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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14152 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Nov 21, 2017 2:36 pm Post subject: |
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CRMcNeill wrote: |
How are you picturing it? As is, but tougher? I've always though the Left and Right Laser Cannon should be able to angle forward, too. |
The cockpit a little larger, the guns in turrets so each can angle forward, right or left as needed (along with rear). Slightly improved hull (3d+1 or +2).. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 2:47 pm Post subject: |
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garhkal wrote: | CRMcNeill wrote: |
How are you picturing it? As is, but tougher? I've always though the Left and Right Laser Cannon should be able to angle forward, too. |
The cockpit a little larger, the guns in turrets so each can angle forward, right or left as needed (along with rear). Slightly improved hull (3d+1 or +2).. |
There's not much I can do about the cockpit, but the others are simple enough. _________________ "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: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 3:03 pm Post subject: |
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The main change I made here was adding a tractor beam projector. I recall, in the X-Wing games, Lambda shuttles were used to haul in Alliance fighters if they were disabled in combat. Add to that the fact that the tractor beam gives the Lambda a little added utility as a fleet support platform and it was an easy step.
Lambda-Class Utility Shuttle
Images by Fractalsponge
Craft: Seinar Fleet Systems' Lambda-Class
Type: Armed Multi-Role Shuttle
Scale: Starship (+6D)
Length: 20 meters
Skill: Starship Piloting: Lambda-Class
Crew: 2 (can coordinate, 1 @ +10) & 3 Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 5D
Sensors 4D
Shields 4D
Transport Capacity: 40 passengers or 80 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 5 (2D+2)
Atmosphere: 295; 850 kph
Hull: 4D
Shields: 1D
Sensors:
Passive 20/0D
Scan 40/1D
Search 60/2D
Focus 4/3D
Weapons:
2 Dual Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
3 Dual Blaster Cannon
Fire Arc: 2 Front, 1 Rear
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D
1 Tractor Beam Projector
Fire Arc: Front or Rear
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-2/5/10
--Atmosphere: 100m-200m/500m/1km
Damage: 4D
Variants: (Use Above Stats, except as noted)Escort (Images)
Description: This heavily armed variant trades much of the standard Lambda's transport capacity for heavier weapons, better speed and maneuverability, as well as a stronger hull and shields. It was originally intended to serve as a transport in contested space. While it uses the same basic hull as the Lambda, its wings are angled forward, each mounting a forward firing laser cannon on the tip. In addition, the ship also mounts a dual light turbolaser covering its rear arc. Because of its heavy armament, this ship often ends up serving as an escort to other shuttles.
Crew: 3 (1 @ +10) & 2 Gunners
Transport Capacity: 10 passengers or 20 metric tons
Maneuverability: 2D
Space: 7 (3D+2)
Atmosphere: 350; 1,000 kph
Hull: 5D
Shields: 2D
Sensors:
Passive 30/1D
Scan 60/2D
Search 90/3D
Focus 4/4D
Weapons:
3 Medium Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
2 Dual Blaster Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D
1 Dual Light Turbolaser
Fire Arc: Rear
Crew: 2
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 3-6/18/36
--Atmosphere: 300m-600m/1.8km/3.6km
Damage: 8D
2 Light Warhead Launchers (Fire-Linked)
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 8 per launcher. May select Light Missiles & Rockets from this list, depending on Availability.
VIP Transport
Description: Externally identical to the standard Lambda, this version is modified for the transportation of high-ranking passengers. Equipped with stronger shields and communication systems, the interior is also much more luxuriously furnished, complete with comfort lounger acceleration chairs, an entertainment system and a full auto-chef. It also features a full comm system, complete with Holonet access, to allow its passengers to remain in contact with both subordinates and superiors during transit.
Passengers: 20 passengers
Cargo Capacity: 10 metric tons
Consumables: 2 months
Shields: 2D
Sensors: +2D to Communications (Hyper-Comm Equipped)
Scout/Courier
Description: This version of the Lambda is modified to serve as a multi-role scout. Instantly recognizable due to the dorsal Comm/Scan package that replaces the central wing, it is equipped with improved sensors and stealth at the expense of transport capacity.
