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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue May 30, 2017 1:20 pm Post subject: |
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MrNexx wrote: | Weapons have a diameter of effect equal to their scale modifier. When fired against same-scale targets, this really doesn't matter... but when fired against smaller targets, this could have a big impact. | Maybe even some character scale weapons should have an area of effect in certain circumstances. If you watch the takeoff from Mos Eisley in ANH Han's heavy blaster shots blow divots out of the permacrete above the stormtrooper's heads.
Watch time index 1:50 and 1:55 in the video. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14033 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue May 30, 2017 3:19 pm Post subject: |
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MrNexx wrote: | Ok, I can't find the conversation, but I know we've had it, about the idea that Walker-scale blasters should have a degree of area of effect; the example cited was the battle on Hoth, where shots from the AT-ATs seemed to cause explosions, tossing people around. And, it came to me while driving this morning, a simple way to do it:
Weapons have a diameter of effect equal to their scale modifier. When fired against same-scale targets, this really doesn't matter... but when fired against smaller targets, this could have a big impact.
A walker's cannons have a 4m diameter of effect. It will definitely get you and your closest friends. A speeder's have a 2m diameter of effect. It will get you and one of the people you're next to... but probably not the one on the other side. A turbolaser from a Capital Ship is going to cause damage in about a 12m diameter. The immediate point of contact for a Superlaser is 24m... though your real problem here is the thing beneath you blowing up.
It's not an idea designed to stand up to heavy scrutiny, but it also works on a scaled level. A walker firing at a couple speeders. If the speeders are within 2m of each other, it might hit both. If they're 4m apart, with people scattered between them, it will hurt all of the people, but only one of the speeders, since the scale difference for speeders knocks it down to 2m... the ancillary effects of the blast aren't enough to affect a speeder at that range. |
So if i am being shot at by a walker, and it misses, do you then 'check' on the grenade scatter diagram to see how close to me it was, so see if i was in that 4m zone? What if i am just outside at 5m? Am i completely untouched?? _________________ Confucious sayeth, don't wash cat while drunk! |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Tue May 30, 2017 3:34 pm Post subject: |
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garhkal wrote: |
So if i am being shot at by a walker, and it misses, do you then 'check' on the grenade scatter diagram to see how close to me it was, so see if i was in that 4m zone? What if i am just outside at 5m? Am i completely untouched?? |
That's one way to handle it, yeah. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16176 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue May 30, 2017 5:04 pm Post subject: |
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I recall discussions to that effect, so I'll do some digging. Of course, it ultimately reaches a point where a weapon's blast radius is too large to be dodged, no matter how high your Dodge skill is. After all, if a weapon has a 50 meter blast radius, there's no way under the RAW to get completely outside it.
On top of that, most weapons like that provide almost no warning. A grenade, at least has a timer on it, giving characters in the blast radius a chance to react. Something like a rocket or blaster bolt is going to be moving too fast to be reacted to.
A couple of suggestions for the page you are looking for: _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3191
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Posted: Tue May 30, 2017 5:46 pm Post subject: |
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This could probably be solved by allowing large scale weapons to hit multiple targets of smaller scale who happen to be in the radius. Basically, if two targets are walking hand in hand or are "stacked up" outside a building or otherwise huddled, selecting either of them is sufficient to force both to roll dodge.
Other than that, seems like a successful dodge roll should provide enough narrative to cover the results. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16176 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jul 02, 2017 4:21 am Post subject: |
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Small change on this one, but I'm considering name-swapping the Marksman and Hunting Blaster Rifles. If I'm paralleling modern firearm design, then a "Marksman" weapon would be a more accurate variant of the standard blaster rifle, with a scope mounted for accuracy at longer ranges, while a Hunting weapon would actually be the more powerful of the two (M4s and other weapons chambered in 5.56mm don't make good hunting weapons because the 5.56 doesn't have the power of heavier hunting rounds like the .30-06 or the .308/7.62 NATO). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3191
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Posted: Sun Jul 02, 2017 11:42 am Post subject: |
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Of course this depends on what you are hunting. Shooting a prarie dof with a. 30-06 will turn it into red mist... not so good if you're hoping to eat it.
Although, in general, I agree with the change, except that if the "marksman" rifle is meant to represent a sniper rifle, then it should be an accurized version of a hunting rifle (6D+ damage). OTOH, ifthe marksman is a competition match rifle, then the lower damage is fine. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16176 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jul 02, 2017 1:40 pm Post subject: |
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Naaman wrote: | Of course this depends on what you are hunting. Shooting a prarie dog with a. 30-06 will turn it into red mist... not so good if you're hoping to eat it. |
Good ol' Exploding Varmints...
