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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Sun Oct 02, 2016 4:45 pm    Post subject: Incom A-24 Sleuth (updated) | 
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				I like the Sleuth; it's a good looking ship.  Unfortunately, WEG kind of shafted it by giving it the exact same sensors as a standard Y-Wing, a craft noted for its underpowered sensors.  Considering a scout ship depends on its sensors, I thought I'd give the Sleuth the CRMcNeill treatment.
 
 
 
Incom A-24 Sleuth
 
 
The A-24 was designed and released during the heyday of Incom. The A-24 is a scout ship, capable of carrying only two persons: a single pilot and passenger; an astromech droid may serve as co-pilot. While older than more popular scout ships, the A-24 has excellent maneuverability and sublight speed for a vehicle of this class. (Text copied from Wanted by Cracken, pg. 81).
 
 
Craft: Incom A-24 Sleuth
 
Type: Scout Ship
 
Scale: Starship (+6D)
 
Length: 21 meters
 
Skill: Space Transports: A-24
 
Crew: 1 & 1 Astromech (optional)
 
Crew Skill: Varies Widely
 
Passengers: 1 (generally a back-up pilot for long missions)
 
Cargo Capacity: 1 metric ton
 
Consumables: 2 months
 
Hyperdrive Multiplier: x1
 
Hyperdrive Backup: x10
 
Nav Computer: Yes
 
Maneuverability: 2D
 
Space: 8 (4D)
 
Atmosphere: 365; 1,050 km/h
 
Hull: 3D+2
 
Shields: 2D
 
Sensors:
 
Passive 40/1D
 
Scan 60/2D
 
Search 80/3D
 
Focus 4/4D
 
Weapons: 
 
2 Laser Cannon (Fire-Linked)
 
Fire Arc: Front
 
Crew: 1 (pilot)
 
Skill: Starship Gunnery
 
Fire Control: 2D+1
 
Range:
 
--Space: 1-3/12/25
 
--Orbital: 2km-6km/24km/50km
 
--Atmosphere: 100m-300m/1.2km/2.5km
 
Damage: 5D
 
Variants: (Use Above Stats, except as noted)ALLIANCE ARMED SCOUT
 
Description: The Alliance has modified Sleuths to serve as long range multi-role scouts. Modifications include the installation of stealth shielding, a defensive blaster cannon to defend against pursuing starfighters, and a multi-role warhead launcher.  The launcher is commonly used to deploy sensor probes and buoys, decoys or space mines, rather than combat warheads.
 
Crew: 1 & 1 Gunner, plus 1 Astromech (optional)
 
Crew Skill: 
 
Astrogation 4D+1
 
Gunnery 4D
 
Piloting 5D+1
 
Shields 3D
 
Sensors 4D+2
 
Passengers: None
 
Cargo Capacity: 100 kilograms
 
Consumables: 1 month
 
Shields: 2D (Stealth)
 
Sensors:
 
-Tight-Beam Transmission: Requires a Very Difficult Communications skill roll to intercept comm signals, and then only if the characters are in the same fire arc as the transmission (-5 if they know the specific vector, -5 if they know the specific frequency).  Additional rolls may be required to decode the transmission if it is scrambled.
 
Weapons:
 
2 Laser Cannon (See Above)
 
Dual Blaster Cannon
 
Fire Arc: Rear
 
Crew: 1 (Gunner)
 
Skill: Starship Gunnery
 
Fire Control: 3D
 
Range:
 
--Space: 1-5/10/17
 
--Atmosphere: 100m-500m/1km/1.7km
 
Fire Control: 2D Auto-Fire
 
Damage: 3D
 
2 Warhead Launchers 
 
Fire Arc: 1 Front, 1 Rear
 
Skill: Starship Gunnery
 
Rate of Fire: 1
 
All Other Stats vary by Weapon Type
 
Capacity: 8 rounds in central magazine.  May select any Weapons from this list, as well as Gravity Bombs or Space Mines from this list (Rear Launcher only), depending on Availability. 
 
