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SWRPGNetwork HoloNet Forums > SW-RPG Forums > SW-RPG - D6 Discussion > Refitted YT-2400
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Thrawn
Black Guard GM
Registered: Feb 2000
Posts: 298


Talking Refitted YT-2400

Well here is my players ship, with a full description, we have discovered that it is more heavily armed and armored than the falcon, give me some feedback of what you think

Note: we are powerplayers.

The Raptor

Craft: Modified Correlian YT-2400 Transport
Type: Highly Modified Light Freighter
Scale: Starfighter
Length:28.2 meters
Skill: Space Transports: YT-2400
Crew: 1 + AI Unit (LISA), 1 can cordinate
Passengers: 8
Cargo Capacity: 100 tons
Consumables: 1 months
Cost: Not for Sale
Hyperdrive Multiplier: x0.5
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 3D+2
Space: 14
Atmosphere: 700; 20000 KMH
Hull: 5D
Shields: 5D +2D Backup Shields
Sensors:
  Passive: 25/1D
  Scan: 50/2D
  Search: 100/3D
  Focus: 4/3D+2
Weapons:
2 Quad Plasma Guns
(optional fire-link)
  Scale: Starfighter
  Fire Arc: Turret (Front when linked)
  Crew: 1 (can be controlled by pilot)
  Skill: Starship gunnery: Plasma Guns
  Fire Control: 4D (3D when linked)
  Space Range: 1-5/20/32
  Atmosphere Range: 100-300/500/1.5km
  Damage: 7D (8D+1 When Linked)
2 Heavy Ion Cannons (Fire Linked)
  Scale: Starfighter
  Fire Arc: Front
  Crew: Pilot
  Skill: Starship Gunnery
  Fire Control: 3D
  Space Range: 1-5/20/40
  Atmosphere Range:100-500/2/4Km
  Damage: 7D
2 Pulse Missile Launchers
  Scale: Varies with payload
  Fire Arc: Front
  Crew: Pilot
  Skill: starship gunnery
  Ammo: 12 of each missile type
  Fire Control: Varies with payload
  Space Range: Varies with payload
  Atmosphere Range: Varies with payload
  Damage: Varies with payload
1 Light Tractor Beam
  Scale: Starfighter
  Fire Arc: Turret
  Crew: Pilot
  Skill: Starship Gunnery
  Fire Control: 4D
  Space Range: 1-5/10/15
  Atmosphere Range:100-500/1/1.5Km
  Damage: 4D


Other Modifications
V-38 Cloaking Field:

Taken from the TIE Phantom fighter. Allows for visual navigation while activated. But hinders all kind of detection. No weapons can be fire while active, because of the enourmous powerdrain, the SPA drive can´t be activated either.
It can be turned on an off as an action.

Fabritech Starship Hull Coating:
Black coating +1 difficulty level for visual spotings.

Pulse Drive:
The Pulse drive technology operates on a different principle than normal stardrives, "pushing" space. Normal sensors can not easily pick up on this, and thus have +20 difficulty to detect, unless the sensors have been modulated to pick up "pushed space", in which case there's no penalty.

Sienar Fleet Systems 6-d5.2TAG Security System.
Includes early warning system (10 m), fire linked Blaster cannons (8D Cha), Speaker system, Remote transmitter (Darkwind and Grundgebringer)

Upgraded Power Core:
SPA Drive does not drain power from onboard weapons and shields.

Upgraded Sensor System:
With EPR, FST, DER and LFI.

Missile Feed System:
The Raptor features a missile feed system that allows the pilot to switch between different magazines of Pulse Missiles. Each launcher has a full magazine of 6 missiles for each type of missile. It costs an action to switch between systems. Only one switch can be made per round of combat.

Boarding Tube:
Description follows here…

SPA Drive:
Model: Nepsis Industries Sublight Plasma Acceleration Drive
Effect: Temporarily doubles a ship's Space move.
Game Notes: A modified variant of the Sienar Fleet Systems SLAM drive.
Game Use: SPA does not work in Hyperspace. The SPA Drive has its own high yield capacitors and thus not drain energy from onboard weapons.
These capacitors have enough power for 5 rounds of continuous acceleration. Each round of acceleration used takes 2 rounds of recharge. SPA may be turned off, and switched on again as long as power remains in capacitors.

