View previous topic :: View next topic |
Author |
Message |
shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
|
Posted: Thu Mar 12, 2020 12:22 pm Post subject: Secutor-class Battlecarrier |
|
|
Secutor-class Battlecarrier
Perhaps the largest dedicated starfighter carrier in the Imperial arsenal, the massive Secutor-class battlecarrier is an old design from the earliest days of the Imperial Navy. Ostensibly one of the many types of Star Destroyer, these multikilometer-long vessels have more in common with the earlier Venator-class carriers of the Galactic Republic Navy than anything else designed by Imperial era KDY. Like all Star Destroyers, the Secutor class has the instantly recognizable arrowhead-shaped hull with two gaping ventral hangar bays. Unique to this ship class is the command superstructure mounted amidships (rather than aft over the ion drives).
Secutor-class carriers are armed to the teeth with a wide variety of turbolasers, heavy ion cannons, and tractor beams. They are heavily armored, and their shields can absorb a whole battle group's worth of damage with little effort. Within their cavernous hangars are two full wings of starfighters and numerous shuttles and utility craft. In addition, Secutors carry the usual complement of Imperial Army walkers, troopers, armored fighting vehicles, and assorted materiel: enough to easily lay siege to a planet.
USING THIS VEHICLE
Secutor battlecarriers are task force ships, encountered during offensive operations against Alliance fleets, strongholds, and rebellious worlds. Secutors may serve as the central flagship of a flotilla, surronded by smaller escorts, or they may serve as escorts themselves to larger Star Dreadnoughts.
Secutor commanders direct their fighters to establish space superiority and protect the Secutor's aft quarter. Against PCs, Secutor commanders launch enough TIE fighters to gain numerical superiority, normally a two-to-one or three-to-one ratio. As PCs take out enemy TIEs, more fighters are launched to take their place. If the PCs eliminate the initial groups of fighters quickly or have a reputation for troubling the Empire, increase the ratio for subsequent waves. Secutors work best as opposition when tne PCs have a goal other than simply destroying the foe.
ADVENTURE AND ENCOUNTER SEEDS
1. The PCs must come up with a plan to lure away a Secutor's vast starfighter complement so their allies, Rebel or criminal, can reach their objective.
Secutor-class Battlecarrier
Craft: Kuat Drive Yards Secutor-class Battlecarrier
Type: Battlecruiser/carrier
Scale: Capital
Length: 2,200 meters
Skill: Capital ship piloting: Secutor
Crew: 40,000; gunners: 219, skeleton 7,678/+15
Crew Skill: Astrogation 3D, capital ship gunnery 4D, capital ship piloting 5D, capital ship shields 4D, sensors 3D
Passengers: 14,000 (troopers)
Cargo Capacity: 28,000 metric tons
Consumables: 2 years
Cost: 200,000,000
Hyperdrive Multiplier: x2
Hyperdrive Backup: x14
Nav Computer: Yes
Maneuverability: 0D
Space: 6
Hull: 6D
Customization Points: 2
Shields: 3D+2
Sensors:
-- Passive: 40/1D
-- Scan: 70/2D
-- Search: 150/3D
-- Focus: 4/3D+2
Weapons:
15 Heavy Turbolaser Batteries
-- Fire Arc: 5 (front, left), 5 (front, right), 5 (front, left, right)
-- Skill: Capital ship gunnery
-- Fire Control: 3D
-- Space Range: 3-15/35/75
-- Atmosphere Range: 6-30/70/150 km
-- Damage: 6D
15 Light Turbolasers
-- Fire Arc: 5 front, 5 left, 5 right
-- Skill: Capital ship gunnery
-- Fire Control: 4D
-- Space Range: 3-15/35/75
-- Atmosphere Range: 6-30/70/150 km
-- Damage: 4D
30 Battleship Ion Cannon Turrets
-- Fire Arc: 5 (front, left), 5 (front, right), 5 (front, left, right)
-- Skill: Capital ship gunnery
-- Fire Control: 3D
-- Space Range: 1-10/25/50
-- Atmosphere Range: 2-50/50/100 k
-- Damage: 4D+2
16 Medium Ion Cannons
-- Fire Arc: 8 left, 8 right
-- Scale: Starfighter
-- Skill: Starship gunnery
-- Fire Control: 3D
-- Space Range: 1-3/7/36
-- Atmosphere Range: 100-300/700/3.6 km
-- Damage: 4D
12 Heavy Tractor Beam Emitters
-- Fire Arc: Turret
-- Skill: Capital ship gunnery
-- Fire Control: 4D
-- Space Range: 1-5/15/30
-- Atmosphere Range: 2-10/30/60 km
-- Damage: 5D
Game Notes:
1. Hangar Bays: 2 (ventral).
2. Starship Complement: 144 starfighters, landing craft, shuttles, utility vehicles.
3. Ground Complement: AT-series walkers, ground assault vehicles.
Source: Starships and Speeder (p.142), posted to Rancorpit Forum by Evilnerf with additional changes made by +Oliver Queen _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Fri Mar 13, 2020 8:50 pm; edited 1 time in total |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Fri Mar 13, 2020 7:00 pm Post subject: |
|
|
I'd make it faster; this is a Fractalsponge creation, and he specifically said that he saw it as a light pursuit carrier (light compared to his actual fleet carrier, at least) _________________ "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
|
|
Back to top |
|
|
shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
|
Posted: Fri Mar 13, 2020 7:47 pm Post subject: |
|
|
CRMcNeill wrote: | I'd make it faster; this is a Fractalsponge creation, and he specifically said that he saw it as a light pursuit carrier (light compared to his actual fleet carrier, at least) |
Suggestion on speed? I have a hard time thinking of capital ships flying at the normal space speed of fast couriers and the Millennium Falcon. So I am honestly open to suggestions. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
|
Back to top |
|
|
Scots Dragon Lieutenant Commander
Joined: 03 Mar 2017 Posts: 133 Location: A Wee Rainy Island
|
Posted: Fri Mar 13, 2020 7:49 pm Post subject: |
|
|
shootingwomprats wrote: | CRMcNeill wrote: | I'd make it faster; this is a Fractalsponge creation, and he specifically said that he saw it as a light pursuit carrier (light compared to his actual fleet carrier, at least) |
Suggestion on speed? I have a hard time thinking of capital ships flying at the normal space speed of fast couriers and the Millennium Falcon. So I am honestly open to suggestions. |
Space 7 would do fine. A touch faster than an ISD. |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Fri Mar 13, 2020 8:03 pm Post subject: |
|
|
6 or 7 works for me. _________________ "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
|
|
Back to top |
|
|
shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
|
Posted: Fri Mar 13, 2020 8:49 pm Post subject: |
|
|
CRMcNeill wrote: | 6 or 7 works for me. |
With the additional information you have provided I could see taking it to 6, this is equal to an ISD II, which is near SOTA. 7? That is again up there with much smaller craft. I could see it being one of the quickest in its class, but you know as well I do, each class performs within certain parameters. Hence in part, why there are classes.
So yeah, lets up it to 6. Thank you! _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
|
Back to top |
|
|
|