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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Fri Jan 14, 2022 4:23 pm    Post subject:  | 
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				Gigas-Class Combat Landing Barge
 
 
Images
 
 
The Gigas-Class is the Imperial Navy's primary medium-duty combat landing barge. While larger ships like the Y-85 Titan and Chi-Class Heavy Landing Craft are in service, the Gigas is just barely able to be carried and launched from an Imperator-Class Star Destroyer. While it has roughly the same cargo capacity as Incom's civilian X-23 Space Barge, the Gigas is larger and more heavily armed and armored, equipped with combat shields and multiple laser cannon that allow the barge to both defend itself and provide a degree of fire support during troop landings. When not in use in combat, the Gigas is also used as an intra-fleet transport, cross-decking supplies, passengers and other equipment between ships as needed.
 
 
Craft: Incom's Y-8 Gigas-Class
 
Type: Combat Landing Barge
 
Scale: Starship (+6D)
 
Length: 54 meters
 
Skill: Starship Piloting: Gigas-Class
 
Crew: 7 (3 @ +10) & 3 Gunners
 
Crew Skill:
 
Piloting 3D+2
 
Gunnery 3D
 
Transport Capacity: 
 
-5,000 metric tons or...
 
-1,000 passengers or...
 
-1 AT-AT or similar vehicle or...
 
-Multiple smaller vehicles (depending on dimensions).
 
Consumables: 1 day
 
Maneuverability: 0D
 
Space: 2 (1D)
 
Atmosphere: 225; 650 kph
 
Hull: 5D
 
Shields: 2D
 
Sensors:
 
Passive 5/0D
 
Scan 10/1D
 
Search 15/2D
 
Weapons:
 
2 Dual Heavy Laser Cannon (Fire-linked)
 
Fire Arc: Front/Rear (one per round)
 
Scale: Walker (+8D)
 
Crew: 1
 
Skill: Starship Gunnery
 
Fire Control: 2D
 
Range:
 
--Space: 1-3/12/25
 
--Orbital: 2km-6km/24km/50km
 
--Atmosphere: 100m-300m/1.2km/2.5km
 
Damage: 6D
 
2 Dual Laser Cannon
 
Fire Arc: Front
 
Crew: 1
 
Skill: Starship Gunnery
 
Fire Control: 2D
 
Range:
 
--Space: 1-3/12/25
 
--Orbital: 2km-6km/24km/50km
 
--Atmosphere: 100m-300m/1.2km/2.5km
 
Damage: 5D
 
1 Tractor Beam Projector
 
Fire Arc: Turret
 
Crew: 1 (Pilot or Co-Pilot)
 
Skill: Starship Gunnery
 
Fire Control: 2D
 
Range:
 
--Space: 1-2/5/10
 
--Atmosphere: 100m-200m/500m/1km
 
Damage: 5D
 
 
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
 
SHIELD & SHIELD CONTROL: 2D @ 2D
 
VELOCITY MODIFIER: 0D+2 Flight 
 
NOTE: I'm aware that this ship is officially the Theta-Class, but it's my take that the Greek Alphabet designations are reserved for hyperspace-capable ships like Lambdas and the Thetas from RotS. I had originally decided to call it the Atlas-Class, but Whill's alternate suggestion below got my mind looking in other directions, and I settled on the Gigas (singular for Gigantes), the Giants of Greek mythology. There were sufficient themes that I found appropriate for a combat landing barge that it seemed a good fit, so Gigas-Class it is. _________________ "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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		Whill Dark Lord of the Jedi (Owner/Admin)
  
  Joined: 14 Apr 2008 Posts: 10557 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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				 Posted: Fri Jan 14, 2022 8:18 pm    Post subject:  | 
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				 	  | CRMcNeill wrote: | 	 		  | NOTE: I'm aware that this ship is officially the Theta-Class, but it's my take that the Greek Alphabet designations are reserved for hyperspace-capable ships like Lambdas and the Thetas from RotS. As such, since this ship is basically a smaller cousin on the Y-85 Titan Landing Barge (which also does not have a hyperdrive), I decided to co-opt another name from Greek mythology and call this platform the Atlas-Class. YMMV. | 	  
 
Instead of the titan Atlas, how about Theia-class? Theia is also a titan, and that name is literally only one letter off from theta so it includes a strong vestige of the canon name for this ship. Plus, this ship is a drop barge and Theia is the name of the planet that "dropped" to proto-Earth in the early solar system. _________________ *
 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Fri Jan 14, 2022 9:23 pm    Post subject:  | 
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				Some nice imagery there, but after some quick research, I'm wondering if Gigantes would be a more apt choice. In Greek mythology, the Giants (Gigantes) were created when the blood of Uranus fell to earth, creating creatures who resembled Titans (in much the same way that the Theta and Titan have very similar design, but are quite different in size), but were their own separate race. And while Theia would be an apt choice if the ship were named after the planet, Theia the goddess was the goddess of sight, which isn't particularly on point. The Gigantes, on the other hand, were known for their strength and aggression, and were said to have been imprisoned in volcanos, thus being the cause of volcanic eruptions. That sounds much more martial in nature than Theia...
 
