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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Thu Nov 09, 2017 8:27 pm    Post subject: |   |  
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				| Hoverscout Craft: Mekuun's Hoverscout
 Type: Multi-Role Combat Scout
 Scale: Walker (+8D)
 Length: 15.9 meters
 Skill: Hover Vehicle Operation: Hoverscout
 Crew: 1 & 3 Gunners
 Crew Skill:
 Sensors 4D
 Vehicle Blasters 4D+2
 Missile Weapons 4D+2
 Hover Vehicle Operation 4D+1
 Passengers: 6 (generally a 4-trooper fire team)
 Cargo Capacity: 50 kilograms
 Cover: Full
 Cost: Not Available For Sale
 Maneuverability: 1D
 Move: 70; 200kph (2D+2 Surface)
 Altitude Range: Ground - 1 meter
 Body: 3D
 Sensors:
 Passive 2km/1D
 Scan 4km/2D
 Search 6km/3D
 Focus 300m/4D
 Weapons:
 1 Heavy Laser Cannon
 Fire Arc: Turret
 Crew: 1
 Skill: Vehicle Blasters
 Fire Control: 1D
 Range: 200m-500m/1.5km/3km
 Damage: 4D
 1 Light Blaster Cannon
 Fire Arc: Front/Left/Right
 Scale: Speeder (+4D)
 Crew: 1
 Skill: Vehicle Blasters
 Fire Control: 1D
 Range: 100m-300m/800m/1.5km
 Rate of Fire: 2D Auto-Fire
 Damage: 5D
 1 Concussion Missile Launcher
 Fire Arc: Front/Left/Right
 Crew: 1
 Skill: Missile Weapons
 All Other Stats as per Ordnance Used
 Ammo: 8 (May select any Missiles from this list.)
 
 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
 
 
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Thu Nov 09, 2017 9:11 pm    Post subject: |   |  
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				| So, that's everything from the Vehicles chapter of the ImpSB.  Now I'm moving on to the RASB, after which I'll be attacking the Artillery chapters from both books. _________________
 "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: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Thu Nov 09, 2017 9:24 pm    Post subject: |   |  
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				| If any of you have been copy-and-pasting these as they come up, I just corrected an error on the Scale of the Walker-Scale vehicles.  Specifically, I listed them as +10D, when they should have been +8D.  All the recent posts have now been corrected, and I'm going to go back and edit / reformat some of the early posts to match the current template. _________________
 "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: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Fri Nov 10, 2017 2:53 pm    Post subject: |   |  
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				| A thought on the ULAV... 
 The WEG-stock ULAV comes with 2 light laser cannon and a grenade launcher front and a medium blaster cannon aft.  The thing is, I'm having difficulty picturing how a fixed-forward grenade is a usable option.
 
 What I'm considering is having the grenade launcher as an optional weapon on the rear mount, serving as a fire support weapon.
 
 Thoughts?
 _________________
 "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
 
  
  
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 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sat Nov 11, 2017 5:32 pm    Post subject: |   |  
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				| Here's the first offering from the RASB: the Freerunner.  I did stats for both the "tank" version detailed in the RASB and the APC version found in Rules of Engagement.  In addition, I included updated stats for two different home-brew Freerunner variants I've come up with over the years, expanding on the idea of "countless possible Freerunner variants." With this as a base, it would be relatively easy to write up stats for other variants, as discussed here. 
 Rebel Freerunner
 
 Craft: KAAC Freerunner (modified)
 Type: Multi-Role Combat Assault Vehicle
 Scale: Walker (+8D)
 Length: 14.6 meters
 Skill: Landspeeder Operation: Freerunner
 Crew: 2 (1 @ +5) & 3 Gunners
 Crew Skill:
 Sensors 4D
 Vehicle Blasters 4D
 Landspeeder Operation 4D
 Cargo Capacity: 250 kilograms
 Cover: Full
 Cost: 27,000 (new), 14,000 (used)
 Maneuverability: 1D
 Move: 105; 300kph (4D Surface)
 Altitude Range: Ground - 2 meter
 Body: 3D
 Sensors:
 Passive 2km/1D
 Scan 4km/2D
 Search 6km/3D
 Focus 300m/4D
 Weapons:
 1 Heavy Laser Cannon
 Fire Arc: Turret
 Crew: 1
 Skill: Vehicle Blasters
 Fire Control: 1D
 Range: 200m-500m/1.5km/3km
 Damage: 4D
 2 Light Blaster Cannon
 Fire Arc: 1 Front/Left/Right, 1 Rear/Left/Right
 Scale: Speeder (+4D)
 Crew: 1
 Skill: Vehicle Blasters
 Fire Control: 1D
 Range: 100m-300m/800m/1.5km
 Rate of Fire: 2D Auto-Fire
 Damage: 4D
 Note: All weapons may be controlled remotely by the pilot or co-pilot at a Fire Control of 0D
 
