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D6 Stats for Fractalsponge Projects
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Aug 19, 2018 2:37 am    Post subject: Reply with quote

Raven Redstar wrote:
CRMcNeill wrote:
Holy pudu...

Check out the latest ground vehicle from fractalsponge...

The HAVr A-10 Scythe-Class Repulsortank

With multiple variants, including a dual turbolaser, an ion cannon, a mass driver artillery cannon, an anti-aircraft gatling gun and a multi-missile launcher.

There is also discussion of other variants in the comments...


Have fun! Try not to drool too much. Look forward to sending these at my rebels for a ground assault!

I'll get right on it. This vehicle series actually got me thinking about fractal's other homebrew ground vehicle, the MAVr A7 Broadsword. I wasn't really feeling it before; now, it makes perfect sense as a scout / screening vehicle for units of Scythe-type vehicles, much like how AT-STs do for AT-ATs.
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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


Last edited by CRMcNeill on Sat Sep 17, 2022 1:17 pm; edited 1 time in total
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Raven Redstar
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PostPosted: Sun Aug 19, 2018 3:08 am    Post subject: Reply with quote

The Broadsword looks like a heavy troop transport vehicle to me.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Aug 19, 2018 3:13 am    Post subject: Reply with quote

Raven Redstar wrote:
The Broadsword looks like a heavy troop transport vehicle to me.

Check out these scale comparisons, though...

It's the Scythe's little brother.

In fact, the boarding hatches on the back of each are the same size.
_________________
"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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PostPosted: Sun Aug 19, 2018 1:32 pm    Post subject: Reply with quote

Huh. I'm interested to see what you come up with.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Aug 19, 2018 3:14 pm    Post subject: Reply with quote

Raven Redstar wrote:
Huh. I'm interested to see what you come up with.

That's my project for this afternoon.
_________________
"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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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Aug 20, 2018 8:58 pm    Post subject: Reply with quote

Scythe-Series Heavy Repulsor-Tank

Images

The Scythe-Series Heavy Repulsor-Tank is the centerpiece of the Imperial Army's Armored units, combining the speed and versatility of a repulsorlift platform with some of the heaviest mobile weaponry in the galaxy. The main guns on the Scythe are equivalent in strength to the cannon mounted on modern corvettes and frigates, and a company of Scythes coordinating their fire have sufficient firepower to disable or destroy small capital ships in low orbit.

In addition to its firepower, the Scythe has enough carrying capacity to transport two full squads of infantry (20 troops total), although in practice it carries only half that, with the remaining space converted to crew rest facilities for long-term deployments, especially in hazardous environments where the crew must remain in the vehicle for extended periods.

A key asset of the Scythe is that its main turret weapon can be swapped out and replaced with a wide assortment of other systems, allowing the basic Scythe chassis to be used in a broad range of mission types, from artillery and air defense to command & control and vehicle recovery. This has the added advantage of greatly simplifying the logistics and repair pipeline, since all of the various sub-types use the same components apart from the main turret.

Craft: Ubrikkian's HAVr-A10 Scythe-Series
Type: Heavy Repulsor-Tank
Scale: Walker (+8D)
Length: 30 meters
Skill: Landspeeder Operation: HAVr-A10 Scythe-Series
Crew: 3 (1 @ +10) & 4 Gunners
Crew Skill:
Sensors 5D
Vehicle Blasters 5D+2
Landspeeder Operation 5D+2
Passengers: 20
Cargo Capacity: 5 metric tons (may carry additional cargo by exchanging Passenger Capacity at a rate of 1 metric ton per passenger)
Consumables: 1 month
Cover: Full
Maneuverability: 1D
Move: 45; 130 km/h (1D+2 Surface)
Altitude Range: 2 meters
Body: 5D
Sensors:
Passive 2km / 1D
Scan 4km / 2D
Search 6km / 3D
Focus 200m / 4D
Weapons:
Main Turret (Select One)
    1 Dual Turbolaser Cannon
    Fire Arc: Turret
    Crew: 2
    Skill: Vehicle Gunnery
    Fire Control: 3D
    Range:
    --Surface: 200m-1km/2.5km/5km
    --Atmosphere: 1km-5km/12.5km/25km
    --Orbital: 4km-20km/50km/100km
    Rate of Fire: 1
    Damage: 7D

