Star Wars Roleplay: Chaos

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The Gun Count Tradeoff Reference Sheet

Ashin Varanin

Professional Enabler
I'm running on the assumption that you've already looked at the Armaments section of the Starship Guide. So you don't have to keep going back and forth, though, here are the armament and hangar tables, and the list of standard non-combative attachments.
Armament1-1.png
Hanger1.png
Communications Array
Encryption Network
Escape Pods
Holonet Transceiver
Standard Deflector Shield Generator
Standard Detention Cells
Standard Life Support Systems
Standard Navigational Systems
Standard Sensor Array
Standard Targeting Systems
Tractor Beams

Please remember that trading out more than 50% of your three main armament pools (capital guns, warhead launchers, and defense guns) will require significant cuts. These numbers do not cover every case, but give some common examples. When dividing allowed guns into these, a general rule of thumb is to split your guns into fractions. Put, say, 25% of a command ship into heavy quad turbolaser batteries, 25% into heavy turbolaser batteries, 25% into -- well, you get the idea. Doing it that way, keeping in mind the function of your ship, often makes for a well-balanced loadout.

Note that all capital ship trade-in values are based on a single turbolaser.


Capital Ships - Capital Guns
Weapon Emplacement Gun Value Battery Value
Turbolaser 1 0.25
Ion Cannon 1 0.25
Heavy Turbo/Ion 2 0.5
Long-Range Turbo/Ion 5 1.25
Heavy Long-Range Turbo/Ion 10 2.5
Hypervelocity Gun 10 2.5
Turbolaser/Ion Cannon Battery 4 1
Long-Range Battery 4x5=20 5
Heavy Long-Range Battery 4x10=40 10
Quad Turbolaser 4 1
Octuple Barbette Turbolaser 8 2
Heavy Quad Turbolaser Battery 2x4x4=32 8
Heavy Long-Range Quad Turbolaser Battery 2x4x4x5=160 32

Capital Ships - Warheads
Warhead Launcher 2 0.5
-(Concussion missile, proton torpedo, light energy torpedo launcher, etc.)
Heavy Warhead Launcher 8 2
-(Assault concussion missile, Intruder missile, heavy energy torpedo launcher, etc.)
Cluster Warhead Launcher 8 2

Capital Ships - Defensive Guns
Defensive Emplacement 0.5 0.125
-(Quad laser, flak cannon, antimissile octet, point-defense emplacement, laser cannon, etc.)
Heavy Defensive Emplacement 1 0.25
Defensive Emplacement Battery 2 0.5
Heavy Defensive Emplacement Battery 4 1
Sub-Capital Ships - Guns

Gun Emplacement Gun Value
Laser Cannon 1
-(low rate of fire, high power)
Ion Cannon 1
Light Laser/Ion Cannon 0.5
-(low rate of fire, low power)
Blaster Cannon 1
-(high rate of fire, low power)
Heavy Laser/Ion Cannon 2
-(low rate of fire, very high power)
Repeating Laser/Ion Cannon 2
-(high rate of fire, high power)
Composite Beam 2
Heavy Composite Beam 4
Mass Driver/Light Mass Driver 1

Sub-Capital Ships - Warheads
Standard warhead-per-launcher capacity varies depending on the ship's other capabilities and depending on what kind of warhead is involved. In general, however, here are some approximate guidelines:
Interceptors 2-5 warheads per launcher
Starfighters 4-6 warheads per launcher
Bombers 5-10 warheads per launcher
When exchanging warhead capability for more guns, and vice versa, judges will be lenient with reasonable trades, taking into account a ship's other capabilities. Also, remember that homing warheads count as two warhead launchers and cluster warheads count as four warhead launchers.
 

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