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Mobilizer-Series Cruiser
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 04, 2015 12:05 am    Post subject: Mobilizer-Series Cruiser Reply with quote

Here is my latest brainstorm, an attempt to reorganize the mish-mash of different stats for the various Interdictor cruiser variants. I'm taking a slightly different path of saying that SFS discovered the viability of multiple design variants during the development stage of the Vindicator-Class Heavy Cruiser, which was the follow-on ship for the Dreadnought. The first stat I'm posting is my version of the Vindicator. The official version of this ship left me scratching my head, as heavy cruisers are supposed to be armed with a mix of weaponry that allows them to threaten larger vessels, whereas the Vindicator was equipped with a hodge-podge of light weapons.

Vindicator-Class Heavy Cruiser

The Vindicator-Class Heavy Cruiser is the Imperial Navy's front-line intermediate combatant. With a good, balanced mix of weaponry, the Vindicator is well suited to independent patrols, attack line operations or as an escort for star destroyers and other capital ships. In addition, the basic frame of the Vindicator has proven to be well suited for modification, serving as a platform for other missions.

Craft: Seinar Fleet Systems' Vindicator-Class
Type: Heavy Cruiser
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 2,551 (1,200 @ +10) & 150 Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 400 (troops)
Small Craft Complement:
--24 Starfighters (2 squadrons)
--4-8 Utility Craft
Cargo Capacity: 5,500 metric tons
Consumables: 1.5 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 6D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
10 Heavy Turbolaser Cannon
Fire Arc: 2 Front, 4 Left, 4 Right
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Rate of Fire: 1/2
Damage: 7D
20 Dual Turbolaser Cannon
Fire Arc: 6 Front, 5 Left, 5 Right, 4 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
10 Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
20 Quad-Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 Right
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2
    BATTERY DICE:
      Heavy Turbolaser Cannon: 1D Front, 2D Left, 2D Right
      Dual Turbolaser Cannon: 2D+2 Front, 2D+1 Left, 2D+1 Right, 2D Rear
      Ion Cannon: 2D Front, 1D+2 Left, 1D+2 Right
      Quad-Laser Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
      Tractor Beam Projectors: 2D Front, 1D+2 Left, 1D+2 Right.

_________________
"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 Sun Jan 23, 2022 11:58 pm; edited 10 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 04, 2015 11:16 am    Post subject: Reply with quote

The Mobilizer-Series Cruiser

The Mobilizer began life as a proposed heavy cruiser for the Imperial Navy, intended to replace the aging fleet of Dreadnoughts. During the development process, the designers made the proposal of designing the basic frame of the ship so as to be usable for a variety of different missions. Rather than a modular design, like Loronar's Strike-Class, the Mobilizer uses the same basic frame during the initial construction stages, but is then completed as a specific type by how it is fitted out in the construction's end phase. While the ship's main systems are uniform across the Mobilizer's various sub-classes, each sub-class is uniquely fitted out to perform a specific mission. For example, in the image below of a Vindicator-Class Heavy Cruiser operating in formation with an Immobilizer-Class Hyperspace Interdiction Cruiser, the visual similarities and differences between the two are obvious.


Click here for larger image

Designer's Note: The name Mobilizer is intentional, based on the original Interdictor's official class name, the Immobilizer. Considering the sheer number of different missions supported by different variants of the Interdictor, it really does "get the fleet moving," exactly the opposite of an immobilizer. So, Mobilizer.
_________________
"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 Nov 24, 2017 8:21 pm; edited 2 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 04, 2015 11:24 am    Post subject: Reply with quote

Enforcer-Class Picket Cruiser

The Enforcer-Class Picket Cruiser is more lightly armed than the Vindicator, deleting the heavy turbolaser cannon to make way for enhanced sensors and extended consumables and carrying capacity. The Enforcer serves primarily as a heavily armed scout, either on the periphery of naval battlegroups or on solo patrols. While somewhat less durable than the Vindicator it is also more maneuverable, and its weapons suite is still potent enough to give most light combatants pause, while its sensors and relative speed allow it to avoid action with heavier enemy warships.

