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Renegade Legion D6 Stats
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Dec 13, 2017 1:03 am    Post subject: Reply with quote

Okay, here is the first stat...


Aeneas-Class Light Repulsortank

Image

The Aeneas is the Empire's standard general purpose light tank and carries a considerable punch in the form of its coaxially-mounted mass driver and laser cannon. Its robust weapons and drive systems, along with its high habitability, endear this repulsor-tank to its assigned crews.

The Aeneas' only flaw is that all its weapons are turret-mounted. Though this does permit the tank to use its full firepower against a single target, the trade-off is that the Aeneas becomes little more than a moving target if the tank loses its turret fire control system.


Craft: Ubrikkian's Aeneas-Class
Type: Light Repulsortank
Scale: Walker (+8D)
Length: 11.6 meters
Skill: Landspeeder Operation: Aeneas
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 3D
Move: 90; 260kph
Altitude Range: 0-6 meters
Body: 3D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Laser Cannon
    Fire Control: 3D
    Range: 100m-300m/1.2km/2.5km
    Damage: 5D
    1 Light Mass Driver
    Fire Control: 4D
    Range: 100m-300m/800m/1.5km
    Damage: (Proximity Detonated)
    --Anti-Personnel: 2D (Area)
    --Anti-Armor: 5D (Point)
    --Anti-Shield: 3D Ionization (Point)
    --Incendiary: 1D Incendiary (Standard)
    Ammo: 60
    1 Light Rocket Launcher
    Fire Control: 5D
    Range: 50m-300m/600m/1.2km
    Damage: 5D
    Ammo: 4
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 1D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 4
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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


Last edited by CRMcNeill on Mon Aug 30, 2021 1:42 pm; edited 7 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Dec 13, 2017 3:47 pm    Post subject: Reply with quote

Next up is the Lupis-Class Light APC. Light Armored Vehicles are a balance of both combat power and speed (with an emphasis on speed). Fast and light, they excel at battlefield reconnaissance, rapid troop deployment, flanking maneuvers and planetary raids.

Lupis-Class Light Repulsor-APC

Image

The Lupis is one of the more common light APCs in use by the Imperial Army. Its design reflects Imperial military doctrine that views APCs primarily as battlefield taxis for protecting occupants from hostile fire until the troopers are within range for a decisive attack. The design has one exit door for each trooper, four on each side and one to the rear, which permits rapid debarkation.

Craft: Mekuun's Lupis-Class
Type: Light Armored Personnel Carrier
Scale: Walker (+8D)
Length: 14.1 meters
Skill: Landspeeder Operation: Lupis
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: 10
Cargo Capacity: 500 kg.
Cover: Full
Maneuverability: 3D
Move: 90; 260kph
Altitude Range: 0-6 meters
Body: 2D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Blaster Cannon
    Fire Control: 2D
    Range:
    --Space: 1-5/10/17
    --Atmosphere: 100m-500m/1km/1.7km
    Rate of Fire: 2D Auto-Fire
    Damage: 2D
    1 Heavy Rocket Launcher
    Fire Control: Varies with Rocket Type
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 100m-500m/1km/2km
    Damage: Varies with Rocket Type
    --Heavy Rocket (FC: 3D, Damage: 7D Standard)
    --Cluster Rocket (FC: 6D, Damage: 3D Area. Special: If the Cluster Rocket inflicts damage on its target, make an additional roll on the Damage Table for every 5 points of success on the Gunnery roll)
    Ammo: 2
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 1D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 4
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
Variants: (Use Above Stats, except as noted)
    Reconnaissance
    Description: Rather than field a dedicated reconnaissance vehicle, the standard Imperial Light Recon vehicle is a modified Lupis that exchanges the majority of its passenger capacity for expanded sensor and stealth systems. In place of an infantry squad, it generally carries a pair of scout-marksman teams.
    Crew: 4 (2 @ +10) & 1 Gunner
    Passengers: 4
    Sensors:
    Passive 3km / 1D
    Scan 6km / 2D
    Search 9km / 3D
    Focus 300m / 4D
    Stealth: +1D to enemy Sensor Difficulty to Detect / Identify

_________________
"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


Last edited by CRMcNeill on Thu Dec 02, 2021 12:33 am; edited 8 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Dec 13, 2017 8:20 pm    Post subject: Reply with quote

The Horatius-Class Medium Tank is the Imperial Army's premier main battle tank, with a good balance of speed, armor and firepower.

