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So how big is a capital missile?
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Bren
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Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Thu Mar 03, 2011 2:01 pm    Post subject: So how big is a capital missile? Reply with quote

Missile and launcher size has been a hot topic of some discussion lately. I happened across an answer in the Star Wars D6 - Conversion - Starships of the Galaxy Saga Edition which cites - Source: Starships of the Galaxy – Saga Ed. (pages 45, 47).

Short answer - SF scale concussion missile launchers are between 3 and 21 tons in mass; capital scale launchers are 100 tons in mass. Whether or not lower capacity launchers could be created is still an open question. SF scale Ion bomb racks are 4 tons in mass.

Long Answer:
Light Concussion Missile Launcher
Scale: Starfighter
Weight: 3 tons
Ammo: 6

Light Concussion Missile
Model: Comar Impact-3 Concussion Missile Launcher
Cost: 500
Damage: 7D

Medium Concussion Missile Launcher
Type: Concussion missile launcher
Scale: Starfighter
Weight: 21 tons
Ammo: 16

Medium Concussion Missile
Type: Concussion missile
Scale: Starfighter
Damage: 8D

Heavy Concussion Missile Launcher
Type: Concussion missile launcher
Scale: Capital
Weight: 100 tons
Ammo: 30

Heavy Concussion Missile
Type: Concussion missile
Scale: Capital
Damage: 9D

Ion Bomb Rack
Model: Comstar 681-Galloway bomb rack
Type: Concussion missile launcher
Weight: 5 tons
Ammo: 4

Ion Bomb
Model: Comar 124 Neutralizer
Type: Electronics disabling bomb.
Scale: Starfighter
Damage: 5D/4D/3D ion damage
Game Notes: An ion bomb cannot be fired, but must be dropped from a bomb bay from the bottom of a ship.
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CRMcNeill
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Joined: 05 Apr 2010
Posts: 16178
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Mar 03, 2011 2:22 pm    Post subject: Reply with quote

Do they have weights and sizes for pro-torp launchers too?
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Bren
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Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Thu Mar 03, 2011 2:51 pm    Post subject: Reply with quote

Yes.

D6 Conversion of Source: Starships of the Galaxy – Saga Ed. (pages 45-47)

Proton Torpedo Launcher
Type: Proton torpedo launcher
Scale: Starfighter
Weight: 3 tons
Ammo: 3
Game Notes: Additional ammunition racks can be added, which occupy 0.5 metric tons. The maximum capacity is 16 proton torpedoes.

Model: H’vrarda Ind
Type: Proton Torpedo
Scale: Starfighter
Damage: 9D

Shield Disabling Torpedo Launcher
Type: Shield disabling torpedo launcher
Scale: Starfighter
Skill: Starship Gun
Weight: 15 tons
Ammo: 4
Atmosphere Range:
Game Notes: Additional ammunition racks can be added, which occupy 0.25 metric tons. The maximum capacity is eight proton torpedoes.

Shieldbuster Torpedo
Type: Concussion missile
Scale: Starfighter
Damage: 10D
Game Notes: Shield buster torpedoes are specifically engineered to do considerable damage to starships with their shields engaged by overloading the shield generators. However, once the shields are down, the Shieldbusters are considerably less effective, only doing 5D damage to an unshielded vessel.

Space Mine Launcher
Type: Space proximity mine
Scale: Starfighter
Weight: 8 tons
Ammo: 6
Game Notes: Additional ammunition racks can be added, which occupy 0.25 metric tons. The maximum capacity is 12 mines.

Space Mine
Type: Space proximity mine
Scale: Starfighter
Damage: 7D
Game Notes: When a vessel enters within 3 space units the mine detonates. It requires a Moderate sensors roll to detect.

Advanced Space Mine
Type: Space proximity mine
Scale: Starfighter
Damage: 9D
Game Notes: When a vessel enters within 4 space units the mine detonates. It requires a Difficult sensors roll to detect.

Heavy Space Mine Launcher
Type: Space proximity mine deployment racks
Scale: Capital
Weight: 18 ton
Ammo: 6
Cost: 5,000
Availabilit
Fire Control
Game Notes: Additional ammunition racks can be added, which occupy 0.25 metric tons. The maximum capacity is 12 mines. [This appears to be a typo since it allows the same mass for additional ammunition racks for capital as for SF scale mines.]

Heavy Space Mine
Type: Advanced space proximity mine
Scale: Capital
Damage: 6D
Game Notes: When a vessel enters within 3 space units the mine detonates. It requires a Moderate sensors roll to detect advaced mines.. Starfighter scale craft get an additional +2D to detect capital scale space mines.
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garhkal
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Joined: 17 Jul 2005
Posts: 14034
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Mar 03, 2011 5:37 pm    Post subject: Reply with quote

Sweet. Though interesting they made their own light concussion missiles.
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