Turbolaser Battery: Difference between revisions
imported>Thedemonapostle No edit summary |
imported>Thedemonapostle No edit summary |
||
| Line 1: | Line 1: | ||
[[File:Turbolaser.jpg|thumb| | [[File:Turbolaser.jpg|thumb|500px]] | ||
'''Turbolaser Battery'''<br />'''Model''': Loronar Turbolaser System 1<br />'''Type''': Heavy fixed turbolaser emplacement<br />'''Scale''': Starfighter<br />'''Skill''': Blaster artillery<br />'''Crew''': 5<br />'''Cover''': Full<br />'''Ammo''': Unlimited (power generator)<br />'''Cost''': 250,000 (new), 125,000 (used)<br />'''Availability''': 3, X<br />'''Body''': 4D<br />'''Fire Rate''': 2<br />'''Fire Control''': 1D<br />'''Range''': 50-600/5/25 km<br />'''Blast Radius''': 10 meters<br />'''Damage''': 6D<br />'''Game Notes''': If the gun is fired for more than five rounds consecutively, there is a chance it may overheat. At the end of five rounds of consecutive fire, roll 1D each round; if the roll is 3 or higher, the gun overheats and shuts down. At the end of nine rounds, if the roll is 2 or higher, the gun overheats and shuts down. At the end of 15 rounds, the weapon automatically overheats. When the gun overheats, roll 1D; if the roll is 1-3, the gun simply needs repairs; a Difficulty blaster repair and one hour of work is needed to repair damaged system. If the roll is 4-6, the gun is damaged beyond repair and must be completely replaced.<br />'''Source''': Hideouts & Strongholds (page 11), Imperial Sourcebooks (pages 119-120) | '''Turbolaser Battery'''<br />'''Model''': Loronar Turbolaser System 1<br />'''Type''': Heavy fixed turbolaser emplacement<br />'''Scale''': Starfighter<br />'''Skill''': Blaster artillery<br />'''Crew''': 5<br />'''Cover''': Full<br />'''Ammo''': Unlimited (power generator)<br />'''Cost''': 250,000 (new), 125,000 (used)<br />'''Availability''': 3, X<br />'''Body''': 4D<br />'''Fire Rate''': 2<br />'''Fire Control''': 1D<br />'''Range''': 50-600/5/25 km<br />'''Blast Radius''': 10 meters<br />'''Damage''': 6D<br />'''Game Notes''': If the gun is fired for more than five rounds consecutively, there is a chance it may overheat. At the end of five rounds of consecutive fire, roll 1D each round; if the roll is 3 or higher, the gun overheats and shuts down. At the end of nine rounds, if the roll is 2 or higher, the gun overheats and shuts down. At the end of 15 rounds, the weapon automatically overheats. When the gun overheats, roll 1D; if the roll is 1-3, the gun simply needs repairs; a Difficulty blaster repair and one hour of work is needed to repair damaged system. If the roll is 4-6, the gun is damaged beyond repair and must be completely replaced.<br />'''Source''': Hideouts & Strongholds (page 11), Imperial Sourcebooks (pages 119-120) | ||
Latest revision as of 04:35, 28 September 2011

Turbolaser Battery
Model: Loronar Turbolaser System 1
Type: Heavy fixed turbolaser emplacement
Scale: Starfighter
Skill: Blaster artillery
Crew: 5
Cover: Full
Ammo: Unlimited (power generator)
Cost: 250,000 (new), 125,000 (used)
Availability: 3, X
Body: 4D
Fire Rate: 2
Fire Control: 1D
Range: 50-600/5/25 km
Blast Radius: 10 meters
Damage: 6D
Game Notes: If the gun is fired for more than five rounds consecutively, there is a chance it may overheat. At the end of five rounds of consecutive fire, roll 1D each round; if the roll is 3 or higher, the gun overheats and shuts down. At the end of nine rounds, if the roll is 2 or higher, the gun overheats and shuts down. At the end of 15 rounds, the weapon automatically overheats. When the gun overheats, roll 1D; if the roll is 1-3, the gun simply needs repairs; a Difficulty blaster repair and one hour of work is needed to repair damaged system. If the roll is 4-6, the gun is damaged beyond repair and must be completely replaced.
Source: Hideouts & Strongholds (page 11), Imperial Sourcebooks (pages 119-120)