WING PYLON DICE SYSTEM V2.1
This system is primarly used for starfighters, but it can also be
used for light freighters and similary sized vessels.
================================ Rules ==================================
Spacecraft at 3/4 or above of allowed Dice-load;
Maneuverability -2D
Space -1
Atmosphere speed drops 2 steps
Spacecraft at 1/2 up to 3/4 of allowed Dice-load;
Maneuverability -1D
Atmosphere speed drops 1 step
Spacecraft below 1/2 of allowed Dice-load suffers no penalties.
Game Notes:
* Maneuverability cannot go under 0, but any maneuverability penalty
left reduces the relevant piloting skill with the remaining penalty.
Example: The pilot Maverick has starfighter piloting 5D, and is
currently flying a Z-95 with a maneuverability of 1D.
He has loaded his fighter as much as it can carry and consequently
has a maneuverability penalty of -2D.
This reduces his maneuverability to 0D and his piloting skill to 4D.
* The carrying of different types of weapons on the same pylon requires an
adapter with a weight of 1D.
* All external payload can be ejected if necessary.
* 1D = 100 kg
Since missiles, proton torpedos, bombs and rockets are difficult to aim and
target against moving targets, the following modifications apply:
Space Speed Atmosphere Speed Increase To Difficulty
3 100-150 +5
4 151-200 +10
5 201-250 +15
6+ 251+ +20
Types Of Pylons Available:
Semi-Recessed Missile Housing (Under main body of the vessel)
Centerline Pylon (Under main body of the vessel)
Underwing Pylons: (under the wings of the vessel)
Inboard Pylon
Middle Pylon
Outboard Pylon
Wingtip Pylon (Like the one that F-16 has)
Examples Of Payload Limits;
A-Wing:
External Payload; Max: 6D, 3/4: 5D, 1/2: 3D
2 Wing Pylons (3D)
B-Wing:
External Payload; Max: 14D, 3/4: 11D, 1/2: 7D
2 Wing Pylons (4D)
3 Wingtip Pylons (2D)
E-Wing:
External Payload; Max: 24D, 3/4: 18D, 1/2: 12D
1 Centreline Pylon (10D)
2 Wing Pylons (6D)
2 Wingtip Pylons (1D)
TIE/In & TIE Interceptor:
External Payload; Max: 8D, 3/4: 6D, 1/2: 4D
2 Wing Pylons (4D)
X-Wing:
External Payload; Max: 30D, 3/4: 22D, 1/2: 15D
1 Centreline Pylon (10D)
2 Wing Pylons (6D)
4 Wingtip Pylons (2D)
Y-Wing:
External Payload; Max: 44D, 3/4: 33D, 1/2: 22D
1 Centreline Pylon (16D)
4 Semi-Recessed Missile Housings (2D)
2 Wing Pylons (10D)
Z-95 Headhunter:
External Payload; Max: 22D, 3/4: 16D, 1/2: 11D
1 Centreline Pylon (10D)
2 Wing Pylons (6D)
============================= GUNS ==================================
Turbolaser Cannon Pod
Scale: Capital
Space/Atmosphere Range: 3-15/36/75, 0.3-1.5/3.6/7.5 km
Damage: 5D Weight: 15D
Caspule: A turbolaser can only be fired every other combat round due to
its high power consumption and long recharging time.
The pod carries energy for 10 shots and uses the focus mode on the ships
sensors for targeting.
Laser Cannon Pod
Scale: Starfighter
Space/Atmosphere Range: 1-3/12/25, 0.1-0.3/1.2/2.5 km
Damage; Heavy: 5D Weight; Heavy: 5D
Medium: 3D or 4D Medium: 4D
Light: 2D Light: 3D
Capsule: One of the most common guns, it is normally mounted in either
single, twin or even quad installations, which means that normal fire-link
rules applies. Another use is to mount laser cannon pods and fire-link those
with the ships normal guns.
Any type of pod carries energy for 10 shots and uses the focus mode on the
ships sensors for targeting.
Auto Blaster Pod
Scale: Starfighter
Space/Atmosphere Range: 1-8/25/40, 0.1-0.8/2.5/4.0 km
Damage: 2D Weight: 3D
Casule: This is basically a laser cannon which trades damage for range.
Otherwise is it exactly like the laser cannon pod.
Blaster Cannon Pod
Scale: Starfighter
Space/Atmosphere Range: 1-5/10/17, 0.1-0.5/1.0/1.7 km
Damage; Heavy: 3D Weight; Heavy: 3D
Medium: 2D Medium: 2D
Light: 1D Light: 1D
Capsule: It is exactly like the laser cannon pod except for the amount of
energy available, which is 20 shots.
