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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16174 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Nov 06, 2017 8:08 pm Post subject: |
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Mobile Command Base
Craft: Nen-Carvon's PX-4
Type: Mobile Command Base
Scale: Walker (+8D)
Length: 27.5 meters
Skill: Ground Vehicle Operation: PX-4
Crew: 2 (1 @ +5) & 1 Gunner
Crew Skill:
Vehicle Blasters 4D+2
Ground Vehicle Operation 5D
Comm-Scan 5D
Passengers: 7 (must be aboard to operate the Advanced Comm-Scan systems; see below)
Cargo Capacity: 1 metric ton
Cover: Full
Cost: Not Available For Sale
Maneuverability: 0D
Move: 35; 100kph (1D Surface)
Body: 7D
Sensors:
Passive 2km/1D
Scan 5km/2D
Search 10km/3D
Focus 500m/4D+2
Weapons:
Heavy Blaster Cannon
Fire Arc: Turret
Scale: Starship (+6D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 200m-600m/1.2km/2km
Rate of Fire: 2D Auto-Fire
Damage: 4D+2
Special Rules: Enhanced Comm-Scan & Command
+2D to all Comm, Command and Tactics rolls made onboard.
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
VELOCITY MODIFIER: 0D+2 Surface _________________ "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 Jan 24, 2022 10:32 pm; edited 4 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16174 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 07, 2017 2:25 pm Post subject: |
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So, next up is the Repulsor Sled. Once again, WEG touched on some useful items, but then neglected to include them in the stats... Quote: | Other features include a clamping hook launcher, a front-mounted blaster cannon, and the newest scanning and communications jamming equipment. A modular design allows engineers to refit a repulsor sled according to a mission or particular situation. | My first thought is turning the Drop Net listed in the stats into something horizontally fired, like a Conner Net. The clamping hook launcher will be included, as well as sensors and jamming capability.
I'd like to solicit opinions as to what could be included with the modular design. I know we discussed modular weapons for the speeder bikes earlier. Is this something similar? Maybe a repulsor sled that can be outfitted as a hit-and-run anti-armor platform, or with anti-personnel weaponry, and not just as an anti-swoop pursuit platform. Thoughts?
EDIT: I'm also considering a two-seater sled used as a command or heavy weapons vehicle for Imperial Scout units (a two-seater vehicle is mentioned in the ImpSB, but never statted). _________________ "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
Joined: 05 Apr 2010 Posts: 16174 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 07, 2017 3:54 pm Post subject: |
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Okay, here's the Floating Fortress. I know there have been some discussion in the past about the Fortress having such a limited altitude, but after putting some thought into it, I didn't feel the need to change it. The Floating Fortress is, in essence, a massive, heavily armored landspeeder that can just as easily ram straight through a house or other building as it can drive around it.
Floating Fortress
Craft: Ubrikkian's HAVr A-9 Floating Fortress
Type: Floating Fortress
Scale: Walker (+8D)
Length: 17.4 meters
Skill: Landspeeder Operation: Floating Fortress
Crew: 2 (1 @ +5) & 2 Gunners
Crew Skill:
Sensors 5D
Vehicle Blasters 5D
Landspeeder Operation 4D+2
Passengers: 10 (troops)
Cargo Capacity: 1 metric ton
Consumables: 2 weeks
Cover: Full
Cost: Not Available For Sale
Maneuverability: 1D
Move: 70; 200kph (2D+2 Surface)
Altitude Range: 0-2 meters
Body: 5D
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 400m/4D
Weapons:
Dual Heavy Blaster Cannon
Fire Arc: Turret (Dorsal)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 3D
Range: 200m-600m/1.2km/2km
Rate of Fire: 2D Auto-Fire
Damage: 4D
Dual Heavy Repeating Blaster
Fire Arc: Turret (Ventral)
Scale: Character
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 3m-75m/200m/500m
Rate of Fire: 3D Auto-Fire
Damage: 8D
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
VELOCITY MODIFIER: 1D+1 Surface _________________ "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 Jan 24, 2022 10:28 pm; edited 4 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16174 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Nov 08, 2017 2:08 pm Post subject: |
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Well, due to lack of response on the Repulsorlift Sled, I decided to just make two versions; the Pursuit model from the ImpSB, and the up-armored Scout model that is hinted at in the Sector Group Organization chapter.
