ST/HP: 320
Hand/SR: +0/5
HT: 14
Move:
2/150
(+11)
LWt.:
250
Load:
66
SM: +7
Occ.:
4ASV
DR:
500*
Range:
200,000,
7
jumps (Rating
2)
Cost:
$80M
Loc.:
G3t3rL
Stall:
0
Total
Chase Roll:
+11
*Nanocomposite Polymer; double DR vs plasma
attacks. Has a Force Screen that provides 250
ablative, hardened DR.
Notes
Redjack Corvette Electronics:- Ultrascanner Open Mount:
150-mile search range, 15-mile scan range; low probability
intercept (detectable at 225 miles); 360° rotation.
- Night Vision Sensors: +9
nightvision, ×8
magnification (up to +3 to aimed attacks, if the vehicle aims for
three turns).
- Targeting Computers:
+5 to Gunnery projects provided a sensor lock is gained.
- Distortion Jammer:
-4 ECM rating.
- Tactical ECM: +1 to
dodge missiles.
- Large FTL Communication Array:
30-parsec range.
- Large Holographic Radio: 10,000
mile range (orbital); “palm sized” holographic console.
- Security and Safety:
Simple
Locks;
- Accommodations:
2
cabins; total possible accommodations for 4. One
workshop and one prospecting lab (+1 to all Prospecting
rolls)
- Hyperdrive: Rating
2,
with
sufficient fuel for 7
jumps.
- Ruggedized Hyperium
Reactor: 30
days
endurance.
The Wrangler has three turrets with full rotation, contained one MIN-3R mining laser, one SP74-TR Plasma Gatling, and one ST 160 tractor beam.
Weapon |
Dmg
|
Acc
|
Range
|
Ewt
|
RoF
|
Shots
|
ST
|
Bulk
|
Rcl
|
Notes
|
MIN-3R
Mining Laser Module |
5d×15(10) cut inc
|
12
|
500/3 mi
|
4000
|
1
|
25/5E
|
M
|
-10
|
1
|
|
SP74-TR
Heavy Plasma Gatling
|
6dx15(2) burn ex
|
6
|
3mi/
8mi |
4000
|
8
|
88/
3F |
M
|
-10
|
3
|
Logistics Modules
The Wrangler has room for multiple possible configurations of its industrial section. All wranglers are capable of at least dismantling 10 lbs of material into raw materials per hour and fabricating $500 worth of parts per hour, provided it has sufficient raw materials (such as dismantled parts). Note that this fabricator is not a replicator: it might give you the materials you need to build, say, a blaster, but it cannot assemble it for you.These modules are large and take at least 4 hours with the right tools to replace, or 8 without the right tools
Salvager Module
40,000 lbs; $3M
Wranglers
equipped with Salvager equipment
can dismantle up to 700 lbs of junk, scrap and damaged (or perfectly
fine) starship parts an hour into raw materials. It can also
fabricate $1000 worth of parts per hour. Finally, it has sufficient
cargo space to store up to 125,000 lbs (62.5 tons)
Foundry Module
40,000
lbs; $600,000
Wranglers
equipped with a Foundry can refine raw asteroidal ores into raw
materials at a pace of 700 lbs of extracted metal per hour. It can
also fabricate $1000 worth of parts per hour. Finally,
it has sufficient cargo space to store up to 125,000 lbs (62.5 tons)
40,000
lbs; $600,000
Refinery
Module
Wranglers
equipped with a Refinery
can refine raw hydrogen,
hyperium and ice into refined fuels or atmosphere ready for life
support. It can refine
hyperium at a pace of 350
gallons an hour. It can
store up to 17,000 gallons of hyperium (or other liquid).
Look and Feel
The Wrangler is
perhaps the least attractive Redjack vehicle in a great collection of
unattractive vehicles. The pilot and co-pilot sit in a boxy cabin
and watch space through a large window. The rest of the vehicle
resembles a longer, larger box, with a single, round turret on the
top, mounted with the plasma gatling and two turrets mounted on the bottom, one with a tractor beam, the other with a mining laser.
The interior is
hardly less practical. The pilots can leave their squat cabin and
either go to one of their two cabins or the shared galley between, or
the vast work-area between the cabin and the engine room. Here, they
can descend to the mining equipment, or ascend to the anti-fighter
turret above via a rickety catwalk. Industrial machinery dominates
this central area, though this varies depending on how the Wrangler
has been equipped: the foundry glows an ominous red, scrapping gear
churns and gnashes machinery into raw material, and great gas tanks
dominate the refinery. During mining or salvage operations, this
part of the ship empties itself of atmosphere, requiring the crew to
move about the ship in vacuum, and the feed salvaged parts or
extracted ores directly into the machinery from ‘below”
the ship. Finally, in the far back, one enters the cluttered,
closed-in spaces of the ion thrusters and hyperdrive, as well as the
diagnostic bay of the robot in the back. This section also contains
a mini-fabricator and a dismantler, for recycling parts to better
maintain the Wrangler.
