The Dark Brotherhood
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Lord Kylix
Grand Admiral of The Dark Brotherhood's Space Fleet
Grand Admiral of The Dark Brotherhood's Space Fleet


TaurusCat
Age : 33
Joined : 10 Apr 2008
Posts : 43

PostSubject: Store Preview   Wed Apr 23, 2008 5:32 am

The Dark Brotherhoods premier shop is open in the Gallery and selling mostly starfighters for now with some transports available as well.

Soon (tonight if the computer doesn't crash, L0L) I'll be posting previews of merchandise for the Czerka SuperStore, opening soon in Dreshdae! Items will have both D6 & D20 game stats for maximum cinvenience.
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Lord Kylix
Grand Admiral of The Dark Brotherhood's Space Fleet
Grand Admiral of The Dark Brotherhood's Space Fleet


TaurusCat
Age : 33
Joined : 10 Apr 2008
Posts : 43

PostSubject: Imperial Navy   Sat May 10, 2008 7:43 am

Don't fret, d20 stats will be along as soon as I can get to them. Wish me luck. There is much more to come....


Malak-class Star Destroyer
Craft: Corellian Engineering Corporation's Malak-class Star Destroyer
Type: Malak-class Star Destroyer
Scale: Capital
Length: 900 m
Skill: Capital ship piloting: Star Destroyer
Crew: 4,886, gunners: 286, skeleton: 2,100/+10
Crew Skill: Astrogation 3D+2, capital ship gunnery 4D+2, capital ship piloting 5D, capital ship shields 4D, sensors 3D+2
Passengers: 1,600 (troops)
Cargo capacity: 8,100 metric tons
Consumables: 4 years
Hyperdrive multiplier: x1
Hyperdrive backup: x11
Nav computer: Yes
Maneuverability: 1D+1
Space: 7
Hull: 4D+2
Shields: 3D+2
Sensors:
Passive: 45/1D
Scan: 90/2D
Search: 180/3D
Focus: 8/3D+2
Weapon(s):
20 Heavy Turbolaser Batteries
Fire Arc: 20 front, 15 left, 15 right, x back
Crew: 1 (20), 2 (30)
Skill: Capital ship gunnery
Fire control: 0D
Space range: 3-15/35/75
Atmosphere range: 6-30/70/150 km
Damage: 10D
20 Heavy Turbolaser Cannons
Fire Arc: 10 front, 5 left, 5 right
Crew: 3
Skill: Capital ship gunnery
Fire control: 1D
Space range: 3-15/35/75
Atmosphere range: 6-30/70/150 km
Damage: 7D
10 Concussion missile Tubes
Fire Arc: front
Crew: 2
Skill: Capital ship gunnery
Fire control: 2D
Space range: 2-12/30/60
Atmosphere range: 4-24/60/120 km
Damage: 9D
10 Ion Cannons
Fire Arc: 2 front, 3 left, 3 right, 2 back
Crew: 2 (2), 3 (2), 4 (6)
Skill: Capital ship gunnery
Fire control: 4D
Space range: 1-10/25/50
Atmosphere range: 2-20/50/100 km
Damage: 4D
10 Tractor Beam Projectors
Fire Arc: 6 front, 2 left, 2 right
Crew: 2 (2), 4 (2), 10 (6)
Skill: Capital ship gunnery
Fire control: 2D
Space range: 1-5/15/30
Atmosphere range: 2-10/30/60 km
Damage: 6D
4 Gravity Well Projectors
Fire Arc: 3 front, 2 left, 2 right, 3 back
Crew: 10
Skill: Capital ship gunnery: gravity well projector
Fire control: 4D
Space range: 1-5/15/30
Damage: Blocks hyperspace travel
Starfighter complement: 2 squadrons
Basically an updated Victory-class with more speed & firepower plus 4 gravity-well projectors.

Raptor-class Star Destroyer
Craft: Corellian Engineering Corporation's Raptor-class Star Destroyer
Type: Raptor-class Star Destroyer
Scale: Capital
Length: 1,200 m
Skill: Capital ship piloting: Star Destroyer
Crew: 32,755, gunners: 330, skeleton: 5,000/+10
Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D
Passengers: 4,700 (troops)
Cargo capacity: 36,000 metric tons
Consumables: 6 years
Hyperdrive multiplier: x1
Hyperdrive backup: x8
Nav computer: Yes
Maneuverability: 1D
Space: 7
Hull: 7D+1
Shields: 2D+2
Sensors:
Passive: 80/1D
Scan: 160/3D
Search: 280/4D
Focus: 10/4D+2
Weapon(s):
30 Heavy Turbolaser Batteries
Fire Arc: 20 front, 10 left, 10 right
Crew: 1 (20), 2 (30)
Skill: Capital ship gunnery
Fire control: 0D
Space range: 3-15/35/75
Atmosphere range: 6-30/70/150 km
Damage: 10D
30 Heavy Turbolaser Cannons
Fire Arc: 10 front, 10 left, 10 right, 10 back
Crew: 3
Skill: Capital ship gunnery
Fire control: 1D
Space range: 3-15/35/75
Atmosphere range: 6-30/70/150 km
Damage: 7D
10 Concussion missile Tubes
Fire Arc: front
Crew: 2
Skill: Capital ship gunnery
Fire control: 2D
Space range: 2-12/30/60
Atmosphere range: 4-24/60/120 km
Damage: 9D
10 Ion Cannons
Fire Arc: 2 front, 3 left, 3 right, 2 back
Crew: 2 (2), 3 (2), 4 (6)
Skill: Capital ship gunnery
Fire control: 4D
Space range: 1-10/25/50
Atmosphere range: 2-20/50/100 km
Damage: 4D
10 Tractor Beam Projectors
Fire Arc: 6 front, 2 left, 2 right
Crew: 2 (2), 4 (2), 10 (6)
Skill: Capital ship gunnery
Fire control: 2D
Space range: 1-5/15/30
Atmosphere range: 2-10/30/60 km
Damage: 6D
Starfighter complement: 1 Starfighter Wing of 6 squadrons
Ground force: 10 AT-AT's, 15 AT-ST's
A scaled-down Imperial-class Star Destroyer with no pre-fab garrison and only half the ground forces the Imperial-class can deploy. One variant eliminates the deployable ground forces for an additional 4 squadrons of fighters.

