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Revising Official Vehicle Stats
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CRMcNeill
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Joined: 05 Apr 2010
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PostPosted: Fri Nov 10, 2017 12:27 am    Post subject: Reply with quote

Hoverscout
Craft: Mekuun's Hoverscout
Type: Multi-Role Combat Scout
Scale: Walker (+8D)
Length: 15.9 meters
Skill: Hover Vehicle Operation: Hoverscout
Crew: 1 & 3 Gunners
Crew Skill:
Sensors 4D
Vehicle Blasters 4D+2
Missile Weapons 4D+2
Hover Vehicle Operation 4D+1
Passengers: 6 (generally a 4-trooper fire team)
Cargo Capacity: 50 kilograms
Cover: Full
Cost: Not Available For Sale
Maneuverability: 1D
Move: 70; 200kph
Altitude Range: Ground - 1 meter
Body: 3D
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
1 Heavy Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 200m-500m/1.5km/3km
Damage: 4D
1 Light Blaster Cannon
Fire Arc: Front/Left/Right
Scale: Speeder (+4D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/800m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: 5D
1 Concussion Missile Launcher
Fire Arc: Front/Left/Right
Crew: 1
Skill: Missile Weapons
All Other Stats as per Ordnance Used
Ammo: 8 (May select any Missiles from this list.)
_________________
"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.


Last edited by CRMcNeill on Fri Nov 10, 2017 1:20 am; edited 1 time in total
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CRMcNeill
Grand Moff
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 10, 2017 1:11 am    Post subject: Reply with quote

So, that's everything from the Vehicles chapter of the ImpSB. Now I'm moving on to the RASB, after which I'll be attacking the Artillery chapters from both books.
_________________
"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.
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CRMcNeill
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PostPosted: Fri Nov 10, 2017 1:24 am    Post subject: Reply with quote

If any of you have been copy-and-pasting these as they come up, I just corrected an error on the Scale of the Walker-Scale vehicles. Specifically, I listed them as +10D, when they should have been +8D. All the recent posts have now been corrected, and I'm going to go back and edit / reformat some of the early posts to match the current template.
_________________
"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.
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CRMcNeill
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PostPosted: Fri Nov 10, 2017 6:53 pm    Post subject: Reply with quote

A thought on the ULAV...

The WEG-stock ULAV comes with 2 light laser cannon and a grenade launcher front and a medium blaster cannon aft. The thing is, I'm having difficulty picturing how a fixed-forward grenade is a usable option.

What I'm considering is having the grenade launcher as an optional weapon on the rear mount, serving as a fire support weapon.

Thoughts?
_________________
"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.
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CRMcNeill
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PostPosted: Sat Nov 11, 2017 9:32 pm    Post subject: Reply with quote

Here's the first offering from the RASB: the Freerunner. I did stats for both the "tank" version detailed in the RASB and the APC version found in Rules of Engagement. In addition, I included updated stats for two different home-brew Freerunner variants I've come up with over the years, expanding on the idea of "countless possible Freerunner variants." With this as a base, it would be relatively easy to write up stats for other variants, as discussed here.

Rebel Freerunner

Craft: KAAC Freerunner (modified)
Type: Multi-Role Combat Assault Vehicle
Scale: Walker (+8D)
Length: 14.6 meters
Skill: Landspeeder Operation: Freerunner
Crew: 2 (1 @ +5) & 3 Gunners
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Landspeeder Operation 4D
Cargo Capacity: 250 kilograms
Cover: Full
Cost: 27,000 (new), 14,000 (used)
Maneuverability: 1D
Move: 105; 300kph
Altitude Range: Ground - 2 meter
Body: 3D
Shields: 1D
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
1 Heavy Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 200m-500m/1.5km/3km
Damage: 4D
2 Light Blaster Cannon
Fire Arc: 1 Front/Left/Right, 1 Rear/Left/Right
Scale: Speeder (+4D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/800m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: 4D
Note: All weapons may be controlled remotely by the pilot or co-pilot at a Fire Control of 0D

VARIANTS: (Use above stats, except as noted)
    APC "Freeloader"
    This variant replaces the heavy laser cannon with a cramped compartment with just enough room for 10 troopers or 2 metric tons of cargo. While it has no official designation apart from APC, the crews have taken to calling it the "Freeloader" variant as a good-natured jibe against the infantry squads it carries into battle.

