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CarryAll Trans-Atmospheric Transport
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Feb 07, 2016 1:25 am    Post subject: CarryAll Trans-Atmospheric Transport Reply with quote

So, the nuts and bolts of military operations has always been of interest to me, and that has carried over into my interest in the SWU. While the guns up front always get the media attention and the glamor, the real muscle and staying power behind any military is in logistics, as in, keeping your troops and equipment supplied with everything they need to stay in the fight: everything from bullets and bombs to fuel and spare parts to food and toilet paper.

The high-tech level of the SWU adds a lot of interesting new possibilities to the logistical side of planetary operations (although the vast increase in scale on a galactic level presents problems in other areas). In particular, repulsorlift and anti-grav systems greatly simplify the problem of infrastructure dependency for logistics and transportation. Flying something to where it is needed no longer requires an airport or even a landing pad, so long as the transport in question has the ability to hover over the delivery point and lower its cargo to the ground.

This ship is also a Dune crossover of sorts, although the way I've statted it makes it far smaller than the Carryalls of the Duniverse (which would be in the size range of small capital ships to be able to haul the massive spice harvesting crawlers of Arrakis).

From a player's perspective, hijacking a CarryAll can be a good way to get from Point A to Point B, even in an Imperial military operational area, with the proviso that they had better not be discovered in the act, as the ship is next to useless in a fight.

CarryAll-Class Heavy Trans-Atmospheric Transport

Image

Craft: KDY's DN9 CarryAll-Class
Type: Heavy Trans-Atmospheric Cargo Transport
Scale: Starfighter
Length: 65 meters
Skill: Repulsorlift Operation: CarryAll
Crew: 2 (can coordinate)
Crew Skill:
Sensors 3D
Vehicle Blasters 3D
Repulsorlift Operation 4D
Passengers: 4 (off-duty crew)
Cargo Capacity: 20,000 metric tons (external; 1 metric ton internal, for the crew's personal effects)
Cover: Full
Cost: 50,000 credits new, 25,000 used
Maneuverability: 0D
Move: 210; 600 kph (1D)
Altitude Range: Ground Level to 200 kilometers
Body: 2D
Sensors:
Passive 10 /0D
Scan 20 / 1D
Search 30 / 1D+1
Focus 2 / 2D
Weapons:
Tractor Beam Projector
Fire Arc: Turret
Crew: 1 (co-pilot)
Skill: Vehicle Blasters
Fire Control: 2D
Range: 1-2/3/5
Damage: 4D
Capsule: The CarryAll (along with similar models) is an integral component of interplanetary logistics. Since repulsorlifts make air travel far more convenient, aerial cargo transport has replaced ground-based transport in most circumstances (excepting heavily built-up urban environments or planets whose environmental conditions are not suited to repulsorlift operations).

A CarryAll is little more than a massive repulsorlift engine with supplementary drives, a universal cargo grappling system and a small crew living area. Capable of handling even the largest sizes of standardized shipping containers, and able to rendezvous with container transports in low orbit, they can move cargo to and from almost any point on a planet's surface, completely independent of a surface road network. Since the cargo is carried externally, only sealed containers can be brought directly to or from orbit, but CarryAlls are commonly used by the Imperial military for inter-theater movement of armored vehicles (such as AT-ATs). While their fragility, low speed and poor maneuverability would make them sitting ducks in an actual combat zone, they are most commonly use to deploy ground assault vehicles in adjacent areas, which then advance into combat under their own power.
_________________
"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 Mon Aug 09, 2021 4:19 pm; edited 5 times in total
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Feb 07, 2016 4:01 pm    Post subject: Reply with quote

Very nice write up. Only quip is you list a tractor beam turret, but no # of gunners for it..
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Feb 07, 2016 4:06 pm    Post subject: Reply with quote

garhkal wrote:
Very nice write up. Only quip is you list a tractor beam turret, but no # of gunners for it..

Good catch. Changing now.
_________________
"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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