Horatius-Class Medium Repulsor-Tank

Image

Craft: Ubrikkian's Horatius-Class
Type: Medium Repulsor-Tank
Scale: Walker (+8D)
Length: 14.3 meters
Skill: Landspeeder Operation: Horatius
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: None
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 2D
Move: 70; 200kph
Altitude Range: 0-4 meters
Body: 5D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Heavy Laser Cannon
    Fire Control: 3D
    Range: 200m-500m/1.5km/3km
    Damage: 6D
    1 Heavy Blaster Cannon
    Fire Control: 4D
    Range: 200m-600m/1.2km/2km
    Rate of Fire: 2D Auto-Fire
    Damage: 3D
    1 Heavy Rocket Launcher
    Fire Control: Varies with Rocket Type
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 100m-500m/1km/2km
    Damage: Varies with Rocket Type
    --Heavy Rocket (FC: 3D, Damage: 7D Standard)
    --Cluster Rocket (FC: 6D, Damage: 3D Area. Special: If the Cluster Rocket inflicts damage on its target, make an additional roll on the Damage Table for every 5 points of success on the Gunnery roll)
    Ammo: 2
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 4D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 2D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Mass Driver
Fire Arc: Front
Crew: 1 (Commander, Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 3D
Range:
--Space: 1-3/10/20
--Atmosphere: 100m-300m/1km/2km
Damage: (Proximity Detonated)
--Anti-Personnel: 3D (Area)
--Anti-Armor: 6D (Point)
--Anti-Shield: 4D Ionization (Point)
--Incendiary: 2D Incendiary (Standard)
Ammo: 60
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 6
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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


Last edited by CRMcNeill on Mon Aug 30, 2021 1:45 pm; edited 2 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Dec 13, 2017 11:05 pm    Post subject: Reply with quote

Romulus-Class Medium Repulsor-APC

Image

Craft: Mekuun's Romulus-Class
Type: Medium Repulsor-APC
Scale: Walker (+8D)
Length: 15.2 meters
Skill: Landspeeder Operation: Romulus
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: 10
Cargo Capacity: 500 kg.
Cover: Full
Maneuverability: 2D
Move: 70; 200kph
Altitude Range: 0-4 meters
Body: 4D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Laser Cannon
    Fire Control: 3D
    Range: 100m-300m/1.2km/2.5km
    Damage: 5D
    1 Light Blaster Cannon
    Scale: Speeder (+4D)
    Fire Control: 3D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 5D
    1 Heavy Rocket Launcher
    Fire Control: Varies with Rocket Type
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 100m-500m/1km/2km
    Damage: Varies with Rocket Type
    --Heavy Rocket (FC: 3D, Damage: 7D Standard)
    --Cluster Rocket (FC: 6D, Damage: 3D Area. Special: If the Cluster Rocket inflicts damage on its target, make an additional roll on the Damage Table for every 5 points of success on the Gunnery roll)
    Ammo: 2
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
    2 Light Rocket Launchers
    Fire Control: 5D
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 50m-300m/600m/1.2km
    Damage: 5D
    Ammo: 4 each
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 3D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 6
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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


Last edited by CRMcNeill on Mon Aug 30, 2021 1:46 pm; edited 2 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Dec 14, 2017 12:11 am    Post subject: Reply with quote

The Remus-Class Combat Engineering Vehicle is a variant on the Romulus-Class APC. The primary visual difference is that the Romulus is fitted with the split-prow from the Horatius-Class Medium Tank, with a tractor beam projector replacing the Mass Driver.

