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Renegade Legion D6 Stats
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Dec 14, 2017 3:37 pm    Post subject: Reply with quote

The Clone Wars-era Liberator is the Alliance's main battle tank. While somewhat outdated, it still features a potent combination of speed and firepower. Because they are not as strategically mobile as their Light Armored counterparts, Alliance medium and heavy armored vehicles are usually held in reserve, or used to defend bases and other installations. However, this is likely to change once the Alliance goes on the offensive after Endor.

Liberator-Class Medium Repulsor-Tank

Image

Craft: Ubrikkian's Liberator-Class
Type: Medium Repulsor-Tank
Scale: Walker (+8D)
Length: 13.4 meters
Skill: Landspeeder Operation: Liberator
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: None
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 2D
Move: 70; 200kph
Altitude Range: 0-4 meters
Body: 5D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Heavy Laser Cannon
    Fire Control: 3D
    Range: 200m-500m/1.5km/3km
    Damage: 6D
    1 Heavy Blaster Cannon
    Fire Control: 4D
    Range: 200m-600m/1.2km/2km
    Rate of Fire: 2D Auto-Fire
    Damage: 3D
    1 Mass Driver
    Fire Control: 3D
    Range:
    --Space: 1-3/10/20
    --Atmosphere: 100m-300m/1km/2km
    Damage: (Proximity Detonated)
    --Anti-Personnel: 3D (Area)
    --Anti-Armor: 6D (Point)
    --Anti-Shield: 4D Ionization (Point)
    --Incendiary: 2D Incendiary (Standard)
    Ammo: 60
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 4D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 3D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
2 Light Rocket Launchers
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 50m-300m/600m/1.2km
Damage: 5D
Ammo: 4 each
Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 6
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Dec 14, 2017 3:57 pm    Post subject: Reply with quote

Based on a modified Liberator hull, the Constructor is the Alliance's main combat engineering vehicle.

Constructor-Class Medium Repulsor-AEV

Image

Craft: Ubrikkian's Constructor-Class
Type: Medium Combat Engineering Vehicle
Scale: Walker (+8D)
Length: 13.4 meters
Skill: Landspeeder Operation: Constructor
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: None
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 2D
Move: 70; 200kph
Altitude Range: 0-4 meters
Body: 4D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Heavy Laser Cannon
    Fire Control: 3D
    Range: 200m-500m/1.5km/3km
    Damage: 6D
    1 Heavy Blaster Cannon
    Fire Control: 4D
    Range: 200m-600m/1.2km/2km
    Rate of Fire: 2D Auto-Fire
    Damage: 3D
    1 Mass Driver
    Fire Control: 3D
    Range:
    --Space: 1-3/10/20
    --Atmosphere: 100m-300m/1km/2km
    Damage: (Proximity Detonated)
    --Anti-Personnel: 3D (Area)
    --Anti-Armor: 6D (Point)
    --Anti-Shield: 4D Ionization (Point)
    --Incendiary: 2D Incendiary (Standard)
    Ammo: 60
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 4D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 1D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Light Rocket Launcher
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 50m-300m/600m/1.2km
Damage: 5D
Ammo: 4 each
Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 12
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
1 Tractor Beam Projector
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Weapons
Fire Control: 3D
Range: 50m-100m/200m/300m
Damage: 5D
Description: Used to clear damaged vehicles and other debris. Can also be used in wide-angle mode as an earth-mover or to clear a path through minefields.
1 Planar Laser Array
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Weapons
Range: Contact
Damage: 4D (+1/round to a maximum of 8D)
Description: This device generates an intense field of plasma energy between a pair of adjustable emitters that can be extended in front of the vehicle. It's used to clear trees and other obstacles, but has also been used against ground troops on occasion.
_________________
"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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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Dec 14, 2017 4:30 pm    Post subject: Reply with quote

Mounted on a modified Liberator, the Protector sees much more action than does its Imperial counterpart, the Scipio. While Alliance starfighter command is excellent for what it is, Alliance armor units are often forced to operate with insufficient air cover. As such, Protector units are permanently attached at the Battalion level (where available), then temporarily assigned to front-line armor companies as needed.