    Craft: KAAC Freerunner (modified)
    Type: Armored Personnel Carrier
    Crew: 2 (1 @ +5) & 2 Gunners
    Passenger / Cargo Capacity: 10 (troops) or 2 metric tons
    Weapons:
    2 Light Blaster Cannon
    Fire Arc: 1 Front/Left/Right, 1 Rear/Left/Right
    Scale: Speeder (+4D)
    Crew: 1
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 4D
    Note: All weapons may be controlled remotely by the pilot or co-pilot at a Fire Control of 0D.


    Freelancer Assault Cannon Platform (Original Post)
    One of the Freerunner's older variants, the Freelancer is a dedicated anti-armor variant, capable of engaging even the heaviest walker. Its main armament is a forward firing turbolaser (replacing the heavy laser, one light blaster cannon and the shields). In combat, the Freelancer engages long range targets from a fixed position while using the remaining blaster cannon for defense. The turbolaser is vastly overpowered for a vehicle this size, requiring a bank of capacitors to store up energy between each shot.

    The Freelancer's relative lack of mobility has caused it to fall out of favor, and it is generally considered to be a relic of the Clone Wars, only still on active duty with planetary defense forces in outlying sectors. Of course, some have found their way into Alliance service. Unfortunately, the design is not a good fit to Alliance ground combat doctrine; its fixed-forward design limits its ability to fight on the move. The Freelancer is at its best on the attack, with enemies in its forward fire arc (which is rare for the Alliance) or firing in ambush from a stationary position. For all its faults, the Freelancer is a potent weapon when used properly.

    Craft: KAAC Freerunner (modified)
    Type: Assault Cannon Platform
    Cost: 40,000 (Availability: 3, R)
    Shields: 0D
    Weapons:
    1 Turbolaser Cannon
    Fire Arc: Front
    Crew: 2
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 200m-500m/1.5km/3km
    Rate of Fire: 1/2 (1 if the vehicle is stopped or moving at Cautious Speed)
    Damage: 7D
    1 Light Blaster Cannon
    Fire Arc: Turret
    Scale: Speeder (+4D)
    Crew: 1
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 4D
    Note: All weapons may be controlled remotely by the pilot or co-pilot at a Fire Control of 0D.


    Howlrunner Anti-Armor Missile Platform (Original Post)
    One of the Freerunner's newest variants, this rare vehicle is found exclusively in service with the Rebel Alliance. After the Battle of Hoth, when Rebel anti-vehicle batteries were unable to stop (or even damage) attacking Imperial AT-ATs, much thought was given to developing a way to counter the threat of the Empire's walkers. The Howlrunner is one result. Originally known as the Finbat-Freerunner, the change in name came about due to the Howlrunner's successful use of coordinated tactics to bring down much larger targets, much like the Kammarian pack hunter of the same name.

    The Howlrunner functions best in teams, ambushing advancing walker units with a barrage of missiles before darting away to evade Imperial counter-attacks, only to ambush again from another location a few kilometers away while alternating between targeting and launching roles as circumstances allow. The Empire has yet to develop effective anti-Howlrunner tactics; the most effective counter to date was a "strategic withdrawal" of the attacking walkers, followed closely by an orbital bombardment that inflicted 40% casualties on the engaged Howlrunner company. Walker units that press their attacks in spite of initial losses tend to take even heavier casualties as they advance, as the more mobile Howlrunners move out to the flanks and rear of the attacking force, where most walkers lack defensive weaponry.