Revan-class Star Destroyer
Craft: Corellian Engineering Corporation's Revan-class Star Destroyer
Type: Revan-class Star Destroyer
Scale: Capital
Length: 1,300 m
Skill: Capital ship piloting: Star Destroyer
Crew: 34,744, gunners: 330, skeleton: 5,000/+10
Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D
Passengers: 6,700 (troops)
Cargo capacity: 36,000 metric tons
Consumables: 6 years
Hyperdrive multiplier: x1
Hyperdrive backup: x8
Nav computer: Yes
Maneuverability: 1D+2
Space: 7
Hull: 7D+1
Shields: 2D+2
Sensors:
Passive: 80/1D
Scan: 160/3D
Search: 280/4D
Focus: 10/4D+2
Weapon(s):
40 Heavy Turbolaser Batteries
Fire Arc: 20 front, 10 left, 10 right
Crew: 1 (20), 2 (30)
Skill: Capital ship gunnery
Fire control: 0D
Space range: 3-15/35/75
Atmosphere range: 6-30/70/150 km
Damage: 10D
40 Heavy Turbolaser Cannons
Fire Arc: 10 front, 10 left, 10 right, 10 back
Crew: 3
Skill: Capital ship gunnery
Fire control: 1D
Space range: 3-15/35/75
Atmosphere range: 6-30/70/150 km
Damage: 7D
25 Concussion missile Tubes
Fire Arc: 15 front, 10 back
Crew: 2
Skill: Capital ship gunnery
Fire control: 2D
Space range: 2-12/30/60
Atmosphere range: 4-24/60/120 km
Damage: 9D
20 Ion Cannons
Fire Arc: 4 front, 6 left, 6 right, 4 back
Crew: 2 (2), 3 (2), 4 (6)
Skill: Capital ship gunnery
Fire control: 4D
Space range: 1-10/25/50
Atmosphere range: 2-20/50/100 km
Damage: 4D
10 Tractor Beam Projectors
Fire Arc: 6 front, 2 left, 2 right
Crew: 2 (2), 4 (2), 10 (6)
Skill: Capital ship gunnery
Fire control: 2D
Space range: 1-5/15/30
Atmosphere range: 2-10/30/60 km
Damage: 6D
Starfighter complement: 1 Starfighter Wing of 6 squadrons
Ground force: 10 AT-AT's, 20 AT-ST's
A scaled-down Imperial-class Star Destroyer with no pre-fab garrison and slightly over half the ground forces the Imperial-class can deploy. One variant eliminates the deployable ground forces for an additional 6 squadrons of fighters.

Ravager-class Star Destroyer
Craft: Corellian Engineering Corporation's Ravager-class Star Destroyer
Type: Ravager-class Star Destroyer
Scale: Capital
Length: 1,400 m
Skill: Capital ship piloting: Star Destroyer
Crew: 35,175, gunners: 330, skeleton: 5,000/+10
Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D
Passengers: 6,700 (troops)
Cargo capacity: 36,000 metric tons
Consumables: 6 years
Hyperdrive multiplier: x1
Hyperdrive backup: x8
Nav computer: Yes
Maneuverability: 1D+1
Space: 7
Hull: 7D+1
Shields: 2D+2
Sensors:
Passive: 80/1D
Scan: 160/3D
Search: 280/4D
Focus: 10/4D+2
Weapon(s):
30 Heavy Turbolaser Batteries
Fire Arc: 14 front, 8 left, 8 right
Crew: 1 (20), 2 (30)
Skill: Capital ship gunnery
Fire control: 0D
Space range: 3-15/35/75
Atmosphere range: 6-30/70/150 km
Damage: 10D
30 Heavy Turbolaser Cannons
Fire Arc: 16 front, 5 left, 5 right, 4 back
Crew: 3
Skill: Capital ship gunnery
Fire control: 1D
Space range: 3-15/35/75
Atmosphere range: 6-30/70/150 km
Damage: 7D
18 Concussion missile Tubes
Fire Arc: 10 front, 4 left, 4 right
Crew: 2
Skill: Capital ship gunnery
Fire control: 2D
Space range: 2-12/30/60
Atmosphere range: 4-24/60/120 km
Damage: 9D
20 Ion Cannons
Fire Arc: 4 front, 6 left, 6 right, 4 back
Crew: 2 (2), 3 (2), 4 (6)
Skill: Capital ship gunnery
Fire control: 4D
Space range: 1-10/25/50
Atmosphere range: 2-20/50/100 km
Damage: 4D
10 Tractor Beam Projectors
Fire Arc: 6 front, 2 left, 2 right
Crew: 2 (2), 4 (2), 10 (6)
Skill: Capital ship gunnery
Fire control: 2D
Space range: 1-5/15/30
Atmosphere range: 2-10/30/60 km
Damage: 6D
Starfighter complement: 1 Starfighter Wing of 6 squadrons, plus 3 squadrons for a defensive screen or bombing runs.
Ground force: 10 AT-AT's, 20 AT-ST's
A scaled-down Imperial-class Star Destroyer with no pre-fab garrison and slightly over half the ground forces the Imperial-class can deploy. One variant eliminates the deployable ground forces for an additional 6 squadrons of fighters.


For the Dark Brotherhood's Inner Circle should have a really cool SSD as their command ship, such as the Vengeance-class or the Eclipse-class Super Star Destroyer.
Vengeance-class Super Star Destroyer
Craft: Kuat Drive Yards' Vengeance-class Super Star Destroyer
Type: Vengeance-class Super Star Destroyer
Length: 9,700 m
Skill: Capital ship piloting: Super Star Destroyer
Crew: 279,144, gunners: 1590, skeleton: 50,000/+10
Crew Skill: Astrogation 4D, capital ship gunnery 6D, capital ship piloting 6D+2, capital ship shields 5D+2, sensors 5D
Passengers: 45,000 (troops)
Cargo capacity: 250,000 metric tons
Consumables: 6 years
Hyperdrive multiplier: x2
Hyperdrive backup: x10
Nav computer: Yes
Maneuverability: 0D
Space: 4
Hull: 10D
Shields: 8D
Sensors:
Passive: 80/1D+2
Scan: 160/3D+2
Search: 400/5D
Focus: 12/6D+2
Weapon(s):
240 Heavy Turbolaser Batteries
Fire Arc: 100 front, 50 left, 50 right, 40 back
Crew: 2
Skill: Capital ship gunnery
Fire control: 0D
Space range: 5-20/40/60
Atmosphere range: 10-20/80/120 km
Damage: 10D
400 Heavy Turbolaser Cannons
Fire Arc: 200 front, 100 left, 100 right
Crew: 1 (100), 2 (150)
Skill: Capital ship gunnery
Fire control: 1D
Space range: 3-15/35/75
Atmosphere range: 6-30/70/150 km
Damage: 7D
150 Concussion missile Tubes
Fire Arc: 50 front, 25 left, 25 right, 50 back
Crew: 1
Skill: Capital ship gunnery
Fire control: 2D
Space range: 2-12/30/60
Atmosphere range: 4-24/60/120 km
Damage: 9D
250 Ion Cannons
Fire Arc: 100 front, 50 left, 50 right, 50 back
Crew: 1 (100), 2 (150)
Skill: Capital ship gunnery
Fire control: 4D
Space range: 1-10/25/50
Atmosphere range: 2-20/50/100 km
Damage: 4D
100 Tractor Beam Projectors
Fire Arc: 40 front, 30 left, 30 right
Crew: 1
Skill: Capital ship gunnery
Fire control: 4D
Space range: 1-5/15/30
Atmosphere range: 2-10/30/60 km
Damage: 9D
Starfighter complement: 24 squadrons in 4 Wings
Ground forces: 25 AT-AT's, 50 AT-ST's

