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The Loronar Strike Cruiser
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10455
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Mon Aug 24, 2015 11:26 pm    Post subject: Re: strike cruiser variants Reply with quote

Lane Arroway wrote:
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?

You asked for thoughts, he gave you more. He gave you a thread, with stats.

Lane Arroway wrote:
Interesting, thanks.
So, did you just make these up, or is there some justification for the adjustments to the stats?

He gave you justifications, and updated stats for the variants.

Lane Arroway wrote:
OK, so you just made up your own ship so this has no bearing in a WEG Star Wars game.

That comes across as rather harsh, don't you think? He provided thoughts and justifications. These variants were obviously not created out of thin air. They were intended for practical use in the game, like everything he does. These are stat extrapolations born out of fluff comments. Take them or leave them.

If you don't want them to have a bearing on your game, they don't have to. If you don't like them, post your own versions of the variants. Then we can each choose to take or leave yours just like his. Consensus is not required. I thought we were sharing thoughts on strike cruiser variants.
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Last edited by Whill on Tue Aug 25, 2015 12:23 am; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16345
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Aug 24, 2015 11:54 pm    Post subject: Reply with quote

Thank you, Whill.

Lane, my original alternate rule for the Strike was based on Wild Dice failure. Basically, the rule was that, on a Wild Dice Failure by the ship on a Hull roll (or a success by the attacker), any damage result would be shifted up one level (Lightly Damaged to Heavily Damaged, Heavily Damaged to Severely Damaged, etc.). On the surface, this seems more in-line with what was said in the write-up. However, basing it solely on Wild Dice eliminates the potential for an attacker to make a high To Hit roll and increase damage (the "well-placed shot").

As such, it seemed simpler and easier to just throw out the special rule and simply lower the ship's Hull from the RAW. After all, when you compare the Strike to other, much larger ships, the Hull rating really is over the top. The Victory I Star Destroyer is twice as long as the Strike with easily 10x the mass, yet it only has 4D Hull to the Strike's 6D, and the even larger Imperial only beats out the Strike by a single D (7D vs. 6D). When you combine that disparity with WEG's clearly stated vulnerability due to the modular design feature, the Strike's 6D Hull very quickly becomes suspect as another potential WEG error (of which there are many).

As such, when making my own version of the Strike's stats, I decreased the Hull, as it was the simplest way to represent WEG's description of the weakness of the modular system. I use the optional damage rule from the SpecForce Handbook to allow attackers to increase their damage rolls (I use the 1/3 method; for every 3 points by which the attacker's roll succeeds, add 1 pip to damage) to represent the "well-aimed shot" effect.

Ultimately, as Whill has said in the past, no stats are canon, not even those officially published by WEG. Even if they were, WEG has specifically stated that it expects us to come up with new rules to suit our own campaigns. When it comes to the Strike, this is the best I can come up with, and I have been doing starship stats for quite a while now. There is no rule saying that you have to use my stats as written; just take what you like and leave the rest.
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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.

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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat May 07, 2016 3:17 am    Post subject: Reply with quote

So, I'm playing with another idea for this. It has never sat well with me that a Medium Cruiser had the same armament as a Heavy Cruiser. A primary part of the distinction between a Light and Heavy Cruiser in the real world was the weight of weaponry they could carry, and mounting bigger guns was what made a cruiser a Heavy instead of a Light.

When I originally generated the stats for my version of the various modular options of the Strike, I concentrated on what the ship could transport, leaving the ship's weapons systems alone (with one exception). My feeling was that weapon emplacements would require too much hull and structural bracing, as well as power supply, to be readily swapped out.

However, I've come up with a possible solution that addresses both. What I'm thinking is giving the Strike a basic armament roughly on par with what's on the Carrack (turbolasers, laser cannon and tractor beam), which can then be augmented by one additional weapon system (at this point, the choices are turbolaser batteries, ion cannon or concussion missile launchers). My thinking here is that a pair of modules on the Strike (one on either side) are built up with additional framing, power and shielding for mounting modular weapons. Thus, while the ship's standard armament is equal to that of a light cruiser, it can be equipped with heavy cruiser grade weaponry in limited amounts (just one at a time, as opposed to mounting, say turbolaser batteries and ion cannon at the same time).

End result: it's modular, and not really a heavy cruiser or light cruiser, but something in between. So, Medium Cruiser.

Thoughts?
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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.

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Rusharn
Sub-Lieutenant
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Joined: 24 Apr 2016
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PostPosted: Sat May 07, 2016 5:49 pm    Post subject: Reply with quote

It would make sense to me. The gun modules could have backup generators or capacitors to support the added guns for when it goes into combat. Though I would assume this would reduce the consumables and cargo space so the gun modules wouldn't be much good for extended operations without a good supply line. I would think these modules would be used to boost an assault were the imperials would be expecting heavy resistance and would want more fire power to reduce losses or give them greater momentum during the attack.

If you could add heavy guns, could you add shield generator modules to make the ship more resistant to damage or gun modules that had anti starfighter batteries to be used like a poor man's Lancer?
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 08, 2016 7:26 am    Post subject: Reply with quote

Rusharn wrote:
It would make sense to me. The gun modules could have backup generators or capacitors to support the added guns for when it goes into combat. Though I would assume this would reduce the consumables and cargo space so the gun modules wouldn't be much good for extended operations without a good supply line. I would think these modules would be used to boost an assault were the imperials would be expecting heavy resistance and would want more fire power to reduce losses or give them greater momentum during the attack.

I'm not sure the modules would boost firepower so much as they would allow the Empire to tailor the Strike's firepower to match the situation. I dont want to make the Strike too powerful, since I just got done justifying how I dumbed it down to keep it from crowding the Heavy Cruiser classification. As far as Consumables, I'd prefer to just cut into Cargo Capacity if needs be. I only see it happening with the concussion missile launchers; as primarily an orbital fire support weapon, they'd need the ammo supply, as well as the ability to carry a variety of warhead types.

Quote:
If you could add heavy guns, could you add shield generator modules to make the ship more resistant to damage or gun modules that had anti starfighter batteries to be used like a poor man's Lancer?

I'm considering an anti-starfighter variant, but I'm still on the fence. I'm trying to balance multiple, often contradictory sources when I make these stat changes, but while I have been beefing up anti-starfighter weapons on capital ships in the SWU, I've still been trying to incorporate the idea of the Empire underestimating the threat of starfighters. Any module of that sort would likely be a follow-on reaction to Rebel starfighter successes. As such, it would be relatively rare during the classic era.

As far as adding a shields, that ties back into shape I mentioned above about not wanting to make the Strike too tough. I'll think about it, but at the moment I'm leaning toward no.
_________________
"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
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue May 17, 2016 6:12 pm    Post subject: Reply with quote

Okay, so I went back and edited the stat on the first page. Now, the ship can be equipped with turbolaser batteries or ion cannon or concussion missiles, not turbolaser batteries and ion cannon, with an option to add concussion missiles.
_________________
"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
Director of Engineering


Joined: 05 Apr 2010
Posts: 16345
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Sep 01, 2016 9:11 pm    Post subject: Reply with quote

Made another edit to the stats on the first page, adding two additional options for the modular weapons battery. One replaces the main battery with 10 additional dual laser cannon, additional shield generators and a flight controller option for providing added direction for attached TIE Fighter units, while the other exchanges any heavy weaponry for a sensor mask for enhanced stealth capability.
_________________
"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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