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D6 Stats for Fractalsponge Projects
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 14202
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Apr 09, 2021 2:02 am    Post subject: Reply with quote

TIE Hunter

Images

The TIE Hunter was one of several starfighter models developed by the Empire in their attempts to catch up to the individually superior Alliance front-line units. It's roughly comparable to the TIE Avenger, with minor weaknesses in durability and weapons capacity. Like its contemporaries - the Avenger and Defender - the Hunter did enter limited production but never in sufficient numbers or in enough time to make a real difference prior to Endor. TIE Hunters would subsequently be found scattered across the galaxy in dwindling numbers in the service of the Imperial Remnant or various warlords.

However, one interesting variant did enter service with the Empire in an even more specialized capacity as a support fighter for the Imperial Storm Commandos. Imperial High Command wanted a stealth multi-role platform that could provide air cover and special operations support for deployed groups of storm commandos and, of the extant prototypes, the Hunter proved best suited to the intended modifications. Designated the Hunter-S, this variant is equipped with stealth upgrades and an expanded ordnance delivery capability. It sacrifices much of its combat radius to achieve this, but the vast majority of Storm Commando operations are deployed from carrier vessels loitering just outside of the targeted systems, so range is rarely a factor.

Craft: Seinar Fleet Systems' TIE/hu
Type: Multi-Role Starfighter
Scale: Starship (+6D)
Length: 9.8 meters
Skill: Starship Piloting: TIE Hunter
Crew: 1
Crew Skill:
Astrogation 5D
Gunnery 5D+2
Piloting 6D
Shields 5D
Sensors 5D
Cargo Capacity: 75 kg
Consumables: 5 days
Hyperdrive Multiplier: x2
Nav Computer: Limited (5 jumps)
Maneuverability: 4D
Space: 11
Atmosphere: 435; 1,250 kph
Hull: 2D+2
Shields: 2D
Sensors:
Passive 25/1D
Scan 50/2D
Search 75/3D
Focus 4/4D
Weapons:
2 Laser Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/12/25
--Orbital: 2km-6km/24km/50km
--Atmosphere: 100m-300m/1.2km/2.5km
Damage: 5D
2 Ion Cannon (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
Range:
--Space: 1-3/7/16
--Atmosphere: 100m/300m/700m/1.6km
Damage: 4D (ionization)
4 Warhead Launch Tubes (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 3D
All Other Stats vary by Weapon Type
Capacity: 1 per Launcher. May select Missiles, Torpedoes, Space Bombs or Decoys & Probes from this list, depending on Availability.
Variants: (Use Above Stats, except as noted)
    TIE/hu-s Stealth Variant
    Crew Skills:
    Astrogation 5D+2
    Gunnery 6D+1
    Piloting 6D+2
    Shields 5D+2
    Sensors 5D+2
    Cargo Capacity: 25 kg
    Consumables: 2 days
    Maneuverability: 3D+1
    Space: 9
    Atmosphere: 400; 1,150 kph
    Hull: 2D+2
    Shields: 2D (Stealth)
    Weapons: (In addition to Above)
    1 Multi-Warhead Launcher
    Fire Arc: Front
    Skill: Starship Gunnery
    All Other Stats vary by Weapon Type
    Capacity: 8 rounds. May select Missiles, Torpedoes, Space Bombs or Decoys & Probes from this list, and Gravity Bombs or Space Mines from this list, depending on Availability.
    Special Equipment:
    Sensor Baffling (One layer: +1D to Stealth)


House Rule Notes:
    SHIELD & SHIELD CONTROL: 1D @ 2D

_________________
"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
Director of Engineering


Joined: 05 Apr 2010
Posts: 14202
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Apr 19, 2021 12:40 am    Post subject: Reply with quote

So, at long last, here are my stats for the MAVr-A7 Broadsword. I decided to incorporate both Fractal's original version and my own modified version (with the capacitor drum removed from the rear), as well as inventing a reason why both models can be found in the SWU.

Broadsword-Series Medium Assault Vehicle

Images

The Broadsword is the Imperial Army's primary medium-duty armored assault vehicle, and forms the backbone of the Army's Mobile Command. The primary model is configured as a multi-role combat vehicle, mounting a mix of heavy and light weapons, along with a small troop bay. Several support variants also exist. The Broadsword is somewhat comparable to the KAAC Freerunner, as the two vehicles were actually competing designs for the Imperial Army's MAV replacement program. The Broadsword won out, but the two vehicles now compete in combat, as most of the Freerunner models were snapped up by the Alliance when KAAC went bankrupt.

The Broadsword has gone through at least one major design change since its inception. The original model included a very prominent energy capacitor drum mounted on the rear deck behind the turret. While the capacitor is an essential piece of equipment for powering the vehicle's heavy laser cannon, it badly obstructs the field of fire in the aft arc. At the time, it was assumed that Broadswords would always operate in teams, and that multiple vehicles would work together to cover each other's blind spots. In practice, however, this wasn't always a viable option, especially in close quarters. Furthermore, the capacitor provided an excellent aiming point for Alliance heavy weapon teams firing from concealed positions on the flanks and rear of Broadsword units, and damage to the capacitor was found to also disrupt systems throughout the rest of the vehicle. As such, the Broadsword redesigned, replacing the main laser cannon with a somewhat lighter version that utilized smaller capacitors that could be mounted internally (at the cost of 40% of the passenger capacity).