Eclipse-class Super Star Destroyer
Class: Eclipse-class Super Star Destroyer
Type: Super Star Destroyer
Scale: Capital
Length: 17,500 meters
Skill: Capital ship piloting: Super Star Destroyer
Crew: 708,470, gunners: 4,175, skeleton: 88,500/+10
Crew Skill: Astrogation 5D, capital ship gunnery 5D, capital ship piloting 6D, capital ship shields 4D+2, sensors 4D+1
Passengers: 150,000 (troops)
Cargo capacity: 600,000 metric tons
Consumables: 10 years
Hyperdrive multiplier: x2
Hyperdrive backup: x6
Nav computer: Yes
Maneuverability: 1D
Space: 4
Hull: 15D+2
Shields: 11D+1
Sensors:
Passive: 250/2D
Scan: 350/3D
Search: 500/4D
Focus: 75/5D
Weapons:
Axial Superlaser
Fire Arc: Front
Crew: 75
Scale: Death Star
Skill: Capital ship piloting: superlaser
Fire control: 5D
Space range: 5-25/75/150
Damage: Gradational output can fire once every minute at minimum enery(1D damage). It can also build up a charge of 1D per minute up to 8D. Current reactor can only generate 11D total per day.
550 Turbolaser Batteries
Fire Arc: 200 front, 150 left, 150 right, 50 back
Crew: 4
Skill: Capital ship gunnery
Fire control: 2D
Space range: 3-15/35/75
Atmosphere range: 6-12/72/150 km
Damage: 8D
500 Laser Cannons
Fire Arc: 150 front, 125 left, 125 right, 100 back
Crew: 2
Scale: Starfighter
Skill: Starship gunnery
Fire control: 4D
Space range: 3-15/36/75
Atmosphere range: 600-1.5/7/15 km
Damage: 5D
75 Ion Cannons
Fire Arc: 50 front, 25 left, 25 right
Crew: 4
Skill: Capital ship gunnery
Fire control: 2D+2
Space range: 1-10/25/50
Atmosphere range: 2-20/50/100 km
Damage: 3D
100 Tractor Beam Projectors
Fire Arc: 55 front, 20 left, 20 right, 5 back
Crew: 5
Skill: Capital ship gunnery
Fire control: 4D
Space range: 1-5/15/30
Atmosphere range: 2-10/30/60 km
Damage: 6D
10 Gravity Well Projectors
Fire Arc: 3 front, 2 left, 2 right, 3 back
Crew: 10
Skill: Capital ship gunnery: gravity well projector
Fire control: 4D
Space range: 1-5/15/30
Damage: Blocks hyperspace travel
696 fighters in 58 squadrons; 9 Wings plus 4 squadrons
Ground forces: 100 AT-AT's, Imperial Royal Guard Legion, COMPForce Assault Battalion, 5 prefabricated garrison bases.
_________________
"You don't know the power of the Dark Side!" - Darth Vader
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Lord Kylix
Grand Admiral of The Dark Brotherhood's Space Fleet
Grand Admiral of The Dark Brotherhood's Space Fleet


TaurusCat
Age : 33
Joined : 10 Apr 2008
Posts : 43

PostSubject: Re: Store Preview   Thu May 15, 2008 7:25 am

Imperial Shuttle (by Gary M. Sarli)
The Lambda-class shuttle was first used by the Empire as a cargo and passenger shuttle that served a number of roles for the Imperial Navy. It was a craft for resupply runs, a personal transport for officers and moffs, and even troop transport. A Lambda-class shuttle is designed to accommodate a crew of four, with two more command seats available for officers. If the ship has fewer than four crew members, then for each person missing, the pilot takes a –1 penalty on all Pilot checks.

Many shuttles have different weapon configurations, including some that are completely unarmed and some that have concussion missile launchers or more powerful lasers. This variance made it difficult for Rebel raiders to know if a particular shuttle was an easy target or a concealed warship, and whether it was carrying a load of mundane machinery or a platoon of stormtroopers. As such, Rebel troopers have learned to approach with caution when faced with boarding a Lambda-class shuttle.

Of course, you'll rarely be able to maneuver in a way that allows you to engage the faster enemy fighters unless you win initiative (thus forcing your opponent to move first while you attack) or carefully position your Imperial Shuttle to cut off avenues of attack. For best results, use your fighters to pin your opponent's fighters in place, then bring in the Imperial Shuttle to make short work of the resulting dogfight.

Star Wars Roleplaying Game Statistics

Lambda-Class Shuttle

Class: Starfighter
Crew: 1 to 6 (Skilled +4)
Size: Tiny (20 meters long)
Initiative: +6 (+2 size, +4 crew)
Hyperdrive: x1 (backup x10)
Maneuver: +6 (+2 size, +4 crew)
Passengers: 20
Defense: 22 (+2 size, +10 armor)
Cargo Capacity: 80 metric tons
Shield Points: 50 (DR 10)
Consumables: 2 months
Hull Points: 120 (DR 10)
Cost: Not available for sale (likely valued at 240,000 credits)
Maximum Speed in Space: Attack (8 squares/action)
Atmospheric Speed: 850 km/h (14 squares/action)

Weapon: Blaster cannons (6, fire-linked in groups of 2); Fire Arc: 2 front, 1 rear; Attack Bonus: +8 (+2 size, +2 crew, +4 fire control); Damage: 5d10 x 2; Max Range: Short.

Weapon: Twin laser cannons (2); Fire Arc: Front; Attack Bonus: +8 (+2 size, +2 crew, +4 fire control); Damage: 2d10 x 2; Max Range: Short.

*From http://www.wizards.com/default.asp?x=starwars/article/SBPreview5

Starships and Vehicles of Revenge of the Sith
By Gary M. Sarli


This third in a series of articles on Revenge of the Sith describes some of the starships and vehicles from the movie. (Previously, we covered the villains and the heroes.) Below, you'll find full Star Wars Roleplaying Game statistics for everything from star destroyers and buzz droids to Wookiee catamarans and Jedi interceptors.

Capital Ships
Venator-class Star Destroyer

In addition to forming the backbone of Loyalist defenses during the Battle of Coruscant, these attack cruisers are also frequently deployed on missions to distant worlds, acting as flagships for Jedi generals. Their enormous dorsal hangar bays normally hold 192 V-wing fighters, 192 Eta-2 Actis interceptors, 36 ARC-170 fighters, 40 LAAT/I gunships, and 24 heavy walkers of various makes as well as numerous smaller shuttles and support craft.

Kuat Drive Yards Venator-class Star Destroyer

Class: Capital ship
Crew: 7,400 (Skilled +4)
Size: Colossal (1,137 meters long)
Initiative: -4 (-8 size, +4 crew)
Hyperdrive: x1 (backup x15)
Maneuver: -4 (-8 size, +4 crew)
Passengers: 2,000 (troops)
Defense: 12 (-8 size, +10 armor)
Cargo Capacity: 20,000 tons
Shield Points: 330 (DR 60)
Consumables: 2 years
Hull Points: 530 (DR 60)
Cost: Not available for sale (likely valued at 59 million credits)
Maximum Speed in Space: Attack (7 squares/action)
Atmospheric Speed: 975 km/h (16 squares/action)

Weapon: Heavy turbolasers (8 fire-linked pairs); Fire Arc: 1 battery front/left (partial turret), 1 battery front/right (partial turret); Attack Bonus: +3 (-8 size, +2 crew, +6 fire control, +3 battery fire); Damage: 8d10x5; Maximum Range: Long.

