Battle Zone Technology: Rebel Capital Ships
CLASS C CAPITAL SHIP SCALE
- Bakura-class Destroyer: The Bakurans responded to the Ssi-ruuk invasion by building a space navy. The Bakura-class Destroyer is more streamlined in appearance than its ISD-II predecessor. It is 850 meters long. It requires a crew 8,525 (includes 275gunners), but with a "Command" skill of 70 can function with a skeleton crew of 5,000. It carries 2,000 troops. It has a hyperdrive rating of
2, a maneuverability rating of 60, and is not atmosphere capable. The weapons complement consists of 60 turbolaser batteries (damage is 250 each), 60 ion cannons (damage is 150 each), and 10 tractor beam projectors (tractor beam strength rating of 300). It also has a top-secret Bakuran hyperwave inertial momentum sustainer (HIMS) that permits the ship, when it works, to move slowly through hyperspace despite an interdiction field, though it does flicker into real-space as successive hyperspace blowout coils expire. The hull and shield strength ratings are 350 and 150, respectively. Cost is 470 points. A character must be a
Rebel officer or a Bakuran military officer to purchase one of these ships.
- Rebel Dauntless Cruiser: This sleek ship of the line was built on the hull of a luxury cruiser (and is a favorite of human officers who dislike the environmental settings on Calamari ships). It has an excellent sensor package and electronic countermeasures suite. It can carry 4 squadrons of starfighters (12 fighters per squadron), assault and ordinary shuttles, 2 regiments of ground troops (approximately 3400 beings per regiment), their vehicles and equipment. It requires a crew 22,305 (includes gunners), but with a "Command" skill of 70 can function with a skeleton crew of 5,200. It carries 3,200 troops for internal defense (on top of any additional regiments being transported). It has a hyperdrive rating of
1, a maneuverability rating of 55, and is not atmosphere capable. The weapons complement consists of 50 heavy turbolaser batteries (damage is 500 each), 50 heavy turbolaser cannon (damage is 350 each), 40 ion cannons (damage is 250 each), 120 quad laser cannon (damage is 220 each), 10 enhanced tractor beam projectors (tractor beam strength rating of 400), and 100 proton torpedo/missile tubes (damage is 450 each). The hull and shield strength ratings are 350 and 300, respectively. Cost is 500 points. A character must be a military officer of the Rebel Alliance to purchase one of these ships.
- Defender-class Star Destroyer: Occasionally called a "pocket Star Destroyer," this New-class ship (i.e., 5 months of consumables) was designed to defeat the ISD II. It is manufactured by Republic Engineering Corporation. It is a 1,040 meter long cylinder with a half circle head at the front and a pancake at the rear with a conning tower. It requires a crew of 7,039 (includes 244 gunners), but with a Command skill of 70 can operate with a skeleton crew of 2,265. It carries 1,600 troops. It carries a full wing of fighters (6 squadrons of 12 each) - often a mixed assault wing of Defender starfighters for close support and K-wing bombers, or a superiority wing of E-wings, A-wings or upgraded X-wings. It has a hyperdrive rating of
1, a maneuverability rating of 45, and can travel at 1,000 km/h in atmosphere. The weapons complement consists of 40 heavy turbolaser batteries (damage 500 each), 40 heavy turbolaser cannons (damage is 350 each), 20 ion cannon (damage 200 each), 8 turret mounted concussion missile tubes (damage 450 each), and 8 tractor beam projectors (beam thrust of 200 each). The hull and shield strength ratings are 350 and 250, respectively. Cost is 550 points. A character must be a military officer of the Rebel Alliance with excellent connections (limited availability - only 10 in service now) to purchase one of these ships.
