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Matthias777 Commodore
Joined: 08 Aug 2007 Posts: 1835 Location: North Carolina, USA
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Posted: Wed Mar 30, 2016 12:40 pm Post subject: |
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Don't forget that even Luke's busted old X-34 landspeeder came with a "scanner":
Episode IV wrote: | Luke: "Lookit, there's a droid on the scanner. Dead ahead. Might be our little R2 unit—hit the accelerator!" |
_________________ Arek | Kage |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16173 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Mar 31, 2016 4:57 am Post subject: |
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Matthias777 wrote: | Don't forget that even Luke's busted old X-34 landspeeder came with a "scanner":
Episode IV wrote: | Luke: "Lookit, there's a droid on the scanner. Dead ahead. Might be our little R2 unit—hit the accelerator!" |
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Exactly. I'm thinking most vehicles are equipped with at least a simple Dedicated Energy Receptor, which would allow them to pick up energy sources in its immediate vicinity. Above and beyond searching for lost droids, it would allow a vehicle to detect, say, automated traffic signals, or could tie into a basic auto-pilot.
Hell, we've got them now. For a few months, I was actually assigned to a semi-truck that had a short-ranged active radar tied into the cruise control. It would detect when I was coming up on another vehicle and reduce speed to compensate, even applying the brakes if I got too close. If I changed lanes or the vehicle in front took an exit, it would sense that, too, and accelerate back up to the pre-set cruising speed. _________________ "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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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 910
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Posted: Thu Mar 31, 2016 5:31 am Post subject: |
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CRMcNeill wrote: |
Hell, we've got them now. For a few months, I was actually assigned to a semi-truck that had a short-ranged active radar tied into the cruise control. It would detect when I was coming up on another vehicle and reduce speed to compensate, even applying the brakes if I got too close. If I changed lanes or the vehicle in front took an exit, it would sense that, too, and accelerate back up to the pre-set cruising speed. |
That's awesome. One step closer to full automation. Uh oh. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16173 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Mar 31, 2016 5:52 am Post subject: |
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LOL. Not that close. The thing also had a glitch where the radar would slam on the brakes for no apparent reason because it detected an obstacle that wasn't there.
Freightliner is currently testing a cruise control system that can drive the rig in freewy conditions, including steering, braking and accelerating. It can hold its position in the lane and detect and avoid other vehicles. However, while the driver is hands-off, the system will occasionally encounter a situation where it can't guarantee control of the vehicle, at which point it gives the driver a five-second warning to take over. _________________ "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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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 910
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Posted: Thu Mar 31, 2016 8:01 am Post subject: |
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CRMcNeill wrote: | LOL. Not that close. The thing also had a glitch where the radar would slam on the brakes for no apparent reason because it detected an obstacle that wasn't there.
Freightliner is currently testing a cruise control system that can drive the rig in freewy conditions, including steering, braking and accelerating. It can hold its position in the lane and detect and avoid other vehicles. However, while the driver is hands-off, the system will occasionally encounter a situation where it can't guarantee control of the vehicle, at which point it gives the driver a five-second warning to take over. |
Our new cruisers have all kinds of sensors all over them...warning dings for when backing up if it thinks objects are too close. Warning lights and bongs when vehicles are in the side blind spot.
Of course it all goes out the window if there's a snow fall..because it senses that EVERYTHING is right beside the car. Drives me nuts.
Canada will be one of the last countries to get self-driving cars. Mark my words. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16173 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Mar 31, 2016 8:33 am Post subject: |
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Oh, you guys got cars now, eh?
_________________ "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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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 910
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Posted: Thu Mar 31, 2016 3:35 pm Post subject: |
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CRMcNeill wrote: | Oh, you guys got cars now, eh?
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Yep! The dogsleds were great, but not great for cornering. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14030 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Apr 01, 2016 12:21 am Post subject: |
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CRMcNeill wrote: | Matthias777 wrote: | Don't forget that even Luke's busted old X-34 landspeeder came with a "scanner":
Episode IV wrote: | Luke: "Lookit, there's a droid on the scanner. Dead ahead. Might be our little R2 unit—hit the accelerator!" |
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Exactly. I'm thinking most vehicles are equipped with at least a simple Dedicated Energy Receptor, which would allow them to pick up energy sources in its immediate vicinity. Above and beyond searching for lost droids, it would allow a vehicle to detect, say, automated traffic signals, or could tie into a basic auto-pilot.
