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Revising Official Capital Ship Stats
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CRMcNeill
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PostPosted: Thu Nov 23, 2017 4:37 pm    Post subject: Reply with quote

Sutehp wrote:
Another question, this time concerning the Golans and space stations in general: do space stations not have the Consumables stat? I thought Consumables was a catch-all stat telling us how long spaceships (and by extension, space stations) could operate in space without needing to resupply, so I thought this stat didn't just apply to fuel, but to also to life support and food and water stores. If so, why is the Consumables stat missing from the Golans? Is this an unintended error or is this a deliberate omission for a reason I don't know about?

That's a mistake. I had planned to give them all Consumables: 1 year to make them more siege-proof, but somewhere in the shuffle, the Consumables got taken out. Editing now.
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Sutehp
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PostPosted: Thu Nov 23, 2017 4:50 pm    Post subject: Reply with quote

Posted here instead of my previous edited post to get your attention, CRM:

Something else about the Golans: their small craft complement. The FFG book Fly Casual specifcally mentions that the Golans have starfighter complements. It doesn't give the stats for the Golan II or III, but it does stat out the Golan I and it has a complement of 2 starfighter squadrons (as well as 4 patrol boats and 4 shuttles). Extrapolating from that, I figured the Golan II would have 4 squadrons (48 fighters) as well as 8 patrol boats and 8 shuttles and the Golan III would have 5 squadrons (60 fighters) as well as ten patrol boats and ten shuttles, although looking back, considering that the Golan III is significantly more massive than an ImpStar, it could conceivably hold at least as many starfighters as an ImpStar (6 squadrons or 72 fighters) as well as the corresponding 12 patrol boats and 12 shuttles.

Do the Golans have a starfighter complement under your stats, CRM?

EDIT: Also, (apologies for the nitpicking but I want to make sure we're accurate) the Fly Casual book has the Consumables at 2 years for the Golan I, rather than 1 year. Wouldn't having double the Consumables make the Golan even more siege-proof? Wink
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CRMcNeill
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PostPosted: Thu Nov 23, 2017 4:59 pm    Post subject: Reply with quote

Actually, Wookieepedia says that they have "room" for a squadron of starfighters (justified by Jaina Solo and Rogue Squadron landing aboard one during the Yuuzhan-Vong wars), which isn't the same thing. Apart from that, there is no mention of Golans having any small craft complement at all.

My take on the Golans is that, seeing as how they are essentially immobile, every effort was made to make them as tough as possible. This includes Carrack-style compartmentalization, especially on the outer deck areas. Since this is where all landing bays would go, the Golans have only a few small, heavily protected bays for light shuttles and other utility craft. Instead, Golans depend heavily on A) massed anti-starfighter weaponry, B) being very resistant to damage, and C) starfighter support from less durable space platforms further inside the defense perimeter.

I don't think I've read Fly Casual, but I don't mind changing it to 2 years, either.
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Sutehp
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PostPosted: Thu Nov 23, 2017 5:15 pm    Post subject: Reply with quote

CRMcNeill wrote:
Actually, Wookieepedia says that they have "room" for a squadron of starfighters (justified by Jaina Solo and Rogue Squadron landing aboard one during the Yuuzhan-Vong wars), which isn't the same thing. Apart from that, there is no mention of Golans having any small craft complement at all.

My take on the Golans is that, seeing as how they are essentially immobile, every effort was made to make them as tough as possible. This includes Carrack-style compartmentalization, especially on the outer deck areas. Since this is where all landing bays would go, the Golans have only a few small, heavily protected bays for light shuttles and other utility craft. Instead, Golans depend heavily on A) massed anti-starfighter weaponry, B) being very resistant to damage, and C) starfighter support from less durable space platforms further inside the defense perimeter.

I don't think I've read Fly Casual, but I don't mind changing it to 2 years, either.


All fair points. and Fly Casual is a really good resource for fluff on smugglers in the SWU. And the in-universe stats are definitely useful as well to help supplement extrapolating WEG/D6 stats for our use. That's where I got the starfighter complement from. I suppose it's as close to an "official" stat we're ever going to see for Golans in this day and age, but people are free to use them or not use them as they see fit.

But if you ever get the chance, CRM, I recommend you read Fly Casual; the fluff in it is a great GM resource.
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garhkal
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PostPosted: Fri Nov 24, 2017 4:28 pm    Post subject: Reply with quote

CRMcNeill wrote:
garhkal wrote:
BITD did you ever see the stat and write up i made for a mon-cal battleship, a new republic attempt to make an SSD called the TSUNAMI (MCB-120)?

