Archiv der Kategorie: Bibliothek

Macht Sturm

Englische Bezeichnung: Create Force Storms

Schwierigkeitsgrad:

Kontrollieren:

Heroisch

+10 Bei Manövern oder wenn bestimmte Ziele getroffen werden sollen.

Spüren:

Heroisch

Verändern:

Heroisch

+ Entfernung

  • +5 — 0-100m
  • +10 — 101m-1km
  • +15 — 1km+

+2 für jeden km im Durchmesser

+5 pro 1w Schaden des Sturmes

Voraussetzung:

  •  1 Runde Zeit
  • Nach 1 Runde Noch einmal Würfeln ob man die Kontrolle über den Sturm behält
  • 1 Dunkler Punkt

Wirkung:

  • Dunkle Jedi Fähigkeit
  • Sie ist eine der mächtigsten Fähigkeiten.
  • Mit ihr ist es möglich eine ganze Flotte von Schiffen in alle Richtungen zu zerstreuen.
  • Es ist Viel Zorn und Wut notwendig um einen Solchen Sturm zu manifestieren.
  • Verliert der Jedi die Kontrolle über den Sturm so wird er dabei getötet.
  • Selbst nach dem Tod des Erzeugers tobt der Sturm  noch minutenlang.

Quelle:

  • Force Powers Handbook

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Energie aufladen

Englische Bezeichnung: Conduit

Schwierigkeitsgrad:

Kontrollieren:

  • Normal – Computer, Elektrische Geräte
  • Schwierig – Blaster, Lichtschwert
  • Sehr Schwierig –Repulsoren, Gleiter
  • Heroisch – Raumjäger, Raumtransporter, Sternenschiffe

Spüren:            

  • Normal – Computer, Elektrische Geräte
  • Schwierig – Blaster, Lichtschwert
  • Sehr Schwierig –Repulsoren, Gleiter
  • Heroisch – Raumjäger, Raumtransporter, Sternenschiffe

Verändern:

Schwer

Voraussetzung:

  • Keine

Wirkung:

  • Man muss in Kontakt mit dem Objekt Sein das man aufladen will.
  • Man konvertiert Energie aus der Macht und kann so ein Blaster, Lichtschwert Benutzen was keine Energie mehr hat.
  • Wenn der Kontrollieren Wurf um 5 oder mehr Fehl geht ist zu wenig Energie vorhanden.
  • Wenn der Spüren Wurf um 5 oder mehr Fehlgeht ist zu viel Energie vorhanden und das Gerät wird zerstört. (Schandenstabelle)

Quelle:

  • Force Powers Handbook
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Ingenieur (H)

Zeitaufwand: 1 Stunde+

Engineur hat selber keine Werte dient ausschließlich als Vorraussetzung.

  1. Kann nur bei der Charaktererstellung ausgewählt werden
  2. Kostet 2 Fähigkeitenwürfel um den Engineur auszuwählen.
  3. Die Ausbildung dauert 10 Jahre und der Charakter wird damit automatisch diese Zeitspanne älter.
  4. Die Mindesvorraussetzung für eine Technikfähigkeit beträgt 5w.
  5. Man erhält automtisch dann diese Techfertigkeit als Spezialisierung auf 1w. Eine weitere Steigerung der Techfähigkeit hat keine weitere Auswirkung auf die Spezialisierung.
  6. Engineurs Spezialisierungen werden genauso wie Spezialisierungen gesteigert.
  7. Engineursfähigkeiten lassen sich auch zur Hälfte auf Mechanik Fähigkeiten anrechnen.
    z.B. Sensoren Reparatur 5w = Sensortechnik 1w Steigerung um 1w = 2w Sensortechnik -> kann auf der Mechfähigkeit Sensoren (3w) um +1w angerechnet werden = 4w auf Sensoren, usw.

Beispiel Spezialisierungen:

  • Antriebstechnik
  • Waffentechnik
  • Schildtechnik
  • Navigationstechnik
  • Sensortechnik
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Scurrier Sandcrawler

Craft: Modified TaggeCo Scout-Class-Crowler
Type: Ground vehicle
Scale: Speeder
Length: 10,20 meters high, 3,35 meters long, 3,65 meters broad
Skill: Ground vehicle: Scout-Class-Crowler
Crew: 1
Passengers: 4
Cargo Capacity: 10 metric tons
Cover: Full
Cost: Not available for sale, ( Im Besitz von Kapt. Nemo / Iket aus dem Kumgah Clan )
Maneuverability: 0D+1
Move: 10; 30 kmh
Body Strength: 3D+2
Weapons:
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Modifizierter Action III Bulk Freighter

action_3-01

Name/Modell: Modifizierter Corellian Engeneering – Action III Bulk Freighter
Produktion: Corellian Engeneering
Kampfbestimmung: Bulk Frachter
Abmessungen:
  • Länge: 90m
  • Breite: 45m
  • Höhe: 35m
Maßstab: Sternenschiff
Besatzung: 1+Droiden( 21+8 Drohnen )
Passagiere: 300
Truppen: Keine
Geschwindigkeit: 1
Atmosphäre: 210 / 600km/h
Manövrierfähigkeit: 0w
Rumpf
: 1w+1
Schilde
: 1w
Fracht: 70.000 mtr. T.
Vorräte: 2 Monate
Kosten: Steht nicht zum Verkauf, (im Besitz von Kapt. Nemo/ Iket aus den Kumgah Clan)
Navigation: Ja;Eigenbau aus 2 R2 Gehirnen;

  • Hyperantrieb: xxxx
  • Reservehyperantrieb: x12
Sensoren:
  • Passiv: 15/0w
  • Scanner: 20/1w
  • Suche: 30/1w+2
  • Focus:
  • Bemerkung:
Bewaffnung:
  • 1 Schnellfeuerblaster(6s-rd); 1 L.Laser; 2 M.Laser(gekoppelt); 1 L.Ionenkanone; 1 L.Fracht-Bewegungs Tracktorstrahler
      • Feuerbereich:Front; Heck; Front; Turm; Links(ausfahrbare laufschienen)
      • Maßstab:Rj ; Rj; Rj; Rj ; Rj
      • Fertigkeit:Rj.Artellerie
      • Feuerkontrolle: ; ; ; ; 2w
      • Reichweite: ; ; ; ; 1-3/7/15
      • Atmosphäre: ; ; ; ; 100-300/700/1.5km
      • Schaden: ; ; ; ;  2w
Besonderheit:
Ausrüstung:
Modifikatoren:
  • Nachfrage: gut
  • Erhältlichkeit: sehr gut gebraucht; neu – wird nicht mehr hergestellt.

Zeitleiste:

  • Prototyp: Alte Republik
  • Serienproduktion: Alte Republik
  • Gute Erhältlichkeit: Alte Republik
Fertigkeiten:
  • Standart
    • Raumjäger:
    • Raumjäger Artillerie:
    • Raumjäger Deflektoren:
    • Sternenschiff:
    • Sternenschiff Artillerie:
    • Sternenschiff Deflektoren:
    • Sensoren:
    • Kommunikation:
    • Astrogation:
    • Fernsteuern:
    • Kommandieren:
Besitzer/Zugehörigkeit: Keine
Quelle: B.Köhler
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Action III Bulk Freighter

action_3-01

Name/Modell: Corellian Engeneering – Action III Bulk Freighter
Produktion: Corellian Engeneering
Kampfbestimmung: Bulk Frachter
Abmessungen:
  • Länge: 90m
  • Breite: 45m
  • Höhe: 35m
Maßstab: Sternenschiff
Besatzung: 8
Passagiere: 0
Truppen: Keine
Geschwindigkeit: 2
Atmosphäre: 225/650km/h
Manövrierfähigkeit: 1w
Rumpf
: 2w
Schilde
: 1w+1
Fracht: 70.000 mtr. T.
Vorräte: 2 Monate
Kosten: 210.000 (gebraucht)
Navigation: Nein; Droiden werden benötigt.

  • Hyperantrieb: x3
  • Reservehyperantrieb: x12
Sensoren:
  • Passiv: 15/0w
  • Scanner: 20/1w
  • Suche: 30/1w+2
  • Focus:
  • Bemerkung:
Bewaffnung:
  • keine
    • Feuerbereich:
    • Maßstab:
    • Fertigkeit:
    • Feuerkontrolle:
    • Reichweite:
    • Atmosphäre:
    • Schaden:
Besonderheit:

Ausrüstung:

Modifikatoren:
  • Nachfrage: gut
  • Erhältlichkeit: sehr gut gebraucht; neu – wird nicht mehr hergestellt.

Zeitleiste:

  • Prototyp: Alte Republik
  • Serienproduktion: Alte Republik
  • Gute Erhältlichkeit: Alte Republik
Fertigkeiten:
  • Standart
    • Raumjäger:
    • Raumjäger Artillerie: 3w+1
    • Raumjäger Deflektoren:
    • Sternenschiff: 3w+2
    • Sternenschiff Artillerie:
    • Sternenschiff Deflektoren: 3w+2
    • Sensoren: 2w
    • Kommunikation: 2w
    • Astrogation: 2w
    • Fernsteuern:
    • Kommandieren:
Besitzer/Zugehörigkeit: Keine
Quelle: unbekannt
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Blade Light Attack Fighter

Blade Light Attack Fighter

The Blade Light Attack Fighter was one of the first fighters to be developed and mass-produced by Claven Systems Security Enterprises. The Blade is a small dual role fighter craft, primarily designed to operate within the atmosphere of a planet. However, its performance in space allows it compete, albeit poorly, with more modern fighters. The ship is armed only with two light laser cannons, and though not as powerful as most ship weapons they provide enough punch for a ship of its size. The Blade can be seen in the service of planetary security forces throughout the Argolas sector.

Craft: Claven Systems Security Enterprises Blade Light Attack Fighter
Type: Aerospace Fighter
Scale: Starfighter
Length: 7.2m
Skill: Starfighter Piloting: Blade Light Attack Fighter
Crew: 1
Cargo Capacity: 35 kg
Consumables: 1 Day
Cost: 42,000 Credits
Hyperdrive Multiplier:
Hyperdrive Backup:
Nav Computer:
Maneuverability: 2D+2 (3D+2 in Atmosphere)
Space: 7
Atmosphere: 400; 1,150 kmh
Hull: 2D
Shields:
Sensors:

Passive: 10/0D
Scan: 15/1D
Search: 30/1D+2
Focus: 2/2D

Weapons:

2 Light Laser Cannons (Fire Linked)
Fire Arc: Front
Crew: Pilot
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere: 100-500/1.0/1.7 km
Damage: 3D+2

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DeepSpace-class Sensor Ship

DeepSpace-class Sensor Ship

This ship was developed together with the Broadcast-class communications ship and came into service shortly after the famous Imperator-class. They were meant to take care of all needs of dedicated recon and communications for the Imperial Navy. Although not a lot of documentation covers the exploits of these ships, it is but another testimony to their success. While the Broadcast-class is meant to operate as part of fleets, the DeepSapce-class is meant to be independant. It requires only a small crew, perfect for long-duty missions deep in unknown territories or enemy space. A large part of the ship is dedicated to an immense sensor wing containing extremely sensitive equipment, enabling the crew to get a very exact and detailed view of the surrounding space. Its sensor range is one of the largest in the Empire. The DeepSpace is only lightly armed, but has enough firepower to deal with pirates in the depths of space. For additional protection of the ship, there is half a squadron of fighters onboard. The ship also houses another 6 TIE/rc reconnaissance fighters to help completing the sensor view on difficult space terrain, such as asteroid belts, rifts, etc. It also carries 20 self-guided sensor buoys which can be deployed up to 100 ly away from the mothership.
Entry courtesy of Highadmiral.de

Specifications:

Name/Type: DeepSpace-class Sensor Ship
Designer/Manufacturer: Kuat Drive Yards
Designation: Light Frigate
Crew: 175 + 28 Gunners
Length: 200 meters
Speed: 60 MGLT
Hyperdrive: x2
Shield Rating: 720 SBD (est.)
Hull Rating: 300 RU (est.)
Weapons: 6 Turbolaser Batteries (class 5), 8 Twin Laser Cannons (class 4).
Fighter Complement: 6 Starfighters.
Troops: 52 Stormtroopers.
Support Craft: 6 TIE/rc, 20 Sensor Buoys.
Modifications: 8 MISS-E Point Defence Compound Laser Cannnons

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Wraith-class Monitor

Wraith-class Monitor

The Wraith-class packs oversized firewpower comparable with the Strom-class, but with turreted weapons. Although this allows the ship to separate and aim fire, it lacks hangar capacity. While shorter, it has somewhat larger internal volume and reactor output. Aside from the two primary turrets, comparable to ISD heavy turbolaser cannons, the Wraith also sports four additional heavy turrets and a torpedo launcher. The Wraith also has excellent atmospheric capability unlike the Strom, capable of extensive operations as well as landing, making this vessel highly suitable to close-range precision bombardment with heavy weapons. However, the ship is not well suited to handle fighter assaults. The ship is plated in darkened bronzium, making it highly radiation-resistant as well as moderately stealthy, together with the two by two tight-beam engine banks. All statistics are estimated.


Member Availability:

  • Dark Jedi
  • ISIS Agents
  • Troopers
  • Naval Officers

Specifications:

Name/Type: Wraith-class Monitor
Designer/Manufacturer: Kuat Drive Yards
Designation: Monitor
Crew: 284 + 35 Gunners
Length: 200 Meters
Speed: 60 MGLT, 850 Kph
Hyperdrive: x1
Shield Rating: 1,335 SBD
Hull Rating: 1,618 RU
Weapons: 2 Heavy Dual Turbolaser Cannons, 4 Heavy Dual Turbolaser Cannons, 6 Laser Cannons, 1 Forward Proton Torpedo Launcher (30 Warheads).
Fighter Complement: None.
Troops: 50 Stormtroopers.
Support Craft: None.
Special: Darkened Bronzium Armour, Tight-Beam Ion Engines (82.5% Total Stealth Rating).

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Forseti-Class Patrol Ship

Forseti-Class Patrol Ship

The Forseti-Class Patrol Ship is primarily meant as a replacement for the aging Imperial Customs Corvette design. With enhanced passive sensor systems and stealth capabilities, it is able to sneak up much closer to targets with a minimized chance of being detected, and of being targeted after it has been detected. These capabilities also allow it to competently act in a recon role. Additionally, the Forseti class is more capable of operating independantly for extended periods of time, and is capable of taking on larger capital ships than the Imperial Customs Corvette was capable of, and standing a good chance of coming back from the battle.


