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Pulsar Station
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16345
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jun 10, 2016 9:51 pm    Post subject: Reply with quote

I've been doing stats for quite a while; in fact, I'm one of the Pit's most prolific stat posters. If my experience is anything to judge by, and if you are still writing stats a few years down the road, you will look back on this and laugh at how over-the-top it is...
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"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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ForbinProject
Commander
Commander


Joined: 16 May 2016
Posts: 318

PostPosted: Sat Jun 11, 2016 12:26 am    Post subject: Reply with quote

CRMcNeill wrote:
I've been doing stats for quite a while; in fact, I'm one of the Pit's most prolific stat posters. If my experience is anything to judge by, and you are still writing stats a few years down the road, you will look back on this and laugh at how over-the-top it is...


Heh, your probably right about that. Wink
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14254
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Jun 11, 2016 2:17 am    Post subject: Reply with quote

You've had some over the top stuff too..
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16345
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jun 11, 2016 9:18 am    Post subject: Reply with quote

garhkal wrote:
You've had some over the top stuff too..

And?
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"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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MrNexx
Rear Admiral
Rear Admiral


Joined: 25 Mar 2016
Posts: 2248
Location: San Antonio

PostPosted: Sat Jun 11, 2016 9:51 am    Post subject: Reply with quote

CRMcNeill wrote:
I've been doing stats for quite a while; in fact, I'm one of the Pit's most prolific stat posters. If my experience is anything to judge by, and if you are still writing stats a few years down the road, you will look back on this and laugh at how over-the-top it is...


QFT
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“We're going to win this war, not by fighting what we hate, but saving what we love.â€
http://rpgcrank.blogspot.com/
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ForbinProject
Commander
Commander


Joined: 16 May 2016
Posts: 318

PostPosted: Sat Jun 11, 2016 11:02 am    Post subject: Reply with quote

Dropping the missiles and mines, but thinking of adding ground equipment. The station was intended for system domination in the book. There's enough troops onboard but I need advice on what would be a reasonable number of dropships, prefab garrisons, AT-AT's, etc for a vessel this size to carry.

Also thinking it could carry some assault shuttles and hyperspace tugs in order to board and capture ships rendered helpless by ion weapons.

Pulsar Station

Craft: Custom Deep Space Battle Station
Type: Deep-space mobile battle station
Scale: Death Star
Length: 40 kilometers (diameter)
Volume: 33,510.32 km
Skill: battle station operations: Pulsar Station 6D
Crew: 121,390, gunners 38,069: Skeleton: 18,965/+15
Crew Skill: Astrogation 5D+1, battle station operations: Pulsar Station 6D, capital ship gunnery 5D, starship gunnery 4D+2
Passengers: 323,987 (troops), 31,892 (stormtroopers), 18,965 (starship support staff), 83,608 (support ship pilots and crew)
Cargo Capacity: 250,000 kilotons
Consumables: 10 years
Hyperdrive Multiplier: x3
Hyperdrive Backup: x20
Nav Computer: Yes
Space: 2
Maneuverability: 1D
Hull: 6D
Shields: 3D
Backup Shields: 3D

Sensors:
Passive 350/1D
Scan 1,500/2D
Search 7,500/3D
Focus 60/4D+2

Weapons:

20 Superlasers
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 75
Scale: death star
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 5-25/75/150
Ammo: Current reactor can only generate 24D total per day per gun.
Rate of fire: It can build a charge of 1D per minute up to 12D.
Damage: 1D – 6D (Gradational output can fire once every minute at minimum energy (1D damage).)

40 Heavy Ion Cannons
Fire Arc: Turrets: 10 front, 10 left, 10 right, 10 back
Scale: Capital
Crew: 27
Skill: Capital ship gunnery
Fire Control: 5D
Space Range: 3-30/60/100
Damage: 12D (ionization)

1,000 Heavy Turbolaser Batteries
Fire Arc: 250 front. 250 left. 250 right, 250 back
Crew: 4
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150KM
Damage: 10D

1,000 Heavy Turbolaser Cannons
Fire Arc: 250 front. 250 left. 250 right, 250 back
Crew: 2
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 3-15/36/75
Atmosphere Range: 600-1.5/7/15KM
Damage: 5D

1,000 Ion Cannons
Fire Arc: 250 front. 250 left. 250 right, 250 back
Crew: 4
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100KM
Damage: 3D


1,000 Quad Laser Cannons
Fire Arc: 250 front. 250 left. 250 right, 250 back
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D

100 Tractor Beam Emplacements
Fire Arc: 25 front, 25 left, 25 right, 25 back
Crew: 5
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 KM
Damage: 6D

16 Gravity Well Projectors
Fire Arc: 4 front, 4 left, 4 right, 4 back
Crew: 10
Skill: Capital ship gunnery: gravity well projector
Fire Control: 6D
Space Range: 1-5/75/150
Damage: Blocks hyperspace travel


Small Starship Complement:
TIE/agg Aggressors: 1 wing
TIE/ht Hunter's: 2 wings
TIE/D Defenders: 2 wings
Skipray Blastboats: 1 wing

Support Ship Complement:
Marauder-class Corvettes: 12
Loronar Strike Cruisers: 4
Victory Star Destroyers: 8
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