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AT-XT -> AT-AV
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Dredwulf60
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PostPosted: Sat Jun 29, 2019 12:24 pm    Post subject: Reply with quote

Dredwulf60 wrote:
CRMcNeill wrote:
Dredwulf60 wrote:
Indeed, it would be useful....but do you have an image of it?

Well, take the skiff from Jabba's palace and throw a bunch of guns on it, with a few performance mods to turn the thing into a decent escape vehicle.


OK.
I'll let you know when it is done.


How about this?

http://www.swagonline.net/image/attack-patrol-special-warfare-skiff
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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: Sat Jun 29, 2019 1:00 pm    Post subject: Reply with quote

Exactly. The only issue I see is the lack of a gunner's position for 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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Dredwulf60
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PostPosted: Sat Jun 29, 2019 1:27 pm    Post subject: Reply with quote

CRMcNeill wrote:
Exactly. The only issue I see is the lack of a gunner's position for the tail gun.

Due to lack of room, I assumed an automated or semi-automated system,

Kind of like the tail gun on the LAAT/i.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jun 29, 2019 1:34 pm    Post subject: Reply with quote

Either that or move the driver's station forward so the tail gun could be mounted on the aft rail with the gunner back-to-back with the driver.
_________________
"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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Dredwulf60
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PostPosted: Sat Jun 29, 2019 7:31 pm    Post subject: Reply with quote

CRMcNeill wrote:
Either that or move the driver's station forward so the tail gun could be mounted on the aft rail with the gunner back-to-back with the driver.


Do-able, but unlike a professional concept artist...once my sig goes on, I'm done. Smile
I figured you would appreciate an image to go with your idea though.

When/if you do up stats for it, I'll add them to the image over on SWAG.
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CRMcNeill
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PostPosted: Sat Jun 29, 2019 7:47 pm    Post subject: Reply with quote

Let's move it over to your other topic then and discuss it further.
_________________
"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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Bren
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PostPosted: Sat Jun 29, 2019 11:53 pm    Post subject: Reply with quote

Dredwulf60 wrote:
How about this?

http://www.swagonline.net/image/attack-patrol-special-warfare-skiff

Nice! For some reason I see this going up a jungle river. And now I it needs a suncreen. I'm seeing something added on with local materials like scavenged 5cm diameter pipes and a canvas awning.
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Bren
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PostPosted: Sun Jun 30, 2019 12:27 am    Post subject: Reply with quote

Thinking some more about the skiff picture, I have an idea for an adventure where the characters end up on a jungle river in a armed repulsor skiff. (The background color makes me think of sunset over the jungle.)

I'll look for inspiration from Apocalypse Now, Heart of Darkness, Rambo – the one where he is freeing POWs, and those Chuck Norris movies where he is freeing POWs.

Maybe I'll call it Dark Heart - A Jungle River Adventure.

Thanks Dreadwulf!
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CRMcNeill
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PostPosted: Sun Jun 30, 2019 12:36 am    Post subject: Reply with quote

Bren wrote:
Dredwulf60 wrote:
How about this?

http://www.swagonline.net/image/attack-patrol-special-warfare-skiff

Nice! For some reason I see this going up a jungle river. And now I it needs a suncreen. I'm seeing something added on with local materials like scavenged 5cm diameter pipes and a canvas awning.

As we are now waaaay off topic for this thread, I replied to your post here. I would greatly appreciate it if all future discussion of vehicles that aren't the AT-XT / AT-AV concept took place in other, more appropriate conversations.
_________________
"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: Tue Jul 02, 2019 4:50 pm    Post subject: Reply with quote

Okay, here's the first draft. I'm not entirely happy with how some of the weapon write-ups went, so there will likely be some refinement at a later date, but this has been sitting around on my drive for a week now, so I decided to finally push through and get it done.

All-Terrain Attack Vehicle

The All-Terrain Attack Vehicle is the production version of the All-Terrain Experimental Transport, which was little more than a proof-of-concept vehicle that was rushed into service by combat necessity. The AT-AV, on the other hand, filled the role of a multi-purpose light walker needed to screen the larger AT-TEs and AT-APs of the Republic Army during the Clone Wars.