Member Availability:

  • Dark Jedi
  • ISIS Agents
  • Fighter Pilots
  • Troopers
  • Naval Officers

Specifications:

*ORIGINAL DESIGN*
Name/Type: Forseti-Class Patrol Ship
Designer/Manufacturer: Jacen Wesiri / NIF
Designation: Corvette
Crew: Crew: 90 + 16 Gunners
Length: 200 Meters
Speed: 80 MGLT/ 1,050 Kph
Hyperdrive: x1
Shield Rating: 1,000 SBD
Hull Rating: 450 RU
Weapons: 6 Turreted Turbolasers (Taim and Bak XV9s), 2 Turreted Double Ion Cannons (Comar X9 Heavy ion Cannons), 4 Quadlaser Cannons, 1 Tractor Beam projector, 1 General Purpose Launcher.
Fighter Complement: 1 Squadron.
Troops: 64 Stormtroopers + officers (2 Platoons).
Support Craft: 3 Shuttles.
Special: Sensor Shroud, Enhanced Passive Sensor system.

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Halcyon-class Frigate

Halcyon-class Frigate

An extremely fast ship, designed to work in groups of 3 or 4. These ships are meant to be patrol ships, or a fast reaction force with plenty of punch. With the fastest hyperdrive available in the NIF, and a compliment of fighters, this ship can perform almost any role reasonably well. The special turreted heavy turbolaser batteries enable it to track much faster-moving targets than it normally could, making them extremely deadly. Unfortunately, these ships sacrifice internal space to accomodate all the equipment onboard, and it is very cramped inside. An advantage of this, though, is that the ship is near-undestroyable, remaining structurally intact even after being rendered combat-ineffective. However, these ships are rather expensive for something of this size, but their value in battle has yet to be seen. Complete Technical Readout


Member Availability:

  • Dark Jedi
  • ISIS Agents
  • Troopers
  • Naval Officers

Specifications:

*ORIGINAL DESIGN*
Name/Type: Halcyon-class Frigate
Designer/Manufacturer: Jake Hagel / New Imperial Federation
Designation: Medium Frigate
Crew: 200 + 92 gunners + 60 pilots and support crew
Length: 200 Meters
Speed: 80 MGLT / 800 Kph
Hyperdrive: x0.6
Shield Rating: 1,800 SBD
Hull Rating: 1,800 RU
Weapons: 6 Heavy Turbolaser Batteries, 6 Double Light Turbolaser Cannons, 4 Double Light Ion Cannons, 10 Double Laser Cannons, 4 General-Purpose Launchers.
Fighter Complement: 1 Squadron.
Troops: 80 Stormtroopers.
Support Craft: 2 Shuttles.

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Gladiator-class Star Destroyer

Gladiator-class Star Destroyer

This ship was intended as an escort for Victory-class Star Destroyers, but the design was delayed past prime date for the Victory-class and it was instead commissioned as a long-range patrol ship. One of the more famous ships of this class, the Demolisher, was ironically stolen and used by the pirate Gir Kybo Ren-Cha. It is predominantly a missile carrier, sporting capital grade concussion missiles and torpedoes which are fed into the launchers via auto-loading conveyor belts. It has varied armament but too lightly to serve as anything other than a long-range missile support and micro-carrier in fleet engagements. In an anti-pirating role it is reasonably effective.


Specifications:

Name/Type: Demolisher-class Heavy Destroyer
Designer/Manufacturer: Sienar Fleet Systems
Designation: Heavy Destroyer
Crew: 1,255
Length: 500 Meters
Speed: 60 MGLT
Hyperdrive: x1
Shield Rating: 2,376 SBD (est.)
Hull Rating: 1,035 RU (est.)
Weapons: 5 Light Turbolaser Batteries, 2 Missile/Torpedo Launchers (300 warheads), 3 Tractor Beam Batteries, 2 Point-defence Laser Cannon Batteries.
Fighter Complement: 2 Squadrons.
Troops: 1,200 Troopers.
Support Craft: 6 Shuttles.

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Enforcer-class Cruiser

Enforcer-class Cruiser

The Enforcer is built on the same hull as the Immobilizer-418, but without the structural weakness of gravity well projectors, while instead making room for a hangar. Rearrangement of the power grid allowed additional weaponry, strengthened shields, and higher sublight acceleration.It was designed to be a fast flanking and escort vessel, particularly to work in conjunction with its sister class, the Immobilizer-418, in anti-pirate task forces in the outer reaches of the galaxy. The Enforcer is very capable of attacking and defeating small frigates and corvettes, highly maneuverable and very well armed for its size, making for a light cruiser with excellent performance. The only problem is a lack of heavy weapons, making it unsuitable for fleet combat. (Ref: most sources gives the ship just 10 tl batteries. This can be considered inaccurate due to GEDB fluff. For the same reason and listed details, the ship can be considered having 14 QL instead of 10).



Picture courtesy of Warlords

Specifications:

Name/Type: Enforcer-class Cruiser
Designer/Manufacturer: Sienar Fleet Systems/Kuat Drive Yards
Designation: Light Cruiser
Crew: 3,000 + 65 Gunners
Length: 598 Meters
Speed: 70 MGLT
Hyperdrive: x2
Shield Rating: 3,170 SBD
Hull Rating: 1,270 RU
Weapons: 20 Turbolaser Batteries (class 3), 14 Quad Laser Cannons (class 4), 6 Ion Cannons (class 3) and 4 Tractor Beam Projectors (class 4).
Fighter Complement: 2 Squadrons.
Troops: 300 Stormtroopers.
Support Craft: 4 Light Transports.
Modifications: MISS Point Defense System

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Majestic-class Heavy Cruiser

Majestic-class Heavy Cruiser

One of the „new class“ starship designs approved for the New Republic Navy, around the time of the formation of the Fifth Battle Group. The Majestic-class saw widespread duty during the Black Fleet Crisis as the NRs new main cruiser. New Class warships were designed following the NR demilitarization with lower cost and a less warlike appearance in mind. The result is a ship that not really fits the heavy cruiser class in spite of its naming convention. It is a mainstay in the NR after its introduction and have performed well considering its limitations in mind. The main strenghts of the ship are its sublight speed and modern targeting systems.

The Majestic was (supposedly) designed to take on an Imperator-class Star Destroyer and win. The idea behind achieving this in spite of being a much weaker vessel, was highly accurate turbolasers which would be able to score more hits at long range than an ISD (presumably in a heavily jammed battle environment), while at the same time being faster and morer maneuverable, to be able to keep its distance. Even if this was true, the tactic is obviously easy to counteract by using TIE/FC to support long-range accuracy. We also don’t expect the idea to hold up against modernized ISDs (which are also equally fast and have improved systems). Furthermore, Imperial Intelligence have scrutinized this claim plus the claim that the Majestic has comparable shields and armour as our Star Destroyers with captured Majstic-class ships and can positively confirm that those claims are wholly and utterly false.



Picture courtesy of Warlords

Specifications:

Name/Type: Majestic-class Heavy Cruiser
Designer/Manufacturer: Republic Engineering Corporation
Designation: Medium Cruiser
Crew: 4,050 + 132 Gunners.
Length: 700 Meters
Speed: 70 MGLT
Hyperdrive: x.95
Shield Rating: ~2,986 SBD
Hull Rating: ~925 RU
Weapons: 30 Heavy Turbolaser Cannons, 20 Laser Cannons, 20 Ion Cannons, 4 Tractor Beam Projectors.
Fighter Complement: None.
Troops: 640 Troopers.
Support Craft: None.

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Gun Tug

Name/Type: Gun Tug
Designer/Manufacturer: SoroSuub
Combat Role: Utility fighter
Crew: 1 + 1 Gunner
Length: 12 Meters
Speed: 70 MGLT, 1000 Kph
Acceleration: 14 MGLT/s
Maneuverability: 62 DPF
Hyperdrive: x2
Shield Rating: 50 SBD
Hull Rating: 14 RU
Weapons: 2 blaster cannons (Fire-linked, Class 5), 2 Tractor Beams (Class 4, 30 SU range)
Cargo Space: 500 Kilograms.
Consumables: 1 Week.
Cost: 142,000 Credits

Image

Description: „Gun Tugs were designed for the Outer Rim market and other less civilized areas as a cheap and easy transport craft. The two tractor beams were the ship’s primarly armament, which limited the offensive capabilities. For more traditional combat, the Gun Tug also sported a pair of fire-linked blaster cannons. The Gun Tug was ideal to move around large cargos around and defend them from possible raids.“ – Wookieepeida on the Gun Tug

Recommendations: A utility vessel more than a combat vessel, overwhelm with lasers.

Reference: D6 Holocron on the Gun Tug.

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M12-L Kimogila

Name/Type: M12-L Kimogila
Designer/Manufacturer: MandalMotors
Combat Role: Heavy Fighter
Crew: 1
Length: 12 Meters
Speed: 60 MGLT, 950 Kph
Acceleration: 16 MGLT/s
Maneuverability: 43 DPF (est.)
Hyperdrive: x3
Shield Rating: 100 SBD
Hull Rating: 24 RU
Weapons: 2 Ion cannons (fire-linked, Class 5), 2 Heavy laser cannons (Fire-linked, Class 6), 2 Concussion Missile Launchers (Class 8, 12 warheads)
Cargo Space: 110 Kilograms.
Consumables: 1 Week.
Cost: 175,000 Credits

Image

Description: „This custom Hutt starfighter was long ranged and could serve multiple roles in space combat. Its numerous gun emplacements classified the ship as a heavy fighter, and its torpedo capabilities allowed it to function as a bomber in special circumstances. This flexibility made it quite popular among free mercenaries. Though it lacked the speed and maneuvering capabilities of its predecessors, its ability to cause wanton slaughter could outweigh these factors.“ – Wookieepedia on the M12-Kimogila Heavy Fighter.

Recommendations: Easily outmaneuvered by pretty much anything, don’t let it get behind you and you should be fine.

Reference: D6 Holocron on the M12 Kimogila provided nearly all the stats. Wookieepedia provided cost.

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CC-5400 Carrier/Cruiser

Name/Type: CC-5400 Carrier/Cruiser
Designer/Manufacturer: Corellian Engineering Corporation
Combat Role: Medium Cruiser / Heavy Carrier
Crew: 1786 + 131 Gunners
Length: 468 Meters
Speed: 70 MGLT (40 MGLT to use > 1/3rd guns)
Hyperdrive: x3 (x16 Backup)
Shield Rating: 3310 SBD
Hull Rating: 2635 RU
Weapons: 20 Light Turbolaser Turrets (Class 3.6), 12 Ion Cannon Turrets (Class 4), 15 Quad-laser turrets (Class 5), 4 Tractor Beam Projectors
Fighter Capacity: 12 Squadrons
Troop Capacity: 80 troops
Cargo Space: 1,000 Metric Tons.
Consumables: 12 Months.
Cost: 94,000,000 Credits

No image exists?

Description: „The CC-5400 is the largest and fastest of the CC-series of capital ships to date. It was designed early on in the Clone Wars and utilized droids heavily both in the day to day operation of the vessel, and the day to day upkeep of its fighter squadrons. Though it does make use of extensive droid workers, it still requires a crew of 1,486 to efficiently run the vessel. The upkeep of the fighter bay and the fighters themselves requires another 300 crewmembers.

The hanger bays are separated into two decks both housing a wing (72) of fighters plus additional craft. All of these craft require a huge amount of space to land on, also large fields of access. The bays are large open parking garages so to speak, each fighter is allocated a 20×20 meters space and all work is done in that space. Four of the six bays are 120×60 meters. Two are much larger affairs stretching roughly four-fifths the width of the vessels 330 meters. The bays are roughly 60 meters deep in the shallowest section and 120 meters deep in the deepest. These larger bays account for over half the fighter cover by themselves. The bays‘ floors are armor plating as thick as the hulls on most Correlian Corvettes. The MagCon fields are divided into 120×20 meters rectangles; there are six of these large fields. Since the bays themselves are built to accommodate craft with landing gear, to modify them into TIE racks is very expensive. The Empire used the CC-5400 for the first six years of its existence after that. Designs that were less fighter craft efficient, cheaper to build, but could easily carry TIE fighters.
A certain amount of heating is required in any vessel in the hanger bays, if a bay is too cold to work in the required, maintenance on fighter craft will not be done. Maintaining and heating the large bays requires a totally free generator, thus four instead of three were installed. All in all the upkeep of the bays, plus the power requirement make for a very expensive carrier.

The CC-5400 runs on twelve CEC DX-9FR engine cores and four Nova Corporation A1-9FR cores that almost propel it as fast as the KDY 12A-99 cores in the Carrack-class Light Cruiser. The DX-9FR was later used in sets of three in the Corellian Gunship. The engines appear on either side of the launch area in the rear of the vessel.

These engines afford it, protection that even the heaviest escorts could not: speed. For most modern vessels, the ability to outrun other vessels is optional. For a carrier it is essential. Compared to other vessels of its size, it is reasonably well armed with over 30 anti-capital ship Ion Cannons and Turbolasers. To use more then one-third of its guns a CC-5400 has to either power-down the shields, or reduce its space to that of a Victory-class Star Destroyer which is 4.“ – D6 Holocron for the CC-5400 carrier/cruiser

Reference: High Admiral, D6 Holocron for the CC-5400 carrier/cruiser

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Nebulon-H Frigate

Name/Type: Nebulon-H Frigate
Designer/Manufacturer: Kuat Drive Yards
Combat Role: Frigate
Crew: 1530 + 262 Gunners
Length: 340 Meters
Speed: 50 MGLT, 900 Kph
Hyperdrive: x1 (x12 Backup)
Shield Rating: 4510 SBD
Hull Rating: 2201 RU
Weapons: 34 Turbolaser batteries (Class 5), 24 Laser cannons (Class 5), 5 Tractor beam projectors
Fighter Capacity: 3 Squadrons
Support Ships: 4 Transports
Troop Capacity: 150 troops
Cargo Space: 14,000 Metric Tons.
Consumables: 48 Months.
Cost: 99,000,000 Credits

Image

Description: „The Nebulon-H Frigate was introduced a number of years after the Battle of Endor, a faster and larger variant of the Older Nebulon frigates. Kuat Drive Yards have sold these vessels to both sides in the continuing war, with the vessels serving as patrol and attack vessels using their massively uprated weaponry. Nebulon-H’s have erased much of the memory of the poorly performing Nebulon-B’s which were so common during the early parts of the Galactic Civil war, and which lost so many lives on both sides due to their weak and poor design.“ – D6 Holocron on the Nebulon-H frigate

Reference: D6 Holocron on the Nebulon-H frigate

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G1-M4-C Dunelizard fighter

Name/Type: G1-M4-C Dunelizard fighter
Designer/Manufacturer: MandalMotors
Combat Role: Medium Fighter
Crew: 1
Length: 11 Meters
Speed: 80 MGLT, 1050 Kph
Acceleration: 14 MGLT/s
Maneuverability: 65 DPF
Hyperdrive: x3
Shield Rating: 40 SBD
Hull Rating: 18 RU
Weapons: 2 laser cannons (fire-linked, Class 5)
Cargo Space: 85 Kilograms.
Consumables: 4 Days.
Cost: 115,000 Credits

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Description: „The Dunelizard fighter was based upon the M3-A Scyk fighter, retaining that vessel’s wedge-shaped wings, though the later model included a number of advanced features.

