The final part of my military doctrine is, of course, robots, as I've previously discussed. I had three major military-industrial "sets," and this completes the set with Redjack robots. As with ARC, I wanted to focus on "military" robots and these robots tend to stretch that definition a little, as they represent robots that assist in war more than directly fighting (with the exception of the Dredgecat, which is supposed to help at non-combat stuff, but ends up helping a lot in combat).
Redjack seeks to support asteroid miners, belters, colonists and aggressive entrepreneurship (but never space piracy!), as such, their doctrine focuses a lot on self-sufficiency and independence. Most of their weapons double as tools, most of their vehicles can be customized and optimized for whatever specific task the owner wants, and their robots fit similar roles. Redjack robots learn to take care of themselves so you don't have to. The downside is that they're (mostly) a bunch of surly cusses, with a few having darling hearts of gold.
You can see Redjack Robots here.
Showing posts with label RedJack. Show all posts
Showing posts with label RedJack. Show all posts
Monday, December 16, 2019
Thursday, September 26, 2019
Redjack Kodiak-Class Light Cruiser
ST/HP:
3000
Hand/SR: +0/6
HT: 14
Move:
10/150
(+11)
LWt.:
27,000
Load:
3750
SM: +11
Occ.:
200ASV
DR:
2000*
Range:
7
jumps (Rating
3)
Cost:
$4.5B
Loc.:
gG10t4rL
Stall:
0
Total
Chase Roll:
+11
*Nanocomposite Polymer; double DR vs plasma
attacks. Higher DR protects against
attacks from the front. Additionally, it has
a Force Screen that provides 2000
ablative, hardened DR.
Wednesday, September 25, 2019
Redjack Raider-Class Light Assault Carrier
ST/HP:
800
Hand/SR: +0/5
HT: 14
Move:
12/125
(+10)
LWt.:
4500
Load:
600
SM: +9
Occ.:
100ASV
DR:
1000/400*
Range:
7
jumps (Rating
2)
Cost:
$700M
Loc.:
g6t4rL
Stall:
0
Total
Chase Roll:
+10
*Nanocomposite Polymer; double DR vs plasma
attacks. Higher DR protects against
attacks from the front. Additionally, it has
a Force Screen that provides 750
ablative, hardened DR.
Tuesday, September 24, 2019
Redjack Tiger Shark-Class Attack Frigate
ST/HP: 500
Hand/SR: +1/5
HT: 14
Move:
6/250
(+12)
LWt.:
600
Load:
140
SM: +8
Occ.:
15ASV
DR:
1000/400*
Range:
200,000,
7
jumps (Rating
2)
Cost:
$230M
Loc.:
g6t4rL
Stall:
0
Total
Chase Roll:
+13
*Nanocomposite Polymer; double DR vs plasma
attacks. Higher DR protects against
attacks from the front. Additionally, it has
a Force Screen that provides 750
ablative, hardened DR.
Monday, September 23, 2019
Redjack Wrangler-Class Logistical Corvette
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.
Wednesday, September 18, 2019
Redjack Nomad-Class Light Modular Corvette
ST/HP: 250
Hand/SR: +1/5*
HT: 13
Move:
8/300
(+13)*
LWt.:
95
Load:
25
SM: +7
Occ.:
5ASV†
DR:
150/75‡
Range:
500,000,
7
jumps (Rating
2)*
Cost:
$50M
Loc.:
g2t3rL
Stall:
0
Total
Chase Roll:
+14*
*The Nomad’s engine, including its hyperdrive, are modular.
The listed values are the most common values.
†The Nomad has an entirely modular hold which can contain
passenger accommodations, increasing the number of people
accommodated by the craft.
‡Nanocomposite
Polymer; double DR vs plasma attacks. Has a Force Screen that
provides 500 ablative, hardened DR. Additionally, the Nomad has
modular armor that can further alter its armor profile.
Tuesday, September 17, 2019
The Redjack Wildcat-Class Modular Heavy Fighter
ST/HP: 130
Hand/SR: +1/4*
HT: 13
Move:
10/400
(+13)*
LWt.:
16.5
Load:
7.25
SM: +5
Occ.:
1ASV+1rx
DR:
50/25†
Range:
20,000,
2
jumps (Rating
1)
Cost:
$8.75M
Loc.:
g2Wi3rR
Stall:
40*
Total
Chase Roll:
+14
(+16
with afterburner)
*The Wildcat is equipped with an
Afterburner which improves the Move to 15/500
(+14) and gains +1
handling and consumes four times as much fuel (reducing range
to 5,000 miles, if used continuously). The
Wildcat has an accessory module slot an armor module slot which, if
loaded with a heavy slot, reduces the handling to +0/4, Move to 9/400
(+13) (14/500 (+14) with afterburners) for a total chase roll of +13
(+14 with afterburners) and increases the stall speed to 45. See
additional modules for more.
†The Wildcat has 50 carbide composite DR
on the front and 25 on the rest; double DR
vs shaped charges or plasma attacks. The Wildcat has an accessory
module slot and an armor module slot that may improve these numbers.
Monday, September 16, 2019
The Redjack Drifter-Class Light Modular Racer
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.