Multiple sub-types of the AT-AV exist, all differentiated by the various dorsal mission mounts that feature a variety of different weapon systems or mission-specific equipment packs. Later versions of the vehicle experimented with modular mounts that could be quickly swapped out, so that a single vehicle could perform a variety of different missions based on need.

Craft: Rothana Heavy Engineering's AT-AV
Type: Modular Combat Walker
Affiliation: Republic (Prequels), General (OT)
Scale: Speeder (+4D)
Length: 6.5 meters (7.6 meters tall)
Skill: Walker Operation: AT-AV
Crew: 2 (1 @ +10)
Crew Skill:
Sensors 5D
Vehicle Blasters 5D
Missile Weapons 4D+2
Walker Operation 5D
Cargo Capacity: 200 kilograms
Cover: Full
Cost: Not Available For Sale
Maneuverability: 1D
Move: 30; 90kph (6D+2 Walk)
Body: 3D+2
Sensors:
Passive 2km/1D
Scan 4km/1D+2
Search 6km/2D+1
Focus 300m/3D
Weapons:
    Twin Light Blaster Cannon (Fire-Linked)
    Fire Arc: Turret (+5 Difficulty in Rear Arc)
    Crew: 1 (Pilot or Co-Pilot)
    Skill: Vehicle Blasters
    Fire Control: 3D
    Range: 100m-300m/500m/1km
    Rate of Fire: 2D Auto-Fire
    Damage: 3D
    1 Repeating Grenade Launcher
    Fire Arc: Turret (+5 Difficulty in Rear Arc)
    Scale: Swoop (+2D)
    Crew: 1 (Pilot or Co-Pilot)
    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:
Dorsal Modular Mission Mount: (Vehicle may be equipped with one of the following systems)
    Dual Light Laser Cannon (Fire-Linked)
    Fire Arc: Turret
    Crew: 1 (Pilot or Co-Pilot)
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/1km/2km
    Damage: 6D

    Dual Light Ion Cannon
    Fire Arc: Turret
    Crew: 1 (Pilot or Co-Pilot)
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/700m/1.6km
    Damage: 5D (ionization)

    Light Mass Driver
    Fire Arc: Turret
    Crew: 1 (Pilot or Co-Pilot)
    Skill: Vehicle Blasters
    Fire Control: 1D
    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

    Concussion Missile Pods
    Fire Arc: Front
    Crew: 1 (Pilot or Co-Pilot)
    Skill: Vehicle Blasters
    Fire Control: 2D
    Range: 150m-300m/1.5km/3km
    Damage: 8D
    Blast Radius: -1 Miss = -1D Damage (5 meters)
    Ammo: 8

    Dual Proton Mortars
    Fire Arc: Front
    Crew: 1 (Pilot or Co-Pilot)
    Skill: Artillery
    Fire Control: 2D
    Range: 300m-600m/3km/6km
    Damage: 7D
    Blast Radius: -2 Miss = -1D Damage (10 meters)
    Note: Ballistic Fire only, see Artillery Rules

    Quad Heavy Repeating Blasters
    Fire Arc: Turret
    Scale: Speeder (+4D)
    Crew: 1 (Pilot or Co-Pilot)
    Skill: Vehicle Blasters
    Fire Control: 5D
    Range: 3-75/200/500
    Rate of Fire: 2D Auto-Fire
    Damage: 4D

    Scout
    Passive 4km/1D+2
    Scan 6km/2D+1
    Search 8km/3D
    Focus 600m/4D
    Stealth: +2D (Sensor Mask)

    CommScan/Command
    Passive 4km/1D+2
    Scan 6km/2D+1
    Search 8km/3D
    Focus 600m/4D
    Command & Control: +1D to Tactics, Command & Communications

    Tractor Beam Projector
    Fire Arc: Turret
    Crew: 1 (Pilot or Co-Pilot)
    Skill: Vehicle Blasters
    Fire Control: 2D
    Range: 50m-100m/250m/500m
    Damage: 5D
    Note: Normally used for obstacle clearing or vehicle recovery, but can also be used to inflict damage by switching to Pulse mode.

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
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