The Dunelizard added heavier payload and shields, but retained the swiftness and maneuverability that made the Scyk popular with Hutts and other criminal organizations including space pirates such as Erkon the Vile.

It was very easy to repair and modify. The weapons load could be changed from the standard linked laser cannons to ion cannons, concussion missile launcher, or proton torpedo launcher. It had a magazine capacity of 6 missiles/torpedoes when equipped with a launcher.“ – G1-M4-C Dunelizard Fighter

Recommendations: Tougher and packing a heavier punch. Use your superior maneuverability to get behind it and pump it full of lasers.

Reference: D6 on the G1-M4-C for speed, hull, shields, weapon class and maneuverability stats. Wookieepedia provided the weapon notes and cost.

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M3-A Scyk

Name/Type: M3-A Scyk
Designer/Manufacturer: MandalMotors
Combat Role: Light Fighter
Crew: 1
Length: 12 Meters
Speed: 100 MGLT, 1200 Kph
Acceleration: 16 MGLT/s
Maneuverability: 80 DPF
Hyperdrive: None.
Shield Rating: 30 SBD
Hull Rating: 14 RU
Weapons: 2 light laser cannons (fire-linked, Class 4)
Cargo Space: 12 Kilograms.
Consumables: 2 Days.
Cost: 75,000 Credits

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Description: „Although the Scyk barely provided more amenities to its pilot than a TIE/ln starfighter did, it had two strong points – it was cheap and its weapon mount was designed to handle nearly anything. Its standard equipment consisted of a weapon, an engine, a reactor, a capacitor and a weak shield generator. Its laser cannon could be easily swapped for an ion cannon, concussion missiles or a proton torpedo launcher. Large organizations used this versatility to create wings of starfighters with complementary weapon mixes, while individual pilots benefited by replacing or upgrading damaged weapons anywhere in the galaxy. Apart from that, it had very little room for modifications and additional equipment, and was not able to fit a booster or a flight computer in addition to its default equipment, which made its pilots rely on allied ships to plot a hyperspace jump.“ – Wookieepedia on the M3-A Scyk Fighter.

Recommendations: Think of this snub as a toned down TIE Fighter with shields. Fast, somewhat agile, but just as frail. Concentrated fire will bring it down.

Reference: D6 Holocron on the M3-A Scyk Fighter for all the stats. Wookieepedia for the lack of hyperdrive and launcher by default.

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YKL-37R Nova Courier

Name/Type: YKL-37R Nova Courier
Designer/Manufacturer: Gallofree Yards, Inc
Combat Role: Courier
Crew: 2 + 2 Gunners
Length: 30 Meters
Speed: 80 MGLT, 1000 Kph
Acceleration: 14 MGLT/s
Maneuverability: 87 DPF
Hyperdrive: x2 (x12 Backup)
Shield Rating: 190 SBD
Hull Rating: 47 RU
Weapons: Dual Laser turret (Class 6), 2 Concussion Missile Launchers (fire-linked, Class 8)
Passengers: 6
Cargo Space: 60 Metric Tons.
Consumables: 1 Month.
Cost: 45,000 Credits (used)

Image

Description: „The Nova Courier was a last ditch foray by Gallofree Yards, Inc into the realm of light transports, a market nearly dominated by the vast offerings of the Corellian Engineering Corporation.

Smaller and more maneuverable than Gallofree’s GR-45 or GR-75 transport models, the YKL-37R courier was equipped with enough weaponry to defend its cargo while undertaking dangerous missions.

Having a small crew, the YKL-37R was built with easy-to-access systems to help maintenance chores go by with only light tools necessary.“ – Wookieepedia on the YKL-37R Nova Courier.

Recommendations: This ship has some zip to it. Interceptors will work great but watch out for that dual laser turret.

References: D6 Holocron on the YKL-37r Nova Courier. I made up the stuff about being unable to find this ship new as Gallofree Yards, Inc. went bankrupt long before the NIF came to power?

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Wayfarer-class medium transport

Name/Type: Wayfarer-class medium transport
Designer/Manufacturer: Kuat Systems Engineering (folded) / Kuat Drive Yards
Combat Role: Medium Transport
Crew: 10
Length: 82 Meters
Speed: 50 MGLT, 830 Kph
Acceleration: 8 MGLT/s
Maneuverability: 28 DPF
Hyperdrive: x2 (x14 Backup)
Shield Rating: 630 SBD (est.)
Hull Rating: 185 RU (est.)
Weapons: 1 Quad-Laser Turret (left arc, Class 6), 1 Laser Turret (Dorsal mount, Class 4)
Special: Modular cargo clamps.
Fighter Capacity: 2 starfighters
Passengers: 6
Cargo Space: 220 Metric Tons.
Consumables: 3 Months.
Cost: 140,000 Credits.

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Description: „The Wayfarer-class was designed with a detachable portside section originally intended for modular reconfiguration, allowing it to load a passenger section, a hangar bay, or cargo module into an armature extending from the starboard section. Production costs forced Kuat Systems Engineering to scale back their plans and create only the hangar bay module, which served as cargo space for most owners, who generally did not carry or store starfighters. A few prototypes and custom builds of other modules existed, but were hard to find, limited primarily to bulk commerce corporate shipping operations centered on well-developed metropolitan planets like Coruscant.

The versatility offered by the detachable module was initially exciting, until it was revealed that the armature could not accept standard cargo containers. This, combined with a high price tag, ensured the demise of the Wayfarer-class’s production. Despite the flaws that kept the Wayfarer from becoming a huge commercial success, the ship’s versatility made it a well-rounded vessel. It was popular with smugglers who could dump the cargo pod if they needed to avoid customs inspectors. It was also used by Rebel forces as an assault shuttle.“ – Wookieepedia on the Wayfarer-class Medium Transport.

Recommendations: Slow and with the maneuverability of a boat, the quads can pose a serious threat. Use heavy ordinance if destruction is more important than the cargo its carrying.

References: D6 Holocron on the Wayfarer-class medium transport. I toned down the shields and increased the hull strength to make it seem a little less lopsided as vessel. Also, D6 Holocron lists the laser cannon as only forward firing but, looking at the picture, it would appear to me as more of a turret.

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YU-410 light freighter

Name/Type: YU-410 light freighter
Designer/Manufacturer: Corellian Engineering Corporation
Combat Role: Light Freighter
Crew: 4 + 4 Gunners
Length: 44 Meters
Speed: 40 MGLT, 830 Kph
Acceleration: 7 MGLT/s
Maneuverability: 42 DPF (est. at 1D)
Hyperdrive: x2 (x12 Backup)
Shield Rating: 170 SBD
Hull Rating: 130 RU
Weapons: 2 Double laser turrets (Class 5), 2 double laser cannons (partial turrets front-left and front-right, Class 5)
Passengers: 12
Cargo Space: 250 Metric Tons.
Consumables: 2 Months.
Cost: 110,000 Credits.

Image

Description: „At 44 meters long, the YU-410 was relatively large for a light freighter, and could carry a fairly impressive 250 metric tons of cargo.

It was also well armed, with four double laser cannon turrets, mounted on the upper and lower hull and at the front corners of its two cargo bays. However, these advantages came at a price, as the YU-410 was relatively slow and had very poor maneuverability. As part of cost-cutting, it was equipped with smaller than normal engines that led to a low maximum speed and reduced maneuverability. Like most CEC designs, it was easily repaired and modified.

Due to its large cargo capacity and low profile, it was a popular model with merchants and mercenaries. The large cargo space was often converted in opulent living quarters, making the YU-410 into a mobile base of operations. The large cargo bays also helped smugglers hide objects from customs inspectors.“ – Wookieepedia on the YU-410 light freighter.

A nifty little ship that gives pirates something to think about with it’s reasonably strong hull, shields and heavy weapon turrets. While hardly fast or maneuverable, a turtle doesn’t need to be terribly fast if its carrying enough firepower to take on a squad of uglies and be expected to come out on top.

Recommendations: Use snubs with high maneuverability and missiles. Watch out for the turrets.

References: D6 Holocron on the YU-410 Light Freighter for all stats except speed which was pulled from Starship and Airspeeder Speed Archive.

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VCX-700 heavy courier

Name/Type: VCX-700 heavy courier
Designer/Manufacturer: Corellian Engineering Corporation
Combat Role: Courier
Crew: 2 + 4 Gunners
Length: 26 Meters
Speed: 80 MGLT, 940 Kph
Acceleration: 10 MGLT/s
Maneuverability: 109 DPF
Hyperdrive: x1 (x12 Backup)
Shield Rating: 240 SBD
Hull Rating: 50 RU
Weapons: 1 Turreted Dual Heavy Laser Cannon (fire-linked, class 5.3), 4 Front Light Ion Cannons (fire-linked, class 5), 1 Front Autoblaster (class 3.3, 20 SU), 4 Front Concussion Missile Launchers (pair-linked, class 9, 7 SU, 8 Warheads total)
Passengers: 6
Cargo Space: 5 Metric Tons.
Consumables: 1 Months.
Cost: 350,000 Credits.

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Description: „The VCX-700 heavy courier was a 26-meter-long armed courier produced by Corellian Engineering Corporation. Like the rest of the VCX series, the VCX-700 was equipped as standard with near-military grade engines, shields, and weapons.

Unlike the earlier VCX-350 light freighter, the VCX-700 sacrificed cargo capacity for armament, and was equipped with a dual laser cannon turret, four ion cannons, an autoblaster, and four concussion missile launchers. It could only carry 5 tons of cargo, but its strong armament and heavy armor plating made it well-suited to protecting VIP passengers. The VCX-700’s hull configuration superficially resembled the Trade Federation’s Armored Assault Tank, with engines mounted above and behind a hemispherical main hull, while other aspects of the design resemble the Firespray-class in it’s landed configuration, such as the loading ramp beneath the tail section, the tail mounted cannon and the top silhouette.“ – Wookieepedia on the VCX-700 heavy courier.

For a subcap, it has very impressive maneuverability, weapons and shields at the expense of cargo capacity.

Recommendations: This thing can be a real beast to take down and give even some of the higher-quality snubfighters a good deal of trouble with that laser turret. Use missiles and superior tactics and don’t let it get behind you. Watch out for the ion cannons too.

References: D6 Holocron on the VCX-700 for nearly everything but speed. Starship and Airspeeder archives for speed stat.

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VCX-350 light freighter

Name/Type: VCX-350 light freighter
Designer/Manufacturer: Corellian Engineering Corporation
Combat Role: Light Transport / Freighter
Crew: 1 + 2 Gunners
Length: 31 Meters
Speed: 50 MGLT, 610 Kph
Acceleration: 9 MGLT/s
Maneuverability: 60 DPF
Hyperdrive: x1 (x11 Backup)
Shield Rating: 120 SBD
Hull Rating: 48 RU
Weapons: 1 Fire-linked dual laser cannon turet (Dorsal mount, Class 5.3)
Passengers: 8
Cargo Space: 250 Metric Tons.
Consumables: 6 Months.
Cost: 300,000 Credits (new), 175,000 Credits (used).

Image

Description: „The VCX-350 light freighter was a Corellian Engineering Corporation starship in the VCX series introduced to the starship market during the transition of power from the Galactic Empire to the New Republic. Benefiting from the New Republic’s less-intrusive policies toward independent companies, CEC was able to create a more powerful freighter; the end result combined lavish staterooms, a large cargo hold, and heightened performance. Despite the higher prices, the ship garnered much popularity among trading companies and smuggler convoys; Talon Karrde used the VCX-350 in his own fleet. Pirates would also exclusively target the ship due to its demand. This popularity put the ship into direct competition with the older YT series as the best known CEC design. … Because of the relaxed atmosphere business-wise under the New Republic, the ships of the VCX line, including the VCX-350, were designed and built with heavier, almost military-grade shield generators, weapons, and engines.“ – Wookieepedia on the VCX-350 Light Freighter

This ship is a departure from the more iconic CEC designs. It has a fair amount of volume inside, the interior divided into two decks, the upper deck being the staterooms and crew quarters and the lower being the cargo holds. Comfort and luxury was the biggest driving force behind this design with staterooms for each of the crew and passengers versus the usual bunks. Combined with the better shields, weapons and engines, this ship carried a very high price tag.

Recommendations: Having only a dorsal laser turret with a huge blindspot right behind it due to the placement of the engines, fighter pilots are advised to get on its six and pump it full of lasers or attack from below, using its large profile to establish a missile lock.

Reference: D6 Holocron on the VCX-350 Freighter for just about everything and Starship and Airspeeder stats for speed stats.

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YT-1100

Craft: Corellian Engineering Corps. YT-1100
Stocklight Freighter
Scale: starship
Length: 44 m
Crew: 1 pilot (1 can coordinate, +15 for 1 pilot) and gunner.
Passengers: 7
Cargo Capacity: 100 metric tons
Consumables: 2 months
Hyperdrive:x2
Hyperdrive backup:x25
Nav Computer: Yes
Maneuverability:0D
Space Move:4
Atmosphere: 280: 800 kmh
Hull:4D
Shields:0D

Sensors:
-Passive-15/0D
-Scan-30/1D
-Search-50/3D
-Focus-2/4D

Weapons:
-Light laser cannon
-Scale:starfighter
-Fire Arc:360 degree
-Crew:1 each
-Atmosphere Range:100-300/1.2km/2.5km
-Space Range:1-3/12/15
-Fire Control:1D
-Damage:3D

The Yt-1100 went into production before the more popular 1300 but failed to find its niche in the galactic spacers market due to its odd shape, hard to find parts and lack of maneuverability. These ships are often thought of collectors items or museum pieces because of the scarcity in which they are seen since the Clone Wars.