    Craft: KAAC Freerunner (modified)
    Type: Anti-Armor Missile Platform
    Crew Skill:
    Sensors 4D
    Vehicle Blasters 4D
    Missile Weapons 4D
    Landspeeder Operation 4D
    Cost: 45,000 (found only in Alliance service, NAFS)
    Shields: 1D Stealth Shields
    Sensors:
    Passive 2km/1D
    Scan 4km/2D
    Search 6km/3D
    Focus 300m/4D
    Note: The Howlrunner's sensors are contained in a pod mounted on a telescoping arm, which can extend up to 15 meters above the vehicle. This allows the Howlrunner to utilize its sensors while remaining under Full Cover (such as behind a building or below the crest of a hill) and still be able to perform line-of-sight scans and targeting for the missile launcher.
    Special: Target Designation
    -Targeting Howlrunner must make a successful Sensor Lock-On on the target.
    -Targeting Howlrunner must then make a successful Comm roll to transmit targeting data to launching Howlrunner. Targeting transmissions are +2D vs. opposed Sensors to Detect, Identify or Jam.
    -Launching Howlrunner must have its Sensor Pod in line-of-sight to the target, in Passive mode.
    -Once it has received the targeting data (the beginning of the next round), the launching Howlrunner may fire a missile from Full Concealment at +2D to Hit.
    -This system is key to the Howlrunner's success. Since even the Dual-Stage Finbat has only 1/3 the range of an AT-ATs main guns, Howlrunners are forced to engage from hull-down ambush positions under full cover. However, full cover works both ways, as the Howlrunner is also unable to use its passive sensors for lock-on. As such, a second Howlrunner, several kilometers away with a line-of-sight to the target, will Lock-On with its own sensors, then transmit targeting information to the Howlrunner waiting in ambush position.
    Weapons:
    1 Anti-Walker Missile Launcher
    Fire Arc: Turret
    Crew: 2
    Skill: Missile Weapons
    Fire Control: 2D
    Range: 0-100m/500m/1km
    Damage: 8D
    Ammunition: 16 Finbat/D Anti-Walker Missiles
    Game Notes:
    -ON TARGET: If the To Hit rolls succeeds by 7 or less, the success value of the Damage roll is automatically halved, representing an improperly aimed shot. For example, on a hit roll of 7 or less, a Damage Result of +12 would be reduced to +6
    -DUAL-STAGE DRIVE: The standard Finbat missile is shoulder-fired with a maximum range of 500 meters. Alliance engineers designed and built an additional drive stage that acts as a launch and boost drive to loft the missile closer to its target. A boost stage with even greater range is under development, but has not yet been fielded.
    -INTERCEPTION: Because the Finbat is slow on take-off, it takes 1 round to reach a target at Medium Range, and 2 rounds to reach a target at Long Range. If fired at Medium or Long range, the target can attempt to shoot down the missile in flight. The target may make one shoot-down attempt per round, and the missile is a Character-Scale target with a Body of 1D. Nearby units (within range) may also attempt to shoot down the missile, but suffer an additional -2D penalty to do so.
    1 Light Blaster Cannon
    Fire Arc: Turret (Vertical Launch Cells)
    Scale: Speeder (+4D)
    Crew: 1
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 4D
    Note: All weapons may be controlled remotely by the pilot or co-pilot at a Fire Control of 0D.

_________________
"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.
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Ray
Commodore
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Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way

PostPosted: Sat Nov 11, 2017 10:12 pm    Post subject: Reply with quote

CRMcNeill wrote:
A thought on the ULAV...

The WEG-stock ULAV comes with 2 light laser cannon and a grenade launcher front and a medium blaster cannon aft. The thing is, I'm having difficulty picturing how a fixed-forward grenade is a usable option.

What I'm considering is having the grenade launcher as an optional weapon on the rear mount, serving as a fire support weapon.

Thoughts?
Well, don't forget that speeders are one hell of a lot more maneuverable than groundcraft.

You don't need to move the car forward to move it from side-to-side.

Also, maybe if the grenade launcher was fully auto rather than semi-auto, allowing it to shatter the hell out of blockades, which are a major concern for Rebels trying to get to, or from an open field battle, which really isn't their strong suit...
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CRMcNeill
Grand Moff
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Joined: 05 Apr 2010
Posts: 9864
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 11, 2017 10:39 pm    Post subject: Reply with quote

Ray wrote:
Well, don't forget that speeders are one hell of a lot more maneuverable than groundcraft.

