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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 911
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Posted: Sat Jun 29, 2019 12:24 pm Post subject: |
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Dredwulf60 wrote: | CRMcNeill wrote: | Dredwulf60 wrote: | Indeed, it would be useful....but do you have an image of it? |
Well, take the skiff from Jabba's palace and throw a bunch of guns on it, with a few performance mods to turn the thing into a decent escape vehicle. |
OK.
I'll let you know when it is done. |
How about this?
http://www.swagonline.net/image/attack-patrol-special-warfare-skiff |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jun 29, 2019 1:00 pm Post subject: |
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Exactly. The only issue I see is the lack of a gunner's position for the tail gun. _________________ "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: 911
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Posted: Sat Jun 29, 2019 1:27 pm Post subject: |
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CRMcNeill wrote: | Exactly. The only issue I see is the lack of a gunner's position for the tail gun. |
Due to lack of room, I assumed an automated or semi-automated system,
Kind of like the tail gun on the LAAT/i. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jun 29, 2019 1:34 pm Post subject: |
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Either that or move the driver's station forward so the tail gun could be mounted on the aft rail with the gunner back-to-back with the driver. _________________ "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: 911
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Posted: Sat Jun 29, 2019 7:31 pm Post subject: |
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CRMcNeill wrote: | Either that or move the driver's station forward so the tail gun could be mounted on the aft rail with the gunner back-to-back with the driver. |
Do-able, but unlike a professional concept artist...once my sig goes on, I'm done.
I figured you would appreciate an image to go with your idea though.
When/if you do up stats for it, I'll add them to the image over on SWAG. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jun 29, 2019 7:47 pm Post subject: |
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Let's move it over to your other topic then and discuss it further. _________________ "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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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Jun 29, 2019 11:53 pm Post subject: |
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Nice! For some reason I see this going up a jungle river. And now I it needs a suncreen. I'm seeing something added on with local materials like scavenged 5cm diameter pipes and a canvas awning. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sun Jun 30, 2019 12:27 am Post subject: |
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Thinking some more about the skiff picture, I have an idea for an adventure where the characters end up on a jungle river in a armed repulsor skiff. (The background color makes me think of sunset over the jungle.)
I'll look for inspiration from Apocalypse Now, Heart of Darkness, Rambo – the one where he is freeing POWs, and those Chuck Norris movies where he is freeing POWs.
Maybe I'll call it Dark Heart - A Jungle River Adventure.
Thanks Dreadwulf! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jun 30, 2019 12:36 am Post subject: |
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Bren wrote: |
Nice! For some reason I see this going up a jungle river. And now I it needs a suncreen. I'm seeing something added on with local materials like scavenged 5cm diameter pipes and a canvas awning. |
As we are now waaaay off topic for this thread, I replied to your post here. I would greatly appreciate it if all future discussion of vehicles that aren't the AT-XT / AT-AV concept took place in other, more appropriate conversations. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jul 02, 2019 4:50 pm Post subject: |
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Okay, here's the first draft. I'm not entirely happy with how some of the weapon write-ups went, so there will likely be some refinement at a later date, but this has been sitting around on my drive for a week now, so I decided to finally push through and get it done.
All-Terrain Attack Vehicle
The All-Terrain Attack Vehicle is the production version of the All-Terrain Experimental Transport, which was little more than a proof-of-concept vehicle that was rushed into service by combat necessity. The AT-AV, on the other hand, filled the role of a multi-purpose light walker needed to screen the larger AT-TEs and AT-APs of the Republic Army during the Clone Wars.
Multiple sub-types of the AT-AV exist, all differentiated by the various dorsal mission mounts that feature a variety of different weapon systems or mission-specific equipment packs. Later versions of the vehicle experimented with modular mounts that could be quickly swapped out, so that a single vehicle could perform a variety of different missions based on need.
Craft: Rothana Heavy Engineering's AT-AV
Type: Modular Combat Walker
Affiliation: Republic (Prequels), General (OT)
Scale: Speeder (+4D)
Length: 6.5 meters (7.6 meters tall)
Skill: Walker Operation: AT-AV
Crew: 2 (1 @ +10)
Crew Skill:
Sensors 5D
Vehicle Blasters 5D
Missile Weapons 4D+2
Walker Operation 5D
Cargo Capacity: 200 kilograms
Cover: Full
Cost: Not Available For Sale
Maneuverability: 1D
Move: 30; 90kph (6D+2 Walk)
Body: 3D+2
Sensors:
Passive 2km/1D
Scan 4km/1D+2
Search 6km/2D+1
Focus 300m/3D
Weapons:Twin Light Blaster Cannon (Fire-Linked)
Fire Arc: Turret (+5 Difficulty in Rear Arc)
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 3D
Range: 100m-300m/500m/1km
Rate of Fire: 2D Auto-Fire
Damage: 3D
1 Repeating Grenade Launcher
Fire Arc: Turret (+5 Difficulty in Rear Arc)
Scale: Swoop (+2D)
Crew: 1 (Pilot or Co-Pilot)
Skill: Missile Weapons
Fire Control: 2D (ignores 1D of Cover)
Range: 50m-200m/700m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: Varies with Grenade Type
Ammo: 400 rounds (in four separate 100-round magazines. Magazines are often loaded with different types of rounds, and the gunner can toggle between them).
Common Grenade Types: Dorsal Modular Mission Mount: (Vehicle may be equipped with one of the following systems)Dual Light Laser Cannon (Fire-Linked)
Fire Arc: Turret
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/1km/2km
Damage: 6D
Dual Light Ion Cannon
Fire Arc: Turret
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/700m/1.6km
Damage: 5D (ionization)
Light Mass Driver
Fire Arc: Turret
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/800m/1.5km
Damage: (Proximity Detonated)
--Anti-Personnel: 2D (Area)
--Anti-Armor: 5D (Point)
--Anti-Shield: 3D Ionization (Point)
--Incendiary: 1D Incendiary (Standard)
Ammo: 60
Concussion Missile Pods
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 2D
Range: 150m-300m/1.5km/3km
Damage: 8D
Blast Radius: -1 Miss = -1D Damage (5 meters)
Ammo: 8
Dual Proton Mortars
Fire Arc: Front
Crew: 1 (Pilot or Co-Pilot)
Skill: Artillery
Fire Control: 2D
Range: 300m-600m/3km/6km
Damage: 7D
Blast Radius: -2 Miss = -1D Damage (10 meters)
Note: Ballistic Fire only, see Artillery Rules
Quad Heavy Repeating Blasters
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 5D
Range: 3-75/200/500
Rate of Fire: 2D Auto-Fire
Damage: 4D
Scout
Passive 4km/1D+2
Scan 6km/2D+1
Search 8km/3D
Focus 600m/4D
Stealth: +2D (Sensor Mask)
CommScan/Command
Passive 4km/1D+2
Scan 6km/2D+1
Search 8km/3D
Focus 600m/4D
Command & Control: +1D to Tactics, Command & Communications
Tractor Beam Projector
Fire Arc: Turret
Crew: 1 (Pilot or Co-Pilot)
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50m-100m/250m/500m
Damage: 5D
Note: Normally used for obstacle clearing or vehicle recovery, but can also be used to inflict damage by switching to Pulse mode.
House Rule Notes:COMMAND DIFFICULTY MODIFIER: +1
VELOCITY MODIFIER: 3D+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
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