Wednesday, September 11, 2019
The Redjack Grappler-Class Assault Boat
ST/HP: 135
Hand/SR:
+1/4
HT: 12
Move:
6/350
(+13)*
LWt.:
19.3
Load:
6.9
SM:
+5
Occ.:
1SV+6SV
DR:
100/50†
Range:
17,000
Cost:
$16M
Loc.:
g2Wi3rR
Stall:
0
Total
Chase Roll:
+14
(+15 with afterburners)
*The Grappler is
equipped with an Afterburner which improves Handling to +24 and Move
to 10/425 (+13)
and consumes four times as much fuel (reducing range to 4,250
miles, if used continuously).
†Nanopolymer Composite: Double DR vs plasma
attacks and shaped charge weapons.
Tuesday, September 10, 2019
The Redjack Razer-Class Mining Engine
ST/HP: 80
Hand/SR: +0/3
HT: 12
Move:
3/35
(+5)
LWt.:
4.4
Load: 0.1
SM: +3
Occ.:
1SV
DR:
150
Range:
400
Cost:
$1,400,000
Loc.:
Cg
Monday, September 9, 2019
The Redjack Roughneck-Class Mobile Defense Platform
ST/HP: 70
Hand/SR:
+5/3
HT: 12
Move:
15/15
(+5)
LWt.:
2.5
Load:
0.2
SM:
+3
Occ.:
1SV
DR:
500/150*
Range:
22,000
Cost:
$1,000,000
Loc.:
2Lg
*The armor is nanopolymer composite; double DR
vs plasma or shaped charge attacks. Higher DR protects against
attacks from the front;
Wednesday, September 4, 2019
The Redjack Wolfhound-Class Light Assault Vehicle
The Stats
ST/HP: 60
Hand/SR: +3/4
HT: 12
Move:
6/75
(+9)
LWt.: 1.5
Load: 0.2
SM: +3
Occ.:
1SV
DR:
150/60*
Range:
110,000
Cost:
$950,000
Loc.:
2Cg
*The armor is carbide composite; double DR vs plasma or shaped charge
attacks. Higher DR protects against attacks from the front
Tuesday, September 3, 2019
The Redjack Switchback-Class Utility Hyanide
The Stats
ST/HP: 45
Hand/SR: +3/3
HT: 13
Move:
6/70
(+9)
LWt.:
0.75
Load:
0.18
SM: +2
Occ.:
1
DR:
60*
Range:
650
Cost:
$300,000
Loc.:
C1E
*The armor is carbide composite; double DR vs plasma or shaped charge
attacks.
Monday, September 2, 2019
Redjack Military Doctrine
This month, we begin the third set of Military Doctrines. I personally find the military materiel of Star Wars pretty constrained and binary: unless you go out into the Expanded Universe, or dive into the supplemental material of (especially) the Prequel Era, pretty much all equipment breaks down into "Empire" vs "Rebels" or their era equivalents. In reality, I would expect to see material from a variety of cultures. Redjack represents such an attempt, in which I explore the concerns of those who align with neither the Imperial military doctrines nor the doctrines of the Alliance aristocracy. Mind you, you're likely to find some of these fighters or vehicles in the service of the Alliance, but you'll also find them in the hands of pirates or asteroid miners.
I've also been weighing the idea of "customizable fighters." I personally really like the idea of exploring "set" vehicles, such as "Which version of the X-wing is best?" or "Is a TIE interceptor better than a TIE defender?") but a lot of players are going to want to "mod out" their fighters. This is a lot easier with GURPS Spaceships than it is with GURPS Vehicles (a lot more meaningless, though, because Spaceships is a little too generic, though nothing stops us from stepping in an adding our own more specific components). In the Vehicles model that I've been using, every change could possibly alter ever aspect of a vehicle's performance, making it a hassle to do. I'd like to revisit generalized modding and upgrading at some points, so some pilot can slap their Valiant and brag about how is has "custom thrusters" with "direct hyperium injection systems," but as an experiment, I wanted to explore "modular" vehicles. For the most part, these amount to minor accessories, but I have a few vehicles here with alternate armor systems, alternate engines, and loads of weapon load-outs available.
I hope you enjoy this series!
Wednesday, February 20, 2019
Psi-Wars Blasters IV: RedJack Shipyards
RedJack focuses primarily on making ships and gear appropriate for "asteroid miners and other spacers," though its material seems surprisingly popular among space-based rebels and pirates. RedJack weaponry tend to be very flashy and explosive, ostensibly to serve the needs of miners in "blowing out" parts of their mines as they look for valuable ores and rare earths.
RedJack weaponry tends to use unusual beam-types, such as mining lasers and plasma weaponry. They tend to be single-fire, fairly cheap, and while no more reliable than any blaster, they're a more reliable source of plasma weaponry than their competitor, Wyrmwerks. They have no real-world basis, and tend to be inspired by sci-fi weaponry.
RedJack naming conventions include a 3-letter code followed by a two digit number. The letters and/or numbers may form cute nicknames (typically inspired by card games or chess), and tend to be arbitrary.
RedJack weaponry tends to use unusual beam-types, such as mining lasers and plasma weaponry. They tend to be single-fire, fairly cheap, and while no more reliable than any blaster, they're a more reliable source of plasma weaponry than their competitor, Wyrmwerks. They have no real-world basis, and tend to be inspired by sci-fi weaponry.
RedJack naming conventions include a 3-letter code followed by a two digit number. The letters and/or numbers may form cute nicknames (typically inspired by card games or chess), and tend to be arbitrary.
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