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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Tue Dec 16, 2014 3:30 pm Post subject: Corellian CR100 Corvette |
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Corellian CR100 Corvette
Craft: Corellian Engineering Corporation CR100 Corvette
Era: New Republic (sometime after 4 ABY)
Affiliation: General/Rebel Alliance/Empire
Source: PhantomVX2000, stats by +Oliver Queen
Type: Mid-sized multi-purpose vessel
Scale: Capital
Length: 200 meters
Skill: Capital ship piloting: Corellian Corvette
Crew: 35-140, depending on configuration
Crew Skill: Astrogation 3D, capital ship gunnery 4D+1, capital ship piloting 3D+2, capital ship shields 3D, sensors 3D+1
Passengers: Up to 700, depending on configuration
Cargo Capacity: Up to 4000 tons, depending on configuration
Consumables: 1 year
Cost: 3.5 million (new), 1.5 million (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 2D
Space: 7
Atmosphere: 350; 1,000 km/h
Hull: 4D+2
Shields: 2D
Sensors:
-- Passive: 40/1D
-- Scan: 80/2D
-- Search: 100/3D
-- Focus: 5/4D
Weapons:
2 Double Turbolaser Cannons
-- Fire Arc: Turret (front, right, left, back)
-- Skill: Capital ship gunnery
-- Scale: Capital
-- Fire Control: 3D
-- Space Range: 3-15/35/75
-- Atmosphere Range: 6-30/370/150 km
-- Damage: 5D+1
8 Double Rapid-Fire Light Turbolaser Turrets
-- Fire Arc: 4 right, 4 left
-- Crew: 1
-- Skill: Capital ship gunnery
-- Scale: Capital
-- Fire Control: 3D
-- Space Range: 3-15/35/70
-- Atmosphere Range: 6-30/70/150 km
-- Damage: 5D
2 Proton torpedo launchers (50 rounds per launcher)
-- Fire Arc: 1 front, 1 back
-- Crew: 1
-- Skill: Capital ship gunnery
-- Scale: Capital
-- Fire Control: 3D+2
-- Space Range: 2-12/30/60
-- Atmosphere Range: 4-24/60/120 km
-- Damage: 7D
2 Tractor Beam Projectors
-- Fire Arc: 1 front, 1 back
-- Crew: 1
-- Skill: Capital ship gunnery
-- Scale: Capital
-- Fire Control: 2D
-- Space Range: 1-5/15/30
-- Atmosphere Range: 2-10/30/60 km
-- Damage: 5D
Capsule: A highly versatile warship, the CR100 was designed as a high-performance, modular successor to the famed CR90 corvette. Like its predecessor, the interior of the CR100 featured a modular design to allow for ease of reconfiguration of the corvette from one function to another.
The weapon systems varied, although the standard configuration mounted two dual turbolaser cannons, eight rapid-fire light turbolaser cannons, two proton torpedo launchers, and two tractor/pressor beam projectors. However, the combat-oriented corvette could carry as many as eight turbolasers, twelve rapid-fire light turbolasers, and four proton torpedo launchers. The passive protection found on the CR100 was much better than the CR corvette due to its high-grade durasteel alloy, which allowed the CR100 to withstand severe punishment in combat.
Due to its high performance nature, the CR100 was capable of sustaining acceleration up to 3500G, allowing it to catch up with faster smuggling vessels or hostile warships. The CR100 was also equipped with a class 0.75 hyperdrive for rapid movement and response. Able to accelerate to a sustained cruising speed of point-seven five past lightspeed, this allowed the CR100 to rush in mere minutes from home base to border. This feature enabled the CR100 to respond more effectively to piracy or raiding activity.
But because of its impressive capabilities, the CR100 was somewhat more expensive than its predecessor.
[/b] _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Wed Dec 17, 2014 2:06 am; edited 1 time in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Dec 16, 2014 4:19 pm Post subject: |
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That's a beauty of a ship, alright. _________________ "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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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Tue Dec 16, 2014 4:23 pm Post subject: |
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crmcneill wrote: | That's a beauty of a ship, alright. |
Finally! You like one of my write-ups! Oh happy days <queues up some Smokey Robinson and brews some tea>. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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Mojomoe Commander
Joined: 10 Apr 2010 Posts: 442 Location: Seattle, WA
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Posted: Wed Dec 17, 2014 12:07 am Post subject: |
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Hey Womp Rats fellas -
Are all your write-ups available to download somewhere in some fashion? I saw a link to one of your G+ folders, but wasn't sure if there were others. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Dec 17, 2014 12:13 am Post subject: |
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Mojomoe wrote: | Are all your write-ups available to download somewhere in some fashion? I saw a link to one of your G+ folders, but wasn't sure if there were others. |
Yeah it should be in the shared directory "Ships" _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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Mojomoe Commander
Joined: 10 Apr 2010 Posts: 442 Location: Seattle, WA
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Posted: Wed Dec 17, 2014 1:38 am Post subject: |
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These are awesome guys. I have a fairly large repository of SW fan-designed ships from the net - any chance you'd like to take a whack at em? I'd love to see your take.
