Topic: Any Star Wars Ships Out There?
Did a search but turned up little.
Anyone know of some?
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mj12games.com/forum → Starmada → Any Star Wars Ships Out There?
Did a search but turned up little.
Anyone know of some?
Do you mean stats?
LOL! Sorry... yes... Ship stats in Starmada format.
I have a bunch of Star Wars ships from the collectible game.
Would like to use them.
http://www.boardgamegeek.com/thread/317997/session-report-starmada-ae-june-5th-2008 had a couple of pre-built SW ships. They're fairly bland, but workable.
I'd go for the "roll my own" approach, if I were in your shoes. That way, you get exactly the ships you want / have minis for. And hey, then you could post them in the Basin and we could refer people looking for Star Wars ships to your work.
I tried to stat them following the descriptions of the vessels (at Wookiepedia) as best I could, but even the smallest Star Destroyers have an insane number of weapons. A lot of abstraction needs to be done to make it work.
even the smallest Star Destroyers have an insane number of weapons.
---- Maybe they're "range-based ROF"? It always seemed to me that the closer a SW ship was to their target the more shots were fired.
And Buckaroo Bonzai and the Hong Kong Cavaliers are AWESOME!
I keep looking at doing a conversion from the RPG stats from Wizards of the Coast. It groups the weapons into batteries so you may only have 3 or 4 actual weapons on the ship but they represent quite a few individual turbolasers.
I have yet to get the ships and fighters to work quite as I would want but I am happy to post what I have if people want to see it.
Yeah, tried to do a conversion a while back but after the hugh number of weapons and weapon types I gave up.
Turbo laser, double, quad Turbo Laser, Heavy T-Laser in Batteries of up to eight was a bit much for me. If someone comes up with a playable version I would gladly try it.
Never tried to do any SW conversions, but from the look of things I would say that there could easily be some scaling used to make the ships playable. As long as all of the conversions maintain the same scale, it doesn't matter if a Super Star Destroyer has 8,000 or 8 weapons. It would make "crossover" games difficult if not impossible, but there is always a difficulty merging incompatible source material (ie B5 vs ST) while maintaining the correct feel of the originals. So I would say that if you can scale SW ships down to a point where they are playable against each other without requiring the rolling of an entire 5 gallon pail of dice, you should be good to go.
Cheers,
Erik
If anyone would like to give it a try, I did stats for the fighters to try and do a Silent Death style game using Starmada.
I never got around to trying it out so I don't know how it will work.
Type: A-WING-class - STARFIGHTER (50)
Hull: 3 2 1
Engines: [TL0] 12 8 4
Screens: [TL0] 5 4 2
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[W] 6:[W]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Battery W: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 6
Special: [TL0] Hyperdrive; Countermeasures
Type: B-WING-class - STARFIGHTER (225)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 3 2 1
Screens: [TL0] 16 14 12 10 7 5 3
Weapons: [TL0] 1:[VY] 2:[W] 3:[X] 4:[X] 5:[X] 6:[Y]
Battery V: Auto Blaster, 3/6/9, 1/5+/1/1, Increased Hits
[g]
Battery W: Laser Cannon, 4/8/12, 1/4+/1/2
[g]
Battery X: Ion Cannon, 3/6/9, 2/4+/1/1, Increased Impact
[g] [g] [g]
Battery Y: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 10
Special: [TL0] Armor Plating; Countermeasures; Fire Control; Hyperdrive
Type: X-WING-class - STARFIGHTER (88)
