Jump to content

The Mjolnir

From Episode D6: Star Wars D6 Wiki
Revision as of 07:16, 18 May 2011 by imported>Thedemonapostle
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 +5
Crew Skill:(see Howison "Jacob" McConnel; Hopric; and Master Sergeant 41 "Ardgar" Echo
Passengers:36; 20 troops
Cargo Capacity: 10,000 metric tons
Consumables: 3 months
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 Heavy Turbo Laser Cannons (fire linked)(sustained burst)
Fire Arc: Front
Crew: 1
Scale: Capital
Skill: Starship Gunnery
Fire Control: 3D
Range: 3-15/35/70
Atmosphere Range: 300-1,500/3,500/7,000m
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: 200-1,000/3,000/6,000m
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: 2-15/45/90
Atmosphere Range: 200-1500/4,500/9,000m
Damage: 9D
Capsule
  • Corellian Evader-GT Ion Drive - custom built for the ship
  • Sensor systems from a Mon Calamari MC40 Light Cruiser
  • 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 proffessionally 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 transfered to do one of the following:
+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 Sernsor ranges; 1 hour of energy per minute used.