    1 Ion Cannon
    Fire Arc: Turret
    Crew: 2
    Skill: Vehicle Gunnery
    Fire Control: 1D
    Range:
    --Surface: 100m-700m/1.7km/3.5km
    --Atmosphere: 500m-3.5km/8.5km/17.5km
    --Orbital: 2km-14km/34km/70km
    Rate of Fire: 1
    Damage: 6D (ionization)

    Dual Heavy Roto-Blaster (Fire-Linked)
    Fire Arc: Turret
    Scale: Starship (+6D)
    Crew: 1 + 1 Dedicated Sensor Operator
    Skill: Vehicle Gunnery
    Fire Control: 4D
    Range:
    --Surface: 100m-800m/2.5km/4km
    --Atmosphere: 500m-4km/12.5km/20km
    --Orbital: 2km-16km/50km/80km
    Rate of Fire: 3D / 4D Auto-Fire
    Damage: 5D
    Special: +2D to Fire Control on a successful Sensor Lock.

    Mass-Howitzer Artillery Cannon
    Fire Arc: Turret
    Crew: 2
    Fire Control: 2D
    Range:
    -Surface: 400m-800m/2km/4km
    -Ballistic: 4km-8km/20km/40km (must use Ballistic Artillery Rules)
    Rate of Fire: 1D Auto-Fire
    Damage: Varies by Shell Type.
    Ammo: 120 (individual shells weigh 100 kilograms, and may be carried in place of Passengers or Cargo)
    Common Shell Types:
      Explosive (6D, Standard Radius)
      Penetrator (8D, Point Radius)
      Haywire (5D Ionization, Standard Radius)
      Cluster (3D, Area Radius)
      Incendiary (4D Fire, Standard Radius)
      Shield-Buster (6D Ionization, Point Radius)
      Flak (5D, +3D to Fire Control, may only be used in Direct-Fire mode)
      Flare Cluster (Negates up to 4D of Darkness Concealment, -1D for every 5 points of Miss. Lasts 6 rounds, then reduces by -1D/round as the flares burn out)
      Baffler Smoke (Provides 4D of Concealment against normal vision, enhanced optic systems and Sensors, -D for every 3 points of Miss. Lasts 12 rounds, then -1 per round until fully dissipated.)
      Jamming (4D to Sensors and Communications in affected area, -1D for every 5 points of Miss, for 12 rounds.)
      Decoy (When fired as part of a salvo, adds 1D to Difficulty of anti-ordnance defences. Multiple Decoys can coordinate for added effect.)
      Minefield (Lays a Minefield in a 50-meter radius around the point of impact, deviating 5 meters per point of Miss. Anything entering the minefield makes a Movement roll against Terrain; if they succeed by <10, they hit a Mine, taking 5D Damage in Speeder or Walker Scale, depending on the target.)
      Seeker (As Explosive/Penetrator/Haywire -1D, +4D to Fire Control if Target is using Active Sensors or transmitting on Comms.)
      Guided (As Explosive/Penetrator/Haywire -1D, +4D to Fire Control if Target is being "painted" by an Active Sensor Lock-On from an allied unit.)
    Game Notes: Shells can be shot down by laser weapons. Shells are considered Character-Scale targets, and have a Body of 1D, but are -2D to Hit, due to their size and speed. Shells remain in the air for 1 round for every range band they cross (1 round for Short Range, 2 rounds for Medium, and 3 rounds for Long).

