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STAR WARS

Chapter 4B - Guns, tractor beams and gravity well projectors

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4B.     Guns, tractor beams and gravity well projectors



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4B.1    Determine Range

        A weapon's range depends upon whether it is being used in an
        atmosphere or in space; these numbers are rough ranges and may
        be modified for specific weapon types.

        Always use the Space Range when the formula asks for Max Range!


                                        Space Range:
        Weapon Type             Capital-scale   Starfighter-scale
        Turbolaser              : 3-15/35/75    ---------
        Laser Cannon            : ---------     1-3/12/25
        Blaster Cannon          : ---------     1-5/10/17
        Auto-Blaster            : ---------     1-8/25/40
        Ion Cannon              : 1-10/25/50    1-3/7/36
        Particle Beamer         : 1-10/25/50    ---------
        Disruptor Cannon        : ----------    0-1/2/4
        Pulse-Wave Cannon       : ----------    1-2/7/12
        Mass Driver             : 2-15/45/90    1-2/8/15
        Slug-Throwers           : ---------     See chapter 4B.8
        Tractor Beam Projector  : 1-5/15/30     ---------
        Gravity Well Projector  : 1-5/75/150    ---------

        To get range from orbit; multiply Space Range with two.
        To get range in atmosphere; divide Space Range with ten.
        Both of these ranges are in kilometers.

        In order to determine ranges for weapons with other ranges than
        the listed ones; take the new max space range, divide it with
        the old one and you got a factor which sets the other ranges.

        Example: A standard turbolaser has space range 3-15/35/75.
                 The new turbolaser has a maximum range of 60. 60/75
                 = 0.8. This gives the new range as 3x0.8, 15x0.8,
                 35x0.8, 75x0.8 or 2.4 = 2, 12, 28, 60 or 2-12/28/60.


4B.2    Select laser cannons

        Laser cannons consists of three types; blaster, laser and
        turbolaser. They are all based on the same principle but the
        term blaster implies a small, light laser cannon while turbo-
        laser is a heavy laser cannon with lower fire rate but with
        higher damage compared to a laser cannon.

        Upper scale-limit for blasters and laser cannons is starfighter
        scale, while turbolasers are mostly made in capital scale and
        seldom in starfighter scale.

        Mass:  Damage, in pips x SM x (Max Range / 25) / 20
        Power: Damage, in pips x SM x (Max Range / 25) x 100
        Cost:  Damage, in pips x SM x (Max Range / 25) x 175



4B.3    Select Ion Cannons

        Ion Cannons fires high-energy ionized particles which wreak
        havoc with the sophisticated electronics and controls of a
        starship. Shields do not protect against ion weapons.

        This type of weapon is made in starfighter or capital scale.

        Mass:  Damage, in pips x SM x (Max Range / 36) / 30
        Power: Damage, in pips x SM x (Max Range / 36) x 80
        Cost:  Damage, in pips x SM x (Max Range / 36) x 150



4B.4    Select Particle Beamers

        Particle Beamers fires particles accelerated to near-light
        speed which do physical damage when hitting.
        This is an older type of weapon and is in common usage only
        on the frontier or in isolated regions. Ray/Energy shielding
        does not protect against attacks made by Particle Beamers but
        all types of Particle Shields do. Upper scale-limit is capital
        scale.

        Mass:  Damage, in pips x SM x (Max Range / 50) / 5
        Power: Damage, in pips x SM x (Max Range / 50) x 90
        Cost:  Damage, in pips x SM x (Max Range / 50) x 125



4B.5    Select Disruptor Cannons

        Disruptors are not very common weapons. They interrupt the
        molecular bonds of matter and shatter objects by using a
        specially modulated energy beam.

        Mass:  Damage, in pips x SM x (Max Range / 4) / 10
        Power: Damage, in pips x SM x (Max Range / 4) x 100
        Cost:  Damage, in pips x SM x (Max Range / 4) x 300



4B.6    Select Pulse-Wave Cannons

        Pulse-Wave cannons are an ancient type of weapon which fire
        spherical spatial disruptions that disperse as the travel
        forward

        Mass:  Damage, in pips x SM x (Max Range / 12) / 20
        Power: Damage, in pips x SM x (Max Range / 12) x 50
        Cost:  Damage, in pips x SM x (Max Range / 12) x 75



4B.7    Select Mass Drivers

        Mass Drivers are projectile armaments for starships. They
        differ from most energy weapons in that they have a limited
        ammunition supply. Ray/Energy shielding does not protect
        against attacks made by Mass Drivers but all types of Particle
        Shields do. Upper scale-limit is capital scale.

