RPGGamer Menu
Home
        Editorials
        Old Updates

GM Tools

Reviews

RPG Hints
        Adventures
        House Rules
        Game Ideas

Star Wars D/6
        Campaign
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal
        GM Screen
        Hardware
        NPC Generator

Star Wars Canon
        Rise of the Empire
        Imperial Era
        Post Empire Era

Star Wars D/20
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal

Warhammer
StarGate SG1
Buffy RPG
Babylon 5
Farscape
Slaine
Star Trek
Lone Wolf RPG
Exalted
Earthdawn





Seatrooper Assault Submarine

Seatroopers extend the reach of the Empire under the oceans of its million
worlds. Seatrooper units are able to fight campaigns completely underwater,
for extended periods. Seatroopers support the aquatic garrisons assigned to
ocean-covered worlds, are backed up by swimmer armored transports, and
can be deployed by submersible vehicles such as the Urukaab Seatrooper
assault submarine.

The Seatrooper assault submarine is one of the few alternatives to the odd
AT-AT swimmer which dominated the Imperial seatrooper legions during the
earlier days of the Empire. The Seatrooper assault submarine was built on a
custom designed frame which was designed for underwater travel.

Craft: Urukaab Seatrooper Assault Submarine
Class: Speeder [Submarine]
Size: Colossal (23.4 m long)
Passangers: 40 (seatroopers) or 1 Seatrooper APC
Cargo Capacity: 1 ton
Speed: 21 m
Max Velocity: 60 km/h
Cost: 75,000 (new), 34,900 (used)
Crew: 3 (Normal +2)
Initiative: -6 (-8 size, +2 crew)
Maneuver: -6 (-8 size, +2 crew)
Defense: 12* (-8 size, +10 armor)
Shield Points: 0
Hull Points: 100 (DR 10)
*Provides full cover to crew and passangers.
Weapons:
  2 Heavy Laser Cannons (fire-linked)
    Fire Arc: Front
    Attack Bonus: -6 (-8 size, +2 fire control)
    Damage: 6d10
    Range Increments: 300 m (above water), 30 m (underwater)
  Proton Torpedo Launcher
    Fire Arc: Front
    Attack Bonus: -6 (-8 size, +2 fire control)
    Damage: 7d10
    Range Increments: 50 m (underwater)
    Notes: Specialized torpedoes, will not function out of water.
  2 Heavy Repeating Blasters
    Fire Arc: 1 dorsal turret, 1 ventral turret
    Attack Bonus: -7 (-8 size, +1 fire control)
    Damage: 5d8
    Range Increments: 50 m (above water), 15 m (underwater)
  2 Dye Canister Launchers
    Fire Arc: 1 left, 1 right
    Attack Bonus: -7 (-8 size, +1 fire control)
    Damage: None
    Range Increments: 1.5 m
    Note: Provides one-half concealment within 10 meters.


Comments made about this Article!



There are currently no comments for this article, be the first to post in the form below



Add your comment here!

Your Name/Handle:

        Add your comment in the box below.



Thanks for your comment, all comments are moderated, and those which are considered rude, insulting, or otherwise undesirable will be deleted.

As a simple test to avoid scripted additions to comments, please select the numbers listed above each box.
1
1
5
5
7



Page designed in Notepad, Logo`s done in Personal Paint on the Commodore Amiga
All text and stats by Ryan Matheny,Overlord, HTML and logos done by FreddyB
Images stolen from an unknown website at some remote time in the past.
Any complaints, writs for copyright abuse, etc should be addressed to the Webmaster FreddyB.