 
EDIT: Actually, per Wikipedia, the singular for Gigantes would be Gigas, which is less of a mouthful. _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Fri Jan 14, 2022 10:41 pm    Post subject:  | 
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				Also, since Theta is the eighth letter of the Greek alphabet, it would be a subtle homage to call it the Y-8 Gigas, which is more in keeping with other Incom landing craft like the Y-4 Raptor and the Y-85 Titan.
 
 
EDIT: Name changed to the Y-8 Gigas-Class Combat Landing Barge. _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Fri Jan 14, 2022 11:13 pm    Post subject:  | 
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				 	  | CRMcNeill wrote: | 	 		  | As an added bonus, he included a glimpse of an early Imperial in Republic stripes. | 	  
 
Actually, I spoke too soon here. What I thought was an early Imperial is actually Fractal's Tector-Class, which has very similar lines to the Imperator but is optimized as a big-gun ship, sacrificing most of its hangar capacity to move the reactor fully under the outer hull for better protection in a gunnery duel. _________________ "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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		Whill Dark Lord of the Jedi (Owner/Admin)
  
  Joined: 14 Apr 2008 Posts: 10557 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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				 Posted: Sat Jan 15, 2022 10:21 am    Post subject:  | 
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				 	  | CRMcNeill wrote: | 	 		  Also, since Theta is the eighth letter of the Greek alphabet, it would be a subtle homage to call it the Y-8 Gigas, which is more in keeping with other Incom landing craft like the Y-4 Raptor and the Y-85 Titan.
 
 
EDIT: Name changed to the Y-8 Gigas-Class Combat Landing Barge. | 	  
 
I like that. And glad I could help in a small way. _________________ *
 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Sat Jan 15, 2022 2:59 pm    Post subject:  | 
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				 	  | Whill wrote: | 	 		  | I like that. And glad I could help in a small way. | 	  
 
You certainly provided the initial impetus. Thank you. _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
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		CRMcNeill Director of Engineering
  
  
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				 Posted: Sun Jan 16, 2022 2:31 pm    Post subject:  | 
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				I've steered clear of Fractal's version of the Victory Star Destroyer for a while because I couldn't really fit it into my headcanon for the Victory I & II as delineated by WEG. Fractal's version is very obviously a heavy warhead launch platform, but the size of the tubes places a limit on the capacity of its magazines. A launch platform of this size could function well as an anti-ship platform, but that sort of mission generally requires the speed to close with / keep up with enemy capital ships in a battle of maneuver, and the missile-armed Victory I is slower than pretty much any ship it's likely to face.
 
 
In addition, the EU version of the Victory I is pretty heavily slanted toward planetary attack / bombard; the SW: Rebellion variant has a higher Bombardment rating than the Super Star Destroyer. I'm not sure I agree with that, but the concept of the Victory I being a relatively slow platform optimized to put a heavy battalion on the ground and provide them with fire support is well established.
 
 
The faster Victory II is a better candidate, and is explicitly more space superiority oriented, but its armament is more energy cannon oriented. I've actually taken the step of reducing the Victory II's troop complement so that it can carry a full fighter wing of six squadrons, which is better suited to the space superiority role the ship is supposed to play. However, while it does check some of the boxes, it's even less of a fit for Fractal's missile heavy variant.
 
 
What I have in mind is to retire my home-brewed Victory III Star Carrier (the Venator does everything my Victory III does, except better) and make a new Victory III that's combines the most appropriate features of the Victory I and II that make a good space superiority missile platform. In general, I'm thinking the Victory II's speed and troop capacity, but with only two squadrons of fighters for defense and no ion cannon. In their place, it'll have a massive battery of heavy missile tubes (40 to a side). The main weakness there is that it won't have much available in the way of reloads, so it won't be as useful in a sustained battle. _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Tue Jan 25, 2022 11:00 pm    Post subject:  | 
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				Just modified the Chariot Command Speeder in line with Fractal's version. There are now two versions: a light APC with a dorsal blaster and room for a squad of troops, and the command version as seen in the ImpSB. _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
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		CRMcNeill Director of Engineering
  
  
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				 Posted: Thu Jan 27, 2022 1:40 am    Post subject:  | 
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				I noticed recently that a lot of Fractal's TIE models go a slightly different route insofar as missile / torpedo launch tubes. Rather than going with multi-round internal launchers (as is commonly found on most Rebel fighters), Fractal goes with single-shot missile tubes mounted semi-externally. I'm not sure that's the route I want to go for everything (the X-Wing games are pretty specific about the Avenger and Defender having multi-shot internal launchers), but I figured I'd at least put the option out there for GMs who want to make their "standard" TIEs and Interceptors a bit tougher.
 
