Return-path: Received: from BERYLLIUM.CLUB.CC.CMU.EDU (BERYLLIUM.CLUB.CC.CMU.EDU) by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01IT9S9GA9F891VR8F@DRYCAS.CLUB.CC.CMU.EDU> for JAE@DRYCAS.CLUB.CC.CMU.EDU; Fri, 06 Feb 1998 19:51:25 -0400 (EDT) Received: from listmail.aol.com (listmail.aol.com [152.163.200.33]) by beryllium.club.cc.cmu.edu (8.8.5/8.8.5) with ESMTP id TAA07639 for ; Fri, 06 Feb 1998 19:51:08 -0500 (EST) Received: from LISTSERV.AOL.COM by listmail.aol.com (LSMTP for Windows NT v1.0a) with SMTP id 7536B7A0 ; Fri, 06 Feb 1998 19:43:11 -0500 Received: from LISTSERV.AOL.COM by LISTSERV.AOL.COM (LISTSERV-TCP/IP release 1.8c) with spool id 2801607 for SW-RPG@LISTSERV.AOL.COM; Fri, 06 Feb 1998 19:39:30 -0500 Received: from relay2.bt.net (picnic.ukcore.bt.net [194.72.6.50]) by listserv.aol.com (8.8.5/8.8.5/AOL-3.0.0) with SMTP id TAA06939 for ; Fri, 06 Feb 1998 19:38:37 -0500 (EST) Received: from (snow.btinternet.com) [194.73.73.90] by relay2.bt.net with smtp (Exim 1.82 #1) id 0y0yUD-0004GS-00; Sat, 07 Feb 1998 00:51:13 +0000 Received: from default [195.99.53.158] by snow.btinternet.com with esmtp (Exim 1.70 #1) id 0y0yUC-0004FN-00; Sat, 07 Feb 1998 00:51:12 +0000 Date: Sat, 07 Feb 1998 00:45:46 +0000 From: Ciaran Branney Subject: [SW-RPG] STATS: AT-AV Sender: Star Wars Role Playing Game Discussion Group To: SW-RPG@LISTSERV.AOL.COM Reply-to: ninja2@btinternet.com Message-id: MIME-version: 1.0 X-Mailer: Microsoft Internet Mail 4.70.1161 Content-type: text/plain; charset=ISO-8859-1 Content-transfer-encoding: 7bit X-MSMail-Priority: Normal X-Priority: 3 I was playing mechwarrior the other day, when I realised what a brilliant chassis the Timberwolf is. So I have developed a SW vehicle based on the chassis. Note: this is not a cross-over, this is only based on the Timberwolf. PS: I am using an experimental Damage system, tell me what you think. Capsule: Many Imperial army commanders in highly built up areas such as forest and urban regions, wanted a walker with heavier firepower than the AT-ST, while being smaller than the AT-AT. But, Imperial High command claimed that it was an unnescessary expense, claiming that the existing walkers were adequate. Through underhand dealings, siphoning off funds from other projects etc, the Imperial authorities in the Corellia system set up a development programme, to constuct a walker to fullfill the above criteria. After 2 years, the first AT AV rolled out of the army technology research centre. The AT AVs are still relatively uncommon, but they are prominant in the city army bases in numerous systems, namely Corellia, Sullust, Datooine etc. The AT AV is a multi purpose assault vehicle, built to fulfill many roles. All Terrain Attack Vehicle Craft: Imperial All-Terrain Attack Vehicle Type: Assault Walker Scale: Walker Skill: Walker operation: AT AV Crew: 1 Passengers: 0 Cover: Full Cargo Capacity: 10Kg Move: 30 : 90Kph Maneuverability: 2D Body Strength: See below Weapons: 2 Heavy Blaster Cannons, Mounted on arms Fire arc: Front, 1 Each to Left and Right Scale: Walker Skill: Vehicle Blasters Fire control: 1D+2 Range: 50-200/1000/2000 m Damage: 5D Two Shoulder Mounted Anti Vehicle Rocket Launchers Fire Arc: Front Scale: Walker Skill: Missile Weapons Fire Control: 5D Range: 50-500/1500/3000 m Damage: 9D Magazine: 40 (20 on each shoulder) 2 Light Repeating blasters Fire Arc: Front Scale: Character Skill: Blaster Weapons Range: 3-50/120/300 m Damage: 6D Damage Chart: D6 Roll Location 1 Rocket Launcher 2 Arm 3-4 Legs 5-6 Torso For Legs, Arms, and Rocket Launchers, roll a further D6. On a roll of 1-3, it is the left item, on a 4-6, It is the right. Rocket Launcher: Strength: 2D Damage: (roll a D6) 1-2 Rocket firing mechanism jammed, may only fire on a D6 roll of 4+ 3-4 Rocket firing mechanism destroyed, may not fire again 5-6 Weapon Explodes. Weapon may not be fired, also roll for additional Torso damage, automatically bypasses Armour Arm: Strength: 3D Damage: 1-2 Arm Gyro Seizes. May only fire directly in front of the weapon, in a straight line. 3-4 Weapon Damaged. May only fire if a 5+ is rolled on a D6 5-6 Weapon Destroyed. Arm is blown off. May land near a character at GMs discretion Legs: Strength: 3D Damage: 1-2 Leg gyro Damaged. May only move on a D6 roll of 4+ at the start of a turn 3-4 Leg gyro fused. May not Walk. May still turn torso. 5-6 Leg blown off. Walker Crashes to ground to that legs side. Leg may hit players, walker may hit players. Torso: Strength: 4D+2 Damage: 1 Repeating Blasters may not fire 2 Motors jammed. May not twist torso. 3 Engines Damaged. Legs seize. May not walk. Will topple to the groung on a roll of 6 on a D6 4 Coolant valves burst. Arm blasters may only be fired once every 3 rounds due to overheating 5 Cockpit penetrated. roll damage against pilots str. 6 Power generator Destroyed. Walker destroyed. Explode with a damage: 15D/10D/5D Special rules: Torsal Twists: The AT AV may turn its torso to face any direction. The AT AV may turn through two arcs pre turn. Note: The weapon fire arcs are relative to the torso. Salvoe Fire: The Rocket launchers may fire between 1 and 10 rockets per turn. This may be used in two ways: 1) Every additional rocket fired (Declared before hits are worked out) adds +1 to the damage done. 2) If first shot hits, the pilot may spread fire to a different target. Declare how many rockets are to be fired. Roll a D6, and subtract this from the value fired. A roll below 1 counts as 1. Half your value. This is the number of hits on each target. If the number is odd, more rockets will hit first target. There you go! Ive probably forgot something, and If I do, Ill post a follow up. Any comments appreciated. Commander Ciaran Branney, Imperial Starfighter Corps, ninja2@btinternet.com