Now mind you those are the base stats…these are the stats for the ‚Scavenger’/’Sand Dune’/’Corellian Queen‘ after some modifications…

Craft: Corellian Engineering Corps. YT-1100
Stocklight Freighter
Scale: starship
Length: 44 m
Crew: 1 pilot (1 can coordinate) and 2 gunners.
Passengers: 7
Cargo Capacity: 100 metric tons
Consumables: 2 months
Hyperdrive:x1
Hyperdrive backup:x18
Nav Computer: Yes
Maneuverability:2D
Space Move:6
Atmosphere: 330: 950 kmh
Hull:5D
Shields:2D

Sensors:
-Passive-15/0D
-Scan-30/1D
-Search-50/3D
-Focus-2/4D

Weapons:
-2 Arakyd Heavy Laser Cannons
-Scale:starfighter
-Fire Arc:360 degree
-Crew:1 each
-Atmosphere Range:100-300/1.2km/2.5km
-Space Range:1-3/12/15
-Fire Control:2D+2
-Damage:5D

History:
The Corellian Queen was originally known as the ‚Sand dune‘ and has switched hands more times then anyone can seem to remember, when the Tuskan Raider Bounty hunter known as Hargoth bought it the ship was badly in need of repairs. Hargoth had long dreamt of having his own ship and when the chance to own one came by he jumped at it. The ship was some seventy-five years out of date and had no shields, weapons, maneuverability thrusters, sensors or Hyperdrive back up. Hargoth’s friends tried to desperately talk him out of buying the ship for 10,000 credits but the Tuskan Raider was in love, after a fashion. Hargoth, with some help from his friends, managed to beg, borrow or steal all the needed parts to make the Sand Dune the ship it should have been in just under a years time during his stay with the Rebellion. The Mutt Squad operated out of the Sand Dune on more then one occasion during the course of their adventures.

Shortly after the battle of Endor Hargoth ran afoul of two shipmates who had had enough of his attitude and threatening them, Harry (A Jawa…) and Kabarra (A Wookiee…) lured Hargoth into the Escape pod and jettisoned the pod down onto the surface of Hoth. Harry took possession of the ship and used it in the Jawa inc. shipping company for almost six years before Hargoth showed up alive and well in Wampa furs wanting not only his ship back, but the hide of Kabarra the Wookie and Harry the Jawa. It was only through the timely intervention of J.S. Boggins (A Jedi Knight…) that Hargoth didn’t kill the Jawa. Hargoth took his ship back and departed.

The Story would have ended there if not for the Mutt Squad. Three years passed and Kryzah got a holovid call from the now grown up Kabarra telling him of a slaving ring on Yazir-5. Kryzah contacted General Wayne and the Mutt Squad was dispatched to help Kryzah and the crew of the Freedom. It was during the conflict that Jedi Padawan Otis (Tak) Sands hurled a Satellite into the path of a Corellian Corvette that was pursuing the Centennial Hawk, the corvette happen to have the sand dune moored to it. The Satellite, either through the power of the force or simply by pure luck smashed into the bridge and turning the bridge into a vacuum, but also left the ship drifting into the gravitational field of the Yazir-5 with slaves still aboard the ship.

Springing into action the members of the Mutt Squad managed to board the vessel and began freeing the slaves when they realized that the ship was being pulled into atmosphere of the planet due to its degraded orbit. Everyone who was not put into an escape pod or taken onto the Centennial Hawk raced along with Thomas S. Blastech („The Galaxies greatest Private Investigator“…) to the moored Sand Dune. Once aboard the vessel Blastech ran afoul of Hargoth, who attempted to kill him but was stopped when Blastech laid him out with one punch. Blastech then tried to detach from the Corvette only to realize that he couldn’t disengage the airlock, the ship entered the atmosphere tumbling now. Once the ship was in the atmosphere Blastech ripped the two ships apart using the maneuverability thrusters and barely managed to regain control of the ship as it spun through the air. Hargoth regained consciousness and attempted to attack Blastech from behind only to be killed when his nose was shattered and fragments entered his brain. Blastech barely managed to land the ship safely. (In truth the ship was badly, badly damaged and wouldn’t be space worthy for nearly two months afterwards)

Kazdan Navaro took possession of the ship, had the repairs done to it and then sold it back to Harry who rechristened the ship ‚The Scavenger‘. Harry owned the ship for seventeen years before losing it to Lando Calrissian in a Sabbac game. Lando had the ship for all of twenty-five minutes before losing it to Rance Kellor in another Sabacc game. For Rance it was the culmination of many dreams as his father was none other then Kazdan Navaro who had told his son of his own adventures with the rebellion. Rance had run away from New Alderan and his family to live life on his own and this was just the beginning as he had the Ship rechristened ‚The Corellian Queen‘ Rance owned the ship for the better part of four years before selling it to a collector of antique ships.

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Cargo Duchess Bulk Freighter

Cargo Duchess Bulk Freighter

Novoil Cluster Stargoods is a premium provider of remanufactured space transports and fighter craft. For more information on the Novoil Cluster Stargoods corporation, please consult Star Wars ® The Roleplaying Game” , Second Edition, page 108, or “The Star Wars ® Roleplaying Game” – Second Edition – Revised and Expanded, page 255.

Novoil Cluster Stargoods developed this Ghtroc variant taking advantage of an unusual opportunity. For years, Novoil corporation had been collecting fixed laser cannons, as well as a myriad of other surplus replacement parts while waiting for its new certification. Most of these components were removed from Ghtroc ships that were being upgraded at the dealership and were in new condition. Shortly after Novoil Cluster Stargoods received its certification to remanufacture the Ghtroc Class 580, Class 720, and Cargo Empress-class freighters, Ghtroc Industries suffered financial difficulties resulting in the company’s demise. Novoil purchased directly from Ghtroc industries billions of replacement components at liquidated prices to help Ghtroc resolve its uncontrollable debt. The sale did little to save the failing company but managed to leave Novoil Cluster Stargoods in position of opportunity.

With a desire for profit and a passion to keep the good name of Ghtroc Industries alive, Novoil Cluster Stargoods began a massive consolidation of its inventories, and began a program of remanufacturing Class 580, and Class 720 freighters to new condition. Fearful the name of the Cargo Empress would have a negative impact on the program, Novoil Cluster Stargoods began testing a radical new idea at the Novoil Proving Grounds. One of the fruits of this labor would be the Cargo Duchess.

Addressing noise, and vibration complaints from customers, Novoil decided to remove one segment of the massive Cargo Empress-class extension module. It was discovered most fatigue and stress damage as well as the creaking and groaning customers experienced was coming from the landing bay segments of the expansion module. Novoil rebuilt the Empress-class sans one of its landing bay segments, and removed one of its rear power cores to relieve further stress. With the changes in place, the shorter stiffer 91.3 meter Duchess-class was born. This modification also addressed Novoil’s shortage of intact landing bay components, due to the defect. The new design worked so well, was so smooth, and quiet, Novoil purchased the rights to market their new Novoil/Ghtroc line of freighters.

Homebrew roleplaying game stats by: Frank V Bonura and “B.M.K”.
  • Novoil/Ghtroc Cargo Duchess Freighter
  • Craft:Novoil/Ghtroc Duchess-class Bulk Freighter
  • Type: Medium Bulk freighter
  • Scale: Starfighter
  • Length: 91.3 meters
  • Skill: Space Transports: Cargo Duchess freighter
  • Crew: 4
  • Passengers: 8
  • Cargo capacity: 30,000 metric tons
  • Consumables: 2 months, 1 week
  • Cost: 790,000 (restored), 500,000 (used)
  • Hyperdrive Multiplier: x1.75
  • Hyperdrive Backup: None
  • Nav Computer: Yes
  • Maneuverability: 0D+1
  • Space: 2
  • Atmosphere: 225; 650 km/h
  • Hull: 3D+2
  • Shields: 1D+1
  • Sensors:
    • Passive: 15/0D
    • Scan: 30/1D
    • Search: 42/2D+1
    • Focus: 2/2D+1
  • Weapons: None
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Cargo Countess Heavy Freighter

Cargo Countess Heavy Freighter

Novoil Cluster Stargoods is a premium provider of remanufactured space transports and fighter craft. For more information on the Novoil Cluster Stargoods corporation, please consult „STAR WARS – The Roleplaying Game“ – Second Edition page 108, or „The Star Wars ® Roleplaying Game“ – Second Edition Revised and Expanded page 255.

Novoil Cluster Stargoods developed this Ghtroc variant taking advantage of an unusual opportunity. For years, Novoil corporation had been collecting fixed laser cannons, as well as a myriad of other surplus replacement parts while waiting for its new certification. Most of these components were removed from Ghtroc ships that were being upgraded at the dealership and were in new condition. Shortly after Novoil Cluster Stargoods received its certification to remanufacture the Ghtroc Class 580, Class 720, and Cargo Empress-class freighters, Ghtroc Industries suffered financial difficulties resulting in the company’s demise. Novoil purchased directly from Ghtroc industries billions of replacement components at liquidated prices to help Ghtroc resolve its uncontrollable debt. The sale did little to save the failing company but managed to leave Novoil Cluster Stargoods in position of opportunity.

With a desire for profit and a passion to keep the good name of Ghtroc Industries alive, Novoil Cluster Stargoods began a massive consolidation of its inventories, and began a program of remanufacturing Class 580, and Class 720 freighters to new condition. Fearful the name of the Cargo Empress would have a negative impact on the program, Novoil Cluster Stargoods began testing a radical new idea at the Cluster Proving Grounds. The first fruits of this labor would be the Cargo Duchess. With the Duchess‘ success, Novoil produced its second Ghtroc model the Cargo Countess-class.

Novoil decided to remove two segments of the massive Empress-class‘ extension module. It was discovered most fatigue and stress damage as well as the creaking and groaning customers experienced was coming from the landing bay segments of the expansion module. Novoil rebuilt the Empress-class sans two of its landing bay segments, and removed two of its power cores to relieve further stress. With the changes in place, the shorter stiffer 72.6 meter Countess-class was born. This modification also addressed Novoil’s shortage of intact landing bay components, due to the defect. This newer design worked so well, and outperformed the Duchess-class, Novoil quickly began production on its second Ghtroc freighter.

Homebrew roleplaying game stats by: Frank V Bonura and “B.M.K”.
  • Novoil/Ghtroc Cargo Countess Freighter
  • Craft:Novoil/Ghtroc Countess-class Heavy Freighter
  • Type: Heavy freighter
  • Scale: Starfighter
  • Length: 72.6 meters
  • Skill: Space Transports: Cargo Countess freighter
  • Crew: 3
  • Passengers: 9
  • Cargo capacity: 11,000 metric tons
  • Consumables: 2 months, 2 weeks
  • Cost: 478,000 (restored), 242,000 (used)
  • Hyperdrive Multiplier: x1.5
  • Hyperdrive Backup: None
  • Nav Computer: Yes
  • Maneuverability: 0D+2
  • Space: 3
  • Atmosphere: 260; 750 km/h
  • Hull: 3D+2
  • Shields: 1D+2
  • Sensors:
    • Passive: 15/0D
    • Scan: 30/1D
    • Search: 45/2D+1
    • Focus: 2/3D
  • Weapons: None
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Cargo Baroness Freighter

Cargo Baroness Freighter

Novoil Cluster Stargoods is a premium provider of remanufactured space transports and fighter craft. For more information on the Novoil Cluster Stargoods corporation, please consult „STAR WARS – The Roleplaying Game“ – Second Edition page 108, or „The Star Wars ® Roleplaying Game“ – Second Edition Revised and Expanded page 255.

Novoil Cluster Stargoods developed this Ghtroc variant taking advantage of an unusual opportunity. For years, Novoil corporation had been collecting fixed laser cannons, as well as a myriad of other surplus replacement parts while waiting for its new certification. Most of these components were removed from Ghtroc ships that were being upgraded at the dealership and were in new condition. Shortly after Novoil Cluster Stargoods received its certification to remanufacture the Ghtroc Class 580, Class 720, and Cargo Empress-class freighters, Ghtroc Industries suffered financial difficulties resulting in the company’s demise. Novoil purchased directly from Ghtroc industries billions of replacement components at liquidated prices to help Ghtroc resolve its uncontrollable debt. The sale did little to save the failing company but managed to leave Novoil Cluster Stargoods in position of opportunity.

With a desire for profit and a passion to keep the good name of Ghtroc Industies alive, Novoil Cluster Stargoods began a massive consolidation of its inventories, and began a program of remanufacturing Class 580, and Class 720 freighters to new condition. Fearful the name of the Cargo Empress would have a negative impact on the program, Novoil Cluster Stargoods began testing a radical new idea at the Cluster Proving Grounds. The first fruits of this labor would be the Cargo Duchess. With the Duchess‘ success, Novoil produced its second Ghtroc model the Cargo Countess-class. Their latest Ghtroc design would incorporate elements from both the Empress-class and Class 720. The result, the Cargo Baroness-class.

Novoil decided to remove three segments of the massive Empress-class‘ extension module. It also added a fixed laser cannon from the Class 720 model. It was discovered most fatigue and stress damage as well as the creaking and groaning customers experienced was coming from the landing bay segments of the expansion module. Novoil rebuilt the Empress-class sans two of its landing bay segments, one extention segment, and removed three of its power cores to relieve further stress. With the changes in place, the much shorter, and solid 53.9 meter Baroness-class was born. This modification also addressed Novoil’s shortage of intact landing bay components, due to the defect. This newer design worked so well, outperforming the Duchess-class, Countess-class, and even matched the performance of the classic Class 580, Novoil quickly began production on its third and latest Ghtroc freighter.