- Endurance-class Fleet Carrier: This New-class (i.e., 5 months of consumables) fleet carrier is a symbol of the Alliance's use of the starfighter to project its power. It carries 2 fighter wings (6 squadrons of 12 each) - one assault wing with short-range K-wings and Defenders for close support, one superiority wing with hyperspace capable fighters for long-range attack. It is manufactured by Republic Engineering Corporation. It is 1,040 meters long with a head with a conning tower and a V shaped rear body with a saucer on a strong tower mount. It requires a crew of 6,871 (includes 76 gunners), but with a Command skill of 70 can operate with a skeleton crew of 1,350. It carries 700 troops. It has a hyperdrive rating of
1, a maneuverability rating of 60/80, and can travel at 1,000 km/h in atmosphere. The weapons complement consists of 20 laser cannons for anti-fighter defense (damage is 250 each). The hull and shield strength ratings are 350 and 200, respectively. Cost is 320 points. A character must be a military officer of the Rebel Alliance to purchase one of these ships.
- Rebel Liberator Cruiser: This capital class vessel is a heavily armed fighter carrier and troop transport. It is horseshoe shaped with the hand-grip in back. The slender hull disguises its ability to carry two full wings of starfighters (6 squadrons of 12 fighters per wing), assault and ordinary shuttles, 6 regiments of ground troops (approximately 3400 beings per regiment), their vehicles and equipment. It requires a crew 19,185 (includes gunners), but with a "Command" skill of 70 can function with a skeleton crew of 3,700. It carries 3,200 troops for internal defense (on top of any additional regiments being transported). It has a hyperdrive rating of
1, a maneuverability rating of 65, and is not atmosphere capable. The weapons complement consists of 30 heavy turbolaser batteries (damage is 450 each), 50 heavy turbolasers (damage is 250 each), 20 ion cannons (damage is 200 each), 8 tractor beam projectors (tractor beam strength rating of 300), and 12 proton torpedo/missile tubes (damage is 450 each). The hull and shield strength ratings are 250 and 200, respectively. Cost is 500 points. A character must be a military officer of the Rebel Alliance to purchase one of these ships.
- Majestic-class Heavy Cruiser: This New-class ship (i.e., 5 months of consumables) was designed specifically for space-to-space combat. It is manufactured by Republic Engineering Corporation. It is a 700 meter long cylinder with a head at the front, a submarine type conning tower in the middle and two downward sloping, V-shaped wings at the rear. It requires a crew of 4,050 to operate, but with a Command skill of 45 can operate with a skeleton crew of 1,350. It carries 640 troops. It has a hyperdrive rating of
1, a maneuverability rating of 50, and is not atmosphere capable. The weapons complement consists of 30 heavy turbolaser batteries (damage 350 each), 20 laser cannons for anti-fighter defense (damage 250 each), 20 ion cannon (damage 200 each), 8 concussion missile tubes (damage 450 each) placed 3 in front, 2 on each side and 1 in the rear, and 4 tractor beam projectors (beam thrust of 200 each). The hull and shield strength ratings are 350 and 150, respectively. Cost is 450 points. A character must be a military officer of the Rebel Alliance to purchase one of these ships.