Remus-Class Medium Repulsor-CEV

Image

Craft: Ubrikkian's Remus-Class
Type: Medium Combat Engineering Vehicle
Scale: Walker (+8D)
Length: 15.2 meters
Skill: Landspeeder Operation: Remus
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: None
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 2D
Move: 70; 200kph
Altitude Range: 0-4 meters
Body: 4D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Laser Cannon
    Fire Control: 3D
    Range: 100m-300m/1.2km/2.5km
    Damage: 5D
    1 Light Blaster Cannon
    Scale: Speeder (+4D)
    Fire Control: 3D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 5D
    1 Heavy Rocket Launcher
    Fire Control: Varies with Rocket Type
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 100m-500m/1km/2km
    Damage: Varies with Rocket Type
    --Heavy Rocket (FC: 3D, Damage: 7D Standard)
    --Cluster Rocket (FC: 6D, Damage: 3D Area. Special: If the Cluster Rocket inflicts damage on its target, make an additional roll on the Damage Table for every 5 points of success on the Gunnery roll)
    Ammo: 2
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
    2 Light Rocket Launcher
    Crew: 1
    Skill: Vehicle Weapons
    Fire Control: 5D
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 50m-300m/600m/1.2km
    Damage: 5D
    Ammo: 4 each
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 1D Auto-Fire
Damage: 3D
Special: 1D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 6
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures)
1 Tractor Beam Projector
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Weapons
Fire Control: 3D
Range: 50m-100m/200m/300m
Damage: 5D
Description: Used to clear damaged vehicles and other debris. Can also be used in wide-angle mode as an earth-mover or to clear a path through minefields.
1 Planar Laser Array
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Weapons
Range: Contact
Damage: 4D (+1/round to a maximum of 8D)
Description: This device generates an intense field of plasma energy between a pair of adjustable emitters that can be extended in front of the vehicle. It's used to clear trees and other obstacles, but has also been used against ground troops on occasion.
_________________
"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


Last edited by CRMcNeill on Mon Aug 30, 2021 1:47 pm; edited 3 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Dec 14, 2017 12:45 am    Post subject: Reply with quote

The Scipio-Class is rarely seen among Imperial armored units, as the Imperial Army almost always operates under heavy cover of TIE Fighters. ADVs are not normally assigned to Armor Legions on a permanent basis, and are instead attached as part of independent auxiliary units as needed. However, as the Alliance's formidable starfighters have become a presence in the skies over the battlefield, the Scipio is seeing a marked upsurge in deployments.

Scipio-Class Medium Air Defense Vehicle

Image

Craft: Ubrikkian's Scipio-Class
Type: Medium Air Defense Vehicle
Scale: Walker (+8D)
Length: 15.2 meters
Skill: Landspeeder Operation: Scipio
Crew: 4 (2 @ +5) & 2 Gunners
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: None
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 2D
Move: 70; 200kph
Altitude Range: 0-4 meters
Body: 4D
Sensors:
Passive 4km / 1D
Scan 6km / 2D
Search 8km / 3D
Focus 200m / 4D
Fire Control Jamming: -1D to Fire Control of any enemy targeting the vehicle. -3D if jamming is directed into a single fire arc.
Weapons:
MAIN TURRET:
Fire Arc: Turret
Scale: Starship (+6D)
Crew: 2
Skill: Vehicle Blasters
    1 Quad Heavy Auto-Blaster (Fire-Linked)
    Fire Control: 4D
    Range: 100m-800m/2.5km/4km
    Rate of Fire: 2D Auto-Fire
    Damage: 5D
    2 Concussion Missile Launchers
    All Stats vary by Weapon Type
    Capacity: 6 each. May select Missiles from this list, depending on Availability.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 4D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 6
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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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PostPosted: Thu Dec 14, 2017 1:03 am    Post subject: Reply with quote

The Trajan-Class Heavy Repulsortank is the centerpiece of any Imperial Army armored assault. While lighter, more maneuverable vehicles scout, maneuver, and flank the enemy, heavy tanks are the hammer that smashes their formations on the attack or the anvil on which they are broken on the defense.