 VARIANTS: (Use above stats, except as noted)
 APC "Freeloader"
This variant replaces the heavy laser cannon with a cramped compartment with just enough room for 10 troopers or 2 metric tons of cargo.  While it has no official designation apart from APC, the crews have taken to calling it the "Freeloader" variant as a good-natured jibe against the infantry squads it carries into battle.
 
 Craft: KAAC Freerunner (modified)
 Type: Armored Personnel Carrier
 Crew: 2 (1 @ +5) & 2 Gunners
 Passenger / Cargo Capacity: 10 (troops) or 2 metric tons
 Weapons:
 2 Light Blaster Cannon
 Fire Arc: 1 Front/Left/Right, 1 Rear/Left/Right
 Scale: Speeder (+4D)
 Crew: 1
 Skill: Vehicle Blasters
 Fire Control: 1D
 Range: 100m-300m/800m/1.5km
 Rate of Fire: 2D Auto-Fire
 Damage: 4D
 Note: All weapons may be controlled remotely by the pilot or co-pilot at a Fire Control of 0D.
 
 
 Freelancer Assault Cannon Platform (Original Post)
 One of the Freerunner's older variants, the Freelancer is a dedicated anti-armor variant, capable of engaging even the heaviest walker.  Its main armament is a forward firing turbolaser (replacing the heavy laser and one light blaster cannon).  In combat, the Freelancer engages long range targets from a fixed position while using the remaining blaster cannon for defense. The turbolaser is vastly overpowered for a vehicle this size, requiring a bank of capacitors to store up energy between each shot.
 
 The Freelancer's relative lack of mobility has caused it to fall out of favor, and it is generally considered to be a relic of the Clone Wars, only still on active duty with planetary defense forces in outlying sectors.  Of course, some have found their way into Alliance service.  Unfortunately, the design is not a good fit to Alliance ground combat doctrine; its fixed-forward design limits its ability to fight on the move.  The Freelancer is at its best on the attack, with enemies in its forward fire arc (which is rare for the Alliance) or firing in ambush from a stationary position. For all its faults, the Freelancer is a potent weapon when used properly.
 
 Craft: KAAC Freerunner (modified)
 Type: Assault Cannon Platform
 Cost: 40,000 (Availability: 3, R)
 Weapons:
 1 Turbolaser Cannon
 Fire Arc: Front
 Crew: 2
 Skill: Vehicle Blasters
 Fire Control: 1D
 Range: 200m-1km/2.5km/5km
 Rate of Fire: 1/2 (1 if the vehicle is stopped or moving at Cautious Speed)
 Damage: 7D
 1 Light Blaster Cannon
 Fire Arc: Turret
 Scale: Speeder (+4D)
 Crew: 1
 Skill: Vehicle Blasters
 Fire Control: 1D
 Range: 100m-300m/800m/1.5km
 Rate of Fire: 2D Auto-Fire
 Damage: 4D
 Note: All weapons may be controlled remotely by the pilot or co-pilot at a Fire Control of 0D.
 
 
 Howlrunner Anti-Armor Missile Platform (Original Post)
 One of the Freerunner's newest variants, this rare vehicle is found exclusively in service with the Rebel Alliance.  After the Battle of Hoth, when Rebel anti-vehicle batteries were unable to stop (or even damage) attacking Imperial AT-ATs, much thought was given to developing a way to counter the threat of the Empire's walkers. The Howlrunner is one result.  Originally known as the Finbat-Freerunner, the change in name came about due to the Howlrunner's successful use of coordinated tactics to bring down much larger targets, much like the Kammarian pack hunter of the same name.
 
 The Howlrunner functions best in teams, ambushing advancing walker units with a barrage of missiles before darting away to evade Imperial counter-attacks, only to ambush again from another location a few kilometers away while alternating between targeting and launching roles as circumstances allow.  The Empire has yet to develop effective anti-Howlrunner tactics; the most effective counter to date was a "strategic withdrawal" of the attacking walkers, followed closely by an orbital bombardment that inflicted 40% casualties on the engaged Howlrunner company. Walker units that press their attacks in spite of initial losses tend to take even heavier casualties as they advance, as the more mobile Howlrunners move out to the flanks and rear of the attacking force, where most walkers lack defensive weaponry.
 
