Jump to content

Melnorme Trader: Difference between revisions

From Episode D6: Star Wars D6 Wiki
imported>Thedemonapostle
Created page with "thumb|500px|right '''Name''': Melnorme Trader<br />'''Craft''': Melnorme Trader<br />'''Type''': Merchant Ship<br />'''Scale''': capital<br />'''..."
 
imported>Thedemonapostle
No edit summary
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Melnorme Trader.jpg|thumb|500px|right]]
[[File:Melnorme Trader.jpg|thumb|500px|right]]


'''Name''': Melnorme Trader<br />'''Craft''': Melnorme Trader<br />'''Type''': Merchant Ship<br />'''Scale''': capital<br />'''Length''': 115 meters<br />'''Skill''': capital ship pilot<br />'''Crew''': 22; 1/+5<br />'''Crew Skill''': Astrogation 5D+1, Capital Ship Piloting 4D+2, Capital Ship gunnery 5D+1, Sensors: 6D+2<br />'''Passengers''': 0<br />'''Cargo Capacity''': 1,035 metric tons<br />'''Consumables''': 9 months<br />'''Hyperdrive''': x1980<br />'''Nav Computer''': yes<br />'''Maneuverability''': 2D+1<br />'''Space''': 9<br />'''Atmosphere''': 400; 1,150kmh<br />'''Hull''': 5D+2<br />'''Sensors'''
'''Name''': Trader<br />'''Craft''': Melnorme Trader<br />'''Type''': Merchant Vessel<br />'''Scale''': Capital<br />'''Length''': 560 meters<br />'''Skill''': capital ship pilot<br />'''Crew''': 20; skeleton: 2/+10<br />'''Cargo Capacity''': 2,352 metric tons<br />'''Consumables''': 42 months<br />'''Hyperdrive''': x1,125<br />'''Nav Computer''': yes<br />'''Maneuverability''': 1D<br />'''Space''': 9<br />'''Atmosphere''': 400; 1,150 km/h<br />'''Hull''': 4D+1<br />'''Sensors'''
*Passive: 30/1D
*Passive: 42 / 1D+1
*Scan: 90/3D
*Scan: 84 / 2D+2
*Search: 180/4D
*Search: 168 / 4D
*Focus: 3/4D+2
*Focus: 4 / 5D+2
'''Weapons'''
'''Weapons'''
*'''Variable Output Hellbore Cannon'''
*'''Variable Power Blaster'''
: Fire Arc: forward<br />Crew: 1<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 3D<br />Space Range: 1-18/38/54<br />Atmosphere Range: 2-36/76/108km<br />Ammo: energy based<br />Rate of fire: 8 charges per round<br />Damage: 2D-16D; +2D per charge, max of 16D
: Fire Arc: forward<br />Crew: 1<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 4D<br />Space Range: 1-48/192/385<br />Atmosphere Range: 2-96/384/770 km<br />Rate of fire: 12<br />Damage: 4D (See Notes)
*'''Confusion Ray'''
*'''Confusion Ray '''
: Fire Arc: forward<br />Crew: 1<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 3D<br />Space Range: 1-9/18/27<br />Atmosphere Range: 2-18/36/54km<br />Ammo: energy based<br />Rate of fire: 2<br />Damage: Temporarily Ionizes one system for 1D rounds. Ship can't dodge for 12 Rounds. Target ship spins in crazy manner at current speed.
: Fire Arc: forward<br />Crew: 1<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 4D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 2-6/24/50 km<br />Rate of fire: 1<br />Damage: (See Description)
 
'''Notes''':
*'''Variable Power Blaster''': This weapon may charge up at a base rate of 4D doubling per round to a maximum of 32D.  
*'''Confusion Ray''': See Description. Lasts 2 rounds maximum.


'''Description''': The Melnorme Trader is a large and somewhat cumbersome ship. It is designed for long range travel and high volume storage to facilitate trade. The Trader is not intended for war. Despite that, it is still quite capable of defending itself due to recently acquired Keel-Verezy weapon technology.
'''Description''': The Melnorme Trader is a large and somewhat cumbersome ship. It is designed for long range travel and high volume storage to facilitate trade. The Trader is not intended for war. Despite that, it is still quite capable of defending itself due to recently acquired Keel-Verezy weapon technology.


