Ranger Spacecraft
Rangers are assigned a Peacekeeper Long-Range Starfighter for their personal conveyance and utility. In addition, they are granted a 10,000 Credit allowance to modify their fighter as they see fit.
Peacekeeper Long-Range Starfighter
All starships in the Rangers RPG require a number of standardized game statistics based on Star Wars, 1st edition. They are presented in the following manner. If a category is not listed, it means the ship is not equipped with a system of that type or the data is not relevant.Craft: This is the ship's manufacturer, class, name and model number or type.
Type: The ship's general classification.
Scale: The ship's scale (normally, "starfighter" or "capital"). When the ship gets into combat, you use the Scale Charts to modify any die rolls when using ships or vehicles of different scales.
Length: How long the ship is.
Skill: The skill used to operate the ship, followed by the specific specialization. Most starfighters will use starfighter piloting, most capital combat starships will use capital ship piloting and most general transports (freighters, bulk haulers, cruise liners and almost any other non-combat ship) will use space transports. An "unskilled" notation means that anyone who tries to operate the vehicle without the skill suffers the listed penalty.
Crew: First, the listing of the total crew excluding gunners and carried passengers (such as troops). Second is the number of gunners needed for the ship' weaponry. Finally listed is the skeleton crew. If the ship has less than the full crew total, but equal to or greater than the number listed for skeleton crew, the number after the slash is the increase in difficulty for any actions with a skeleton crew. The ship cannot be operated with few crew members than the skeleton crew listing.
Crew Skill: This lists "typical" skill code for crew members. Specific skill levels can vary widely from ship to ship. In general, gamemasters can use these skill codes for "average" encounters.
Passengers: The number of passengers the ship can carry. Some listings will note special types of passengers, such as troops, medical patients or prisoners.
Cargo Capacity: The cargo capacity of the ship.
Consumables: How long the ship can operate without stopping to refuel or restock ship's stores of food, air or water.
Cost: If for a general type of ship, there will normally be listing for the stock ship of that type when "new" and when "used." The "used" category intended to reflect ships that have seen heavy use and may not be in the best of repair -- actual prices will vary widely based on the condition of the ship, the local economy, the mood of the seller and countless other factors. Specific ships, such as the Millennium Falcon, may be so heavily modified that the possible sale price may be much higher (or the owner may not be willing to sell the ship for any price). Certain ships -- especially military vessels -- will not be available for sale except to specific military agencies.
Hyperdrive Multiplier: This measures how quickly the ship travels in hyperspace. In game terms, multiply a given route's travel time by the hyperdrive multiplier to see how long it takes a ship to travel from one system to another.
Hyperdrive Backup: Many ships have hyperdrive backups, but they are often much slower than the main hyperdrive.
Nav Computer: Ships with nave computers have onboard computer that can calculate safe travel routes from one system to another by drawing on an extensive library of navigation charts. Ships without a nav computer must rely on an astromech droid (normally an R2 unit) or some other method to get hyperspace navigation data.
Maneuverability: The ship's maneuverability die code. This die code is added to the pilot's die code whenever the pilot must make a roll for the ship (normally in combat for dangerous maneuvers). Some ships have different maneuverabilities when in an atmosphere, and will be listed as such here.
Space: The ship's sublight speed. Most transports are fairly slow -- 1 to 4 -- but some starfighters are quite fast (10 or more). This speed is in "units" -- sublight space combat isn't run at an exact scale because of the immense distances involved and the highly variable speeds of ships in realspace.
Atmosphere: For ships that can fly in an atmosphere, there will be a listing here. The first number is in meters per move (for comparison with speeders and walkers) while the second number is the speed in kilometers per hour (kmh).
Hull: The ship's hull code. Whenever the ship suffers an attack of some kind, this die code is rolled against the damage of the attack.
Shields: The shield code for the vessel. Shields are split u among the ship's for fire arcs (front, left right and back) -- if an attack hits a fire arc where some dice of shields have been deployed, the ship can add those shield dice to resist damage in combat.
Sensors: All ships have a number of sensors to gather information about the universe around them. For game purposes, a ship's various sensors are grouped together to provide one set of game statistics. The ranges listed are for each sensor mode in "units" -- the same scale used for starship combat and chases in space. Characters can add the die code listed to their sensors skill when making sensors rolls to detect other ships in space or find out information about nearby planets.
Weapons: Each different type of weapon is listed separately, with the number of weapons. If a ship is listed as "fire-linked," it means that some of the weapons are linked together -- the game stats are listed for the linked version of that weapon. Some weapons use special rules: tractor beams, missiles, bombs, proton torpedoes and ion cannons.