New rules for WEG SW

Burst rules for blasters

Multiple blaster shots in rapid succession are known as a burst. Burst fire is effective when you want to suppress the enemy from coming out of cover, or do a lot of damage in a short period of time. However, its accuracy is markedly reduced. It is also wasteful of ammo, and can rapidly lead to overheating.

Blaster pistols are generally incapable of burst fire. Carbines and rifles, however, frequently have this function. Burst-capable weapons include the famous BlasTech E-11 and the Soro-Suub QuickSnap 36T. A full list of such weapons is not given in this document, but keep in mind that the lack of burst function is a limitation imposed by the manufacturer. Virtually all rifles and carbines can be modified to fire burst shots. Some blaster pistols, like the BlasTech DH-17s used by the Alderaanian guards on Tantive IV, can also be modified to do so.

For small arms, that is, rifles and below, a burst consists of ten rounds. For repeaters, a burst is five rounds. This is due to the fact that the repeater commonly rests on a tripod, granting a steadier and more accurate platform of fire.

A concentrated burst is one with a narrow grouping of shots; it's intended to deliver maximum amount of fire to a minimal surface. A spray is a wide burst aiming for maximum volume.

A concentrated burst is more difficult to aim, with a difficulty increase of +5. The damage is accordingly increased by +1D. It is equally difficult to dodge - that is, the difficulty is increased by +5.

A spray works differently. The wider the area fired upon, the harder it is to hit anything. One roll is made by the shooter against all targets within the area. For every three meters, the difficulty is increased by 1D; in other words, you roll how much the difficulty increases. This is added to normal range penalties. Should the burst hit, damage is rolled for one shot. A creative Gamemaster may decide that a particularly good roll means more than one shot hit.

Twin blasters rule

In the real world, grabbing two weapons and throwing oneself through the air, wildly blasting away at any and all enemies, would be considered a suicidal prospect.

It is, however, very much Star Wars.

This dubious technique can be used with any weapon of carbine size or smaller. It's much harder to aim, but conversively you can get more shots in the air. Note that these rules are in no way a realistic portrayal of how "guns akimbo" really works (it generally doesn't), but are rather an attempt at simulating a cineastic move.

If you use a blaster in each hand, either pistol or carbine, you can fire multiple shots with both hand as if you had a hand free. In other words, you can fire one shot from each weapon without any reduced skill, two shot from each at -1D to all four rolls, three shots from each at -2D for all six, etc. The difficulty is, however, increased; carbines have difficulty 15/20/25/35, and anything smaller than a blaster carbine has difficulty 10/15/20/30.

Triumphant-class Assault Transport

When the Clone Wars broke out, many were unprepared for the sudden savagery of large-scale conflict. The resultant losses were not lamented by everyone. For the industries connected to the war effort, business was booming.

The Triumphant-class Assault Transport, intentionally designed to present a profile superficially similar to the larger Acclamator-class built by Rothana, was commissioned shortly after the beginning of the conflict. Built by Kuat Systems Engineering, it was one of their less commersially successful designs. While the vessel received favorable reviews by the Republic's military board, the contracts with Rothana and Rendili StarDrive took overwhelming precedence over this late arrival, no matter how good it may be. Shortly thereafter, the focus of the conflict began to shift to large-scale interstellar engagements, a profile that the Assault Transport, no matter how well made, had never been intended to fill.

Because of this, only a few hundred Triumphants were ever constructed, most of which were sold off to various private enterprises of dubious legal status. As the ship is both durable and rugged, a number of these ships have survived to this day, most of them customized almost past recognition.

Much like its elder sibling, the Triumphant - class is powerfully armed, heavily shielded and capable of planetary landings. In its original configuration, it can carry up to 14,000 soldiers , thirty AT-TEs, twenty SPHA-Ts and 500 speeder bikes.

Craft:
KSE Triumphant - class Assault Transport
Type:
Military transport ship
Scale:
Capital Ship
Length:
520 m
Crew:
860, gunners: 115, skeleton: 230/+15
Passengers:
14,000 (troops)
Cargo capacity:
100,000 metric tons
Consumables:
1 month
Hyperdrive multiplier:
x1
Hyperdrive backup:
x20
Nav Computer:
Yes
Maneuverability:
2D
Space:
6
Hull:
2D+1
Shields:
2D+2
Sensors:
Passive: 40 / 0D
Scan: 80 / 1D
Search: 100 / 3D
Focus: 5 / 4D
Weapons:
6 twin turbolaser batteries
Fire arc: 4 dorsal, 2 ventral
Crew: 1 (5), 3 (10)
Skill: Capital Ship Gunnery
Fire Control: 3D+2
Space Range: 3-15/35/75
Atmosphere Range: 6-30/75/150 km
Damage: 6D+2
30 auto-blasters
Fire arc: 14 forward, 6 left, 6 right, 4 back
Crew: 1 (20), 2 (30)
Scale: Starfighter
Skill: Capital Ship Gunnery
Fire Control: 2D+1
Space Range: 3-15/35/75
Atmosphere Range: 6-30/75/150 km
Damage: 4D
Image of a Triumphant-class Assault Transport