Weapon: Medium dual turbolasers (2); Fire Arc: 1 front/left (partial turret), 1 front/right (partial turret); Attack Bonus: +4 (-8 size, +2 crew, +10 fire control) or +0/+0 (multifire); Damage: 6d10x5; Maximum Range: Long.

Weapon: Point-defense laser cannons (26 fire-linked pairs, point defense); Fire Arc: 12 front, 6 left, 6 right, 2 rear; Attack Bonus: +8 (+0 size, +2 crew, +6 fire control); Damage: 3d10x2; Maximum Range: Point-Blank.

Weapon: Tractor beam projectors (6); Fire Arc: 4 front, 1 left, 1 right; Attack Bonus: -2 (-8 size, +2 crew, +4 fire control); Damage: Special; Maximum Range: Short.

Weapon: Proton torpedo tubes (4, 16 torpedoes each); Fire Arc: Front; Damage: 9d10x2; Missile Quality: Ordinary (+10).

Grievous's Flagship, Invisible Hand (Trade Federation Cruiser)

Spearheading the attack during the Battle of Coruscant, the Invisible Hand is where Grievous and Dooku kept the captive Palpatine. Before its destruction, Grievous cleverly confused Republic efforts to track it by frequently switching patrols with her sister ship, Lucid Voice. The Invisible Hand carries 120 Tri-fighters, 120 "Vulture" droid starfighters, 160 MTTs, and 280 assorted droid armored vehicles.

Modified Free Dac Volunteers/Pammant Docks Providence-class carrier/destroyer

Class: Capital
Crew: 600 (Skilled +4)
Size: Colossal (1,088 meters long)
Initiative: -4 (-8 size, +4 crew)
Hyperdrive: x1.5 (backup x15)
Maneuver: -4 (-8 size, +4 crew)
Passengers: 1.5 million (battle droids*)
Defense: 12 (-8 size, +10 armor)
Cargo Capacity: 50,000 tons
Shield Points: 360 (DR 60)
Consumables: 4 years
Hull Points: 600 (DR 60)
Cost: Not available for sale (likely valued at 125 million credits)
Maximum Speed in Space: Attack (7 squares/action)
Atmospheric Speed: 1050 km/h (18 squares/action)

*Deactivated (no more than 6,000 can be activated on-board at once).

Weapon: Quad turbolasers (14); Fire Arc: 4 front, 5 left, 5 right; Attack Bonus: +2 (-8 size, +2 crew, +8 fire control); Damage: 6d10x5; Maximum Range: Long.

Weapon: Dual laser cannons (34, point-defense); Fire Arc: 6 batteries turret, 2 batteries front, 4 batteries left, 4 batteries right, 1 battery rear; Attack Bonus: +11 (+0 size, +2 crew, +8 fire control, +1 battery fire); Damage: 5d10x2; Maximum Range: Point-Blank.

Weapon: Heavy ion cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +2 (-8 size, +2 crew, +8 fire control); Damage: 9d10x2 (special); Maximum Range: Long.

Weapon: Point-defense ion cannons (12, point-defense); Fire Arc: 2 batteries left, 2 batteries right; Attack Bonus: +12 (+0 size, +2 crew, +8 fire control, +2 battery fire); Damage: 3d10x2 (special); Maximum Range: Point-Blank.

Weapon: Tractor beam projectors (8); Fire Arc: 4 left, 4 right; Attack Bonus: +0 (-8 size, +2 crew, +6 fire control); Damage: Special; Maximum Range: Short.

Weapon: Proton torpedo tubes (102, 16 torpedoes each); Fire Arc: Turret; Damage: 9d10x2; Missile Quality: Ordinary (+10).

Commerce Guild Support Ship

Recusant-class light destroyers can be deployed individually (for commerce raiding) or in squadrons of four to six to handle heavier combat warships such as the Venator-class star destroyer. Although they have no hangar facilities, "Vulture" droid starfighters can find temporary shelter in its mostly-hollow superstructure. However, this hollow hull can be vulnerable to serious damage should the ship's shields fail.

Hoersch-Kessel Drive/Free Dac Volunteers Recusant-class Light Destroyer

Class: Capital
Crew: 300 (Skilled +4)
Size: Colossal (1,187 meters long)
Initiative: -4 (-8 size, +4 crew)
Hyperdrive: x2 (backup x12)
Maneuver: -4 (-8 size, +4 crew)
Passengers: 40,000 (battle droids*)
Defense: 12 (-8 size, +10 armor)
Cargo Capacity: 10,000 tons
Shield Points: 300 (DR 60)
Consumables: 2 years
Hull Points: 430 (DR 60)
Cost: Not available for sale (likely valued at 61 million credits)
Maximum Speed in Space: Attack (7 squares/action)
Atmospheric Speed: N/A

* Deactivated (no more than 3,000 can be activated on-board at once).

Weapon: Prow heavy turbolaser cannon; Fire Arc: Front; Attack Bonus: -2 (-8 size, +2 crew, +8 fire control); Damage: 10d10x5; Maximum Range: Long.

Weapon: Heavy turbolaser cannons (10); Fire Arc: 6 turret, 2 front, 2 rear; Attack Bonus: +0 (-8 size, +2 crew, +6 fire control); Damage: 7d10x5; Maximum Range: Long.

Weapon: Turbolaser cannons (5); Fire Arc: 2 left, 2 right, 1 rear; Attack Bonus: +0 (-8 size, +2 crew, +6 fire control); Damage: 2d10x5; Maximum Range: Long.

Weapon: Dual laser cannons (30, point defense); Fire Arc: 1 battery front, 2 batteries left, 2 batteries right, 1 battery rear; Attack Bonus: +10 (+0 size, +2 crew, +4 fire control, +4 battery fire); Damage: 5d10x2; Maximum Range: Point-Blank.

Weapon: Dual light laser cannons (12, point defense); Fire Arc: 1 battery front, 1 battery left, 1 battery right; Attack Bonus: +11 (+0 size, +2 crew, +6 fire control, +3 battery fire); Damage: 4d10x2; Maximum Range: Point-Blank.

Weapon: Point-defense laser cannons (60, point defense); Fire Arc: 3 batteries front, 3 batteries left, 3 batteries right, 3 batteries rear; Attack Bonus: +14 (+0 size, +2 crew, +8 fire control, +4 battery fire); Damage: 2d10x2; Maximum Range: Point-Blank.

Banking Clan Communications Frigate

The Munificient-class star frigate is a combat communications ships carrying dedicated Banking Clan hyperwave transceivers, functioning as a parallel (and secure) HoloNet for the Separatists. Their powerful communications arrays can also be used to jam enemy craft in nearby space, causing a penalty on Computer Use checks to operate sensors or communications (-6 for starfighters, -4 for space transports, -2 for capital ships). The same penalty is applied to the fire control of any weapon fired at the communications frigate (although fire control can't be reduced to less than +0). The jammer is selective enough not to affect friendly ships, but it isn't powerful enough to affect space stations.

