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Infiltration Pod
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CRMcNeill
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PostPosted: Mon Jan 26, 2015 12:43 am    Post subject: Infiltration Pod Reply with quote

Infiltration Pod

Officially known as an Infiltration Pod, the I-Pod was designed by the Alliance as a dedicated vessel capable of infiltrating heavily defended areas (such as Imperial shipyards and naval bases) to deliver special operations teams or commit acts of sabotage. While official documents still call it an Infiltration Pod, it quickly became known as the I-Pod to the pod drivers and the special operations crews who make use of it. Based on a basic escape pod design, the ship is slow, fragile, and almost completely defenseless in a fight. However, the ship is equipped for maximum stealth, including holo-chameleon hull plating, a baffled ion drive and a backup battery system. The designers avoided the installation of any energy weapons (which are notoriously difficult to shield from sensors), and the pod's concussion missile launcher is normally loaded with copycat sensor decoys instead of missiles (missiles are generally only carried if the mission specifically calls for a missile attack).

The pod is not equipped with an airlock, so to deploy any passengers, the entire pod must be depressurized. The pod does not carry any hull penetration systems, so covert entry into a target ship is usually accomplished by EVA saboteurs accessing an airlock. In addition to its crew, the pod is normally equipped with a pair of EVA droids to assist with sabotage work, or to help disable mines or other defensive security systems.

The I-Pod can be deployed in a variety of ways. Because it is based on a standard escape pod design, it can be carried in the escape pod dock of a variety of different starships with no modification. The pod can deploy from its mother ship out of sensor range of its target and slowly sneak in. Alternately, it can use a universal docking clamp to attach to an asteroid (which can then be propelled in the direction the pod needs to go), or even attach to the hull of an enemy vessel that is heading into the target area.

Craft: Modified CEC Escape Pod
Type: Dedicated Infiltration Vessel
Scale: Starship (+6D)
Length: 6 meters
Skill: Space Transports
Crew: 1
Crew Skill:
Gunnery 4D
Piloting 4D
Sensors 4D
Passengers: 4
Cargo Capacity: 200kg
Consumables: 2 weeks
Maneuverability: 0D
Space: 2
Atmosphere: 210; 600kph
Hull: 1D
Sensors:
Passive 20/2D
Stealth +4D
Weapons:
Concussion Missile Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-2/8/15
--Atmosphere: 100m-200m/800m/1.5km
Damage: 7D
Ammunition: 4 (normally Copycats instead of missiles. Copycats add 2D to Sensor Difficulty to identify the real ship.)
2 Limpet Charges
Fire Arc: Front
Scale: Capital
Skill: Demolitions
Damage: 6D
Note: These charges are usually deployed against the Hull of ships while they are in space dock, and often don't even have their particle shields up (-2D Hull)
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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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Last edited by CRMcNeill on Sat Nov 25, 2017 7:57 pm; edited 1 time in total
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garhkal
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PostPosted: Mon Jan 26, 2015 3:11 am    Post subject: Reply with quote

If its supposed to deliver a spec ops team, shouldn't it have more than a 4 man passenger capacity?
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CRMcNeill
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PostPosted: Mon Jan 26, 2015 9:41 am    Post subject: Reply with quote

garhkal wrote:
If its supposed to deliver a spec ops team, shouldn't it have more than a 4 man passenger capacity?

If I'd done that, you would've said it carried too many people for the drive and the stealth gear. Wink

If they need to carry more men, they use more boats.
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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.

The CRMcNeill Stat/Rule Index
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Raven Redstar
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Location: Pullman, WA

PostPosted: Mon Jan 26, 2015 1:30 pm    Post subject: Reply with quote

I like it!

I love doing SpecForce games, so having a multitude of ways of having the team do insertion is always a plus for me.

Multiple pods means more of a chance of the group getting split up as a mission complication. Or, if you want to be nice, just have multiple versions, one that launches from a Corvette type ship with a higher passenger capacity, and another which launches from a freighter with a lower.
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garhkal
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PostPosted: Mon Jan 26, 2015 3:55 pm    Post subject: Reply with quote

crmcneill wrote:
garhkal wrote:
If its supposed to deliver a spec ops team, shouldn't it have more than a 4 man passenger capacity?

If I'd done that, you would've said it carried too many people for the drive and the stealth gear. Wink

If they need to carry more men, they use more boats.


I was comparing it to the 10 man 'crew insertion pods' called "Squad pods", on page 48 of the spec force HB. This is similar, has a drive and weapon, so i can see it dropping from 10 men to 6.. Or lengthen it say by 3-4 meters and put it back up to 10 passengers.
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CRMcNeill
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PostPosted: Tue Jan 27, 2015 3:10 pm    Post subject: Reply with quote

I based it more on the smaller pods like the one C-3PO and R2 used in ANH. The stats I found for those only allowed 6 passengers and 0 crew.
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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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garhkal
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PostPosted: Tue Jan 27, 2015 4:34 pm    Post subject: Reply with quote

Ah. IN that case 4 passengers is good if they are fully loaded.
Could it take say 2 passengers instead but with each having his speeder bike?
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Jan 27, 2015 5:04 pm    Post subject: Reply with quote

I would say yes, but I also think this ship is better suited for space based insertions, and that planetary covert landings would be performed by a different type of pod...
_________________
"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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garhkal
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PostPosted: Wed Jan 28, 2015 12:26 am    Post subject: Reply with quote

Fare enough..

As a q. Normally when a ship 'destroyed result' which normally for space combat results in the death of those in the ship, is there anything in this pod that would prevent that from happening to its occupants?
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CRMcNeill
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PostPosted: Wed Jan 28, 2015 12:29 am    Post subject: Reply with quote

Pretty much just not being seen. It sacrifices everything for stealth.
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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.

The CRMcNeill Stat/Rule Index
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garhkal
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PostPosted: Wed Jan 28, 2015 4:30 pm    Post subject: Reply with quote

Gotcha..
As a q. What exactly is providing the +4D stealth bonus? Normal paint and other non ECM based stealth counter measures are limited (from what i see in the books) to 2D at most.. So where is the extra 2d coming from?
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CRMcNeill
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PostPosted: Wed Jan 28, 2015 4:51 pm    Post subject: Reply with quote

Baffled ion drive that disperses the exhaust. Plus I decided to err on the high side since the thing is so tiny. Its basically the SW equivalent of a rubber raft with an outboard on the back.
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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.

The CRMcNeill Stat/Rule Index
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garhkal
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PostPosted: Thu Jan 29, 2015 3:17 am    Post subject: Reply with quote

How's about halfsplit between most other ships 2d, and your 4d, to put it at 3d..
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CRMcNeill
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PostPosted: Thu Jan 29, 2015 11:52 am    Post subject: Reply with quote

Considering stealth is the only defense this ship has, I'm hesitant to downgrade it...
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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.

The CRMcNeill Stat/Rule Index
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