Hull: 5 4 3 2 1
Engines: [TL0] 8 7 5 4 2
Screens: [TL0] 12 10 8 5 3
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[V] 6:[W]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g] [g] [g]
Battery W: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 6
Special: [TL0] Countermeasures; Hyperdrive
Type: Y-WING-class - STARFIGHTER (188)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 6 6 5 4 3 2 1
Screens: [TL0] 14 12 10 8 6 4 2
Weapons: [TL0] 1:[V] 2:[V] 3:[W] 4:[W] 5:[X] 6:[]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Battery W: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 8
Battery X: Ion Cannon, 3/6/9, 2/4+/1/1, Increased Impact
[abcdef]
Special: [TL0] Armor Plating; Countermeasures; Hyperdrive
Type: Z-95 HEADHUNTER-class - STARFIGHTER (53)
Hull: 3 2 1
Engines: [TL0] 8 6 3
Screens: [TL0] 10 7 4
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[W] 6:[W]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Battery W: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 6
Special: [TL0] Armor Plating; Hyperdrive
Type: TIE-class - STARFIGHTER (21)
Hull: 2 1
Engines: [TL0] 14 7
Screens: [TL0] 6 3
Weapons: [TL0] 1:[V] 2:[V] 3:[V] 4:[V] 5:[V] 6:[V]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Type: TIE ADVANCED-class - STARFIGHTER (51)
Hull: 3 2 1
Engines: [TL1] 14 10 5
Screens: [TL0] 10 7 4
Weapons: [TL0] 1:[V] 2:[V] 3:[V] 4:[V] 5:[] 6:[]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Special: [TL1] Armor Plating; Countermeasures; Fire Control
Type: TIE INTERCEPTOR-class - STARFIGHTER (29)
Hull: 3 2 1
Engines: [TL0] 14 10 5
Screens: [TL0] 6 4 2
Weapons: [TL0] 1:[2V] 2:[2V] 3:[V] 4:[V] 5:[V] 6:[V]
Battery V: Light Laser Cannon, 4/8/12, 1/4+/1/1
[g] [g] [g] [g]
Type: TIE BOMBER-class - STARFIGHTER (68)
Hull: 3 2 1
Engines: [TL0] 8 6 3
Screens: [TL0] 11 8 4
Weapons: [TL0] 1:[VW] 2:[VW] 3:[VX] 4:[VX] 5:[WX] 6:[WX]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Battery W: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 6
Battery X: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 6
Special: [TL0] Armor Plating
Type: MILLENIUM FALCON-class - YT-1300 LIGHT FREIGHTER (344)
Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1
Screens: [TL0] 16 16 15 14 13 12 11 10 9 8 8 7 6 5 4 3 2 1
Weapons: [TL0] 1:[V] 2:[W] 3:[] 4:[] 5:[] 6:[]
Battery V: Quad Laser Cannon, 2/4/6, 4/4+/1/1
[abcdef] [abcdef]
Battery W: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 8
Special: [TL0] Armor Plating; Cargo (150); Countermeasures; Fire Control; Transport (75)
Type: SLAVE 1-class - PATROL CRAFT (352)
Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1
Screens: [TL0] 14 14 13 12 11 11 10 9 8 7 7 6 5 4 4 3 2 1
Weapons: [TL0] 1:[V] 2:[W] 3:[X] 4:[] 5:[] 6:[]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Battery W: Auto Blaster, 3/6/9, 1/5+/1/1, Increased Hits
[g] [g]
Battery X: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 8
Special: [TL0] Armor Plating; Cargo (200); Countermeasures; Fire Control; Mines (25); Transport (100)
Type: TANTIVE IV-class - CORVETTE (1059)
Hull: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1
Screens: [TL0] 20 20 19 18 18 17 16 16 15 14 14 13 12 12 11 10 10 9 8 8 7 6 6 5 4 4 3 2 2 1
Weapons: [TL0] 1:[V] 2:[W] 3:[] 4:[] 5:[] 6:[]
Battery V: Turbo Laser, 6/12/18, 1/5+/1/3, Piercing +1
[ace] [ace] [bdf] [bdf]
Battery W: Twin Turbo Laser, 6/12/18, 2/5+/1/3, Piercing +1
[abcd] [abcd]
Special: [TL0] Armor Plating; Cargo (750); Countermeasures; Fire Control; Hyperdrive; Marines (20); Transport (750)
If anyone would like to give it a try, I did stats for the fighters to try and do a Silent Death style game using Starmada.