Craft: Seinar Fleet Systems' Enforcer-Class
Type: Patrol Cruiser
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 3,000 (1,000 @ +10) & 110 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 300 (troops)
Small Craft Complement:
--24 Starfighters (2 squadrons)
--4-8 Utility Craft
Cargo Capacity: 10,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 50/1D
Scan 100/3D
Search 200/4D
Focus 5/4D+2
Weapons:
20 Dual Turbolaser Cannon
Fire Arc: 6 Front, 5 Left, 5 Right, 4 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
10 Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
20 Quad-Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 Right
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +12
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 2D+2 Front, 2D+1 Left, 2D+1 Right, 2D Rear
      Ion Cannon: 2D Front, 1D+2 Left, 1D+2 Right
      Quad-Laser Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
      Tractor Beam Projectors: 2D Front, 1D+2 Left, 1D+2 Right.

_________________
"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 Sun Jan 23, 2022 11:59 pm; edited 10 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 04, 2015 11:42 am    Post subject: Reply with quote

Defender-Class Escort Carrier

The Defender-Class Escort Carrier is configured as a starfighter carrier and command & control platform. While it lacks a heavy armament, its massive internal hangar bays can carry a full wing of starfighters, and its onboard flight control and combat command facilities are second to none. Defenders commonly serve as the command ship for an escort to a larger craft, usually a star destroyer. They concentrate on defending the formation from attack, allowing the star destroyer to concentrate on attacking.

Craft: Seinar Fleet Systems' Defender-Class
Type: Escort Carrier
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 2,814 (1,000 @ +10) & 70 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 5D
Shields 4D
Sensors 5D
Passengers: 80 (troops)
Small Craft Complement:
--72 Starfighters (6 squadrons)
--12-24 Utility Craft
Cargo Capacity: 4,000 metric tons
Consumables: 1.5 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 50/1D
Scan 100/3D
Search 200/4D
Focus 5/4D+2
Weapons:
10 Turbolaser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
20 Quad-Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
10 Tractor Beam Projectors
Fire Arc: 4 Front, 3 Left, 3 Right
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
Special:
Flight Control - Defenders are equipped with extensive flight control facilities, allowing them to coordinate the operations of large numbers of starfighters simultaneously. In game terms, any friendly starfighter piloting operating within sensor range of a Defender may add +1D to any relevant Mechanical skill roll per round.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +12
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Quad-Laser Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
      Tractor Beam Projectors: 2D Front, 1D+2 Left, 1D+2 Right.

_________________
"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 24, 2022 12:05 am; edited 9 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 04, 2015 12:09 pm    Post subject: Reply with quote

Retired the stats for the Hunter-Class Pursuit Cruiser to make the Fulgor-Class Pursuit Cruiser.
_________________
"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 Wed Apr 25, 2018 2:52 pm; edited 4 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 04, 2015 12:27 pm    Post subject: Reply with quote

Retired the stats for the Subjugator in favor of the Kontos-Class Strike Cruiser. I've also switched out the name of the Punisher-Class Bombard Cruiser to the Subjugator-Class to make it less of a copy of the WH40K Adeptus Arbites Punisher-Class Strike Cruiser.
_________________
"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 Tue Dec 14, 2021 3:24 pm; edited 12 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 04, 2015 12:44 pm    Post subject: Reply with quote

Subjugator-Class Bombard Cruiser

The Subjugator-Class Bombard Cruiser is used to provide orbital fire support for Imperial Army deployments that are not sufficiently high priority to assign a Victory I or a Torpedo Sphere. Subjugators generally operate in low orbit, using their missile launchers to deliver a variety of different ordnance types depending on the needs of the troops in question.

