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-   -   SW Statblock Thread for Imperial Starfighters (https://forums.sjgames.com/showthread.php?t=140862)

Huscurian 01-06-2016 02:21 AM

SW Statblock Thread for Imperial Starfighters
 
Hello, everyone. I decided to do something for fun with Spaceships: statting out Imperial Starfighters. Be warned that I'm a novice and all are welcome to critique the stats that I've put out for starfighters affiliated with the Galactic Empire. I'll be trying my best to stat out fighters so don't expect it to be canonical. If you wish to correct specific parts of my statblocks on any starfighters, do let me know.

I did say I would write up the Alpha Xg-1 Assault Gunboat... I present to you in this thread the first statblock of many to come soon:

CYGNUS SPACEWORKS ALPHA XG-1 ASSAULT GUNBOAT
Code:

TL                  Spacecraft                  dST/dHP  Hnd/SR  HT  Move  LWt.    Load  SM    Occ        dDR      Range    Cost 
11^  Cygnus Spaceworks Alpha Xg-1 Assault Gunboat    15    +0/4  12  2G/c  10  1.2 [1]  +4  1+1SV [2]  2/1/2 [4,5]    1x  $2.525M

Length: 20 yd. (60 ft.) Crush Depth: 3.8 Atmospheres (125 ft.)
Power Points: +16 / -8
Space Performance: sAccel: 2Gs FTL Rating: FTL-1
Air Performance: aAccel: 2Gs (44 mph/s) aSpeed: 3,500 mph (0.97 mps) Hnd/SR: +4/5

SHIP SYSTEMS
Code:

  FRONT   
[1-2 ]      Metallic Laminate Armor
              dDR 2
[3 !]        Light Force Screen
              dDR 15 [3,4,8]
[4 ]        Area Jammer Defensive ECM
              -2 to Hit / -1 Area Jam / 50 Mile Jam Radius
[5-6 !!]    Major Battery
              2 Weapon Mounts [10]
[Core ]      Control Room
              Comp: C7 / Comm/Sensor: 4 / 1 Station

Code:

  CENTER   
[1 ]        Metallic Laminate Armor
              dDR 1
[2 ]        Reconfigurable System
                [11]
  [a !]      Major Battery
              1 Weapon Mount [12]
  [b !]      Major Battery
              1 Weapon Mount
[3-4 ]      Cargo Hold
              1 Ton / SM-1 Bay Doors
[5 !]        Light Force Screen
              dDR 15 [3,4,8]
[6 ‡‡‡‡]    Super Fusion Reactor
              8 Power Points / 200 yr Fuel / Compact [6,9]

Code:

    REAR   
[1-2 ]      Metallic Laminate Armor
              dDR 2
[3 ]        Passenger Seating
              1 Seat
[4 !]        Light Force Screen
              dDR 15 [3,4,8]
[5 !]        Jump Drive
              FTL-1
[6 !]        Hot Reactionless Engine
              2Gs [5]
[Core ‡‡‡‡]  Super Fusion Reactor
              8 Power Points / 200 yr Fuel / Compact [6,9]

Design Switches, Features, & Notes: Ammunition Cost: $800,000
CAMPAIGN OPTIONS: Reactionless Engine (Drive Field), Exposed Radiators
SHIP OPTIONS: Streamlined, Winged, Gravitic Compensators
[1] Load includes: 0.2 tons of Crew & Passengers, 0.8 tons of Ammunition, 0.2 tons of Cargo Hold
[2] Crew Requirement: 1 Control Station (1 Pilot)
[3] Semi-Ablative (Loses 1 dDR for every 10 points of d-damage it resists), [4] Plus dDR 15 Force Screen, [5] Plus dDR 15 Drive Field
[6] Volatile System (see p. SS1:62)
[7] GENERAL FORCE SCREEN OPTIONS: Adjustable, Energy Only
INDIVIDUAL FORCE SCREEN OPTIONS: [8] Adjustable
[10] Solo or twin-linked laser cannons and solo or twin-linked ion cannons, [11] Solo or twin-linked missile launchers, [12] 6 missiles per rack

Created using the GURPS Spaceship Design Spreadsheet Version 2.0 Release Candidate 10 based on the GURPS Spaceships series of books. http://gurpsland.no-ip.org/#GURPSSpa...ignSpreadsheet

NOTES

Do note that for ammunition in the Gunboat we're referring to XvT: BoP. Assault Gunboats are known to carry any type of warheads; the maximum number of warheads are 12, either solo or twin-linked. The missile launchers are 2 racks; 6 missiles per rack. 1st Major Weapons is Laser Cannon; 2nd Major Weapons is Ion Cannon (designed to disable craft). I don't know how to configure this but if you have any suggestions as to how to change the damage to something where the craft is disabled instead of being destroyed, I'm all ears.

Compact Super Fusion Reactors were put there to increase PP so the pilot could change PP to adjust his Light Force Screen partially or fully frontal or aft. Also, the weapons on the mount could be switched at any time, including the missile launchers.

The Xg-1 is hyperdrive capable. It can make at least 4 jumps, according to the GURPS Imperial Sourcebook. As for the low-thrust or high-thrust, not sure how I'd do that on the spreadsheet.

