Star Wars Sim Forum: Roleplay, Simming and Fan Fiction
THE GALACTIC ARCHIVES => SWA Archives => Retired Game Archives => SWA | After Jakku => Topic started by: EmperorSeverus on January 07, 2019, 07:53:02 PM
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Intel summary:
Constant fighting with Zsinj's Empire and the arrival of Imperial Remnant forces has forced Admiral Corren Vang and his fleet to leave the vicinity of Dathomir for Prakith in the Deep Core. Vang is a minor Imperial warlord who recently allied with the Disciples of Ragnos, and his mixed fleet of Victory-class Star Destroyers and Nebulon-B Frigates represents an emerging threat to the New Republic.
Vang is now making a move for Kalist (also in the Deep Core). If he succeeds, it will be the first time the Vang Empire has held control of multiple systems at once. Vang does not possess any SSD's. His flagship is the Imperial II-class Star Destroyer Unbreakable, which is confirmed to be at Prakith currently.
New Republic forces have been dispatched by Admiral Ackbar to intercept. NR intelligence has provided coordinates in deep space near Kalist, and unverified reports suggests there is a single VE-aligned Victory II-class Star Destroyer that is to rendezvous with a bulk freighter. There is no intel on the freighter itself, which suggests that the contents of the freighter are probably standard freight such as fuel or auxiliary parts.
**** This is a mini-campaign event involving LordSeverus and SWSF Eidolon only. The purpose of this campaign is to test out a new dice mechanic with classic SWSF ship specs. ****
**** For this event, LordSeverus will assume command of Vang Empire forces, and SWSF Eidolon will assume command of New Republic forces. ****
**** GM for the event is LordSeverus. ****
**** Since this event takes place in deep space, we will be using a large square grid. ****
NR forces should exit hyperspace and initiate a ComScan first, after which the grid locations of VE forces will be revealed.
The NR fleet is comprised of one CCRV and one FRG for this event.
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Square grid, A-J x 1-10.
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Vang Empire forces:
Victory II-class Star Destroyer (VSDII)
Name/Model#: Victory II-class Star Destroyer
Designer/Manufacturer(s): Kuat Drive Yards, Rendili StarDrive, Krell Heavy Industries
Cost: 1,900,000,000 credits per ship and 5 supply units
Build Time: 5 weeks
Combat Designation: Medium Cruiser
Length: 900 meters
Crew: 5,200
SPEED: 20 MGLT = 2 grids per turn
Maneuver: 2
Troops:
2,500 standard troops
10 AT-AT Walkers
20 AT-ST Walkers
3 Landing Barges
Cargo Capacity: 3/4 Supply Unit
Weapons:
20 Heavy Turbolaser Batteries (20 Bow, 10 Port, 10 Starboard) OVERLAP
2 Double Heavy Turbolaser Batteries (1 Bow, 1 Port, 1 Starboard) OVERLAP
20 Double Turbolaser Cannons (15 Bow, 10 Port, 10 Starboard, 5 Stern) OVERLAP
10 Ion Cannons (10 Bow, 5 Port, 5 Starboard) OVERLAP
2 Missile Launchers (36 Missiles Each)
10 Tractor Beam Projectors (4 Bow, 3 Port, 3 Starboard)
Armor: 500 Damage Points
Shields: 1,100 Damage Points
Launch Bays: 1 Standard (12 craft per turn)
Onboard Craft:
12 TIE Interceptors 6 Assault Transports
12 Assault Gunboats
Special Capabilities / Notes: Launch bay can launch 2 TIE Squadrons per turn, standard rate with all other fighters. Towers can take 140 Points each. Shield Generators are each responsible for 20% of the shields and must be targeted by starfighters or auxiliary craft.