Craft: Seinar Fleet Systems' Subjugator-Class
Type: Orbital Bombard & Fire Support Cruiser
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 2,457 (1,000 @ +10) & 192 Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 200 (troops)
Small Craft Complement:
--24 Starfighters (2 squadrons)
--4-8 Utility Craft
Cargo Capacity: 5,500 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 350; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
20 Dual Turbolaser Cannon
Fire Arc: 6 Front, 5 Left, 5 Right, 4 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
40 Missile Launchers
Fire Arc: 8 Front, 12 Left, 12 Right, 8 Rear
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 1-8/20/40
--Orbital: 2km-16km/20km/80km
--Atmosphere: 100m-800m/2km/4km
Rate of Fire: 1/2
Damage: 8D
20 Quad-Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
4 Tractor Beam Projectors
Fire Arc: 2 Front, 1 Left, 1 Right
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2
    BATTERY DICE:
      Dual Turbolaser Cannon: 2D+2 Front, 2D+1 Left, 2D+1 Right, 2D Rear
      Missile Launchers: 3D Front, 3D+2 Left, 3D+2 Right, 3D Rear
      Quad-Laser Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
      Tractor Beam Projectors: 1D Front, 0D Left, 0D Right.

_________________
"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 24, 2022 12:06 am; edited 8 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Oct 04, 2015 1:22 pm    Post subject: Reply with quote

I have to go to work right now, but there are more on the way...
_________________
"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: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Oct 09, 2015 11:33 pm    Post subject: Reply with quote

Invader-Class Troop Transport

The Invader-Class Troop Transport strips the base Mobilizer down to the bare minimum, leaving little more than the cramped facilities necessary to transport a full Imperial Army battlegroup. Instantly recognizable by its massive, blockhouse-like superstructure, the Invader is primarily used to augment the Imperial Navy's big Evakmar-KDY Troop Transports, providing smaller, faster transport capacity to rapidly shift units from planet to planet.

Craft: Seinar Fleet Systems' Invader-Class
Type: Fast Troop Transport
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 1,738 (1,000 @ +10) & 30 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 20,000 (troops)
Small Craft Complement:
--12 Starfighters (1 Squadron)
--2-4 Utility Craft
--4 Landing Barges
--8 Troop Shuttles
Cargo Capacity: 50,000 metric tons
Consumables: 6 months
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
10 Turbolaser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
10 Quad-Laser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Quad-Laser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear

_________________
"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 24, 2022 12:07 am; edited 9 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Oct 09, 2015 11:44 pm    Post subject: Reply with quote

Transporter-Class Fast Combat Transport

The Transporter-Class Fast Combat Transport is used primarily as an underway replenishment ship for Imperial Navy task forces, although it is sufficiently armed and armored to undertake solo operations as needed. The Transporter's massive cargo capacity has also allowed it to serve as a fast minelayer.

Craft: Seinar Fleet Systems' Transporter-Class
Type: Fast Combat Transport
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 1,380 (800 @ +10) & 42 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 80 (troops)
Small Craft Complement:
--12 Starfighters (1 Squadron)
--2-4 Utility Craft
--Assorted Barges & Tugs
Cargo Capacity: 300,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
10 Dual Turbolaser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
10 Quad-Laser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
4 Tractor Beam Projectors
Fire Arc: 2 Front, 1 Left, 1 Right
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +11
    SHIELD & SHIELD CONTROL: 3D @ 2D
    VELOCITY MODIFIER: 1D+2 Flight
    BATTERY DICE:
      Dual Turbolaser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Quad-Laser Cannon: 1D Front, 1D+2 Left, 1D+2 Right, 1D Rear
      Tractor Beam Projectors: 1D Front, 0D Left, 0D Right.

_________________
"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 24, 2022 12:07 am; edited 12 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Oct 09, 2015 11:50 pm    Post subject: Reply with quote