Protector-Class Medium Air Defense Vehicle

Image

Craft: Ubrikkian's Protector-Class
Type: Medium Air Defense Vehicle
Scale: Walker (+8D)
Length: 13.4 meters
Skill: Landspeeder Operation: Protector
Crew: 4 (2 @ +5) & 2 Gunners
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: None
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 2D
Move: 70; 200kph
Altitude Range: 0-4 meters
Body: 4D
Sensors:
Passive 4km / 1D
Scan 6km / 2D
Search 8km / 3D
Focus 200m / 4D
Fire Control Jamming: -1D to Fire Control of any enemy targeting the vehicle. -3D if jamming is directed into a single fire arc.
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 2
Skill: Vehicle Blasters
    2 Laser Cannon (Fire-Linked)
    Scale: Starship (+6D)
    Fire Control: 3D
    Range:
    --Orbital: 2km-6km/24km/50km
    --Atmosphere: 100m-300m/1.2km/2.5km
    Damage: 5D
    2 Light Blaster Cannon (Fire-Linked)
    Scale: Speeder (+4D)
    Fire Control: 3D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 6D
    2 Concussion Missile Launchers
    All Stats vary by Weapon Type
    Capacity: 4 each. May select Missiles from this list, depending on Availability.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 4D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 6
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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 Wed Sep 29, 2021 12:04 am; edited 3 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Dec 14, 2017 4:40 pm    Post subject: Reply with quote

This is the only Commonwealth vehicle I had to rename to get away from a historical concept. Spartius was just too closely linked to ancient Greece, so I changed it to Warrior to better fit with the Commonwealth naming style.

Warrior-Class Medium Repulsor-APC

Image

Craft: Ubrikkian's Warrior-Class
Type: Medium Repulsor-APC
Scale: Walker (+8D)
Length: 13.4 meters
Skill: Landspeeder Operation: Warrior
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: 10
Cargo Capacity: 500 kg.
Cover: Full
Maneuverability: 2D
Move: 70; 200kph
Altitude Range: 0-4 meters
Body: 4D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    2 Laser Cannon
    Fire Control: 3D
    Range: 100m-300m/1.2km/2.5km
    Damage: 6D
    1 Heavy Rocket Launcher
    Fire Control: Varies with Rocket Type
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 100m-500m/1km/2km
    Damage: Varies with Rocket Type
    --Heavy Rocket (FC: 3D, Damage: 7D Standard)
    --Cluster Rocket (FC: 6D, Damage: 3D Area. Special: If the Cluster Rocket inflicts damage on its target, make an additional roll on the Damage Table for every 5 points of success on the Gunnery roll)
    Ammo: 2
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
    1 Light Rocket Launcher
    Fire Control: 5D
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 50m-300m/600m/1.2km
    Damage: 5D
    Ammo: 6
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 3D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
2 Light Rocket Launchers
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 5D
Range:
--Space: 1-5/10/20
--Atmosphere: 50m-300m/600m/1.2km
Damage: 5D
Ammo: 4 each
Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 6
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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 Sat Oct 13, 2018 1:53 pm; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Dec 14, 2017 4:48 pm    Post subject: Reply with quote

Deliverer-Class Heavy Repulsor-Tank

Image

Craft: Ubrikkian's Deliverer-Class
Type: Heavy Repulsor-Tank
Scale: Walker (+8D)
Length: 20.4 meters
Skill: Landspeeder Operation: Deliverer
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: None
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 1D
Move: 50; 140kph
Altitude Range: 0-2 meters
Body: 6D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Heavy Laser Cannon (Fire-Linked)
    Fire Control: 3D
    Range: 100m-300m/1.2km/2.5km
    Damage: 6D
    1 Heavy Blaster Cannon
    Fire Control: 4D
    Range:
    --Space: 2-6/12/20
    --Atmosphere: 200m-600m/1.2km/2km
    Rate of Fire: 2D Auto-Fire
    Damage: 3D
    1 Heavy Rocket Launcher
    Fire Control: Varies with Rocket Type
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 100m-500m/1km/2km
    Damage: Varies with Rocket Type
    --Heavy Rocket (FC: 3D, Damage: 7D Standard)
    --Cluster Rocket (FC: 6D, Damage: 3D Area. Special: If the Cluster Rocket inflicts damage on its target, make an additional roll on the Damage Table for every 5 points of success on the Gunnery roll)
    Ammo: 2
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 4D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Heavy Mass Driver
Fire Arc: Front
Crew: 1 (Commander, Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: (Proximity Detonated)
--Anti-Personnel: 4D (Area)
--Anti-Armor: 7D (Point)
--Anti-Shield: 5D Ionization (Point)
--Incendiary: 3D Incendiary (Standard)
Ammo: 60
2 Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Commander, Pilot or Co-Pilot)
Skill: Vehicle Weapons
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
1 Light Rocket Launcher
Fire Arc: Front
Crew: 1 (Commander, Pilot or Co-Pilot)
Skill: Vehicle Weapons
Fire Control: 5D
Range:
--Space: 1-5/10/20
--Atmosphere: 50m-300m/600m/1.2km
Damage: 5D
Ammo: 6
Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 8
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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 Wed Jan 03, 2018 12:17 pm; edited 1 time in total
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Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Thu Dec 14, 2017 7:04 pm    Post subject: Reply with quote