Would you care to give it a go over to revise it?

I can give it a look; send me the link. I can't guarantee I'd include it in the Stat Compilation, though. A ship like that sounds like something the Republic would try to field post-Endor, as the Alliance would likely have a hard time coming up with the resources to

For the era in which I'm writing most of these stats, I'd probably be more inclined to try and stat out the Home One-type ship as an Alliance Battleship.


The write up i had for it was Here. In the capsule on it, i mentioned it was built by the new republic as a one off, after the Corellian incident (centerpoint station trilogy)..
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CRMcNeill
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PostPosted: Fri Nov 24, 2017 4:36 pm    Post subject: Reply with quote

garhkal wrote:
The write up i had for it was Here. In the capsule on it, i mentioned it was built by the new republic as a one off, after the Corellian incident (centerpoint station trilogy)..

Okay, I'm gonna move this over there, then.
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CRMcNeill
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PostPosted: Fri Nov 24, 2017 6:36 pm    Post subject: Reply with quote

Made the mistake earlier of putting the GR75 in the same post as the Action VI. Now, if I want to link directly to the GR75, I have to tack it onto the end here.

Medium Transport

Craft: Gallofree Yards' GR75
Type: Medium Transport
Scale: Frigate (+10D)
Length: 90 meters
Skill: Space Transports: GR75
Crew: 6 (3 @ +10) & 4 Gunners
Crew Skill:
Astrogation 4D
Gunnery 3D+1
Piloting 4D
Shields 3D
Sensors 3D+2
Passengers:
Cargo Capacity: 19,000 metric tons
Consumables: 6 months
Hyperdrive Multiplier: x4
Nav Computer: Yes
Maneuverability: 0D
Space: 2
Atmosphere: 225; 650kph
Hull: 2D
Shields: 1D
Sensors:
Passive 10/0D
Scan 25/1D
Search 40/2D
Focus 2/3D
Weapons:
4 Dual Laser Cannon
Fire Arc: 1 Front, 1 Left, 1 Right, 1 Rear
Scale: Starship (+6D)
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
_________________
"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
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PostPosted: Tue Jan 02, 2018 2:29 am    Post subject: Reply with quote

As part of adding my list of Common Capital Ship Weapons to my Index, I've decided to break the list up by type (Turbolasers, Lasers, Ion, Projectiles & Tractor Beams) and add them to the end of this list.


COMMON TURBOLASER WEAPONS:

Heavy Turbolaser Battery
Scale: Destroyer (+12D)
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Rate of Fire: 1/2
Damage: 7D
Capsule: This is the primary armament for all big-gun capital ships, outranging all other standard weapons and outpowering everything but a Heavy Proton Torpedo (and even then, it is a near thing).

Heavy "Assault" Turbolaser Battery
Scale: Destroyer (+12D)
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1/3
Damage: 8D
Capsule: This specialist weapon is designed especially to give assault cruisers and assault frigates the punch to damage Destroyer-Scale targets. Relatively short-ranged and slow-firing, it can still inflict a large amount of damage if used properly.

Heavy Turbolaser Cannon
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 3-15/35/75
--Orbital: 6km-30km/70km/150km
--Atmosphere: 300m-1.5km/3.5km/7.5km
Rate of Fire: 1/2
Damage: 7D
Capsule: The Heavy Turbolaser Cannon is one of the heaviest energy weapons that can be mounted on a Frigate-Scale ship; nothing smaller than a Heavy Cruiser can carry them in any useful numbers. The Heavy Turbolaser Cannon gives heavy cruisers the ability to engage and threaten smaller Destroyer-Scale ships without resorting to volume intensive assault weaponry.

Dual Turbolaser Cannon
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 5D
Capsule: This is the standard weapon for most Frigate-Scale warships since the Clone Wars. A ship's firepower is generally a measurement of how many of these cannon it carries; a Corvette will have around 2 to 6 cannon, a Frigate will have 8 to 16, and Cruisers generally mount anywhere from 18-30.

Turbolaser Battery
Scale: Frigate (+10D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1
Damage: 6D
Capsule: This is the standard Frigate-Scale weapon for most Destroyer-Scale warships since the Clone Wars. Unlike the smaller Dual Turbolaser Cannon, the Turbolaser Battery consists of four single turbolasers mounted in close proximity, and under the control of a single fire director module. There is no real standard measurement as to how many Batteries a ship will have, save that larger ships always have many more.