Description

The Raptor – Personal transport of Carrion of the Black Guard. The ship is registered as owned by C&K Trading, a subsidiary of the Black Guard

The Ship has been heavily modified by HOMER, and the original specs of the YT-2400 has been exceeded many times over. Among the modifications are a security system that also features a homing signal, so that the Raptor can always be located from the Nepsis. A Slam Drive has also been installed.

Another thing that makes the Raptor special is that all systems are in perfect working order – no jury-rigged systems, no quirks, no drawbacks.

After the Black Guard, was made illegal by the Empire, The Raptor had a secondary IFF code installed, "The Pathfnder". When operating for The Black Guard, Carrion uses the original ID. when operating as a freighter in hostile or neutral territories he uses the second ID. Just as a precaution of course, because the Sourge is always within range, if an attack should occur. After the Darkwind was commisioned it took the role as an interceptor if Carrion should get in trouble.

Following the destruction of HOMER, the Raptor was due for another refit, and this time, it was upgraded with all the latest technological achievements of the Black Guard. While not as effective in combat as the Scourge, the refitted Raptor has plenty of other modifications that, without a doubt, makes it the best, most versatile, and nastiest freighter in the galaxy.


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Last edited by Thrawn on 14 August 2001 at 08:37 PM

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Moff Neomen
Deranged Moff of the Periphery, nyeh!
Registered: Jun 2000
Posts: 219


...

Yeah, I'd say that's more powerful than the Falcon. Just a bit.

...

I guess you did say you were power players, so that makes sense . Just wondering how the GM puts anything challenging in this ship's way....


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Tao
Experienced Player
Registered: Jul 2001
Posts: 145







quote:
Originally posted by Moff Neomen
Just wondering how the GM puts anything challenging in this ship's way....


I guess maybe star destroyers... er, well... maybe super star destroyers...


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loudanddeep
New Player
Registered: Jan 2001
Posts: 40





Well...um, how do you answer that?

Is this trolling?

If so, I refuse to comment any furthur...

If not, uh, I hope you enjoy playing.

dp


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Moff Neomen
Deranged Moff of the Periphery, nyeh!
Registered: Jun 2000
Posts: 219


quote:
Originally posted by Tao


I guess maybe star destroyers... er, well... maybe super star destroyers...



A lot of Super Star Destroyers...


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Thrawn
Black Guard GM
Registered: Feb 2000
Posts: 298


until now they have not been thrown in to a large battle, but it might come in the future, and then i would use alot of star destroyers and some interdictors


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elo-hym
Skilled Player
Registered: Feb 2001
Posts: 81


well the first thing i would like to say is..... hmmm

i think you have massively over powered your ship. a tie interceptor has a space of 11 and you really think that a cargo ship could out maneuver and out race the most advanced fighter in the imps arsenal?

if you look in tramp freighters guide, it goes into detail on what you can do with your ships, including Maximum modifications available to individual ships.

how on earth can you fit 13 gun emplacements onto it? its only 28m long?

and a cloaking device?

p.s. im not having a go or anything.... just my opinion.


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Thrawn
Black Guard GM
Registered: Feb 2000
Posts: 298


well Elo thats pretty easy
2 Quad in the gunwells, 2 ion cannons under the cockpit, 2 pulse missile launchers in the front of the main hull, and a small tractor beam on top of the cockpit.

about the space move, try reading my post about pulse drives, then you can see how the ship is able to move faster than a TIE interceptor.
But the mosted advanced craft in the empires arsenal are not a TIE Interceptor but a TIE Defender, and the Raptor has the same space move as a TIE Defender


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Farliner
Forever young Jedi Master
Registered: May 2001
Posts: 290


To be honest, it does seem overpowered - heavy ion canons, as I remember, are in large gun enplacements onboard cap ships, and each emplacement is like 2- m long... I know that people like to have powerfull tous, but if you check known examples of SW ships with cloaking devices (like Sith Infiltrator), you will se that they usualy tyrade off something to have cloaking device installed on them, as it obviously takes up space.


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Thrawn
Black Guard GM
Registered: Feb 2000
Posts: 298


Farliner
There was a computer game that had the V-38 phantom TIE in it, it had a cloaking device, and the fighter was not much bigger than a TIE fighter, it however drained so much power that no weapons could be fired while cloaked.