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Heck, have we ever seen any of the SW worlds seeming to even have any sort of traffic system? _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10297 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Fri Apr 01, 2016 12:55 am Post subject: |
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garhkal wrote: | Heck, have we ever seen any of the SW worlds seeming to even have any sort of traffic system? |
Coruscant clearly has a very in-depth traffic system with designated lanes with direction of travel for all the airspeeders. That indicates sensors and connection to some kind of navigational network to know where these invisible skyway lanes are. _________________ *
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16173 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Apr 10, 2016 3:54 pm Post subject: |
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So, I haven't forgotten about this, but Darth Real Life has kept me a little too busy to focus the mental energy on stat-writing. Next up on the list (by request) are:AT-PT
XP-38
V-35 Courier (as seen in Mos Eisley in the Special Edition)
Imperial Patrol Landspeeder (modified V-35)
Arakyd 74-Z Scout Speeder Bike
Ikas-Adno Starhawk
Nebulon-Q Swoop Racer
I'm not so sure I want to do a civilian version of the T-47, as it just doesn't strike me as a good fit for a civilian vehicle. I picture something more along the lines of one of the side-by-side concept art images featured in the Star Wars Sourcebook. I'm leaning toward just co-opting the civilian airspeeder stats shown in the vehicles section and tacking the image onto it... _________________ "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: 10297 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sun Apr 10, 2016 5:54 pm Post subject: |
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CRMcNeill wrote: | So, I haven't forgotten about this, but Darth Real Life has kept me a little too busy to focus the mental energy on stat-writing. Next up on the list (by request) are:AT-PT
XP-38
V-35 Courier (as seen in Mos Eisley in the Special Edition)
Imperial Patrol Landspeeder (modified V-35)
Arakyd 74-Z Scout Speeder Bike
Ikas-Adno Starhawk
Nebulon-Q Swoop Racer
I'm not so sure I want to do a civilian version of the T-47, as it just doesn't strike me as a good fit for a civilian vehicle. I picture something more along the lines of one of the side-by-side concept art images featured in the Star Wars Sourcebook. I'm leaning toward just co-opting the civilian airspeeder stats shown in the vehicles section and tacking the image onto it... |
That all sounds great to me. _________________ *
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16173 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Apr 15, 2016 7:58 pm Post subject: |
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All-Terrain Patrol Vehicle
(Formerly All-Terrain Personal Transport)
Images
Developed concurrently with the CAV, the AT-PV was intended a force multiplier, allowing a single individual to control a powerful, mobile weapons platform. However, while the AT-PV had a more versatile weapons system, the CAV was ultimately more effective in its assigned mission, as its greater speed allowed it to cover a wider area. As such, the AT-PV fell out of favor, and is most commonly used on perimeter patrols at garrison bases, where its lack of speed isn't a critical issue.
Craft: Kuat Drive Yard's All-Terrain Patrol Vehicle
Type: Light Patrol Walker
Affiliation: General
Source: Thrawn Trilogy Sourcebook (Original), CRMcNeill (Modified)
Scale: Speeder (+4D)
Length:
Skill: Walker Operation: AT-PV
Crew: 1
Crew Skill:
Sensors 3D
Vehicle Blasters 3D
Walker Operation
Passengers: None
Cargo Capacity: 10 kilograms
Cover: Full
Cost:
Maneuverability: 1D+2
Move: 21; 60kph (4D+2 Walk)
Body: 3D
Sensors:
Passive 1km / 1D
Scan 2km / 2D
Search 3km / 3D
Focus 200m / 4D
Weapons:
Dual Light Blaster Cannon
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control: 1D
Rate of Fire: 2D Auto-Fire
Range: 100m-300m/500m/1km
Damage: 4D
1 Grenade Multi-Launcher
Fire Arc: Front/Left/Right
Scale: Swoop (+2D)
Crew: 1
Skill: Missile Weapons
Fire Control: 2D (ignores 1D of Cover)
Range: 50m-200m/700m/1.5km
Rate of Fire: Up to 8 shots (2D Auto-Fire) per round
Damage: Varies with Grenade Type
Ammo: 200 rounds
Common Grenade Types:
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
VELOCITY MODIFIER: 2D+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 Wed Apr 06, 2022 7:54 pm; edited 6 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16173 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Apr 15, 2016 8:23 pm Post subject: |
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Sport Landspeeder
IMAGE
Craft: SoroSuub's XP-38
Type: Sport Landspeeder
Scale: Speeder (+4D)
Length: 3.5 meters
Skill: Landspeeder Operation: XP-38
Crew: 1
Crew Skill: Varies dramatically
Passengers: 1
Cargo Capacity: 100 kilograms
Cover: 1/2
Cost: 10,500 new; 5,500 used
Maneuverability: 2D (0D in Difficult or higher Terrain)
Move: 115; 330 kph (4D+2 Surface)
Altitude Range: 0 - 1 meters
Body: 2D
Sensors:
Passive 1km / 0D
XP-38A
A major drawback of the standard XP-38 is its poor performance in rough terrain. The XP-38A was developed to counteract this weakness. It uses the same stats except as noted below:Maneuverability: 2D
Move: 70; 200 kph (2D+2 Surface)
Altitude Range: 0 - 2 meters
XP-38M
Another variant, available with both the -38 and -38A performance packages, if the military and law enforcement pursuit variant. It uses the above stats, except as follows:Crew Skill:
Sensors 3D
Vehicle Blasters 3D
Landspeeder Operation 4D
Cargo Capacity: 20 kilograms
Cost: 12,500 (Normally Unavailable For Sale)
Sensors:
Passive 1km / 0D
Scan 1.5km / 1D
Search 2km / 2D
Focus 100m / 3D
Weapons:
Ion Cannon
Fire Arc: Front
Crew: 1 (pilot, although passenger can act as gunner)
Skill: Vehicle Blasters
Fire Control: 2D
Range: 10m-50m/100m/200m
Damage: 4D (ionization)
House Rule Notes:VELOCITY MODIFIER: 2D+1 Surface (-38A: 1D+1) _________________ "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 Tue Jan 25, 2022 8:14 pm; edited 6 times in total |
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Savar Captain
Joined: 14 Feb 2015 Posts: 589
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Posted: Fri Apr 15, 2016 8:41 pm Post subject: |
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thank you
one question
have the blaster ranges been updated to your vehicle weapon range adjustments? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16173 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Apr 15, 2016 8:54 pm Post subject: |
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They have. _________________ "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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