Homebrew roleplaying game stats by: Frank V Bonura and “B.M.K”.
  • Novoil/Ghtroc Cargo Baroness Freighter
  • Craft:Novoil/Ghtroc Baroness-class Medium Freighter
  • Type: Medium freighter
  • Scale: Starfighter
  • Length: 53.9 meters
  • Skill: Space Transports: Cargo Baroness freighter
  • Crew: 1, (1 can coordinate), gunners: 1
  • Passengers: 10
  • Cargo capacity: 250 metric tons
  • Consumables: 2 months, 3 weeks
  • Cost: 195,000 (restored), 56,000 (used)
  • Hyperdrive Multiplier: x1.25
  • Hyperdrive Backup: None
  • Nav Computer: Yes
  • Maneuverability: 1D
  • Space: 4
  • Atmosphere: 280; 800 km/h
  • Hull: 3D+2
  • Shields: 1D+2
  • Sensors:
    • Passive: 15/0D
    • Scan: 30/1D
    • Search: 48/2D+2
    • Focus: 2/3D+2
  • Weapons:
    • 1 Double Laser Cannon
      • Fire Arc: Front
      • Crew: 1
      • Skill: Starship Gunnery
      • Fire Control: 1D+2
      • Space Range: 1-3/12/25
      • Atmosphere Range: 100-300/1.2/2.5km
      • Damage: 4D
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E3 Lifeboat E

E3 Lifeboat E

Craft: His Grace the Duke Gadal-Herm’s Safety Inspectorate E3-Standard Starship Lifeboat E Affiliation: General Era: Rise of the Empire Type: Escape pod Scale: Starfighter Length: 3.5 meters diameter Skill: Space transports: escape pod Crew: 1 Passengers: None Cargo Capacity: 60 kilograms Consumables: 2 weeks Maneuverability: 1D Space: 3 Atmosphere: 250; 700 kmh Hull: 1D Sensors:

Passive: 15/1D

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Vorlage Schiffe Fahrzeuge Text

Name/Modell:
Produktion:
Kampfbestimmung:
Abmessungen:
  • Länge:
  • Breite:
  • Höhe:
Maßstab:
Besatzung:
Passagiere:
Truppen:
Geschwindigkeit:
Atmosphäre:
Manövrierfähigkeit:
Rumpf
:
Schilde
:
Fracht:
Vorräte:
Kosten:
Navigation:

  • Hyperantrieb:
  • Reservehyperantrieb:
Sensoren:
  • Passiv:
  • Scanner:
  • Suche:
  • Focus:
  • Bemerkung:

Bewaffnung:
    • Feuerbereich:
    • Maßstab:
    • Fertigkeit:
    • Feuerkontrolle:
    • Reichweite:
    • Atmosphäre:
    • Schaden:
    • Feuerbereich:
    • Maßstab:
    • Fertigkeit:
    • Feuerkontrolle:
    • Reichweite:
    • Atmosphäre:
    • Schaden:
Besonderheit:

Ausrüstung:

Modifikatoren:
  • Nachfrage:
  • Erhältlichkeit:

Zeitleiste:

  • Prototyp:
  • Serienproduktion:
  • Gute Erhältlichkeit:
Fertigkeiten:
    • Raumjäger:
    • Raumjäger Artillerie:
    • Raumjäger Deflektoren:
    • Sternenschiff:
    • Sternenschiff Artillerie:
    • Sternenschiff Deflektoren:
    • Sensoren:
    • Kommunikation:
    • Astrogation:
    • Fernsteuern:
    • Kommandieren:
Besitzer/Zugehörigkeit:
Quelle:
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Shadow Droid

Shadow Droid

 

Craft: Imperial Research Division SHD-66 Shadow Droid Affiliation: Empire Era: New Republic Type: Multi-environment cybernetic attack fighter Scale: Starfighter Length: 4.2 meters Crew: None; cybernetic brain Crew Skill: Starfighter piloting 4D, starship gunnery 4D, Sense 3D (Combat Sense, Danger Sense, Instinctive Astrogation, Life Detection, Life sense, Sense Path) Maneuverability: 3D Space: 12 Atmosphere: 450; 1,300 kmh Hull: 5D Shields: 3D Sensors:

 

Passive: 30/1D Scan: 55/2D Search: 85/3D Focus: 5/3D

 

Weapons: Twin Laser Cannons (fire linked) Fire Arc: Front Skill: Starship gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D

 

2 Laser Turrets

 

Fire Arc: Turret Skill: Starship gunnery Fire Control: 1D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 2D 2 Ion Cannons (fire linked) Fire Arc: Front Skill: Starship gunnery Fire Control: 2D Space Range: 1-3/12/25

 

Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D

 

Concussion Missile Launcher

 

Fire Arc: Front Skill: Starship gunnery Fire Control: 3D Space Range: 1/3/7 Atmosphere Range: 50-100/300/700 km Damage: 8D Note: Because of Advanced Sensor Masking and Baffling, Shadow Droids are +6D to detect by enemy sensors. Sensor Baffling provides +2D+1, and the Sensor Mask provides +3D+2, in case damage disables one of the systems.

 

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TIE Oppressor

 

 

TIE Oppressor

 

Craft: Sienar Fleet Systems TIE/opp Affiliation: Empire Era: Rebellion Type: Space superiority starfighter Scale: Starfighter Length: 9.2 meters Skill: Starfighter piloting: TIE Crew: 1 Crew Skill: Starfighter piloting 5D, starship gunnery 5D Cargo Capacity: 150 kilograms Consumables: 5 days Cost: Not available for sale Hyperdrive Multiplier: x3 Nav Computer: limited to 10 jumps Maneuverability: 1D+2 Space: 8 Atmosphere: 355, 1,050 kmh Hull: 3D+1 Shields: 1D+2 Sensors:

 

Passive: 20/0D Scan: 35/1D Search: 50/2D Focus: 3/2D+2

 

Weapons: 2 Medium Laser Cannons (fire-linked)

 

Fire Arc: Front Skill: Starship gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D+1 2 Concussion Missile Launchers (fire-linked) Fire Arc: Front Skill: Starship gunnery Fire Control: 1D Space Range: 1/3/7 Atmosphere Range: 50-100/300/700 Damage: 8D

 

Twin Blaster Cannons

 

Fire Arc: Rear turret Skill: Starship gunnery Fire Control: 2D Space Range: 1-5/10/17 Atmosphere Range: 100-500/1/1.7 km Damage: 4D+1

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TIE Aggressor

 

TIE Aggressor

 

Craft: Santhe/Sienar Fleet Systems TIE/agg Affiliation: Empire Era: Rise of the Empire Type: Heavy fighter/bomber Scale: Starfighter Length: 7.8 meters Skill: Starfighter piloting: TIE Crew: 1 Crew Skill: Starfighter piloting 5D, starship gunnery 5D Cargo Capacity: 150 kilograms Consumables: 5 days Cost: Not available for sale Hyperdrive Multiplier: x4 Nav Computer: limited to 10 jumps Maneuverability: 2D Space: 9 Atmosphere: 400, 1,150 kmh Hull: 3D Shields: 1D+1 Sensors:

 

Passive: 0/0D Scan: 35/1D Search: 50/2D Focus: 3/3D

 

Weapons: 2 Medium Laser Cannons (fire-linked) Fire Arc: Front Skill: Starship gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D+1 2 Concussion Missile Launchers (fire-linked) Fire Arc: Front Skill: Starship gunnery Fire Control: 1D Space Range: 1/3/7 Atmosphere Range: 50-100/300/700 Damage: 8D

 

Twin Blaster Cannons

 

Fire Arc: Rear turret Skill: Starship gunnery Fire Control: 2D Space Range: 1-5/10/17 Atmosphere Range: 100-500/1/1.7 km Damage: 4D+1

 

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Techniker (H)

Zeitaufwand: 1 Stunde+

Kaufen: Die Fähigkeit Techiker kann gegen 10 Charakterpunkte gekauft werden.

Der Technilker hat selber keine Werte dient ausschließlich als Vorraussetzung.

  1. Die Mindesvorraussetzung für eine Technikfähigkeit beträgt 5w.
  2. Man erhält automtisch dann diese Techfertigkeit als Spezialisierung auf 1w.
  3. Spezialisierungen werden wie normale Fähigkeiten gesteigert.
  4. Diese werden auf die Technikfähigkeit voll angerechnet.

Spezialisierungen:          

  • Antriebstechnik
  • Waffentechnik
  • Schildtechnik
  • Navigationstechnik
  • Sensortechnik

Quelle: Michael Föhr

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Rendilli-Surron Starlight Freighter

Craft : Rendilli-Surron Starlight Freighter

Aligment : Star Wars Stock Ships

Typ  : Light Freighter  

Scale : Starfighter

Length : 34meters

Skill : Space Transports : Starlight  Freighter

Crew : 2

Crew Skills : Varies widely

Passengers : 4

Cargo Capacity : 50 metric tons

Consumables : 3 weeks

Cost :26,000 ( used)

Hyperdrive Multiplier x2

Hyperdrive Backup : x12

Nav Computer : yes

Maneuverabillity : 1D

Sace : 4

Atmosphere : 280;800 kmh

Hull : 4D

Shields :1D

Sensors :

 –Passive : 10/0D

 –Scan : 20/1D

 –Search :40/2D

 –Focus : 2/3D

Weapons

 Blaster Cannon

 –Fire Arc : Turret

 –Skill : Starship gunnery

 –Fire Control : 2D

 –Space Range : 1-5/10/17

 –Atmosphere Range : 100-500/1/1,7 km

 –Damage : 3D

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Allianz RJ Mon Cal Standart skill

Starfi ghter pilotinging: Cal Starfi ghter
Crew Skill: Starfi ghter piloting 6D*, starship gunnery
5D+1*, starship shields 4D*
*Mon Calamari Cal Starfi ghters are confi gured to
provide Mon Calamari with their +1D bonus for being
in moist environments. These skill levels do not refl ect
these bonuses.

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Fertigkeiten Vorlage Schiffe Fahrzeuge Tabelle

 

 

Fertigkeiten Raumjäger Rj.Artillerie Rj.Deflektoren.
Sternenschiff Sts.Artillerie Sts.Deflektoren
Astrogation Sensoren Fernsteuern
Kommunikation

 

 

Fertigkeiten Raumjäger Rj.Artillerie Rj.Deflektoren.
Sternenschiff Sts.Artillerie Sts.Deflektoren
Astrogation Sensoren Fernsteuern
Kommunikation

 

 

Fertigkeiten Raumjäger Rj.Artillerie Rj.Deflektoren.
Sternenschiff Sts.Artillerie Sts.Deflektoren
Astrogation Sensoren Fernsteuern
Kommunikation
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Wut

Englische Bezeichnung: Rage

Schwierigkeitsgrad:

Kontrolle:
  • Schwierig

Voraussetzung:

Wirkung:

  • Man bekommt einen Dunklen Punkt.
  • Nur für dunkle Jedi.
  • Gegenkraft zur inneren Leere.
  • Man ist doppelt so schnell erschöpft.
  • Man ist empfänglicher für die Umgebung las in der inneren Leere.
  • Jede Berührung kann einen aus der Wut holen. Wenn nicht so ist ein Normaler Wurf auf Kontrolle notwendig.
  • Die Nähe einer anderen Person kann mit Hilfe von Leben Spüren das Aufwachen auslösen.
  • Ist eine Vorbereitung für Leben Übertragen.

Quelle:

  •  

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Verletzungen lindern

Englische Bezeichnung: Reduce Injury

Schwierigkeitsgrad:

Kontrolle:
  • Normal – Außer Gefecht
  • Schwierig – tödlich Verwundet
  • Sehr Schwierig – bei Getöteten

Voraussetzung:

Wirkung:

  • diese Kraft kann aufrechterhalten werden.
  • Der Schaden wird vermindert.
  • Ein Machtpunkt wird ausgegeben.
  • Jegliche Verletzung wird auf verwundet reduziert.
  • Wäre eine Verletzung tödlich gewesen, muß er einen bleibenden Schaden hinnehmen.

Quelle:

  •  

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Tiefschlaftrance

Englische Bezeichnung: Hibernation Trance

Schwierigkeitsgrad:

Kontrolle:
  • Schwierig

Voraussetzung:

  • keine

Wirkung:

  • Man Festlegen welcher Reiz zur Erweckung führt.
  • Diese Kraft kann aufrechterhalten werden
  • Anderen Machtbegabte können über Leben Spüren oder leben Erkennen sehen ob er lebt.
  • Man versetzt sich in tiefe Trance.
  • Man kann keine Aktionen durchführen außer das Lösen.

Quelle:

  • Grundregelbuch; Quellenbuch Erben des Imperiums; Tales of the Jedi Companion

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Rassenerstellung Tabellenvorlage

Name:  
Typ:  
Größe:  
Gewicht:  
Alter Kind:  
Alter Erwachsen:  
Alter vergreist:  
Üblicher Besitz:  
Heimatwelt:  
– Beschreibung:  
– Kultur:  
– Biologie:  
– Sprachen:  
– Tech. Stufe:  
Zitat:  
Aussehen:  
Biologie:  
Psychologie:  
Bewegungsweite min/max:    
Eigenschaftswürfel:   (bis +6w bei Helden)
Geschicklichkeit: Min.:  
  Max.:  
  Schnitt:  
Mech: Min.:  
  Max.:  
  Schnitt:  
Stärke: Min.:  
  Max.:  
  Schnitt:  
Tech: Min.:  
  Max.:  
  Schnitt:  
Wahrnehmung: Min.:  
  Max.:  
  Schnitt:  
Wissen: Min.:  
  Max.:  
  Schnitt:  
Sonstiges:
llll:  
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Rassenerstellung Textvorlage

Allgemeine Daten:

  • Name:

  • Typ:

  • Alter Kind:

  • Alter Erwachsen:

  • Alter Vergreist:

  • Größe:

  • Gewicht:

  • Üblicher Besitz:

  • Heimatwelt:

  • Beschreibung:

  • Kultur:

  • Biologie:

  • Sprachen:

  • Tech. Stufe:

  • Zitat:

  • Aussehen:

  • Biologie:

  • Psychologie:

Bewegungsweite Min/Max:

  • gehen:
  • schwimmen:
  • fliegen:
  • kriechen:
  • hüpfen:
  • gleiten:
  • usw……..