Trajan-Class Heavy Repulsor-Tank

Image

Craft: Ubrikkian's Trajan-Class
Type: Heavy Repulsor-Tank
Scale: Walker (+8D)
Length: 15
Skill: Landspeeder Operation: Trajan
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: None
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 1D
Move: 50; 140kph
Altitude Range: 0-2 meters
Body: 6D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    2 Heavy Laser Cannon (Fire-Linked)
    Fire Control: 3D
    Range: 100m-300m/1.2km/2.5km
    Damage: 7D
    2 Light Blaster Cannon (Fire-Linked)
    Scale: Speeder (+4D)
    Fire Control: 3D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 6D
    1 Heavy Rocket Launcher
    Fire Control: Varies with Rocket Type
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 100m-500m/1km/2km
    Damage: Varies with Rocket Type
    --Heavy Rocket (FC: 3D, Damage: 7D Standard)
    --Cluster Rocket (FC: 6D, Damage: 3D Area. Special: If the Cluster Rocket inflicts damage on its target, make an additional roll on the Damage Table for every 5 points of success on the Gunnery roll)
    Ammo: 2
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 4D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Heavy Mass Driver
Fire Arc: Front
Crew: 1 (Commander, Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 2D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: (Proximity Detonated)
--Anti-Personnel: 4D (Area)
--Anti-Armor: 7D (Point)
--Anti-Shield: 5D Ionization (Point)
--Incendiary: 3D Incendiary (Standard)
Ammo: 60
1 Light Rocket Launcher
Fire Arc: Front
Crew: 1 (Commander, Pilot or Co-Pilot)
Skill: Vehicle Weapons
Fire Control: 5D
Range:
--Space: 1-5/10/20
--Atmosphere: 50m-300m/600m/1.2km
Damage: 5D
Ammo: 12
Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 8
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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


Last edited by CRMcNeill on Mon Aug 30, 2021 1:49 pm; edited 3 times in total
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PostPosted: Thu Dec 14, 2017 1:04 am    Post subject: Reply with quote

So, that's all of the TOG vehicles I plan on porting over. I'll be working on the Renegade / Commonwealth vehicles tomorrow.
_________________
"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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Raven Redstar
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Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Thu Dec 14, 2017 1:07 am    Post subject: Reply with quote

I think you may have accidentally linked the same picture for the Malgus, Vindican, and Tyranus.
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PostPosted: Thu Dec 14, 2017 1:19 am    Post subject: Reply with quote

Raven Redstar wrote:
I think you may have accidentally linked the same picture for the Malgus, Vindican, and Tyranus.

No, that was on purpose. I couldn't find any pictures of the Remus-Class Grav AEV (which is the basis for the Vindican), and the Tyranus is my own creation (based on the concept behind dedicated Grav Air Defense Vehicles in the RLU) so no pictures of it exist.

However, since both vehicles use the same basic hull as the Malgus (Romulus), I just used the same picture as a default.
_________________
"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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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Dec 14, 2017 12:25 pm    Post subject: Reply with quote

CRMcNeill wrote:
Raven Redstar wrote:
I think you may have accidentally linked the same picture for the Malgus, Vindican, and Tyranus.

No, that was on purpose. I couldn't find any pictures of the Remus-Class Grav AEV (which is the basis for the Vindican), and the Tyranus is my own creation (based on the concept behind dedicated Grav Air Defense Vehicles in the RLU) so no pictures of it exist.

However, since both vehicles use the same basic hull as the Malgus (Romulus), I just used the same picture as a default.

