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Aurore-class Freighter
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PostPosted: Wed Mar 11, 2020 1:50 pm    Post subject: Aurore-class Freighter Reply with quote

Aurore-class Freighter
Although it is a mass-marketed freighter, the YV-865 is best known for its association with the Zygerrian Slave Empire. Having used the transport with regularity, the Zygerrians purchased a standard modification, known as the Aurore class, that features a bank of grappling turrets designed to fire from the rear bay doors. Originally designed for search-and-rescue operations. the turrets rapidly became integrated into the Zygerrians' slaving tactics. Thalassian slavers followed suit, purchasing the Aurore-class ships in a more piecemeal manner. The Corellian Engineering Corporation's willingness to look the other way regarding slaving served as a black mark on the entire YV series, contributing to poor sales throughout the entire line. The YV series would not be redeemed until the success of the YV-969 years later.

Desperate to move on to newer models after the" marketing debacle," CEC liquidated its remaining stock of YV-865s at bargain prices. Looking for a proven, reliable transport for its remote operations, the Mining Guild purchased hundreds of these freighters. While the ship's armor plating leaves much to be desired, its blocky construction makes for a resilient, easily repaired vessel. The easy maintenance and spacious cargo hold have proven immensely popular with guild miners.

Mining operations are hazardous affairs. Guild miners quickly put the grappling turrets to use as important safety mechanisms. Prospectors have taken to hooking onto the lines during spacewalks, and the lines are even strong enough to anchor the freighter during zero-g asteroid mining. Finally, the quick reaction of a grappling gunner can save the life of a miner floating off into deep space or falling into the crush zone of a gas giant.

USING THIS VEHICLE
When the Aurore is used as a slaving ship, its aftmounted grappling turrets can ensnare targets at long range. Shots at this distance are difficult, and both the Aurore and the target may be moving, so most slavers fly closer to make the shot easier. This leaves the ship a sit ting duck for anti-vehicle weapons, requiring escort ships to protect against fighters and ground fire. GMs looking for suitable escorts should consider the Scyk for a lower-end threat, or the Kimogila at the higher end-both are suitably underworld-themed fighters.

While the YV-865's structure is quite resilient, its lack of heavy armor means weapons fire tends to damage the underlying hull, requiring lengthy repairs. Time is money for the profit-oriented Mining Guild; thus its pilots are trained to flee from serious threats.

ADVENTURE AND ENCOUNTER SEEDS
1. Shortly after arriving at their next destination, the PCs are hit with a surprise attack by Zygerrian slavers. While the Zygerrians do not stay for long, they capture dozens of sentients in the chaos. It becomes quickly apparent the PCs' contact is among those taken as the raiding party's Aurore freighters break atmosphere.

2. PCs entering an asteroid field encounter a Mining Guild Aurore extracting minerals. Mistaking the PCs for pirates who have been harassing their operation, the Aurore's four trigger-happy TIE/mg escorts (page 65) open fire unprovoked. Soon after, the real pirates appear to take advantage of the chaos.



YV-865
Craft: Corellian Engineering Corporation YV-865 Aurore-class Freighter
Type: Heavy duty lifter
Scale: Starfighter
Length: 52.3 meters
Skill: Space transports: YV-865
Crew: 6 (pilot, co-pilot, engineer, comm/sensor, 2 loadmasters); gunners: 4
Crew Skill: Astrogation 3D, sensors 3D, starship shields 3D, space transport piloting 3D+2, starship gunnery 4D
Cargo Capacity: 100 metric tons (depending on configuration)
Passengers: 15 + 100 prisoners
Consumables: 2 months
Cost: 240,000
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 0D
Space: 4
Atmosphere: 280; 800 kph
Hull: 4D
Customization Points: 4
Shields: 2D+2
Sensors:
-- Passive: 20/0D
-- Scan: 40/1D
-- Search: 80/2D
-- Focus: 4/3D
Weapons:
Twin Medium Laser Cannon

-- Fire Arc: Front
-- Skill: Starship gunnery
-- Fire Control: 2D
-- Space Range: 1-5/15/30
-- Atmosphere Range: 100-500/1.5/3 Km
-- Damage: 4D+1
Grappling Turret
-- Fire Arc: Rear
-- Skill: Missile weapons
-- Scale: Character
-- Fire Control: 2D
-- Range: 3-10/30/100
-- Damage: 5D grappling (requires 4 rounds to reel back into cargo bay area)
Source: Starships and Speeders (p.78), D6 mechanics by +Oliver Queen
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