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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun May 28, 2017 2:19 am Post subject: |
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Bren wrote: | 1/2 is nice since the math is simpler than 1/3; you only have to remember "did I fire last round or not?"* |
The FFG stock version features 24 turbolaser cannon, arrayed in 4 Front / 10 Left / 10 Right, so alternating would result in 2 Front / 5 Left / 5 Right every round.
Quote: | You could use that. Certainly simpler if you use the existing stats. Since I tend to revise the capital ship stats of most WEG ships revising the crew block is no big deal. |
I can see the advantages of both, with simplicity on the one hand, while the other allows more nuance, in that ship crews can have varying levels of competency depending on their mission. A Lancer, for instance, as a relatively stationary screening platform, could easily have Gunnery and Shield skill levels that are higher than its Piloting and Astrogation skills. _________________ "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
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun May 28, 2017 10:08 am Post subject: |
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Bren wrote: | Since I tend to revise the capital ship stats of most WEG ships revising the crew block is no big deal. |
I've done a bit of this myself. Not all of it has made it past the conceptual stage, but I've posted quite a few stats. I'd like to hear your ideas, but that's probably more appropriate for this topic. _________________ "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
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Mon May 29, 2017 5:32 pm Post subject: |
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CRMcNeill wrote: | Bren wrote: | Since I tend to revise the capital ship stats of most WEG ships revising the crew block is no big deal. |
I've done a bit of this myself. Not all of it has made it past the conceptual stage, but I've posted quite a few stats. I'd like to hear your ideas, but that's probably more appropriate for this topic. | If I can find some electronic versions of revised stats I'll try to post them. I'm 2-3 computers beyond the time when stats were written up and some are less accessible than I would like.
Especially the planets information I have in an old Access database. My current officer software doesn't include MS-Access. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue May 30, 2017 6:00 pm Post subject: |
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NEUTRON STAR-CLASS BULK CRUISER
Bulk cruisers straddle the line between combat vessels and true bulk transports. Generally found in service with larger shipping corporations or local governments, bulk cruisers have both the transport capacity of a large bulk freighter and the weapons to fight off starfighters and smaller capital ships (the types commonly used by pirates and rebel forces). However, their weapons are civilian-grade, low powered and slow to recharge, and not up to the standards of a true warship.
Standard bulk cruisers are commonly used for local system patrol and convoy escort, or for bulk transport into high-threat areas. Modified variants have been pressed into naval service as assault transports or hospital ships, with the ship's cargo bays converted into landing bays and habitation spaces. Some heavily modified variants serve as carriers in Alliance service.
Craft: Rendili Star Drive's Neutron Star-Class Bulk Cruiser
Type: Bulk Cruiser
Scale: Frigate (+10D)
Length: 600 meters
Skill: Capital Ship Piloting: Neutron Star-Class Bulk Cruiser
Crew: 1,925 (Skeleton: 840 @ +10) & 79 gunners
Crew Skill:
Astrogation 4D
Gunnery 3D+1
Piloting 4D+1
Shields 4D
Sensors 3D+2
Passengers: 250
Cargo Capacity: 100,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x3
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 480; 800 kph
Hull: 4D+2
Shields: 2D
Sensors:
Passive: 20/1D
Scan: 40/2D
Search: 80/3D
Focus: 5/3D+2
Weapon Systems:
24 Turbolaser Cannon
Fire Arc: 4 front, 10 left, 10 right
Crew: 2 each
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 5-20/40/60
Orbital Range: 10km-40km/80km/120km
Atmosphere Range: 500m-2km/4km/6km
Rate of Fire: 1/2
Damage: 4D
25 Blaster Cannon
Fire Arc: 3 front, 10 left, 10 right, 2 rear
Crew: 1 each
Scale: Starship (+6D)
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100m-500m/1km/1.7km
Rate of Fire: 1D Auto-Fire
Damage: 4D
2 Tractor Beam Projectors
Fire Arc: Front
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Orbital Range: 2km-10km/30km/60km
Atmosphere Range: 100m-500m/1.5km/3km
Damage: 4D
What I Changed, and Why:
-For starters, this is based off of homebrew stats for the unmodified bulk cruiser from one of the FFG books. The version featured in the Rebel Alliance Sourcebook is heavily modified to allow it to serve as a carrier, but even there, it is used primarily as a stand-off weapon, allowing its fighter wing to do the fighting for it.
-In the spirit of this ship being an armed bulk transport, it needed cargo capacity. Changing the Cargo Capacity to 100,000 metric tons allows it to carry the same amount of cargo as a standard bulk freighter (although this ship is far larger). It also helps explain the later conversion into a carrier, by converting the cargo bays into hangar bays.
-Per Bren's discussion, I changed the turbolaser cannon to a 1/2 Fire Rate, representing their relatively low quality, and changed the laser cannon to Blaster Cannon with a 1D Auto-Fire rating. In addition, I also reduced the ship's Gunnery skill level.
-Added an Atmosphere speed. The more recent films have shown that large capital ships can operate in atmosphere, and this allows a bulk cruiser to enter atmosphere for loading and unloading of cargo, rather than having to cross-dock at an orbital facility. _________________ "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
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Nov 18, 2017 12:35 am Post subject: |
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ForbinProject wrote: | Hospital Ship
Salvage/Rescue ship with 1 squadron of hyperspace tugs to salvage ships before Imps can
Replenishment ship (would 5,000 tons be enough to set up a small base?)
System Surveillance if you stock it with stealthed satellites or probots
SpecOps Support Ship - with Multi-Environment space boats |
I'd like to return to this. With the stats giving the Bulk Cruiser so much carrying capacity to work with, it opens up a lot of options. For one thing, a Bulk Cruiser converted to a Medical Cruiser would have a LOT more capacity for medical assistance than a converted Nebulon B.
For another, seeing as how bulk cruisers straddle the line between commercial and military, this is one of the few capital ships characters could conceivably have access to. Configuring it for salvage ops would make it a heck of a base ship for a salvage campaign.
I could go on, but I'll let y'all do it instead... _________________ "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
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