CRMcNeill wrote:
Raven Redstar wrote:
I think you may have accidentally linked the same picture for the Malgus, Vindican, and Tyranus.

No, that was on purpose. I couldn't find any pictures of the Remus-Class Grav AEV (which is the basis for the Vindican), and the Tyranus is my own creation (based on the concept behind dedicated Grav Air Defense Vehicles in the RLU) so no pictures of it exist.

However, since both vehicles use the same basic hull as the Malgus (Romulus), I just used the same picture as a default.


Ah, thank you for the clarification. I was worried that it may have been an accidental oversight.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Nov 22, 2021 3:32 am    Post subject: Reply with quote

So, I'm thinking strongly about doing an update of this. When I originally wrote up the stats, I ended up cutting some corners to make it work, but with the perspective of time, I've got some new ideas:
    Shields - All of the RL vehicles are equipped with Shields, but the Shield values are locked in place by Fire Arc. When I did the original stats, I just amalgamated the Shields into the Hull. However, with some of the work I've been putting in on optional rules for Shields, I'm seeing potential for giving the armored vehicles separate Shield Dice ratings.

    Ion Cannon - RL vehicles are pretty projectile-heavy, unlike the SWU. Most of the heavier vehicles will have at least two projectile cannon of different caliber. For the conversions, I would generally swap out the smaller cannon for a Light Laser or Light Blaster Cannon, but since I'm going to be putting Shields back in, there's a place for ground vehicles to be equipped with Ion Cannon, in particular, the Horatius, Liberator and Deliverer (although other vehicles and variants may receive them as well).

    Anti-Infantry Lasers - These are relatively rare in the RL, and don't have a particularly clear analogy in the SWU, on account of the RL versions being relatively useless against vehicles. So I think I'm going to go with a two-part conversion where all vehicles get a cupola-mounted heavy repeating blaster, but the vehicles whose RL stats give them an Anti-Infantry Laser get a heavier Light Blaster Cannon instead.

    Point Defense - Not quite sure how I want to work this one out, but the RL stats made them a distinct, gatling-type weapon for use against anti-armor missiles (although they could conceivably be used against artillery as well). Maybe a miniature AotC-style laser beam weapon?

    Variable Armor - Another aspect from RL that doesn't fit well with the crossover is that the vehicles have different armor weights and thicknesses depending on the arc being attacked. While I don't think I'm going to give each vehicle unique values, I do think there is room for a generic rule that modifies the Hull value based on the Fire Arc being attacked, say +1D to Hull from the Front, and -1D from the Rear, Top (air attack) and Bottom (Mines).
I'm also going to be writing up some new vehicles that weren't included in the initial write-up.
    Chktal Nor Assault Gun - While this is a completely separate vehicle from the Nah'Tikal APC, it shares enough similarities that I'm going to make it a Nah'Tikal variant that replaces the troop transport capacity with a heavy mass driver cannon, used for heavy fire support / tank destroyer missions.

    Scorpion Missile Platform - Similarly, this is technically a separate vehicle, but bears enough resemblance to the Spartius/Warrior that I'm going to take a similar approach to the Chktal Nor and have it swap out troop transport capacity for a battery of missile tubes.

    Pompey & Pedden Grav Artillery Vehicles - Wasn't much point writing these up until I had my artillery rules to apply to them, which I now do.

    Reinforcements Upgrade Models - In a later, fan-published sourcebook entitled Reinforcements, most of the front-line combat models were given an upgrade treatment, factoring in weapon upgrades and the like from an official supplement called Technical Update. I'm going to stat those alternate, updated version for inclusion with the original stat.

_________________
"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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