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All-Terrain Attack Vehicle (AT-AV)
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 10835
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Aug 20, 2016 4:06 pm    Post subject: All-Terrain Attack Vehicle (AT-AV) Reply with quote

So, in case I haven't made it clear already, I love the artwork of Ansel Hsiao. However, one area where I disagree with him is that, as artists are wont to do, he creates original material, where I would prefer to fill in the gaps of the existing EU. A case in point is the AT-AV. Mentioned by Leia in Children of the Jedi (as a name for one of her pets), it has been postulated by the Star Wars Technical Commentaries that the AT-AV was a military walker, although next to nothing is known about it.

Which brings us to Mr. Hsiao's All-Terrain Storm Walker. It's an amazingly well done vehicle, but it is also completely original, with no precedent in the EU for its existence.

So what I'm going to do here is co-opt the AT-SW, stat it out and rename it as the AT-AV, so as to fill in one more gap in the EU. Also, this stat uses my scale system, where Walkers are at +8D, and Speeders are at +4D. Bear that in mind when considering the differing damages inflicted by the AT-AV's weapons.

This stat also includes my first use of a prototype rule for assigning a blast radius to weaponry that is above Character-Scale. Feedback appreciated.

Enjoy.


All-Terrain Attack Vehicle

Images

Craft: KDY's AT-AV
Type: Attack Walker
Scale: Walker (+8D)
Length: 15 meters long, 12 meters tall
Skill: Walker Operation: AT-AV
Crew: 2 (1 @ +10) & 1 Gunner
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Walker Operation 5D
Passengers: 1 (in place of cargo)
Cargo Capacity: 200 kilograms
Cover: Full
Cost: Not Available For Sale
Maneuverability: 2D
Move: 30; 90 km/h
Body: 4D
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
2 Heavy Laser Cannon (Fire-Linked)
Fire Arc: Front/Left/Right
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 200m-500m/1.5km/3km
Damage: 6D
2 Light Laser Cannon (Fire-Linked)
Fire Arc: Front/Left/Right
Scale: Speeder (+4D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 100m-300m/1km/2km
Damage: 5D
2 Light Rocket Launchers (Fire-Linked)
Fire Arc: Front/Left/Right
Scale: Speeder (+4D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 100m-1km/2km/5km
Rate of Fire: Can fire rockets singly or in volleys. Volley fire adds an Auto-Fire rating of 1D for firing 4 rockets, and 2D for firing 20 rockets.
Damage:
--Anti-Vehicle: 6D (Point)
--Anti-Personnel: 2D (Area)
Ammo: 20 rockets per launcher (rocket types can be mixed and matched, but are generally loaded one type per launcher)
1 Defense Turret
Fire Arc: Turret (Ventral)
Crew: 1 (Gunner or Co-Pilot)
Skill: Vehicle Gunnery
    Twin Heavy Repeating Blaster
    Scale: Speeder (+4D)
    Crew: 1 (Gunner or Co-Pilot)
    Skill: Vehicle Gunnery
    Fire Control: 5D
    Range: 3-75/200/500
    Rate of Fire: 2D Auto-Fire
    Damage: 4D
    1 Grenade Launcher
    Scale: Swoop (+2D)
    Fire Control: 1D
    Range: 50m-100m/250m/500m
    Rate of Fire: 1D Auto-Fire (fires 4 grenades, but must be of the same grenade type)
    Damage:
    --Concussion: 6D (Point)
    --Fragmentation: 3D (Area)
    Ammo: 160 in 4 separate magazines (can hold up to 4 different types of grenades)

Notes on Fire Arcs:The AT-AV's main body can turn to engage targets in the Left and Right Fire Arcs, but can only fire in one arc per round. Further, it takes a full round to traverse from the Left Arc to the Right Arc, and vice versa. Traversing can be done while the vehicle is moving, and does not affect the driver's Walker Operation difficulty.