Mass Driver Cannon Pod
Space/Atmosphere Range: 1-2/8/15, 0.1-0.2/0.8/1.5 km
Damage; Heavy: 5D Weight; Heavy: 4D
Medium: 4D Medium: 3D
Light: 3D Light: 2D
Capsule: The massdriver cannon is an old type of weapon which fires small
projectiles at very high velocities.
The main advantage with this type of weapon is its low power consumption
compared to lasers, but it needs special bullets as ammunition, which some-
times are hard to find.
Any type of pod carries ammunition for 20 shots and uses the focus mode on
the ships sensors for targeting.
30 extra shots weighs 1D and is often attached to the pod.
Ion Cannon
Scale: Starfighter
Space/Atmosphere Range: 1-3/7/36, 0.1-0.3/0.7/3.6 km
Damage; Heavy: 4D Weight; Heavy: 4D
Medium: 3D Medium: 3D
Light: 2D Light: 2D
Capsule: Ion cannons cannot really damage a vessel, it temporarily disables
its electronics.
Any type of pod carries energy for 10 shots and uses the focus mode on the
ships sensors for targeting.
========================= Missiles & Rockets ============================
Stand-Off Missile
Scale: Starfighter
Skill: Starship Gunnery
Space/Atmosphere Range: 2-12/30/60, 0.2-1.2/3.0/6.0 km
Damage; Large: 10D Weight; Large: 12D
Medium: 8D Medium: 10D
Small: 6D Small: 8D
Caspule: Stand-Off Missiles or SOM's are long-range missiles for use against
spaceships or ground targets.
Requires target lock, an entire round for aiming and holding the target in
sight.
The advantage of target lock is an additional +1D to fire control.
SOM's uses the search mode on the ships sensors for initial targeting but
relies on its own sensor for mid-course updating and terminal homing.
If target is in starfighter-scale or smaller, add +10 to difficulty to hit.
This is due to the target's smaller sensor signature and the SOM's
programming.
Concussion Missile
Scale: Starfighter
Skill: Starship Gunnery
Space/Atmosphere Range: 1-2/8/15, 0.1-0.2/0.8/1.5 km
Damage; Heavy: 7D Weight: Heavy: 3D
Medium: 6D Medium: 2D
Light: 5D Light: 1D
Capsule: Concussion Missiles or CM's are medium-range missiles for use
against spaceships or ground targets.
CM's uses the search mode on the ships sensors for initial targeting but
relies on its own sensor for terminal homing.
If target is in capital-scale or bigger, subtract -10 to difficulty to hit.
This is due to the target's large sensor signature and the CM's programming.
Proton Torpedo
Scale: Starfighter
Skill: Starship Gunnery
Space/Atmosphere Range: 1/3/7, 0.05-0.1/0.3/0.7 km
Damage; Heavy: 9D Weight: Heavy: 1D
Medium: 8D Medium: 1D
Light: 7D Light: 1D
Capsule: Proton Torpedos or PT's, is basically short-range missiles for
use against spaceships or ground targets.
A PT carries a nuclear warhead up to the size of one kiloton, which means
that a PT is very small for the damage it is capable of delivering.
PT's uses the search mode on the ships sensors for all of its targeting.
Intercept Missile
Scale: Starfighter
Skill: Starship Gunnery
Space/Atmosphere Range: 2-10/20/30, 0.2-1.0/2.0/3.0 km
Damage; Large: 6D Weight; Large: 4D
Medium: 5D Medium: 3D
Small: 4D Small: 2D
Capsule: Intercept Missiles or IM's is a type of very fast and maneuverable
missiles which are built to be used against starfighters.
IM's uses the search mode on the ships sensors for initial targeting but
relies on its own sensor for terminal homing.
Its specialized tracking device gives +2D to fire control when used against
starfighter-scale vessels.
However, if the missile is used against capital-scale targets or bigger,
add +10 to difficulty to hit.
This is due to the target's large sensor signature which confuses the IM's.
The IM is a dedicated anti-starfighter missile and it is programmed to hit
the target at a weak spot, large vessels have so much area to scan for the
missile's onboard sensor, so it becomes confused.
IR-Missile
Scale: Starfighter
Skill: Starship Gunnery
Space/Atmosphere Range: 2-5/10/15, 0.2-0.5/1.0/1.5 km
Damage; Large: 4D Weight; Large: 1D
Small: 3D Small: 1D
Capsule: The most common of all missile guidance systems is IR, which homes
on ion radiation emissions and permits true fire-and-forget weapons.
IR is generally used in short-range missiles since its ability to track a
target diminishes rapidly with distance.
