Anti-starfighter artillery, base armour and shields

By lupex, in Game Masters

I am trying to stat up an imperial prison and I want to load it out with anti-starfighter guns, heavy armour and shields but I can't seem to find many RPG sources for these essential items, can anyone point me to any FFG sources?

Also, has anyone got ideas how to stat something like this up using Oggs tool?

Edited by lupex

Stay On Target has the AT-AA, page 49. Its main weapon is a light flak cannon (Close range, damage 5, crit 3, Blast 4, Slow-firing 1, Vicious 3). There's also, on the same page, medium and heavy flak cannons. They both have short range, 5/6 damage, Vicious 4/5, and the heavy flak cannon is slow-firing 2.

That seems like some pretty good anti-aircraft artillery!

As for heavily armoured and shielded installations, I don't think there is any building statted up yet. The closest thing I can think of is the Golan I space station. It's probably a bit big (Sil. 8) for a prison building, but it's a good starting point, I think, if you want to throw stats on a building.

-EF

Thanks for this EF, have any of the classic artillery, such as the atgar 1.4FD been stated up anywhere?

Edited by lupex

Actually check out the AoR Beginner game. It has a bad in there started out like a vehicle that doesn't move.

I'd use the basis of a vehicle that can't move, but has stronger shields (due to being able to have a larger powergenerator than a ship).

So, basically find a ship of the appropriate silhuette.
Select what type of "ship" you want (is it a secret base, a military base, a research base and so on. In this case, I'd go for military, since it's an imperial prison, but more of a defensive or general military ship than an attack vessel) and use those values roughly, but with more shields (since it can't move)

Thanks for this EF, have any of the classic artillery, such as the atgar 1.4FD been stated up anywhere?

Not that I'm aware of, no. But I don't have all the books, so its possible.

-EF

Thanks for this EF, have any of the classic artillery, such as the atgar 1.4FD been stated up anywhere?

Not that I'm aware of, no. But I don't have all the books, so its possible.

-EF

It (or something very close) is in Arda.

The Stronghold book is still coming, but for now Oddball is basically on the money. Use vehicles as a kind of baseline, and work out. Your prison will likely be a compound composed of Sil 5 structures supported by a handful of Sil 2 & 3 weapon emplacements. The exact configuration will be up to you as part of your encounter design, but its pretty easy to make a fixed weapon emplacement once you know that you want. Mostly its just a matter of picking an existing vehicle of the right size to represent an emplacement, removing the speed, adding the weapon, and adjust to taste.

Oddball and Ghost, thanks for the tips. This matches my thinking but in a clearer way.

Karrde, can you point me to the page in the beginner game?

It shouldn't be too terribly hard to just stat up a weapon, throw a point or two of armor on it and give it some HT to make an "AA emplacement".

I can totally see fixed Quad Laser Cannons or Light Turbolasers put on an armored swivel and manned as AA at a base. Say HT = weapon damage + weapon breach and armor = 1 + weapon breach to call it a day. Most fixed defenses didn't have shields, so no need to worry about that. I'd say that those emplacements would probably be Silouette weapon breach as well (for vehicle scale).

How's that for some quick rules to make anti-vehicle turrets (AA)?

It shouldn't be too terribly hard to just stat up a weapon, throw a point or two of armor on it and give it some HT to make an "AA emplacement".

I can totally see fixed Quad Laser Cannons or Light Turbolasers put on an armored swivel and manned as AA at a base. Say HT = weapon damage + weapon breach and armor = 1 + weapon breach to call it a day. Most fixed defenses didn't have shields, so no need to worry about that. I'd say that those emplacements would probably be Silouette weapon breach as well (for vehicle scale).

How's that for some quick rules to make anti-vehicle turrets (AA)?

I'd wager that most imperial prisons would have shields though.

I have found the comm station stats in AoR beginner game, which does stat up as a non-mobile vehicle. I will double check Arda for the emplacement. And then find a suitable vehicle as a basis, ensuring that it has some shields active as it will be on alert because of PC actions.

Thanks for your help everyone.

It shouldn't be too terribly hard to just stat up a weapon, throw a point or two of armor on it and give it some HT to make an "AA emplacement".

I can totally see fixed Quad Laser Cannons or Light Turbolasers put on an armored swivel and manned as AA at a base. Say HT = weapon damage + weapon breach and armor = 1 + weapon breach to call it a day. Most fixed defenses didn't have shields, so no need to worry about that. I'd say that those emplacements would probably be Silouette weapon breach as well (for vehicle scale).

How's that for some quick rules to make anti-vehicle turrets (AA)?

I'd wager that most imperial prisons would have shields though.

The prison itself would likely have shields, but that would be a global impact across all guns (if present), not each individual gun. Which is why I would tend to leave it off of the AA stat block and "borrow" it from the facility block.

It shouldn't be too terribly hard to just stat up a weapon, throw a point or two of armor on it and give it some HT to make an "AA emplacement".

I can totally see fixed Quad Laser Cannons or Light Turbolasers put on an armored swivel and manned as AA at a base. Say HT = weapon damage + weapon breach and armor = 1 + weapon breach to call it a day. Most fixed defenses didn't have shields, so no need to worry about that. I'd say that those emplacements would probably be Silouette weapon breach as well (for vehicle scale).

How's that for some quick rules to make anti-vehicle turrets (AA)?

