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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Apr 28, 2014 2:56 am Post subject: Strike Cruiser Variants |
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Since I've been on something of a modular ship kick lately, it was only a matter of time before the Strike Cruiser came up.
Its official stats state that the Strike Cruiser can be configured for a variety of different missions, but most of those mission configurations seem to be based more on what it can carry than on changes to weaponry and such.
In addition to the standard, multi-role combat configuration, the ImpSB lists:Prefab Garrison Base Deployer
Troop Transport
TIE Launch Platform (3 squadrons, if the ship featured in X-Wing: Rogue Squadron is representative)
Heavy Vehicle Recovery
Planetary Assault Vessel (5 AT-ATs) I've also recently considered an Interdiction variant that swaps out the TIEs and troops for a single gravity well projector. I'm looking for other potential configurations, if you've thought of any I haven't.
One possible complication is that the Strike's stats do not include an atmosphere speed, where several of the mission configurations (Garrison Base, Troop Transport, Heavy Vehicle Recovery and Planetary Assault) would all be much more effective if the Strike was capable of atmospheric flight and not dependent on shuttles or barges to deploy its cargo and passengers. Would you suggest simply houseruling that the Strike is capable of atmospheric flight, or that its complement must include shuttles to deploy cargo and passengers to a a planet? _________________ "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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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Mon Apr 28, 2014 3:09 am Post subject: |
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You might consider a dedicated battlecruiser variant and an orbital bombardment platform. I would just house rule that they can enter an atmosphere. _________________ 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: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Apr 28, 2014 3:17 am Post subject: |
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Fallon Kell wrote: | You might consider a dedicated battlecruiser variant and an orbital bombardment platform. I would just house rule that they can enter an atmosphere. |
The orbital bombard platform I could see; it's probably more viable than my bombard variant for the Taskforce Cruiser. As far as the battlecruiser, the Strike already has pretty formidable armament. Make it too tough and there won't be much reason to have heavier cruisers. Now, if the bombard platform could be combined with ability to fire anti-ship missiles, that might be a workable option... _________________ "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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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Mon Apr 28, 2014 3:37 am Post subject: |
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crmcneill wrote: | As far as the battlecruiser, the Strike already has pretty formidable armament. Make it too tough and there won't be much reason to have heavier cruisers. Now, if the bombard platform could be combined with ability to fire anti-ship missiles, that might be a workable option... | You don't have to up-arm it that much. Add a few ion cannons, (which I think it's lacking in?) remove the troops, the fighters, and a lot of the cargo, and used the weight savings to increase sublight speed and maneuverability. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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Corise Lucerne Lieutenant
Joined: 02 Jan 2014 Posts: 78 Location: USA
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Posted: Mon Apr 28, 2014 5:25 pm Post subject: |
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I'd add in potentially a standoff missile cruiser option( a la MC-30), perhaps an escort cruiser (with anti-starfighter and missile weaponry and equipment), as well as possibly some kind of Force Recon/Tactical Scout.
Lastly, perhaps I'd make an extended range module, with extra fuel, food, supplies, and other equipment for extended voyages in the unknown regions(perhaps having such features mini machine shop, recycling processor, etc). _________________ A Game of Galactic Conquest: http://rebelfaction.org/ |
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Dromdarr_Alark Commander
Joined: 07 Apr 2013 Posts: 426 Location: Boston, MA
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Posted: Mon Apr 28, 2014 7:26 pm Post subject: |
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There could be a variant with lots of ion cannons and boarding shuttles for capture operations. _________________ "I still wouldn't have a roll for it - but that's just how I roll." |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14171 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Apr 28, 2014 8:53 pm Post subject: |
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That there could. I also like the anti fighter version, but imo that would only be for games set after rotj, since prior to that the Lancer was used. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Apr 29, 2014 8:56 am Post subject: |
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In the official write-up for the Taskforce Cruiser, it mentions that TaggeCo is working on a muti-role module that can be composed of multiple smaller modules so that it could serve as a mission specific multi-role support ship. I'm thinking something similar would work for the Strike Cruiser; the ship is comprised of a central core with basic weaponry, to which add-on modules can be attached for specific missions. Need extra ion cannon? Fine; take off a few of the other modules and put on ion cannon modules in their place. _________________ "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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RexMundiAbu Sub-Lieutenant
Joined: 17 Feb 2014 Posts: 66
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Posted: Tue Apr 29, 2014 5:49 pm Post subject: |
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I always liked the strike cruisers and the idea of the different configs for them , other types could include :
command ship : maybe better comms , sensors and / or improved shields also the fighters carried could be tie advanced or tie defenders with ace pilots due to it being more of a prestige ship ?