House Rule Notes:SHIELD & SHIELD CONTROL: 2D @ 1D
 
VELOCITY MODIFIER: 2D Flight  _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
The CRMcNeill Stat/Rule Index
 
  Last edited by CRMcNeill on Mon Dec 02, 2024 10:43 am; edited 15 times in total | 
			 
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		garhkal Sovereign Protector
  
  
  Joined: 17 Jul 2005 Posts: 14382 Location: Reynoldsburg, Columbus, Ohio.
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				 Posted: Mon Oct 03, 2016 1:01 am    Post subject:  | 
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				I like it.  My only gripe is that the search range needs to be a little longer, not just 10 more SU than the scan.. _________________ Confucious sayeth, don't wash cat while drunk! | 
			 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Mon Oct 03, 2016 8:51 am    Post subject:  | 
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				 	  | garhkal wrote: | 	 		  | I like it.  My only gripe is that the search range needs to be a little longer, not just 10 more SU than the scan.. | 	  
 
The Sleuth isn't that much bigger than the Y-Wing, so I just gave it the same sensor package they put on the Longprobe, and all they did for it was double the ranges for the Y-Wing's stock package. I'd be more inclined to roll the Scan range back to 60, which would still give the Search mode a good range advantage, and gives the Sleuth one of the best sensor packages of any scout ship. _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
The CRMcNeill Stat/Rule Index
 
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		garhkal Sovereign Protector
  
  
  Joined: 17 Jul 2005 Posts: 14382 Location: Reynoldsburg, Columbus, Ohio.
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				 Posted: Mon Oct 03, 2016 1:38 pm    Post subject:  | 
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				That could work.  Perhaps you could also make a slightly longer (say 2meter) version, which has a little comfort for the 2 crew (or even knock the crew down to 1, so he has a bit more comfort) for those long flights.. _________________ Confucious sayeth, don't wash cat while drunk! | 
			 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Mon Oct 03, 2016 1:49 pm    Post subject:  | 
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				 	  | garhkal wrote: | 	 		  | That could work.  Perhaps you could also make a slightly longer (say 2meter) version, which has a little comfort for the 2 crew (or even knock the crew down to 1, so he has a bit more comfort) for those long flights.. | 	  
 
The SWDA design has enough room to fit in a crew rest bunk, along with a galley and a fresher stall. If the crew goes on 12 on / 12 off (which is how I drove my first year on the road), with one flying while the other sleeps, they can hot bunk just fine in the available space. I figure whatever cargo space was left from stock was taken up by the added equipment. _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
The CRMcNeill Stat/Rule Index
 
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		garhkal Sovereign Protector
  
  
  Joined: 17 Jul 2005 Posts: 14382 Location: Reynoldsburg, Columbus, Ohio.
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				 Posted: Mon Oct 03, 2016 4:09 pm    Post subject:  | 
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				Hence why i said elongate it by say 2m..  Give them a little more space to 'live;.. _________________ Confucious sayeth, don't wash cat while drunk! | 
			 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Mon Oct 03, 2016 10:46 pm    Post subject:  | 
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				 	  | garhkal wrote: | 	 		  | Hence why i said elongate it by say 2m..  Give them a little more space to 'live;.. | 	  
 
The civilian version would have more room for some creature comforts, if the owner was willing to sacrifice cargo space.  But IMO, the military version would be more concerned with mission requirements than creature comforts for the crew.  And from what I hear, a bunk to sleep in, a galley to prep food and a toilet to do your business on count as luxuries in military service... _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
The CRMcNeill Stat/Rule Index
 
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		FVBonura Commander
  
  
  Joined: 24 Nov 2005 Posts: 321 Location: Central PA
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				 Posted: Mon Dec 02, 2024 8:29 am    Post subject:  | 
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				Update: I am remastering, to our latest 2D graphic standards, the INCOM A-24 Sleuth deckplan at 150% or 21 meters long. Yes it will only be in a 2D GIF format, for now, but it will solve all the room problems. I'll try to spend an hour a day on it. The work is going quickly. The older model will still be available in the "Old Ships Gallery". Thank you Rancor Pit for exposing the problem.
 
 
Linking to the other thread: A-24 Sleuth Scout Ship...skill used?. _________________ Star Wars Deckplans Alliance
 
Star Wars Prequel Commentary | 
			 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Mon Dec 02, 2024 10:42 am    Post subject:  | 
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				Sweet! I'll go ahead and update the Length accordingly. Looking forward to seeing the finished product. _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
The CRMcNeill Stat/Rule Index
 
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