Star Wars RPG content to supplement d20 and d6 roleplaying game systems: starships, prestige classes, feats, species, equipment, planets, encounter tables, and much more for every SWRPG game master. Brought to you by SWRPGResource.com.
Star Wars RPG content to supplement d20 and d6 roleplaying game systems: starships, prestige classes, feats, species, equipment, planets, encounter tables, and much more for every SWRPG game master.  Brought to you by SWRPGResource.com.

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Orbiting Repair Yard

 
Craft: Kuat Drive Yards Type II Orbiting Repair Yard
Class: Capital
Cost: n/a
Size: Colossal (1,200 meters)
Crew: Normal +2 (4,114)
Passengers: 200 (troops)
Cargo Capacity: 250,000 metric tons
Consumables: 3 years
Maximum Speed: Stopped*
Defense: 8 (+10 armor, -8 size, -4 speed*)
Shield Points: 260
Hull Points: 660
DR: 30
Weapon: Tractor beam projetors (9)
         Fire Arc: Front
         Attack Bonus: +6 (-8 size, +2 crew, +8 fire control, +4 speed)
         Damage: Special
         Range Modifiers: PB -6, S -4, M/L n/a

* The Orbiting Repair Yard is a space station and cannot move without the aid of spacetugs.  The speed modifier for being Stopped has been added to its Defense and Attack Bonuses.

The Orbiting Repair Yard is normally linked with several other Orbiting Repair Yards, making a grid or cubic pattern that enables them to work on even the largest capital starships.  Each Orbiting Repair Yard has its own Hull Points and takes damage separately, but if one explodes all others attatched to that one Repair Yard take explosion damage as if they had been "on board."  Thus, it is possible to cause a chain reaction, destroying one Repair Yard, which destroys the next in the line, which destroys the next, and so forth.  This will generally only happen if all have been severely damaged, however.  Type II Orbiting Repair Yards were first used over a century before the Clone Wars, but earlier functionally similar models have been in use for several centuries.