 
TIE Ordnance Launcher (Upgrade)
 
 
The TIE Ordnance Launcher is an optional upgrade that can be applied to any 2nd-generation standard TIE model (seen here on a TIE Interceptor). The modification rearranges the components inside the standard TIE wing roots to make room for a pair of single-shot ordnance tubes, able to fire all types of standard or light ordnance. This option may be selected during the TIE's construction or in a subsequent factory upgrade, and has greatly enhanced the superiority and strike capability of the TIE models to which it is equipped. While it does slightly degrade maneuverability, the addition of guided ordnance more than makes up for it. To aid in this, the Ordnance variant is also equipped with a droid copilot module to assist the pilot with targeting and other duties. This modification has proved so successful that it was integrated into later generation TIE models such as the Avenger, Defender and Hunter.
 
 
Model: TIE Ordnance Launcher Variant.
 
Crew: As Base Model, plus one Imperial Copilot Droid
 
Cost (Availability): 10% of base TIE model
 
Maneuverability: -1
 
Weapons:
 
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 any Weapons from this list, depending on Availability. _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Fri Jan 28, 2022 8:22 pm    Post subject:  | 
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				Victory III-Class Light Star Destroyer
 
 
Images
 
 
The Victory III is a less common variant of the Victory family. Based on the Victory II's hull, it sacrifices the II's carrying capacity and endurance in favor of massive port and starboard arrays of warhead launchers, which are its primary weapons. However, this awesome striking power comes at a cost, as the Victory III can only manage a handful of salvoes before its magazines are exhausted. Thus, the ship is much more closely tied to its supporting ordnance tenders, and is less capable of long-term independent operations than its older siblings.
 
 
Additionally, the warhead launchers themselves have proven vulnerable to attack. While the array of launchers is normally concealed by a pair of clamshell armor panels, these panels must be opened in order to launch ordnance, and are in turn vulnerable to attack. More than one Victory III has been lost to a single turbolaser strike that caused catastrophic damage when multiple missiles cascade-detonated while still in their launch tubes.
 
 
Some Victory III's have found their way into the hands of the Alliance, but are mostly held in reserve as the Alliance is unable to keep up production or acquisition of sufficient heavy ordnance to sustain a Victory III's normal operating tempo.
 
 
Craft: Rendili Star Drive's Victory III-Class
 
Type: Assault Star Destroyer
 
Scale: Destroyer (+12D)
 
Length: 900 meters
 
Skill: Capital Ship Piloting: Victory III
 
Crew: 5,881 (2,100 @ +10) & 430 Gunners
 
Crew Skill: 
 
Astrogation 3D+2
 
Gunnery 4D+2
 
Piloting 5D
 
Shields 4D
 
Sensors 3D+2
 
Passengers: 900 (troops, generally a Stormtrooper Battalion configured for boarding and counter-boarding operations)
 
Small Craft Complement: 
 
--24 Starfighters (2 Squadrons)
 
--Assorted Shuttles and Utility Craft
 
Cargo Capacity: 4,000 metric tons
 
Consumables: 2 years
 
Hyperdrive Multiplier: x1 
 
Hyperdrive Backup: x15
 
Nav Computer: Yes
 
Maneuverability: 2D
 
Space: 6 (3D)
 
Atmosphere: 330; 950 kph 
 
Hull: 4D+1
 
Shields: 3D
 
Sensors: 
 
Passive 40/1D
 
Scan 70/2D
 
Search 150/3D
 
Focus 4/3D+2
 
Weapons: 
 
10 Heavy Turbolaser Batteries  (Fire Separately)
 
Fire Arc: 2 Front, 4 Left, 4 Right
 
Crew: 5
 
Skill: Capital Ship Gunnery
 
Fire Control: 1D
 
Range:
 
--Space: 3-15/35/75
 
--Orbital: 6km-30km/70km/150km
 
--Atmosphere: 300m-1.5km/3.5km/7.5km
 
Rate of Fire: 1/2
 
Damage: 7D
 
40 Turbolaser Batteries  (Fire Separately)
 
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Rear
 
Scale: Frigate (+10D)
 
Crew: 2
 
Skill: Capital Ship Gunnery
 
Fire Control: 3D
 
Range:
 
--Space: 2-10/25/50
 
--Orbital: 4km-20km/50km/100km
 
--Atmosphere: 200m-1km/2.5km/5km
 
Rate of Fire: 1
 
Damage: 6D
 
80 Heavy Warhead Launchers
 
Fire Arc: 40 Left, 40 Right
 
Crew: 3
 
Skill: Capital Ship Gunnery
 
Fire Control: 2D
 
Range:
 
--Space: 2-12/30/60 
 
--Orbital: 4km-24km/60km/120km 
 
--Atmosphere: 200m-1.2km/3km/6km 
 
Rate of Fire: 1/3
 
Damage: 8D
 
Note: The Warhead Launcher Arrays are normally protected by clamshell armor panels that must be opened before any warheads can be launched. The panels take two rounds to open or close, and while open, the ship's Hull is reduced to 3D when resisting attacks from the left or right fire arcs.
 