Turbolaser Cannon
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 2-10/25/50
--Orbital: 4km-20km/50km/100km
--Atmosphere: 200m-1km/2.5km/5km
Rate of Fire: 1 or 1/2 (depending on usage)
Damage: 4D
Capsule: This model of turbolaser is generally only found aboard non-combatant support ships or as the primary defensive weapon aboard bulk cruisers and commercial ships.
_________________
"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 Tue Jan 16, 2018 10:05 pm; edited 1 time in total
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CRMcNeill
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PostPosted: Tue Jan 02, 2018 2:31 am    Post subject: Reply with quote

COMMON LASER WEAPONS:

Laser Battery
Scale: Starship (+6D)
Crew: 2
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: 7D
Capsule: Found only aboard Destroyer- and Dreadnought-Scale vessels (due to power and volume constraints), the Laser Battery consists of four Heavy Laser Cannon that are fire-linked through a central fire-control station. While not as accurate as some of the other anti-starfighter weapon systems, it does pack enough of a punch that it can be used against small capital ships if needs be.

Dual Laser Cannon
Scale: Starship (+6D)
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
Capsule: This is the standard anti-starfighter defensive weapon for most capital ships.

Quad Laser Cannon
Scale: Starship (+6D)
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: 6D
Capsule: The quad laser is heavier than the dual laser cannon, and is the weapon of choice for ships intended to serve in an anti-starfighter role. It is generally also used as the standard anti-starfighter defensive weapon on heavy cruisers.

Laser Cannon
Scale: Starship (+6D)
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: 4D
Capsule: The most basic anti-starfighter weapon currently in common service aboard capital ships, the laser cannon is not up to current standards, and is really only effective against modern starfighters in large numbers. However, it has become common during the Empire's fleet build-up to fit large numbers of Laser Cannon to Destroyer-Scale ships in what ultimately amounts to a token defense, as it is considered conventional wisdom that starfighters lack the power to truly damage a capital ship.

Blaster Cannon
Scale: Starship (+6D)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/10/17
--Atmosphere: 100m-500m/1km/1.7km
Rate of Fire: 2D Auto-Fire
Damage: 3D
Capsule: The rapid-fire blaster cannon is extremely rare in military service, and is more commonly found as a defensive weapon aboard bulk cruisers or other commercial vessels.
_________________
"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
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PostPosted: Tue Jan 02, 2018 2:33 am    Post subject: Reply with quote

COMMON ION WEAPONS:

Heavy Ion Cannon
Scale: Destroyer (+12D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-10/25/50
--Orbital: 2km-20km/50km/100km
--Atmosphere: 100m-1km/2.5km/5km
Rate of Fire: 1/2
Damage: 6D (ionization)
Capsule: The Heavy Ion Cannon is generally paired with the Heavy Turbolaser Battery aboard Destroyer-Scale Superiority vessels, giving them the one-two punch needed to disrupt their shields and electrical systems to make way for the knockout blow of a heavy turbolaser.

Ion Cannon
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-7/17/35
--Orbital: 2km-14km/34km/70km
--Atmosphere: 100m-700m/1.7km/3.5km
Rate of Fire: 1
Damage: 4D (ionization)
Capsule: This is the standard Frigate-Scale ion weapon for both Destroyer- and Frigate-Scale ships, providing the same versatility and layered attack capability against Frigate-Scale targets as the Heavy Ion Cannon provides against Destroyer-Scale 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.


Last edited by CRMcNeill on Tue Jan 16, 2018 10:06 pm; edited 1 time in total
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CRMcNeill
Director of Engineering
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PostPosted: Tue Jan 02, 2018 2:35 am    Post subject: Reply with quote

COMMON PROJECTILE WEAPONS:

Heavy Proton Torpedo Launcher
Scale: Destroyer (+12D)
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 1-6/15/30
--Orbital: 2km-12km/30km/60km
--Atmosphere: 100m-600m/1.5km/3km
Rate of Fire: 1/4
Damage: 9D
Capsule: Slow, short-ranged and inaccurate, but capable of inflicting awesome amounts of damage, the heavy proton torpedo launcher is a specialist weapon used primarily against either relatively immobile targets, or to give small Frigate-Scale vessels enough punch to take out Destroyer-Scale ships. One of the biggest limitations for small ships is ammunition capacity (a frigate equipped with Heavy Proton Torpedoes can hold a few dozen rounds in its magazines, at most).

