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





Cron Horizon Air Siege Platform

The Cron Horizon produced this from private sketches and design notes
belonging to the designer of the in-famous, not to be confused with
infamous, Tromp Cannon. It was created as one of several latch ditch
efforts to keep the corporation from going bankrupt. It is a rather
large, ominous looking, silver airship with a definite majestic quality
to it. It has a rounded nose with a large reinforced polymerized trans-
paristeel canopy over the bridge that allows them to see out. It's body
pulls back into a large flatter segment with two prongs on either side of
it which rejoin the central segment at the back forming the engine kept
there. The ship looks almost like the baby brother to a Mon Calamari
Cruiser.

It's main siege arsenal comes from the tromp cannons that are scattered
across the main segment of the ship which fire down at ground based targets
delivering massive damage. Small time blaster cannons swing all about the
sides bristling to protect the airship from enemy airspeeders. Swinging
out off small missile rack blisters turreted missile launchers pivot in
all directions except up into the bulk of the ship. They can fire at air
or ground based targets with rapid precision and fast mounted servo-actuated
turrets allow quick swiveling of the turrets to track targets.

Finally, the grand finale weapon is the Molecular Phase Shifter array. It
disrupts molecular cohesion over a widespread area. The weapon takes a
long time to be prepped and charged but may then run continuously for a
sizeable amount of time. Targets, ships, speeders, building and other such
things will eventually crumble to dust in the path of the array's invisible
cone of destruction. The weapon takes so long to charge, use, recharge,
and use again that it's usually saved as a killing blow. Several warlords
bought up lots of these for their private armies keeping the Cron Horizon
comfortably in business a while longer.

Craft: Cron Horizon Corporation BOB-997 Air Siege Platform
Class: Airspeeder
Size: Colossal
Hyperdrive: None
Passangers: 0
Cargo Capacity: 500 tons
Maximum Altitude: 100 km
Cost: 145,000 (new)
Maximum Speed In Space: Not applicable
Atmospheric Speed: 430 km/t (7 squares/action)
Crew: 590 (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: 120 (DR 10)
*Provides full cover to crew.
Weapons:
  80 Tromp Cannons
    Fire Arc: 30 forward-down,25 right-down,25 left-down
    Attack Bonus: -5 (-8 size, +3 fire control)
    Damage: 10d10
    Range Increments: 50 m (95 m)
  120 Blaster Cannons
    Fire Arc: 45 Front, 30 right, 30 left ,15 rear
    Attack Bonus: -7 (-8 size, +1 fire control)
    Damage: 5d8
    Range Increments: 300 m
  60 missile tubes
    Fire Arc: Turret (may swing any direction but up,
and may move two fire arcs per round)
    Attack Bonus: -6 (-8 size, +2 fire control)
    Damage: 7d8
    Range Increments: 1.6 km (20 m)
  MPS-1 Array
    Fire Arc: Forward, down
    Attack Bonus: -6 (-8 size, +2 fire control)
    Damage: 1d8 to speeders, 1d10 to walkers, 1d10x2 to
starfighters and Transports and 1d10x5 to capitalships.
The damage ignores DR.
    Range Increments: 42 m (300 m)

Game Notes: When firing up the MPS-1 (but not for subsequent
checks) roll 1D and follow the below chart:
Roll                        Effect
1      MPS-1  Shuts down after 1 rounds of firing        
2        MPS-1  Shuts down after 2 rounds of firing        
3        MPS-1  Shuts down after 3 rounds of firing        
4        MPS-1  Fires Normally
5        MPS-1  Fires Normally
6+     MPS-1  Fires With Double Damage Result First round
then normal every subsequent round

Hangar Capacity:
        2 Lambda Shuttle
        8 combat Cloud Cars
        4 snubfighters


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.
7
5
2
5
7



Page designed in Notepad, Logo`s done in Personal Paint on the Commodore Amiga
All text and stats by Dave Maloney,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.