The Heavy Ion cannons are taken almost directly from Galaxy guide 6 Tramp fighers. and the don´t even do capital scale damage.

But I will agree it is a overpowered ship, I am just saying that it could be done.

This is just what I wanted, I like this discussion, you don´t have to agree, but your point will be noted. Then later I will try to make something bad happen to my players because of their powerful ship.


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Kayle Skolaris
Lord Protector
Registered: Feb 2000
Posts: 1289


Just for grins and giggles, here's the most massively modified and upgraded ship I've ever used as a PC in a game.

Starship: the Argent Armadillo
Craft: Orlean Star Explorer
Type: Modified Ancient Scout Ship
Length: 70 meters
Skill: Space Transports: Argent Armadillo
Crew: 1 plus 10 droids
Passengers: 7 (4 passenger slots have been converted to passenger space)
Cargo Capacity: 15 metric tons (100 tons base, +40 for converted passenger space, -10 tons for personal gear/equipment and CCS Kits, -50 tons for Loronar Landing Sphere, -65 tons for permanent modifications)
Consumables: 5 years
Hyperdrive Multiplier: x1
Hyperdrive Back-up: x10
Nav Computer: Yes
Cost: 200,000 credits as modified
Maneuverability: 2D (+1 Mishap Modifier)
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 8D (12D on the forward Fire Arc)
Shields: 0D
Sensors: (+2 Mishap Modifier for both range and accuracy on all sensors)
Passive: 125/2D
Scan: 250/3D
Search: 500/4D
Focus: 60/5D
Weapons:
1 Merr-Sonn Defender Ion Mine/Cannon
Scale: Starfighter
Fire Arc: Ventral Turret (Retractable Mount)
Crew: PG-5 Gunnery Droid (See below)
Skill: Starship Gunnery
Fire Control: 6D
Space Range: 5-30/60/100
Atmosphere Range: 500-3/6/10km
Damage: 10D Ionization
Notes: This is an automated ion mine that has been fitted to a heavy turbolaser turret mounting. Normally a single-shot weapon, it has been patched into the main power core and has a normal rate of fire. The unit is completely retractable and takes up a total of 15 tons of cargo space. This weapon is a recent addition fitted and paid for by the current owner of the ship, Drayk Kromwelle.

2 Heavy Plasma Drills
Scale: Starfighter
Fire Arc: Front
Crew: 1 PG-5 Gunnery Droid is linked to both drills
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-3/5/8
Atmosphere Range: 100-300/500/800 meters
Damage: 8D
Notes: These two weapons were added along with the extra forward armor over 4,000 years ago by a pirate who salvaged the weapons from the wreckage of another pirate ship, a converted Byblos Drive Yards E-2 Asteroid Miner named the Starjacker purchased from Bogga the Hutt. These weapons are fitted to either side of the forward airlock and are used to weaken a section of hull right before ramming. Once a target has been rammed, the plasma drills finish the job by cutting a smooth hole for the boarding chute to be deployed through. When used to weaken the hull of another ship prior to ramming, add the damage code of the weapons to the hull code of the ship for purposes of resisting the impact damage. If the resistance roll of the opposing ship is less than the total for the ramming vessel, the ramming vessel has successfully pierced the hull of the enemy ship without compromising the structural integrity of either vessel. These weapons account for 10 tons of cargo space apiece.