Craft: Nan-Carvon MAVr-A7 Broadsword II Series
Type: Multi-Role Combat Assault Vehicle
Scale: Walker (+8D)
Length: 16.7 meters
Skill: Landspeeder Operation: Broadsword
Crew: 3 (1 @ +5) & 1 Gunner
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Landspeeder Operation 4D
Passengers: 6
Cargo Capacity: 1 metric ton
Cover: Full
Maneuverability: 1D
Move: 90; 260kph
Altitude Range: Ground - 2 meter
Body: 3D+1
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
1 Heavy Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 200m-500m/1.5km/3km
Damage: 4D+2
1 Dual Light Blaster Cannon
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/800m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: 5D
1 Missile Launcher
Fire Arc: Turret
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
Variants: (As Above, except as noted)
    BROADSWORD I (Images)
    Passengers: 10
    Body: 3D+1 (2D+2 in Right, Left & Rear Arcs)
    Weapons:
    Heavy Laser Cannon
    Damage: 5D
    Note: All Gunnery Difficulties are +10 in the Rear Arc

    ARTILLERY
    Crew: 3 (1 @ +5) & 2 Gunners
    Passengers: None
    Cargo Capacity: 200 kilograms
    Weapons: (Heavy Laser Cannon & Missile Launcher removed)
    Mass Driver Artillery Cannon
    Skill: Vehicle Gunnery
    Crew: 2
    Fire Control: 3D
    Range:
    --Surface: 500m-1km/2.5km/5km
    --Artillery: 5km-10km/25km/50km
    Rate of Fire: 1
    Damage: Varies by Projectile
    Ammo: 100 (individual shells weigh 100 kilograms, and may be carried in place of Passengers or Cargo)
    Projectile Types:
    --Proton (General Purpose)
    ----Damage: 6D
    ----Blast Radius: Standard (-1D Damage per -1 of Miss on Gunnery roll)
    --Concussion (Anti-Vehicle / Bunker Buster)
    ----Damage: 8D
    ----Blast Radius: Point (-2D Damage per -1 of Miss on Gunnery roll)
    --Cluster (Anti-Personnel)
    ----Damage: 1D
    ----Blast Radius: Area (-1D Damage per -2 of Miss on Gunnery roll)
    --Plasma
    ----Damage: 3D (Incendiary)
    ----Blast Radius: Standard (-1D Damage per -1 of Miss on Gunnery roll)
    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).
    2 Light Blaster Cannon
    Fire Arc: 1 Front/Left/Rear, 1 Front/Right/Rear
    Scale: Speeder (+4D)
    Crew: 1
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 5D

    AIR DEFENSE
    Crew: 4 (1 @ +10) & 1 Gunner
    Passengers: None
    Cargo Capacity: 200 kilograms
    1 Heavy Auto-Blaster (Replaces Heavy Laser Cannon)
    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: 2D Auto-Fire
    Damage: 4D
    Special: +2D to Fire Control on a successful Sensor Lock.
    Missile Launcher
    Fire Control: 3D (7D w/ Lock-On)
    Range (Lock-On): 100m-300m/800m/1.5km (200m-600m/1.6km/3km)
    Damage: 6D

    ROCKET
    Crew: 3 (1 @ +5) & 2 Gunners
    Passengers: None
    Cargo Capacity: 200 kilograms
    Weapons: (Heavy Laser Cannon & Missile Launcher removed)
    Concussion Rocket Multi-Launcher
    Fire Arc: Turret
    Skill: Vehicle Gunnery
    Crew: 2
    Fire Control: 2D
    Range:
    --Surface: 500m-2km/4km/8km
    --Bombard: 5km-20km/40km/80km
    Rate of Fire: Singly, or volleys of up to 15 (+1D Coordination Bonus every time # of rockets fired doubles)
    Damage: 7D
    Blast Radius: Standard (-1D Damage per -1 of Miss on Gunnery roll)
    Game Notes: Rockets can be shot down by laser weapons. Rockets are considered Character-Scale targets, and have a Body of 2D, but are -1D 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).
    2 Light Blaster Cannon
    Fire Arc: 1 Front/Left/Rear, 1 Front/Right/Rear
    Scale: Speeder (+4D)
    Crew: 1
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 5D

    ENGINEERING
    Crew: 3 (1 @ +5) & 2 Gunners
    Passengers: None
    Cargo Capacity: 200 kilograms
    Weapons: (Heavy Laser Cannon & Missile Launcher removed)
    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: 5D
    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 Light Blaster Cannon
    Fire Arc: 1 Front/Left/Rear, 1 Front/Right/Rear
    Scale: Speeder (+4D)
    Crew: 1
    Skill: Vehicle Blasters
    Fire Control: 1D
    Range: 100m-300m/800m/1.5km
    Rate of Fire: 2D Auto-Fire
    Damage: 5D

    Images of Artillery, Air Defense and Rocket Variants

_________________
"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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