You don't need to move the car forward to move it from side-to-side.

The problem there is that I'm picturing grenade launchers as a ballistic-fire weapon, not a direct-fire one, and having aiming based on steering the ULAV's nose is really going to restrict their range and accuracy.

Quote:
Also, maybe if the grenade launcher was fully auto rather than semi-auto, allowing it to shatter the hell out of blockades, which are a major concern for Rebels trying to get to, or from an open field battle, which really isn't their strong suit...
I just picture the Grenade Launcher as more like the Mk. 19 AGL, and the ULAV more like a mobile fire support platform, using its speed and maneuverability to move from place to place and back into firing position for hit-and-run attacks.
_________________
"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.
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CRMcNeill
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PostPosted: Sat Nov 11, 2017 11:48 pm    Post subject: Reply with quote

Here's the ULAV. I ended up making the grenade launcher one of three options for a rear-mounted heavy weapon system. The ULAV ends up being a highly maneuverable infantry support platform, sort of like the Naboo speeders in TPM.

Rebel ULAV

Craft: Imperial Ultra-Light Assault Vehicle (modified)
Type: Ultra-Light Assault Vehicle
Scale: Speeder (+4D)
Length: 7 meters
Skill: Landspeeder Operation: ULAV
Crew: 1 & 1 Gunner (A single character can switch between the two, but this requires one round during which the ULAV can take no action).
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Landspeeder Operation 4D
Cargo Capacity: 10 kilograms
Cover: Full
Cost: 12,900 (used)
Maneuverability: 3D+2
Move: 140; 400 kph
Altitude Range: Ground - 1 meter
Body: 2D+2
Sensors:
Passive 1km/1D
Scan 2km/2D
Search 3km/3D
Focus 200m/4D
Weapons:
2 Medium Repeating Blasters (Fire-Linked)
Fire Arc: Front
Crew: 1 (Driver)
Skill: Vehicle Blasters
Fire Control: 2D
Range: 3-50/150/400
Rate of Fire: 3D Auto-Fire
Damage: 3D
1 Heavy Weapon Emplacement
Fire Arc: Rear
Crew: 1 (Gunner)
PICK ONE:
    1 Light Blaster Cannon
    Skill: Vehicle Blasters
    Fire Control: 2D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 4D
    1 Light Laser Cannon
    Skill: Vehicle Blasters
    Fire Control: 2D
    Range: 100m-300m/1km/2km
    Damage: 6D
    1 Repeating Grenade Launcher
    Skill: Missile Weapons
    Fire Control: 2D
    Range: 50m-200m/700m/1.5km
    Rate of Fire: 3D Auto-Fire
    Damage: Varies with Grenade Type
    Ammo: 400 rounds (in four separate 100-round magazines. Magazines are often loaded with different types of rounds, and the gunner can toggle between them). Possible Grenade Types include:
      Anti-Personnel (2D Physical Damage, Area Effect)
      General Purpose (3D Physical Damage, 1D Fire Damage, Standard Effect)
      Anti-Vehicle (5D Physical Damage, Point Effect)
    Note: When firing on a target at Point Blank Range, the ULAV risks catching itself within the blast radius of its own weapons fire. Use Blast Radius rules described here and here to determine effects.

_________________
"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.
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CRMcNeill
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PostPosted: Sun Nov 12, 2017 1:23 am    Post subject: Reply with quote

And here's the Heavy Tracker. The major things I changed are the sensor rules and the weapons (adding a repeating blaster for close-in defense). I removed the 2D Fire Control bonus from the Heavy Laser Cannon because, under my system, any cannon weapon with a Sensor Lock-On gains a +2D bonus anyway. So the Tracker's main advantage is that it can see "around" intervening terrain, so it's much more difficult to avoid detection. It's also noteworthy that WEG neglected to include a Cost (look under the stat in the RASB; all it says is "(new), (used)"), so I had to make something up.