    Multi-Rocket Launcher
    Fire Arc: Turret
    Scale: Frigate (+10D)
    Crew: 2
    Skill: Artillery
    Fire Control: 2D
    Range:
    -Surface: 1km-2km/4km/8km
    -Ballistic: 10km-20km/40km/80km (must use Ballistic Artillery Rules)
    Rate of Fire: Single, or volleys of up to 45
    Damage: Varies by Rocket Type.
    Ammo: 45 in three 15-round Armored Box Launchers
    Common Rocket Types:
      Explosive (6D, Standard Radius)
      Penetrator (8D, Point Radius)
      Haywire (5D ionization, Standard Radius)
      Cluster (3D, Area Radius)
      Incendiary (4D Fire Standard Radius)
      Shield-Buster (6D ionization, Point Radius)
      Flare Cluster (Negates up to 4D of Darkness Concealment, -1D for every 5 points of Miss. Lasts 6 rounds, then reduces by -1D/round as the flares burn out)
      Baffler Smoke (Provides 4D of Concealment against normal vision, enhanced optic systems and Sensors, -D for every 3 points of Miss. Lasts 12 rounds, then -1 per round until fully dissipated.)
      Jamming (4D to Sensors and Communications in affected area, -1D for every 5 points of Miss, for 12 rounds.)
      Decoy (When fired as part of a salvo, adds 1D to Difficulty of anti-ordnance defences. Multiple Decoys can coordinate for added effect.)
      Minefield (Lays a Minefield in a 100-meter radius around the point of impact, deviating 10 meters per point of Miss. Anything entering the minefield makes a Movement roll against Terrain; if they succeed by <10, they hit a Mine, taking 5D Damage in Speeder or Walker Scale, depending on the target.)
      Seeker (As Explosive/Penetrator/Haywire -1D, +4D to Fire Control if Target is using Active Sensors or transmitting on Comms.)
      Guided (As Explosive/Penetrator/Haywire -1D, +4D to Fire Control if Target is being "painted" by an Active Sensor Lock-On from an allied unit.)
    Game Notes: Rockets can be shot down by laser weapons. They are considered Character-Scale targets, and have a Body of 1D, but are -2D to Hit, due to their size and speed. Rockets remain in the air for 1 round for every range band they cross (1 round for Short Range, 2 rounds for Medium, and 3 rounds for Long).

    1 Tractor Beam Projector
    Fire Arc: Turret
    Crew: 2
    Skill: Vehicle Gunnery
    Fire Control: 1D
    Range:
    --Surface: 100m-300m/1km/2km
    --Atmosphere: 500m-1.5km/5km/10km
    --Orbital: 2km-6km/20km/40km
    Rate of Fire: 1 (Full Round)
    Damage: 6D
    Note: Tractor Beams can be used to either pull objects closer, push them away or hold them steady off the ground. As such, they have a variety of uses on the battlefield, including vehicle recovery, obstacle clearing and minesweeping.
2 Dual Laser Cannon
Fire Arc: 1 Front/Left/Rear, 1 Front/Right/Rear
Crew: 1 each
Skill: Vehicle Gunnery
Fire Control: 5D
Range:
--Surface: 100m-300m/1.2km/2.5km
--Atmosphere: 500m-1.5km/6km/12.5km
--Orbital: 2km-6km/24km/50km
Damage: 3D
2 Dual Heavy Repeating Blasters
Fire Arc: 1 Front/Left/Right, 1 Rear/Left/Right
Scale: Speeder (+4D)
Crew: 1 (Vehicle Commander or Co-Pilot. May also be operated by a auto-aim system with a Vehicle Gunnery skill of 3D)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 4D
Variants:
    COMM-SCAN/COMMAND
    Capsule: Replaces the Main Turret with an Enhanced Sensor Array and internal command suite. Use the above stats, except as noted.
    Crew: 5 (3 @ +10) & 2 Gunners
    Sensors:
    Passive 6km / 1D
    Scan 12km / 2D+1
    Search 24km / 3D+2
    Focus 1km / 5D
    Special Equipment: Command & Control Suite
    Any commander operating with this vehicle receives bonuses of +1D to Tactics and +2D to Communications and Command.

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +1
    VELOCITY MODIFIER: 1D Surface

_________________
"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 Sun Apr 17, 2022 1:15 am; edited 9 times in total
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Raven Redstar
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PostPosted: Mon Aug 20, 2018 9:36 pm    Post subject: Reply with quote

Very scary! I wonder when I'll get a chance to use these...
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Aug 20, 2018 9:51 pm    Post subject: Reply with quote

Raven Redstar wrote:
Very scary! I wonder when I'll get a chance to use these...

I'm certain you'll find the appropriate occasion. Next up is the Broadsword, which will be used as either the main punch in Light Armor units or as scout / outrider platform for Scythe units.
_________________
"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
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Aug 22, 2018 9:12 pm    Post subject: Reply with quote

In the interests of completeness, I'm going to re-post the stats for the AT-SW here. Originally, I had co-opted the -SW's stats for what I had termed the AT-AV (posted here). However, there are very few references to the AT-AV in the SWU (apart from Leia's pet Pittin as a child). I did some thinking and came to the conclusion that, if Leia had named a childhood pet after an actual vehicle, it would've been a Clone Wars-era platform, not a Rebellion-era one (which is what the Storm Walker certainly is).