Huscurian 01-06-2016 03:50 AM

Re: SW Statblock Thread for Imperial Starfighters
 
This is the new statblock for the TIE/bm Bomber.

TIE/BM (BOMBER)
Code:

TL    Spacecraft    dST/dHP  Hnd/SR  HT  Move  LWt.    Load  SM    Occ    dDR  Range    Cost 
11^  TIE/bm (Bomber)    15    +0/4  12  2G/c  10  2.2 [1]  +4  2SV [2]  2    —    $1.233M

Length: 10 yd. (30 ft.) Lift: 10Gs Crush Depth: 30.3 Atmospheres (1,000 ft.)
Power Points: +8 / -5
Space Performance: sAccel: 2Gs
Air Performance: aAccel: 2Gs (44 mph/s) aSpeed: 350 mph (0.1 mps) Hnd/SR: +2/4

SHIP SYSTEMS
Code:

    FRONT   
[1-2 ]        Light Alloy Armor
                dDR 2
[3 ]          Reconfigurable System
  [a !]      Major Battery
                1 Weapon Mount [5]
  [b !]      Major Battery
                1 Weapon Mount [6]
[4 ]          Reconfigurable System
  [a !]      Major Battery
                1 Weapon Mount [7]
  [b ]        Area Jammer Defensive ECM
                -2 to Hit / -1 Area Jam / 50 Mile Jam Radius
[5-6, Core ]  Control Room
                Comp: C7 / Comm/Sensor: 4 / 3 Stations

Code:

  CENTER   
[1-2 ]        Light Alloy Armor
                dDR 2
[3-6 ]        Cargo Hold
                2 Tons / SM+0 Bay Doors

Code:

    REAR     
[1-2 ]        Light Alloy Armor
                dDR 2
[3 !]        Contragravity Lifter
                10Gs Lift
[4 ]          Fuel Tank
                0.5 Tons of Fuel
[5-6 !!]      Standard Reactionless Engine
                2Gs
[Core ‡‡‡‡]  Super Fusion Reactor
                8 Power Points / 200 yr Fuel / Compact [3,4]

User Notes: 4a is 'Tractor Beam', not treated as a separate weapon mount; Reconfigurable systems means that the systems can be reconfigured to maximize potential in combat.
Design Switches, Features, & Notes: Ammunition Cost: $3,066,670
CAMPAIGN OPTIONS: Exposed Radiators
SHIP OPTIONS: Gravitic Compensators
[1] Load includes: 0.2 tons of Crew & Passengers, 1.867 tons of Ammunition, 0.133 tons of Cargo Hold
[2] Crew Requirement: 2 Control Stations (1 Pilot, 1 Gunner)
[3] Volatile System (see p. SS1:62)
[5] Solo or twin-linked cannons, [6] Missile Launchers, [7] Trector Beams

Created using the GURPS Spaceship Design Spreadsheet Version 2.0 Release Candidate 10 based on the GURPS Spaceships series of books. http://gurpsland.no-ip.org/#GURPSSpa...ignSpreadsheet

NOTES

I don't know about the engines in SW. The Bomber is simulated to be a slow bomber but capable of delivering devastating firepower. It carries 12 Photon torpedoes, 12 Concussion Missiles, and 12 Space Bombs, the standard layout for the Bomber. However, the missiles can be swapped out to suit the role per mission.

Huscurian 01-06-2016 05:04 AM

Re: SW Statblock Thread for Imperial Starfighters
 
This one is for the TIE/in, otherwise known as the Interceptor.

TIE INTERCEPTOR
Code:

TL    Spacecraft    dST/dHP  Hnd/SR  HT  Move  LWt.    Load  SM    Occ    dDR  Range  Cost 
11^  TIE Interceptor    15    +0/4  12  4G/c  10  0.1 [1]  +4  1SV [2]  1 [4]    —    $2.3M

Length: 10 yd. (30 ft.) Crush Depth: 15.2 Atmospheres (500 ft.)
Power Points: +16 / -10
Space Performance: sAccel: 4Gs
Air Performance: aAccel: 4Gs (88 mph/s) aSpeed: 500 mph (0.14 mps) Hnd/SR: +4/4

SHIP SYSTEMS
Code:

  FRONT   
[1 ]        Light Alloy Armor
              dDR 1
[2 !]        Light Force Screen
              dDR 15 [3,4,6]
[3-6 !!!!]  Major Battery
              4 Weapon Mounts [8]

Code:

  CENTER   
[1 ]        Light Alloy Armor
              dDR 1
[2 !]        Light Force Screen
              dDR 15 [3,4,6]
[3 ]        Maneuver Enhancement
              +1 Air Handling
[4 ]        Reconfigurable System
                [9]
  [a ]      Area Jammer Defensive ECM
              -2 to Hit / -1 Area Jam / 50 Mile Jam Radius [10]
  [b !]      Major Battery
              1 Weapon Mount [11]
[5 ]        Maneuver Enhancement
              +1 Air Handling
[6 ]        Control Room
              Comp: C7 / Comm/Sensor: 4 / 1 Station
[Core ‡‡‡‡]  Super Fusion Reactor
              8 Power Points / 200 yr Fuel / Compact [5,7]

