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Updating the Combat Airspeeder
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garhkal
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Joined: 17 Jul 2005
Posts: 12121
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Oct 21, 2015 2:17 pm    Post subject: Reply with quote

The difference between the tie and this is that the Tie has a lot more space outside its 'ball' for ordinance/launchers, to carry the stuff underneath it..

But the removal of the tail gunner/gun is a good compromise.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Oct 21, 2015 6:46 pm    Post subject: Reply with quote

I picture something like the top model for the strike platform if no tail gunner.



It's also possible that the older model, two-seat T-47's could be reconfigured as FAC craft, with a targeting designator replacing the tail gun.
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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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CRMcNeill
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PostPosted: Mon Oct 26, 2015 4:03 pm    Post subject: Reply with quote

After some consideration (and arguing with garhkal), removing the tail gunner does bring the T-47H more in line with the concept behind the Walker Buster airspeeder. However, the image I'm using as the T-47H has a large housing directly behind the cockpit, so that got me thinking about what could be put in it...

Alliance Strike Airspeeder



Craft: Incom's T-47H
Type: Strike Modified Airspeeder
Scale: Speeder
Length: 5.3 meters
Skill: Repulsorlift Operation: Alliance Combat Airspeeder
Crew: 1
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Repulsorlift Operation 4D
Cargo Capacity: 10 kilograms
Cover: Full
Cost: 75,000 (Used, on the black market. NAFS otherwise)
Altitude Range: Ground - 125 kilometers
Maneuverability: 0D
Move: 295; 850 kph
Body: 3D
Sensors: (Range in parenthesis is for low-level flight operations, below 250 meters altitude, when detecting objects on the ground)
Passive 40km (4km)/1D
Scan 60km (6km)/2D
Search 80km (8km)/3D
Focus 4km (400m)/4D
Weapons:
Double Laser Cannon (Fire Linked)
Fire Arc: Front
Crew: 1 (Pilot)
Skill: Vehicle Blasters
Fire Control: 2D
Range: 100m-300m/1.2km/2.5km
Damage: 6D
2 Concussion Missile Launchers
Fire Arc: Front
Crew: 1 (Pilot)
Skill: Missile Weapons
Fire Control: 0D
Range: 100m-200m/800m/1.5km
Damage: 10D
Ammo: 6 per launcher
Note: If you are using my Advanced Starfighter Combat System, these launchers are considered Multi-Role Warhead Launchers with capacity for 6 missile-scale warheads or 3 torpedo-scale warheads.
Fire Control Jamming Emitter
Fire Arc: Front or Rear
Crew: 1
Fire Rate: 1
Effect: -2D to Fire Control of any attack on the speeder.
Capsule:
The original Alliance Airspeeder was a something of a makeshift design converted from a civilian sporting craft. Its harpoon-and-tow cable anti-walker attack was largely a desperation maneuver, as more conventional attacks were unavailable to the Alliance. However, as the Alliance continued to gain ground and more resources became available, Alliance R&D produced the T-47H.

The T-47H uses the same basic airframe and power plant as the standard T-47. The difference is in the armament, with the tail gun (and gunner) removed to make room for a pair of multi-role warhead launchers that can deliver concussion missiles, proton torpedoes, gravity bombs and a variety of other kinds of ordnance. The inclusion of the warhead launchers has slashed the craft's performance numbers, turning the fast and maneuverable T-47 into a lumbering bantha; slow, cumbersome and clumsy. While the ship lacks the energy needed to mount combat shield generators, it has been equipped with a fire control jamming emitter, which can be directed either front (to throw off defensive fire from targets) or back (to defend against enemy fighters).

While the T-47 was able to outmatch Imperial TIE Fighters in low altitude combat, the T-47H is easy prey, and almost always operates with standard T-47s or the new T-47L Superiority Airspeeder in escort. Despite these limitations, the T-47H has proven a highly effective close air support and anti-walker platform.
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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 Fri Nov 24, 2017 7:04 pm; edited 1 time in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Oct 26, 2015 4:39 pm    Post subject: Reply with quote

And, as icing on the cake...

Alliance Reconnaissance Airspeeder

Craft: Incom's T-47R
Type: Forward Air Control Modified Airspeeder
Scale: Speeder
Length: 5.3 meters
Skill: Repulsorlift Operation: Alliance Combat Airspeeder
Crew: 1 & 1 Gunner
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Repulsorlift Operation 4D
Cargo Capacity: 10 kilograms
Cover: Full
Cost: 60,000 (Used, on the black market. NAFS otherwise)
Altitude Range: Ground - 250 kilometers
Maneuverability: 4D
Move: 350; 1,000 kph
Body: 3D
Sensors: (Range in parenthesis is for low-level flight operations, below 250 meters altitude, when detecting objects on the ground)
Passive 60km (6km)/1D
Scan 80km (8km)/2D
Search 120km (12km)/3D
Focus 6km (600m)/4D
Weapons:
1 Targeting Beam Projector
Fire Arc: Rear / Left / Right (may only fire in one arc per round)
Crew: 1 (Gunner)
Skill: Vehicle Blasters
Fire Control: 3D
S Range: 10-20/40/80
Atmosphere Range: 10km-20km/40km/80km (1km-2km/4km/8km)
Damage: Increases Fire Control of friendly units by +2D when attacking the designated target. Targets may attempt to dodge the target designation as though it were a normal attack.
Note: The stabilized mount can maintain targeting lock under most circumstances, but hard maneuvers can throw off the lock. In game terms, the lock-on is broken if the starfighter makes a full dodge or other extreme maneuver (at GM's discretion).
Fire Control Jamming Emitter
Fire Arc: Any (may only affect one arc per round)
Crew: 1
Fire Rate: 1
Effect: -2D to Fire Control of any attack directed at the speeder.
Special Rule: Flight Controller
The back-seat gunner can serve as a flight controller, providing advance warning and course guidance to incoming starfighters to optimize their attack runs. The speeder's comm system has been upgraded to operate more effectively in combat zones, including more powerful transceivers, jamming resistance and the ability to broadcast and receive on multiple channels simultaneously. In game terms, any pilot acting under direction from a T-47R receives a +1D bonus to any single Piloting or related roll per round.
Capsule:
With the introduction of the T-47L and T-47H, the Alliance's original combat airspeeders were relegated to second-string status, still useful, but not quite as effective as their younger, more robust siblings. As such, many of the base T-47 combat airspeeders were modified into the new T-47R model. This variant serves as the third leg of Alliance airspeeder doctrine, and sacrifices all weaponry to serve as a reconnaissance and fire control platform. The ship's dual laser cannon have been removed and replaced with an extended range sensor suite, and the rear laser turret has been replaced with a fire control targeting designator. The ship has also been equipped with an improved version of the fire control jammer found on the T-47H. This jammer is the T-47R's sole defense against attack (apart from its high Maneuverability), so the nimble craft rarely enter directly into combat, instead orbiting the edges of a strike zone coordinating and directing the fire of more capable units (like the T-47H).
_________________
"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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