ST/HP: 80
Hand/SR: +4/3*
HT: 12
Move:
25/750
(+15)*
LWt.:
6.5
Load:
2.5
SM: +4
Occ.:
1S+1rx
DR:
15†
Range:
12,000
Cost:
$9.75M
Loc.:
g2Wi3rR
Stall:
55*
Total
Chase Roll:
+19
(+19
with afterburner)
*The Drifter is equipped with an
Afterburner which improves the Move to 40/850
(+15) and
consumes four times as much fuel (reducing range to 3,000
miles, if used continuously). Furthermore, its thrusters are modular
and different engine modules might alter the handling and move of
the vehicle.
†Double DR vs plasma attacks and shaped charge weapons.
Notes
Redjack Racer Electronics:-
Night Vision Sensors: +9
nightvision, ×8
magnification (up to +3 to aimed attacks, if the vehicle aims for
three turns).
-
Medium Holographic
Radio: 1,000 mile range
(orbital); “palm sized” holographic console.
-
Security and Safety:
Simple
Locks.
Drifters don’t come with combat
electronics, but the following package can be added for an additional
$250,000. This has no appreciable effect on weight.
-
Medium Tactical Ultra-Scanner: 30-mile
scan, 3-mile imaging/bioscan; 360°;
-
Targeting Computer: +5
to hit target with a scan-lock.
-
Distortion Jammer: -4
ECM penalty for missiles;
+2 to jam missiles.
-
Tactical ESM: +1
to dodge missiles.
The Drifter has one weapon module and two “wing mounts” which can mount weapons (among other things). It takes 30 minutes with proper tools to change any of these modules, and 1 hour to change them without the proper tools.
Modules
The Drifter has four possible modules: an accessory module, a main weapon module, wing modules, and an engine module. This creates a fairly dynamic set of possible handling speeds. For handling, consider two possibilities, broken down in the Engine module section:-
Standard Drifters
use at least one weapon module, wing module or an accessory module,
in addition to their engine module.
-
Stripped Down
Drifters
have no weapon
modules, no wing modules, and no accessory module, to save weight.
This is typical of a racing Drifter!
All modules take
30 minutes to swap out, or 1 hour if lacking the proper tools.
Engine Module:
Plasma Thruster Module: This is the standard, default engine for a Drifter. Make no changes to the characteristics of the vehicle. If purchased separately: 6000 lbs, $600,000.-
Stripped Down:
A Drifter with no modules improves its move to 30/750 (+15) and
50/900 (+15) and +5/3 handling with afterburners, improving the
total chase roll to +19 (+20 with afterburners). All uses of
Afterburners in this state count as High-G manuevers.
-
Standard: Move
35/900 (+15) or 55/1100 (+16); Handling becomes +5/3 for total Chase
roll of +20 (+21 with after burners). All uses of Afterburners in
this state count as High-G manuevers.
-
Stripped Down:
Move 50/900 (+15) or 80/1100 (+16); Handling becomes +5/3 for a
total Chase roll of +20 (+21 with afterburners). All moves actions
with the Afterburner become High-G maneuvers with a -4 to the roll!
Plasma Fan Module: Older starfighters used Plasma Fan modules, which had a lower thrust-to-mass ratio than modern plasma thrusters, and obsolete starfighters in various parts of the Galaxy still use them. They tend to be fairly robust compared to plasma thrusters, but Redjack already has fairly robust plasma thrusters compared to other makes and models. If the players have access to old starfighter parts, they can usually find one for free with a Scrounging roll, and then apply them with a Mechanic roll at -2 (or +2 if they’re Quick Gadgeteers); failure still installs the part, but reduces Handling by -1. 6000 lbs, $450,000 (or reduce the cost of the Drifter to $9.6M if purchased with Plasma Fans installed)
-
Standard: Move
15/600 (+14) or 25/700 (+15) with afterburners; Total Chase roll of
+18 (+19 with afterburners).
- Stripped Down:
Main Weapon Modules
The Drifter has a single weapon module, for a weapon that hangs below the cockpit, rated for 1200 lbs.The BAN-6 Plasma Cannon Module: Redjack designed the BAN-6 primarily for the Drifter, which grants it the firepower to seriously damage much slower and heavier vehicles, especially corvettes. Ultimately, it’s a smaller, lighter version of the B00-M heavy plasma cannon, and follows the same rules: it risks overheating if it fires 3 shots in a row without letting the heat dissipate for 10 seconds between shots, at which point it needs a full minute to cool down. In Action Vehicular Combat, the BAN-6 can technically fire once per turn, as an optional rule, the GM can require the pilot to wait one turn between turns to fire it, our to make a Gunnery (Beams)-4 roll to vent heat and cycle the charge faster. It can also aim at a spot near its target, gaining a +4 to hit, but sacrificing the armor modifier.
The SC4-TR Plasma Gatling Module: Drifter Pilots prefer this weapon if they expect to get into dogfights with other fighters, combining the best of their high manueverability and the “scattershot” approach of the SC4-TR weapon.
The ZIP-3R Blaster Gatling Module: Drifter pilots who aren’t familiar with plasma weaponry tend to favor this more familiar blaster.
Weapon |
Dmg
|
Acc
|
Range
|
Ewt
|
RoF
|
Shots
|
ST
|
Bulk
|
Rcl
|
BAN-6 Plasma Cannon |
5dx20(2) burn ex
|
6
|
2mi/
10mi |
1200
|
1/3
|
15/3E
|
M
|
-10
|
3
|
SC4-TR Plasma Gatling |
6dx8(2) burn ex
|
6
|
3 mi/
10 mi |
1200
|
8
|
160/F
|
M
|
-10
|
3
|
ZIP-3R Light Blaster Gatling |
6d×4(3) burn
|
9
|
2mi/
5mi |
1200
|
16
|
200/F
|
M
|
-10
|
2
|
Wing Modules
The Drifer has two hardpoints that can attach two modules, including weapons.Missile Hardpoints: The most common choice for Drifter combat pilots, the wings can mount three 100mm missiles each. This has no additional cost beyond the cost and weight of the missiles.