 Craft: KAAC Freerunner (modified)
 Type: Anti-Armor Missile Platform
 Crew Skill:
 Sensors 4D
 Vehicle Blasters 4D
 Missile Weapons 4D
 Landspeeder Operation 4D
 Cost: 45,000 (found only in Alliance service, NAFS)
 Sensors:
 Passive 2km/1D
 Scan 4km/2D
 Search 6km/3D
 Focus 300m/4D
 Note: The Howlrunner's sensors are contained in a pod mounted on a telescoping arm, which can extend up to 15 meters above the vehicle.  This allows the Howlrunner to utilize its sensors while remaining under Full Cover (such as behind a building or below the crest of a hill) and still be able to perform line-of-sight scans and targeting for the missile launcher.
 Special: Target Designation
 -Targeting Howlrunner must make a successful Sensor Lock-On on the target.
 -Targeting Howlrunner must then make a successful Comm roll to transmit targeting data to launching Howlrunner. Targeting transmissions are +2D vs. opposed Sensors to Detect, Identify or Jam.
 -Launching Howlrunner must have its Sensor Pod in line-of-sight to the target, in Passive mode.
 -Once it has received the targeting data (the beginning of the next round), the launching Howlrunner may fire a missile from Full Concealment at +2D to Hit.
 -This system is key to the Howlrunner's success.  Since even the Dual-Stage Finbat has only 1/3 the range of an AT-ATs main guns, Howlrunners are forced to engage from hull-down ambush positions under full cover.  However, full cover works both ways, as the Howlrunner is also unable to use its passive sensors for lock-on.  As such, a second Howlrunner, several kilometers away with a line-of-sight to the target, will Lock-On with its own sensors, then transmit targeting information to the Howlrunner waiting in ambush position.
 Weapons:
 1 Anti-Walker Missile Launcher
 Fire Arc: Turret (Vertical Launch Cells)
 Crew: 2
 Skill: Missile Weapons
 Fire Control: 2D
 Range: 0-100m/500m/1km
 Damage: 8D
 Ammunition: 16 Finbat/D Anti-Walker Missiles
 Game Notes:
 -ON TARGET: If the To Hit rolls succeeds by 7 or less, the success value of the Damage roll is automatically halved, representing an improperly aimed shot.  For example, on a hit roll of 7 or less, a Damage Result of +12 would be reduced to +6
 -DUAL-STAGE DRIVE: The standard Finbat missile is shoulder-fired with a maximum range of 500 meters. Alliance engineers designed and built an additional drive stage that acts as a launch and boost drive to loft the missile closer to its target. A boost stage with even greater range is under development, but has not yet been fielded.
 -INTERCEPTION: Because the Finbat is slow on take-off, it takes 1 round to reach a target at Medium Range, and 2 rounds to reach a target at Long Range.  If fired at Medium or Long range, the target can attempt to shoot down the missile in flight. The target may make one shoot-down attempt per round, and the missile is a Character-Scale target with a Body of 1D. Nearby units (within range) may also attempt to shoot down the missile, but suffer an additional -2D penalty to do so.
 1 Light Blaster Cannon
 Fire Arc: Turret
 Scale: Speeder (+4D)
 Crew: 1
 Skill: Vehicle Blasters
 Fire Control: 1D
 Range: 100m-300m/800m/1.5km
 Rate of Fire: 2D Auto-Fire
 Damage: 4D
 Note: All weapons may be controlled remotely by the pilot or co-pilot at a Fire Control of 0D.
 House Rule Notes:
 COMMAND DIFFICULTY MODIFIER: +1
VELOCITY MODIFIER: 2D 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 9:46 pm; edited 7 times in total
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		| Ray Commodore
 
  
  
 Joined: 31 Oct 2003
 Posts: 1743
 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
 
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				|  Posted: Sat Nov 11, 2017 6:12 pm    Post subject: |   |  
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				| Well, don't forget that speeders are one hell of a lot more maneuverable than groundcraft. 	  | CRMcNeill wrote: |  	  | A thought on the ULAV... 
 The WEG-stock ULAV comes with 2 light laser cannon and a grenade launcher front and a medium blaster cannon aft.  The thing is, I'm having difficulty picturing how a fixed-forward grenade is a usable option.
 
 What I'm considering is having the grenade launcher as an optional weapon on the rear mount, serving as a fire support weapon.
 