I never got around to trying it out so I don't know how it will work.Type: A-WING-class - STARFIGHTER (50)
Hull: 3 2 1
Engines: [TL0] 12 8 4
Screens: [TL0] 5 4 2
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[W] 6:[W]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Battery W: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 6
Special: [TL0] Hyperdrive; CountermeasuresType: B-WING-class - STARFIGHTER (225)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 3 2 1
Screens: [TL0] 16 14 12 10 7 5 3
Weapons: [TL0] 1:[VY] 2:[W] 3:[X] 4:[X] 5:[X] 6:[Y]
Battery V: Auto Blaster, 3/6/9, 1/5+/1/1, Increased Hits
[g]
Battery W: Laser Cannon, 4/8/12, 1/4+/1/2
[g]
Battery X: Ion Cannon, 3/6/9, 2/4+/1/1, Increased Impact
[g] [g] [g]
Battery Y: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 10
Special: [TL0] Armor Plating; Countermeasures; Fire Control; HyperdriveType: X-WING-class - STARFIGHTER (88)
Hull: 5 4 3 2 1
Engines: [TL0] 8 7 5 4 2
Screens: [TL0] 12 10 8 5 3
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[V] 6:[W]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g] [g] [g]
Battery W: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 6
Special: [TL0] Countermeasures; HyperdriveType: Y-WING-class - STARFIGHTER (188)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 6 6 5 4 3 2 1
Screens: [TL0] 14 12 10 8 6 4 2
Weapons: [TL0] 1:[V] 2:[V] 3:[W] 4:[W] 5:[X] 6:[]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Battery W: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 8
Battery X: Ion Cannon, 3/6/9, 2/4+/1/1, Increased Impact
[abcdef]
Special: [TL0] Armor Plating; Countermeasures; HyperdriveType: Z-95 HEADHUNTER-class - STARFIGHTER (53)
Hull: 3 2 1
Engines: [TL0] 8 6 3
Screens: [TL0] 10 7 4
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[W] 6:[W]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Battery W: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 6
Special: [TL0] Armor Plating; HyperdriveType: TIE-class - STARFIGHTER (21)
Hull: 2 1
Engines: [TL0] 14 7
Screens: [TL0] 6 3
Weapons: [TL0] 1:[V] 2:[V] 3:[V] 4:[V] 5:[V] 6:[V]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]Type: TIE ADVANCED-class - STARFIGHTER (51)
Hull: 3 2 1
Engines: [TL1] 14 10 5
Screens: [TL0] 10 7 4
Weapons: [TL0] 1:[V] 2:[V] 3:[V] 4:[V] 5:[] 6:[]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Special: [TL1] Armor Plating; Countermeasures; Fire ControlType: TIE INTERCEPTOR-class - STARFIGHTER (29)
Hull: 3 2 1
Engines: [TL0] 14 10 5
Screens: [TL0] 6 4 2
Weapons: [TL0] 1:[2V] 2:[2V] 3:[V] 4:[V] 5:[V] 6:[V]
Battery V: Light Laser Cannon, 4/8/12, 1/4+/1/1
[g] [g] [g] [g]Type: TIE BOMBER-class - STARFIGHTER (68)
Hull: 3 2 1
Engines: [TL0] 8 6 3
Screens: [TL0] 11 8 4
Weapons: [TL0] 1:[VW] 2:[VW] 3:[VX] 4:[VX] 5:[WX] 6:[WX]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Battery W: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 6
Battery X: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 6
Special: [TL0] Armor PlatingType: MILLENIUM FALCON-class - YT-1300 LIGHT FREIGHTER (344)
Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1
Screens: [TL0] 16 16 15 14 13 12 11 10 9 8 8 7 6 5 4 3 2 1
Weapons: [TL0] 1:[V] 2:[W] 3:[] 4:[] 5:[] 6:[]
Battery V: Quad Laser Cannon, 2/4/6, 4/4+/1/1
[abcdef] [abcdef]
Battery W: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 8
Special: [TL0] Armor Plating; Cargo (150); Countermeasures; Fire Control; Transport (75)Type: SLAVE 1-class - PATROL CRAFT (352)
Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1
Screens: [TL0] 14 14 13 12 11 11 10 9 8 7 7 6 5 4 4 3 2 1
Weapons: [TL0] 1:[V] 2:[W] 3:[X] 4:[] 5:[] 6:[]
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]
Battery W: Auto Blaster, 3/6/9, 1/5+/1/1, Increased Hits
[g] [g]
Battery X: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 8
Special: [TL0] Armor Plating; Cargo (200); Countermeasures; Fire Control; Mines (25); Transport (100)Type: TANTIVE IV-class - CORVETTE (1059)
Hull: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1
Screens: [TL0] 20 20 19 18 18 17 16 16 15 14 14 13 12 12 11 10 10 9 8 8 7 6 6 5 4 4 3 2 2 1
Weapons: [TL0] 1:[V] 2:[W] 3:[] 4:[] 5:[] 6:[]
Battery V: Turbo Laser, 6/12/18, 1/5+/1/3, Piercing +1
[ace] [ace] [bdf] [bdf]
Battery W: Twin Turbo Laser, 6/12/18, 2/5+/1/3, Piercing +1
[abcd] [abcd]
Special: [TL0] Armor Plating; Cargo (750); Countermeasures; Fire Control; Hyperdrive; Marines (20); Transport (750)
Cool! Macro scale fighters!