Possibly the most serious failing of the IR homing is that it cannot be used
from all angles of attack, since it follows the ion stream emitted from the
targets ion engines. The preferred launch position is therefore directly
astern of the target.
The IR-missile uses the passive mode on the ships sensors for initial
targeting but relies on its own sensor for terminal homing.
Its specialized tracking device gives +2D to fire control when used against
starfighter-scale vessels.
Difficulty to hit the target varies depending upon launch position:
Frontal Attack : +10 to difficulty
Side Attack : +5 to difficulty
Rearward Attack : -10 to difficulty
HARM Missile
Scale: Starfighter
Skill: Starship Gunnery
Space/Atmosphere Range: 2-10/15/20, 0.2-1.0/1.5/2.0 km
Damage: 2D Explosive Weight: 3D
6D Ionization
Capsule: The High-speed Anti-Radiation Missile is used against active
sensors such as fire control, surveillance and all kinds of jamming
equipment.
Its explosive warhead is rather small, but the HARM's primary weapon is its
very powerful ion bolt which can interfere with the targets computer and
electrical systems.
HARM's uses the search mode on the ships sensors for initial targeting but
relies on its own sensor for terminal homing.
Its specialized tracking device gives +2D to fire control when used against
any type of active sensor.
Rocket Pod
Scale: Starfighter
Space/Atmosphere Range: 1-2/4/8, 0.1-0.2/0.4/0.8 km
Target Type: Hard Soft
Damage; Anti-Vehicle: 4D 1D Weight: AV: 1D
General Purpose: 3D 3D GP: 1D
Anti-Personnel: 1D 4D AP: 1D
Capsule: Rockets is basically unguided missiles with special warheads
depending upon target.
Each pod contains 20 rockets and several rockets can be fired at the same
time, this means that normal fire-link rules can be used to increase both
damage and accuracy.
Hard target type means vehicles, buildings while soft target type means
people, vegetation.
Rocket pods uses the focus mode on the ships sensors for targeting.
================================ Bombs ==============================
Cluster Bomb
Scale: Capital
Blast Radius: 1Dx100/2Dx100/3Dx100 m
Atmosphere Range: Depends on launch height and attackers speed.
Damage; Large: 6D/5D/4D Weight; Large: 6D
Medium: 4D/3D/2D Medium: 4D
Small: 2D/1D/+1 Small: 2D
Capsule: Cluster bombs are filled with sub-munitions bombs which greatly
increases the chance of a hit but decreases the available damage.
Cluster bombs uses the focus mode on the ships sensors for targeting and
adds +3D to fire control due to its area effect capability.
Fuel Air Munition (FAM) Bomb
Scale: Capital
Blast Radius: 1Dx100/2Dx100/3Dx100 m
Atmosphere Range: Depends on launch height and attackers speed.
Damage; Large: 15D/12D/9D Weight; Large: 6D
Medium: 12D/9D/6D Medium: 4D
Small: 9D/6D/3D Small: 2D
Capsule: When a FAM bombs explode, does it release a cloud of fuel vapors.
These highly flammible vapors then detonate, producing a massive explosion.
This type of bomb works best in a standard atmosphere&gravity. It is not
usable in vaccum or a high gravity enviroment.
FAM bombs uses the focus mode on the ships sensors for targeting and
adds +5D to fire control due to its area effect capability.
Iron Bombs
Scale: Capital
Atmosphere Range: Depends on launch height and attackers speed.
Blast Radius: 1Dx100/2Dx100/3Dx100 m
Damage; Large: 9D/8D/7D Weight; Large: 9D
Medium: 6D/5D/4D Medium: 4D+2
Small: 3D/2D/1D Small: 2D+1
Capsule: Iron bombs are unguided free-falling cylinders filled with high
explosive, and are therefore somewhat inaccurate.
Iron bombs uses the focus mode on the ships sensors for targeting but
subtracts -1D to fire control due to their inaccuracy.
Guided Bombs
Scale: Capital
Atmosphere Range: Depends on launch height and attackers speed.
Blast Radius: 1Dx100/2Dx100/3Dx100 m
Damage; Large: 9D/8D/7D Weight; Large: 9D+1
Medium: 6D/5D/4D Medium: 5D
Small: 3D/2D/1D Small: 2D+2
Capsule: A guided bomb is basically a plain iron bomb fitted with a target-
detecting device in front and trajectory-control fins at the front
and rear. This increases the stand-off range and greatly improves the chance
of a hit.
Guided bombs uses the focus mode on the ships sensors for targeting and
adds +1D to fire control due to their capability to be guided.