Collector-Class Imperial Taxation Cruiser

Craft: Seinar Fleet Systems' Collector-Class
Type: Revenue Extraction Cruiser
Scale: Capital Ship
Length: 600 meters
Skill: Capital Ship Piloting: Mobilizer-Series
Crew: 1,380 (800 @ +10) & 40 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D
Piloting 5D
Shields 4D
Sensors 4D
Passengers: 4,000 (tax collectors)
Cargo Capacity: 100,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 330; 950 kph
Hull: 5D
Shields: 3D
Sensors:
Passive 30/1D
Scan 75/2D
Search 150/3D
Focus 5/4D
Weapons:
10 Turbolaser Cannon
Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Orbital Range: 6km-30km/70km/150km
Atmosphere Range: 300m-1.5km/3.5km/7.5km
Damage: 5D
20 Quad-Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5km
Damage: 6D
4 Revenue Collection Beam Projectors
Fire Arc: Turret
Crew: 40
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 3-15/60/120
Orbital Range: 6km-30km/120km/240km
Atmosphere Range: 300m-1.5km/6km/12km
Damage: 6D financial damage
Small Craft Complement: 1 squadrons, plus assorted shuttles and cargo barges.
Capsule:
The Inspector-Class Taxation Cruiser is pretty much just BS that I'm making up off the top of my head to see if anyone is actually reading these stats that I'm posting.
_________________
"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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KeldorKatarn
Ensign
Ensign


Joined: 05 Feb 2012
Posts: 48

PostPosted: Sat Oct 10, 2015 4:35 am    Post subject: Reply with quote

I like the last one most Very Happy
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TyCaine
Captain
Captain


Joined: 16 Oct 2009
Posts: 515
Location: Florida, US

PostPosted: Sat Oct 10, 2015 4:32 pm    Post subject: Reply with quote

Agreed, the last one is Epic... Smile

But seriously, enjoyed these write-ups and will be using them in my own games where possible. Smile



T.C.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Oct 10, 2015 7:58 pm    Post subject: Reply with quote

Odds and Ends

Interdictor-Class Hyperspace Interdiction Cruiser - I almost posted stats for this, but in the end, the only thing I really would change is shifting the fire arcs on the Quad-Lasers (5 in each arc) and adding 2D to the damage. Not much point writing up an entire stat just to do that.

Other Variants - I've posted other variations on this basic hull over the years. Rather than repost the stats, here are the links to the original posts.
Concept without Stats - Still working on my concept for the Disrupter-Class Information Warfare Cruiser. Similar to the CIS' Munificent-Class Frigate, this ship mounts a powerful communications and signal processing suite which is used to decode enemy transmissions, jam their signals, hack their databases and otherwise engage in information warfare. Some of this will require stat rules while others are purely story-telling elements. Not sure yet how I want to represent it.

Note: While the previously posted ships can be found throughout the Imperial Navy's order of battle, the ships listed in this post are sufficiently rare that they are generally assigned to a Sector Group's HQ unit, then assigned as needed within a sector.


EDIT: Since the Empire's doctrinal mindset didn't consider starfighters a major threat to capital ships, I've decided to alter the minimum level-armament for the Mobilizer-Series to include an equal mix of turbolasers and quad-lasers, increasing its defensive power against capital ships at the expense of its anti-starfighter defenses. To that end, all ships mentioned or linked in this post will have the following basic armament:

    10 Turbolaser Cannon
    Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
    Crew: 2
    Skill: Capital Ship Gunnery
    Fire Control: 3D
    Space Range: 3-15/35/75
    Orbital Range: 6km-30km/70km/150km
    Atmosphere Range: 300m-1.5km/3.5km/7.5km
    Damage: 5D
    10 Quad-Laser Cannon
    Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear
    Crew: 1
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/25
    Atmosphere Range: 100m-300m/1.2km/2.5km
    Damage: 6D

_________________
"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 Tue May 17, 2016 6:42 pm; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed May 04, 2016 6:03 pm    Post subject: Reply with quote

So, I'm coming back around to this.

Since part of the Imperial Navy's back story is that they don't consider starfighters a major threat, does it seem odd to anyone else that the Interdictor's entire defensive armament is composed of anti-starfighter weapons? In fact, from a numerical standpoint, the Interdictor has as many quad-laser cannon as the dedicated anti-starfighter Lancer.

What I'm considering, both for the Interdictor and several of the non-combatant ships on this list, is replacing ten of the quad-laser cannon with turbolaser cannon, giving them a 50/50 mix of anti-starfighter and anti-capital ship defensive weaponry...
_________________
"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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