1 Retractable Multi-Weapon Pod
Scale: Speeder
Fire Arc: Turret (Ventral Mount)
Crew: Ulban Arms Class I Defense Droid Brain (Blaster Artillery 5D, Missile Weapons 5D)
Skill: Blaster Artillery for Laser Cannon and Plasma Mortar, Missile Weapons for Concussion Rockets
Fire Control: 2D
Space Range:
1-5/15/25 for Laser Cannon
1-2/4/6 for Plasma Mortar
1-6/30/160 for Concussion Rockets
Atmosphere Range:
10-500/1.5/2.5km for Laser Cannon
50-200/400/600 meters for Plasma Mortar
20-600/3/16km for Concussion Rockets
Damage:
5D for Laser Cannon
10D for Plasma Mortar
7D for Concussion Rockets
Blast Radius: 10 meters for Plasma Mortar or 20 meters for Concussion Rockets
Ammunition: 28 rockets
Notes: This retractable pod is the result of a recent need for ground support that Drayk experienced while extracting a group of researchers from a first contact situation that became volatile. After experiencing first-hand exactly how devastating two ton boulders launched from catapult could be, Drayk vowed never to be caught in a similar situation unprepared. Acquiring a badly damaged Ulban Arms Class I Defense Droid on the cheap, Drayk had a friend extract the droid’s brain and modify it to be used in a stationary mount slung under the hull of his ship. Fitting the still-functional anti-vehicular laser cannon into an armored housing alongside a heavy plasma mortar and placing a launch tube for a Bryn & Gweigth Level I concussion rocket system between them, and adapting the fire control computer from the rocket launcher to handle fire control duties for the two other weapons, Drayk’s Outlaw Tech friend was able to rig together a frighteningly effective infantry fire suppression system. There are, however, a few problems. Namely, the upgraded droid brain. To give the droid the needed initiative to handle the extra weapons and a turret mounting, the personality matrix had to be upgraded. Unfortunately the only personality matrix the Tech had on hand was from an R-5 Astromech droid. As a result the droid brain has a rather foul disposition and will on very rare occasion take potshots at unauthorized targets. Fortunately the droid cannot control when it is deployed or retracted. This system accounts for 5 tons of cargo space.

4 Blaster Cannons (Fire-Linked)
Scale: Starfighter
Fire Arc: Forward
Crew: Pilot
Skill: Starship Gunnery
Fire Control: 4D (Basic units have no fire control computers. Rolling a one on the Wild Die results in a signal overload. A Moderate Space Transports Repair roll and 1D rounds are needed to clear the system again. Fire Control is 0D until the system is cleared)
Space Range: 1-4/15/20
Atmosphere Range: 100-400/1.5/2km
Damage: 6D+2 (+3 Mishap Modifier)
Notes: These museum pieces are the original weapon emplacements of this ship and are over 23,000 years old. Originally, 2 fired forward and 2 were mounted aft, but sometime in this vessel’s past the aft units were mounted forward and all four weapons were linked together. A fire control computer has been added to aid in targeting, but due to the ancient technology of the original weapons, the connections between computer and gun are balky at best. Since they were an original component of the ship, these weapons take up no extra cargo space, but due to their ancient design removing them would free up 10 tons of space each.

Support Craft/Droid Personnel:
Craft: Loronar Landing Sphere
Type: Surface to Starship Transport
Scale: Speeder
Length: 6 meters
Skill: Repulsorlift Operations: Landing Sphere
Crew: 1
Passengers: 7
Cargo Capacity: 5 metric tons; 2 cubic meters
Consumables: 1 week
Move: 225; 650kmh
Maneuverability: 0D
Body Strength: 9D (+2 Mishap Modifier and 3 Jury-Rig
dice)
Shields: 1D (Shields apply only against sensors)
Sensors: (+2 Mishap Modifier for accuracy only)
Passive: 5/1D
Scan: 10/2D
Search: 15/3D
Focus: 1/3D
Weapons: None
Notes: Normally standard equipment on the Loronar Skyblind-Class Scout Ship, this landing sphere was added by the last owner, a somewhat paranoid Herglic arms dealer who had the landing sphere armored to nearly twice it’s original value. Unfortunately this much armor is never very stable and a properly angled shot can blow off entire armor plates. The sensor array has also been improved somewhat in terms of sensitivity. The landing facilities for this vessel account for a full 50 metric tons of cargo space.

2 Industrial Automaton PG-5 Gunnery Droids
Dexterity 1D
Knowledge 1D
Mechanical 1D
Capital Ship Gunnery 3D
Capital Ship Shields 4D
Communications 3D
Sensors 6D
Starship Gunnery 5D
Starship Shields 4D
Perception 1D
Strength 1D
Technical 2D
Capital Ship Weapon Repair 5D
Computer Programming/Repair 4D
Starship Weapon Repair 7D
Equipped With:
*Three Wheeled Legs (One Retractable)
*Heavy Grasper Arm
*3 Medium Arms (Retractable)
*Laser Welder (6D Damage, 0.3 meter range)
*Scomp-link (+1D to all computer programming/repair rolls when linked to a computer system)
Move: 4
Size: 2.5 meters
Cost: 6,500 (Including Additional Skillware)