Crew: 2 (can coordinate, 1 @ +5)
Passengers: 10
Cargo Capacity: 20 metric tons
Consumables: 3 months
Shields: 1D (Stealth)
Sensors:
Passive 30/1D
Scan 60/2D
Search 90/3D
Focus 4/4D
Weapons: (As Standard, except as noted)
1 Dual Blaster Cannon
Fire Arc: Rear
Crew: 1 (Pilot or Co-Pilot) House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1 (Scout: +0)
SHIELD & SHIELD CONTROL: 1D @ 1D (Escort & VIP: 2D)
VELOCITY MODIFIER: 1D+1 Flight (Escort: 2D) _________________ "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 Thu Jan 20, 2022 10:59 pm; edited 12 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 4:28 pm Post subject: |
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EDIT: As part of a recognized pattern of naming hyperspace-capable shuttle craft after letters in the Tionese (Greek) Alphabet, I've decided to redesignate the Sentinel as the Psi-Class.
Psi-Class Troop Shuttle
Images
Craft: Seinar Fleet Systems' Psi-Class
Type: Multi-Role Troop Shuttle
Scale: Starship (+6D)
Length: 38 meters
Skill: Starship Piloting: Psi-Class
Crew: 2 (can coordinate, 1 @ +10) & 5 Gunners
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 5D
Sensors 4D
Shields 4D
Transport Capacity: Varies:
--180 metric tons or...
--90 passengers or...
--1 Reinforced Assault Platoon (4 Line Squads w/ Command Element, 2 Heavy Weapon Squads and 1 Scout Lance; 61 troops total)
--36 74-Z Speeder Bikes (w/ Scout Riders)
--12 Compact Assault Vehicles or AT-PTs
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 7 (3D+2)
Atmosphere: 350; 1,000 kph
Hull: 4D+2
Shields: 2D+2
Sensors:
Passive 20/0D
Scan 40/1D
Search 80/2D
Focus 4/3D
Weapons:
4 Dual Laser Cannon (Retractable)
Fire Arc: 2 Front, 1 Rear, 1 Rear/Left/Right
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
2 Light Blaster Cannon
Fire Arc: 1 Front/Left, 1 Front/Right
Scale: Speeder (+4D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 4D
Range:
--Space: 1-3/8/15
--Atmosphere: 100m-300m/800m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: 3D+2
2 Warhead Launchers (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 8 per launcher. May select any Weapons from this list, depending on Availability.
Variants: (Use Above Stats, except as noted)LOADER
Description:
This stretched variant strips out the entire cargo bay and much of the weapons systems and replaces it with heavy cargo grapplers and a Prexton Field Generator that allows it to carry external cargo from orbit to surface and back. It can carry heavy assault vehicles such as the AT-AT or Juggernaut, or can carry a variety of cargos or passengers in general purpose containers. It is also used to land fixed emplacements, such as artillery, rapid deployment bases, sensors pods, etc.
Length: 45 meters
Cargo Capacity:
--500 metric tons (carried externally)
--1 Heavy Assault Vehicle (AT-AT, Juggernaut, etc.)
--2 Medium Assault Vehicles
--4 Light Assault Vehicles (AT-STs)
Weapons:
3 Dual Laser Cannon (Retractable)
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
2 Light Blaster Cannon (Retractable)
Fire Arc: 1 Front/Left, 1 Front/Right
Scale: Speeder (+4D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 4D
Range:
--Space: 1-3/8/15
--Atmosphere: 100m-300m/800m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: 3D+2
1 Tractor Beam Projector
Fire Arc: Front or Rear
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-2/5/10
--Atmosphere: 100m-200m/500m/1km
Damage: 4D
CARRIER
Description:
Built on the same stretched frame as the Loader, this variant is intended to replace the aging Gozanti-Class Carrier Cutters still in Imperial service. As with the Loader Variant, much of the Psi's main cargo bay is stripped out and replaced with a thick central module that mounts two TIE launch racks on either side, and features a semi-recessed service bay to the rear, just forward of the engines. The service bay has a retractable door with an airtight seal that allows onboard technicians to service and repair a TIE without having to use spacesuits. The Carrier Variant has cramped accommodations for its crew, and all available storage space is used to store fuel and spare parts for the carried TIEs; as such, there is no room for cargo or passengers.
