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Smart Missile House Rules
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CRMcNeill
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PostPosted: Mon Mar 17, 2014 3:51 pm    Post subject: Reply with quote

We're all OCD in our own ways. Best thing you can do is just run with it.
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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.

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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: Mon Mar 17, 2014 11:34 pm    Post subject: Reply with quote

Okay, so this is the descriptor I have been working off of for the missile and torpedo weapons from the TIE Fighter game.
    Concussion Missiles
      While not very powerful, concussion missiles move very quickly and have excellent homing capabilities. They are quite effective at tracking the more maneuverable ships, and best used against other starfighters and medium sized craft. They can be fired either singly or dual-linked. Their speed makes them difficult to intercept.

    Proton Torpedoes
      More powerful than concussion missiles but nowhere near as maneuverable. They pack a hefty punch, and are quite effective against medium-sized and larger ships. If using them against starfighters, they should only be used against slow-moving ones, or if you are very close to them.

    Advanced Concussion Missile
      A faster and more powerful version of the standard concussion missile, with better homing capabilities. Very useful in all situations.

    Advanced Proton Torpedoes
      A faster and more powerful version of the standard proton torpedo, with better homing capabilities. Very useful in all situations, and especially against capital ships.

    Heavy Rockets
      Extremely powerful warheads that will do major damage to anything they hit. Their guidance and homing systems are not particularly excellent, however, and they are slower than proton torpedoes. Heavy rockets are best employed against stationary platforms, as well as medium-sized or capital ships. Since their slow speed makes them easier to intercept and destroy in flight, long distance shots are not advised.

    Space Bombs
      The most powerful warheads in the game. Their big drawback is that their speed is extremely slow and they have almost no maneuverability or homing systems at all, effectively flying in a straight line once they've been shot. They should only ever be used against large, stationary (or at least very slow moving) craft, and not fired from a great distance. Their speed is based on how fast you were moving at the time they were launched, so get your speed up high before firing.

    Mag Pulse
      Essentially, this is the warhead version of the ion cannon, initially used by the rebels. They are used to disable enemy craft's systems, and are effective at disabling weapons systems. Unlike the ion cannon, systems are disabled only for a limited time. Against platforms and capital ships this is usually enough time to take out the target's turrets.


Since there is a general lack of consensus on the difference between proton torpedoes and concussion missiles, I will most likely be tossing them out completely, in favor of the following:
    Rocket
      This catagory now encompasses the unguided concussion missiles and proton torpedoes described by the RAW. Available in light, medium or heavy, their stats increase in damage (and price) but decrease in range and available payload. They hit harder than guided weaponry, but are best used against either stationary or slow-moving targets.

    Homing Missile
      Basic short range fire-and-forget missile.

    Guided Missile
      Semi-Active Sensor Homing. Longer range than Homing Missile, but requires a continuous sensor lock from the launching craft.

    Intercept Missile
      Combines the best of Homing and Guided Missiles in a single weapon, a fire-and-forget missile with its own internal sensors that can home on a target from a distance. They are, however, large and expensive, so starfighters can't carry as many intercept missiles as they can of other types.


I have some ideas for Space Bomb stats and rules (such as requiring all bomb shots to be prepared shots, in that you have to line up on the bomb run and fly straight and level for one round before taking the shot), as well as for Anti-Ship Missiles carried either externally or aboard ships equipped with bomb bays, but I haven't reached that point yet. As far as the Magpulse weapons, I would likely say that they are a warhead swap-out as opposed to a separate weapon, so you could have a magpulse bomb, rocket or guided missile depending on circumstances, but it would need to be preloaded as such while the ship is in the hangar.
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garhkal
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PostPosted: Tue Mar 18, 2014 1:23 am    Post subject: Reply with quote

Strangely the Mag-pulse warheads only existed in the pc game (tie/xwing etc), and do not have any correlation in the rpg or novels..
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CRMcNeill
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PostPosted: Tue Mar 18, 2014 2:24 am    Post subject: Reply with quote

garhkal wrote:
Strangely the Mag-pulse warheads only existed in the pc game (tie/xwing etc), and do not have any correlation in the rpg or novels..

They have something similar in X-Wing Alliance too. All-in-all it makes for a pretty useful weapon, being able to deliver that much ionization damage...
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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.