Because some vehicles seem to have no pictures on-line, I went back through and copy-pasted the blueprint-style images from the original RL Sourcebooks, then uploaded them to my Google Drive. I then went through and replaced all the links. Enjoy.
_________________
"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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PostPosted: Thu Dec 14, 2017 12:25 pm    Post subject: Reply with quote

Part of SoroSuub's contribution to the Alliance, the Bata Revo is named for a wolf-like mythological Sullustan animal known for its ferocity when protecting its young. Light, fast and relatively well armed, the Bata Revo is somewhat cramped inside for non-Sullustans, but is rapidly becoming the Alliance's prefered vehicle for raids and flanking maneuvers.

Bata Revo-Class Light Repulsortank

Image

Craft: SoroSuub's Bata Revo-Class
Type: Light Repulsortank
Scale: Walker (+8D)
Length: 11.6 meters
Skill: Landspeeder Operation: Bata Revo
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 3D
Move: 90; 260kph
Altitude Range: 0-6 meters
Body: 3D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Laser Cannon
    Fire Control: 3D
    Range: 100m-300m/1.2km/2.5km
    Damage: 5D
    1 Light Mass Driver
    Fire Control: 4D
    Range: 100m-300m/800m/1.5km
    Damage: (Proximity Detonated)
    --Anti-Personnel: 2D (Area)
    --Anti-Armor: 5D (Point)
    --Anti-Shield: 3D Ionization (Point)
    --Incendiary: 1D Incendiary (Standard)
    Ammo: 60
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 1D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.

1 Light Rocket Launcher
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 50m-300m/600m/1.2km
Damage: 5D
Ammo: 4
Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 4
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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


Last edited by CRMcNeill on Thu Dec 14, 2017 12:43 pm; edited 1 time in total
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PostPosted: Thu Dec 14, 2017 12:38 pm    Post subject: Reply with quote

Nah'Tikal-Class Light Repulsor-APC

Image

Craft: SoroSuub's Nah'Tikal-Class
Type: Light Armored Personnel Carrier
Scale: Walker (+8D)
Length: 10.7 meters
Skill: Landspeeder Operation: Nah'Tikal
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: 10
Cargo Capacity: 500 kg.
Cover: Full
Maneuverability: 3D
Move: 90; 260kph
Altitude Range: 0-6 meters
Body: 3D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET:
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Blaster Cannon
    Fire Control: 2D
    Range:
    --Space: 1-5/10/17
    --Atmosphere: 100m-500m/1km/1.7km
    Rate of Fire: 2D Auto-Fire
    Damage: 2D
    1 Heavy Rocket Launcher
    Fire Control: Varies with Rocket Type
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 100m-500m/1km/2km
    Damage: Varies with Rocket Type
    --Heavy Rocket (FC: 3D, Damage: 7D Standard)
    --Cluster Rocket (FC: 6D, Damage: 3D Area. Special: If the Cluster Rocket inflicts damage on its target, make an additional roll on the Damage Table for every 5 points of success on the Gunnery roll)
    Ammo: 2
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 1D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
2 Light Rocket Launcher
Fire Arc: Front
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 50m-300m/600m/1.2km
Damage: 5D
Ammo: 2 each
Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 4
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
Variants: (Use Above Stats, except as noted)
    Reconnaissance
    Description: The Recon Variant of the Nah'Tikal is a replacement of the aging, Clone Wars-era Seeker-Class ARV.
    Crew: 4 (2 @ +10) & 1 Gunner
    Passengers: 4
    Sensors:
    Passive 3km / 1D
    Scan 6km / 2D
    Search 9km / 3D
    Focus 300m / 4D
    Stealth: +1D to enemy Sensor Difficulty to Detect / Identify

_________________
"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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PostPosted: Thu Dec 14, 2017 12:50 pm    Post subject: Reply with quote

The aging Hunter-Class Light Tank is commonly paired with Seeker-Class Recon Vehicles to add supporting firepower to the lightly armed recon units.