 Thoughts?
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 You don't need to move the car forward to move it from side-to-side.
 
 Also, maybe if the grenade launcher was fully auto rather than semi-auto, allowing it to shatter the hell out of blockades, which are a major concern for Rebels trying to get to, or from an open field battle, which really isn't their strong suit...
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sat Nov 11, 2017 6:39 pm    Post subject: |   |  
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				|  	  | Ray wrote: |  	  | Well, don't forget that speeders are one hell of a lot more maneuverable than groundcraft. 
 You don't need to move the car forward to move it from side-to-side.
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 The problem there is that I'm picturing grenade launchers as a ballistic-fire weapon, not a direct-fire one, and having aiming based on steering the ULAV's nose is really going to restrict their range and accuracy.
 
 
 I just picture the Grenade Launcher as more like the Mk. 19 AGL, and the ULAV more like a mobile fire support platform, using its speed and maneuverability to move from place to place and back into firing position for hit-and-run attacks. 	  | Quote: |  	  | Also, maybe if the grenade launcher was fully auto rather than semi-auto, allowing it to shatter the hell out of blockades, which are a major concern for Rebels trying to get to, or from an open field battle, which really isn't their strong suit... | 
 _________________
 "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: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sat Nov 11, 2017 7:48 pm    Post subject: |   |  
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				| Here's the ULAV.  I ended up making the grenade launcher one of three options for a rear-mounted heavy weapon system.  The ULAV ends up being a highly maneuverable infantry support platform, sort of like the Naboo speeders in TPM. 
 Rebel ULAV
 
 Craft: Imperial Ultra-Light Assault Vehicle (modified)
 Type: Ultra-Light Assault Vehicle
 Scale: Speeder (+4D)
 Length: 7 meters
 Skill: Landspeeder Operation: ULAV
 Crew: 1 & 1 Gunner (A single character can switch between the two, but this requires one round during which the ULAV can take no action).
 Crew Skill:
 Sensors 4D
 Vehicle Blasters 4D
 Landspeeder Operation 4D
 Cargo Capacity: 10 kilograms
 Cover: Full
 Cost: 12,900 (used)
 Maneuverability: 3D+2
 Move: 140; 400 kph (5D+2 Surface)
 Altitude Range: Ground - 1 meter
 Body: 2D+2
 Sensors:
 Passive 1km/1D
 Scan 2km/2D
 Search 3km/3D
 Focus 200m/4D
 Weapons:
 2 Medium Repeating Blasters (Fire-Linked)
 Fire Arc: Front
 Crew: 1 (Driver)
 Skill: Vehicle Blasters
 Fire Control: 2D
 Range: 3-50/150/400
 Rate of Fire: 3D Auto-Fire
 Damage: 3D
 1 Heavy Weapon Emplacement
 Fire Arc: Rear
 Crew: 1 (Gunner)
 PICK ONE:
 1 Light Blaster Cannon
Skill: Vehicle Blasters
 Fire Control: 2D
 Range: 100m-300m/800m/1.5km
 Rate of Fire: 2D Auto-Fire
 Damage: 4D
 1 Light Laser Cannon
 Skill: Vehicle Blasters
 Fire Control: 2D
 Range: 100m-300m/1km/2km
 Damage: 6D
 1 Repeating Grenade Launcher
 Scale: Swoop (+2D)
 Skill: Missile Weapons
 Fire Control: 2D (ignores 1D of Cover)
 Range: 50m-200m/700m/1.5km
 Rate of Fire: 2D Auto-Fire
 Damage: Varies with Grenade Type
 Ammo: 400 rounds (in four separate 100-round magazines.  Magazines are often loaded with different types of rounds, and the gunner can toggle between them).
 Common Grenade Types:
 House Rule Notes:
 VELOCITY MODIFIER: 3D 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
 
 
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sat Nov 11, 2017 9:23 pm    Post subject: |   |  
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				| And here's the Heavy Tracker.  The major things I changed are the sensor rules and the weapons (adding a repeating blaster for close-in defense).  I removed the 2D Fire Control bonus from the Heavy Laser Cannon because, under my system, any cannon weapon with a Sensor Lock-On gains a +2D bonus anyway.  So the Tracker's main advantage is that it can see "around" intervening terrain, so it's much more difficult to avoid detection. It's also noteworthy that WEG neglected to include a Cost (look under the stat in the RASB; all it says is "(new), (used)"), so I had to make something up. 
 Heavy Tracker
 
