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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue May 02, 2017 1:55 am Post subject: |
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garhkal wrote: | I dunno, but some of those ships in battleship gothic could be used also.. |
I've got the Battlefleet Gothic ships reserved for something else. I want to use the Warhammer 40K races to populate the Unknown Regions, complete with their own ships. _________________ "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
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue May 02, 2017 2:06 am Post subject: |
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ForbinProject wrote: | The beauty of Renegade Legion is that you don't have to pick a side. Renegade units are armed with whatever TOG ships/fighters/tanks they defected with and whatever ships and equipment the Commonwealth adds to their TO&E. |
I really don't want to get into an off-topic debate on Renegade Legion, so all I'll say is that this is more applicable in the SWU than the RLU. In the past of the RLU, it may have been so, but by the "present time", both sides have their own factories and shipyards churning out unique equipment.
In the SWU, however, it's part of the official history that a good-sized portion of the Corellian fleet defected and joined the Alliance (as indicated by the presence of large numbers of Corellian capital ships at Sullust prior to Endor). As such, whatever ship I pick (and I'm leaning toward the Commonwealth) will, in fact, be the primary ship for both the Imperial Loyalist Corellian Navy and their renegade factions that joined up with the Alliance. _________________ "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: Tue May 02, 2017 5:15 pm Post subject: |
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CRMcNeill wrote: | I really don't want to get into an off-topic debate on Renegade Legion |
Sorry wasn't my intention to start a debate. I only meant to try to encourage you to not feel restricted to any one faction when choosing crossover ships.
If you prefer Commonwealth that's great. I'm more eclectic, and find I like something from column A, as well as column B.
Whatever you decide I know I'll be happy with the results. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat May 06, 2017 2:19 pm Post subject: |
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ForbinProject wrote: | Sorry wasn't my intention to start a debate. I only meant to try to encourage you to not feel restricted to any one faction when choosing crossover ships.
If you prefer Commonwealth that's great. I'm more eclectic, and find I like something from column A, as well as column B.
Whatever you decide I know I'll be happy with the results. |
When I do crossovers, I consider it a priority to capture as much of the spirit of the original crossover as possible. As such, mixing and matching TOG and Commonwealth ships just wouldn't sit right. I haven't made any real decisions yet, though... _________________ "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: Sun May 07, 2017 4:31 am Post subject: |
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CRMcNeill wrote: | When I do crossovers, I consider it a priority to capture as much of the spirit of the original crossover as possible. As such, mixing and matching TOG and Commonwealth ships just wouldn't sit right. I haven't made any real decisions yet, though... |
I see your point, but aren't the Renegade Legion units a mix match of the TOG ships, vehicles, and equipment they defected with, and Commonwealth replacements to replace combat losses?
Slightly off topic I read somewhere that the Renegade Legion series of games were originally designed for use with the Star Wars license.
Since the license was awarded to West End Games, FASA chose to use the systems with their own setting. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun May 07, 2017 12:57 pm Post subject: |
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ForbinProject wrote: | I see your point, but aren't the Renegade Legion units a mix match of the TOG ships, vehicles, and equipment they defected with, and Commonwealth replacements to replace combat losses? |
To some extent, but IIRC, a couple hundred years or so have passed since the Renegade Legions broke with the TOG, so they and the Commonwealth have had sufficient time to develop and produce new designs.
I've already settled on using TOG armored vehicles to flesh out the Imperial Army, while using the Renegade vehicles for the Alliance, so using the ships from Interceptor and Leviathan in similar fashion makes sense. The Renegade ships could be the older Clone Wars-era ships that detected to the Alliance, while the TOG ships are the newer ships of the Corellian Defense Force, some of which end up in Imperial service...
Quote: | Slightly off topic I read somewhere that the Renegade Legion series of games were originally designed for use with the Star Wars license.
Since the license was awarded to West End Games, FASA chose to use the systems with their own setting. |
That's exactly what happened, which is why crossing over the ship's and vehicles was such an easy choice for me. It won't be a direct crossover, of course; for example, rather than porting over all the RL races, I've applied some of their vehicles to other races. The Bata Revo and Nah'tikal, for example, are SoroSuub products rather than Naram. _________________ "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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moirdryd Cadet
Joined: 22 May 2017 Posts: 4
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Posted: Mon May 22, 2017 5:32 pm Post subject: |
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I think it's going to be one of those things that kinda slipped through the cracks. Given that at the time that the immortal words were uttered by Han Solo, Star Destroyers were not known as Star Destroyers and I'm fairly sure the implication is that the Imperial Cruisers Han is referring to are in fact what ESB would reveal to us as Star Destroyers. The script and screen direction for New Hope lists the ISD's as Imperial Cruisers which makes the connect seem pretty clear.
Obviously it was only much later that we have the information about KDY producing Imperial Star Destroyers NOT Corellian Shipyards (although I suppose it's feasible that Kuat could own Shipyards at the Corellian System). Also, if we are looking for in universe logic and I could be very wrong here, I thought the classic dreadnought design was one produced by Corellian Shipyards. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10435 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Mon May 22, 2017 7:54 pm Post subject: |
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moirdryd wrote: | I think it's going to be one of those things that kinda slipped through the cracks. Given that at the time that the immortal words were uttered by Han Solo, Star Destroyers were not known as Star Destroyers and I'm fairly sure the implication is that the Imperial Cruisers Han is referring to are in fact what ESB would reveal to us as Star Destroyers. The script and screen direction for New Hope lists the ISD's as Imperial Cruisers which makes the connect seem pretty clear.
