can you critique some stuff I'm working on

By kaleotter, in Game Masters

SO I've been really getting into things with my group. the system is simple enough and they're enjoying the game, even if they are allowing one character to drive thier decisions. They recently ran a consignment of goods past a CIS remnant blockade around a factory planet, and hav even engaged in negotiation with a CIS commander, who needs thier help with something before he lifts the blockade and allows other ships to land. This involves taking back an important facility for the CIS. They have a limited amount of support from a local rebel cell who are going to launch an attack on the facility while the PC's set up a distraction to draw the enemy force away. To wit, I've created some vehicles to use in the encounter. I was just wondering If i should be tweaking these any. Any advice would be appreciated:

CIS AAT (Armoured Assault Tank)

Silhouette: 3; Speed 2; Handling -1.
Defence Fore/Port/Starboard/Aft: 1/-/-/0
HT: 12; SS: 8; Armour: 2

Vehicle Type/Model: Main Battle tank/AAT
Manufacturer: Baktoid Armour Workshop
Sensor Range: Close
Crew: One commander, One Pilot, Two Gunners.
Passengers: 6 troops (on external handholds)
Encumbrance: 20
Cost/Rarity: 90,000 credits/ 7®
Customization Hardpoints: 1
Weapons: Turret mounted medium Laser cannon (Fire arc all; Damage 6; Critical 4; Range Close); Fore Linked light blaster cannons (Fire arc Fore; Damage 4, Critical 4; Range Close; Linked, 1); one port and one starboard Turret mounted Light Repeating blaster (Uses personal weapons rules) (Fire arc Port or Starboard and fore; Damage 11; Critical 3; Range Long; Auto-Fire, Pierce 2, Vicious 1)

T1-B Repulsorlift tank.

NB: A standard T1-B has a 'flak pod' instead of a concussion missile launcher. I 'm using the launcher until I figure out a good way to implement the flak pod.

Sillhouette 3; Speed 3; Handling 0.
Defence Fore/Port/Starboard/Aft: 0/-/-/0
HT 10; SS 6; Armor: 2;

Vehicle Type/Model: Light attack tank
Manufacturer: Yutrane-Trackata
Sensor Range: Close
Crew: 1 pilot, 2 gunners
Encumbrance: 10
Cost/Rarity: 50,000/5®
Customization Hardpoints: 0
Weapons: Turret mounted, Linked Light blaster cannon (All arcs; Damage 4; Critical 4; Range Close; Linked 1) Forward mounted light concussion missile launcher (Forward, Damage 5; Critical 3, Range Close; Blast 4, Breach 2, Guided 3, Limited Ammo 3, Slow firing 1)
Special abilities: Shield generator: Once per encounter, a T1-B may activate its shield generator as an action. This generator lasts for the remainder of the encounter or until the TB-1 takes a hit from enemy weapons fire. It grants 1 defence in the forward and rear arcs.

Incom I-24 Razorback Infantry fighting vehicle.

A rare entry from a ship builder into the military vehicle market, the Razorback was designed as a rapid insertion and infantry deployment vehicle, with the secondary purpose of providing fire support to other field vehicles. It is lightly armoured compared to most other similar vehicles, and boasts only a single light weapon and a separate, turreted Light repeated blaster mounted atop the main turret. While the design is basically sound, it never saw the sales numbers to make the design truly profitable, and it was pulled from general sale shortly before the end of the clone wars. However, since then, the Razorback has made its way into various small mercenary companies and smugglers, who value the small speeder for its customisability and low profile.

Silhouette 2; Speed 2; Handling 0.
Defence Fore/Port/Starboard/Aft 0/-/-/0
HT 6; SS 4; Armour 1.

Vehicle Type/Model Infantry Fighting Vehicle/I-24
Crew 1 pilot and 1 gunner.
Passengers: Up to 10 troopers.
Encumbrance 10
Cost/Rarity 35,000 credits/6
Customization hard points 2
Weapons Turret mounted light laser cannon (Fire arc all; Damage 4; Critical 4; Range Close); Turred mounted Light repeating blaster (personal range bands only) (Fire arc all, Damage 11, Critical 3, Range Long; Auto-Fire, Pierce 2, Vicious 1)

Edited by kaleotter

Personally a handling of +1 doesn't seem appropriate to me, for the CIS AAT tank.

Those tanks are shown as moving pretty slowly and not doing much in the way of maneuvering, so IMO a handling of -1 or -2 would be more appropriate.

Aye. That stat block was written very quickly before a session. I'll change it to -1, because that makes much more sense, having gone back and actually looked at these vehicles.

The AAT should have speed 1. If it had speed 2, and it as fast as a person on a jetpack.

AAT

I could see a Handling of +0 given that anti-grav would allow maneuvers that ground-contact vehicles wouldn't be capable of. The speed can drop instead, and maybe bump the Armor up to 3 (only the Gungan siege Boombas and Flash Speeder cannons had any effect). But then again I usually have Personal/Vehicular scale at 1/5, rather than the standard 1/10, so Armor 2 should work for your purposes.

The main gun is often described as a Heavy Laser Cannon, but the Medium you use is probably better for balance purposes, given the plethora of other armament.

What about the energy torpedoes along the front "fan"? I'd recommend using a Proton Torpedo Launcher with Limited Ammo (6), but removing the Guided quality.

T1-B

Why the Shield Generator Action instead of a base Defense of 1/-/-/0 or 1/-/-/1?