Imperial Intelligence ship : maybe more comscan stuff , more sensor range , carrying imperial intel units , covert ops teams and special missions units . Carried craft could be captured rebel fighters to stage fake rebel attacks etc. These variants could have unique weapons load outs and perhaps each vessel custom outfitted ?
For me an attack line could be 4 strike cruisers , and a heavy attack line 6 . So in the lines there could be some normal strikes , a command ship ( line flag ) a carrier variant etc. a interdictor variant would also be very usefull in these lines . |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Mar 22, 2015 8:07 pm Post subject: |
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So, as part of wanting to re-stat the Vindicator-Class Heavy Cruiser, I've come back around to this one. As the base-line Medium Cruiser in the WEG stat collection, the Strike is rather contradictory. At 6D/2D+2, the comparatively tiny Strike gives up exactly 1D+1 in Hull+Shields to the Imperial Star Destroyer, and is actually 1 pip tougher than the Dreadnought Heavy Cruiser. What would be an appropriate Hull rating for the Strike, given that it is actually supposed to be more vulnerable to damage (per its own description)? _________________ "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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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Mar 24, 2015 4:42 pm Post subject: |
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Since this applies here as well, I'll go ahead and make a double post.
Okay, here's my version of the Strike Cruiser, with the following changes:1 - Changed the designation from Medium Cruiser to Light Cruiser, as Medium Cruisers have no basis in history.
2 - Removed the Turbolaser Batteries, as their damage level is more consistent with a heavy cruiser.
3 - Reduced the Hull from 6D to 4D+2
4 - Added an Atmosphere rating. The prequels show that very large ships can actually operate in atmosphere, and allowing the Strike to do so allows it to deploy troops and cargo directly, eliminating the added deck space requirements for shuttles and landing barges.
5 - Added some basic stats for the variant types listed in the Strike's original description, along with some others I thought of. Those of you who don't agree with my changes can still make use of the variants described below with the original stats.
Strike-Class Light Cruiser
Craft: Loronar Corporation's Strike-Class
Type: Multi-Role Light Cruiser
Scale: Capital Ship
Length: 450 meters
Skill: Capital Ship Piloting: Strike
Crew: 1,972 (800 @ +10) & 95 Gunners
Crew Skill:
Astrogation 4D
Capital Ship Gunnery 4D+2
Capital Ship Piloting 5D
Capital Ship Shields 3D+2
Sensors 4D
Passengers: Varies*
Cargo Capacity: Varies*
Consumables: Varies*
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kph
Hull: 4D+2
Shields: 2D+2
Sensors:
Passive 30/0D
Scan 50/1D
Search 100/2D
Focus 4/3D
Weapons:
20 Turbolaser Cannon
Fire Arc: 4 Front, 6 Left, 6 Right, 4 Rear
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Orbital Range: 6km-30km/70km/150km
Atmosphere Range: 300m-1.5km/3.5km/7.5km
Damage: 5D
10 Ion Cannon
Fire Arc: 4 Front, 3 Left, 3 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Orbital Range: 2km-20km/50km/100km
Atmosphere Range: 100m-1km/2.5km/5km
Damage: 4D (ionization)
20 Laser Cannon
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
Crew: 1
Scale: Starfighter
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5km
Damage: 4D
5 Tractor Beam Projectors
Fire Arc: 2 Front, 1 Left, 1 Right, 1 Rear
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Orbital Range: 2km-10km/30km/60km
Atmosphere Range: 100m-500m/1.5km/3km
Damage: 4D
Small Craft Complement: Varies*
*The Strike's modular design allows it to be quickly reconfigured for a variety of different missions, with the primary differences being in the nature of the ship's cargo and passengers.