The twin light blaster cannon and grenade launcher can engage targets in any arc, but are subject to a -10 penalty when engaging targets on the opposite side of the AT-AV's legs. This would normally be the Rear Fire Arc, but when the AT-AV traverses to engage targets in the Left or Right Arc, the penalty shifts as well (to the Right Arc if the AT-AV is traversed Left, and to the Left if traversed Right)

Capsule: The All-Terrain Attack Vehicle is the Empire's premiere medium combat walker, capable of operating independently or as part of a larger formation. It is commonly used as an escort and picket vehicle for AT-AT formations, but can also utilize its formidable weaponry and speed for independent assaults, either alone or as part of a formation of AT-AVs. The AT-AV combines many of the features of the AT-ST with the heavier weaponry and armor of an AT-AT. In addition, it mounts a pair of light rocket launchers that can be equipped with either anti-personnel or anti-vehicle rockets depending on the mission requirements. It also features a chin turret that mounts the twin light blaster cannon and grenade launcher from the AT-ST, which is generally used to engage enemy ground troops who have gotten in close to the AT-AV's feet. This cannon can be operated by either the gunner or the co-pilot (usually the vehicle's commander) if the gunner is occupied with other targets.
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"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.
Amazing. Everything you just said was wrong.


Last edited by CRMcNeill on Sat Dec 16, 2017 7:15 pm; edited 8 times in total
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garhkal
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Joined: 17 Jul 2005
Posts: 11756
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Aug 20, 2016 4:31 pm    Post subject: Reply with quote

Looks very nice. However why only missiles/grenades having a blast radius?
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 10835
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Aug 20, 2016 4:38 pm    Post subject: Reply with quote

garhkal wrote:
Looks very nice. However why only missiles/grenades having a blast radius?

Because I'm getting ready for work, and that was all I got to. I'm planning on writing up a chart for converting damage values into percentages, but I just wanted to test out the idea first.
_________________
"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.
Amazing. Everything you just said was wrong.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 10835
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Nov 14, 2017 6:27 pm    Post subject: Reply with quote

As part of a couple other projects, I went back to this and changed up the blast radius rules for the Light Rocket Launcher and the Grenade Launcher. I thought I had a good idea at the time, but it was clunky and crunchy; the new method is much more streamlined.
_________________
"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.
Amazing. Everything you just said was wrong.
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Raven Redstar
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Joined: 10 Mar 2009
Posts: 1885
Location: Pullman, WA

PostPosted: Tue Nov 14, 2017 10:22 pm    Post subject: Reply with quote

I totally forgot about these. If I had open field battles or was running a war campaign, I'd totally use these. Large armored walkers seem to be more like a roadblock to keep players from going into open conflict.

I really think you should compile all of your stats updates into a document or PDF for use.
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Bren
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PostPosted: Tue Nov 14, 2017 10:25 pm    Post subject: Reply with quote

I agree.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 10835
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Nov 14, 2017 10:26 pm    Post subject: Reply with quote

That's my goal, and part of why I've been posting so many stats lately. As much as being sick and in the hospital sucked, it has given me plenty of free time to catch up on projects that I didn't have the time or energy to complete.
_________________
"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.
Amazing. Everything you just said was wrong.
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garhkal
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PostPosted: Wed Nov 15, 2017 12:58 am    Post subject: Reply with quote

Looking back at this, at 4d gunnery, +2d fire control, and -8d scale diff, these things are already at a NET -2d penalty to shoot characters. Even with the damage dropping say 1d per 3 it misses by, with an average 4d dodge roll of mook NPCS, that 6d roll would net a roll of 21, equating to 7d off the damage.. So a 2d "Area grenade/rocket", based on averages, would do 3d dam to characters...

I'd at least up the onboard skill of the operators to say 5-6d region, OR up the FC to 3-4d..
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It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.
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CRMcNeill
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Joined: 05 Apr 2010
Posts: 10835
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Nov 15, 2017 1:07 am    Post subject: Reply with quote

The light rocket launchers and the grenade launchers are at +4D and +2D Scale (Speeder and Swoop, respectively), not +8D. The only Walker-Scale guns are the Heavy Laser Cannon, everything else is smaller scale so it can engage a variety of different kinds of targets.
_________________
"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.
Amazing. Everything you just said was wrong.
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garhkal
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Joined: 17 Jul 2005
Posts: 11756
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Nov 15, 2017 3:44 pm    Post subject: Reply with quote

Didn't see that part. Then my objection is removed.
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It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.
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