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George Cadet
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Joined: 20 Feb 2022 Posts: 3
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Posted: Tue Feb 11, 2025 5:16 pm Post subject: Interpreting starship weapons' "crew" stats |
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Hi, folks. Would someone kindly enlighten me as to how to interpret the following "crew" stats for the Nebulon-B frigate's weapons (taken from the RASB):
12 Turbolaser Batteries
Crew: 1 (2), 2 (8), 4 (2)
12 Laser Cannons
Crew: 1 (8), 2 (4)
Do these stat lines tell me how many gunners are required to man each battery or cannon? If so, would you help me decode it?
Thanks in advance for your help! |
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Mamatried Commodore
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Joined: 16 Dec 2017 Posts: 1887 Location: Norway
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Posted: Tue Feb 11, 2025 5:43 pm Post subject: Re: Interpreting starship weapons' "crew" stats |
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George wrote: | Hi, folks. Would someone kindly enlighten me as to how to interpret the following "crew" stats for the Nebulon-B frigate's weapons (taken from the RASB):
12 Turbolaser Batteries
Crew: 1 (2), 2 (8), 4 (2)
12 Laser Cannons
Crew: 1 (8), 2 (4)
Do these stat lines tell me how many gunners are required to man each battery or cannon? If so, would you help me decode it?
Thanks in advance for your help! |
I think there is some disagreement on this, but to me this is the number of the ship crew needed to use the weapons sytem.
call them dedicated crew members.
If we look to a earth naval vessel we have a crew number far larger than what is needed for the weapons only, we have laundry, sensors, communication, general maintenenance and more.
so to me this is the number of crews needed to use the weapon system without incuring any penalties.
think a gun crew of a howizer, a 10 man crew each with their own task on the weapon, one is firing it, one is "adusting" one is amiming etc etc now reduce this and each crew member will suffer a degree of work overlad and the overall efficiancy of the weapon is lowered, the rate of fire etc.
to me it is also in a star wars setting a dependency on "automatic" systems, with a turbolaser cannon with 3 crew, more automated than a turblaser with 8 crew. the only difference of game effect i can find is the penalties for a "too low" gun crew....I am not sure if this what you meant, but I gave it a shot. |
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FVBonura Lieutenant Commander
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Joined: 24 Nov 2005 Posts: 223 Location: Central PA
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Posted: Tue Feb 11, 2025 6:21 pm Post subject: |
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The number in parentheses indicates the number of weapons. The number in front of it that does not have the parentheses is the number of crew per weapon. For example if it shows “4 (8)”, this means there is a bank of eight weapons and there are four crewmen manning each of them for a total of 32 crew. When there is more than one crewman at a given weapon system combined actions are possible. _________________ Star Wars Deckplans Alliance
Star Wars Prequel Commentary |
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garhkal Sovereign Protector
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Joined: 17 Jul 2005 Posts: 14291 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 12, 2025 1:30 am Post subject: |
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So for the twelve batteries of laser cannons, Two of the guns only need a crew of one, Two though have a crew of four each.. While the last eight batteries just use two folks apiece.
Where as the twelve laser cannons, a solid eight of them each only need one gunner, while the remaining four of them need two gunners each. _________________ Confucious sayeth, don't wash cat while drunk! |
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FVBonura Lieutenant Commander
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Joined: 24 Nov 2005 Posts: 223 Location: Central PA
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Posted: Wed Feb 12, 2025 9:44 am Post subject: |
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Exactly, good job! He gets it. Weapon emplacements that have multiple crew when only one is necessary can combine actions. In my campaign I usually give those a bonus to their capital ship weapons skill. Players are impossible to hit.  _________________ Star Wars Deckplans Alliance
Star Wars Prequel Commentary |
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