        Mass:  Damage, in pips x SM x (Max Range / 15) / 100
        Magazine Mass: Number of bursts x 0.01
        Power: Damage, in pips x SM x (Max Range / 15) x 100
        Cost:  Damage, in pips x SM x (Max Range / 15) x 100
        Magazine Cost: Number of bursts x 0.1



4B.8    Select Slug-Throwers

        Slug-Throwers are among the oldest type of weapons still in
        limited use. Its value in space is questionable but it is
        highly appreciated when used as a light-weight rapid-fire,
        short-range atmospheric weapon. Its space range is max 1,
        while its atmospheric range is 20-100/200/300 meters.

        Use the maximum value of the atmospheric range (in meters) as
        Max Range in the calculations below.

        Mass:  Damage, in pips x SM x (Max Range / 300) / 50
        Magazine Mass: Number of bursts x 0.001
        Cost:  Damage, in pips x SM x (Max Range / 300) x 50
        Magazine Cost: Number of bursts x 0.01



4B.9    Select Tractor Beam Projectors

        Tractor Beam Projectors are capable of capturing and holding
        ships in mid-flight. They make no damage but can be used to
        limit the movement of the targeted ship. Upper scale-limit is
        Capital scale.

        Mass:  Damage, in pips x SM x (Max Range / 30) x 2.5
        Power: Damage, in pips x SM x (Max Range / 30) x 200
        Cost:  Damage, in pips x SM x (Max Range / 30 ) x 150



4B.10   Select Gravity Well Projectors

        The gravity well projector works on a simple principle. When
        focused, it sends out waves of energy that disrupt mass lines
        in space, thereby simulating the presence of a large stellar
        body such as an asteriod or planetoid. The presence of so much
        mass prevents ships in the area from engaging their hyperdrives,
        and it also drops ships already in hyperspace back into real-
        space.

        Mass:  25000 x (Max Range / 150)
        Power: 50000 x (Max Range / 150)
        Cost:  10000 x (Max Range / 150)

        Drawbacks: Every Gravity Well projector in operation gives
                   -1D to the maneuverability and -1 to the operating
                   ship's move. These effects are cumulative.



4B.11   Select Point-Defense Weapons

        Point-Defense Weapons are last-ditch defense against missiles
        and torpedoes. Due to the low amount of time available for
        proper response, only droid brains are capable of crewing these
        types of weapons.


        * Anti-Missile Missile (AMM)

        AMM mounts fires swarms of anti-missiles against enemy missiles.

        Turret Mass: ( Number of Missiles on Turret / 20 + 2 ) x 2
        Magazine Mass: Number of Missiles / 10
        Cost: Number of Missiles x 1000 + 100 x ( FC, in pips )^2
        Scale: Starfighter
        Fire Control; Anti-missile mode: As previously bought
                      Anti-ship mode   : ( Fire Control, in pips x 2 ) D
        Space Range; Anti-missile mode: 0-5/-/-
                     Anti-ship mode   : 1-5/10/15
        Damage; Anti-missile mode: Kills missiles
                Anti-ship mode   : 1D

        Anti-missile mode: Roll Fire Control, add fire-link bonuses
        depending upon the number of anti-missiles fired. The number
        you get is the number of missiles shot down, but it cannot be
        higher than the number of anti-missiles launched.

        Anti-ship mode: Use normal starship combat rules.


        * Anti-Missile Gun (AMG)

        AMG mounts uses a rapid-fire blaster cannon to shot down
        missiles. The important factor here is the Fire Control rating.

        Turret Mass: Fire Control, in pips / 2
        Cost: 200 x ( Fire Control, in pips )^2
        Scale: Starfighter
        Fire Control; Anti-missile mode: As previously bought
                      Anti-ship mode   : ( Fire Control, in pips x 2 ) D
        Space Range; Anti-missile mode: 0-5/-/-
                     Anti-ship mode   : 1-5/10/15
        Damage; Anti-missile mode: Kills missiles
                Anti-ship mode   : ( Fire Control, in pips ) D

        Anti-missile mode: Roll Fire Control, the number you get is the
        maximum amount of missiles shot down.

        Anti-ship mode: Use normal starship combat rules.




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