Wranglers
obviously serve as a major industrial component in the edges of the
Galaxy. Travelers often see them when traveling through asteroid
belts or diving into gas giants, or picking scraps from the debris of
a battlefield. They also fill up the hangars of space stations and
planets at the edges of space, where their “space trucker”
crew, often away and unbathed for months at time, pile into cantinas
with the spoils of their mining operation. The common man knows them
well as working vehicles.
Pirates and miners
also understand their utility as logistical vehicles. A single
Wrangler can refine enough fuel to refuel a Wildcat in two hours, and
carries enough fuel to refuel a full squadron. They can’t
rebuild a capital ship on their own, but they often have enough spare
parts or raw material to build spare parts (of can salvage it from
other damaged ships) to allow for reasonably field repairs even
without bringing the ship into “dry dock.” They also
play a role as mine-layers, with enough space to carry
hundreds of Boomer-Bots, and it can lay them with precision
using its tractor beam and control software. Wranglers often do this
to protect a claimed asteroid, but will happily do it to protect
other strategic sites. Finally, while slow, a Wrangler is tough and
can take a pounding from fighters while taking a few with it. The
Wrangler is no combat corvette, but can endure in combat if
necessary, making it a useful support vehicle for any light,
resilient, independent fleet.
Boomer-Bots
Like Banger-Bots, Boomer-Bots are better described as smart, automated weapon systems than as robots. They resemble large, man-sized oblong spheres with jutting prods, a red camera-eye and a simple interface point. They can warble electronically, and they float patiently while waiting for commands.Boomer-Bots can survive and move in the cold depths of deep space. Typically, Wrangler-class logistic corvettes will dump them out in the right general area and then issue commands for the Boomer-Bots to go forth and form a network. They can communicate with one another by burst transmission and then settle down for a long, slow wait.
When any ship that isn’t transmitting the right IFF codes comes within 30 miles of Boomer-Bots, they activate. In sentry mode, they signal the details they passively detected back to their master ship via directed, burst transmission, preventing detection by the incoming ship (though they might pick it up anyway on an Electronics Operations (Sensors or Comms) at -6). These sensors readings tend to be passive magnetic and EM emission detections and so say very little. At the command of the master ship, they can “ping” the ship with their Ultrascanners, to get a thorough reading; any ship equipped with an ESM will automatically know that they were pinged and by what, as a Boomer-Bot Ultrascanner signal is pretty distinctive.
If the Boomer-Bot is in kill-mode, it will wait until the detected ship is in Extreme range, and then attempt to ram it in one turn. This requires a roll of 12 or less (17 or less if they have a target lock). The target may attempt to dodge (+1 if they have ESM and the Boomer-Bot locked on). If they fail, the Boomer-Bot will immediately explode and inflict its explosive charge damage. This explosive is usually a HEMP charge; it can be replaced with an Isomeric charge for five times the cost (and deals the same damage as a torpedo).
If a ship attempts to navigate the Boomer-Bot field, treat this as attempting to navigate a debris field; if the ship collides with a Boomer-Bot, it explodes; additionally, every turn, the ship should have to dodge a number of Boomer-Bot attacks depending on the density (by default 1d Boomer-Bot attacks per action turn).
ST: 14 DX: 10 IQ: 6 HT: 11
HP: 20 Will: 5 Per: 12 Speed: 4 Dodge: 8 Move: 8/300 SM: 0; 600 lbs
DR: 50
Slam (12): 6d×10 cr
HEMP Self-Destruct Charge (NA): 6d×50(10) cr inc + linked 8d×8 cr ex [20d]
Traits: Absolute Direction; Accessory (Small Computer, Self-Destruct Charge); Appearance (Ugly; Off the Shelf); AI; Automaton; Bad Grip 1; Cannot Speak (Beep); No Legs (Congragravity); Deafness; Detect (Comms and Ultrascanner, signal detection; Electrical and Magnetic Fields); Doesn’t Breathe; DR 50 (Cannot wear Armor); Electrical, Maintenance (one person, monthly), No Peripheral Vision; Night Vision 9; Numb; Obscure -4 (Ultrascannery, Stealthy); One-Eye; Protected Vision; Reduced Consumption 3 [6]; Restricted Diet (Common, Power Cells); Scanning Sense (Ultrascanner; 30 miles yards; Targeting, Scanner, Bio-Scan); Sealed; Silent 1; Telecommunication (Comm System, 100 mile range, Burst, Secure, Video); Temperature Tolerance (Cold) 10; Vacuum Support.
Skills: Brawling-12; Electronics Operations (Comms)-8; Electronics Operations (Sensors)-8; Stealth-12; Wrestling-12.
Energy: 2D/Week
Cost:
$50,000
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