Length: 45 meters
Cargo Capacity:
--4 TIE-Series Starfighters
Weapons: As Loader Variant
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
SHIELD & SHIELD CONTROL: 2D+2 @ 2D
VELOCITY MODIFIER: 2D Flight _________________ "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 Feb 07, 2022 5:12 pm; edited 10 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 6:10 pm Post subject: |
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That's all of the Starfighter / Starship Scale ships from the 2R&E Rulebook and the four core sourcebooks. Now I'm going to wrap this up with a selection of ships from the other Sourcebooks, as well as any requests:Scimitar Assault Bomber (from Dark Force Rising Sourcebook)
E-Wing (re-imagined as a 2-seat Fighter/Bomber replacement for the Y-Wing)
Sydon MRX-BR Pacifier Armed Scout (from GG8: Scouts, on request from garhkal)
Svelte-Class Stealth Transport (re-imagining of the Svelte-Class Imperial Shuttle from Jedi Academy) _________________ "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: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 6:57 pm Post subject: |
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g, here's your request. As far as the cockpit. I'm thinking the design would make more sense if the "double nose" section of the cockpit was inverted, so that it stuck out, instead of in. That way, the cockpit window would look like it was wrapping around the top of the nose section, rather than trying to bend into a double-sided cockpit.
MRX-BR Pacifier
Craft: Sydon Vehicle Works' MRX-BR Pacifier
Type: Armed Scout Ship
Scale: Starship (+6D)
Length: 25 meters
Skill: Starship Piloting: MRX-BR Pacifier
Crew: 1
Crew Skill:
Astrogation 4D
Gunnery 5D
Piloting 5D
Sensors 4D
Shields 4D
Passengers: 3
Cargo Capacity: 25 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 7 (3D+2)
Atmosphere: 415; 1,200 kph (5D)
Hull: 3D+2
Shields: 2D
Sensors:
Passive 30/1D
Scan 60/2D
Search 120/3D
Focus 10/3D+2
Weapons:
3 Laser Cannon
Fire Arc: 1 Front/Left, 1 Front/Right, 1 Rear/Left/Right
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 4D
Note: Because the Pacifier is designed to be operated by minimal crew, all three cannon are controlled from a remote firing station in the cockpit. In addition, weapons firing in the same fire arc automatically fire-link, generating a +1D bonus that can be applied to either Fire Control or Damage.
2 Warhead Launchers
Fire Arc: 1 Front, 1 Rear
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 16 rounds (central magazine feeds both launchers). May select any Weapons from this list, as well as Gravity Bombs or Space Mines from this list (Rear Launcher only), depending on Availability.
House Rule Notes:SHIELD & SHIELD CONTROL: 2D @ 1D
VELOCITY MODIFIER: 2D+2 Flight (2D Space) _________________ "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 Thu Jan 20, 2022 10:52 pm; edited 9 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 7:14 pm Post subject: |
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The Scimitar is basically a TIE Bomber repackaged in a faster, more maneuverable airframe, with two crew instead of one to make it easier to handle all the duties of flying and launching ordnance. Not much to change, apart from adding a House Rule for being able to angle their lasers down for strafing runs.
TIE Scimitar
Images
Craft: Seinar Fleet Systems' TIE/sc "Scimitar"
Type: Assault Bomber
Scale: Starship (+6D)
Length: 13.8 meters
Skill: Starship Piloting: Scimitar Assault Bomber
Crew: 2 (can coordinate, 1 @ +5)
Crew Skill:
Gunnery 5D
Piloting 4D
Shields 4D
Sensors 4D
Cargo Capacity: 200 kg
Consumables: 5 days
Hyperdrive Modifier: x2
Nav Computer: Limited (5 jumps)
Maneuverability: 2D+1
Space: 9 (4D+2)
Atmosphere: 400; 1,150 kph
Hull: 5D
Shields: 1D+2
-Fire Control Jammer: -2D to Enemy Fire Control in Front Fire Arc.
Sensors:
Passive 20/1D
Scan 40/2D
Search 60/3D
Focus 4/4D
Weapons:
2 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
Special: The Scimitar's laser cannon can be angled down for strafing runs against ground targets. This adds 1D to Fire Control against ground targets, and reduces Fire Control by 1D against aerial targets. Switching between the two modes requires a standard action for MAP purposes. In addition, if the Scimitar is flying "over" a space target, such as a space station or enemy capital ship, they can treat it as a ground target.
16 Warhead Launch Tubes
Fire Arc: Front
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 1 per tube (2 per tube if loading Gravity Bombs or Mines). May select any Weapons from this list, as well as Gravity Bombs or Space Mines from this list, depending on Availability.
1 Heavy Ordnance Hardpoint
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 1. May select any Weapon from this list, depending on Availability.
