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Ship Choice Help
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Raven Redstar
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Joined: 10 Mar 2009
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Location: Salem, OR

PostPosted: Sat Mar 21, 2009 5:27 pm    Post subject: Ship Choice Help Reply with quote

I'm running a campaign for a group of bounty hunters, they're pursuing an aspiring pirate who's end goal is to wind up with a capital ship that would be able to go toe to toe with a star destroyer.

I'm having trouble picking a ship that won't need too much in the way of crew, but still has the guns to be able to put up a decent fight. Doesn't necessarily need to win, but at least a decent ship. I can figure out ways of working the story around any number of different ships. I've been looking at the Subjugator Heavy Cruiser from the clone wars conversion book. Also I spotted the Tapani Assault Frigate from the star ship stats book. The Heavy Cruiser I know would be able to match guns with a SD, just the 22,350 crew and 830 gunners makes me a little nervous. He's becoming famous, but not quite famous enough to get 22,000 followers.

Any ideas?
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Lostboy
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PostPosted: Sun Mar 22, 2009 12:28 am    Post subject: Reply with quote

Maybe he is chasing a prototype seperatist droid starship that was fully automated but could be deployed with a command crew of only 5 or so. Or a conventional ship that has been retrofitted lies unclaimed.
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KierlanVass
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PostPosted: Sun Mar 22, 2009 3:39 am    Post subject: Reply with quote

thar aint nothin wrong with a' bit o' pressgangin' everynow and then. Raid a planet full of innocents and force them into the guns! aharggg!
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Orgaloth
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Joined: 23 Sep 2003
Posts: 3754
Location: Melbourne, Australia

PostPosted: Sun Mar 22, 2009 4:33 am    Post subject: Reply with quote

Here are some that I found in Gry's Stat book:

Imperial Patrol Ship
Craft: Modified Corellian Action IV Transport
Affiliation: Empire
Era: Rise of the Empire
Source: Platt’s Starport Guide (page 131)
Type: Modified medium bulk freighter
Scale: Capital
Length: 100 meters
Skill: Space transports
Crew: 8, gunners: 2
Crew Skill: Astrogation 4D, space transports 4D+2,
starship gunnery 4D
Passengers: 4
Cargo Capacity: 74,000 metric tons
Consumables: 3 months
Cost: Not for sale
Hyperdrive Multiplier: x3
Nav Computer: Yes
Space: 2
Hull: 2D
Shields: 1D
Sensors:
Passive: 15/0D
Scan: 20/1D+2
Search: 30/2D
Weapons:
2 Laser Cannons
Fire Arc: Turret
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/
24/50 km
Damage: 2D

135
Trilon Mining Barge
Craft: Trilon Inc. Mobile Mining Vehicle
Affiliation: General
Era: Rise of the Empire
Source: Galaxy Guide 8 – Scouts (page 43)
Type: Work ship
Scale: Starfighter
Length: 80 meters
Skill: Space transports
3
Passengers: 6
Cargo Capacity: 3,000 metric tons; 1,000 cubic meters
Consumables: 4 months
Hyperdrive Multiplier: x4
Hyperdrive Backup: x9
Nav Computer: Yes
Space: 2
Atmosphere: 100; 400 kmh
Hull: 3D
Shields: 1D
Sensors:
Passive: 100/1D
Scan: 200/2D
Search: 400/3D
Focus: 50/4D
Weapons:
Turbolaser
Fire Arc: Front
Crew: 1 (pilot or gunner)
Skill: Starship gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Atmosphere Range: 300-1.5/3.5/7.5 km
Damage: 2D
Heavy Mining Laser*
Fire Arc: Bottom
Scale: Capital
Crew: 1 (gunner)
Skill: Capital ship gunnery
Fire Control: 0D
Space Range: 1/3/7
Atmosphere Range: 30-100/300/700
Damage: 3D
*Note: While the Heavy Mining Laser was designed for strip
mining on planets, it has occasionally been adapted by
daring and unscrupulous scouts and pirates as a deadly
ship-destroying weapon. If a pilot can “land” it on top of
another vessel – or fly right above it – the laser can cut
through the hull of most small ships quite easily.

136
Gallofree Medium Transport
Craft: Gallofree Yards Transport
Affiliation: General / Rebel Alliance
Era: Rise of the Empire
Source: Rebel Alliance Sourcebook (page136), Star Wars
Trilogy Sourcebook SE (pages 140-141), The Star Wars
Sourcebook (pages 48-49), Pirates & Privateers (page
67-68), Heir to the Empire Sourcebook (pages 129-130),
Starships of the Galaxy (page 82), The Essential Guide to
Vehicles and Vessels (pages 134-135)
Type: Medium transport
Scale: Capital
Length: 90 meters
Skill: Space transports: Gallofree Yards transport
Crew: 6, gunners: 1, skeleton: 3/+10
Crew Skill: Astrogation 4D, space transports 4D, starship
gunnery 3D+1, starship shields 3D
Cargo Capacity: 19,000 metric tons
Consumables: 6 months
Cost: 350,000 (new), 125,000 (used)
Hyperdrive Multiplier: x4
Space: 2
Atmosphere: 225; 650 kmh
Hull: 2D
Shields: 1D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
4 Twin Laser Cannons (fire-linked)
Fire Arc: Turret
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D