========================= Countermeasures =============================
Enemy Targeting Jamming Pod
Fire Arc: All
Skill: Sensors: Works against all starfighters within range
Fire Control: 0D
Space Range: 1-3/7/15
Damage; Large: -3D Fire Control Weight; Large: 6D
Medium: -2D Fire Control Medium: 4D
Small: -1D Fire Control Small: 2D
Sensor Jamming Pod
Fire Arc: All
Skill: Sensors: Works against all vessels within range
Fire Control: 0D
Large: +1D identify, -2D detect Weight; Large: 9D
Medium: +2 identify, -1D+1 detect Medium: 6D
Small: +1 identify, -2 detect Small: 3D
Caspule: See the sensors rules on page 81 of the rulebook, 2nd ed.
for explanation.
Sensor Decoy
Large; +3D identify, Space: 7 Weight; Large: 15D
Medium; +2D identify, Space: 6 Medium: 10D
Small; +1D identify, Space: 5 Small: 5D
Copycat Torpedo
Scale: Starfighter
Skill: Sensors
Damage: Se Below, Space: Varies Weight: 1D
Capsule: The copycat torpedo is launched from a standard proton torpedo
launcher and mimicks the performance of the launch vessel.
It functions for one minute if space speed is below 6, and for 30 seconds
if space speed is above that.
To distinguish a copycat torpedo from a real vessel, a difficult sensors
roll is required on passive or scan mode, moderate on search mode and easy
on focus mode.
Flare Pod
Large: 30 Ion Flares Weight; Large: 3D
Medium: 20 Ion Flares Medium: 2D
Small: 10 Ion Flares Small: 1D
Capsule: +1D to difficulty to be hit by IR Missiles
Chaff Pod
Large: 30 Chaff's Weight; Large: 3D
Medium: 20 Chaff's Medium: 2D
Small: 10 Chaff's Small: 1D
Capsule: +1D to difficulty to be hit by Intercept Missiles
=========================== Various Sensors ===========================
SLAS Pod
Large; Scan: 90 / 1D Weight; Large: 12D
Search: 135 / 2D Focus: 8 / 3D
Medium; Scan: 70 / 1D Medium: 8D
Search: 105 / 2D Focus: 6 / 3D
Small; Scan: 50 / 1D Small: 4D
Search: 75 / 2D Focus: 4 / 3D
Capsule: A Side-Looking Active Sensor pod which uses active sensors to
gather information.
The main drawback is that active sensor usage by a recon plane makes it very
easy to detect.
ELINT Pod
Large; Passive: 80 / 1D Weight; Large: 12D
Medium; Passive: 60 / 1D Medium: 8D
Small; Passive: 40 / 1D Small: 4D
Capsule: A ELectronic INTelligence pod is used to gather information
passively. This makes it easier for the recon plane to stay undetected.
The main drawback is its lower range compared to active sensors.
Targeting Pod
Guidance: Search: 75 / 3D Weight: 2D
Focus: 4 / 5D
Capsule: A targeting pod cannot be used as a normal sensor since it is
designed as a target designator, and it is often carried on bomb-raids
and anti-ship missions.
===================== Miscellaneous Equipment ========================
Power Unit
Cargo: Power generator Weight: 6D
Capsule: Gives unlimited energy to all externally carried equipment.
Rocket Booster
Large; Space +3 Weight; Large: 12D
Medium; Space +2 Medium: 8D
Small; Space +1 Small: 4D
Capsule: Increases the space rating by using a small disposable ion engine.
Can be used in two rounds.
Tractor Beam Pod (Experimental)
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Space/Atmosphere Range: 1-3/12/25, 0.1-0.3/1.2/2.5 km
Damage: 3D Weight: 10D
Capsule: The tractor beam reduces the targets maneuverability by 3D,
however, it is under development and therefore is fragile to use under
real combat situations.
Roll 1D each time it is used, on a 5 or 6 the tractor beam is disabled,
requires a moderate starship weapon repair roll to fix.
The pod carries energy for 10 rounds of use, and uses the focus mode on the
ships sensors for targeting.
Navigation Pod
Nav Computer; Large: Unlimited Jumps Weight; Large: 2D
Small: Limited (2 Jumps) Small 1D
Ferry Tank
Consumables; Large: 5 Days Weight; Large: 15D
Medium: 3 Days Medium: 9D
Small: 1 Day Small: 3D
Cargo Pod
Cargo Capacity; Large: 1000 Kg Weight; Large: 10D
Medium: 600 Kg Medium: 6D
Small: 200 Kg Small: 2D
Copyright © 1996 Urban Lundqvist
http://www.sdf.luth.se/~luna
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