Zarn Force Spirit
Joined: 17 Jun 2014 Posts: 698
|
Posted: Thu Aug 07, 2014 11:05 am Post subject: |
|
|
There are some stats for it here, and some really unofficial ones here. Page 216 or thereabouts, by the way, on the latter one.
I'm not sure I like either set of stats. Basing my version on the first of the two d6 conversions, I think I'd do something like this:
Craft: The Guardian Mantis
Type: Unique Xi Char creation
Scale: Starfighter
Length: 14 meters
Skill: Starfighter Piloting: Guardian Mantis
Crew: Unique (1 pilot, 1 hardwired astromech)
Crew Skill: (Astrogation 8D+1, Starfighter piloting 8D+2, Starship gunnery 5D+2, Starship shields 6D+1) as per Mod-3 and Vana Sage
Passengers: 1 (One stateroom for extended travel)
Cargo Capacity: 150 kilograms
Consumables: 2 weeks
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Back-Up: x7
Nav Computer: Uses an Astromech droid programmed with 10 sets of coordinates
Maneuverability: 2D+2
Space: 9
Atmosphere: 400; 1,150 km/h
Hull: 3D+1
Shields: 1D *
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/4D
Weapons (all are Starfighter scale):
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
Nano Missile Magazine (10 missiles)
Fire Arc: Front
Skill: Missile Weapons: Nano Missiles
Fire Control: 3D
Space Range: 1/2/5
Atmosphere Range: 50-100/200/500 meters
Damage: 5D
Ion Encumbrance System (10 tags)
Fire Arc: Front
Skill: Missile Weapons: IES
Fire Control: 2D
Space Range: 1/2/-
Atmosphere Range: 50-100/200/-
Damage: Special **
*The Guardian Mantis' shields replenish at an increased rate. If damage versus the Mantis results in a "Shields Blown" effect, decrease the ship's shield capacity by +1 pips. If this reduces the shields to 0D, they do not replenish.
** The Ion Encumbrance System launches small projectiles that generate ion fields called "tags." Tags latch onto an enemy vessel if a hit is scored with the weapon. The tag immediately inflicts 2D of ionization damage to the target vessel, and reduces its Space (movement) rating by 1. For each additional tag that latches onto the vessel, the ionization damage is increased by +2D, and the ship's Space rating is further reduced. For example, a ship hit by a third ion tag takes 6D of ionization damage. This damage is constant until the tags are physically removed (which calls for a Moderate Starship Repair roll).
*** Prototype stealth cloak: This bomber is equipped with a prototype stealth cloak. Using an action, if the bomber moves at less than Space 5, does not have active shields or launch any attacks, and continues doing so, the prototype stealth cloak will be deployed in the following round - inflicting a +4D penalty to detecting the bomber with any sensors (including visual) for as long as the bomber refrains from energizing shields, move fast, or launch an attack. Any communication from the bomber will halve the penalty for that round. |
|