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Smart Missile House Rules
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Mar 15, 2014 8:43 pm    Post subject: Reply with quote

Just in case it becomes an issue...

Warhead Damage Chart
0-3 = Controls Ionized (-1D to all systems for 1 round. Note that, because the guidance system is separate from the Fire Control and Maneuvering systems, each suffers the -1D penalty separately, resulting in a cumulative -2D penalty to all actions)
4-8 = Lightly Damaged (Roll 1D)
    1-3 = -1D from Fire Control
    4-6 = -1D from Maneuverability

9-12 = Heavily Damaged (Roll 1D)
    1-3 = -2D from Fire Control
    4-6 = -2D from Maneuverability

13-15 = Severely Damaged (Roll 1D)
    1-3 = -3D from Fire Control
    4-6 = -3D from Maneuverability

16+ = Destroyed.

For ion cannon, use standard ionization damage chart.
_________________
"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


Last edited by CRMcNeill on Sat Mar 15, 2014 9:18 pm; edited 1 time in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Mar 15, 2014 9:17 pm    Post subject: Reply with quote

Aft Arc Defense Array
In response to the threat of smart warheads, several armament companies have introduced multi-role defense pods designed to protect starfighters from attacks in their aft arcs, primarily from missiles, but also from other starfighters. The most common variation is a customizable modular system that can be tailored to fit the specific needs of the customer, with 2 modules for basic systems up to 8 modules for deluxe systems.

MODULE TYPES
Blaster Cannon
Fire Arc: Rear
Skill: Starship Gunnery
Fire Control: 3D
Space Range*: 1-5/10/17
Atmosphere Range*: 100m-500m / 1km / 1.7km
Damage: 3D
Note: When multiple Blaster Cannon modules are selected, they are fire-linked specifically to increase accuracy as opposed to damage, so that any fire-linking bonuses will be applied to Fire Control.
*The cannon is sufficiently short ranged that it almost never gets more than one intercept attempt at an incoming warhead.

Fire Control Jammer
Fire Arc: Rear
Effect: -2D to Fire Control for any attacks from the starfighter's rear arc. Additional modules increase the penalty by 1D per module

Decoy Launcher
Capsule: Decoys are little more than a quick burning ion flare that creates temporary disruption of sensor systems, particularly the guidance systems of homing and guided ordnance.
Effect: Increases Lock-On and To Hit Difficulty for Homing and Guided Ordnance by +5 per decoy launched.
Duration: 1 round
Ammo: 1 launcher contains 10 decoys. Multiple launchers can be purchased if the customer wishes.
_________________
"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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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Mar 16, 2014 12:41 am    Post subject: Reply with quote

So, jmanski posted a question earlier and I'd like to get some input on it. SW space ordnance doesn't appear to give anything more than lip service to what distinguishes one form of ordnance from another, so concussion missiles, proton torpedoes, seismic charges and such all seem to just do whatever the film makers wanted them to do. In the RPG EU, however, that sort of "just shrug and go with it" attitude isn't really enough for most people. As such, I'd like to see a discussion on it. I have my own ideas, but I'd like to hear yours, too.

-What is the difference between concussion and proton warheads? I'm less interested in the descriptive physics of how the different warheads do what they do than I am in what practical effects the two differing types have on possible game rules.

-What is the difference between missiles, torpedoes and rockets? Is it possible for a proton warhead to be mounted on a missile or a rocket instead of a torpedo (or to have a concussion torpedo), depending on the circumstances? What would be the optimum circumstances for the different applications?

Those are the two main questions on my mind, but if you have others that I've missed, I'd love to throw them into the mix as well...
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"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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garhkal
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Joined: 17 Jul 2005
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PostPosted: Sun Mar 16, 2014 1:17 am    Post subject: Reply with quote

IMO the payload is what the diff is.. CMs imo use some form of C4 like explosive, where PTs most likely use baridium or something similar to make a small nuke explosion.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Mar 16, 2014 1:30 am    Post subject: Reply with quote

C4 sounds awfully low tech for a sci-fi universe to me. Ever since I saw seismic charges in AOTC, I've felt that conc missiles use gravity as the transmissive medium to deliver damage. It certainly opens up options for their use in space.

And again, I'm less interested in the what of it than I am in how it translates into game rules.
_________________
"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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The Brain
Lieutenant Commander
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Joined: 03 Jun 2005
Posts: 242

PostPosted: Sun Mar 16, 2014 1:37 am    Post subject: Reply with quote

crmcneill wrote:
So, jmanski posted a question earlier and I'd like to get some input on it. SW space ordnance doesn't appear to give anything more than lip service to what distinguishes one form of ordnance from another, so concussion missiles, proton torpedoes, seismic charges and such all seem to just do whatever the film makers wanted them to do. In the RPG EU, however, that sort of "just shrug and go with it" attitude isn't really enough for most people...


I don't recall us ever having a vote on that.
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atgxtg
Rear Admiral
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Joined: 22 Mar 2009
Posts: 2460

PostPosted: Sun Mar 16, 2014 10:55 am    Post subject: Reply with quote

I'd love to differentiate between warhead types, but we'd have to work out just what does what.

For instance are concussion missiles designed to cause a concussion? That is are they specifically designed to do brain damage, or is that just some sort of slag term that's been universally accepted based on the effects, like the term "room broom"?

Are proton torpedoes really based on protons, and should they be treated as energy weapons?


It's an interesting can of worms.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Mar 16, 2014 2:54 pm    Post subject: Reply with quote

My personal opinion, after seeing the Seismic Charges in AOTC, is that concussion warheads deliver kinetic energy via some form of transmissible medium that functions even in a vacuum. Whether that medium is gravity or some variation on tractor beams or strong nuclear force, I don't know. As far as proton torpedoes, they could, indeed, be enlarged versions of thermal detonators. Speaking for myself, I converted fragmentation grenades to proton grenades long ago, simply because we have fragmentation grenades in use today (and they have been around for decades), and proton grenades sound much more Star-Wars-ish to me. That doesn't stop them from being small thermal detonators, however.
_________________
"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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garhkal
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Joined: 17 Jul 2005
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PostPosted: Sun Mar 16, 2014 5:16 pm    Post subject: Reply with quote

crmcneill wrote:
C4 sounds awfully low tech for a sci-fi universe to me.


True but plastique is still used (detonite blocks), and frag grenades etc.. so it would stand to reason its still around in some form.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Mar 16, 2014 6:09 pm    Post subject: Reply with quote

garhkal wrote:
crmcneill wrote:
C4 sounds awfully low tech for a sci-fi universe to me.


True but plastique is still used (detonite blocks), and frag grenades etc.. so it would stand to reason its still around in some form.

I can accept that, but even in missiles and bombs now don't they use specific explosive mixes (i.e. not C4) to meet a variety of parameters? My understanding was that bombs nowadays use a special mix designed to be more resistant to cooking off in case of a shipboard fire.
_________________
"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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jmanski
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PostPosted: Sun Mar 16, 2014 11:38 pm    Post subject: Reply with quote

I personally see proton torpedoes as guided bombs and concussion missiles as air to ground missiles. Jango Fett fired a missile at Obi Wan in AOTC, and that to me is a homing missile of some sort (but not a concussion missile). I don't think WEG had enough resources to differentiate, and only the TIE Fighter and X-Wing series of games would have given them anything else to work from.

I think if you want homing missiles, make some purpose-built homing missiles instead of bending the rules to make concussion missiles work.

YMMV.
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CRMcNeill
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PostPosted: Sun Mar 16, 2014 11:46 pm    Post subject: Reply with quote

Given a choice, I would drop proton torpedoes and concussion missiles entirely in favor of homing missiles or guided missiles and such. However, in the interests of maintaining a link to Star Wars, I've done my best to incorporate the names and try to come up with plausible explanations for their use.
_________________
"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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jmanski
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PostPosted: Mon Mar 17, 2014 2:51 pm    Post subject: Reply with quote

Keep what they've got and add a homing missile. Matter of fact, you could just change the fire control and damage of a concussion missile to suit; there could be many varieties out there.
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CRMcNeill
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PostPosted: Mon Mar 17, 2014 2:56 pm    Post subject: Reply with quote

jmanski wrote:
Keep what they've got and add a homing missile. Matter of fact, you could just change the fire control and damage of a concussion missile to suit; there could be many varieties out there.

Perhaps, but my OCD tendencies will always be nagging at me, so I'd like to have an idea as to what distinguishes the two if possible. Based on the proton torpedo art shown in the Cross-Section books, it would be easy to dismiss the proton torpedoes as dumbfire rockets, except for that scene in ANH which very obviously shows them taking a 90 degree dive at a very sharp angle to go down the exhaust port.
_________________
"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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garhkal
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PostPosted: Mon Mar 17, 2014 3:25 pm    Post subject: Reply with quote

crmcneill wrote:

Perhaps, but my OCD tendencies will always be nagging at me,


I thought you might be OCD what with all the threads on little used rules that you wanted fully fleshed out.
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