 Craft: Mekuun's Heavy Tracker
 Type: Mobile Scanning Unit
 Scale: Walker (+8D)
 Length: 22.2 meters
 Skill: Landspeeder Operation: Heavy Tracker
 Crew: 6 (3 @ +10) & 3 Gunners
 Crew Skill:
 Sensors 4D+1
 Vehicle Blasters 4D+1
 Landspeeder Operation 4D
 Cargo Capacity: 250 kilograms
 Cover: Full
 Cost: 54,000 (new), 36,000 (used)
 Maneuverability: 1D
 Move: 45; 130 kph (1D+2 Surface)
 Altitude Range: Ground - 2 meters
 Body: 3D+2
 Sensors:
 Passive 4km/1D
 Scan 6km/2D
 Search 10km/3D
 Focus 1km/4D
 Bonus: +1D to All Comms rolls
 Note: Integrated terrain following sensors negate any Cover bonuses to due to terrain concealing a target from Sensors, so long as the sensor target is within two meters of the ground.
 Weapons:
 1 Heavy Laser Cannon
 Fire Arc: Turret
 Crew: 2
 Skill: Vehicle Blasters
 Fire Control: 2D
 Range: 200m-500m/1.5km/3km
 Damage: 5D
 1 Medium Repeating Blaster
 Fire Arc: Front/Left/Right
 Crew: 1
 Scale: Character (+0D)
 Skill: Vehicle Blasters
 Fire Control: 2D
 Range: 3-50/150/400
 Rate of Fire: 3D Auto-Fire
 Damage: 6D
 
 House Rule Notes:
 COMMAND DIFFICULTY MODIFIER: +1
VELOCITY MODIFIER: 1D 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
 
 
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		| CRMcNeill Director of Engineering
 
  
  
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 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sat Nov 11, 2017 11:55 pm    Post subject: |   |  
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				| Rebel Speeder Truck 
 Craft: Traast's A-A5 (Modified)
 Type: Speeder Truck
 Scale: Walker (+8D)
 Length: 21.4 meters
 Skill: Landspeeder Operation: A-A5 Speeder Truck
 Crew: 2 (1 @ +5)
 Crew Skill:
 Landspeeder Operation 3D
 Passenger / Cargo Capacity: 25 or 25 metric tons
 Cover: Full
 Cost: 13,600 (new), 7,850 (used)
 Maneuverability: 1D
 Move: 45; 160 kph (1D+2 Surface)
 Altitude Range: Ground - 3 meters
 Body: 1D+2
 Sensors:
 Passive 1km/0D
 Variants: (Use Above Stats, except as noted)
 Armored Speeder Truck
Description: This version of the Speeder Truck has been up-armored and lightly armed to serve as a makeshift APC.  Civilian variants (without the repeating blaster) are commonly used for the transportation of high-value cargo, such as bank deposits and the like.
 Crew: 2 (1 @ +5) & 1 Gunner
 Crew Skill:
 Landspeeder Operation 3D
 Vehicle Blasters 3D
 Passenger / Cargo Capacity: 20 or 20 metric tons
 Cost: 27,200 (new), 15,700 (used)
 Altitude Range: Ground - 1.5 meters
 Body: 3D
 Weapons:
 1 Medium Repeating Blaster
 Fire Arc: Turret
 Crew: 1
 Scale: Character (+0D)
 Skill: Vehicle Blasters
 Fire Control: 1D
 Range: 3-50/150/400
 Rate of Fire: 2D Auto-Fire
 Damage: 6D
 House Rule Notes:
 VELOCITY MODIFIER: 1D 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
 
 
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sun Nov 12, 2017 12:01 am    Post subject: |   |  
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				| The only vehicle left is the Alliance Combat Airspeeder, which I did a long time ago, with a few extras... _________________
 "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: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sun Nov 12, 2017 12:02 am    Post subject: |   |  
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				| So, that's every vehicle from the three core sourcebooks.  I'll start working on the Artillery weapons tomorrow. _________________
 "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.
 