Heavy Tracker

Craft: Mekuun's Heavy Tracker
Type: Mobile Scanning Unit
Scale: Walker (+8D)
Length: 22.2 meters
Skill: Landspeeder Operation: Heavy Tracker
Crew: 6 (3 @ +10) & 3 Gunners
Crew Skill:
Sensors 4D+1
Vehicle Blasters 4D+1
Landspeeder Operation 4D
Cargo Capacity: 250 kilograms
Cover: Full
Cost: 54,000 (new), 36,000 (used)
Maneuverability: 1D
Move: 45; 130 kph
Altitude Range: Ground - 2 meters
Body: 3D+2
Sensors:
Passive 4km/1D
Scan 6km/2D
Search 10km/3D
Focus 1km/4D
Bonus: +1D to All Comms rolls
Note: Integrated terrain following sensors negate any Cover bonuses to due to terrain concealing a target from Sensors, so long as the sensor target is within two meters of the ground.
Weapons:
1 Heavy Laser Cannon
Fire Arc: Turret
Crew: 2
Skill: Vehicle Blasters
Fire Control: 2D
Range: 200m-500m/1.5km/3km
Damage: 5D
1 Medium Repeating Blaster
Fire Arc: Front/Left/Right
Crew: 1
Scale: Character (+0D)
Skill: Vehicle Blasters
Fire Control: 2D
Range: 3-50/150/400
Rate of Fire: 3D Auto-Fire
Damage: 6D
_________________
"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.
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CRMcNeill
Grand Moff
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 12, 2017 3:55 am    Post subject: Reply with quote

I decided to lump the last two stats together: the Speeder Truck and the Tramp Speeder. The main change that I made were to the Tramp Speeder: 1) changed the name from Tramp Shuttle to Tramp Speeder, mostly to clarify that it was a landspeeder, not an airspeeder, and 2) removed the grenade launcher, because the write-up makes no mention of it, but does specifically mention that they "are fitted with manual turret weapons, as the power drain for automated turrets diminishes the vehicle's speed." Anyway...

Rebel Speeder Truck

Craft: Traast's A-A5 (Modified)
Type: Speeder Truck
Scale: Walker (+8D)
Length: 21.4 meters
Skill: Landspeeder Operation: A-A5 Speeder Truck
Crew: 2 (1 @ +5)
Crew Skill:
Landspeeder Operation 3D
Passenger / Cargo Capacity: 25 or 25 metric tons
Cover: Full
Cost: 13,600 (new), 7,850 (used)
Maneuverability: 1D
Move: 55; 160 kph
Altitude Range: Ground - 3 meters
Body: 1D+2
Sensors:
Passive 1km/0D


Tramp Speeder

Craft: Aratech's Arrow-23 (Modified)
Type: Tramp Speeder
Scale: Speeder (+4D)
Length: 8.1 meters
Skill: Landspeeder Operation: Arrow-23
Crew: 1 & 1 Gunner
Crew Skill:
Landspeeder Operation 3D
Vehicle Blasters 3D+1
Passengers: 5
Cargo Capacity: 800 kilograms
Cover: Full
Cost: 10,800 (new), 3,400 (used)
Maneuverability: 2D+1
Move: 140; 400 kph
Altitude Range: Ground - 4 meters
Body: 3D
Sensors:
Passive 1km/0D
Weapons:
1 Medium Repeating Blaster
Fire Arc: Turret
Crew: 1
Scale: Character (+0D)
Skill: Vehicle Blasters
Fire Control: 2D
Range: 3-50/150/400
Rate of Fire: 3D Auto-Fire
Damage: 6D
_________________
"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.


Last edited by CRMcNeill on Sun Nov 12, 2017 5:53 am; edited 1 time in total
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CRMcNeill
Grand Moff
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PostPosted: Sun Nov 12, 2017 4:01 am    Post subject: Reply with quote

The only vehicle left is the Alliance Combat Airspeeder, which I did a long time ago, with a few extras...
_________________
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CRMcNeill
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PostPosted: Sun Nov 12, 2017 4:02 am    Post subject: Reply with quote

So, that's every vehicle from the three core sourcebooks. I'll start working on the Artillery weapons tomorrow.
_________________
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CRMcNeill
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PostPosted: Sun Nov 12, 2017 3:05 pm    Post subject: Reply with quote