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Nebulon-B Escort Frigate (FRG)
Name/Model#: EF76 Nebulon-B Escort Frigate
Designer/Manufacturer: Kuat Drive Yards, Krell Heavy Industries
Cost: 150,000,000 credits per ship and 1 supply unit
Build Time: 2 weeks per ship
Combat Designation: Close Support Vessel
Length: 300 meters
Crew: 920 (77 officers, 843 enlisted)
SPEED: 16 MGLT = 2 Grid Spaces per Turn
Maneuver: 2
Troops: 75 Lightly armed troops
Cargo Capacity: 1/4 Supply Unit
Weapons:
12 Taim & Bak Turbolaser Batteries. (4 Bow, 6 Port, 6 Starboard) OVERLAP
12 Borstel RH8 Laser Cannons. (3 Bow, 6 Port, 6 Starboard, 1 Stern) OVERLAP
2 Phylon Tractor Beam Projectors. (1 Port, 1 Stern)
1 Krupx Anti-Starfighter Launch System (36 missiles)
Armor: 150 Damage Points
Shields: 300 Damage Points
Launch Bays: 1 Standard (12 craft per turn)
Onboard Craft:
2 Standard Starfighter Squadrons, 1 Lambda-class Shuttle
Special Capabilities / Notes: May be converted for a variety of tasks.
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BFF-1 Bulk Freighter
Name/Model#: BFF-1 Bulk Freighter
Designer/Manufacturer: Phylon Freight, others
Cost: 4,000,000 credit per ship and 1/4 supply unit*
Build Time: 1 week per ship
Combat Designation: Medium Bulk Cargo Carrier
Length: 120 meters
Crew: 10
Passengers: None
SPEED: 17 MGLT = 2 grid spaces per turn*
Cargo Capacity: x supply unit*
Weapons: None
Armor: 20 Damage Points*
Shields: 70 Damage Points*
Special Capabilities / Notes: None.
* = I either took it from the specs for the Corellian Action VI Transport, or left it blank because it doesn't matter for this event, or made up something (e.g., armor and shields) just so it can be used for the event.
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New Republic forces:
Nebulon-B Escort Frigate (FRG)
Name/Model#: EF76 Nebulon-B Escort Frigate
Designer/Manufacturer: Kuat Drive Yards
Cost: 150,000,000 credits and 1 supply unit per ship
Build Time: 2 weeks per ship
Combat Designation: Close Support Vessel
Length: 300 meters
Crew: 920 (77 officers, 843 enlisted)
SPEED: 16 MGLT = 2 grid spaces per turn
Maneuver: 2
Troops: 75 Lightly armed troops
Cargo Capacity: 1/4 supply unit
Weapons:
12 Taim & Bak Turbolaser Batteries. (4 Bow, 6 Port, 6 Starboard) OVERLAP
12 Borstel RH8 Laser Cannons. (3 Bow, 6 Port, 6 Starboard, 1 Stern) OVERLAP
2 Phylon Tractor Beam Projectors. (1 Port, 1 Stern)
1 Krupx Anti-Starfighter Launch System (36 missiles)
Armor: 150 Damage Points
Shields: 300 Damage Points
Launch Bays: 1 Standard (12 craft per turn)
Onboard Craft:
2 Standard Starfighter Squadrons, 1 Lambda-class Shuttle
Special Capabilities / Notes: May be converted for a variety of tasks.
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Corellian Corvette (CCRV)
Name/Model#: CR90 Blockade Runner
Designer/Manufacturer: Corellian Engineering Corporation
Cost: 21,000,000 credits and 1/4 supply unit per ship
Build Time: 1 week per ship
Combat Designation: Multi-Purpose Vessel
Length: 150 meters
Crew: 48 (8 officers, 40 enlisted)
SPEED: 30 MGLT = 3 grid spaces per turn
Maneuver: 2
Troops: 600 lightly armed troops or passengers
Cargo Capacity: 1 supply unit
Weapons:
2 Taim & Bak Double Turbolaser Cannons (2 Bow, 2 Port, 2 Starboard, 2 Stern)
6 Heavy Laser Cannons (3 Port, 3 Starboard) OVERLAP
Armor: 75 Damage Points
Shields: 150 Damage Points
Onboard Craft: None
Special Capabilities / Notes: None.
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GM note: The warbook I'm using as a reference for this event is AERules107.zip. We'll be modifying the rules to incorporate the use of dice.
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Shields and armor
Ships have shield points equal to their length. Armor points are equal to half their length.
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Systems
A ship's systems points are equal to 2x the length of the ship. Only Ion Cannons and Magnetic Pulse Torpedoes (see specs) can do damage to a ship's systems. Ion Cannons do not affect shields in any way.