Repulsorlift Sled
Craft: Aratech's 64-Y Swift 3
Type: Repulsorlift Sled
Scale: Swoop (+2D)
Length: 4.1 meters
Skill: Swoop Operation: 64-Y Swift 3
Crew: 1
Crew Skill:
Sensors 4D
Vehicle Blasters 4D+1
Swoop Operation 4D+2
Passengers: None
Cargo Capacity: 4 kilograms
Cover: 1/4
Cost: Not Available For Sale
Maneuverability: 1D+2
Move: 280; 800kph (10D Surface)
Altitude Range: Ground - 35 meters
Body: 1D+2
Sensors:
Passive 1km / 1D
Scan 2km / 2D
Search 3km / 3D
Focus 300m / 4D
Weapons:
Medium Repeating Blaster
Fire Arc: Front
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 3m-50m/150m/400m
Rate of Fire: 2D Auto-Fire
Damage: 4D
Grappling Line Launcher
Fire Arc: Front
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 3m-15m/50m/100m
Damage: 4D (as Tractor Beam), plus 6D ionization per round.
Note: The Grappling Line can be retracted and reused multiple times, but can not be used on more than one target at a time.
Conner Net Launcher
Fire Arc: Front
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 0-10m/20m/30m
Damage: 6D Ionization & Stun per round
Ammo: 6
SCOUT VARIANT
The two-seat combat variant used in Imperial Army Scout Lances puts the same engine on a stretched chassis with a more combat-oriented weapons system. Use the above stats, except as noted:Length: 5.1 meters
Skill: Swoop Operation: 64-Y Swift 3
Crew: 2 (1 @ +5)
Move: 175; 500kph (7D Surface)
Altitude Range: Ground - 25 meters
Body: 3D
Weapons:
Medium Repeating Blaster
Fire Arc: Front
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 3m-50m/150m/400m
Rate of Fire: 2D Auto-Fire
Damage: 4D
Light Laser Cannon
Fire Arc: Front
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 100m-300m/1km/2km
Damage: 7D
Capsule: This variant of the Repulsorlift Sled is slower and more heavily armed and armored than the Pursuit variant. It fills a requirement for a two-seat scout/combat platform in the Imperial Army's Scout Lances, serving as either a command vehicle or as a heavier combatant to add a stronger punch to the light weaponry on Scout Speeder Bikes. Generally, the back seat crewman handles the CommScan system while the front-seater drives and fights.
House Rule Notes:VELOCITY MODIFIER: 5D Surface (Scout: 3D+2) _________________ "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 Jan 24, 2022 10:42 pm; edited 1 time in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16174 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Nov 08, 2017 2:21 pm Post subject: |
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Since I was on the subject of Swoop-Scale vehicles with the Repulsorlift Sled, I went back and added stats for the Rebel Speeder Bike to the Speeder Bike / Swoop post. _________________ "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
Joined: 05 Apr 2010 Posts: 16174 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Nov 08, 2017 6:28 pm Post subject: |
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Chariot Combat Speeder
Images
Craft: Uulshos' LAVr QH-7 Chariot
Type: Multi-Role Speeder
Scale: Speeder (+4D)
Length: 11.8 meters
Skill: Landspeeder Operation: Chariot
Crew: 1 & 2 Gunners
Crew Skill:
Sensors 5D
Vehicle Blasters 4D+1
Landspeeder Operation 5D
Passengers: 10 (or 10 metric tons)
Cargo Capacity: 50 kilograms
Cover: Full
Cost: Not Available For Sale
Maneuverability: 1D+1
Move: 70; 200kph (2D+2 Surface)
Altitude Range: Ground - 8 meters
Body: 5D
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
1 Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/1.2km/2.5km
Damage: 6D
1 Light Blaster Cannon
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/800m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: 5D
Variants:COMMAND
This variant replaces the laser cannon and most of the transport capacity with a comm-scan package and its associated hardware. It serves as a mobile command post for light armor units or infantry formations.