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		| CRMcNeill Director of Engineering
 
  
  
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 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sun Nov 12, 2017 11:05 am    Post subject: |   |  
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				| So, after some (not a lot of) consideration, I've decided to expand my list of artillery weapons to include the following, from Rules of Engagement and Hideouts & Strongholds: M102 Fire Arc
 Anti-Infantry & Anti-Vehicle Missile Launchers
 
 RAGOC (Repulsor-Assisted Ground-To-Orbit Concussion Missile) Launcher
 
 Light & Medium Ion Cannon
 
 Heavy Anti-Orbital Turbolaser
 
 Ground-To-Orbit Proton Torpedo Launcher
 I've been meaning for some time to fix the ranges for Anti-Orbital weaponry, so since I was going to be taking on the Anti-Orbital Ion Cannon, I figured I'd fix the other anti-orbitals, as well.
 _________________
 "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
 
  
  
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 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Sun Nov 12, 2017 7:18 pm    Post subject: |   |  
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				| Okay, so for starters, here are the revised stats of the various anti-orbital weaponry.  This has been on my radar for some time now, but I haven't been quite sure how I wanted to fix it until recently.  This is a quick and simple rule that is not astrographically correct, but will suffice to standardize orbital vs. surface capital ship action: -To attack a planet, Capital Ships must enter the same SU as the planet in question.
 -For the purposes of this system, the outer edge of the planet's SU is at 300 kilometers altitude.
 
 -Death Star-Scale weapons ignore this rule and can target a planet at their normal SU ranges.
 The first four weapons are strictly anti-orbital, and can only engage targets in atmosphere if they are "above" the weapon.  Generally, additional weaponry will be provided to defend them against surface or aerial attack.
 
 EDIT: Added the Speizoc "Grandfather Gun" to this list, due to its ability (as stated in the WEG write-up) to engage low-orbit targets.
 
 Heavy Anti-Orbital Turbolaser Cannon
 
 Model: Loronar Planetary Defense Cannon
 Type: Heavy Surface-to-Space Turbolaser Cannon
 Scale: Destroyer (+12D)
 Skill: Blaster Artillery: Anti-Orbital
 Crew: 46 (21 @ +12)
 Ammo: Unlimited (Integrated Reactor)
 Cost: 13,000,000 (new), 6,000,000 (used)
 Availability: 4, X
 Body: 7D
 Fire Control: 1D
 Range: 10km-50km/100km/300km
 Rate of Fire: 1/2
 Damage: 15D
 Note: Can only engage targets "above" it, as it can not depress far enough to engage targets attacking from the sides (i.e. the normal four fire arcs).  Because of their value, most anti-orbital weapons will be surrounded by additional defense weapons.
 
 
 Heavy Anti-Orbital Ion Cannon
 
 Model: KDY v-150 Planet Defender
 Type: Heavy Surface-to-Space Ion Cannon
 Scale: Destroyer (+12D)
 Skill: Blaster Artillery: Anti-Orbital
 Crew: 27 (12 @ +10)
 Ammo: Unlimited (Integrated Reactor)
 Cost: 500,000 (new), 100,000 (used)
 Availability: 3, X
 Body: 5D
 Fire Control: 5D
 Range: 10km-50km/100km/300km
 Rate of Fire: 1
 Damage: 12D (ionization)
 Note: Can only engage targets "above" it, as it can not depress far enough to engage targets attacking from the sides (i.e. the normal four fire arcs).  Because of their value, most anti-orbital weapons will be surrounded by additional defenses.
 
 
 Hyper-Velocity Cannon
 Mode: Heavy Anti-Orbital Projectile Cannon
 Scale: Destroyer (+12D)
 Skill: Artillery
 Crew: 10 (5 @ +10)
 Cover: Full
 Ammo: Effectively Unlimited (underground ammo bunkers are presumed to have sufficient ammunition to last for any engagement).
 Availability: 3, X
 Body: 3D
 Shields: 4D
 Fire Control: 3D
 Range: 10-50/100/200km
 Rate of Fire: 3D (Auto-Fire)*
 Damage: 7D
 *Every 1D of Auto-Fire used decreases the protection of the cannon's shields by an equal amount. For example, if the cannon used all 3D of its Auto-Fire rating, the cannon's Shield strength would be reduced by -3D.
 Note: Can only engage targets "above" it, as it can not depress far enough to engage targets attacking from the sides (i.e. the normal four fire arcs).  Because of their value, most anti-orbital weapons will be surrounded by additional defenses.
 
 
 Anti-Orbital Proton Torpedo Launcher
 
 Model: Arakyd PY-6 Proton Torpedo Cluster
 Type: Anti-Orbital Proton Torpedo Cluster Emplacement
 Scale: Destroyer (+12D)
 Skill: Missile Weapons
 Crew: 9 (3 @ +10)
 Ammo: 4
 Cost: 200,000 (new), 75,000 (used)
 Availability: 3, R
 Body: 2D
 Fire Control: 2D
 Range:
 -Orbital: 10km-50km/100km/300km
 Rate of Fire: 1
 Damage: 9D
 Note: Can only engage targets "above" it, as it can not depress far enough to engage targets attacking from the sides (i.e. the normal four fire arcs).  Because of their value, most anti-orbital weapons will be surrounded by additional defenses.
 