Weapon |
Dmg
|
Acc
|
Range
|
Ewt
|
RoF
|
Shots
|
ST
|
Bulk
|
Rcl
|
100mm Plasma Lance Missile |
6d×20(10) burn
|
3
|
2000/
10,000 |
25
|
1
|
6
|
11B
|
-8
|
1
|
100mm Plasma Missile |
6d×10 burn ex
|
3
|
2000/
10,000 |
25
|
1
|
6
|
11B
|
-8
|
1
|
Fuel Pods: The Drifter can be equipped with a hyperium fuel pod; each pod contains enough fuel two “fuel points.” Each fuel-point may be spent for one hyperspace shunt (if the vehicle has a hyperdrive!) or an additional 4 hours of flight time. 600 lbs, $2000 each (up to 2).
Thruster Pods: The Driver can equip two plasma thrusters on either wing point, increasing its thrust considerably. How much this improves the vehicle depends on what engines have been installed (note that having thruster pods means you’re using a Standard module layout, rather than a stripped-down one). 1200 lbs; $150,000.
-
Plasma Thrusters:
Move 30/800 (+15); Move 40/1000 (+16) with afterburners and +5/3
handling with afterburners; Total chase roll to +19 (+21 with
afterburners). All uses of Afterburners in this state count as
High-G manuevers.
-
Next Gen or Hyperium
Thrusters:
Move 40/1000 (+16) and +5/4 handling; Move 65/1200 (+16) with
afterburners and +5/3 handling with afterburners; Total chase roll
to +21
(+21 with afterburners). All moves actions with the Afterburner
become High-G maneuvers with a -4 to the roll!
-
Plasma Fan: Move
20/700 (+15); Move 30/850 (+15) with afterburners. Total Chase roll
+19 (+19 with afterburners).
Accessory Modules
The Drifter has one optional module located behind the cockpit, just below the robot access station.
“Silverfish” Force Screen Module
1650 lbs;
$200,000.
The Drifter can be
loaded with a Force Screen that provides 150 ablative, hardened DR.
This comes with an internal F-cell that provides 6 minutes (6 action
vehicular turns) of power.
“Hyperlight” Hyperdrive Module
1650 lbs;
$500,000.
The Drifter can be
loaded with a cutting edge, extra-compact Rating 1 hyperdrive. To
use it, the Drifter must have an onboard Tech-Bot. The fuel (50
gallons of hyperium) provides enough fuel for one shunt and contains
an energy that provides enough energy for a single, 8-hour jump; it
is Rating 1.
“Longstrider” Fuel Module
1600 lbs; $5000.
The Drifter can be loaded with additional fuel. This provides sufficient fuel for 5 “fuel points.” Each fuel-point may be spent on an additional 4 hours of flight time.
Look and Feel
A Redjack Drifter
presents a distinct and Galaxy-famous image of a cockpit strapped to
a great array of engines. The cockpit resembles the “beak” of
the vehicle, with a stubby body behind it, proving room for the
accessory module and the robotic control station. Behind that, a
great set of engines makes a “top-heavy” triangle, with the top
“T-bar” of the rear acting as the “wings” which mount the
wing-modules of the Drifter. While technically armored, the vehicle
exposes many surprisingly delicate struts and support work, with the
body acting only as a sleek, hyperdynamic streamlining for the
vehicle.
The cockpit itself
provides very little in the way of space, and the pilot straps into
it in a “leanback” rather than “sitting” position. The
cockpit provides streamlining, but no interior atmosphere, which
requires the pilot to wear a vacc suit. Sparse computer controls with
exposed wires for ease of repair provide straightforward interfaces
that require familiarity with the typical “console” like Redjack
interface.
The Redjack
Drifter normally rests (precariously) on three small runners. When
it launches, it rises on a repulsorlift (powered by a small
power-cell good for only about 10 minutes) and then accelerates
extremely rapidly. Depending on the engine module installed, a
Drifter’s acceleration varies from noticeably pressing the pilot
back into his seat and all the way up to chest-crushing power.
Lacking a proper G-seat, all but the most dedicated racers or fighter
pilots prefer to avoid the more powerful engines available to the
Drifter, but those who embrace them have shocking acceleration and
speed. Regardless of engine module, all Drifters have extremely
touchy controls and can easily spin out of control. Their light
framework also means they collapse under pressure or damage more
easily than most Redjack ships, especially with poorly installed
modules. In exchange, a Drifter can turn on a dime and even fly
backwards for short periods of time by relying on its inertia.
Officially, the
Redjack Drifter is a civilian racer ship. Racers have set up
Drifter circuits throughout the galaxy, but especially in parts of
the Trader Belt, Grist, and the Orochi belt, though the Empire
officially outlawed them for fear of Drifter pilots
weaponizing their nimble craft, but have found it difficult to
enforce the ban. The Orochi circuit remains the only legally open
circuit.
When fully armed,
a Drifter can be a terrifying weapon in the hands of a pirate or a
rebel pilot. They can keep up with, or even outpace, a Tempest-class
fighter, and mount weapons capable of threatening a corvette.
Drifter combat pilots tend to act as forward scouts or skirmishers,
racing ahead of slower fighters, like Wildcats, to soften up and
disorganize enemy formations while the rest of their allies move into
position.
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