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The Long Night Assault Star Fighter

From Episode D6: Star Wars D6 Wiki
Revision as of 08:44, 9 December 2010 by imported>Thedemonapostle (Created page with "The Long Night Assault Starfighter *CRAFT -Long Night assault starfighter mk-III *TYPE -assault star fighter *WEIGHT -158.38 tons *SCALE -capital, due to power output *LENGTH -2...")
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The Long Night Assault Starfighter

  • CRAFT -Long Night assault starfighter mk-III
  • TYPE -assault star fighter
  • WEIGHT -158.38 tons
  • SCALE -capital, due to power output
  • LENGTH -22.25 meters
  • SKILL -star fighter pilot
  • CREW -1; gunners 1
  • PASSENGERS -0
  • CARGO CAPACITY -500kg
  • CONSUMABLES -6 months
  • COST-18,500,000 (Black market only)
  • HYPERDRIVE -x1
  • -BACK-UP -x3
  • NAV COMPUTER -yes
  • MANEUVERABILITY -6D
  • SPACE -15
  • ATMOSPHERE -620; 1750 kmh
  • HULL -6D
  • SHEILDS -5D
  • BACK UP SHIELDS -5D


SENSORS

  • PASSIVE - 120 / 2D+2
  • SCAN - 182 / 3D+2
  • SEARCH - 300 / 4D+2
  • FOCUS - 16 / 5D+2


WEAPONS

  • 2 heavy turbo laser batteries (fire linked)
  • FIRE ARC -front
  • MAX R.O.F. -1/2
  • CREW -1
  • SCALE -capital
  • SKILL -capital ship gunnery
  • FIRE CONTROL -4D
  • SPACE RANGE -3-15/35/75
  • ATMOSPERE RANGE -300 - 1,500 / 3,500 / 7,500m
  • DAMAGE -11D


  • 4 assault cannons (fire linked)
  • FIRE ARC -front
  • MAX R.O.F. -5
  • CREW -1
  • SCALE -star fighter
  • SKILL -starship gunnery
  • FIRE CONTROL -4D
  • SPACE RANGE -1-3/12/25
  • ATMOSPERE RANGE -100 - 300 / 1,200 / 2,500m
  • DAMAGE -9D


  • 4 concussion missile launchers
  • FIRE ARC -front
  • MAX R.O.F. -5 per launcher
  • CREW -1
  • SCALE -capital
  • SKILL -capital ship gunnery
  • FIRE CONTROL -4D
  • SPACE RANGE -2-5 / 30 / 60
  • ATMOSPERE RANGE -200 - 500 / 3,000 / 6,000 km
  • AMMO -10 each
  • RELOAD COST -25,000 credits each
  • DAMAGE -9D


Design Flaws

  1. Double all Ionization damage that gets through the hull.
  2. Can only maintain "All Out" speed for two times current hull rating in rounds.
    1. I.E. 6D = 12 rounds; 5D+2 = 10 rounds, etc.
    2. For every round past the maximum, the ship takes its hull in damage multiplied by the number of rounds past maximum:
      1. I.E. first round = 6D damage; second round = 12D damage (6D hull x 2 rounds = 12D); etc
  3. All maintenance is at ten (10) times cost due to the level of technology involved in the construction of the ship.
  4. Requires an expert engineer to make any and all repairs (starfighter engineering 4D)
  5. Pilot must possess a minimum of 6D in starfighter piloting or suffer 2D penalty for every 1D in skill they lack.
  6. Gunner must possess a minimum of 6D in starship gunnery or suffer 2D penalty for every 1D in skill they lack.
  7. The pilot CANNOT fire the ship's weapons.
  8. The gunner CANNOT pilot the ship.
  9. Assault lasers cannot be fired in the same round the turbo lasers are fired.
    1. Requires a Heroic (30) starship gunnery roll to bypass security lock out.
    2. If both the Assault Lasers and the Turbo Lasers are fired in the same round, there is a one in six chance the main power core will explode destroying the ship and crew.
  10. Ship was stolen and was a highly classified project in its finishing stages and contains no company indentifying markers
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