Big Ships With Lots of Guns

By venkelos, in Star Wars: Age of Rebellion RPG

I'm sure it's been brought up before, I might've even ASKED it before, but I'm AFB, at the moment, and seem to remember not getting a satisfactory answer from it, anyway, or I'd not still be curious; if you are facing an Imperial Star Destroyer, what sort of armament volley are you looking at? How many shots a round, or whatever, is this giant pizza slice, with numerous turbolaser emplacements, and even more numerous gunnery crews, going to get at you, and why is your smaller, non-warship (think the Millennium Falcon, or something) going to survive?

I'm not even entirely sure how many shots the Falcon, with three different weapons I can think of, each operated by someone else is actually going to get, but the SD is going to have many more weapons, and I don't know how many of them will fire in groups, for ease, and on. I'm trying to imagine the withering quantity of firepower a SD can out out, for an enemy capital ship to have to weather through, and I don't know if they are slowed by firing arcs, like 40K, or if many guns are just rolled into one bigger attack, with damage reminiscent of that much firepower?

Lastly, other than swarming you with (little) shots, and dog-fighting with any starfighters you might have, do the SD's TIE fighters give it any benefit, while they are in action? I don't know if one of them could take a hit, or a big enough cloud of them give their carrier vessel some cover, of a sort?

Thanks much, and please have a good day.

A single ship, even something like the Falcon, doesn't stand much of a chance against a star destroyer.

I use them to get my players to flee a battle, not keep fighting.

The Star Destroyer could make an attack with every single weapon on it, but not only is that incredibly time consuming to roll all that out, it doesn't help your story to just auto-kill your party.

Instead, consider combining the different weapon types into Minion groups to reduce the number of rolls (and therefore hits), or use the capital ship firing options. I'm AFB ATM so I unfortunately can't be more specific, but that's how I'd do it.

Well, my experience in capital ship battles is that they often sit there, blasting away at each other for a while, and though Star Destroyers are known for being particularly durable, and formidable, I don't think they'd just blow up a Mon Cal capital ship, in a couple hits, so how does cap-on-cap combat usually go, or do you just narrate it, while starfighters duke it out in between (and that's more often where the players are)?

Assigning minion groups to guns is they way I go for a capital ship directly targeting the party. For big ship combat, you can narrate the battle, perhaps assign a Setback or two on Piloting checks for flying between two capital ships going at each other. If you want more of a dice controlled outcome, the Mass Combat rules can be pretty effective. Just make sure to include any fighter squadrons carried by the big ships when determining the dice pools.

if you are facing an Imperial Star Destroyer, what sort of armament volley are you looking at? How many shots a round, or whatever, is this giant pizza slice, with numerous turbolaser emplacements, and even more numerous gunnery crews, going to get at you,

There's two ways to use the big weapon batteries like you see on larger ships.

1)Break down the ships weapons into battery groups. Essentially take a block of weapons of a single type, and break it down assuming every single gun in a single minion. Then you group them just as you would a minion group, taking the gunner's base score (usually Agility 2 or 3) and applying skill ranks in gunnery based on the number of guns in your battery group. Don't overdo it, remember that most ships at this level will be firing Turbolasers and other weapons with the Slow firing Quality, so you may want to break them up to ensure the ship doesn't end up sitting out a round waiting for weapons to cool. So like a ship with 10 Light Turbolasers might want to alternate fire between two groups of 5 instead of dumping all 10 on the target at once.

2) Barrages. The AoR and FaD cores add additional gunnery actions for larger ships called barrages. These require you to shoot many, or all weapon in a singe direction as part of a check, and then applies a special benefit as the result, like making the firing vessel more difficult to attack with fighters, or able to hit multiple ships with a single attack.

Between the two you can usually break things down to a much more manageable level. Likewise a Star Destroyer Captain isn't an idiot. He's not going to blast away at a single smuggler ship with everything he's got, it's overkill and wasteful. So in smaller encounter the GM can legitimately drop the battery groups down even lower. Though in this case that also leads us to....

and why is your smaller, non-warship (think the Millennium Falcon, or something) going to survive?

Scale man, scale. Run the Numbers. A Sil 8 Star Destroyer shooting at a Sil 4 freighter with 2 defenses in a single arc is not going to have a good time. Base Difficulty is PPPPPBB. That's rough odds, and is as likely to generate a pile of threat as a single success. So yeah, if you get hit it's gonna hurt, but in the mean time the Star Destroyer is taking 2-5 system strain a turn. This is why when facing smaller craft the Star Destroyer is more likely to rely on it's fighter complement or battery fire to handle smaller craft. Though it should be noted that the battery fire for use against smaller craft only works when said craft are attacking the bigger ship. If the smaller ships are running away, not so handy.

Lastly, other than swarming you with (little) shots, and dog-fighting with any starfighters you might have, do the SD's TIE fighters give it any benefit, while they are in action? I don't know if one of them could take a hit, or a big enough cloud of them give their carrier vessel some cover, of a sort?

Fighters don't really work in concert with the capital ship in the way you seem to be asking. They don't shield wall up or anything silly like that.

The thing they do, as you describe, is allow the Star destroy to engage smaller targets, project it's force beyond what the star destroyer itself can do, and multiply it's fighting power.

Now... if you want to get fancy... look up the TIE/fc and TIE/rc models. These fighters are built with the entire purpose of providing bonuses to other craft. So if you want the fighters to play a more direct role in what the Capital ship can do, these are the fighters to do that with. They haven't been statted officially yet, but there's not much to them, so adapting the baseline TIE stats to fit isn't much of a chore at all.