20 Point Defense Cannon (Fire Separately)
 
Fire Arc: 5 Front, 5 Left, 5 Right, 5 Rear
 
Scale: Starship (+6D)
 
Crew: 1
 
Skill: Starship Gunnery
 
CANNON TYPES (Ships may have one or the other, or a mix of the two):Laser Cannon
 
Fire Control: 3D
 
Range:
 
--Space: 1-3/12/25
 
--Orbital: 2km-6km/24km/50km
 
--Atmosphere: 100m-300m/1.2km/2.5km
 
Damage: 4D
 
 
Dual Blaster Cannon
 
Fire Control: 2D
 
Range:
 
--Space: 1-5/10/17
 
--Atmosphere: 100m-500m/1km/1.7km
 
Rate of Fire: 2D Auto-Fire
 
Damage: 4D 10 Tractor Beam Projectors
 
Fire Arc: 4 Front, 3 Left, 3 Right
 
Scale: Special*
 
Crew: 4
 
Skill: Capital Ship Gunnery
 
Fire Control: 3D
 
Range:
 
--Space: 1-5/15/30
 
--Orbital: 2km-10km/30km/60km
 
--Atmosphere: 100m-500m/1.5km/3km
 
Rate of Fire: 1 (Full Round)
 
Damage: 5D
 
*May switch between Destroyer (+12D), Frigate (+10D) and Starship (+6D).  Switch takes one round, during which the projector can not be used.
 
 
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +13
 
SHIELD & SHIELD CONTROL: 3D @ 2D
 
VELOCITY MODIFIER: 1D+2 Flight
 
BATTERY DICE:Heavy Turbolaser Batteries: 1D Front, 2D Left, 2D Right
 
Turbolaser Batteries: 3D Front, 3D Left, 3D Right, 3D Rear
 
Heavy Missile Launchers: 5D Left, 5D Right
 
Point Defense Cannon: 2D+1 Front, 2D+1 Left, 2D+1 Right, 2D+1 Rear
 
Tractor Beam Projectors: 2D Front, 1D Left, 1D Right   _________________ "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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		Whill Dark Lord of the Jedi (Owner/Admin)
  
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		CRMcNeill Director of Engineering
  
  
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				 Posted: Fri Jan 28, 2022 11:53 pm    Post subject:  | 
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				 	  | Whill wrote: | 	 		  | Should the Victory II hold six TIE squadrons, the same as an ISD? I'm thinking maybe only five. | 	  
 
It has less than 10% of the troop capacity of an ISD, which leaves a lot of open space. Since it's a dedicated space superiority platform (the troops are mainly for space ops and counter-boarding), giving it a full standard TIE wing is appropriate.
 
 
 	  | Quote: | 	 		  | When do you see the Victory III coming out? About 10 BBY? Ish? | 	  
 
That's... reasonablish. It could be either an outgrowth of the Victory II or developed alongside it.
 
 
Insofar as mission profiles for the Victory Series, I see it as follows:Victory I: Invasion spearhead against lightly defended targets, orbital fire support and QRF base in support of deployed Imperial Army units.
 
 
Victory II: Dedicated space superiority, full TIE Wing and light stormtrooper battalion (no heavy vehicles) used primarily for boarding and (in emergencies) raids on lightly defended planetary targets.
 
 
Victory III: Capital ship killer, uses its speed to get in range then hit a target with a massive barrage of warheads. Can take down much heavier warships, but does so at the cost of staying power (low consumables and magazine capacity) and is thus more closely tied to the fleet, and less common on independent operations than the other two.  _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Mon Feb 07, 2022 2:02 pm    Post subject:  | 
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				Fractal just posted his version of the Sentinel Landing Craft. I've already done stats for it elsewhere, but my God, the man has the golden touch when it comes to making Star Wars ships look sexier. _________________ "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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		Forceally Commodore
  
  
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				 Posted: Mon Feb 07, 2022 3:06 pm    Post subject:  | 
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				Don't know about sexier, but top quality without a doubt.
 
 
Is he employed by one of the big computer game producers?  If he is, then he's got to be receiving a raise or a bonus each year.  If he's not, then that's a mistake on a galactic scale. | 
			 
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