Hoersch-Kessel Drive/Gwori Revolutionary Industries Munificent-class Star Frigate

Class: Capital ship
Crew: 200 (Skilled +4)
Size: Gargantuan (825 meters long)
Initiative: +0 (-4 size, +4 crew)
Hyperdrive: x1 (backup x10)
Maneuver: +0 (-4 size, +4 crew)
Passengers: 150,000 (battle droids*)
Defense: 16 (-4 size, +10 armor)
Cargo Capacity: 40,000 tons
Shield Points: 330 (DR 50)
Consumables: 2 years
Hull Points: 360 (DR 50)
Cost: Not available for sale (likely valued at 57 million credits)
Maximum Speed in Space: Attack (6 squares/action)
Atmospheric Speed: N/A

*Deactivated (no more than 2,000 can be activated on-board at once).

Weapon: Heavy turbolaser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 11d10x5; Maximum Range: Long.

Weapon: Heavy ion cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +4 (-4 size, +2 crew, +6 fire control); Damage: 9d10x2 (special); Maximum Range: Long.

Weapon: Twin turbolaser cannons (26); Fire Arc: 5 batteries left, 5 batteries right, 3 batteries rear; Attack Bonus: +7 (-4 size, +2 crew, +8 fire control, +1 battery fire); Damage: 4d10x5; Maximum Range: Long.

Weapon: Light turbolasers (20); Fire Arc: 2 batteries front/left (partial turret), 2 batteries front/right (partial turret); Attack Bonus: +10 (-4 size, +2 crew, +8 fire control, +4 battery fire); Damage: 2d10x5; Maximum Range: Long.

Weapon: Point-defense laser cannons (38, point-defense); Fire Arc: 4 batteries front, 5 batteries left, 5 batteries right, 5 batteries rear; Attack Bonus: +11 (+0 size, +2 crew, +8 fire control, +1 battery fire); Damage: 2d10x2; Maximum Range: Point-Blank.

Weapon: Hyperwave jammer; Fire Arc: All; Attack Bonus: n/a; Damage: Special; Maximum Range: Long.
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Lord Kylix
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PostSubject: Re: Store Preview   Thu May 15, 2008 7:27 am

Starfighters and Shuttles
ARC-170 Fighter

These rugged and durable attack fighters are able to undertake independent raids as well as massed assaults on capital ships. They are usually escorted into battle by V-wing fighters or Eta-2 interceptors, but their powerful shields, robust armor, and tail gunner give them good odds even when surrounded by enemy droid fighters.

Incom/Subpro ARC-170 (Aggressive ReConnaissance) Starfighter

Class: Starfighter
Crew: 3 plus 1 astromech (Skilled +4)
Size: Tiny (14.5 meters long)
Initiative: +6 (+2 size, +4 crew)
Hyperdrive: x1.5
Maneuver: +6 (+2 size, +4 crew)
Passengers:None
Defense: 22 (+2 size, +10 armor)
Cargo Capacity: 110 kg
Shield Points: 50 (DR 10)
Consumables: 5 days
Hull Points: 150 (DR 10)
Cost: 155,000 (new), 70,000 (used)
Maximum Speed in Space: Attack (7 squares/action)
Atmospheric Speed: 1,050 km/h (18 squares/action)

Weapon: Medium laser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +8 (+2 size, +2 crew, +4 fire control); Damage: 6d10x2; Maximum Range: Short.

Weapon: Laser cannons (2 fire-linked); Fire Arc: Rear; Attack Bonus: +8 (+2 size, +2 crew, +4 fire control); Damage: 5d10x2; Maximum Range: Short.

Weapon: Proton torpedo launcher (6 torpedoes); Fire Arc: Front; Damage: 9d10x2; Missile Quality: Ordinary (+10).

Jedi Interceptor

This new model of Jedi interceptor is incredibly fast and unbelievably agile, its power output so high that it must open its radiator panel "wings" when engaged in battle. In fact, the Eta-2 was designed without shields mostly to help solve these overheating problems. Fortunately, Jedi pilots are usually skilled enough to avoid being hit in the first place. It has no internal hyperdrive, but like the Delta-7 Aethersprite, it can use a hyperdrive booster ring to travel between star systems. (See page 229 of the revised Star Wars Roleplaying Game rulebook for rules on docking/undocking with the booster ring.)

Kuat Systems Engineering Eta-2 Actis Interceptor

Class: Starfighter
Crew: 1 plus 1 astromech (Skilled +4)
Size: Diminutive (5.47 meters long)
Initiative: +8 (+4 size, +4 crew)
Hyperdrive: x1 (with booster ring)
Maneuver: +12 (+4 size, +4 crew, +4 engine)
Passengers: None
Defense: 24 (+4 size, +10 armor)
Cargo Capacity: 60 kg
Shield Points: None
Consumables: 2 days
Hull Points: 70 (DR 10)
Cost: Not available for sale (likely valued at 140,000 credits)
Maximum Speed in Space: Ramming (14 squares/action), +4 engine quality
Atmospheric Speed: 1500 km/h (25 squares/action)

Weapon: Laser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +14 (+4 size, +2 crew, +4 fire control, +4 engine); Damage: 5d10x2; Maximum Range: Short.

Weapon: Light ion cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +14 (+4 size, +2 crew, +4 fire control, +4 engine); Damage: 4d10x2 (special); Maximum Range: Short.

V-wing Fighter

One of the newer fighters used by the Republic (and then the Empire), these craft are almost as fast and agile as the Eta-2 interceptor, and they feature similar deployable radiator panels to prevent overheating during combat. Unlike the Eta-2, the V-wing features shields, but its paired twin laser cannons provide a somewhat weaker offensive punch.

Kuat Systems Engineering Alpha-3 Nimbus-class "V-wing" Starfighter

Class: Starfighter
Crew: 1 plus 1 astromech (Skilled +4)
Size: Diminutive (7.9 meters long)
Initiative: +8 (+4 size, +4 crew)
Hyperdrive: None
Maneuver: +11 (+4 size, +4 crew, +3 engine)
Passengers: None
Defense: 24 (+4 size, +10 armor)
Cargo Capacity: 60 kg
Shield Points: 30 (DR 10)
Consumables: 15 hours
Hull Points: 60 (DR 10)
Cost: 102,500 (new), 45,000 (used)
Maximum Speed in Space: Ramming (13 squares/action), +3 engine quality
Atmospheric Speed: 1450 km/h (24 squares/action)

Weapon: Twin laser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +13 (+4 size, +2 crew, +4 fire control, +3 engine); Damage: 3d10x2; Maximum Range: Short.

Tri-fighter

Featuring a more advanced droid brain than the "Vulture" droid fighters, these are among the newest fighters in the Separatist fleet. Their weapons can be fired at the same or separate targets, giving them the ability to capitalize on a target-rich environment.