Eigenschaftswürfel:

  • W (bis +6w bei Helden)
Geschicklichkeit:
  • Max.:
  • Min.:
Mechanik:
  • Max.:
  • Min.:
Stärke:
  • Max.:
  • Min.:
Technik:
  • Max.:
  • Min.:
Wahrnehmung:
  • Min.:
  • Max.:
Wissen:
  • Max.:
  • Min.:

Sonstiges:

Quelle:

  •  
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Raumschiff und Fahrzeug Vorlage Tabelle

Bild

 

Name/Modell
Produktion Kampfbestimmung
Besitzer/Zugehörigkeit
Länge Höhe
Breite Maßstab
Besatzung
Passagiere Truppen
Geschwindigkeit Atmosphäre
Manövrierfähigkeit
Rumpf Schilde
Fracht Vorräte
Kosten
Deckung Flughöhe
Navigation
Hyperantrieb Reservehyperantrieb

 

Sensoren Passiv Scanner Suche Focus
Bemerkung

 

Bewaffnung
Feuerbereich
Maßstab
Fertigkeit
Feuerkontrolle
Reichweite
Atmosphäre
Schaden

 

Besonderheit
Ausrüstung
Hangar
Modifikatoren Nachfrage Erhältlichkeit
Zeitleiste Prototyp Serienproduktion Gute Erhältlichkeit
Quelle

Fertigkeiten

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Compendium Vorlage

Spielablaufnummer: — / –
Spieledatum: —- / — / —
Intime Datum anfang: — / —– / 10 Jahre vor Schlacht von Javin
Intime Datum Abschluss: — / —– / 10 Jahre vor Schlacht von Javin

Nebenplots oder auch Fäden, die hier begannen:

Spielablauf:

Im Spiel gelernt:

Verteilte Punkte:

Spieler Charaktername Charakterpunkte
Grundpunkte Charakterspiel Beste Aktion Gelöste Aufgaben Punkte erhalten
 
             
 
             
 
             
 
             
 
             
 
Gastspieler
 
             
 
             
 
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Kurzübersicht Planeten

  • Typ:
  • Gravitation:
  • Atmosphäre:
  • Bevölkerung:
  • Bemerkung:

Planeten
Planet Typ Gravitation Atmosphäre Bevölkerung Monde
Bemerkung
           
 
           
 
           
 
           
 
           
 
           
 
           
 
           
 
           
 
           
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sammlung

Resources
In the Vordarian Beltway galaxy, many natural resources can be found unknown to us. Crystals used in the construction of lightsabers are explained in detail in the chapter The Force concerning the construction of lightsabers.
Below are those specific materials described which are used in the Star Wars Galaxy. Most of them just add flavor to the setting and some of them have specific properties which can used for building and construction of armor, weapons or even spaceships.
Normal materials used on Earth (e.g., iron, copper, bronze) are also used in the Star Wars galaxy but as time goes by, these materials became inferior to the newly found elements and created materials and alloys. These new alloy became lighter, stronger and more durable but some application require old fashion heavy metals (e.g., wheeled and tracked vehicles rely on mass to gain stability, trust. When these vehicles are to light they may be blown away by even a light wind).
Crystals & Minerals
Adegan
Adegan is a type of crystal that comes in many different forms. Adegan crystals can be imbued by the Force. Lightsabers always contain at least one Adegan crystal.
Ore & Metals
Agrinium
This lightweight metal is used to create a coating which is used to repair solar sails. During the era of the Great Sith War, agrinium was used to create strong, lightweight grips for knives and other melee weapons.
Alantium
This natural ore is an important component in the formation of starship hull plating.
Allum
This ore is the primary component used by the Mandalorians to create their unique body armor. It is know to be resistant to lightsaber damage.
Aurodium
This metal was considered a valuable commodity during the last decades of the Old Republic, and a large ingot could command more than 300 million Republic credits. The metal, especially in ingot form, appeared to burn with an inner light which refused to have a definite color.
This valuable ore was refined and used for currency by the Trade Federation, during the last decades of the Old Republic. The Federation would only accept bribes in the form of aurodium ingots, since they could be easily moved about without interference from the Republic.
Axidite
This strong metal is used to form control boxes and other protective coverings.
Bandorium
This unusual, liquid metal was found in the oceans of the planet Bandomeer, specifically long the path of the Gray Westerly. Scientists and engineers working for the major mining operations on Bandomeer discovered that bandorium seemed to move about in "tides," which seemed to be controlled by the winds of the Gray Westerly. The exact nature of these tides was not discovered. Bandorium was used in many starship counter-sensor systems, and it was believed that it was also used in the creation of cloaking devices.
Beryllius
This silvery metal was used to create antique-looking metal ware.
Bronzium
This metal is quite dense, and is often used in the creation of structures where radiation might be a threat.
Burthan
This element is often extruded into thin threads, which are used to reinforce metals and ferrocrete structures. It is a light-weight material.
Chromium
This metal is one of the primary metals used in the creation of droid plating, which has to be as light as possible, yet provide modest durability.
Cortheum
This rock, present in the crusts of planets which have corthel-laden atmosphere, is mined for a number of uses. Among its primary use is in the manufacture of photo-receptors used as droid eyes.
Cortosis
This unusual ore is known to repel the energy of a lightsaber blade. Despite its resistance to the blade of a lightsaber, cortosis was unstable in the presence of explosives, and would shatter if hit with a grenade. However, cortosis is known to cause any lightsaber that struck it, to overload and shut down.
Cubirian
This metal is one of a few other metals which are considered acceptable substitutes for meleenium, in the process of making durasteel.
Desh
This natural element was combined with terenthium to produce a super-light allow
Diatium
This metal was used in the creation of miniature power sources, such as those used in the lightsabers of the Jedi Knights.
Ditanium
A natural element used in the armor-like plating that covers military buildings.
Doonium
A heavy metal, mined from asteroids and the planet Atraken, used for the construction of war machines.
Durelium
This ore, found in the Mestra and Tava Yagen asteroid field, is an essential material used in the construction of hyperdrives.
Kalonterium
This low-grade ore was used in the development of weapons and building materials, before higher-grade ore like doonium and meleenium were discovered.
Lommite
A chalky ore once thought to be found exclusively on Elom, it is one of the primary components used in making transparisteel, durasteel and dura-armor.
Meleenium
Meleenium is the primary component of durasteel.
Neuranium
This is one of the heaviest, densest metals found in the galaxy. Among its most useful properties is the fact that even a millimeter-thick piece of neuranium was impervious to sensors.
Quadranium
This incredibly strong and durable element is used in the manufacture of starship fuel tanks, and could be honed to create a makeshift blade if necessary.
Rubindum
A valuable ore used in the production of hyperdrive engines.
Synthetics & Alloys
Baradium
A powerful but unstable synthetic element, baradium is used as the primary explosive in thermal detonators. When ignited, the baradium generates a particle field around the exploding particles which are being emitted from the detonator.
Duracrete
Duracrete is a building material that can be poured into forms. It then hardens into a nearly impervious surface.
Durafab
This is a strong fabric used to make tents and portable shelters.
Durafill
This dense, adhesive sealant was developed during the era of the New Republic for filling the micro pits and other small dents that were formed in a starship’s hull as it moved through real space.
Duralloy
This is a composite metal that is used to plate starship hulls and heavy bulkheads.
Duranium
This expensive alloy is very hard and has a bony color. It is only used in the most vital parts (for example: the bone structure of general Grievous).
Durasteel
This strong, durable building material was created from Lommite, meleenium, neutronium, and zersium.
Ferrocrete
This is the first attempt to make concrete stronger and harder without using separate iron bars in it to hold it together. Most civilizations have abandoned the use of ferrocrete and are now using permacrete which is lighter and stronger.
Plastoid
Plastoid is made from compressed biological fossils. It is used for most household equipment, gear and other things. Cheap armors are made of plastoid.
Another type of plastoid is plastisteel. This is much harder and therefore more often used for armored suits, spacesuits and civilian vehicles.
Permacrete
Permacrete is the strongest type of concrete. Though it is heavy, it can easily carry its own weight even if its stacked many miles high. Most buildings are made of permacrete. Without permacrete, the high buildings on Coruscant were not possible.
Another application for permacrete is in starships. It is an altered version called hydro foamed permacrete which attains the same strength of normal permacrete but weigh a lot less.
Transparisteel
This is a transparent variant of durasteel. It is used in most of the TL 11 buildings and starships. During the fabrication of transparisteel, a mineral named lommite is used which makes durasteel transparent.
Ultrachrome
Ultrachrome is a hardened chrome to make those shiny starships. Ultrachrome is much stronger than normal chrome. Ultrachrome is specially made for starships. It reflects light and in a lesser amount heat but it is useless as armor. Naboo ships are famous of their completely enclosed ultrachrome starships.
Ultrachrome is also used as a superconductor and some Force-users plated their lightsaber handles with ultrachrome.

 