 
 Repulsor-Assisted Ground-to-Orbit Concussion Missile Launcher
 
 Model: Oryn Engineering RAX-1
 Type: Anti-Orbital Concussion Missile Emplacement
 Scale: Frigate (+10D)
 Skill: Missile Weapons
 Crew: 6 (3 @ +10) / 15 (8 @ +10) for a used system
 Ammo: 4 (5,000 per missile)
 Cost: 200,000 (new), 50,000 (used)
 Availability: 4, R
 Body: 1D
 Fire Control: 2D
 Range:
 -Orbital: 50km-75km/100km/300km (Can not engage Point Blank targets)
 Rate of Fire: 1/3
 Damage: 7D
 Special: The Concussion Missiles used by the RAGOC have a backup homing function.  Resolve the initial attack as per the RAW.  If the missile misses, it goes into homing mode for subsequent attacks, which are resolved on the following chart:
 Missed By = Result
The missile attacks at Easy Difficulty, and has a skill equivalent of 5D, a Fire Control of 4D and a Sensors rating of 3D (Sensors is used to resolve Lock-On attempts, while Fire Control is used to resolve attacks).<10 = Weapon is still homing, and may attack as normal the following round
 10-20 = Weapon has lost lock, but may roll to reacquire in the next round. If lock is reestablished, the weapon may attack as normal in the following round. If the lock is lost, the weapon's safety settings engage and it self destructs.
 21+ = Weapon has lost lock and can not re-engage. Safety settings engage and the weapon  self destructs.
 
 Note: Can only engage targets "above" it, as it can not depress far enough to engage targets attacking from the sides (i.e. the normal four fire arcs).  Because of their value, most anti-orbital weapons will be surrounded by additional defenses.
 
 
 Turbolaser Cannon
 
 Model: Loronar Turbolaser System I
 Type: Heavy Fixed Turbolaser Emplacement
 Scale: Frigate (+10D)
 Skill: Blaster Artillery
 Crew: 12 (6 @ +10)
 Ammo: Unlimited (Integrated Reactor)
 Cost: 250,000 (new), 125,000 (used)
 Availability: 3, X
 Body: 4D
 Fire Control: 1D
 Range:
 -Orbital: 6km-30km/70km/150km
 -Atmosphere: 300m-1.5km/3.5km/75km
 Rate of Fire: 2
 Damage: 6D
 
 
 Ion Cannon
 
 Model: KDY v-90 Protector
 Type: Heavy Fixed Ion Cannon Emplacement
 Scale: Frigate (+10D)
 Skill: Blaster Artillery
 Crew: 10 (4 @ +10)
 Ammo: Unlimited (Integrated Reactor)
 Cost: 100,000 (new), 30,000 (used)
 Availability: 3, X
 Body: 2D
 Fire Control: 3D
 Range:
 -Orbital: 2km-20km/50km/100km
 -Atmosphere: 100m-1km/2.5km/5km
 Rate of Fire: 1
 Damage: 6D (ionization)
 
 
 Speizoc "Grandfather Gun"
 
 Model: Speizoc C-136
 Type: Heavy Bombardment Cannon
 Scale: Frigate (+10D)
 Skill: Blaster Artillery: C-136
 Crew: 7 (4 @ +10)
 Ammo: 40 (Power Generator)
 Cost: 100,000 (used)
 Availability: 4, X
 Body: 3D
 Fire Control: 3D
 Range:
 -Atmosphere: 1km-3km/6km/10km
 -Orbital: 20km-60km/120km/200km
 Rate of Fire: 1/10
 Damage: 9D (ionization)
 _________________
 "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 Tue Dec 26, 2017 3:26 pm; edited 2 times in total
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Tue Nov 14, 2017 2:17 pm    Post subject: |   |  
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				| Artillery Weapons of the Rebel Alliance As a general rule, the Alliance is forced to make do with older, less capable models of artillery than the Empire.  What's more, because the Alliance is forced to fight an insurgent campaign, there are few locations where it can make effective, long-term use of emplaced artillery.  As such, Alliance artillery is used almost exclusively to provide a temporary defense so that a base can be evacuated.  Despite the relative age of the weapons available to the Alliance, a properly established line of defense can still provide a formidable challenge for any Imperial attack.  For example, at the Battle of Hoth, the Imperial fleet attacked while the Alliance was still "moving in", and as such, the heavy anti-vehicle cannon that could've potentially engaged an AT-AT were still in their shipping containers, and the Alliance was forced to make do (unsuccessfully) with what they had.
 