Note: Any carried weapon applies a penalty of -1 Space (-20 Atmosphere) and -1D to Maneuverability and Hull.
House Rule Notes:SHIELD & SHIELD CONTROL: 1D+2 @ 1D
VELOCITY MODIFIER: 2D+1 Flight _________________ "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 Thu Jan 20, 2022 10:41 pm; edited 11 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 7:56 pm Post subject: |
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The E-Wing is supposed to be a follow-on and replacement of the X-Wing. However, The Force Awakens shows us that the X is still going on strong decades later. I have my problems with the E-Wing's design, but I still liked it enough that I decided to salvage it from the crap pile that is the Dark Empire series. So, instead of an X-Wing replacement, I decided that its heavy ordnance capacity made it a great replacement for the Y-Wing, but only just after the Battle of Endor (to explain why there weren't any E-Wings there)
I replaced the center-line laser above the cockpit with the Y-Wing's dual light ion cannon, then upgraded the wing lasers to Heavies to give them the same punch as the quad-lasers on the X-Wing. I also upgraded the proton torpedo launcher to 2 multi-warhead launchers, which let the E- fire pretty much everything on my ordnance list, and makes it the first Alliance fighter to be equipped with the same Multi-Warhead Launchers found on the TIE Bomber, Avenger and Defender. Since ordnance firing under my system works best with two crew (one to handle the Sensor Lock and one to handle the shooting), I gave it a two-man crew, plus the astromech.
I should note that my biggest issue with the E-Wing (and the A-9 Vigilance, also from Dark Empire) is their engine placement. In a zero-g environment, physics dictates that thrust be equally distributed around the ship's center of mass, else they will be thrusting off-center and just spin in a circle. All canon ships (the ones seen on screen) obey this rule (or get close enough to it as to appear to), but the E-Wing and A-9 do not. Instead, their main drives are placed too low on their wings, and thus too far off center to be able to make effective use of that thrust. Because of this, the E-Wing I picture in my head has engines more like the ARC-170 in ROTS, where the engines are all the way up at the junction of the wing roots and the fuselage.
E-Wing Starfighter
Craft: FreiTek Inc.'s E-Wing
Type: Attack Starfighter
Scale: Starship (+6D)
Length: 11.2 meters
Skill: Starship Piloting: E-Wing
Crew: 2 (can coordinate, 1 @ +5) & 1 Astromech
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 5D
Shields 4D+1
Sensors 4D
Cargo Capacity: 110 kilograms
Consumables: 5 days
Hyperdrive Multiplier: x1
Nav Computer: 10 jumps (Astromech)
Maneuverability: 3D+1
Space: 9 (4D+2)
Atmosphere: 400; 1,150 kph
Hull: 5D
Shields: 1D
Sensors:
Passive 30/0D
Scan 55/1D
Search 85/2D+1
Focus 5/4D
Weapons:
2 Heavy Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 6D
2 Light Ion Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 4D (ionization)
2 Multi-Warhead Launchers
Fire Arc: Front (Rear for Space Mines)
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 16 (central magazine feeds both launchers). May select any Weapons from this list, as well as Gravity Bombs or Space Mines from this list, depending on Availability.
1 Heavy Ordnance Hardpoint
Skill: Starship Gunnery
All Other Stats vary by Weapon Type
Capacity: 1. May select any Weapon from this list, depending on Availability.
Note: Any carried weapon applies a penalty of -1 Space (-20 Atmosphere) and -1D to Maneuverability and Hull.
Special Equipment: Damage Control
The E-Wing is equipped with multiple redundant backups and various automated repair systems that are controlled by the Astromech. If the E-Wing is Lightly Damaged, the Astromech may make an Easy Repair roll (takes 1 round) to ignore the Damage result. The damage must be repaired soon, but the temporary repairs will hold long enough to get the E-Wing back to base. This may be used more than once, but Difficulty increases by +10 for each additional Lightly Damaged result. In addition, on any Wild Dice failure, a temporarily repaired system may break down again, requiring the Astromech to make a new Repair roll.
House Rule Notes:SHIELD & SHIELD CONTROL: 1D @ 1D+2
VELOCITY MODIFIER: 2D+1 Flight _________________ "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: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 8:53 pm Post subject: |
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And finally, as I said I would, here is the Svelte-Class Shuttle from The Jedi Academy Sourcebook, reimagined as an Imperial Stealth & Special Operations Shuttle, which is way more useful for giving PCs a nasty, sneaky surprise.
