrack continues to serve in the Imperial Navy's Pursuit and Recon Lines. _________________ "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 Fri Jun 02, 2017 4:17 pm; edited 7 times in total |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Aug 22, 2015 11:36 pm Post subject: |
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Is this more for Imp remnant time frame, or still in the rise of the empire frame? _________________ Confucious sayeth, don't wash cat while drunk! |
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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 Aug 23, 2015 12:06 am Post subject: |
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garhkal wrote: | Is this more for Imp remnant time frame, or still in the rise of the empire frame? |
Rise of the Empire. This stat is intended to be an amplification and correction of the original WEG stat from the Imperial Sourcebook.
EDIT: Apart from the stats for the various modular forms, the only things I changed were the Hull rating, and adding an Atmosphere rating and Laser Cannon. _________________ "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 Aug 23, 2015 11:33 pm Post subject: |
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So, if this and other cap ships get 'dedicated anti-fighter weaponry' then would the Empire still have built the Lancer/Tartan? _________________ Confucious sayeth, don't wash cat while drunk! |
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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 Aug 24, 2015 12:20 am Post subject: |
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garhkal wrote: | So, if this and other cap ships get 'dedicated anti-fighter weaponry' then would the Empire still have built the Lancer/Tartan? |
Mostly because the dedicated anti-starfighter weaponry on these ships is nowhere near as good as that on the Lancer (which I've re-statted as well to make it even more deadly against starfighters). There are multiple ships in the RAW that already have single or double laser cannon anyway, such as the Nebulon B, the Imperial Escort Carrier, the Interdictor, etc. _________________ "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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Lane Arroway Lieutenant Commander
Joined: 02 Feb 2013 Posts: 153 Location: Taris, Outer Rim
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Posted: Mon Aug 24, 2015 3:54 pm Post subject: |
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OK, so you just made up your own ship so this has no bearing in a WEG Star Wars game.
The weakness in the modular design is not in it's hull, but in the fact that when a system is damaged it effects the whole module rather than just a single weapon, or battery of weapons/systems.
My original question was rather, how do you justify the changes in stats per module? _________________ "This job is 90% talking to people and 10% shooting at them." |
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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 Aug 24, 2015 5:05 pm Post subject: |
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Lane Arroway wrote: | OK, so you just made up your own ship so this has no bearing in a WEG Star Wars game. |
I really don't see how you arrived at that conclusion. I took the original Strike, changed one stat (Hull), added one stat (Atmosphere), added an additional weapon system (the laser cannon), and added game stats for something that WEG says exists, but never bothered to stat out. In all other respects, it is the Strike cruiser.
Quote: | The weakness in the modular design is not in it's hull, but in the fact that when a system is damaged it effects the whole module rather than just a single weapon, or battery of weapons/systems. |
And the simplest way to represent that relative fragility is to reduce the ship's ridiculously high Hull rating to better represent how easy it is to damage the ship as a whole.
Quote: | My original question was rather, how do you justify the changes in stats per module? |
Well, since WEG gave us no guidance on the matter apart from stating that the modules exist, you make your best guess, and assume that to put something in, you must take something else out. _________________ "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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Lane Arroway Lieutenant Commander
Joined: 02 Feb 2013 Posts: 153 Location: Taris, Outer Rim
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Posted: Mon Aug 24, 2015 11:09 pm Post subject: |
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Quote: | Quote:
The weakness in the modular design is not in it's hull, but in the fact that when a system is damaged it effects the whole module rather than just a single weapon, or battery of weapons/systems.
And the simplest way to represent that relative fragility is to reduce the ship's ridiculously high Hull rating to better represent how easy it is to damage the ship as a whole. |
Actually, as written, the weakness is that "entire systems or weapons batteries can be knocked out by a single, well-placed hit." Imperial Sourcebook, Pg. 54.
Sounds more like a lucky shot or a called shot to me, rather than lowering the hull. Not to mention to exploit the weakness, pcs must know of it or just get lucky. _________________ "This job is 90% talking to people and 10% shooting at them." |
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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 Aug 24, 2015 11:17 pm Post subject: |
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The word "Hull" is misleading. In the context of the write-up, it means the ship's hull plating and internal framework, etc. In the context of an official stat, "Hull" is an indicator of the general ability of a ship to resist damage. If a ship is well armored, but has an exploitable design weakness (like the Strike), its Hull rating will be lower than just the strength of the armor would indicate. A high Hull can also be an indicator of multiple redundant backup systems, automated repair and damage control networks, etc. _________________ "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 Fri May 06, 2016 2:09 pm; edited 1 time in total |
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