Colla Designs/Phlac-Arphocc Automata Industries Tri-Fighter

Class: Starfighter
Crew: n/a (Skilled +4)
Size: Diminutive (5.4 meters long)
Initiative: +8 (+4 size, +4 crew)
Hyperdrive: None
Maneuver: +8 (+4 size, +4 crew)
Passengers: None
Defense: 24 (+4 size, +10 armor)
Cargo Capacity: None
Shield Points: None
Consumables: None
Hull Points: 120 (DR 10)
Cost: 20,000 credits (new), 8,000 (used)
Maximum Speed in Space: Attack (8 squares/action)
Atmospheric Speed: 1,050 km/h (18 squares/action)

Weapon: Medium laser cannon; Fire Arc: Front; Attack Bonus: +10 (+4 size, +2 crew, +4 fire control); Damage: 5d10x2; Maximum Range: Short.

Weapon: Light laser cannons (3 fire-linked); Fire Arc: Front; Attack Bonus: +10 (+4 size, +2 crew, +4 fire control); Damage: 4d10x2; Maximum Range: Short.

Weapon: Buzz droid missiles (2-6 carried); Fire Arc: Front; Damage: Special; Missile Quality: Ordinary (+10).

Buzz-Droid Missile

Cost: 2,000
Availability: Prevalent, military
Era: Rise of the Empire

Buzz-droid missiles are intended to disable, not destroy, their targets. They have been so effective on Tri-fighters that some Vulture droid starfighters have been refitted to carry them. If a buzz-droid missile hits, it inflicts no damage; however, one buzz droid lands on the target. For every 3 points by which the attack roll exceeds the target's Defense, an additional buzz droid lands on the target, to a maximum of five buzz droids.

Buzz Droid

Classification: Diminutive second-degree sabotage droid
Cost: Not available for individual sale

Once deployed on a target starship, buzz droids go work disabling the craft. They normally do this either by using plasma cutting torches to inflict damage to the hull, using their drill head and extendable computer probe to invade the ship's computer system (the drill head requires 1 round per 5 points of DR to reach a suitable computer access point), or by making Disable Device checks to sabotage key ship systems (see below). Its tools are designed solely for sabotage, adding a +2 equipment bonus to Disable Device and Computer Use checks against starships (included in the stat block below). When multiple buzz droids land on a target, they typically cooperate (see page 73 of the revised Star Wars Roleplaying Game rulebook) to gain a bonus to their Disable Device or Computer Use attempts. Finally, if they are unable to disable any systems through normal means, buzz droids can use their self-destruct system to damage the target (possibly multiplying the damage by making a Demolitions check).

Buzz Droid: Walking sabotage droid, Expert 1; Init +7 (Dex); Defense 21 (+4 size, +7 Dex); Spd 2 m; VP/WP -/2; Atk +7 ranged (2d4, plasma cutting torch*) or +1/+1 ranged (2d4, plasma cutting torch*); SV Fort +0, Ref +7, Will +2; SZ D; Face/Reach 0.5 m by 0.5 m/0 m; Rep +0; Str 2 (12), Dex 24 (18), Con 10 (12), Int 16, Wis 10, Cha 6. Challenge Code A.

Equipment: Drill head, extendable computer probe, plasma cutting torch (x2), circular saw, prying hook, pincer, puncture/cutting tool, magnetic feet, sensors (improved sensor package, infrared vision), self-destruct system, comlink, environmental compensator (vacuum), tool mount (x8).

Skills: Computer Use +11, Disable Device +14, Repair +9, Knowledge (technology) +7, Knowledge (engineering) +7, Search +7, Spot +4, Listen +4, Demolitions +9.

Unspent Skill Points: None.**

Feats: Ambidexterity, Cautious, Gearhead, Skill Emphasis (Disable Device).

*Plasma cutting torches have a maximum range of 2 meters. Taking a full-round action to attack a stationary target (such as a starship on which the droid is standing or a helpless character) allows the plasma cutting torch to ignore the first 10 points of the target's damage reduction.

**Unlike most droids, buzz droids typically have a very short life span and are not designed to be reprogrammed for other purposes. They have no unspent skill points and their skills are listed including all modifiers from ability scores, feats, and equipment.

Disable Device: New Use

Sabotage: You can disable starship systems by making a Disable Device check; each attempt requires 2d4 rounds. The DC is determined by the effect you wish to have on the target, as shown in Table 11-9: Battle Damage (see page 216 of the revised Star Wars Roleplaying Game rulebook), adding +5 to the listed Repair DC. If you do not have internal access to the ship's systems, you must cut through the hull, adding +5 to the Disable Device DC and increasing the time required by 1 round per 5 points of hull DR. Sabotage normally requires a complete tool kit, but improvised tools (such as a lightsaber, vibroblade, and so on) allow the attempt to be made at a –5 penalty.


Palpatine's Shuttle (Republic Shuttle)

The Theta-class shuttle has many of the same features that will be seen on the later Lambda-class shuttle: good armament, folding wings, good cargo and passenger capacity, respectable armor and shields. It has automated weapons systems, allowing a single pilot to operate the vehicle without any gunners. However, it is meant to be operated by a crew of five, causing a –1 penalty to Pilot checks for each crew member less than that.

Palpatine's personal shuttle has been modified to carry sensor masks that make the interior appear empty to conventional scans (add +10 to DC of any attempt to scan interior of shuttle). It also features an FX-series medical droid and emergency medical equipment.

Cygnus Spaceworks Theta-class T-2c Personnel Transport

Class: Starfighter
Crew: 1 to 5 (Skilled +4)
Size: Tiny (18.5 meters long)
Initiative: +6 (+2 size, +4 crew)
Hyperdrive: x1 (backup x15)
Maneuver: +6 (+2 size, +4 crew)
Passengers: 16
Defense: 22 (+2 size, +10 armor)
Cargo Capacity: 50 tons
Shield Points: 40 (DR 10)
Consumables: 2 months
Hull Points: 120 (DR 10)
Cost: Not available for sale (likely valued at 210,000 credits)
Maximum Speed in Space: Attack (5 squares/action)
Atmospheric Speed: 825 km/h (14 squares/action)

Weapon: Quadlaser cannons (2); Fire Arc: Front; Attack Bonus: +8 (+2 size, +2 crew*, +4 fire control); Damage: 6d10x2; Maximum Range: Short.

Weapon: Laser cannon; Fire Arc: Rear; Attack Bonus: +8 (+2 size, +2 crew*, +4 fire control); Damage: 4d10x2; Maximum Range: Short.

*Can be set to automated computer-controlled fire at +0 crew bonus.
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Lord Kylix
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Grand Admiral of The Dark Brotherhood's Space Fleet


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Posts : 43

PostSubject: Re: Store Preview   Thu May 15, 2008 7:28 am

Airspeeders
Droid Gunship

This droid-controlled missile platform is used to provide air support for Separatist ground forces. It features removable wingtips that can be changed to allow different equipment for specific mission profiles, including 2 fire-linked laser cannons (shown below), two concussion bombs (Attack Bonus: -2 [+0 fire control], Damage: 8d10x2, Range Increment: 20 m [10 m]), two EMP bombs (Attack Bonus: -2 [+0 fire control], Damage: 5d10x2 [Special, ionization], Range Increment: 20 m [10 m]), and others.