Code:

    REAR   
[1 ]        Light Alloy Armor
              dDR 1
[2 !]        Light Force Screen
              dDR 15 [3,4,6]
[3-4 ]      Maneuver Enhancement
              +2 Air Handling
[5-6 !!]    Hot Reactionless Engine
              4Gs
[Core ‡‡‡‡]  Super Fusion Reactor
              8 Power Points / 200 yr Fuel / Compact [5,7]

Design Switches, Features, & Notes: CAMPAIGN OPTIONS: Exposed Radiators
SHIP OPTIONS: Gravitic Compensators
[1] Load includes: 0.1 tons of Crew & Passengers
[2] Crew Requirement: 1 Control Station (1 Pilot)
[3] Semi-Ablative (Loses 1 dDR for every 10 points of d-damage it resists), [4] Plus dDR 15 Force Screen
[5] Volatile System (see p. SS1:62)
[6] FORCE SCREEN OPTIONS: Adjustable, Energy Only
[8] Solo, twin, or quad-linked cannons, [9] Choose 1, [10] Jammer, [11] Tractor Beam

Created using the GURPS Spaceship Design Spreadsheet Version 2.0 Release Candidate 10 based on the GURPS Spaceships series of books. http://gurpsland.no-ip.org/#GURPSSpa...ignSpreadsheet

NOTES

Fast, nimble, and maneuverable. The TIE Interceptor has two different weapon mounts. One is the solo-, twin-, or quad-linked cannons, and the other is the "Choose 1" option, whether it be ECM (Area Jammer), Tractor Beam), or other types of weapons.

While it goes go at 4Gs, it's to simulate the TIE/in as the faster of the bunch, even if it's more improved than the TIE/Ln Fighter.

borithan 01-06-2016 09:28 AM

Re: SW Statblock Thread for Imperial Starfighters
 
I note that you have given the TIE interceptor shields. As far as I am aware this doesn't fit the official information that is given about them.

Unless you just decided it didn't make sense they didn't, which is obviously fine.

Lord Azagthoth 01-06-2016 09:34 AM

Re: SW Statblock Thread for Imperial Starfighters
 
The only TIE's which have shield are the TIE/d Defender and the later models of the advanced series, the TIE/ad Avenger).

Phantasm 01-06-2016 12:32 PM

Re: SW Statblock Thread for Imperial Starfighters
 
Quote:

Originally Posted by Lord Azagthoth (Post 1967634)
The only TIE's which have shield are the TIE/d Defender and the later models of the advanced series, the TIE/ad Avenger).

The TIE Advanced x1, Vader's personal ship, had shields (and a hyperdrive), but that was a limited production ship built to his preferred specifications.

I just watched the original movie (original theatrical release!) last night, and noted the x1 had four thrust nozzles on the back while the regular TIE had two. Does that actually make it a Quad Ion Engine craft, or just two engines with two thrust nozzles per engine (like how X-Wings have been described)?

Huscurian 01-07-2016 04:26 AM

Re: SW Statblock Thread for Imperial Starfighters
 
Quote:

Originally Posted by borithan (Post 1967631)
I note that you have given the TIE interceptor shields. As far as I am aware this doesn't fit the official information that is given about them.

Correct me if I'm wrong but didn't XvT: BoP give TIE/in its shields in specific missions? I could be wrong. I'll take down the shields and give it something else.

Quote:

Originally Posted by Lord Azagthoth (Post 1967634)
The only TIE's which have shield are the TIE/d Defender and the later models of the advanced series, the TIE/ad Avenger).

I will be working on the TIE/ad and TIE/d in the future and will be adding shielding as appropriate.

By the way, I added myself to your forums. Got some real interesting mathematical questions for you regarding fighters and capital ships.

Quote:

Originally Posted by tbrock1031 (Post 1967678)
Does that actually make it a Quad Ion Engine craft, or just two engines with two thrust nozzles per engine (like how X-Wings have been described)?

Check here. It says twin ion engines so it could account for only two engines. I don't know how canon Wookiepedia can be so I just sourced it.

Lord Azagthoth 01-07-2016 07:26 AM

Re: SW Statblock Thread for Imperial Starfighters
 
Quote:

By the way, I added myself to your forums. Got some real interesting mathematical questions for you regarding fighters and capital ships.
I noticed. :)

Although GURPS Spaceships (or my modification) looks nice, escpecially if the players want to create their own ship), I prefer my old building rules. Just using the information on different sites such as Starwars.com, wookieepedia, and others and noting down the spacecrafts in the old way as in the Basic Set.

RyanW 01-08-2016 10:23 AM

Re: SW Statblock Thread for Imperial Starfighters
 
Quote:

Originally Posted by Huscurian (Post 1967893)
Check here. It says twin ion engines so it could account for only two engines. I don't know how canon Wookiepedia can be so I just sourced it.

But is "twin ion engine" actually "twin (ion engine)" or "(twin ion) engine". In other words, could you have any number of engines that use whatever "twin ion" technology is?


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