E
Yeah, tried to do a conversion a while back but after the hugh number of weapons and weapon types I gave up.
Turbo laser, double, quad Turbo Laser, Heavy T-Laser in Batteries of up to eight was a bit much for me. If someone comes up with a playable version I would gladly try it.
So I went to starwars.com and looked up the Imperial Star Destroyer and this was in the description:
The Imperial-class Star Destroyer bristles with 60 turbolaser batteries, 60 ion cannon batteries, and 10 tractor beam projectors. It carries a full stormtrooper division, 20 AT-ATs, 30 AT-STs, eight Lambda-class shuttles, 12 landing barges, and six TIE squadrons.
So if you down-scaled everything you could have a Star Destroyer with 6 Turbolaser Batteries, 6 Ion Cannon Batteries, 1 Tractor beam and 6 flights of Tie Fighters. If you wanted to have boarding parties you could add Marines (Stormtroopers) and embark 2 flights of boarding pods (shuttles). Give is excellent shields and armor and you've probably still got a decent main-line cruiser for the Galactic Empire.
Cheers,
Erik
So if you down-scaled everything you could have a Star Destroyer with 6 Turbolaser Batteries, 6 Ion Cannon Batteries, 1 Tractor beam and 6 flights of Tie Fighters.
Simply divide by 10. I like this!
Going to check out that website.
(edit) I just found this. Might be helpful.
http://www.galactic-voyage.com/Capital%20Ships.htm
The problem with doing an effective starwars conversion is the huge range of scale of the ships. Essentially, at the top end you have the Super Star Destroyers (the Executor from the movies, the D6 RPG goes even bigger) which has, as I recall, 1040 weapon batteries across about 5 types of weapon, 9 dice of shields and 10 dice of hull (yes, I played a lot of D6 starwars in the day). Whereas at the bottom end you have the corvettes and frigates that might only have a few batteries (8 or so for Nebulon-B frigates I believe) with 2 or 3 dice of shields and 3 or 4 dice of hull. So you can't simply divide the battery count by 10 and get meaningful numbers at the extremes.
You would, I should think, need some kind of logarithmic scale to keep numbers sane with battery counts. Shields and hull probably convert more directly. Fire control varied per weapon type usually (say 3 dice for turbolasers but only 2 for concussion missiles for example) as well. Ignore things like double/triple/quad/two-point-five-and-a-squiggly-thing turbolaser batteries as that's all just fluff - the only things that matter in a weapon battery description is range, damage, and fire control. The real trick will be balancing the weapon damages against shields and armour and handling the specials like the Mon Calamari heavy cruisers (MC-80's and later on the MC-90's) that have 6 dice of backup shields that come on as initial shield dice are lost. The other thing that comes to mind with weapons is that weapons battery damage on those vessels with ridiculous battery counts is not going to really affect the amount damage it can inflict on other nearly as quickly as it does on smaller vessels. If you use a log(n) scaling on battery counts in the conversion perhaps an inverse on the destroyed battery count might better reflect this. I also suspect that using a log(n) conversion would do strange things to the point value of the conversion.
Anyways that my thoughts for this morning, I hope they help.
The problem with doing an effective starwars conversion is the huge range of scale of the ships. Essentially, at the top end you have the Super Star Destroyers (the Executor from the movies, the D6 RPG goes even bigger) which has, as I recall, 1040 weapon batteries across about 5 types of weapon, 9 dice of shields and 10 dice of hull (yes, I played a lot of D6 starwars in the day). Whereas at the bottom end you have the corvettes and frigates that might only have a few batteries (8 or so for Nebulon-B frigates I believe) with 2 or 3 dice of shields and 3 or 4 dice of hull. So you can't simply divide the battery count by 10 and get meaningful numbers at the extremes.
You would, I should think, need some kind of logarithmic scale to keep numbers sane with battery counts. Shields and hull probably convert more directly. Fire control varied per weapon type usually (say 3 dice for turbolasers but only 2 for concussion missiles for example) as well. Ignore things like double/triple/quad/two-point-five-and-a-squiggly-thing turbolaser batteries as that's all just fluff - the only things that matter in a weapon battery description is range, damage, and fire control. The real trick will be balancing the weapon damages against shields and armour and handling the specials like the Mon Calamari heavy cruisers (MC-80's and later on the MC-90's) that have 6 dice of backup shields that come on as initial shield dice are lost. The other thing that comes to mind with weapons is that weapons battery damage on those vessels with ridiculous battery counts is not going to really affect the amount damage it can inflict on other nearly as quickly as it does on smaller vessels. If you use a log(n) scaling on battery counts in the conversion perhaps an inverse on the destroyed battery count might better reflect this. I also suspect that using a log(n) conversion would do strange things to the point value of the conversion.