 Designer Note: Of the weapons listed here, the P-Tower and the DF.9 are both re-statted versions of the weapons used by the Alliance in ESB.  The v-188 is from the ImpSB Artillery chapter, but the description states that it is used by both sides.  The M102 Fire Arc is from Rules of Engagement, and the Hawkeye is derived from the anti-aircraft cannon described in the SWAJ #2 Article "A World To Conquer".
 
 
 Light Anti-Vehicle Laser Cannon
 
 Model: Atgar 1.4 FD P-Tower
 Type: Light Anti-Vehicle Laser Cannon
 Scale: Speeder (+4D)
 Skill: Blaster Artillery: P-Tower
 Crew: 4 (2 @ +10)
 Ammo: Unlimited (Power Generator)
 Cost: 10,000 (new), 2,000 (used)
 Availability: 2, R or X
 Body: 2D
 Fire Control: 1D
 Range:
 -Atmosphere: 100m-500m/2km/5km
 Rate of Fire: 1/2
 Damage: 3D+2
 
 
 Anti-Infantry Blaster Cannon
 
 Model: Golan Arms' DF.9
 Type: Medium Anti-Infantry Blaster Cannon
 Scale: Speeder (+4D)
 Skill: Blaster Artillery: DF.9
 Crew: 3 (1 @ +10)
 Ammo: Unlimited (Power Generator)
 Cost: 15,000 (new), 9,500 (used)
 Availability: 2, R or X
 Body: 3D
 Fire Control: 4D
 Range:
 -Atmosphere: 200m-600m/1.2km/2km
 Rate of Fire: 3D Auto-Fire
 Damage: 3D
 
 
 Heavy Anti-Vehicle Cannon
 
 Model: Speizoc v-188 Penetrator
 Type: Heavy Anti-Vehicle Cannon
 Scale: Walker (+8D)
 Skill: Blaster Artillery: V-188
 Crew: 8 (3 @ +10)
 Ammo: Unlimited (Power Generator)
 Cost: 120,000 (new), 60,000 (used)
 Availability: 3, X
 Body: 3D+1
 Fire Control: 1D
 Range:
 -Atmosphere: 500m-1.5km/3km/6km
 Rate of Fire: 1/3
 Damage: 8D (Point Blank & Short) / 6D+2 / 3D+2
 
 
 Air Defense Blaster Cannon
 
 Model: Hawkeye Anti-Starfighter Cannon System
 Type: Air Defense Cannon
 Scale: Speeder (+4D)
 Skill: Blaster Artillery: Hawkeye
 Crew: 3 (1 @ +10)
 Ammo: Unlimited (Power Generator)
 Cost: 20,000 (new), 6,000 (used)
 Availability: 3, X
 Body: 2D+1
 Fire Control: 2D
 Range:
 -Atmosphere: 100m-500m/1km/1.7km
 Rate of Fire: 2D Auto-Fire
 Damage: 5D
 Sensors:
 Search: 5km / 3D
 Focus: 500m / 4D
 
 
 Ballistic Artillery Projectile Cannon
 
 Model: Golan M102 Fire Arc
 Type: Ballistic Artillery Projectile Cannon
 Scale: Walker (+8D)
 Skill: Artillery: M102 Fire Arc
 Crew: 8 (3 @ +10)
 Ammo: 20
 Cost: 25,000 (new), 12,000 (used)
 Availability: 3, X
 Body: 2D
 Fire Control: 2D
 Range:
 -Atmosphere: 1km-5km/10km/20km
 Rate of Fire: 1
 Damage: Varies by Projectile
 Projectile Types:
 -Proton (General Purpose) (7D Damage, Standard Blast)
 -Concussion (Anti-Vehicle / Bunker Buster) (9D Damage, Point Blast)
 -Cluster (Anti-Personnel) (2D Damage, Area Blast)
 -Plasma (2D Incendiary Damage, Standard Blast)
 Game Notes: Shells can be shot down by laser weapons. Shells are considered Character-Scale targets, and have a Body of 1D, but are -2D to Hit, due to their size and speed. Shells remain in the air for 1 round for every range band they cross (1 round for Short Range, 2 rounds for Medium, and 3 rounds for Long).
 _________________
 "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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