So, after some (not a lot of) consideration, I've decided to expand my list of artillery weapons to include the following, from Rules of Engagement and Hideouts & Strongholds:
    M102 Fire Arc

    Anti-Infantry & Anti-Vehicle Missile Launchers

    RAGOC (Repulsor-Assisted Ground-To-Orbit Concussion Missile) Launcher

    Light & Medium Ion Cannon

    Heavy Anti-Orbital Turbolaser

    Ground-To-Orbit Proton Torpedo Launcher

I've been meaning for some time to fix the ranges for Anti-Orbital weaponry, so since I was going to be taking on the Anti-Orbital Ion Cannon, I figured I'd fix the other anti-orbitals, as well.
_________________
"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.


Last edited by CRMcNeill on Mon Nov 13, 2017 2:34 am; edited 1 time in total
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PostPosted: Sun Nov 12, 2017 11:18 pm    Post subject: Reply with quote

Okay, so for starters, here are the revised stats of the various anti-orbital weaponry. This has been on my radar for some time now, but I haven't been quite sure how I wanted to fix it until recently. This is a quick and simple rule that is not astrographically correct, but will suffice to standardize orbital vs. surface capital ship action:
    -To attack a planet, Capital Ships must enter the same SU as the planet in question.

    -For the purposes of this system, the outer edge of the planet's SU is at 300 kilometers altitude.

    -Death Star-Scale weapons ignore this rule and can target a planet at their normal SU ranges.

The first four weapons are strictly anti-orbital, and can only engage targets in atmosphere if they are "above" the weapon. Generally, additional weaponry will be provided to defend them against surface or aerial attack.

EDIT: Added the Speizoc "Grandfather Gun" to this list, due to its ability (as stated in the WEG write-up) to engage low-orbit targets.

Heavy Anti-Orbital Turbolaser Cannon

Model: Loronar Planetary Defense Cannon
Type: Heavy Surface-to-Space Turbolaser Cannon
Scale: Destroyer (+12D)
Skill: Blaster Artillery: Anti-Orbital
Crew: 46 (21 @ +12)
Ammo: Unlimited (Integrated Reactor)
Cost: 13,000,000 (new), 6,000,000 (used)
Availability: 4, X
Body: 7D
Fire Control: 1D
Range: 10km-50km/100km/300km
Rate of Fire: 1/2
Damage: 15D
Note: Can only engage targets "above" it, as it can not depress far enough to engage targets attacking from the sides (i.e. the normal four fire arcs). Because of their value, most anti-orbital weapons will be surrounded by additional defense weapons.


Heavy Anti-Orbital Ion Cannon

Model: KDY v-150 Planet Defender
Type: Heavy Surface-to-Space Ion Cannon
Scale: Destroyer (+12D)
Skill: Blaster Artillery: Anti-Orbital
Crew: 27 (12 @ +10)
Ammo: Unlimited (Integrated Reactor)
Cost: 500,000 (new), 100,000 (used)
Availability: 3, X
Body: 5D
Fire Control: 5D
Range: 10km-50km/100km/300km
Rate of Fire: 1
Damage: 12D (ionization)
Note: Can only engage targets "above" it, as it can not depress far enough to engage targets attacking from the sides (i.e. the normal four fire arcs). Because of their value, most anti-orbital weapons will be surrounded by additional defenses.


Anti-Orbital Proton Torpedo Launcher

Model: Arakyd PY-6 Proton Torpedo Cluster
Type: Anti-Orbital Proton Torpedo Cluster Emplacement
Scale: Destroyer (+12D)
Skill: Missile Weapons
Crew: 9 (3 @ +10)
Ammo: 4
Cost: 200,000 (new), 75,000 (used)
Availability: 3, R
Body: 2D
Fire Control: 2D
Range:
-Orbital: 10km-50km/100km/300km
Rate of Fire: 1
Damage: 9D
Note: Can only engage targets "above" it, as it can not depress far enough to engage targets attacking from the sides (i.e. the normal four fire arcs). Because of their value, most anti-orbital weapons will be surrounded by additional defenses.