- Mon Calamari MC80 Star Cruiser: The Mon Calamari race has provided the Rebel Alliance with these mighty ships and they have been instrumental in numerous battles throughout the rebellion. Virtually none of these are identical, but many have been known to carry up to four squadrons of starfighters (48 ships), and since the Battle of Endor, many MC80's were to be refitted to carry eight squadrons (96 fighters). MC80's require 5156 beings to run most efficiently, but with a "Command" skill of 60 can function with a skeleton crew of 1230 people. MC80s carry 1,200 troopers. The MC80 has a hyperdrive rating of
1, a maneuverability rating of 40, and is not atmosphere capable. They pack 48 turbolaser batteries (all fired separately with damage ratings of 200), 20 ion cannons (fired separately with damage ratings of 150), and 6 tractor beam projectors (with tractor strength ratings of 200). The hull strength rating of the MC80 is 300, and the shield strength rating is 150. Cost is 425 points.**
- Mon Calamari MC80B Star Cruiser: The MC80B was the interim version of the MC90 (and still designed for Mon Calamari physical comfort, too), which required four years to develop. It carries four squadrons of starfighters (12 ships per squadron). It requires a crew of 5156 plus 246 gunners to run most efficiently, but with a command skill of 60 can function with a skeleton crew of 1,230. It can accommodate 1,200 troops. It is 1,200 meters long. It has a hyperdrive rating of
1, a maneuverability rating of 40, and is not atmosphere capable. The weapons complement consists of 48 turbolaser batteries (all fired separately with damage ratings of 200), 20 ion cannons (fired separately with damage ratings of 150), and 6 tractor beam projectors (with tractor strength ratings of 200). The hull and shield strength ratings are 400 and 200 respectively (plus 400 of backup shields). Cost is 425 points.**
- Mon Calamari MC90 Star Cruiser: The MC80 was not expressly designed for combat, so the Mon Calamari designed the MC90 which has many improvements over the MC80. The ship is more modularized and the controls and displays have multiple wavelength settings. This is so non-Mon Cal crew and technicians can work with the design more effectively. The MC90's have increased drive, maneuverability, and shield systems, as well as more weapons. Naturally, the ship has a more powerful generator to handle the increased power demand. Finally, the 90's have an increased cargo area allowing them to carry a full wing of fighters (6 squadrons of 12 each). MC90's require 5860 beings to run most efficiently, but with a "Command" skill of 65 can function with a skeleton crew of 1350 people. MC80s carry 1,700 troopers. The
MC90 has a hyperdrive rating of 1, a maneuverability rating of 45, and is not
atmosphere capable. They pack 72 turbolaser batteries (all fired separately with damage ratings of 200), 30 ion cannon batteries (fired separately with damage ratings of 150), 8 tractor beam projectors (with tractor strength ratings of 200), and 6 proton torpedo/missile tubes (damage for each is 325). The hull strength rating of the MC90 is 350, and the shield strength rating is 300. Cost is 425 points.**
- Republic-class Star Destroyer: The Rebel Alliance has designed the "New-class" series of capital vessels with different priorities from Imperial counterparts. Whereas major Imperial ships are designed to awe and intimidate, and must be capable of operating for years on extended missions with minimal or zero sector support (e.g., an ISD has 6 years of supplies and extensive internal repair capability), the Alliance New-class series is intended solely for military operations and requires close logistical repair and re-supply support from system based facilities. The 5 months of supplies New-class concept ships carry can be augmented through constant re-supply by fleet tenders to permit extended duty missions. The RSD is manufactured by Rendili StarDrive. It is a 1,250 meter elongated pear shape design (the small end is the front). It is more cost-efficient and requires a smaller crew than an ISD I, yet has 20 percent more firepower. It requires a crew of 1,960 (includes 260 gunners), but with a Command skill of 70 can operate with a skeleton crew of 260. It carries 3,200 troops (includes a ground regiment). It carries a full wing of fighters (6 squadrons of 12 each). It has a hyperdrive rating of
2, a maneuverability rating of 50, and is not atmosphere capable. The weapons complement consists of 40 heavy turbolaser batteries (damage 400 each), 40 heavy turbolaser cannons (damage 300 each), 20 ion cannon (damage 250 each), and 10 tractor beam projectors (beam thrust of 300 each). The hull and shield strength ratings are 300 and 150, respectively. Cost is 500 points. A character must be a military officer of the Rebel Alliance to purchase one of these ships.
**The Mon Calamari have designed a special shield generator which can replenish itself at a higher rate than normal starships. The rules for starship damage state that if a vehicle "is already damaged and is hit again, then add 10% of the damage from the damage rating from the previous damage to achieve a new result." The MC starships get a resistance to this. When a previously damaged MC starship is hit again, add 5% of the damage from the damage rating from the previous damage to achieve a new result.
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