'''Source''': [[user:thedemonapostle|thedemonapostle]]
'''Propulsion'''
 
The Trader is not a very agile craft, but neither is it ponderously slow. Its top speed is usually enough to maintain a comfortable distance between itself and its opposition. The low turn rate of this ship could be considered a weakness.
 
'''Primary Armament'''
 
The primary weapon mounted on a Trader is a chargeable, long-range blaster weapon. The Melnorme Captain can prepare the projectile without releasing it. Doing so moves the weapon through several distinct (and colorful) stages. When it is finally released the projectile travels extremely fast, and will do considerably more damage the longer it has been charging. It has a very long range, and at full power it can do as much damage as a Shofixti glory device at point-blank range. It is also able to absorb a Dreadnought's fusion blast and other projectiles when at full power (red), with a notable exception being the Kohr-Ah Marauder's F.R.I.E.D.
 
The order of the main weapon's colors as it charges is green, blue, purple, then red. These colors correspond to the amount of damage that the weapon can inflict; the corresponding damages are 4D, 8D, 16D and 32D, respectively.
 
'''Secondary Armament'''
 
The ship's secondary weapon is a confusion ray — an elecromagnetic cannon that disrupts the enemy ship's control systems. A stunned enemy cannot activate their secondary weapon systems or control their attitude jets, but they are able to operate their primary weapon and thrusters normally. An enemy under the effect of the elecromagnetic confusion ray will spin helplessly, and become easy prey for the Trader. If this weapon is employed near the planet, then its effects can be quite perilous.
 
'''Source''':
*[http://wiki.uqm.stack.nl/Trader Ultronomicon: Trader]
*thedemonapostle

Latest revision as of 19:50, 24 June 2017

Name: Trader
Craft: Melnorme Trader
Type: Merchant Vessel
Scale: Capital
Length: 560 meters
Skill: capital ship pilot
Crew: 20; skeleton: 2/+10
Cargo Capacity: 2,352 metric tons
Consumables: 42 months
Hyperdrive: x1,125
Nav Computer: yes
Maneuverability: 1D
Space: 9
Atmosphere: 400; 1,150 km/h
Hull: 4D+1
Sensors

  • Passive: 42 / 1D+1
  • Scan: 84 / 2D+2
  • Search: 168 / 4D
  • Focus: 4 / 5D+2

Weapons

  • Variable Power Blaster
Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-48/192/385
Atmosphere Range: 2-96/384/770 km
Rate of fire: 12
Damage: 4D (See Notes)
  • Confusion Ray
Fire Arc: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Rate of fire: 1
Damage: (See Description)

Notes:

  • Variable Power Blaster: This weapon may charge up at a base rate of 4D doubling per round to a maximum of 32D.
  • Confusion Ray: See Description. Lasts 2 rounds maximum.

Description: The Melnorme Trader is a large and somewhat cumbersome ship. It is designed for long range travel and high volume storage to facilitate trade. The Trader is not intended for war. Despite that, it is still quite capable of defending itself due to recently acquired Keel-Verezy weapon technology.

Propulsion

The Trader is not a very agile craft, but neither is it ponderously slow. Its top speed is usually enough to maintain a comfortable distance between itself and its opposition. The low turn rate of this ship could be considered a weakness.

Primary Armament

The primary weapon mounted on a Trader is a chargeable, long-range blaster weapon. The Melnorme Captain can prepare the projectile without releasing it. Doing so moves the weapon through several distinct (and colorful) stages. When it is finally released the projectile travels extremely fast, and will do considerably more damage the longer it has been charging. It has a very long range, and at full power it can do as much damage as a Shofixti glory device at point-blank range. It is also able to absorb a Dreadnought's fusion blast and other projectiles when at full power (red), with a notable exception being the Kohr-Ah Marauder's F.R.I.E.D.

The order of the main weapon's colors as it charges is green, blue, purple, then red. These colors correspond to the amount of damage that the weapon can inflict; the corresponding damages are 4D, 8D, 16D and 32D, respectively.

Secondary Armament

The ship's secondary weapon is a confusion ray — an elecromagnetic cannon that disrupts the enemy ship's control systems. A stunned enemy cannot activate their secondary weapon systems or control their attitude jets, but they are able to operate their primary weapon and thrusters normally. An enemy under the effect of the elecromagnetic confusion ray will spin helplessly, and become easy prey for the Trader. If this weapon is employed near the planet, then its effects can be quite perilous.

Source: