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  Topic: Gravity Well Projectors
CRMcNeill

Replies: 21
Views: 30265

PostForum: House Rules   Posted: Thu Oct 23, 2025 12:50 am   Subject: Gravity Well Projectors
I see, so it is more of a range thing. Interdictors simulate the range of a planet's gravity well.
Right. The effect slopes off the further away the ship gets.

I know nothing of Yuuzhan Vong’s d ...
  Topic: Reliability Stat for Starships
CRMcNeill

Replies: 2
Views: 116

PostForum: Ships, Vehicles, Equipment, and Tech   Posted: Wed Oct 22, 2025 9:33 pm   Subject: Re: Reliability Stat for Starships
It seems to me that what would make the Falcon a maintenance nightmare would be the fact that it is so highly modified. This system should include a rule that modifications increase the difficulties f ...
  Topic: Reliability Stat for Starships
CRMcNeill

Replies: 2
Views: 116

PostForum: Ships, Vehicles, Equipment, and Tech   Posted: Tue Oct 21, 2025 9:55 pm   Subject: Reliability Stat for Starships
Way back when, during discussions about 1). All ships will have a Reliability Rating, using standard Difficulties. Highly reliable ships that almost never break down will be Very Easy, while maintenan ...
  Topic: Gravity Well Projectors
CRMcNeill

Replies: 21
Views: 30265

PostForum: House Rules   Posted: Mon Oct 20, 2025 1:16 pm   Subject: Gravity Well Projectors
I may be missing something here, but wouldn't you only need planetary-scale artificial gravity projection to pull Death Stars out of hyperspace? If such a technology existed, there would be no need fo ...
  Topic: Gravity Well Projectors
CRMcNeill

Replies: 21
Views: 30265

PostForum: House Rules   Posted: Mon Oct 20, 2025 12:58 pm   Subject: Gravity Well Projectors
Well, we know from the novels, thrawn (and iirc also bel iblis) used GWP's to great effect, not just for pulling out ships in known areas, as a 'quick thrust for where we need it', but also in reverse ...
  Topic: Gravity Well Projectors
CRMcNeill

Replies: 21
Views: 30265

PostForum: House Rules   Posted: Fri Oct 17, 2025 1:30 pm   Subject: Gravity Well Projectors
So, the point was made on the Fractalsponge Discord that Gravity Well Projectors have serious in-universe issues w/r/t how gravity affects nearby objects, particularly if a gravity well is projected w ...
  Topic: Instinctive Astrogation and “The Map”
CRMcNeill

Replies: 2
Views: 1069

PostForum: House Rules   Posted: Fri Oct 17, 2025 1:15 pm   Subject: Instinctive Astrogation and “The Map”
The generally accepted galactic map relies on a vast network of commonly used hyperspace routes, all using data stored on ship navcomputers. This data is also used to interdict hyperspace travel by ob ...
  Topic: A Radical Reinterpretation of Hyperdrive Classes
CRMcNeill

Replies: 8
Views: 4314

PostForum: Ships, Vehicles, Equipment, and Tech   Posted: Fri Oct 10, 2025 10:53 am   Subject: A Radical Reinterpretation of Hyperdrive Classes
[url=https://rancorpit.com/forums/viewtopic.php?t=6173&highlight=]A related thread…
  Topic: Hyperspace & Astrogation Project
CRMcNeill

Replies: 47
Views: 83197

PostForum: House Rules   Posted: Sat Sep 27, 2025 5:38 pm   Subject: Hyperspace & Astrogation Project
Thoughts?
While I agree that the "sublight benchmarks" are too fast for sublight travel, your idea just makes them way too slow for a jump through hyperspace, where ships move at thousands ...
  Topic: Gry Sarth's Stats Emporium
CRMcNeill

Replies: 13
Views: 27018

PostForum: Tools   Posted: Sat Sep 13, 2025 9:55 pm   Subject: Gry Sarth's Stats Emporium
Welcome to the Pit!

Gry, regrettably, has been AWOL for a long time. However, the pdf compilations can be found in the [url=https://rancorpit.com/forums/downloads/index.html]Rancor Pit Library.
  Topic: the Tie Viper-Bat
CRMcNeill

Replies: 6
Views: 26486

PostForum: Ships, Vehicles, Equipment, and Tech   Posted: Sun Sep 07, 2025 1:06 pm   Subject: the Tie Viper-Bat
Good looking, although the name is a bit awkward. It’s reminiscent of the (frankly silly looking) [url=https://rpggamer.org/stats.php?page=d6/d6tievampiremk1.html]TIE Vampire, but much better lookin ...
  Topic: Structures & Buildings (drop-in rules) v2.0.0
CRMcNeill

Replies: 16
Views: 29133

PostForum: House Rules   Posted: Thu Aug 28, 2025 11:17 pm   Subject: Structures & Buildings (drop-in rules) v2.0.0
I was thinking more in terms of a stat template, ala the Imperial Garrison Base, representing a single building as a stat write-up for an immovable starship or vehicle, as well as running through the ...
  Topic: Structures & Buildings (drop-in rules) v2.0.0
CRMcNeill

Replies: 16
Views: 29133

PostForum: House Rules   Posted: Thu Aug 28, 2025 1:01 pm   Subject: Structures & Buildings (drop-in rules) v2.0.0
Okay, a lot to take in here…

A couple suggestions: could you provide us with 1) an example of using the rules to make a building, and 2) some example building stats.
  Topic: Structures & Buildings (drop-in rules)
CRMcNeill

Replies: 18
Views: 14954

PostForum: House Rules   Posted: Sat Aug 16, 2025 4:35 pm   Subject: Structures & Buildings (drop-in rules)
1.9.0 Special Integrations
1.9.1 Energy Screens
Treat active defenses as Shields on Resistance (usually +1D to +3D vs specified damage types). On a Severe or Destroyed hit, roll Shields vs 15 or the ...
  Topic: Structures & Buildings (drop-in rules)
CRMcNeill

Replies: 18
Views: 14954

PostForum: House Rules   Posted: Sat Aug 16, 2025 9:37 am   Subject: Structures & Buildings (drop-in rules)
Ask and ye shall receive. Very nice! You’ve really been on a tear lately.
 
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