Mandatory Components
A lightsaber must have the following parts: a Diatium power cell, a handgrip, an activation plate, a safety, an emitter matrix, a recharge socket, a lens assembly, a power conduit, and a focusing crystal.
Diatium Power Cell
Cost: $2,000
Space: 1
Weight: 0.1 lbs.
Effect: 3000 hits/ number of crystals
Description: Diatium power cells can only be found in lightsabers. They produce a very high output of energy and are the only type of power cells which are strong enough to power a lightsaber.
Handgrip
Cost: See table
Description: The handgrip is the hull of the lightsaber made of steel. The handgrip does not need to be a fine piece of manufacturing. For example: in “I Jedi” by Michael Stackpole, Coran Horn constructs a lightsaber from the handlebar on an old swoop. The Jedi of the Old Republic, however, construct much more aesthetically pleasing and complex, saber handles.
Material
Cost ($)
Weight (lbs.)
Bronze
Iron
Steel
Composite Steel
Plastoid
Durasteel
10
20
100
140
200
800
0.20
0.15
0.10
0.15
0.05
0.05
The next thing which modifies the cost and weight of the handgrip is the length.
Length (inches)
Cost Modifier
Weight Modifier
Space (Units)
8
9
10
11
12
80%
90%
100%
110%
120%
80%
90%
100%
110%
120%
7
8
9
10
11
– 52 –
13
14
15
16
17
18
19
20
130%
140%
150%
160%
170%
180%
190%
200%
130%
140%
150%
160%
170%
180%
190%
200%
12
13
14
15
16
17
18
19
Activation Plate
Cost: See table
Space: 0.5
Weight: 0.1 lbs.
Effect: See table
Description: An activation switch to turn the lightsaber on/off is connected to an electronic device within the lightsaber. There are different types of switches. A double-bladed lightsaber may have two activation plates though this is not necessary.
Type
Effect
Construction Skill Penalty
Cost ($)
Standard
Double Off-click
Lock-on
Force Activated
One click activates, one click deactivates
One click activates, double click deactivates; this is so that the lightsaber does not accidentally shut off during combat.
The lightsaber’s on/off switch can be locked into the “on” position and can’t be turned off with one click.
The wielder must use the Force within the handle to turn the lightsaber on/off.
0
-1
-2
-3
10
12
15
5
Safety
Cost: $10
Space: 0.5
Weight: 0.1 lbs.
Description: The safety switch prevents accidentally activation of the lightsaber when not in use.
Emitter Matrix
Cost: $500
Space: 1
Weight: 0.1 lbs.
Description: The emitter matrix produces a positively charged energy towards the lens assembly. One emitter matrix is needed for each blade. The outer hull of the emitter matrix is made of a super conductor which enables the negatively charged energy which returns from the flux aperture to go back to the power cell with no energy loss.
Recharge Socket
Cost: $50
Space: 1
Description: A recharge socket enables the lightsaber’s power cell to be recharged on a power socket. It takes 50 minutes to fully recharge a Diatium power cell.
Lens Assembly
Cost: $500
Space: 1
Description: The lens assembly focuses the positively charged energy into a parallel beam. The lens assembly is tightly packed into a high-energy flux aperture.
Power Conduit
Cost: $100
Space: 1
Description: The power conduit transfers the energy from the power cell towards the emitter matrix, from the flux aperture to the super conductor and from the super conductor back to the power cell.
Force Crystals
The type of crystal used to focus the energy from the power cell determines the harmonic resonance and lethality of the weapon. Jedi Knights use Adegan crystals almost exclusively, as they have done for millennia. Sith Lords use synthetic crystals. All crystals use up 1 space and weigh around 0.1 lbs. The following crystals (listed in alphabetical order) can be used in lightsaber construction:
Adegan
Cost: $4,000
Rarity: Very Common
Effect: 8d(5) burn; +1 Force Powers
Description: A facetted crystal mined in the mountains of Dantooine is used in the construction of a lightsaber. It glows faintly with an inner blue, green, orange, violet, white or yellow light. Lightsabers can only contain one Adegan crystal per blade. Trying to power a blade with two Adegan crystal results in an explosion (1d cr burn ex) upon activating the lightsaber. A double-bladed lightsaber may have two Adegan crystals (one for each blade) but this is not necessary.
Adegan (Synthetic)
Cost: $4,000
Rarity: Very Common
Effect: 8d+3(5) burn
Description: A red crystal manufactured mostly by Sith followers. It glows faintly with an inner red light. Lightsabers can only contain one Adegan crystal per blade. Trying to power a blade with two Adegan crystal results in an explosion (1d cr burn ex) upon activating the lightsaber. A double-bladed lightsaber may have two Adegan crystals (one for each blade) but this is not necessary.
Bondar
Cost: $500
Rarity: Very Common
Effect: Stun (HT+1)
Description: This crystal was mined on a far-orbit asteroid circling the Alderaan system. It produces a volatile lightsaber beam that pulses on contact, discharging part of its energy into an opponent.
Damind
Cost: $3,000
Rarity: Moderate
Effect: +3 Attack
Description: Found on the desert world Daminia, this crystal can be used in lightsaber construction to produce a clearly defined beam of subtly wider width and length.
Danite
Cost: $1,000
Rarity: Moderate
Effect: +1 Force Power – Sense
Description: Mined on Dantooine, this crystal is a focusing point for all Force users.
Eralam
Cost: $20,000
Rarity: Very rare
Effect: +2 Attack; +2 Dmg
Description: Once mined on the third moon of Erai, ancient Sith bombardment shattered much that remained. If they can be found, these crystals produce a clear, superior lightsaber beam.
Firkran
Cost: $3,000
Rarity: Moderate
Effect: +2 Attack; Surge
Description: This heavy crystal is collected by the natives of Rafa V. If used in lightsaber construction it produces an electrically charged beam that is devastating to droids.
Hurrikaine
Cost: $10,000
Rarity: Ultra Rare
– 53 –
Effect: Opponent’s Parry/Block -3
Description: Found on the planet Hurikane. Lightsabers including this crystal are very good at penetrating defenses.
Jenruax
Cost: $8,000
Rarity: Rare
Effect: +2 Parry Beam Weapons; +2 Dmg
Description: The refined form of Opila. This crystal has been cleansed of all impurities. When used in lightsaber construction it produces a blade of unerring quickness.
Kaiburr or Kiber
Cost: $210,000
Rarity: Ultra Rare
Effect: +3d Dmg; +3 Force Powers
Description: This crimson colored crystal was found on the planet Mimban. Local legend said that this crystal had the ability to enhance the Force Powers a thousandfold.
Krathracithe
Cost: $30,000
Rarity: Ultra Rare
Effect: +2 Force Abilities – Dark Side; Dark Side
Description: Found on the home world of the Krath, this crystal is a focusing point for Dark Side Force users. Only strong willed Jedi may be able to use a Krathracithe crystal in its lightsaber without being seduced to the Dark Side of the Force. Jedi Masters tend to keep these crystals out of any Padawan’s reach
Kontarite
Cost: $20,000
Rarity: Ultra Rare
Effect: +1 Silence
Description: Some Jedi Holocrons from the days of the Sith War indicate that certain Sith warriors had perfected the art of effectively silencing a lightsaber blade by adding a Kontarite Force crystal to reduce noise. Some lightsabers have been reduced to a nearly noiseless blade, making only the faintest whisper of noise when activated. After the Sith Wars these crystals have not been encountered again. Normally a lightsaber gives you a penalty of 5 towards Stealth. This crystal negates a penalty of 2 towards Stealth versus listening devices, blind creatures, and other who rely on hearing to find you.
Krayt Dragon Pearl
Cost: $110,000
Rarity: Ultra Rare
Effect: +3 Attack; +2d Dmg
Description: Taken from the gullet of a Krayt Dragon, this crystalline “pearl” appears to have refractory qualities that might allow it to function as a lightsaber crystal once properly adapted.
Luxum
Cost: $8,000
Rarity: Rare
Effect: +2 Attack; +1d Dmg vs. Droids; Surge
Description: Ambria was a world in the grip of the dark side. Through years of mental battle, strange Jedi Master Thon contained the evil to Lake Natth. Long meditation can form this powerful crystal from the tainted water.
Mephite
Cost: $1,000
Rarity: Moderate
Effect: +1 Force Powers – Alter
Description: Found in the deep seas of Manaan, these crystals produce a fluctuating pulse through the beam.
Nextor
Cost: $2,000
Rarity: Moderate
Effect: +1 Attack; +1 step Armor Divisor
Description: This crystal is mined in the mountains of M’haeli, and when used in lightsaber construction it produces a volatile blade that can cause surprising amounts of damage. Armor Divisor steps are in order: 1 (no divisor), 2, 3, 4, 5, 10, 100, and “ignores armor”
Obsidia
Cost: $25,000
Rarity: Very Rare
Effect: +3 Dmg; +1d Dmg vs. Light Side; Dark Side
Description: This dark crystal is found on the homeworld of the Sith, Korriban. It produces an intense and volatile beam which sears on contact. Within some Dark Lord’s tomb, such crystals may be found, but not without any danger.
Opila
Cost: $5,000
Rarity: Moderate
Effect: +3 Dmg; +2d on Critical Success
Description: Found in the asteroid fields of the Fyrth system, this crystal can be used in lightsaber construction to produce an intense beam that seems extraordinarily quick to the cut.
Phond
Cost: $2,000
Rarity: Common
Effect: +1d Dmg
Description: The strange byproduct of rare impurities bonding during the making of certain alloys and some random external condition, this crystal produces a fiercely burning lightsaber beam.
Pontite
Cost: $1,000
Rarity: Moderate
Effect: +1 Force Power – Control
Description: This crystal clearly marks the edges of the beam. These types of crystals are mostly found on rogue planets.
Relacite
Cost: $12,000
Rarity: Rare
Effect: +2 Force Powers
Description: Refined from the magma of Mustafar. This is the top line of focusing crystals.
Rubat
Cost: $2,000
Rarity: Moderate
Effect: +1 Attack; +1 Dmg
Description: Used in lightsaber construction. Rubat crystal is mined Phemis. It produces a clearly defined blade which the Jedi can easily focus on.
Saphit
Cost: $50,000
Rarity: Ultra Rare
Effect: +3 Attack; +2 Dmg
Description: This crystallized material was excreted once every 11 yeas by the ancient Volice worm of Lwhekk, now extinct. It produces a more intense lightsaber beam, granting better control.
Sigil
Cost: $18,000
Rarity: Rare
Effect: +1 Attack; +2d Dmg
Description: Mined in the Sigil system, this crystal is a costly but valuable addition to a lightsaber. It produces a fiercely bright beam that sears on contact, inflicting great damage.
– 54 –
Solari
Cost: $70,000
Rarity: Ultra Rare
Effect: +3 Attack; +3 Dmg; +1d Dmg vs. Dark Side
Description: There are many famous lightsaber crystals spoken of in the history of the Jedi Order, though none is as powerful as the legendary Solari Crystal. An artifact of true light side power, only those Jedi who are pure in spirit can wield a lightsaber equipped with this gleaming white gem. When the great Jedi Master Ood Bnar initiated his life-cycle change after a thousand years of serving the Order, he bequeathed the Solari Crystal to his most promising student, a young female Jedi named Shaela Nuur. When Shaela disappeared shortly after the time of the Great Hunt, the Solari Crystal vanished with her.
Upari
Cost: $7,000
Rarity: Moderate
Effect: +3 Attack; +1d Dmg
Description: Strangely, this crystal is usually encountered scattered in the orbit of primarily forest worlds. It is brittle but versatile, and a Master Jedi can get it to produce many effects.
The process of creating a lightsaber varies depending on who the craftsman is, with each artisan giving the saber his own personal style. Most Jedi use Adegan crystals, usually flawless. Taking these naturally-occurring crystals, they build the lightsaber to their own personal tastes, in perfect harmony with nature through the crystal. The Sith, however, use a special furnace to artificially craft crystals in an intense heat, using the Dark Side of the Force to shape the crystals’ growth so that when its time to remove it from the furnace it is already shaped to perfectly suit the Sith Lord’s needs. Regardless of whether or not natural crystals or synthetic crystals are used, the process of creating a lightsaber is one of the most essential lessons the Jedi (and Sith) teach their students.
Optional Components
These components are not necessary for a lightsaber to function but the greatly enhance the ease of use.
Belt Ring
Cost: $10
Space: 0
Weight: 0.05 lbs.
Effect: enables Fast Draw – Lightsaber
Description: A belt ring is accompanied by a hook or d-ring attached to the lightsaber. You can easily put the lightsaber in the belt ring when not in use while it keeps nearby. Mostly the belt rings are attached to the wielders belt. A belt ring enables the wielder to use his Fast Draw skill.
Cell Recognizer
Cost: $1,150
Space: 1
Weight: 0.1 lbs.
Effect: Prevents unauthorized activation
Description: This device is used to modify a lightsaber such that it will not function for anyone except certain people. A small sensor array ($800) and recognition chip ($350) are installed in the handle of the lightsaber, which reads the cell patterns of whoever is holding the weapon. If the cell patterns do not match that of designated “safe” users, the weapon’s power cells shut down, and any failsafe devices are activated. Failsafe devices can range from electrocution to a loud warble to a quiet beacon which alerts the owner via comlinks that the weapon is in the hands of an unauthorized bearer.
Length Adjuster
Cost: $100
Space: 1
Weight: 0.1 lbs
Effect: Adjust blade length
Description: A length adjuster enables the wielder to switch between variations of different lengths for the blade. The lightsaber must have more than one Force crystal for that particular blade installed. The blade can be lengthened or shortened effectively changing a lightsaber into a short bladed lightsaber and vice versa. Other lengths are pure cinematic and have no game statistics though the weight, space and cost should still be applied.
Pressure-Grip
Cost: $600
Space: 0.5
Weight: 0.05 lbs
Effect:
Description: This adapter for the handle of a lightsaber allows for what is, in essence, a “deadman” switch on a lightsaber. The lightsaber activates and deactivates as normal, but automatically deactivates should the pressure on the handle be removed. This is also good when combined with the Lock-on switch mentioned above. A pressure grip also prevents the user from throwing the lightsaber when activated.
Call Beacon
Cost: $1,000
Space: 1
Weight: 0.1 lbs
Effect: Call slave circuit
Description: This device will summon a ship with a slave circuit like a regular call beacon, only the button is embedded in the handle of the lightsaber.
Concealed Compartment
Cost: $100
Space: 1
Weight: 0
Effect: Payload 0.1 lbs per space used.
Description: A Jedi may create a hidden compartment in his lightsaber which can only be accessed if you know what to look for. The margin of success while constructing the concealed compartment is the penalty towards searching for it.
Water-Proof Casing
Cost: $200
Space: 0
Weight: 0.1 lbs.
Effect: Sealed against water
Description: When constructing a lightsaber, some Jedi (particularly those at home in a moist environment, like Mon Calamari) add a secondary water-proof casing to the handles of their lightsabers in order to protect the power cell inside. While still not reliable in functioning underwater, this will allow a lightsaber to be carried normally on aquatic journeys, without the necessity of removing the power cell. A water-proof must be crafted at the same time as the lightsaber itself to fit properly over the handgrip.
Trapped Handle
Cost: $500
Space: 1
Weight: 0.1 lbs
Effect: Trap causing 1d damage
Description: Typically reserved for Dark Jedi, some lightsabers have special traps in their handles to prevent unauthorized use. The handle may have spikes (1d impaling damage) or blades (1d cutting damage) which burst forth from the handle and damage the user, or electrocute the user instead (1d burn). Whatever the trap, they are triggered typically through incorrect cell recognition (see Cell Recognizer above), or by a dummy activation switch which trigger the trap.

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Alte Einträge aus dem Wiki

Ausrüstung, Droiden, Fahrzeuge, Fertigkeiten, Fertigkeiten der Macht, Handelswaren, Rassen, Kreaturen, Schiffe, Waffen.
Diese Rubriken sind fertig übertragen.
Die Links weisen bereits auf die entprechenden Rubriken im Joomla.
mition 11.06.2007 23:03 Uhr


Übertragung der Informationen vom Wiki ins Joomla.
Ausrüstung – Abgeschlossen.
Droiden – Abgeschlossen.
Mition 13.04.2007 07:17 Uhr


Forum
Das Neue Maquaris
Mition 19.03.2007 08:15 Uhr


Hier entsteht gerade das neue Forum
Mition 19.03.2007 08:15 Uhr


So wird wohl das zukünftige System mal Aussehen Das Neue Maquaris
Michael Föhr 23.02.2007 20:43 Uhr


Neuen Star Wars D20 Charakterbogen hinzugefügt.
Seht ihn euch an. Er ist es wert! 😉
Charakterbogen_D20_Nadine_Hagen.pdf Δ
Charis euer Jedi Hacker? 24.09.2006 16:37 Uhr


Systemupdate.
Michael Föhr 07.09.2006 19:23 Uhr


Rassen? sind fertiggestellt. Bereit zum überarbeiten.
Michael Föhr 14.08.2006 22:19 Uhr


Link vom Projekt Kraehensang eingestellt. Siehe Linkliste.
Linkliste für Liederarchive wird in den nächsten Tagen Online gestellt.
Die Linkliste für Sagen, Märchen und Legenden folgt.
16.07.2006 21:40


Schiffe sind eingespielt und können nun übersetzt werden.
Michael Föhr 19.06.2006 16:18 Uhr


Ausrüstungen und Fahrzeuge Eingespielt. Übersetzt schon jemand??? ich könnte ein bischen Hilfe brauchen.
Michael Föhr 02.06.2006 13:05 Uhr


Die Droiden? Liste ist fertig. Nun suche ich jemanden der sich die übersetzung und Formatierung vornimmt.
Michael Föhr 19.05.2006 13:24 Uhr


Umzug ist zwar abgeschlossen dafür steht das Chaos in der Türe.
Michael Föhr 04.05.2006 15:40 Uhr


Im moment stecke ich mitten im Umzug. Am 02.05.2006 werde ich vorraussichtlich wieder online gehen.
Michael Föhr 25.04.2006 20:32 Uhr


Ich schreibe gerade weiter am Compendium. Ist ein bischen mühsam. Aber es geht voran.
Michael Föhr 19.02.2006 15:18 Uhr


Umstellarbeiten an der Interseite vervollständigt. Alle Bearbeitungsoptionen wurden in die Sidebar verlegt. Die Kopf und Fuss Frames wurden entfernt. Wer noch sinnvolle Vorschläge für die Rightbar hat, kann es hier vermerken.Vorschläge Rightbar?
Michael Föhr 30-01-2006


Ich arbeite im Moment an der Schiffsdatenbank. Sie ist umfangreich und komplex, das dauert also noch ein weilchen.
Michael Föhr January 06, 2006, at 08:36 PM


Es tut sich was in den Compendien. Ich schreibe gerade an den einzelnen Spiele und versuche eine grobe Übersicht zu bekommen.Compendien?
Michael Föhr November 07, 2005, at 05:56 PM


Die Seite ist umgezogen und war aus diesem Grund für mehrere Tage nicht erreichbar. Der Server hatte schwere Temperaturprobleme laut Service. Nach drei Tagen in denen nichts geschah entschlossen wir uns denm server zu kündigen und umzuziehen.
Michael Föhr October 24, 2005, at 04:49 PM


Charakterbögen Verlinkung geändert.
(Die Charakterbögen sind jetzt unter verschiedene Dokumente zu finden.)
Michael Föhr September 11, 2005, at 01:50 PM
Nadine September 09, 2005, at 02:39 PM


Alchimistische Rezepte? Datenbank angelegt. Ist nun zur Erweiterung bereit.
Michael Föhr September 05, 2005, at 07:59 PM


Bilder vom Amonlonde 5? Bilder Fertig hinzugefügt.
Michael Föhr September 05, 2005, at 07:57 PM


Wegen Technischer Probleme war die Internet Seite in der Letzen Woche Down. Mittlerweile ist der Server wieder am Laufen und die Seiten können weiter aktualisiert werden.
Michael Föhr August 24, 2005, at 08:10 PM


Projekt Datenbanken Für Schiffe, Fahrzeuge, Planeten und Systeme Begonnen. Die Integration ins Wiki bereitet aber noch einige Probleme.
Michael Föhr August 15, 2005, at 08:36 PM


Die Links zu anderen Seiten? würde in die Rubrik News verlegt.
Michael Föhr August 07, 2005, at 07:58 PM


Die Handelswaren? sind jetzt in Daten zu finden.
Michael Föhr June 18, 2005, at 09:49 AM


Verlegung von News.Termine? und News.Diskussionen? unter die Rubrik News und Daten.Fertigkeiten? nach Daten.
Michael Föhr June 10, 2005, at 05:24 PM


LinksZuAnderenSeiten? ergänzt
Joe Krekel, June 10, 2005, at 03:30 PM


Die Fertigkeiten der Macht? sind jetzt einzeln aufgeschlüsselt und können so leichter ausgedruckt und bearbeitet werden.
Michael Föhr June 10, 2005, at 02:09 PM


Die Fertigkeiten der Macht? in die Gruppe Daten verlegt.
Michael Foehr June 09, 2005, at 06:28 PM


Korrektur eingebracht um eine bessere Übersicht zubekommen. Maquaris.Pallas Kr'thakk?
Michael Foehr June 08, 2005, at 08:39 PM


