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Name: Crimson Jacks Battlecruiser
Type: Star Destroyer class Cruiser
Scale: Capital
Length: 3,200 Meters
Skill: Capital Ship Piloting: Star Destroyer
Crew: 7,255 ; skeleton 1,486/+12
Passengers/Troops: 2,200
Crew Skill: Capital Ship Piloting 5D+1, Capital Ship Gunnery 4D+2, Capital Ship Shields 4D+1
Consumables: 2 Years
Cargo Capacity: 3,500 Tons
Hyperdrive Multiplier: X1
Hyperdrive Backup: X8
Nav Computer: Yes
Space: 6
Maneuverability: 2D
Hull: 4D
Shields: 3D
Sensors:
            Passive: 50/1D
            Scan: 100/3D
            Search: 200/4D
            Focus: 4/4D+2

Carries:
        10 AT-AT Walkers
        10 AT-ST Walkers
        2 Squadrons of TIE Fighters
        1 Squadrons of TIE Bombers
        2 Lambda-Class Shuttles
Weapons:
        25 Turbolaser Cannons
                Fire Arc: 5 front, 10 left, 10 right        
                Crew: 2
                Skill: Capital Ship Gunnery
                Fire Control: 3D
                Space Range: 3-15/35/75
                Atmosphere Range: 6-30/70/150
                Damage: 2D+2
        25 Double Turbolaser Cannons
                Fire Arc: 5 front, 10 left, 10 right        
                Crew: 3
                Skill: Capital Ship Gunnery
                Fire Control: 3D
                Space Range: 3-15/35/75
                Atmosphere Range: 6-30/70/150
                Damage: 3D+1
        12 Ion Cannons
                Fire Arc: 2 front, 5 left, 5 right        
                Crew: 5
                Skill: Capital Ship Gunnery
                Fire Control: 3D+2
                Space Range: 2-10/25/50
                Atmosphere Range: 4-20/50/100
                Damage: 4D
        10 Tractor Beam Projectors
                Fire Arc: 6 front, 2 left, 2 right
                Crew: 2 (2), 4 (2), 10 (6)
                Skill: Capital Ship Gunnery
                Fire Control: 4D
                Space Range: 1-5/15/30
                Atmosphere Range: 2-10/30/60km
                Damage: 5D



Description: This formerly Imperial battlecruiser was in operation as a pirate vessel during the early years of the Galactic Civil War.

The ship was driven by four main engines and a possible fifth, though this center engine appeared to be covered by armor at times, and might have functioned only as an auxiliary engine for emergencies. The hull was sleeker and more rounded than the Imperial-class Star Destroyers, and the main body was depicted as much more flat, with a protruding bulb towards the dorsal front of the ship.

The ship was damaged during a battle with the Rebel Alliance, and left adrift. After the battle, it was discovered by the space pirate Crimson Jack and his gang, who proceeded to kill the remaining crew members and use the vessel as their own base of operations. They repaired and modified the ship with backing from Jabba the Hutt.

They captured the Millennium Falcon with a tractor beam, and were lured to the planet Drexel where Han Solo claimed a secret Rebel treasury would be found. This venture turned out to be a trap and a failure for Crimson Jack, as his ship was permanently damaged when his second-in-command, Jolli, betrayed him and rammed the ship's command tower with her Y-wing starfighter.

The hulk was left to drift in orbit of Drexel, where it was found by Jabba's agents some time later. They recovered data from the ship's computer that revealed Solo's involvement in its destruction. Jabba furiously reposted the bounty on Solo that had been revoked some time earlier.


Comments made about this Article!



23/May/2013 00:31:37 Posted by : MountainOgre {24.125.23.25}

is 3D+1 really the damage on those double turbo lasers? Is this due to some 'de-militarization' of the weapon systems, or are they just really old weapons they managed to dig up and shove in there?


23/May/2013 13:23:22 Posted by : Simon {70.113.207.88}

That would a Capital Scale 3D+1 damage.

See the WEG40120 - Star Wars D6 - 2nd Edition Revised Rulebook.pdf, pages 95-96 regarding scale issues.


26/May/2013 04:15:29 Posted by : Hellstormer1 {24.176.150.10}

Key to this Damage is the difference in scale. When using the revised Star Wars D6 RPG rulebook, scale difference between starfighter and capital scales is 6D. So a capital scale 3D+1 will do 9D+1 to starfighter scale. That's pretty impressive, especially if this weapon is older, or from an older ship.

Also, it's worth noting that, when "reverse-engineered", standard turbolasers tend to be an averaged at 4D, while heavy turbolasers are averaged at 7D. Variants with heavier Damage dice are usually batteries of multiple turbolasers fire-linked together for greater damage, such as on various Star Destroyers. Wookiepedia, the Star Wars Wiki, lists these ships and their weapons, and specifies how many of these weapons are in each battery. When I saw this, I looked them up in the D6 ship stats, and discovered most of these were accurate. The Executor Super Star Destroyer has 8 heavy turbolasers per battery, giving these their impressive 10D Damage dice!

Any turbolasers with lesser Damage dice are usually older ships, such as Dreadnoughts, or ships dating back to the Clone Wars era, or before.

Also worth noting: In Galaxy Guide 6 Tramp Freighters, in the weapons section, a turbolaser is listed for sale. It has 7D Damage listed, capital scale. But I usually modify this to be the 4D version, which when modified for scale, has a +6D Damage against starfighter scale, for a total of 10D! Still very much worth the listed cost, and I make the 7D heavy version cost more (because it's starfighter scale Damage is 13D!!!).


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