Obviously it was only much later that we have the information about KDY producing Imperial Star Destroyers NOT Corellian Shipyards (although I suppose it's feasible that Kuat could own Shipyards at the Corellian System). Also, if we are looking for in universe logic and I could be very wrong here, I thought the classic dreadnought design was one produced by Corellian Shipyards. |
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moirdryd Cadet
Joined: 22 May 2017 Posts: 4
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Posted: Wed May 24, 2017 6:22 am Post subject: |
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Thanks Whill |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jul 05, 2017 5:10 pm Post subject: |
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So, I've been thinking about this for a bit, and had an epiphany. The perfect "Big Corellian Ship" is one that I've already statted: the Dauntless-Class Heavy Cruiser from Star Wars: Rebellion.
Its official background has it as a converted liner from SoroSuub, which upon reflection strikes me as lack of imagination on the part of the game designers; it's basically the same background as the MC80, substituting SoroSuub for Mon Cal. And since SoroSuub already has one new ship in the Rebellion game (the Liberator-Class Star Cruiser), it's a simple matter to just rewrite the background of the Dauntless to make it into "the Big Corellian Ship." _________________ "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
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jul 05, 2017 5:31 pm Post subject: |
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In fact, there could be two variants; one with heavy turbolasers for ship-to-ship combat, the other with the main batteries removed and replaced by starfighter launch bays. That way, a single ship could cover two slots from the original post: battleships and carriers. _________________ "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
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Nov 22, 2017 11:44 pm Post subject: |
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So, what I'm strongly considering is, since no one in the official SWU has used the Diktat's image for anything, I'm going to stick with that one. For the Valiant, I'm thinking of co-opting the Dauntless-Class Heavy Cruiser from Star Wars: Rebellion.
The Dauntless' official background is that it is a converted SoroSuub passenger liner (sound familiar) that can actually outgun an ISD. The problem for me is that Rebellion already has one SoroSuub Capital Ship - the Liberator-Class Star Cruiser - which looks nothing like the Dauntless. The idea of the Rebel Fleet being a hodge-podge of various ship types contributed by multiple different allied races and governments is pretty core to the Alliance, and since the above image gives no real clue as to scale, it's pretty easy to just throw out the video game's backstory and tack the image and name onto my background for the Valiant.
It's not my prefered solution, but it works... _________________ "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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Inquisitor1138 Captain
Joined: 28 Nov 2021 Posts: 607 Location: Hoth. Or Ilum...
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Posted: Mon Jan 10, 2022 11:17 am Post subject: |
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CRMcNeill wrote: | ---snip---
20 Quad-Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Scale: Starfighter (+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 @ 3D
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
Torpedo Tubes: 2D+1 Left, 2D+1 Right
Quad-Laser Cannon: 2D+1 Left, 2D+1 Right, 2D+1 Rear
Tractor Beam Projectors: 2D Front, 1D+2 Left, 1D+2 Right |
Quads missing the fore/front arc in Battery Fire?
CRMcNeill wrote: |
Diktat-Class Star Cruiser
-snip-
12 Heavy Missile Launchers
Fire Arcs: 4 Front, 3 Left, 3 Right, 2 Rear
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
-snip-
36 Missile Launchers
Fire Arc: 12 Front, 8 Left, 8 Right, 8 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
-snip- |
????
Lucy, 'splain?!? ((coz i'm confused))
Let me see if i have this right: for those of us using the RAW Scaling, these other missiles are 6D Capital?
Edit: I'd had a few ideas for "Big Corellian ships" before reading & rereading this thread; now there's Literally dozens flying through my head...
*sigh*
i suppose i'll get dinner started as i try to whittle these down to a dozen or less, or i'll never finish any of my projects.
Edit #2: I'm cooking dinner & have whittled it down to 26 concepts to develop on paper, using CRMcNeill's pair as rough benchmarks to build up & down from. That's just the capital ships; i haven't begun the bombers yet... |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 11, 2022 2:02 pm Post subject: |
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Inquisitor1138 wrote: | CRMcNeill wrote: |
20 Quad-Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear[/quote Quote: | Quad-Laser Cannon: 2D+1 Left, 2D+1 Right, 2D+1 Rear |
Quads missing the fore/front arc in Battery Fire? |
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That's a typo. They have the same 2D+1 Battery Dice as the other three arcs.
Quote: | CRMcNeill wrote: |
36 Missile Launchers
Fire Arc: 12 Front, 8 Left, 8 Right, 8 Rear
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D | for those of us using the RAW Scaling, these other missiles are 6D Capital? |
Correct. Also, the stats are another typo. These should have the following stats:Scale: Frigate (+10D)
Crew: 2
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 So they have lower damage and shorter range, but there are more of them, they reload faster and they're more accurate. Of course, my capital ship system as a whole is in the middle of a re-write that will match up with my starfighter ordnance system.
I am also considering removing the missile launchers and making two variants: a carrier (with a wing or two of fighters) and an ordnance platform (trades hangar bays for missile magazines, with a few squadrons of fighters for escort/defense). _________________ "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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Inquisitor1138 Captain
Joined: 28 Nov 2021 Posts: 607 Location: Hoth. Or Ilum...
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Posted: Wed Jan 12, 2022 2:36 am Post subject: |
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ah, thankks for that!
and then, TEH TYPOS STRUCK BAAAAAAAAACK!!!
CRMcNeill wrote: | -snip-
Range:
--Space: 1-8/20/40
--Orbital: 2km-16km/20km/80km
--Atmosphere: 100m-800m/2km/4km
-snips- |
--Orbital: 2km-16km/40km/80km ? |
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