Baktoid Fleet Ordnance HMP (Heavy Missile Platform) Droid Gunship

Class: Airspeeder
Crew: n/a (Skilled +4)
Size: Gargantuan (12.3 meters long)
Initiative: +0 (-4 size, +4 crew)
Hyperdrive: None
Maneuver: +0 (-4 size, +4 crew)
Passengers: None
Defense: 16 (-4 size, +10 armor)
Cargo Capacity: None
Shield Points: 30 (DR 10)
Maximum Altitude: Suborbital
Hull Points: 50 (DR 10)
Cost: 60,000 credits (new), 30,000 credits (used)
Maximum Speed in Space: Cruising (3 squares/action)
Atmospheric Speed: 600 km/h (10 squares/action)

Weapon: Medium laser cannon; Fire Arc: Front; Attack Bonus: +4 (-4 size, +2 crew, +6 fire control); Damage: 4d10; Range Increment: 200 m.

Weapon: Laser cannons (2 fire-linked pairs); Fire Arc: 1 front/left (partial turret), 1 front/right (partial turret); Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 4d10; Range Increment: 100 m.

Weapon: Light laser cannons (2 fire-linked)*; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 3d10; Range Increment: 50 m.

Weapon: Missiles (14 carried); Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control) or -4/-4 (multifire); Damage: 5d10; Range Increment: 150 m (8 m).

*Can be replaced with mission-specific ordnance.

Wookiee Catamaran

These speedy aquatic/aerial craft are not intended for combat, but during the siege of Kachirho the Wookiee defenders pressed them into service harassing the Separatist ranks. They typically armed each passenger with a Kashyyyk long-gun or blaster cannon, adding a small mount for the weapons to help stabilize them for firing. (This counts as "good support" for purposes of aiming; see page 133 of the Hero's Guide.)

Appazanna Engineering Works "Oevvaor" Jet Catamaran

Class: Airspeeder/Speeder (Aquatic)
Crew: 2 (Normal +2)
Size: Gargantuan (15.1 meters long)
Initiative: -2 (-4 size, +2 crew)
Passengers: 2
Maneuver: -2 (-4 size, +2 crew)
Cargo Capacity: 100 kg
Defense: 11* (-4 size, +5 armor)
Speed: 150 m (water)
Shield Points: None
Maximum Speed: 370 km/h (water)
Hull Points: 40 (DR 5)
Cost: 15,000 (new), 6,000 (used)
Maximum Altitude: Low (1,000 meters)
Atmospheric Speed: 420 km/h (7 squares/action)

*Provides one-half cover to crew and passengers.

Wookiee Ornithopter

This small fluttercraft was built primarily as a civil security patrol craft, weaving through the dangerous underbrush and lower levels of the Kashyyyk forests in search/rescue missions and perimeter scans for encroaching dangers. During the siege of Kachirho, it was pressed into military service by the Wookiee defenders.

Appazanna Engineering Works Raddaugh "Gnasp" Fluttercraft

Class: Airspeeder
Crew: 1 (Normal +2)
Size: Huge (7 meters long)
Initiative: +0 (-2 size, +2 crew)
Passengers: 1
Maneuver: +0 (-2 size, +2 crew)
Cargo Capacity: 20 kg
Defense: 10* (-2 size, +2 armor)
Speed: 540 km/h (9 squares/action)
Shield Points: None
Maximum Altitude: Low (1,000 meters)
Hull Points: 20 (DR 5)
Cost: 10,000 (new), 4,000 (used)
Atmospheric Speed: 540 km/h (9 squares/action)

*Provides one-quarter cover to crew and passengers.

Weapon: Laser cannon; Fire Arc: Rear; Attack Bonus: +0 (-2 size, +0 crew, +2 fire control); Damage: 4d8; Range Increment: 40 m.

Vehicles
Juggernaut

The A6 is the largest in the Juggernaut Heavy Assault Vehicle line. Like the A5 (see page 84 of the Arms & Equipment Guide), the A6 Juggernaut can only move in a straight line at any speed over 25 km/h (10 meters/action) and it has a fully-capable command post at each end so it can reverse direction without having to turn around. Also like the A5, it features an observation tower that provides fire-control assistance to all weapons fire (see below).

Kuat Drive Yards HAVw A6 Juggernaut

Class: Wheeled [Ground]
Crew: 12 plus 8 gunners (Skilled +4)
Size: Colossal (49.4 meters long)
Initiative: -4 (-8 size, +4 crew)
Passengers: 50**
Maneuver: -4 (-8 size, +4 crew)
Cargo Capacity: 30 tons**
Defense: 12* (-8 size, +10 armor)
Speed: 66 m
Shield Points: None
Max Velocity: 160 km/h
Hull Points: 200 (DR 20)
Cost: Not available for sale (likely valued at 350,000 credits)

*Provides full cover to crew and passengers.

**For every ton of cargo sacrificed (down to a minimum of 5 tons), another 10 passengers may be carried.

Weapon: Heavy laser cannon; Fire Arc: Turret; Attack Bonus: -2 (-8 size, +2 crew, +4 fire control***); Damage: 5d10; Range Increment: 300 m.

Weapon: Rapid repeating heavy laser cannon; Fire Arc: Left/rear/right (partial turret); Attack Bonus: +0 (-8 size, +2 crew, +6 fire control***) or -4/-4 (multifire) or -6/-6/-6 (autofire); Damage: 5d10; Range Increment: 100 m.

Weapon: Medium anti-personnel laser cannons (2); Fire Arc: 1 left, 1 right; Attack Bonus: +0 (-8 size, +2 crew, +6 fire control***); Damage: 4d10; Range Increment: 150 m.

Weapon: Twin blaster cannons (2); Fire Arc: Front; Attack Bonus: +0 (-8 size, +2 crew, +6 fire control***); Damage: 3d10; Range Increment: 100 m.

Weapon: Rocket/grenade launcher (2, 21 rockets/grenades each); Fire Arc: Front; Attack Bonus: -2 (-8 size, +2 crew, +4 fire control***); Damage: 5d10 (rocket) or 4d6+1 (grenade); Range Increment: 300 m (10 m) for rocket, 40 m (6 m) for grenade.

***If there is no sentry in the observation tower, drop all the fire control bonuses by -2.

AT-AP

A giant descendant of the AT-PT (see page 81 of the Arms & Equipment Guide), this two-legged combat vehicle featured a third retractable leg used for stability while providing artillery support. Unfortunately, this leg can only be extended while stationary; attempts to fire the projectile cannon without this stabilizing leg extended can have potentially disastrous results (see below). The stabilizing leg can be extended as a free action in any round in which the AT-AP does not move and retracted as a free action in any later round.

Kuat Drive Yards AT-AP (All-Terrain Attack Pod)

Class: Walker [Ground]
Crew: 2 or 3 (Skilled +4)
Size: Gargantuan (11 meters tall)
Initiative: +0 (-4 size, +4 crew)
Passengers: None
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 16* (-4 size, +10 armor)
Speed: 26 m
Shield Points: None
Max Velocity: 60 km/h
Hull Points: 120 (DR 15)
Cost: Not available for sale (likely valued at 150,000 credits [new])

*Provides full cover to driver and main gunner and one-half cover to top gunner.