137
Y164 Slave Transport
Craft: Y164 Thalassian Slave Transport
Affiliation: General
Era: Rise of the Empire
Source: Galaxy Guide 9 - Fragments from the Rim (page 7)
Type: Medium slave transport
Scale: Capital
Length: 90 meters
Skill: Space transports: Y164 slave transport
Crew: 5, gunners: 2, support (for slaving): 8
Crew Skill: Astrogation 3D+2, starship gunnery 3D, space
transports 4D
Passengers: 9,800 (slaves)
Cargo Capacity: 200 metric tons
Consumables: 2 months
Cost: 245,000 (used only)
Hyperdrive Multiplier: x3
Hyperdrive Backup: x25
Nav Computer: Yes
Maneuverability: 1D
Space: 1
Atmosphere: 210; 600 kmh
Hull: 3D
Shields: 1D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 45/3D
Focus: 3/4D
Weapons:
2 Laser Cannons
Fire Arc: Turret
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere: 100-300/1.2/2.5 km
Damage: 4D

Junker
Craft: Gallofree Yards Transport
Affiliation: New Republic
Era: New Republic
Source: Cracken’s Threat Dossier
Type: Modified medium transport
Scale: Starfighter
Length: 90 meters
Skill: Space transports
Crew: 6
Crew Skill: Varies, typically 3D-5D
Passengers: 20 (specialists), 48 (droids)
Cargo Capacity: 15,000 metric tons
Consumables: 3 months
Cost: 150,000 (used)
Hyperdrive Multiplier: x3
Nav Computer: Yes
Space: 4
Atmosphere: 280; 800 kmh
Hull: 3D
Shields: 1D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
4 Laser Cannons
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D

Assault Shuttle Beta
Craft: Telgorn Corp Betaclass
Assault Shuttle
Affiliation: Empire
Era: Rise of the Empire
Source: The Last Command
Sourcebook (page 131), The
Thrawn Trilogy Sourcebook
(pages 235, 237)
Type: Assault shuttle
Scale: Capital (due to power
output)
Length: 30 meters
Skill: Space transports:
assault shuttle
Crew: 5, skeleton: 3/+10
Crew Skill: Varies, but typically capital ship gunnery 5D,
capital ship shields 4D, space transports 5D+1
Passengers: 40 (spacetroopers)
Cargo Capacity: 500 kilograms
Consumables: 5 days
Cost: Not available for sale
Hyperdrive Multiplier: x3
Nav Computer: Limited to 3 jumps
Maneuverability: 1D+2
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 3D
Shields: 3D+2
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D
Weapons:
4 Laser Cannons
Fire Arc: 2 front, 2 rear
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 1D+2
Tractor Beam Projector
Fire Arc: Front
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3 km
Damage: 5D
Concussion Missile Launcher
Fire Arc: Front
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 3D+2

182
Etti Lighter
Craft: CSA Etti Light Transport
Affiliation: Corporate Sector Authority / General
Era: Rise of the Empire
Source: Han Solo and the Corporate Sector Sourcebook
(pages 97-98), Pirates & Privateers (page 79)
Type: Modified medium freighter
Scale: Capital
Length: 125 meters
Skill: Space transports: Etti Lighter
Crew: 25, gunners: 13, skeleton: 15/+10
Crew Skill: Capital ship gunnery 4D,
capital ship shields 3D+2, space
transports 3D+2, starship gunnery 4D
Passengers: 15
Cargo Capacity: 400 metric tons
Consumables: 3 days
Cost: 425,000 (new), 650,000 (as modified)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes (limited to 4 jumps)
Space: 4
Atmosphere: 280; 800 kmh
Hull: 3D
Shields: 2D
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 90/3D+2
Focus: 6/4D
Weapons:
10 Quad Laser Cannon
Fire Arc: 4 front, 2 left, 2 right, 2 back
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-5/10/20
Atmosphere Range: 100-500/1/2 km
Damage: 5D
Tractor Beam emplacement
Fire Arc: Turret
Crew: 3
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-10/20/40
Atmosphere Range: 100-1/2/4 km
Damage: 4D
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Raven Redstar
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Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Sun Mar 22, 2009 4:53 am    Post subject: Reply with quote

Lostboy wrote:
Maybe he is chasing a prototype seperatist droid starship that was fully automated but could be deployed with a command crew of only 5 or so. Or a conventional ship that has been retrofitted lies unclaimed.


I had considered this as an option. I don't deny that he'll probably very easily be able to get enough crew to get into the high hundreds or low to mid 1000. There was the possibility of setting up most of the guns with droids or droid brains, which were then controlled from a fire control station from the bridge. Just the idea of 200,000 droids marching around seems a little much to me. Besides, keeping the sorts of company that he probably will be, the droids might become target practice, or will probably meet any number of untimely and costly ends.