Authors Note: The Hunter was originally the Vespasian, a TOG vehicle, but I found an awesome rendering of it, and it was just too good looking to pass up.

Hunter-Class Light Repulsortank

Image

Craft: Uulshos's Hunter-Class
Type: Light Repulsortank
Scale: Walker (+8D)
Length: 11.6 meters
Skill: Landspeeder Operation: Hunter
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 3D
Move: 90; 260kph
Altitude Range: 0-6 meters
Body: 3D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
MAIN TURRET
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
    1 Laser Cannon
    Fire Control: 3D
    Range: 100m-300m/1.2km/2.5km
    Damage: 5D
    1 Light Rocket Launcher
    Fire Control: 5D
    Range: 50m-300m/600m/1.2km
    Damage: 5D
    Ammo: 4
    Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 1D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
Light Blaster Cannon
Fire Arc: Front
Scale: Speeder (+4D)
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 3D
Range:
--Space: 1-3/8/15
--Atmosphere: 100m-300m/800m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: 5D
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 4
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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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PostPosted: Thu Dec 14, 2017 1:00 pm    Post subject: Reply with quote

The aging Seeker-Class ARV is slowly being phased out of Alliance service. While it is still the fastest armored vehicle serving on either side of the Galactic Civil War, it is also one of the most fragile, relying primarily on speed and stealth

Seeker-Class Light Reconnaissance Vehicle

Image

Craft: Nen-Carvon's Seeker-Class
Type: Light Recon Vehicle
Scale: Walker (+8D)
Length: 12.4 meters
Skill: Landspeeder Operation: Seeker
Crew: 3 (2 @ +5) & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Cargo Capacity: 150 kg.
Cover: Full
Maneuverability: 3D+2
Move: 105; 300kph
Altitude Range: 0-8 meters
Body: 2D
Sensors:
Passive 3km / 1D
Scan 6km / 2D
Search 9km / 3D
Focus 300m / 4D
Stealth: +2D to enemy Sensor Difficulty to Detect / Identify
Weapons:
1 Heavy Blaster Cannon
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 4D
Range: 200m-600m/1.2km/2km
Rate of Fire: 2D Auto-Fire
Damage: 3D
1 Heavy Repeating Blaster
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Commander)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 3D
Special: 1D Auto-Defense Pod
    -Anti-Air: Roll as a normal attack, stacking the Pod's rating with the turret's Fire Control.
    -Missile Defense: Roll combined Pod Rating & Fire Control. Missiles are Difficult targets. A Defense Pod may attempt to engage multiple missiles in a round, subject to MAPs as normal.
1 Light Rocket Launcher
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 50m-300m/600m/1.2km
Damage: 5D
Ammo: 2
Special: Can fire missiles from behind Full Cover. The target must still be within the launcher's Fire Arc, and a friendly unit must be acting as a target designator. This can be either a vehicle or infantry unit. For vehicles, the designating vehicle must make a successful Sensor Focus roll on the intended target. For infantry, the designating character must make a successful attack with an active designator of some kind, which is rolled as a standard attack. It inflicts no damage, but can be dodged.
1 Sapper Cannon
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 4D
Range: Varies by Shell Type
Damage: Varies by Shell Type
Ammo: 4
Shell Types:
--Crater Charge (Creates a large crater that can provide Full Cover to a Walker-Scale armored vehicle less than 10 meters tall. The vehicle can not move into the crater until its turn the following round.)
--Crater Charge, Cluster (As the Crater Charge, but creates a dozen Character-sized craters, used to provide cover for a deployed infantry squad)
--Mine Clearing Line Charge (Deploys an explosive charge that, upon detonation, clears a path 400 meters long by 20 meters wide through a minefield).
--Demolition Charge (Used to destroy buildings or underground bunkers, or to weaken the foundations of structures such as bridges or equipment towers. Range is 10-20/30/50, and inflicts 8D Damage, but can only be used against stationary structures).
_________________
"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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