Weapon: Heavy projectile launcher** (50 shells carried); Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire control); Damage: 6d10; Range Increment: 400 m (10 m).

Weapon: Heavy blaster cannon; Fire Arc: Turret; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control***); Damage: 5d10; Range Increment: 300 m.

Weapon: Medium laser cannon; Fire Arc: Front/left/right (partial turret); Attack Bonus: +4 (-4 size, +2 crew, +6 fire control); Damage: 3d10; Range Increment: 100 m.

**If fired in the same round the AT-AP moves, driver must make Pilot check to avoid hazard (DC 20) and double all speed penalties to gunner's attack roll.

***If no gunner is in the top mount, the blaster cannon may be fired (front only) with +0 fire control.

AT-RT

The AT-RT is an armed, mobile platform for a single trooper performing recon or patrol missions. While faster than the AT-PT, it lacks that walker's protective armor, leaving its pilot exposed to enemy small arms fire.

Kuat Drive Yards AT-RT (All-Terrain Recon Transport)

Class: Walker [Ground]
Crew: 1 (Skilled +4)
Size: Large (3.2 meters tall)
Initiative: +3 (-1 size, +4 crew)
Passengers: None
Maneuver: +3 (-1 size, +4 crew)
Cargo Capacity: 10 kg
Defense: 14* (-1 size, +5 armor)
Speed: 30 m
Shield Points: None
Max Velocity: 70 km/h
Hull Points: 30 (DR 5)
Cost: 40,000 (new), 24,000 (used)

*Provides one-quarter cover to crew.

Weapon: Laser cannon; Fire Arc: Front; Attack Bonus: +3 (-1 size, +2 crew, +2 fire control); Damage: 3d10; Range Increment: 100 m.

Swamp Speeder (Infantry Support Platform)

This highly maneuverable attack vehicle is designed to function equally well hovering over solid ground or water, making it ideal for infantry support in almost any environment. Its anti-infantry twin blaster cannons can also be used against light armored targets and can even, with a good hit, damage a heavier tank.

Uulshos Manufacturing ISP (Infantry Support Platform)

Class: Speeder [Ground/Aquatic]
Crew: 2 (Skilled +4)
Size: Huge (5 meters long)
Initiative: +2 (-2 size, +4 crew)
Passengers: None
Maneuver: +2 (-2 size, +4 crew)
Cargo Capacity: 20 kg
Defense: 13* (-2 size, +5 armor)
Speed: 42 m
Shield Points: None
Max Velocity: 100 km/h
Hull Points: 40 (DR 5)
Cost: 16,000 (new), 10,000 (used)

*Provides one-half cover to crew.

Weapon: Twin blaster cannons (2); Fire Arc: Front/left (partial turret), front/right (partial turret); Attack Bonus: +4 (-2 size, +2 crew, +4 fire control); Damage: 2d10; Range Increment: 100 m.

Grievous's Wheel Bike

This hybrid wheeled vehicle/walker is actually descended from the Banking Clan's Hailfire droids (see page 151 of Ultimate Adversaries), and the claws built into its wheel rim can inflict devastating damage when overrunning soft targets (+1 die of damage against droids, characters, and creatures during a ram attack). It also features four legs that enable it to easily jump and climb over obstacles. In fact, it can spend its entire walker movement (up to 8 meters per round) on a controlled jump, reducing falling damage or bypassing hazards completely. Switching between wheeled and walker mode is a free action, but only one such switch may be made during a single round.

Grievous's wheel bike was modified to mount a double laser cannon instead of a passenger seat, and he also typically an electrostaff on board.

Z-Gomor Ternbuell Guppat Corporation Tsmeu-6 Personal Wheel Bike

Class: Wheeled [Ground]/Walker [Ground]
Crew: 1 (Normal +2)
Size: Large (3.5 meters long)
Initiative: +1 (-1 size, +2 crew)
Passengers: None**
Maneuver: +1 (-1 size, +2 crew)
Cargo Capacity: 5 kg
Defense: 14* (-1 size, +5 armor)
Speed: 140 m (wheeled), 4 m (walker)
Hull Points: 20 (DR 5)
Max Velocity: 330 km/h (wheeled), 10 km/h (walker)
Cost: Not available for sale (civilian version: 15,000 credits [new])

*Provides one-quarter cover to crew.

Weapon: Double blaster cannon**; Fire Arc: Front; Attack Bonus: +1 (-1 size, +0 crew, +2 fire control); Damage: 5d8; Range Increment: 40 m.

**Civilian version has room for one passenger instead of double blaster cannon.

About the Author
Gary M. Sarli is a freelance writer and editor whose credits include Ultimate Adversaries (Star Wars RPG) and Monster Manual III (Dungeons & Dragons). He also moderates on the Wizards.COMmunity message boards as WizO the Hutt, cheerfully feeding Code of Conduct violators to the Sarlacc. Gary still works as a staff member for SWRPGNetwork, three-time ENnie Award winner in the Best Fan Website category and host of the Star Wars RPG Frequently Asked Questions.

***From http://www.wizards.com/default.asp?x=starwars/article/sw20050811a


****That's right! A d20 Preview!****

_________________
"You don't know the power of the Dark Side!" - Darth Vader
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Lord Kylix
Grand Admiral of The Dark Brotherhood's Space Fleet
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TaurusCat
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Joined : 10 Apr 2008
Posts : 43

PostSubject: Re: Store Preview   Fri May 16, 2008 4:25 am

Sorry for the delay; converting and editing are (small surprise, i know) taking longer than first anticipated. We've all done this like a million times so we should know better by now, right? I know! Don't worry kiddies! It'll be worth the wait!
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Lord Kylix
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Grand Admiral of The Dark Brotherhood's Space Fleet


TaurusCat
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Posts : 43

PostSubject: Re: Store Preview   Fri Jun 27, 2008 6:01 am

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"You don't know the power of the Dark Side!" - Darth Vader
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Moonfang
Grand Shadow Mistress
Grand Shadow Mistress


ScorpioMonkey
Age : 27
Joined : 04 Apr 2008
Posts : 118

Character Stat Sheet
Class: Dark Jedi Master
Species: Human
Level: 1

PostSubject: Re: Store Preview   Wed Jul 02, 2008 3:24 pm

To be honest this is the first time i have visited this forum of yours Lord Kylix. and i have to admit...your pretty damn good not to mention a workaholic as well.

keep it up brother
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Peace is a lie, there is only passion. Through passion I gain strength. Through strength I gain power. Through power I gain victory. Through victory my chains are broken. The force shall free me - The Sith Code
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Lord Kylix
Grand Admiral of The Dark Brotherhood's Space Fleet
Grand Admiral of The Dark Brotherhood's Space Fleet


TaurusCat
Age : 33
Joined : 10 Apr 2008
Posts : 43

PostSubject: Re: Store Preview   Thu Jul 03, 2008 7:21 am

Thanx Nyla! I've worked out most of the d6 conversions for the d20 ships and vehicles. I have some story posts to wrap that were taking too long, then I'll get some more stuff into the store.
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