|Exterior Notes: This is the only picture of the A-24 Sleuth West End Games ever produced for the Role playing game. It was drawn by the talents of Rob Caswell. It mostly shows the top half of the ship, so I had to use my imagination as much as possible for the underside. Being the A-24 is made by INCOM, I used the T-65 (X-Wing) for influences when designing the ventral side of the ship and its landing gear. -- Frank V Bonura|
Interior Notes: This scout ship doesn't have much of a deck plan because its only 14 meters long. Its basicly an oversized fighter with a very small cargo hold.
Front cockpit module: This area has a maximum headroom of 5'. The cockpit is entered from the top hatch of the ship. Roll-up ladders extend from and roll into the side slots (port and starboard) adjacent to the entry hatch. The cockpit contains two fully functional control stations. All ship functions can be performed from either the pilot (aft) or copilot (forward) position. If an astromech droid is being used as a co-pilot, then the seating positions are reversed. The rear seat can be removed to accomodate an astromech co-pilot. Both control stations possess a rocket pack ejection seat. The ejection system can be configured for space or atmospheric ejection. Atmospheric ejection is default and will prevent ejection in the vaccuum of space. Space suits fully connected to and powered by the ejection seats will allow ejector seats to eject into space. The scout also possesses an escape pod. The forward command pod can separate from the central trunk of the ship. This escape pod is not very reliable because it is often as badly damaged as the ship it's escaping. The command pod also contains a food processor, pantry, toilet and sink. All these fixtures are small and spartan due to space limitations. Life support equipment is located behind the walls of this compartment.
Central Trunk: This area has a maximum headroom of 5' and requires crew to step down from the cockpit module. Astromech droids must also shimmy sideways and step down to enter this area from the cockpit. This part of the ship is either used for cargo, additional consumables / fuel storage, or a little of both. Cargo, consumables, and fuel can be loaded from the port side entry hatch into the central trunk (except on model A-24E which does not have this hatch).
-- Model A-24 the area is for cargo only.
-- Model A-24P shares this space with cargo, consumables, and fuel cells. This area is divided by a door and partition.
-- Model A-24E is completely full of consumables, and fuel cells with a narrow path to get to the aft of the ship.
-- On models A-24P, and A-24E This path is wide enough for an astromech droid to tavel normally.
-- See image below to see available factory options.
Aft Mechanical Module: This cramped area can be accessed, but not entered save by the most slender and flexible of beings. Many scouts post an astromech droid at the door of this comparment because its tight design is best serviced by a droid. The aft module contains: the ship's power core, hyperdrive (main and backup), ion drive, main thrusters, maneuvering thrusters, shields (generators, controlers, and projectors), batteries, weapon systems (cannons and controlers), and fuel cells (at the very bottom).
Gaming Notes: Due to the tight design of this ship, I suggest a -1D penalty to all repair rolls made in flight. Astromech droids should be exempt from this penalty due to the fact that their repair arms are designed to deal with tight designs. I also suggest using the Starfighter Repair skill instead of the Space Transports Repair skill because this scout is built much more like a fighter than a transport.
INCOM A-24 Sleuth
Type: Scout Ship
Length: 14 meters
Skill: Space Transports: A-24 Sleuth
A-24E: 220 kilograms
A-24P: 1 metric ton
A-24 : 2 metric tons
A-24E: 3 months
A-24P: 2 months
A-24 : 1 month
A-24E: 227,880cr (new), 56,970cr (used)
A-24P: 195,480cr (new), 48,870cr (used)
A-24 : 163,080cr (new), 40,770cr (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Atmosphere: 350; 1000 kmh
Two Laser Cannons (Fire Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D+1
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2km/2.5km
Combined Damage: 5D
Capsule: " The A-24 was designed and released during the heyday of INCOM. The A-24 is a scout ship, capable of carrying only two persons: a single pilot and passenger; an astromech droid may serve as co-pilot. While older than more popular scout ships, the A-24 has excellent maneuverability and sublight speed for a vehicle of this class. "
Game Master Notes: The West End Game stats for the A-24 do not take into account the small size of the ship. There just isn't enough room in the cargo hold to accomodate three months of consumables and fuel plus two metric tons of cargo space as the stats indicate. I have developed these "house rule" varriants with statistics for the A-24 to correct this problem. Purchase costs (new or used) for the A-24 were never listed by West End Games so I caculated costs for the A-24 and its variants based on the purchase cost for the T-65 (X-Wing). The A-24 series is no longer available new, but new ship prices were listed for the benefit of repair cost rules.
Variants: The A-24E or Explorer option is for maximum range and best serves a deep space star charting role. The A-24P or Prospector option is a balance of range and cargo capacity, and is best suited for a planetary surface study role. The A-24 base model has a relatively short range for a scout and is best suited for a bounty hunting role.
|The images of the A-24 we see in "Wanted by Cracken", and "Galaxy Guide 10 - Bounty Hunters" show the Sleuth with Rebel Alliance markings. The above images are examples of how the Rebelion would paint the A-24 for military aplications. I would like to thank Ed Obarowski for pointing out this detail and helping me to develop this section.|