Repulsor-Assisted Ground-to-Orbit Concussion Missile Launcher

Model: Oryn Engineering RAX-1
Type: Anti-Orbital Concussion Missile Emplacement
Scale: Frigate (+10D)
Skill: Missile Weapons
Crew: 6 (3 @ +10) / 15 (8 @ +10) for a used system
Ammo: 4 (5,000 per missile)
Cost: 200,000 (new), 50,000 (used)
Availability: 4, R
Body: 1D
Fire Control: 2D
Range:
-Orbital: 50km-75km/100km/300km (Can not engage Point Blank targets)
Rate of Fire: 1/3
Damage: 7D
Special: The Concussion Missiles used by the RAGOC have a backup homing function. Resolve the initial attack as per the RAW. If the missile misses, it goes into homing mode for subsequent attacks, which are resolved on the following chart:
    Missed By = Result
    <10 = Weapon is still homing, and may attack as normal the following round
    10-20 = Weapon has lost lock, but may roll to reacquire in the next round. If lock is reestablished, the weapon may attack as normal in the following round. If the lock is lost, the weapon's safety settings engage and it self destructs.
    21+ = Weapon has lost lock and can not re-engage. Safety settings engage and the weapon self destructs.
The missile attacks at Easy Difficulty, and has a skill equivalent of 5D, a Fire Control of 4D and a Sensors rating of 3D (Sensors is used to resolve Lock-On attempts, while Fire Control is used to resolve attacks).

Note: Can only engage targets "above" it, as it can not depress far enough to engage targets attacking from the sides (i.e. the normal four fire arcs). Because of their value, most anti-orbital weapons will be surrounded by additional defenses.


Turbolaser Cannon

Model: Loronar Turbolaser System I
Type: Heavy Fixed Turbolaser Emplacement
Scale: Frigate (+10D)
Skill: Blaster Artillery
Crew: 12 (6 @ +10)
Ammo: Unlimited (Integrated Reactor)
Cost: 250,000 (new), 125,000 (used)
Availability: 3, X
Body: 4D
Fire Control: 1D
Range:
-Orbital: 6km-30km/70km/150km
-Atmosphere: 300m-1.5km/3.5km/75km
Rate of Fire: 2
Damage: 6D


Ion Cannon

Model: KDY v-90 Protector
Type: Heavy Fixed Ion Cannon Emplacement
Scale: Frigate (+10D)
Skill: Blaster Artillery
Crew: 10 (4 @ +10)
Ammo: Unlimited (Integrated Reactor)
Cost: 100,000 (new), 30,000 (used)
Availability: 3, X
Body: 2D
Fire Control: 3D
Range:
-Orbital: 2km-20km/50km/100km
-Atmosphere: 100m-1km/2.5km/5km
Rate of Fire: 1
Damage: 6D (ionization)


Speizoc "Grandfather Gun"

Model: Speizoc C-136
Type: Heavy Bombardment Cannon
Scale: Frigate (+10D)
Skill: Blaster Artillery: C-136
Crew: 7 (4 @ +10)
Ammo: 40 (Power Generator)
Cost: 100,000 (used)
Availability: 4, X
Body: 3D
Fire Control: 3D
Range:
-Atmosphere: 1km-3km/6km/10km
-Orbital: 20km-60km/120km/200km
Rate of Fire: 1/10
Damage: 9D (ionization)
_________________
"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.


Last edited by CRMcNeill on Tue Nov 14, 2017 10:04 pm; edited 1 time in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Nov 14, 2017 6:17 pm    Post subject: Reply with quote

Artillery Weapons of the Rebel Alliance
As a general rule, the Alliance is forced to make do with older, less capable models of artillery than the Empire. What's more, because the Alliance is forced to fight an insurgent campaign, there are few locations where it can make effective, long-term use of emplaced artillery. As such, Alliance artillery is used almost exclusively to provide a temporary defense so that a base can be evacuated. Despite the relative age of the weapons available to the Alliance, a properly established line of defense can still provide a formidable challenge for any Imperial attack. For example, at the Battle of Hoth, the Imperial fleet attacked while the Alliance was still "moving in", and as such, the heavy anti-vehicle cannon that could've potentially engaged an AT-AT were still in their shipping containers, and the Alliance was forced to make do (unsuccessfully) with what they had.