Concussion Missile Launcher
Scale: Frigate (+10D)
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 1D
Range:
--Space: 2-12/30/60
--Orbital: 4km-24km/60km/120km
--Atmosphere: 200m-1.2km/3km/6km
Rate of Fire: 1/3
Damage: 8D
Capsule: Concussion Missile Launchers can be used in ship-to-ship combat, but their primary use is in planetary bombardment. The launchers can easily be configured to fire multiple different types of specialized warheads, such as incendiary, kinetic bombards, gas delivery, etc.
_________________
"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 Mon Jan 22, 2018 1:37 am; edited 2 times in total
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PostPosted: Tue Jan 02, 2018 2:39 am    Post subject: Reply with quote

COMMON TRACTOR BEAM WEAPONS:

Tractor Beam Projector (Destroyer-Grade)
Scale: Special*
Crew: 4
Skill: Capital Ship Gunnery
Fire Control: 2D
Range:
--Space: 1-5/15/30
--Orbital: 2km-10km/30km/60km
--Atmosphere: 100m-500m/1.5km/3km
Rate of Fire: 1 (Full Round)
Damage: 5D
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
Capsule: The primary differences in tractor beams are rooted in the Scale of the ship on which they are mounted. A larger Scale ship will have more power, and thus be able to extend the beam's range. All Tractor Beam Projectors have the ability to shift their projector into a beam dispersion mode that spreads the beam over a wider area, which makes the beam more accurate against smaller targets at the expense of beam strength.

Tractor Beam Projector (Frigate-Grade)
Scale: Special*
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Orbital: 2km-6km/20km/40km
--Atmosphere: 100m-300m/1km/2km
Rate of Fire: 1 (Full Round)
Damage: 4D
*May switch between Frigate (+10D) and Starship (+6D). Switch takes one round, during which the projector can not be used.
Capsule: The primary differences in tractor beams are rooted in the Scale of the ship on which they are mounted. A larger Scale ship will have more power, and thus be able to extend the beam's range. All Tractor Beam Projectors have the ability to shift their projector into a beam dispersion mode that spreads the beam over a wider area, which makes the beam more accurate against smaller targets at the expense of beam strength.
_________________
"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 Tue Jan 16, 2018 10:08 pm; edited 1 time in total
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PostPosted: Wed Jan 03, 2018 8:49 pm    Post subject: Reply with quote

Having played a lot of World of Warships lately i have been influenced by tactics and weapon arrangement.
Especially Battleships (ie ISD) have main guns outshooting cruisers in range and penetration, but will have a hard time hitting destroyers or even cruisers at flank speed. On top of that they have secondary batteries which essentially are cruiser main batteries. Weaker but with higher firing speed and better turret turning speed (meaning they can hit smaller ships easier). Lastly anti-air which should be anti-starfighter in SW, but not good for much else.

It would be a waste of resources to build any ships without those levels of offence and defence. Cruisers having good anti starfighter weapons to screen the dreadnaughts.

Perhaps scale system as such:
Starfighter
Space transport
Cruiser
Capital
Death Star
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PostPosted: Thu Jan 04, 2018 1:20 am    Post subject: Reply with quote

Actually, I did something slightly different. If you go back and look through the stats, you'll see that every ship below 900 meters in length (basically, everything smaller than a Victory SD) got dropped down 2D in Scale (from +12D to +10D). This has the effect of making the smaller ships more vulnerable to Starfighters (which is fun for PCs), as well as alleviating some of the crowding going on at the upper end of Capital-Scale.

In addition, all the weapons were downgraded, as well, with most frigates and light cruisers having smaller standard turbolasers, heavy cruisers having a mix of standard turbolasers and heavy turbolaser cannon that can threaten larger ships, while star destroyers and the like carry heavy turbolaser batteries that are the equivalent of battleship cannon, backed by massed amounts of standard turbolasers.

And of course, all ships have at least some anti-starfighter defenses, but some are much better at it than others, and moving the standard turbolasers down to only 4D above Starship (as I've renamed Starfighter) makes them more capable of acting as dual-purpose cannon when firing en masse.

There's more, but I'll address that over in the other topic.
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PostPosted: Tue Jan 16, 2018 10:18 pm    Post subject: Reply with quote

On the common weapon types, I just went back through and added more restrictive Fire Rates to the Frigate and Destroyer Scale weapons. Proton Torpedo and Concussion Missile Launchers in particular have much longer reload times, simulating the need to physically move a heavy piece of equipment from the ready armory into the firing tube. I'm now going to be going back through and editing all of the individual stats to reflect this change.

In addition, I'm going to be swapping out the laser weapons on Destroyer-Scale ships with Laser Batteries instead of dual or quad- laser cannon. These will basically be light dual-purpose batteries composed of four heavy lasers that can engage starfighters, but also pack enough punch to engage small capital ships.
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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.
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