Pilotenstaffeln Der Link Corporation? Piloteneintrag Pallas Kr'thakk ergänzt um Orden, Abzeichen, bestätigte Abschüsse und Assists.
Joe Krekel, June 06, 2005, at 03:30 AM


Rassendaten? verlegt von Star Wars nach Daten. Sie sind dort besser aufgehoben. Unter Regelungen und Daten befinden sich jetzt nur noch die Regeln.
Michael Foehr June 05, 2005, at 01:29 PM


Projekt System Erstellung? begonnen.
Michael Foehr May 28, 2005, at 09:06 AM


Projekt Rassenersteller? begonnen.
Michael Foehr May 28, 2005, at 09:04 AM


Neue Stammtische? und LinksZuAnderenSeiten? ergänzt, Verbesserungsvorschlag? eingestellt.
Joe Krekel, May 24, 2005, at 01:00 PM


System Daten und Karten? Neu angelegt. Karten eingefügt. Bin jetzt bei der Systemerstellung.
Michael Foehr April 13, 2005, at 06:01 PM


Daten? erstellt und die Orginal Daten hinein verlegt.
Michael Foehr April 04, 2005, at 05:01 PM


Gruppierungen? Link Corp Angelegt. Pilotengruppe und Sondertruppen angelegt.
Michael Foehr April 01, 2005, at 02:32 PM


Zeitleiste? fertiggestellt.
Michael Foehr March 16, 2005, at 03:55 PM


Schildbereiche?, Geschwindigkeitstabellen?,Schwere Waffensysteme? fertiggestellt. Sind zum ergänzen bereit.
Michael Foehr March 15, 2005, at 09:30 PM


Datentabelle Blaster Sport?,Datentabelle Blaster Pistolen?,Datentabelle Blaster Schwere?,Datentabelle Blaster Jagdt?,Datentabelle Blaster Gewehre?,Datentabelle Blaster Karabiner?,Datentabelle Repetier Blaster?,Datentabelle Raketen Waffen?,Datentabelle Feuerwaffen?,Datentabelle Spezial Waffen?,Datentabelle Festkoerper Waffen? Fertiggestellt und überarbeitet.puh…..
Michael Foehr March 14, 2005, at 08:04 PM


Datentabelle Nahkampfwaffen?, Datentabelle Nahkampfwaffen Energieunterstuetzt?, Datentabelle Blaster schnell ziehend? Fertig Gestellt.
Michael Foehr March 13, 2005, at 04:24 PM


Schaden?, Charakterdeckung? fertiggestellt.
Michael Foehr March 13, 2005, at 12:47 PM


Allgemeine Regelungen? zusätzliche Regelungen eingefügt
Michael Foehr March 12, 2005, at 11:39 PM


Tabellen (Erhaeltlichkeit?,Erfolgswerte?,Fertigkeitenniveau?,Kampf und Ausweichen?,Astrogation?) für Allgemeine Regeln Online
Michael Foehr March 12, 2005, at 11:34 PM


Planeten Erstellung? Fertig. Kann nun noch überarbeitet und geupdatet werden.
Michael Foehr March 12, 2005, at 08:57 PM


Machtfertigkeiten? Komplett online. Naja es gibt noch Teile die vervollständigt werden müssen
Michael Foehr March 12, 2005, at 06:27 PM


Allgemeine Regelungen?, Cyberimplantate?, Fertigkeiten?, Handelswaren?, Sensoren? sind in den Vorläufigen Fassungen Online.
Michael Foehr March 11, 2005, at 09:38 PM


Alle Rassen? Online Gebracht. Sortierung NSC und SC Rassen Fertig.
Michael Foehr March 11, 2005, at 08:50 PM

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Waffen Im Gleiter Massstab

Gleiter Maßstab
Waffe Reichweite im Weltraum Reichweite in der Atmosp. Schaden Gewicht Kosten
Kurz Mittel Weit Kurz Mittel Weit Neu Gebraucht
Bemerkung:
Power Harpune       25-50m 100m 200m 3w oder Kabel 200kg 500 200
 
Ionisiernetz     höhe 0-1m 3m 5m 6w 50kg 630 210
weite 0-10m 20m 30m
 
Plasmadüse 2m 2m 8w 50kg 802 275
 
Leichte Blasterkanone       50-300m 500m 1000m 2w 30kg 1.200 300
 
Leichter Zwillingsblaster       50-300m 500m 1000m 3w 50kg 1.400475  
 
Blasterkanone       100-500m 1km 1,7km 3w 50kg 2.000 675
 
Zwillingsblaster       10-200m 1000m 2000m 4w 100kg 2.400 800
 
Mittelschwerer Blaster       50-200m 500m 1000m 4w+2 100kg 1.460 490
 
Schwere Blasterkanone       50-400m 800m 1200m 4w+2 150kg 1.660 575
 
Blaster Batterie (Anti Infanterie)       50-300m 500m 1000m 4w 1t 1.400 475
 
Medium Batterie (Anti Infantrie)       20-600m 3km 16km 4w 1t 16.400 5.475
 
Light Gun (Anti Vehicle)       10-500m 2km 10km 2w+2 1t 10.260 3.425
 
Heavy Gun (Anti Vehicle)       50-600m 5km 25km 7w-5m 5w+2-10m 3w+2-20m 1t 25.360 8.475
 
Heavy Bombardement Cannon       50-600m 5km 25km 9w (Ionisation) 5t 25.900 8.650
 
Leichter Laser       50-300m 500m 1000m 2w 25kg 1.200 400
 
Leichter Doppellaser       50-300m 500m 1000m 2w+2 50kg 1.260 425
 
Laserkanone       100-300m 1,2km 2,5km 2w+2 50kg 2.700 900
 
Doppellaser       100-300m 1,2km 2,5km 3w+2 100kg 2.900 975
 
Vierlingslaser       100-300m 1,2km 2,5km 4w+2 200kg 3.000 1.000
 
Schwere Laserkanone       50-500m 1500m 3000m 4w+2 100kg 3.400 1.150
 
Ionenkanone       100-300m 1,2km 2,5km 3w+1 50kg 2.860 955
 
Doppel Ionenkanone       100-300m 1,2km 2,5km 4w+1 100kg 2.900 975
 
Granatwerfer       100-300m 700m 1000m siehe Granaten 10kg 1.000 350
 
Raketenwerfer       50-300m 800m 1500m siehe Raketen 15kg 1.500 500
 
Feld Raketenwerfer       20-600m 2km 16km siehe Raketen 25kg 16.000 5.375
 
Markierer 1-3km 7km 10km 100-300m 700m 1km Markiert Ziele 25kg 46.00022000  
 
                     
 
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Waffen Im Raumjaeger Massstab

Raumjäger Maßstab
Waffe Reichweite im Weltraum Reichweite in der Atmosp. Schaden Gewicht Kosten
Kurz Mittel Weit Kurz Mittel Weit Neu Gebraucht
Bemerkung:
Elektrischer Strahler 1-3km 7km 10km 100-300m 700m 1km 5w 1t 5.500 1.850
 
Blaster 1-5km 10km 17km 100-500m 1km 1,7km 1w+2 0,2t 2.450 820
 
2-Fach Blaster 1-5km 10km 17km 100-500m 1km 1,7km 2w 0,4t 2.850 950
 
3-Fach Blaster 1-5km 10km 17km 100-500m 1km 1,7km 2w+1 0,6t 3.150 1.050
 
4-Fach Blaster 1-5km 10km 17km 100-500m 1km 1,7km 2w+2 0,8t 3.450 1.150
 
5 Fach Blaster 1-5km 10km 17km 100-500m 1km 1,7km 3w 1t 3.850 1.290
 
6 Fach Blaster 1-5km 10km 17km 100-500m 1km 1,7km 3w+1 1,2t 4.150 1.390
 
Leichter Laser 1-3km 10km 17km 100-500m 1km 1,7km 1w 0,25t 1.850 620
 
Laser 1-3km 10km 17km 100-300m 1km 1,7km 1w+1 0,5t 2.450 720
 
Doppellaser 1-3km 12km 25km 100-300m 1,2km 2,5km 2w+1 1t 3.550 1.190
 
3-Fach Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 3w+1 1,5t 4.550 1.52
 
4-Fach Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 4w+1 2t 5.250 1.750
 
5-Fach Laser 1-5km 15km 35km 100-500m 1,5km 3,5km 5w+1 2,2t 5.650 1.760
 
6-Fach Laser 1-5km 15km 35km 100-500m 1,5km 3,5km 6w+1 2,4t 6.280 2.000
 
Schwerer Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 4w+2 0,75t 5.850 1.950
 
Schwerer Doppellaser 1-3km 12km 25km 100-300m 1,2km 2,5km 5w+2 1,5t 6.850 2.290
 
Turbolaser 1-3km 12km 25km 100-300m 1,2km 2,5km 3w 1t 4.250 1.420
 
2-Fach Turbo Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 4w 2t 5.250 1.750
 
3-Fach Turbo Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 5w 3t 6.250 2.750
 
4-Fach Turbo Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 6w 4t 7.250 3.750
 
Medium Laser Batterie       20-600m 3km 16km 5w 5t 13.000 4.350
 
Turbolaser Batterie       50-600m 5km 25km 6w 5t 18.500 6.200
 
Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 3w 0,5t 4.250 1.450
 
2-Fach Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 4w 1t 5.250 1.750
 
3-Fach Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 5w 1,5t 6.250 2.090
 
4-Fach Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 6w 2t 7.250 2.420
 
Schwere Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 6w 0,75t 7.250 2.450
 
Schwere Doppel Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 7w 1,5t 8.250 2.750
 
Schwere 3-Fach Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 8w 2,25t 9.250 3.090
 
Traktorstrahler 1-2km 10km 20km 100-200m 1000m 2000m 2w 2t 10.000 4.000
 
Laserphalanx 1-3km 12km 25km 100-300m 1200m 2500m 4w+2 5t 20.000 10.000
Bei erolgreichem Wurf auf Sensoren Passt man die Waffenstrahlen auf die Schilde an (Schilde werden ohne abzüge passiert). Der Gegner verliert pro Runde 1w seines Rumpfes wenn der Waffenstrahl auf die selbe Stelle gerichtet Bleibt. (Auch Sternenschiffe
Störstrahler 1-2km 10km 20km 100-200m 1000m 2000m Speziell 2t 10.000 4.000
Stört Waffensysteme aber keine Raketen.
Raketenwerfer * * * * * * * 0,5t 5.000 1.750
* Siehe Raketen
Torpedowerfer * * * * * * * 0,7t 7.000 2.000
* Siehe Torpedos
Schwerer Raketen Werfer * * * * * * * 0,6t 5.500 1.800
* Siehe Schwere Raketen
Bomben Werfer * * * * * * * 0,8t 7.500 2.100
* Siehe Bomben Werfer
Multifunktionswerfer * * * * * * * 0,9t 12.000 5.000
* Siehe Raketen und Torpedos
                     
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Waffen Im Sternenschiff Massstab

Sternenschiff Maßstab
Waffe Reichweite im Weltraum Reichweite in der Atmosp. Schaden Gewicht Kosten
Kurz Mittel Weit Kurz Mittel Weit Neu Gebraucht
Bemerkung:
Laser 1-3km 12km 25km 2-6km 25km 50km 1w 50t 8.000 2.700
 
2-Fach Laser 1-3km 12km 25km 2-6km 25km 50km 2w 100t 11.000 4.000
 
3-Fach Laser 1-3km 12km 25km 2-6km 25km 50km 3w 150t 14.000 5.000
 
4-Fach Laser 1-3km 12km 25km 2-6km 25km 50km 4w 200t 17.000 6.000
 
Turbolaser 3-15km 35km 75km 6-30km 70km 150km 2w 250t 21.000 7.000
 
2-Fach Turbolaser 3-15km 35km 75km 6-30km 70km 150km 3w 500t 24.000 8.000
 
3-Fach Turbolaser 3-15km 35km 75km 6-30km 70km 150km 4w 750t 27.000 9.000
 
4-Fach Turbolaser 3-15km 35km 75km 6-30km 70km 150km 5w 1000t 30.000 10.000
 
Schwerer Turbolaser 3-15km 35km 75km 6-30km 70km 150km 3w 500t 24.000 8.000
 
Turbolaser Batterie 3-15km 35km 75km 6-30km 70km 150km 4w 750t 27.000 9.000
 
2-Fach Turbolaser Batterie 3-15km 35km 75km 6-30km 70km 150km 4w+2 1500t 29.000 10.000
 
3-Fach Turbolaser Batterie 3-15km 35km 75km 6-30km 70km 150km 5w+1 2250t 31.000 10.500
 
4-Fach Turbolaser Batterie 3-15km 35km 75km 6-30km 70km 150km 6w 3000t 33.000 11.000
 
Schwere Turbolaser Batterie 3-15km 35km 75km 6-30km 70km 150km 10w 5000t 45.000 15.000
 
Ionenkanone 1-10km 25km 50km 2-20km 50km 100km 3w 100t 19.000 6.500
 
Schwere Ionenkanone 1-10km 25km 50km 2-20km 50km 100km 4w 200t 22.000 7.500
 
Ionenkanonen Batterie 1-10km 25km 50km 2-20km 50km 100km 5w 500t 25.000 8.500
 
Schwere Ionenkanonen Batterie 1-10km 25km 50km 2-20km 50km 100km 6w 1000t 28.000 9.500
 
Schwerste Ionenkanone 1-10km 25km 50km 2-20km 50km 100km 12w 10000t 46.000 15.500
 
Traktorstrahler 1-5km 15km 30km 2-10km 30km 60km 4w 100t 18.000 6.000
 
Gravitationswellenprojektor     1000km       * 50000t 10 Mill 1 Mill
Verhindert Hypersprünge. Diese Projektoren benötigen unglaublich viel Energie und benötigen deshalb 3 Sternzestörer Reaktoren um ein genügend großes Feld zu erzeugen.
                     
 
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DS Nein

  • Name/Modell: Experimentelle Modulare Mobile Schwertransport Raumstation (E.M.M.S.R.)
  • Produktion: Imperial Arms and Equipment
  • Kampfbestimmung: Raumstation; Lager; Reparaturwerft; Stützpunkt
  • Gesamt:
    • Länge: 150m
    • Höhe: 66,5m
    • Breite: 100m
  • Standart Modul:
    • Länge: 26m
    • Höhe: 7m
    • Breite: 26m
  • Hangar Modul:
    • Länge: 26m
    • Höhe: 7m
    • Breite: 22,2m
  • Docking Modul:
    • Länge: 26m
    • Höhe: 7m
    • Breite: 19m
  • Universaldeck Modul:
    • Länge: 140m
    • Höhe: 21m