Variants:Patrol
Passengers: 340
Cargo Capacity: 6,000 metric tons
Consumables: 1.5 years
Small Craft Complement: 12 TIE Fighters, 1 AT-AT, 2 AT-STs
Description: This version is considered the base-line, "standard" configuration for the Strike, equipped with a good mix of fighters and troops, along with the durability for long term missions
TIE Launch Platform
Passengers: 80
Cargo Capacity: 1,000 metric tons
Consumables: 1.5 years
Small Craft Complement: 36 TIE Fighters
Description: This version exchanges troop and cargo capacity to carry a half-wing of TIE Fighters.
Fire Support
Crew: +30 Gunners (125 total)
Passengers: 80
Cargo Capacity: 1,000 metric tons
Consumables: 1 year
Small Craft Complement: 12 TIE Fighters
Weapons:
10 Concussion Missile Launchers
Fire Arc: 5 Left, 5 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Space Range: 2-12/30/60
Orbital Range: 4km-24km/60km/120km
Atmosphere Range: 200m-1.2km/3km/6km
Damage: 6D
Description: Modified to carry a battery of concussion missile launchers that are used for orbital fire support.
Scout/Survey
Passengers: 340
Cargo Capacity: 1,000 metric tons
Consumables: 3 years
Small Craft Complement: 12 TIE Fighters, 1 AT-AT, 2 AT-STs
Description: Carries extra consumables for long-term deployments or for extended scouting missions into unexplored territory.
Troop Transport
Passengers: 1,100
Cargo Capacity: 6,000 metric tons
Consumables: 6 months
Small Craft Complement: None
Description: Exchanges small craft capacity to carry an Imperial Army Battalion.
Assault Transport
Passengers: 340
Cargo Capacity: 1,000 metric tons
Consumables: 1.5 years
Small Craft Complement: 5 AT-ATs, 10 AT-STs
Description: Exchanges cargo capacity and fighters to carry a platoon of AT-ATs with AT-STs for escort.
Cargo/Equipment Transport
Passengers: 80
Cargo Capacity: 20,000 metric tons
Consumables: 1 years
Small Craft Complement: None
Description: Exchanges small craft capacity and troops to serve as a cargo and equipment transport. Can also be used for heavy vehicle deployment and recovery, as well as the deployment of an Imperial Prefab Garrison Base (although additional ships will be needed to transport the garrison's personnel and small craft).
Command
Passengers: 340
Cargo Capacity: 1,000 metric tons
Consumables: 1.5 years
Small Craft Complement: 12 TIE Fighters
Special: +1D to all Communications, Tactics and Command skill rolls made aboard ship.
Description: Carries an enhanced communication array and command center, allowing the ship to serve as a command post for army or navy operations.
Capsule:
Intended as a replacement for the Carrack-Class Light Cruiser, Loronar's Strike-Class Light Cruiser is designed to be mass produced in a limited amount of time, using prefabricated component sections. Not only does this procedure reduce construction time, it also dramatically lowers the cost of each vessel.
Because of its modular design, a Strike can be easily and quickly modified for specific missions. The most common configuration is a multi-role mode carrying a squadron of TIE fighters, an AT-AT, two AT-STs and a company of infantry. Other variants include TIE Launch Platforms, Troop Transports, Heavy Vehicle Recovery, Prefabricated Garrison Base Deployment and Planetary Assault vessels that can carry up to 5 AT-ATs. The Strike's repulsorlift capability greatly increases its effectiveness in atmospheric operations, allowing it to deploy walkers and troops directly to a planet's surface without the use of landing barges or dropships.
While the benefits of the design are obvious, the Strike has some glaring weaknesses. The modular design means that entire systems or weapons batteries can be knocked out by a single well-placed hit. As a result, the Strike is actually slightly less durable than the smaller Carrack, the ship it was intended to replace. This relative vulnerability, along with its lower speed and maneuverability, have kept the Strike from replacing the Carrack entirely in the Light Cruiser role, and the two ships continue to serve side-by-side in the Imperial Navy. _________________ "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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