So, here in all its glory (with a few improvements on the previous stats) is Ansel Hsiao's All-Terrain Storm Walker.


All-Terrain Storm Walker

Images

The All-Terrain Storm Walker is the Empire's premiere medium combat walker, capable of operating independently or as part of a larger formation. It is commonly used as an escort and picket vehicle for AT-AT formations, but can also utilize its formidable weaponry and speed for independent assaults, either alone or as part of a formation of AT-SWs. The AT-SW combines many of the features of the AT-ST with the heavier weaponry and armor of an AT-AT. In addition, it mounts a pair of light rocket launchers that can be equipped with either anti-personnel or anti-vehicle rockets depending on the mission requirements. It also features a chin turret that mounts the twin light blaster cannon and grenade launcher from the AT-ST, which is generally used to engage enemy ground troops who have gotten in close to the AT-SW's feet. This cannon can be operated by either the gunner or the co-pilot (usually the vehicle's commander) if the gunner is occupied with other targets.

Craft: KDY's AT-SW
Type: Attack Walker
Scale: Walker (+8D)
Length: 16 meters long, 15 meters tall
Skill: Walker Operation: AT-SW
Crew: 2 (1 @ +10) & 1 Gunner
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Walker Operation 5D
Passengers: 1 (in place of cargo)
Cargo Capacity: 200 kilograms
Consumables: 1 month
Cover: Full
Cost: Not Available For Sale
Maneuverability: 2D+1
Move: 30; 90 km/h (6D+2 Walk)
Body: 3D+2
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
2 Heavy Laser Cannon (Fire-Linked)
Fire Arc: Front/Left/Right
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 200m-500m/1.5km/3km
Damage: 6D
2 Light Laser Cannon (Fire-Linked)
Fire Arc: Front/Left/Right
Scale: Speeder (+4D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 100m-300m/1km/2km
Damage: 5D
2 Light Missile Launchers (Fire-Linked)
Fire Arc: Front/Left/Right
Crew: 1
Skill: Vehicle Blasters
Fire Control: 4D
Range: 100m-1km/2km/5km
Rate of Fire: Can fire missiles singly or in volleys; standard coordination bonuses apply.
Damage: 6D
Ammo: 20 per launcher
1 Defense Turret
Fire Arc: Turret (Ventral)
Crew: 1 (Gunner or Co-Pilot)
Skill: Vehicle Gunnery
    Twin Heavy Repeating Blaster
    Scale: Speeder (+4D)
    Skill: Vehicle Gunnery
    Fire Control: 5D
    Range: 3-75/200/500
    Rate of Fire: 2D Auto-Fire
    Damage: 4D
    1 Repeating Grenade Launcher
    Scale: Swoop (+2D)
    Skill: Missile Weapons
    Fire Control: 2D (ignores 1D of Cover)
    Range: 50m-200m/700m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: Varies with Grenade Type
    Ammo: 400 rounds (in four separate 100-round magazines. Magazines are often loaded with different types of rounds, and the gunner can toggle between them).
    Common Grenade Types:

Notes on Fire Arcs:The AT-SW's main body can turn to engage targets in the Left and Right Fire Arcs, but can only fire in one arc per round. Further, it takes a full round to traverse from the Left Arc to the Right Arc, and vice versa. Traversing can be done while the vehicle is moving, and does not affect the driver's Walker Operation difficulty.

The twin light blaster cannon and grenade launcher can engage targets in any arc, but are subject to a -10 penalty when engaging targets on the opposite side of the AT-SW's legs. This would normally be the Rear Fire Arc, but when the AT-SW traverses to engage targets in the Left or Right Arc, the penalty shifts as well (to the Right Arc if the AT-AV is traversed Left, and to the Left if traversed Right).