Anyways that my thoughts for this morning, I hope they help.
I think the trick becomes that you have to do a lot of hand-waving and MK I eyeball conversions when the source material contains some suspect technical information. In the end, if a ship "feels" right relative to another, that is a lot more important than some kind of statistical accuracy. This is especially true when dealing with ships that were originally created without any kind of cohesive technical architecture, or one that was more concerned with aesthetic or background for an RPG than playability. There is no reason to get caught up in 1040 individual batteries. The Star Destroyer you mentioned above has 5 Batteries as far as I can see, with a variety of arcs and different statistical capability than those on the Nebulon-B. That doesn't seem like too much of a problem. MC capital ships may call for the return of Redundant Shields, but I think that is even doable in the context of a specific universe conversion. I'll have to poke around as time permits and see if I can do some conversions that make some sense.
Erik
One of the problems I found when converting the RPG ships is that while Wizards of the Coast have combined the weapons into batteries (so an Imperial Star Destroyer has 4 turbolaser batteries rather than the 80 in the earlier editions) they have left it as having 72 TIE fighters (12 TIE Interceptors, 12 TIE Bombers, 48 TIE Fighters) which as SW uses flights of 4 as the organisation gives you 18 flights, but you have a lot less guns to shoot them down with.
I like the idea of reducing the number of flights as well - maybe to one per squadron.
I dusted off some old references and decided to play around with this idea tonight. This is as far as I got:
Type: IMPERIAL-class GALACTIC EMPIRE STAR DESTROYER (788)
Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 2 2 2 2 2 1 1 1 1
Shields: [TL0] 4 4 4 4 3 3 3 2 2 2 2 1 1 1
Weapons: [TL0] 1:[VW] 2:[VW] 3:[VW] 4:[VW] 5:[VW] 6:[VW]
Battery V: Turbolaser Battery, 3/6/9, 1/3+/1/3,
[AB] [AB] [AB] [AB] [IK] [IK] [IK] [IK] [HJ] [HJ] [HJ] [HJ]
Battery W: Ion cannon, 2/4/6, 1/4+/1/2, No Hull Damage
[AB] [AB] [AB] [AB] [IK] [IK] [IK] [HJ] [HJ] [HJ] [EF] [EF]
Special: [TL0] Armor Plating; Marines (50); Transport (36); Hyperdrive; Carrier (292); Tractor Beam (2)
Fighters: [TL0]
3xTie Fighter, 6/10/0, (Fighter/5+)
2xAssault Shuttle, 4/4/4, (Breacher/4+/ROF-2)
Notes:
Launch/Recovery Maximum: 3/2
Damage Control Dice: 3
Critical Damage Save: 4+
Type: MC80-class REBEL ALLIANCE CRUISER (945)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 2 1 1 1 1
Shields: [TL0] 5 5 5 4 4 3 3 3 2 2 1 1
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[V] 6:[V]
Battery V: Turbolaser Battery, 3/6/9, 1/4+/1/2,
[AB] [AB] [AB] [IK] [IK] [IK] [HJ] [HJ] [HJ] [EF] [EF] [EF]
Battery W: Ion cannon, 2/4/6, 1/4+/1/2, No Hull Damage
[AB] [AB] [IK] [HJ]
Special: [TL0] Armor Plating; Marines (24); Hyperdrive; Carrier (397); Tractor Beam (1)
Fighters: [TL0]
3xX-Wing, 6/8/1, (Fighter/4+/ROF-2)(Striker/5+/DMG-3/Bomber)
2xAssault Shuttle, 4/4/4, (Breacher/4+/ROF-2)
Notes:
Launch/Recovery Maximum: 3/2
Damage Control Dice: 3
Critical Damage Save: 4+
Type: NEBULON-B-class REBEL ALLIANCE FRIGATE (65)
Hull: 3 2 1
Engines: [TL0] 4 3 2
Shields: [TL0] 2 2 1
Weapons: [TL0] 1:[2V4W] 2:[2V4W] 3:[V4W] 4:[V4W] 5:[V4W] 6:[V4W]
Battery V: Turbolaser Battery, 3/6/9, 1/4+/1/2,
[AB] [AB] [AB] [AB]
Battery W: Laser Cannon, 1/2/3, 1/4+/1/1, Anti-Fighter
[AB] [AB] [AB] [AB] [AB] [AB] [IK] [IK] [HJ] [HJ] [EF] [EF]
Special: [TL0] Marines (2); Hyperdrive; Tractor Beam (1)
I know that it's not an Imperial Star Destroyer that requires 4 data cards to play, but everything seems playable to me. Just wondering what others think.
