A long time ago in a galaxy far, far away...
STAR WARS - Parachutes
Main menu


Made by Kevin Dole 1996



E-mail: dmerrill@plainfield.bypass.com



OK, these are made with information gathered from several books
and talking with people who have experience in both military and
sport jumping.  If anyone seeing this finds an error, TELL ME!

Thanx, Kevin Dole, the Armourer


the skills:

DEX: (A) SKYDIVING (none) {Needs 4D Parachute, 3D Acrobatics}: Covers
all arial maneuvers taken before chute deployment.  Includes braking,
dives and groupings. Basic difficulty: Easy. (1 round)

MECH:  PARACHUTE (Dome, Parawing, Drouge, etc): This is the skill used
to pack, rig, deploy and maneuver parachutes.  It does not cover pre-
deployment maneuvers (Skydiving) or landing (either Climbing/Jumping
or Acrobatics). Difficulty determined by kind of jump:
        Tandem Jumps (as passenger)             Very Easy
        Static-line jumps, Dumping speed        Easy
        Normal Altitude free jumps, 90=B0 turn  Moderate
        HAHO or HALO jumps                      Difficult

        Modifiers:
        Light Winds                             +1D difficulty
        Moderate Winds                          +2D difficulty
        Heavy Winds                             +4D difficulty

        +5 difficulty for every 2m that the LZ is smaller that 10m
        +5 roll  for every 2m that the LZ is smaller that 10m
        +1 difficulty for every 3m below 300m that chute is deployed
        +10 to difficulty if using drouge chute or backup

        Forward speed of a chute is determined by the Speed of Chute (X)
        plus (or minus) the strength of the tail (head) wind in Kph (y).
        (X+y=3Dforward speed). Thrust may be lowered below total speed,
        but not below 1/4 the chute's speed (.25X).  The chutes rate of
        decent and maneuverability is listed with the chute. Descent may
        be decreased or increased by making appropriate roll. May never
        drop below 1/2 of listed speed, or rise above twice the listed
        speed. (Roll for maneuvers and opening, and/or as GM recommends).


the chutes:

All of these are one person chutes.  I don't know enough about them to
make stats for a tandem harness that can convince me.


Skyway Straight Drop

        type: Dome Parachute
        skill: Parachute: dome
        availability: 2 F
        cost: 1250 (new), 700 (used)
        scale:  Character
        size: 3m dia
        body: 1D
        maneuverability: 1D
        move:  Forward: 10
               Rate of Descent: 15m/round

This is the standard, round chute, that is used (depending on the size)
for everything from ejection seats to commando jumps to cargo.  It is
carried on one's back, and usually is rigged for a static drop from
normal altitude.


Skyway Long Glider

        type: Parasail
        skill: Parachute: parasail
        availability: 2 F
        cost: 2000 (new), 1100 (used)
        scale:  Character
        size: 5.5m wide, 2.5 long
        Body: 1D
        Maneuverability: 3D
        Move:  Forward: 25; 70kmh
               Rate of Descent: 10m/round
This is the wing-like unit associated with sport jumping and high-
altitude/long-distance jumps by covert operatives.  It is worn on the
back, but is usually released by a manual control or an altimeter-
based switch.


Skyway O.S. Backup

        type: Drouge/Backup Parachute
        skill: Parachute: drouge
        availability: 2 F
        cost: 1000 (new), 100 (used)
        scale:  Character
        size: 2m dia
        Body: 1D
        Maneuverability: 0D
        Move:  Forward: 5
               Rate of Descent: 45m/round

These are usually carried on your chest, on the off chance that some-
thing goes wrong with your other chute.  They are also used to bring
operatives down FAST.  Problem is that they are a little too fast.


UP

HTML 3.2 validated! This page is Copyright © 1996, 1997 Urban Lundqvist. E-mail: luna@sdf.se