Designer Note: Of the weapons listed here, the P-Tower and the DF.9 are both re-statted versions of the weapons used by the Alliance in ESB. The v-188 is from the ImpSB Artillery chapter, but the description states that it is used by both sides. The M102 Fire Arc is from Rules of Engagement, and the Hawkeye is derived from the anti-aircraft cannon described in the SWAJ #2 Article "A World To Conquer".


Light Anti-Vehicle Laser Cannon

Model: Atgar 1.4 FD P-Tower
Type: Light Anti-Vehicle Laser Cannon
Scale: Speeder (+4D)
Skill: Blaster Artillery: P-Tower
Crew: 4 (2 @ +10)
Ammo: Unlimited (Power Generator)
Cost: 10,000 (new), 2,000 (used)
Availability: 2, R or X
Body: 2D
Fire Control: 1D
Range:
-Atmosphere: 100m-500m/2km/5km
Rate of Fire: 1/2
Damage: 3D+2


Anti-Infantry Blaster Cannon

Model: Golan Arms' DF.9
Type: Medium Anti-Infantry Blaster Cannon
Scale: Speeder (+4D)
Skill: Blaster Artillery: DF.9
Crew: 3 (1 @ +10)
Ammo: Unlimited (Power Generator)
Cost: 15,000 (new), 9,500 (used)
Availability: 2, R or X
Body: 3D
Fire Control: 4D
Range:
-Atmosphere: 200m-600m/1.2km/2km
Rate of Fire: 3D Auto-Fire
Damage: 3D


Heavy Anti-Vehicle Cannon

Model: Speizoc v-188 Penetrator
Type: Heavy Anti-Vehicle Cannon
Scale: Walker (+8D)
Skill: Blaster Artillery: V-188
Crew: 8 (3 @ +10)
Ammo: Unlimited (Power Generator)
Cost: 120,000 (new), 60,000 (used)
Availability: 3, X
Body: 3D+1
Fire Control: 1D
Range:
-Atmosphere: 500m-1.5km/3km/6km
Rate of Fire: 1/3
Damage: 8D (Point Blank & Short) / 6D+2 / 3D+2


Air Defense Blaster Cannon

Model: Hawkeye Anti-Starfighter Cannon System
Type: Air Defense Cannon
Scale: Speeder (+4D)
Skill: Blaster Artillery: Hawkeye
Crew: 3 (1 @ +10)
Ammo: Unlimited (Power Generator)
Cost: 20,000 (new), 6,000 (used)
Availability: 3, X
Body: 2D+1
Fire Control: 2D
Range:
-Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 5D
Sensors:
Search: 5km / 3D
Focus: 500m / 4D


Ballistic Artillery Projectile Cannon

Model: Golan M102 Fire Arc
Type: Ballistic Artillery Projectile Cannon
Scale: Walker (+8D)
Skill: Artillery: M102 Fire Arc
Crew: 8 (3 @ +10)
Ammo: 20
Cost: 25,000 (new), 12,000 (used)
Availability: 3, X
Body: 2D
Fire Control: 2D
Range:
-Atmosphere: 1km-5km/10km/20km
Rate of Fire: 1
Damage: Varies by Projectile
Projectile Types:
-Proton (General Purpose) (7D Damage, Standard Blast)
-Concussion (Anti-Vehicle / Bunker Buster) (9D Damage, Point Blast)
-Cluster (Anti-Personnel) (2D Damage, Area Blast)
-Plasma (2D Incendiary Damage, Standard Blast)
Game Notes: Shells can be shot down by laser weapons. Shells are considered Character-Scale targets, and have a Body of 1D, but are -2D to Hit, due to their size and speed. Shells remain in the air for 1 round for every range band they cross (1 round for Short Range, 2 rounds for Medium, and 3 rounds for Long).
_________________
"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.
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