House Rule Notes:
    COMMAND DIFFICULTY MODIFIER: +1
    VELOCITY MODIFIER: 3D+1 Walk

_________________
"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 Fri Mar 25, 2022 7:05 pm; edited 9 times in total
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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Sep 08, 2018 7:02 pm    Post subject: Reply with quote

So, I've been chewing on the concept of the MAVr-A7 Broadsword. Unlike my previous stats, I was actually able to engage fractalsponge in the comments section over on his page and pick up a bit more information. Of particular note is a correction that I will need to make across several of his ground vehicle stats. I underestimated the size of the multi-round rocket launchers mounted on the AT-SW, AT-SE and MAVr-A7, assuming they were a light rocket launcher of some kind. Per fractal, they are approximately the same size as WEG-standard concussion missiles on starfighters. This opens the door to equipping these vehicles with hard-hitting guided weaponry in combination with high rates of fire and ammunition capacity, and I'm still wrapping my head around how to apply that. At the moment, it will likely be a mix of standard guided and unguided weapons. However, as near as I can tell, guided missiles in the real world don't get a Follow-Up Attack; they're just really accurate on the one attack they do get.

In retrospect, this makes perfect sense, as part of my argument for my own Scale system involves Walkers being much more heavily armed and armored than starfighters. Under my concept of weapons scale, full-up turbolasers can't be fitted on starfighters, but can be fitted to space transports because space transports have the cargo capacity to spare when mounting the turbolaser's capacitor systems. Seeing as how most of the larger walkers are equivalent in size to the average light freighter, they would have more than enough capacity to mount heavy weaponry, such as Capital-Grade light turbolasers and ion cannon.

As far as the Broadsword itself (especially with the Scythe in the picture), fractal considers it to be roughly on par with the Stryker / LAV-25, with multiple different mission systems mounted on the same basic platform (the Scythe was conceived as the Heavy version of the same concept). The sheer number of vehicles in the Stryker / LAV family makes for some interesting crossover fodder, with the published version being more like the standard multi-role LAV-25 with a multi-weapon turret and the ability to carry a small number of ground troops.

To give you an idea of what I'm looking at, here are the list of variants for the Stryker and the LAV-25.
_________________
"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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PostPosted: Mon Oct 01, 2018 5:29 pm    Post subject: Reply with quote

I do my best to keep my stats updated as new information becomes available. In this case, I was finally able to track down hard numbers as to the weapons complement of the Consolidator-Class Heavy Troop Transport. My original premise had been based on a vague quote from fractalsponge to the effect that the Consolidator had armament roughly equal to a Venator-Class, so I just copied the Venator's armament. The revised armament is:

    3 Heavy Turbolaser Cannon (in ball turrets, used for heavy fire support)
    44 Quad-Turbolaser Cannon (I went with dual, instead, as part of my generic weapons listing)
    "Numerous" Point Defense Cannon
    "Some" Concussion Missile Launchers (presumably also for fire support)

_________________
"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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Sutehp
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PostPosted: Mon Oct 01, 2018 6:12 pm    Post subject: Reply with quote

Rate of Fire is missing from the 40 Laser Batteries, is this intentional? Because I'm updating my own docfile of the Consolidator line by line just to make sure I get everything correct.
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CRMcNeill
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PostPosted: Mon Oct 01, 2018 6:25 pm    Post subject: Reply with quote

Sutehp wrote:
Rate of Fire is missing from the 40 Laser Batteries, is this intentional? Because I'm updating my own docfile of the Consolidator line by line just to make sure I get everything correct.

Generally, if it doesn't list a RoF, the weapon uses standard MAP rules, and is only limited by MAPs and gunner skill.
_________________
"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: Fri Nov 30, 2018 3:31 pm    Post subject: Reply with quote

Awesome new scout design from Fractalsponge, based on the asymmetrical Nebulon Ranger from Tales of the Jedi. He even included a short video on how the wing folds on take-off and landing.
_________________
"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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Red 331
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PostPosted: Mon Jan 21, 2019 11:30 pm    Post subject: Reply with quote

Ansel's work is amazing! And seeing the ships animated on his YouTube page is awesome as well:

www.youtube.com/watch?v=pcnwMQaLhjs

Technical question - does anyone know what type of software is used to create and animate these 3D ships and vehicles? Using these to create customized cut scenes in a gaming session would be a ton of fun. I imagine he would want to charge for making the graphics available (deservingly so given all his work).
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