I don't think I hve the shared folder link handy. What is it again?
Also if love to collect all your TOR stats somewhere, to run em against mine and see if I should swap any out. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Dec 17, 2014 1:57 am Post subject: |
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Once you go the to the G+ community in the upper right hand corner will be a box that says, "About the Community" and below that are some links. Fourth link down is "Community Files/Post", click on this. Look for a directory named "Ships". There ya go =) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 17, 2014 1:58 am Post subject: |
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shootingwomprats wrote: | crmcneill wrote: | That's a beauty of a ship, alright. |
Finally! You like one of my write-ups! Oh happy days <queues up some Smokey Robinson and brews some tea>. |
LOL. On that note, the fire arcs for the rapid fire turbolasers only lists 4 weapons, not 8.
I may have mentioned in the past that I prefer filling in the gaps of existing material to introducing something completely new. With that in mind, this ship could very easily become the Corellian Buccaneer. The Buccaneer is from SWAJ#3, but includes only basic stats. However, the description states that it was intended as a follow-on to the CR90 Corvette, and what little stats there were were very similar to what you have here. Food for thought. _________________ "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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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Dec 17, 2014 2:09 am Post subject: |
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crmcneill wrote: | LOL. On that note, the fire arcs for the rapid fire turbolasers only lists 4 weapons, not 8. |
Thanks, I missed that. Correction made.
crmcneill wrote: | I may have mentioned in the past that I prefer filling in the gaps of existing material to introducing something completely new. |
I am with you on this but sometimes you come across an image of something new and you just got to make it for the SW fans out there.
crmcneill wrote: | ... and what little stats there were were very similar to what you have here. Food for thought. |
Not surprising really as I used the CR90 as the building block for the CR100. It is nice to know that stats I created are in line with what people who were creating the game 16+ years ago had in mind. That encourages me and tells me I am in the zone creatively and game mechanics wise. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Dec 17, 2014 2:19 am Post subject: |
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crmcneill wrote: | The Buccaneer is from SWAJ#3 ... |
Pulled out my copy and did a quite three or forth time quick review and could not find the reference to The Buccaneer. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 17, 2014 2:25 am Post subject: |
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I'll double check when I get home. I remembered the Buccaneer, but not what article it was included in. The stats were no more than a couple basic lines. _________________ "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: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Dec 19, 2014 12:11 am Post subject: |
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I checked my copy of SWAJ#3, and you are correct; it isn't there. I distinctly recall seeing it, but I can't say exactly which of the Journal has it. Wookieepedia fails again...
A couple things about the stat have been bugging me, though...
1). Why is the difference in damage between the heavy and light turbolaser only +1? IMO, a well balanced weapons suite would have a much greater split in weapon types, with heavy turbolaser inflicting more damage at the cost of fire control, and vice versa for the light turbolaser.
2). Double rapid-fire light turbolaser turrets is a bit of a mouthful. I'd shorten the name to turboblasters instead, and explain the technical difference by saying it uses the same capacitor banks as the turbolaser, but discharges them in sequence rather than simultaneously, resulting in a burst of low power shots (relatively speaking) rather than one big, powerful one. For a rules mechanic, I'd reduce the damage by either 1D or 2D, then convert that dice value into an Auto-Fire rating. _________________ "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: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Dec 20, 2014 5:34 pm Post subject: |
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As I look at the image for the ship, it occurs to me that it uses the same basic frame as the CR90, so I'm wondering what the justification is for increasing the length by 33%.
That being said, since I can't seem to track down the reference in the SWAJ's for the Buccaneer-class (and since a numerical name for the class seems more consistent with CEC ship nomenclature in-universe), I will probably just do a little creative editing and use this ship in its place. I'm not entirely behind the armament as listed, but the description specifically mentions that the ship retains the modifiable nature of the CR90, so having this be one of several possible weapons loadouts available from the factory is an acceptable compromise for me. _________________ "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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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Dec 21, 2014 11:15 am Post subject: |
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If you can actually find it in SWAJ #3... shootingwomprats and I have both looked. _________________ "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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