Crew: 2 (1 @ +10) & 1 Gunner
Passengers: None
Weapons: {Remove Laser Cannon}
Special Equipment:
CommScan & Command Suite
+1D to all Comm, Command and Tactics rolls made while onboard
Self-Destruct
Timer: Preset, up to 10 minutes
Blast Radius: 0-2/8/12/20
Damage: 10D/8D/5D/2D (Character-Scale) _________________ "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 26, 2022 12:03 am; edited 5 times in total |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10297 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16174 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Nov 08, 2017 11:47 pm Post subject: |
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Whill wrote: | Thanks for all of these! |
No problem! This project has been on the back burner for so long that I'm looking forward to wrapping it up. _________________ "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: 14031 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Nov 09, 2017 12:58 am Post subject: |
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Have you thought of working with someone to compile all of these into a nice PDF?? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16174 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Nov 09, 2017 1:42 am Post subject: |
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It’s on my radar, but I’ve got a few things to wrap up before I reach that point. The big ones are to update the stats for the WEG starships (basically doing to them what I’m doing here), updating my home brew starships (particularly the ones based on mentions in WEG material) and updates for applicable house rules, like the ones that allow characters to Command starships.
IMO, the pieces are all there; they just need to be updated and/or polished up. _________________ "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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RyanDarkstar Commander
Joined: 04 Dec 2014 Posts: 351 Location: Chambersburg, PA, USA, Earth
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Posted: Thu Nov 09, 2017 11:24 am Post subject: |
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CRMcNeill, can you stat the WW-676 repulsorlift sled with MobileMortar-3? I remembered this when you asked about the scout variant of the Repulsorlift Sled.
The weapon is an MM-s3 grenade launcher. Another variant mounts an E-Web heavy repeating blaster. _________________ Currently playing D&D 5E and painting an unholy amount of miniatures. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16174 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Nov 09, 2017 12:46 pm Post subject: |
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My focus here is updating existing WEG stats. That vehicle has no WEG stats to update, as it is an original creation from the Essential Guide series. And frankly, I've always thought that thing looked silly, with the pilot sticking way up in the air like that. _________________ "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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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Thu Nov 09, 2017 1:33 pm Post subject: |
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RyanDarkstar wrote: |
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CRMcNeill wrote: | And frankly, I've always thought that thing looked silly, with the pilot sticking way up in the air like that. |
Dear friggin' dancing Ewoks missing their loincloths, yes. Not only does it look silly, it looks dangerous. Yeah, I know that the Empire doesn't give a crap about the safety of its own soldiers (because the Empire friggin' embodies No OSHA Compliance among other things), but holy crap, sitting in that high seat with no restraints on what is essentially a silly looking swoop with a grenade launcher on one end is just begging for trouble. Any sort of high-speed maneuvers and that second man goes flying. And that guy is the driver? Where are the controls?
EDIT: I don't remember ever seeing this vehicle before, probably because it comes from the Essential Guide to Vehicles (I think such a book exists, right?). But even so, upon my first glance at this, yeah, totally not impressed. It looks silly, impractical and dangerous to the occupants. This is not the sort of war machine that would strike fear into the hearts of its opponents.
EDIT2: Ok, I see now the indicator for the control stick (sorry, this is a small picture), but even so, it looks like the pilot has to use one hand to grab the seat hang on for dear life while he pilots with the other hand. Yeah, totally still not impressed. _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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RyanDarkstar Commander
Joined: 04 Dec 2014 Posts: 351 Location: Chambersburg, PA, USA, Earth
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Posted: Thu Nov 09, 2017 5:39 pm Post subject: |
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CRMcNeill wrote: | My focus here is updating existing WEG stats. |
Sorry, my mistake.
Thank you for your updating of the WEG stats. They look great. _________________ Currently playing D&D 5E and painting an unholy amount of miniatures. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16174 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Nov 09, 2017 5:43 pm Post subject: |
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Per Wookieepedia, it's actually from the Essential Guide to Weapons & Technology.
IMO, it wouldn't be so bad if the pilot and gunner were in side-by-side seating on the level where the gunner is. Warhammer 40K 1st. Gen. Landspeeder did something similar.
If that were the case, I'd just use the same stats as the Scout variant of the WEG repulsor sled, with the weapons replaced by whatever was appropriate; grenade launcher, E-Web, light laser cannon, etc. _________________ "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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