Jump to content

The Mjolnir

From Episode D6: Star Wars D6 Wiki
Floor Plan

The Mjolnir
Craft: Modified Republic Sienar Systems Marauder-class Corvette
Type: Combat cruiser
Scale: Capital
Length: 195m
Skill: Capital ship piloting
Crew: 5; Gunners: 4; Skeleton: 2 +15;
Passengers:36; 20 troops
Cargo Capacity: 10,000 metric tons
Consumables: 3 months
Cost: 8,871,250 (estimated value)
Hyperdrive: x1
Backup Hyperdrive: x8
Nav Computer: yes
Maneuverability: 2D+1
Space: 8
Atmosphere: 365; 1050kmh
Hull: 5D
Shields: 4D
Backup shields: 4D
Sensors:

  • Passive: 40/1D
  • Scan: 60/2D
  • Search: 120/3D
  • Focus: 5/4D

Weapons:

  • 2 Assault Laser Cannons (fire linked)(sustained burst)
Fire Arc: Front
Crew: 1
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 3D
Range: 3-15/35/70
Atmosphere Range: 6-30/70/140km
Damage: 8D (10D Burst)
  • 3 Heavy Tractor Beam Projectors
Fire Arc: 2 Front; (1 Rear - see note)
Crew: 1
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 2D
Range: 1-5/15/30
Atmosphere Range: 2-10/30/60km
Damage: 6D
  • 2 Assault Concussion Missile Launchers
Fire Arc: Front
Ammo: 250 per launcher (2500 credits per missile)
Crew: 1
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 2D
Range: 2-5/30/60
Atmosphere Range: 4-10/60/120km
Damage: 9D
Capsule
[edit]
  • Slave Rigging systems allow for a small crew
  • Corellian Evader-GT Ion Drive - custom built for the ship
  • Sensor systems from a Mon Calamari MC40 Light Cruiser have been installed
  • Armor plating has been replaced with newer Military Grade Materials
  • Mon Calamari designed and installed primary and backup shielding systems
  • SoroSuub Griffyn-XTG Lightspeed Unit
  • Maneuvering systems professionally installed
  • Advanced onboard security systems (30 security difficulty to hack)
  • Advanced long range communications unit
  • Holonet transceiver
  • Rear Heavy Tractor Beam Projector
  • 1 in 6 chance of working
  • 1 in 6 chance will blow out main power
  • 1 in 6 chance of doubling output strength for one shot (6D becomes 12D)
  • Emergency Power Core
  • Provides 12 hours emergency power;
  • Space is reduced to 1;
  • Weapons will NOT have power;
  • Shields will NOT have power;
  • Hyperdrive will NOT have power;
  • Backup hyperdive will work for 1 hour before draining emergency power core
  • Will only have Passive sensors;
  • With a Very Difficult repair roll, power can be transferred to do one of the following while at full power:
  • +1D shield power; 1 hour of energy per minute used;
  • +2 Space; 1 hour of energy per minute used;
  • +2D Energy weapon damage; 1 hour of energy per shot
  • +2D Sensor strength; 1 hour of energy per minute used;
  • Double Sensor ranges; 1 hour of energy per minute used.