The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Mon Calamari MCB-Type Integrated Landing Barge
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech -> Mon Calamari MCB-Type Integrated Landing Barge Goto page Previous  1, 2, 3
View previous topic :: View next topic  
Author Message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11517
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Nov 25, 2017 6:13 pm    Post subject: Reply with quote

Been meaning to get back to this...

MCM-Type Integrated Utility Shuttle

Craft: Mon Calamari MCM-Type
Type: Integrated Utility Shuttle
Scale: Starship (+6D)
Length: 25 meters
Skill: Starship Piloting: MCM
Crew: 2 (can coordinate; 1 @ +5) & 1 Gunner
Crew Skill:
Astrogation 4D*
Gunnery 5D*
Piloting 5D+2*
Shields 5D*
Sensors 3D+1*
*Mon Calamari ships are configured to provide Mon Calamari with their +1D bonus for being in moist environments. These skill levels do not reflect these bonuses.
Passengers: 20 (or 20 metric tons)
Consumables: 2 months
Cost: 100,000 (new), 25,000 (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kph
Hull: 4D
Shields: 1D
Sensors:
Passive 20/1D
Scan 50/2D
Search 80/3D
Focus 4/4D
Weapons:
1 Dual Laser Cannon
Fire Arc: Turret (Dorsal)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
1 Tractor Beam Projector
Fire Arc: Turret (Ventral; can not be used when docked)
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-2/5/10
--Atmosphere: 100m-200m/500m/1km
Damage: 4D
Plasma Torch Boarding Device
Fire Arc: Bottom (Can not be used when docked)
Skill: Starship Gunnery
Crew: 1
Fire Control: 0D (Base Difficulty: Very Easy)
Range: N/A (Contact)
Fire Rate: 1 (FUll Round)
Damage: 7D + 1/round
Notes: Roll damage once per round against the target's Hull-2D. On a successful Damage roll, compare the result to the following table:
    Damage Inflicted = Time Taken To Cut Hole
    Lightly Damaged = 1 Minute (12 rounds)
    Heavily Damaged = 30 seconds (6 rounds)
    Severely Damaged = 15 seconds (3 rounds)
    Destroyed = 5 seconds (1 round)
A fully cut hull breach is 1 meter wide by 2 meters tall. Once cutting is complete, the extendable boarding collar requires three rounds to make an airtight seal.
Special Equipment:
Minesweeping Sensor
Effect: +1D to Sensors to Detect & Identify mines in space.
Search & Rescue Sensor
Effect: +1D to Sensors to Detect & Identify living beings in space.
Trauma Suite
Effect: +1D to First Aid and/or Medicine skill rolls.
Note: When an MCM is docked in a recessed socket aboard an MC-Series cruiser, its systems are interfaced with those of the cruiser. All of its weapons are added to the cruiser's weapons, and can be fire-linked normally.
Cruiser Integration:
Mon Calamari MC-Series Cruisers are designed with integrated docking ports for MCMs. MC80 Cruisers can dock 8 MCBs; larger MC-Series ships will have even greater capacity.
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 11905
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Nov 26, 2017 1:44 am    Post subject: Reply with quote

Looks nice. Though as its a Mon Cal design, i might even be willing to see it have a 'submersible' mode..
_________________
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.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11517
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Nov 26, 2017 2:21 pm    Post subject: Reply with quote

garhkal wrote:
Looks nice. Though as its a Mon Cal design, i might even be willing to see it have a 'submersible' mode..

Considering there is only one other Mon Cal craft with that capability, I could see a variant of the MCM having that capability, maybe as a special operations craft. Being able to land and hide your player's transport underwater makes for a cool Navy SEAL vibe to a mission...
_________________
"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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 11905
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Nov 26, 2017 3:53 pm    Post subject: Reply with quote

CRMcNeill wrote:
garhkal wrote:
Looks nice. Though as its a Mon Cal design, i might even be willing to see it have a 'submersible' mode..

Considering there is only one other Mon Cal craft with that capability, I could see a variant of the MCM having that capability, maybe as a special operations craft. Being able to land and hide your player's transport underwater makes for a cool Navy SEAL vibe to a mission...


That it does. Hence the suggestion.
_________________
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.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech All times are GMT - 5 Hours
Goto page Previous  1, 2, 3
Page 3 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0