EDIT: As part of a recognized pattern of naming hyperspace-capable shuttle craft after letters in the Tionese (Greek) Alphabet, I've decided to redesignate the Svelte as the Sigma.
Sigma-Class Special Operations Shuttle
Craft: Silviut Corporation's Sigma-Class
Type: Special Operations Shuttle
Scale: Starship (+6D)
Length: 17 meters
Skill: Starship Piloting: Sigma-Class
Crew: 2 (can coordinate, 1 @ +5) & 2 Gunners
Crew Skill:
Astrogation 4D
Gunnery 4D+2
Piloting 5D
Shields 4D+1
Sensors 4D
Transport Capacity: 15 passengers or 30 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Space: 6 (3D)
Atmosphere: 330; 950 kph
Hull: 4D+2
-Sensor Baffling: +2D to Stealth
Shields: 2D (Stealth Shields)
Sensors:
Passive 30/0D
Scan 45/1D
Search 80/2D
Focus 4/2D+2
Weapons:
2 Dual Laser Cannon (Fire-Linked)
Fire Arc: Front/Rear*
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Fire Control: 3D (2D in Rear Arc)
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
*Because of the positioning of the laser cannon on the Svelte's wingtips, they can be swiveled 180 degrees to fire in either Front or Rear Fire Arcs. Swiveling the cannon counts as a Standard Action for MAP purposes.
2 Dual Blaster Cannon
Fire Arc: 1 Front/Left/Right, 1 Rear
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 4D
2 Warhead Launchers
Fire Arc: 1 Front, 1 Rear
Crew: 1 (Pilot or Co-Pilot)
Skill: Starship Gunnery
Rate of Fire: 1
All Other Stats vary by Weapon Type
Capacity: 8 (central magazine feeds both launchers). May select any Weapons from this list, as well as Gravity Bombs or Space Mines from this list (Rear Launcher only), depending on Availability.
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
SHIELD & SHIELD CONTROL: 2D @ 2D
VELOCITY MODIFIER: 1D+2 Flight _________________ "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 Thu Jan 20, 2022 11:05 pm; edited 10 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 21, 2017 8:53 pm Post subject: |
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And, unless someone has another request, or I get a wild hair and feel the need to re-stat something in particular, that's everything. _________________ "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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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10397 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14152 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Nov 22, 2017 2:53 am Post subject: |
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Lookin good!! and i liked the idea of adding a tractor to lambda shuttles.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Thu Nov 23, 2017 1:57 am Post subject: |
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As I was reading your entry about the improved atmospheric capacity of the Imperial Army variant of the TIE Fighter, something occurred to me: a request for stats for the TIE Striker (TIE/sk) under your system. Granted, it's not something WEG ever statted, but we do have official in-universe stats for them in the Rogue One Visual Guide... _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Nov 23, 2017 10:52 am Post subject: |
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Sutehp wrote: | As I was reading your entry about the improved atmospheric capacity of the Imperial Army variant of the TIE Fighter, something occurred to me: a request for stats for the TIE Striker (TIE/sk) under your system. Granted, it's not something WEG ever statted, but we do have official in-universe stats for them in the Rogue One Visual Guide... |
Technically, it's more that the Army TIE doesn't lose performance in atmosphere, and sacrifices some speed to do so.
There are quite a few ships from Rogue One that I'd like to take stat out and the /sk is on that list. I'm just not quite there yet. When I do get around to it, it will be in a different topic; this one is specifically for ships with existing WEG stats. _________________ "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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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Thu Nov 23, 2017 4:06 pm Post subject: |
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CRMcNeill wrote: | Sutehp wrote: | As I was reading your entry about the improved atmospheric capacity of the Imperial Army variant of the TIE Fighter, something occurred to me: a request for stats for the TIE Striker (TIE/sk) under your system. Granted, it's not something WEG ever statted, but we do have official in-universe stats for them in the Rogue One Visual Guide... |
Technically, it's more that the Army TIE doesn't lose performance in atmosphere, and sacrifices some speed to do so.
There are quite a few ships from Rogue One that I'd like to take stat out and the /sk is on that list. I'm just not quite there yet. When I do get around to it, it will be in a different topic; this one is specifically for ships with existing WEG stats. |
Ooh, WEG stats for ships like the Profundity? I await them with baited breath. _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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