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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jun 10, 2016 9:51 pm Post subject: |
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I've been doing stats for quite a while; in fact, I'm one of the Pit's most prolific stat posters. If my experience is anything to judge by, and if you are still writing stats a few years down the road, you will look back on this and laugh at how over-the-top it is... _________________ "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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ForbinProject Commander
Joined: 16 May 2016 Posts: 318
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Posted: Sat Jun 11, 2016 12:26 am Post subject: |
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CRMcNeill wrote: | I've been doing stats for quite a while; in fact, I'm one of the Pit's most prolific stat posters. If my experience is anything to judge by, and you are still writing stats a few years down the road, you will look back on this and laugh at how over-the-top it is... |
Heh, your probably right about that. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jun 11, 2016 2:17 am Post subject: |
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You've had some over the top stuff too.. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jun 11, 2016 9:18 am Post subject: |
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garhkal wrote: | You've had some over the top stuff too.. |
And? _________________ "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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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Sat Jun 11, 2016 9:51 am Post subject: |
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CRMcNeill wrote: | I've been doing stats for quite a while; in fact, I'm one of the Pit's most prolific stat posters. If my experience is anything to judge by, and if you are still writing stats a few years down the road, you will look back on this and laugh at how over-the-top it is... |
QFT _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.â€
http://rpgcrank.blogspot.com/ |
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ForbinProject Commander
Joined: 16 May 2016 Posts: 318
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Posted: Sat Jun 11, 2016 11:02 am Post subject: |
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Dropping the missiles and mines, but thinking of adding ground equipment. The station was intended for system domination in the book. There's enough troops onboard but I need advice on what would be a reasonable number of dropships, prefab garrisons, AT-AT's, etc for a vessel this size to carry.
Also thinking it could carry some assault shuttles and hyperspace tugs in order to board and capture ships rendered helpless by ion weapons.
Pulsar Station
Craft: Custom Deep Space Battle Station
Type: Deep-space mobile battle station
Scale: Death Star
Length: 40 kilometers (diameter)
Volume: 33,510.32 km
Skill: battle station operations: Pulsar Station 6D
Crew: 121,390, gunners 38,069: Skeleton: 18,965/+15
Crew Skill: Astrogation 5D+1, battle station operations: Pulsar Station 6D, capital ship gunnery 5D, starship gunnery 4D+2
Passengers: 323,987 (troops), 31,892 (stormtroopers), 18,965 (starship support staff), 83,608 (support ship pilots and crew)
Cargo Capacity: 250,000 kilotons
Consumables: 10 years
Hyperdrive Multiplier: x3
Hyperdrive Backup: x20
Nav Computer: Yes
Space: 2
Maneuverability: 1D
Hull: 6D
Shields: 3D
Backup Shields: 3D
Sensors:
Passive 350/1D
Scan 1,500/2D
Search 7,500/3D
Focus 60/4D+2
Weapons:
20 Superlasers
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 75
Scale: death star
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 5-25/75/150
Ammo: Current reactor can only generate 24D total per day per gun.
Rate of fire: It can build a charge of 1D per minute up to 12D.
Damage: 1D – 6D (Gradational output can fire once every minute at minimum energy (1D damage).)
40 Heavy Ion Cannons
Fire Arc: Turrets: 10 front, 10 left, 10 right, 10 back
Scale: Capital
Crew: 27
Skill: Capital ship gunnery
Fire Control: 5D
Space Range: 3-30/60/100
Damage: 12D (ionization)
1,000 Heavy Turbolaser Batteries
Fire Arc: 250 front. 250 left. 250 right, 250 back
Crew: 4
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150KM
Damage: 10D
1,000 Heavy Turbolaser Cannons
Fire Arc: 250 front. 250 left. 250 right, 250 back
Crew: 2
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 3-15/36/75
Atmosphere Range: 600-1.5/7/15KM
Damage: 5D
1,000 Ion Cannons
Fire Arc: 250 front. 250 left. 250 right, 250 back
Crew: 4
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100KM
Damage: 3D
1,000 Quad Laser Cannons
Fire Arc: 250 front. 250 left. 250 right, 250 back
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
100 Tractor Beam Emplacements
Fire Arc: 25 front, 25 left, 25 right, 25 back
Crew: 5
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 KM
Damage: 6D
16 Gravity Well Projectors
Fire Arc: 4 front, 4 left, 4 right, 4 back
Crew: 10
Skill: Capital ship gunnery: gravity well projector
Fire Control: 6D
Space Range: 1-5/75/150
Damage: Blocks hyperspace travel
Small Starship Complement:
TIE/agg Aggressors: 1 wing
TIE/ht Hunter's: 2 wings
TIE/D Defenders: 2 wings
Skipray Blastboats: 1 wing
Support Ship Complement:
Marauder-class Corvettes: 12
Loronar Strike Cruisers: 4
Victory Star Destroyers: 8 |
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