Site Stats:

8900 Stats in 30 Categories

Search Stats:

Latest Youtube Video:

Social Media:

@_RPGGamer Main Menu
        Old Updates
RPG Tools
        Random Dice Roller
        Star Wars Name Generator
        CEC YT-Ship Designer
        Ugly Starfighter Workshop
Mailing List
Mailing List
RPG Hints
        House Rules
        Game Ideas
The D6 Rules
        Quick Guide to D6
        Expanded D6 Rules
Star Wars D/6
        The Force
        Online Journal
        Adventurers Journal
        GM Screen
        NPC Generator
Star Wars Canon
        Rise of the Empire
        Imperial Era
        Post Empire Era
Star Wars D/20
        The Force
        Online Journal
StarGate SG1
Buffy RPG
Babylon 5
Star Trek
Lone Wolf RPG

Other Pages within

Lando Calrissian (as of Solo: A Star Wars Story)

Lando Calrissian (as of Solo: A Star Wars Story)
Durges swoop bike

Durges swoop bike
Princess Leias Probe ship

Princess Leias Probe ship

Section of Site: Starships D6Belongs to Faction: Subtype: EQUIPMENTEra: ImperialCanon: No

FL-3 "Flea" Warhead

RanCorp used these nasty little buggers during the height of their war
with Metacorp. RanCorp's navay was still very ragtag at the time and
Metacorp's was very strong. So what RanCorp devised was a warhead that
was fired with other regular warheads and some duds. The MetaCorp fleet
at first thought RanCorp's navy was so ragged that half their missiles
never went off. However, after the MC ships drove away the "RanCorp Swine"
they'd not hear from some of their surviving ships again after entering
hyperspace. It was soon discovered these FL-3 warheads weren't duds but
were guided sleeper bombs that armed when the hyperdrive of the attached
ship went on.

The bombs could inlfict massive damage from within the shields and in
hyperspace nobody would ever witness their destruction. MetaCorp naval
groups started sending their fighters out after battles to see if they
"picked up any fleas" and remove them if they did.

Model: RanCorp FL-3 "Flea" Warhead
Type: Delayed Detonation Bomb
Scale: Capital
Skill: Capitalship Gunnery
Cost: 5,000 credits
Availability: 2, X
Body Strength: 3D
Fire Control: 4D
Range: 1-3/12/25
Damage: 7D
Game Notes: Attaches to hull and goes "dormant". When dormant the ship
            it's attached to can't detect them and other ships require a
            Very Difficult sensors roll to detect them. They activate when
            the ship they attach to's hyperdrive does and detonate 2 minutes
            after the ship enters hyperspace.

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.

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