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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Fri Mar 11, 2011 10:21 pm Post subject: Re: Running a Privateer Group Cap Ship Vs Cap Ship |
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crmcneill wrote: | Fallon Kell wrote: | Bren wrote: | Fallon Kell wrote: | I'd say that the concussion missile tubes on a VSD mark 1 could finish off a Nebulon-B in a turn, too. The Frigate doesn't really stand a chance against Star Destroyers up close. The bulk of its fighting power is in starfighters anyway. | I usually assume the missiles on the VSDI are for planetary bombardment and are not that effective at targeting moving ships and that the VSDII was designed for improved Ship vs Ship combat.
Also, I think the VSD carries 2 squadrons of starfighters as well, so a bit of a draw there with the Nebulon-B. |
They were intended for planetary bombardment, but they work against capital ships too. I think there's 20 in an arc and at 9D damage, only one or two have to hit. |
Of course, if you are playing by the RAW, you also have to factor in the rules in the 2R&E sourcebook for hitting moving targets with missiles. With those in play, against a target moving fast enough, you may need a full barrage of 20 missiles from one fire arc just to get those one or two hits. |
True, but a Nebulon-B is a very slow ship. Also, I never use those rules. They don't seem to fit with canon, and there's no point to mounting torpedoes or missiles on a stock ship if you do use them. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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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: Fri Mar 11, 2011 11:02 pm Post subject: Re: Running a Privateer Group Cap Ship Vs Cap Ship |
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Fallon Kell wrote: | True, but a Nebulon-B is a very slow ship. Also, I never use those rules. They don't seem to fit with canon, and there's no point to mounting torpedoes or missiles on a stock ship if you do use them. |
Actually, they do fit if you are using unguided missiles only, but I've stopped using those mostly, too. Honestly, the rules seem more fitting for bombs than missiles.
EDIT: The only problem is that, without those limitations, a VSD I becomes a seriously unbalanced ship. With 20 Concussion Missile Launchers in each arc, if you were to fire them all linked at one target, with a base damage of 9D, using current combined fire rules would result in a roll of 10D+17 (or 15D+2 if you decide to convert it over). With those numbers, there needs to be something limiting the concussion missile launchers on the VSD because otherwise it immediately becomes the deadliest ship in space. Even if it focused all of its shields into one arc, the best an ISD can roll is 10D. With a 5D+2 overage, the ISD is going to take an average of 20 points of damage from just one missile barrage, which means it is most likely destroyed on the spot. _________________ "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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Last edited by CRMcNeill on Fri Mar 11, 2011 11:52 pm; edited 1 time in total |
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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: Fri Mar 11, 2011 11:11 pm Post subject: |
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An idea that I had for running a capital ship pirate group was a small fleet of three ships; a Corellian Corvette, a Corellian gunship, and an Action VI-Class Bulk Freighter. The corvette and the gunship are lightly modified, with tractor beams and ion cannon, and the bulk freighter has upgraded engines, allowing it to keep pace with the other two (somewhat).
In a raid, the corvette and the gunship disable the target with their ion cannon, then the gunship stands off to provide cover while the corvette docks and sends in a boarding party. Once the target is in their hands, they move the ship out of the capture zone and dock with the bulk freighter. The freighter takes on whatever booty the pirates decide to take, then disembarks. The boarding party returns to the corvette and abandons the target.
If they decide to take the ship as a prize, the crew is transferred under guard into a secured hold on the bulk freighter and a prize crew from the corvette takes over the captured ship.
In the event of a patrol ship showing up, the bulk freighter cuts and runs while the gunship engages the patrol ship, covering for the corvette. The corvette immediately recalls the boarding party and casts off as soon as they are back aboard, at which point both ships make a fighting retreat. _________________ "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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