Quote: | Although, in general, I agree with the change, except that if the "marksman" rifle is meant to represent a sniper rifle, then it should be an accurized version of a hunting rifle (6D+ damage). OTOH, if the marksman is a competition match rifle, then the lower damage is fine. |
In Universe, my thinking is more that the Marksman is an accurized version of the standard blaster rifle, with the Auto-Fire rating removed as part of the accurization. The Hunter, on the other hand, would be more like a cross between a scoped M14 and a bolt-action rifle (since there doesn't seem to be an energy weapon equivalent of a bolt action rifle in the SW). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3191
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Posted: Sun Jul 02, 2017 9:28 pm Post subject: |
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I went back and read through the first couple of pages because I thought I remembered us covering this issue already. What is there is different than what I recall, unless a previous post has been edited or something.....
Anyway, you definitely understand the applications of various types of real world weapons, an it shows in the way you've categorized everthing.
It seems like the marksman rifle you've created is analogous to something like the Mk12. Essentially, its an?M4/M16 with a mid-length barrel (18") accurized and designed to fire match-grade ammo (see Mk262 mod1, and/or Mk318).
In effect what you have is a weapon tht is somewhat lighter and more "assaulty" than a standard sniper rifle, while still sharing parts compatibility with the standard issue primary weapon. Max range is negligibly affected, but within the diatances that 5.56 is effective, the likelihood of a hit is increased (because the rounds fly straighter longer).
The weapon is not optimum in a CQB scenario, but it's FAR preferable to a true sniper rifle or even a DMR in that regard. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16176 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jul 03, 2017 5:05 pm Post subject: |
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Naaman wrote: | In effect what you have is a weapon that is somewhat lighter and more "assaulty" than a standard sniper rifle, while still sharing parts compatibility with the standard issue primary weapon. Max range is negligibly affected, but within the diatances that 5.56 is effective, the likelihood of a hit is increased (because the rounds fly straighter longer).
The weapon is not optimum in a CQB scenario, but it's FAR preferable to a true sniper rifle or even a DMR in that regard. |
That's what I was thinking. What started me thinking about it was when I read American Sniper, where Chris Kyle wrote about what weapons he would use depending on the situation. IIRC, he said he used the Mk. 12 for shorter ranges and urban warfare, then moving up to heavier rounds like 300 Winmag or 338 Lapua for longer distances. Of note, he said that when he went with the Mk. 12, he didn't bring along his M4, but did when he was using the heavier "sniping" rounds.
So the Marksman would be on the opposite side of the spectrum from the blaster carbine, with the blaster rifle in the middle. All three use the same core components, but where the carbine is modified for close combat, the marksman blaster rifle is modified for precision at range. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10297 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Tue Sep 04, 2018 1:10 pm Post subject: Z-6 Rotary Blaster Cannon |
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The Z-6 Rotary Blaster Cannon is a clone army weapon that the EU and Disney have also put into the hands of Imperial stormtroopers and Rebel heavy weapons specialists. I asked CRMcNeill for help with the stats for this and I thought I would share the results with everyone. Not that this weapon is necessarily in CRMcNeill's canon of Blaster Weapons (pun intended), but it is based on his weapons rules. This is basically a "Light Repeater, but with 4D Auto-Fire and the Shoot/Move restrictions from the Medium Repeater." (For completion's sake, there is also a WotC Saga-to-D6 conversion for this weapon available in Galaxy at War.)
Z-6 Rotary Blaster Cannon
Skill: Blaster: Rotary Blaster Cannon
Ammo: 500 (Power Drum) / 5,000 (Power Generator)
Cost: 5,500 (Power Drum: 100 / Power Generator: 1,200)
Availability: 2; X
One-Handed: No (-2D)*
Range: 3-50/120/300
Rate of Fire: 4D Auto-Fire**
Damage: 5D
Game Notes: -2D to Blaster @ Point Blank Range. Also, due to its bulk, the Rotary Blaster Cannon suffers a -1D penalty to Blaster if the gunner attempts to move and fire the gun in the same round (This penalty can be ignored on a Moderate Strength or Lifting roll as a Free Action)
Wookieepedia entry for the Z-6 Rotary Blaster Cannon
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Star Wars D6 Damage
Last edited by Whill on Tue Sep 04, 2018 10:22 pm; edited 2 times in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16176 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Sep 04, 2018 1:56 pm Post subject: |
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That looks great. The only thing missing is a price for the power generator. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Sep 04, 2018 2:37 pm Post subject: |
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Great picture! I'm going to have to update my Storm Commando Heavy Weapons guy with one of these. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16176 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Sep 04, 2018 3:23 pm Post subject: |
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Someone in the real world did actually make the Jesse Ventura mini-gun rig from Predator, using 5.56mm instead of 7.62 - the XM556 Microgun. In fact, I'm pretty sure the real-life one is actually smaller... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Sep 04, 2018 4:12 pm Post subject: |
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CRMcNeill wrote: | Someone in the real world did actually make the Jesse Ventura mini-gun rig from Predator, using 5.56mm instead of 7.62 - the XM556 Microgun. In fact, I'm pretty sure the real-life one is actually smaller... |
I've been watching a show on Netflix called "Hollywood Weapons" and one of them was whether or not you could clear cut jungle using a minigun like they did in Predator. I loved the short interview they did with Bill Duke on the subject. If you get some time you should check it out. _________________ RR
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