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Section of Site: Vehicles D6Belongs to Faction: IndependentSubtype: WalkersEra: ImperialCanon: No




RanCorp UT-AT

The Rancorp UT-AT is a horrible monstrosity cooked up from
sentients worst nightmares. It looks like some kind of giant
arachnid. It has a long thick body with legs that arch up and
back down away from it in a similair fashion to a spider's.
It's rear quarter holds troops or vehicles for deployment into
a safe zone. It has a single weapon, a 100mm chaingun. The
chaingun feeds off large ammo racks which must be replaced
every 800 shots. It takes 2 crewmen to reload the massive
racks. This weapon has inspired fear beyond belief on the
battlefield.

Craft: RanCorp Urban Terain Assault Transport
Type: Assault Walker
Scale: Walker
Length: 23 meters long, 12 meters tall
Skill: Walker operation: UT-AT
Crew: 3, gunners: 1
Crew Skill: Vehicle blasters 5D, Walker operation 5D
Passengers: 40 (troops) or 2 Rancor-class Heavy tanks
Cargo Capacity: 1 metric ton
Cover: Full
Cost: 135,000
Move: 20; 60 kmh
Body Strength: 5D+2
Weapons:
100mm ChainGun
        Fire Arc: Front
        Crew: 1
        Scale: Walker
        Skill: Vehicle Blasters
        Ammo: 800 (per rack)
        Fire Control: 2D
        FireRate: 50
        Range: 50-500/1.5/2.5 km
        Damage: 3D+2
        Each shot is actualy a burst of 5 shots, roll once for that burst if it
        beats the dodge roll by 5 or more that entire burst hits.(If it beats it
        by less the number of shots from the burst that hit is equal to the
        difference between the hit roll and the dodge roll) Roll for any other
        bursts as well. Then treat these as successful combined action shots
        applying the aprorpiate bonuses. (the fire rate of 50 means a max of 10
        bursts in one round)
        1 Burst:  +2D to damage
        2 Bursts: +4D to damage
        3 Bursts: +5D to damage
        4 Bursts: +5D to damage
        5 Bursts: +6D to damage
        6 Bursts: +6D to damage
        7 bursts: +7D to damage
        8 bursts: +8D to damage
        9 bursts: +8D to damage
        10 bursts: +10D to damage
        (All of each burst must hit and hit the same target for the bonuses)

Spray: The gunners may fire their maximum fire rate into a specified area to fill
it with fire. If they do this they get no hit bonuses from fire control and roll
their gunnery skill once without multi-action, each round. Units in that area or
trying to get through it must roll their dodge vs. that gunnery roll to avoid
getting hit. Roll 1D to determine how many bursts hit if the unit doesn't make it
through.


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