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Example:
A 150 meter long ship with normal (unmodified) shields and normal (unmodified) armor would have:
Shields - 150 HP
Armor - 75 HP
Systems - 300 HP
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Space damage chart - shields and armor
Weapon Type Damage
Laser Cannon 1 HP
Heavy Laser Cannon 2 HP
Light Turbolaser Cannon 7 HP
Medium Turbolaser Cannon 8 HP
Heavy Turbolaser Cannon 9 HP
Light Turbolaser Battery 12 HP
Medium Turbolaser Battery 14 HP
Heavy Turbolaser Battery 16 HP
Hapan Light Turbolasers 8 HP
Hapan Medium Turbolasers 10 HP
Hapan Heavy Turbolasers 12 HP
Concussion Missile 5 HP
Advanced Concussion Missile 6.5 HP
Proton Torpedo 10 HP
Advanced Proton Torpedo 15 HP
Heavy Rocket 20 HP
Heavy Space Bomb 40 HP
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Space damage chart - systems
Weapon Type Damage
Light Ion Cannon 1 HP
Ion Cannon 2 HP
Heavy Ion Cannon 3 HP
Light Ion Battery 1.5 HP
Ion Battery 3 HP
Heavy Ion Battery 4.5 HP
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Intercepting warheads with lasers, turbolasers, and ion cannons
Warheads may be intercepted with lasers, turbolasers, or ion cannons. Refer to the below chart for the number of cannons required to intercept a warhead.
Warhead Type: # of Laser Cannons: # of Turbolaser Cannons:
Advanced Concussion Missiles 4 Laser Cannons 5 Turbolaser Cannons
Concussion Missiles 3 Laser Cannons 4 Turbolaser Cannons
Advanced Proton Torpedoes 3 Laser Cannons 4 Turbolaser Cannons
Proton Torpedoes 2 Laser Cannons 3 Turbolaser Cannons
Heavy Rockets 1 Laser Cannons 2 Turbolaser Cannons
Space Bombs 1 Laser Cannons 2 Turbolaser Cannons
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Intercepting warheads with other warheads
Alternatively, may also use other warheads to intercept inbound warheads; however, only missiles and torpedoes may do so, and they won't always hit.
Aganinst Advanced Concussion Missiles:
Warhead type Success rate:
Concussion Missiles 50%
Advanced Concussion Missiles 25%
Proton Torpedoes 75%
Advanced Proton Torpedoes 50%
Heavy Rockets 100%
Space Bombs 100%
Against Concussion Missiles:
Warhead type Success rate:
Concussion Missile 25%
Proton Torpedoes 50%
Advanced Proton Torpedoes 25%
Heavy Rockets 75%
Space Bombs 100%
Against Advanced Proton Torpedoes:
Warhead type Success rate:
Concussion Missiles 25%
Proton Torpedoes 50%
Advanced Proton Torpedoes 25%
Heavy Rockets 75%
Space Bombs 100%
Against Proton Torpedoes:
Warhead type Success rate:
Proton Torpedoes 25%
Heavy Rockets 50%
Space Bombs 75%
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Weapon Ranges
Weapon type Range:
Laser Cannon Same Grid
Heavy Laser Cannon Same Grid
Light Turbolaser Cannon Next Grid
Medium Turbolaser Cannon Next Grid
Heavy Turbolaser Cannon 2 Grids
Light Turbolaser Battery Next Grid
Medium Turbolaser Battery Next Grid
Heavy Turbolaser Battery 2 Grids
Hapan Light Turbolasers Same Grid
Hapan Medium Turbolasers Next Grid
Hapan Heavy Turbolasers Next Grid
Light Ion Cannon Same Grid
Medium Ion Cannnon Same Grid
Heavy Ion Cannon Next Grid
Concussion Missile Next Grid
Advanced Concussion Missile Next Grid
Proton Torpedo 2 Grids
Advanced Proton Torpedo 2 Grids
Proton Bomb Same Grid
Heavy Rocket Same Grid
Heavy Space Bomb Same Grid
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Systems damage
A ship looses a system every time it looses 20% of its system points. Systems are lost in the following order:
-Shields
-Weapons
-Sublight Engines
-Hyperdrive
-Communications
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Notes:
- Capital ships are able to fire 100% of their laser weaponry, 100% of their ion cannons, or 50% of both. 50% means half of weapons, not half of one arc.
- Auxiliary and fighters do not follow this rule. They can either fire a laser weapon or am ion weapon, and then a warhead (unless specs state otherwise).
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***** Starfighter specs, clarifications, and dice mechanic not yet posted. ****