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garhkal
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PostPosted: Tue Mar 18, 2014 6:07 pm    Post subject: Reply with quote

Thing is its not, as the mag pulse warheads in game dont shut down maneuvering jets, propulsion, shields or anything BUT weapons..
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CRMcNeill
Director of Engineering
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 18, 2014 6:52 pm    Post subject: Reply with quote

garhkal wrote:
Thing is its not, as the mag pulse warheads in game dont shut down maneuvering jets, propulsion, shields or anything BUT weapons..

That's why I'm just using it as a basis for something else.
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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.

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jmanski
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PostPosted: Tue Mar 18, 2014 7:30 pm    Post subject: Reply with quote

Proton torpedoes and concussion missiles are different enough to warrant each one: protons have higher damage and missiles have longer range.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 18, 2014 8:46 pm    Post subject: Reply with quote

jmanski wrote:
Proton torpedoes and concussion missiles are different enough to warrant each one: protons have higher damage and missiles have longer range.

Then why two different names, when you could just have heavy proton torpedoes and light proton torpedoes? The WEG range brackets are ultimately an extension of how velocity affects accuracy, in that the faster a missile/torpedo moves, the further out it can hit something when it is fired unguided.
_________________
"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: Tue Mar 18, 2014 10:45 pm    Post subject: Reply with quote

So, should starfighter launched anti-capital ship weaponry consist of an unguided torpedo or a smaller guided missile? Or maybe both, with one inflicting lower damage but with better fire control to target smaller ships like corvettes?
_________________
"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.

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jmanski
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PostPosted: Wed Mar 19, 2014 7:16 pm    Post subject: Reply with quote

crmcneill wrote:
jmanski wrote:
Proton torpedoes and concussion missiles are different enough to warrant each one: protons have higher damage and missiles have longer range.

Then why two different names, when you could just have heavy proton torpedoes and light proton torpedoes? The WEG range brackets are ultimately an extension of how velocity affects accuracy, in that the faster a missile/torpedo moves, the further out it can hit something when it is fired unguided.


To more easily reflect their capabilities without confusion over terminology?
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jmanski
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PostPosted: Wed Mar 19, 2014 7:17 pm    Post subject: Reply with quote

crmcneill wrote:
So, should starfighter launched anti-capital ship weaponry consist of an unguided torpedo or a smaller guided missile? Or maybe both, with one inflicting lower damage but with better fire control to target smaller ships like corvettes?


Works for me. Like a bomb/heavy torpedo situation?
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CRMcNeill
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PostPosted: Wed Mar 19, 2014 7:27 pm    Post subject: Reply with quote

jmanski wrote:
To more easily reflect their capabilities without confusion over terminology?

If so, it didn't work; I'm still confused.
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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.

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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Mar 19, 2014 7:32 pm    Post subject: Reply with quote

jmanski wrote:
crmcneill wrote:
So, should starfighter launched anti-capital ship weaponry consist of an unguided torpedo or a smaller guided missile? Or maybe both, with one inflicting lower damage but with better fire control to target smaller ships like corvettes?


Works for me. Like a bomb/heavy torpedo situation?

Sure. The heavy pro-torp would be the equivalent of a WWII air-dropped torpedo, while the lighter guided weapon would be more like the Henschel Hs 293.
_________________
"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.

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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Mar 20, 2014 12:20 am    Post subject: Reply with quote

jmanski wrote:
crmcneill wrote:
So, should starfighter launched anti-capital ship weaponry consist of an unguided torpedo or a smaller guided missile? Or maybe both, with one inflicting lower damage but with better fire control to target smaller ships like corvettes?


Works for me. Like a bomb/heavy torpedo situation?

Next question: what would be some good rules to limit external mounting of heavy pods and such on existing starfighters? I can actually picture a Y-Wing carrying two heavy torpedoes under the wing-arms linking the main fuselage and the engines.

What else? Movement penalties for carrying heavy ordnance that go away once the weapon is launched?
_________________
"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.

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garhkal
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PostPosted: Thu Mar 20, 2014 1:03 am    Post subject: Reply with quote

While i can also see some craft carrying them, i would first make a moderate or higher repair roll to make a field retro fit of the fuselage to carry said external ordinance.
While said ordinance is installed, there would be at most a -1d (more likely a -2 pip) penalty to maneuvering, and if the ordinance is hit, any explosion ignores the ships own shields..
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