-Thanks for the Ideas Orgaloth, a few of those ships there aren't really packing the firepower that I'm aiming for, but not bad for starters, might be able to convert quite a bit of the cargo space on some of the haulers to weapon emplacements and more power output to power the guns.

Might wind up trying to create something that's a bit smaller than the Subjugator Heavy Cruiser, but bigger than some of the smaller capital ships. Or maybe just have him design something that takes one of the smaller star destroyers and just changes it style wise, and uses slightly different weaponry.
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Raven Redstar
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PostPosted: Sun Mar 22, 2009 4:55 am    Post subject: Reply with quote

KierlanVass wrote:
thar aint nothin wrong with a' bit o' pressgangin' everynow and then. Raid a planet full of innocents and force them into the guns! aharggg!


Lol, slave labor does get things done, but I'm not sure if it's quite his style.
Given the right circumstances, it may be a viable option though. Laughing
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Lostboy
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Posts: 384

PostPosted: Sun Mar 22, 2009 7:55 am    Post subject: Reply with quote

Quote:
Just the idea of 200,000 droids marching around seems a little much to me. Besides, keeping the sorts of company that he probably will be, the droids might become target practice, or will probably meet any number of untimely and costly ends.


I was thinking droid brains for the crew to handle all ships functions not clunky droids that have to move about, the only exeption would be the repair and security droids, the repair droids would be low profile only emerging to do their jobs and the security droids would likely fire back.
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cheshire
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Joined: 04 Jan 2004
Posts: 4849

PostPosted: Sun Mar 22, 2009 8:40 am    Post subject: Reply with quote

If you're really after something that can go toe to toe, then you're looking for something like a Bakura Destroyer. If you want something that exceeds that, then you're wanting a Hapan Battle Dragon.

A Trade Federation Droid Battleship, or perhaps an Invincible Dreadnought Cruiser will give the Star Destroyer something to think about, and may not want to engage it alone as the cost of defeating it will be so severe. Other ships that fit into this category might be the Trade Federation Cruiser, Kandosii Dreadnaught (which has the hull strength, but not really the firepower), Inexpungable Tactical Command Vessel, Centurion Battle Cruiser. The last two are from the KOTOR campaign Guide, so they would be pretty darn old by the time you got to the era of your campaign.
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Raven Redstar
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Joined: 10 Mar 2009
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Location: Salem, OR

PostPosted: Sun Mar 22, 2009 3:11 pm    Post subject: Reply with quote

Age doesn't matter to me so much, and firepower can be upgraded to modern standards. The most important things I'm looking for is Crew w/ gunners, hull code, and shields, though the hull code and shields can be upgraded too.

Last edited by Raven Redstar on Sun Mar 22, 2009 3:42 pm; edited 2 times in total
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Raven Redstar
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PostPosted: Sun Mar 22, 2009 3:17 pm    Post subject: Reply with quote

Ok, found the KOTOR book link, dling it now.
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Lostboy
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PostPosted: Sun Mar 22, 2009 6:49 pm    Post subject: Reply with quote

Let us know which ship you end up choosing and why
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Raven Redstar
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PostPosted: Mon Mar 23, 2009 1:58 am    Post subject: Reply with quote

Still working on it. I'm leaning on the idea of finding the prototype droid ship/seperatist ship. Using the Trade Federation Cruiser as a base model and do a little tweaking.
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Raven Redstar
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PostPosted: Sat Mar 28, 2009 10:58 am    Post subject: Reply with quote

I've decided that I'm going to go with a Modified Commerce guild support ship. Max crew including gunners is only 410. It's got the front firing weapon which could do some damage to an ISD, and I figured in for cost of repairs, and the pirate has just enough right now to get the thing space worthy and back to the Vergesso asteroids for further repairs and modifications.

For those of you with Starships_Stats_R&E, it's on page 240. Those who don't, I'll post it up, then I'll let you know which modifications I plan on giving it. Most likely a bit of extra hull and shields. And possibly a gravity well generator for pirating.
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Mar 28, 2009 2:06 pm    Post subject: Reply with quote

Looks like a nice ship. First mod i would do is apply extra armor plating around that rear 'neck' area to prevent the 'breaking' of the spine' since it looks very unprotected. Much ilke a neb b.
Second would be to up the point defense systems for anti missile roles. I might also drop 2-4 of the 10 heavy turbo cannons for heavy ion cannons, AND yank all 5 of the reg turbos for ion cannons. I might also take 2 of the sf scale batteries out for quad heavy ions (Sf scale)... Cannot pirate things if you destroy them.

Next i might see to add in 2-4 missile batteries or torpeedo batteries.
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Raven Redstar
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PostPosted: Sat Mar 28, 2009 4:48 pm    Post subject: Reply with quote

Sounds like a good start.
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