I'd wager that most imperial prisons would have shields though.

The prison itself would likely have shields, but that would be a global impact across all guns (if present), not each individual gun. Which is why I would tend to leave it off of the AA stat block and "borrow" it from the facility block.

Most of the Imperial prisons I've seen depicted have been one main building with armaments, not a widely spread out set of buildings and perimiters (like a modern prison), so using the "one ship" approach would work in my mind.

It shouldn't be too terribly hard to just stat up a weapon, throw a point or two of armor on it and give it some HT to make an "AA emplacement".

I can totally see fixed Quad Laser Cannons or Light Turbolasers put on an armored swivel and manned as AA at a base. Say HT = weapon damage + weapon breach and armor = 1 + weapon breach to call it a day. Most fixed defenses didn't have shields, so no need to worry about that. I'd say that those emplacements would probably be Silouette weapon breach as well (for vehicle scale).

How's that for some quick rules to make anti-vehicle turrets (AA)?

I'd wager that most imperial prisons would have shields though.

The prison itself would likely have shields, but that would be a global impact across all guns (if present), not each individual gun. Which is why I would tend to leave it off of the AA stat block and "borrow" it from the facility block.

Most of the Imperial prisons I've seen depicted have been one main building with armaments, not a widely spread out set of buildings and perimiters (like a modern prison), so using the "one ship" approach would work in my mind.

I've seen both towering monoliths and compounds of smaller buildings.

The Shield issue is, like the prison layout, a matter of game design. Mounted on a central prison structure they can help stop critting and reduce or prevent damage, allowing the main facility to stay more operational longer. By comparison small weapon emplacements, being roughly Sil 2 in size would already be difficult to hit, and have such low HT it's really not worth the trouble to shield them individually.

Also there's a matter of how you'd configure the defenses, there's lots of layerable options that can generate different results. Sil 4 Turbolaser towers. Sil 2 towed Quadlaser emplacements. Mounted heavy laser cannons. I could even see the possibility of a more realistic system composed of differenet elements, like four Sil 3 Concussion Missile Launchers connected to a Sil 3 transportable scanner array and a sil 2 command trailer. Or if you want a solid air defense grid.... all of them together. But that's probably a bit much for a prison. A couple turbolaser towers, a heavy double laser or 3 on the roof of the main building, and you're probably good unless there's some reason this prison has a specific fear of air attacks....

I think of shields on ground facilities more like anti-bombardment protection than anything else.

So it'd be perfectly feasible to fly down close and inside the shield perimiter and bomb it with a freigher, for example.

However, since it'd probably be brimming with AA weaponry, that wouldn't be alot of fun for whomever is in the freighter :)

So I'd say the shields extend to the weapon emplacements, but that they won't work from short ranges (maby even long, depending on the structures design), but then you'd also be in short range of the AA (and definately in range of ALL the AA)

Interestingly the group have stolen a battered imperial shuttle and have conned their way through the shields, whilst being chased by the other half of the group in a freighter. I believe thier intention is to now attack the shield generator from inside the shields. So I now need stats for a shield generator....

The prison itself is built inside a converted, and strengthened office/industrial complex (this is from an old challenge magazine adventure "Wookiees amok"), it has been retrofitted with addtional armour, four medium laser turrets, a large obvious comm tower and a shield generator. I am sure that the group intend to take out as mush of the real estate as possible, turrets, Comms, shield generator etc and then raid the base to free the captive Wookiees.

And for info, the hidden location of this Wookiee prison is currently the Dxun moon of Onderon. The group have also persuaded a group of beat riders to assist on the raid (this is an extension of the AoR beginner game adventures). The comm tower is currently transmitting a signal that really upsets the Ruping beasts and preventing them from entering the valley where the prison is located. However, one of my players is an actual sound technician so has used this for his character to rig an interference signal from their freighters comm system, negating the upsetting frequency when they get to within close range...

We had a lot of fun with this last night.

Why would you need stats for the shield generator? In ESB, they got in range, shot it once with vehicle-scale weapons, and it blew up. Looks like the party has already gotten in range, they just need to shoot at it (standard rules apply) and, Ka-BOOM! Shields are down. ;)

Edited by Braendig

Interestingly the group have stolen a battered imperial shuttle and have conned their way through the shields, whilst being chased by the other half of the group in a freighter. I believe thier intention is to now attack the shield generator from inside the shields. So I now need stats for a shield generator....

Offhand it wouldn't be that big a deal... Like the rest of the compound you just treat it like any other building.

As Bran points out something like the Hoth shield generator would probably have pretty lame stats. Like Sil 4, HT8, Armor 1. If it gets defenses is up to you, but as a local shield it wouldn't be crazy to assume attacks would generally come from outsides the shield bubble.

You can of course go bigger or smaller if you like. It's your campaign, so it's really a question of how easy you want it to be for the players t drop the shield.

I don't want to make it too easy but I also don't want it to be too hard. Bearing in mind though that it was at-at guns that destroyed the hoth shields.

Edited by lupex

I don't want to make it too easy but I also don't want it to be too hard. Bearing in mind though that it was at-at guns that destroyed the horn shields.

Heavy Laser Cannons. Same as medium laser cannons but with Range Short.

It always about your encounter design though. Always. If the shield needs to be harder to kill, there's always room for more HT.