1 Industrial Automaton V6 Pilot Droid
Dexterity 1D
Knowledge 1D
Planetary Systems 4D
Mechanical 1D
Astrogation 4D
Space Transports 5D+2
Perception 1D
Strength 2D
Technical 1D
Computer Programming/Repair 3D
Space Transports Repair 3D
Starfighter Repair 3D
Equipped With:
*Three Wheeled Legs (One retractable)
*One Retractable Arm
*One Visual Sensor (Human Range)
*Starship Interface Jack
*Video Display Screen
*Memory For 5 Pre-Programmed Hyperspace Jumps
Move: 5
Size: 1 meter tall
Cost: 12,000

6 Roche Hatchling-Class Zero-G Maintenance Droids
Dexterity 2D
Blaster 5D
Blaster: Welding Tools 7D
Dodge 6D
Knowledge 1D
Mechanical 1D
Perception 2D
Search 5D
Strength 4D
Technical 1D
Computer Programming/Repair 5D
Blaster Repair 4D
Droid Programming 5D
Droid Repair 5D
Repulsorlift Repair 4D
Space Transports Repair 5D
Starship Weapon Repair 4D
Equipped With:
*Repulsorlift/thruster package (Allows movement in an atmosphere with a flight ceiling of 10 meters. Thruster package allows movement in space)
*Six Arms
*Welding Lasers (0.3 meter range, 8D damage)
*Various Repair Appendages (Fitted for specific missions)
*Broadband Transmitter/Receiver Package
*Repair Database (Adds +2D to all repair rolls on spacecraft)
Move: 6 (In Atmosphere) 15 (In Space)
Size: 2 meters long
Cost: 6,000 Credits Each

1 Cybot Galactica EV Series Supervisor Droid
Dexterity 1D
Knowledge 3D
Intimidation 4D
Languages 4D
Value: Droids 5D
Mechanical 1D
Perception 2D
Command: Droids 5D
Strength 2D
Technical 3D
Computer Programming/Repair 4D
Droid Programming 5D
Droid Repair 4D+1
Equipped With:
*Humanoid Body (Two Arms, Two Legs, Torso, Head)
*High Frequency Binary Comlink
*Broadband Broadcast Antenna/Receiver System
*Photoreceptors (Human Range)
*Auditory Receptor
*Vocabulator
Move: 7
Size: 1.8 meters tall
Cost: 6,400 credits

Miscellaneous Equipment:
Heavy Duty Machine Shop/Repair Bay – Contains typical repair and maintenance equipment for all of Drayk’s possessions. The machine shop/repair bay accounts for 20 tons of cargo capacity.

Solid Fuel Converter – Allows for conversion of practically any matter into a usable power source for the ship. This item accounts for 5 tons of cargo capacity

10 CCS Kits (Catastrophic Crash Survival Kit) – These kits are meant to allow a person to start a new life on an inhabitable planet should their ship crash and be irreparably damaged. One is stored in each cabin and two are stored aboard the Landing Sphere. These kits account for 2 metric tons of cargo capacity. Each kit includes the following:
*Bedroll
*2 Breath Masks
*24 Breath Mask Filters
*Canvas, 10 square meters
*Cards, 2 Decks
*Concentrated Rations, 2 weeks
*2 Comlinks
*Cutting Blaster (5D Damage, 2-4/7/10 meter range, 50 shots)
*Datapads, 2 Standard
*Datapad, 1 Survey
*Dice, 2 Sets of Polyhedral (4, 6, 8, 10, 12, 20, and 30-siders)
*Field Scanner, Portable
*Fusion Generator, Portable
*Fusion Torch
*General Repair and Tool Kit
*Glow Rods, 20
*Heater, Portable
*Heavy Spacer’s Chest (2 meters by 1 meter, 8D Body, Contains the other equipment)
*Hydroextractor
*4 Ice Detonators (8D/6D/4D/2D Damage, 0-1/4/6/8 Blast Radius
*Macrobinoculars
*Mechgill
*General Medikit
*6 Medpacs
*Pocket Computer
*Radio, Portable Subspace
*Survival Suit
*Syntherope Dispensor, 200 meters
*Thermaflares, 6
*Thermite Cubes, 6
*Thinhut
*Thinhut Repair Kit
*Towel, Extra Large
*Vibroblade (Str+3D)
*Vibropick (Str+3D+1)
*Wrist Chronometer


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Last edited by Kayle Skolaris on 16 August 2001 at 07:58 PM

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