Cheers,
Erik
I started to do some stats for some of the Separatist ships but the sheer number of weapons, the lack of a proper range of ships and the ridiculous number of weapons that the ships are supposed to carry stopped me in my tracks.
The navies have no real thought given to them.
I started to do some stats for some of the Separatist ships but the sheer number of weapons, the lack of a proper range of ships and the ridiculous number of weapons that the ships are supposed to carry stopped me in my tracks.
The navies have no real thought given to them.
This is probably because SW is extremely hero-centric, and capital ships are therefore relegated to set dressing and special effects platforms (whereas fighters are central because they can be operated individually). This also leads me to conclude that Bekosh's MacroFighters are the best way to handle movie-like SW space combat (and also a really neat idea to start with).
Blacklancer: yeah, those look pretty reasonable. I like the dual-mode on the X-Wings. What references were you using?
What is Bekosh's MacroFighters? I did a quick search and didn't turn up anything. Is it a homebrew Starmada ruleset?
pixelgeek wrote:I started to do some stats for some of the Separatist ships but the sheer number of weapons, the lack of a proper range of ships and the ridiculous number of weapons that the ships are supposed to carry stopped me in my tracks.
The navies have no real thought given to them.
This is probably because SW is extremely hero-centric, and capital ships are therefore relegated to set dressing and special effects platforms (whereas fighters are central because they can be operated individually). This also leads me to conclude that Bekosh's MacroFighters are the best way to handle movie-like SW space combat (and also a really neat idea to start with).
Blacklancer: yeah, those look pretty reasonable. I like the dual-mode on the X-Wings. What references were you using?
I actually noticed that I screwed up the ISD as it was supposed to have 6 TIE Flights, but anyway it was just an exercised in "scaling" such big ships to managable levels, but thanks. I used the West End Games Star Wars RPG for the basic stats.
Erik
What is Bekosh's MacroFighters? I did a quick search and didn't turn up anything. Is it a homebrew Starmada ruleset?
Earlier in this topic Bekosh posted up SW Fighters that traeted them as full sized ships in the Starmada rules, with hulls from about 3 to 7. The Millenium Falcon came in at 18 Hull...and therefore they are "macro" scale fighters,
Erik
I started to do some stats for some of the Separatist ships but the sheer number of weapons, the lack of a proper range of ships and the ridiculous number of weapons that the ships are supposed to carry stopped me in my tracks.
.
Group the weapons into batteries if you can and then scale the # and damage and so forth. I think that whether a ship is pounded by 8 batteries of turbolasers in a volley or by 800 it doesn't matter as long as the "game effect" is playable. Oh, and I wouldn't want to roll dice for 800 weapons at a shot.
The navies have no real thought given to them
They are designed to look pretty on the big screen, and in Star Wars in particular, awe you with their sheer size. Coherent design and fleet doctrine was probably not given much thought
Erik
With the Seperatists (and Rebel Alliance for that matter) you have to remember that it is a collection of fleets that have been thrown together in common cause. You therefore have ships designed with difference philosophies trying to operate together.
Having said that you are also rather limited in the ships available to the Republic during the Clone Wars - either the Acclimator Assault Ship (Episode II) or Venator Star Destroyer (Episode III). You don't really see anyone operating with a true fleet with light picket ships (other than fighter patrols), cruisers, battleships, tenders/supply ships etc.
You finally get a proper fleet structure in the WEG Black Fleet Crisis ships for the New Republic which do have pickets, gunships, cruisers, carriers etc.
However, you are correct that with SW "looks good on the screen" is more important that anything else.
pickledteak wrote:What is Bekosh's MacroFighters? I did a quick search and didn't turn up anything. Is it a homebrew Starmada ruleset?
Earlier in this topic Bekosh posted up SW Fighters that traeted them as full sized ships in the Starmada rules, with hulls from about 3 to 7. The Millenium Falcon came in at 18 Hull...and therefore they are "macro" scale fighters,
Erik
I just went and added them to the Bouribaki Basin along with Macro Fighter designs for Babylon 5.
mj12games.com/forum → Starmada → Any Star Wars Ships Out There?
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