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Ral_Brelt Lieutenant Commander


Joined: 05 May 2013 Posts: 221
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Posted: Sun Feb 01, 2015 2:34 am Post subject: |
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As a note...Space Bombs are dumb fire, Heavy Rockets do have minor tracking ability as in they can adjust a few degrees towards their target. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Feb 01, 2015 3:12 am Post subject: |
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Thanks. I'll probably treat the rockets as dumbfire, but with slightly improved fire control, maybe just by giving it the 1D bonus from Lock On. _________________ "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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Ral_Brelt Lieutenant Commander


Joined: 05 May 2013 Posts: 221
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Posted: Sun Feb 01, 2015 10:48 am Post subject: |
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Sure thing. I do recall the way I used bombs was typically close in strafing run style. Though on occasion I could eyeball a target from far off and release. The bombs had no engines so they relied on craft speed for their own movement. Timing was a very big factor for bomb usage as the warheads in the games could be shot down. There was also a 'cheat' that could be done. Concussion and Advanced Concussion could be avoided by coming to a stop in game. They would orbit you, but you had to do it after getting the missile to turn after you. You could also interpose a larger object between you and a chasing warhead and have a fair chance of having it strike said object instead of you. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Feb 01, 2015 11:30 am Post subject: |
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Ral_Brelt wrote: | Sure thing. I do recall the way I used bombs was typically close in strafing run style. Though on occasion I could eyeball a target from far off and release. The bombs had no engines so they relied on craft speed for their own movement. Timing was a very big factor for bomb usage as the warheads in the games could be shot down. |
That's what the game recommends as well. I saw one instance in a YouTube video where a TIE Bomber launched a barrage of space bombs at a space station from pretty far out, and it took quite a while for the bombs to hit the space station and destroy it. Long range bombs are likely only a tactic that would work against a target that can't move and can't shoot back. Apart from that, the short range release seems to be pretty standard.
Quote: | There was also a 'cheat' that could be done. Concussion and Advanced Concussion could be avoided by coming to a stop in game. They would orbit you, but you had to do it after getting the missile to turn after you. |
I'm inclined to treat this as a glitch or oversight on the part of the game designers...
Quote: | You could also interpose a larger object between you and a chasing warhead and have a fair chance of having it strike said object instead of you. |
I think I'll include this, but stop short of making up rules for it and allow GMs to introduce it into the scenario where appropriate... _________________ "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


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Feb 02, 2015 10:41 am Post subject: |
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Incidentally, this is my current baseline for guided concussion missiles. I can see some room for improvement, but this is a basic idea of the direction I'm working from.
Fire Arc: Front
Skill: Starship Gunnery (The missile's droid brain has the equivalent of 3D in this skill)
Fire Control: 4D
Space Range: 2-5/10/20
Atmosphere Range: 200m-500m / 1km / 2km
Maneuverability: 6D
Duration: 6 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 6D
Special: If the initial shot misses, use the following table:Missile misses by = Result
<10 = Missile is still homing, and may attack as normal the following round
10-20 = Missile has lost lock, but may roll to reacquire in the next round. If lock is reestablished, the missile may attack as normal in the following round. If the lock is lost, the missile's safety settings engage and it self destructs.
21+ = Missile has lost lock and can not re-engage. Safety settings engage and the missile self destructs. In-Game Use:First Attack: Use as a normal weapon, using Gunner's Skill + Fire Control to target and shoot.
Subsequent Round (Locked On): Use as a normal weapon (@ Moderate Difficulty), using Missile Skill + Maneuverability to attack.
Subsequent Round (Lock Lost): Roll Missile Skill + Fire Control to reacquire lock-on. Target may attempt to Dodge lock-on as it would an actual attack.
This stat was intended to use the Concussion Missile like a Sidewinder, a passive homing fire-and-forget dogfighting missile that didn't require a lock-on. Obviously, if I'm making game stats for the X-Wing/TIE games, the lock on has to feature in, although I am keeping the passive homing version here on the backburner for an advanced missile type. _________________ "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


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 03, 2015 6:57 pm Post subject: |
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So, I have some personal ideas about guided missile technology, ideas that I would like to introduce into this rule-set. Just as fair warning, they diverge somewhat from the way things are presented in the X-Wing & TIE Fighter games. Here's a few of them:-While the Advanced Concussion Missile increases damage, maneuverability and duration, the Advanced Proton Torpedo decreases duration. I'm going to give the Advanced ProTorp increased duration instead.
-The Mag-Pulse Torpedo has temporary effect in-game, as opposed to the ion cannon's permanent effect. Since we already have ion cannon rules in the SWU, I'm just going to make this a proton torpedo that inflicts ion damage.
-Both the Concussion Missile and Proton Torpedo require a continuous active sensor lock-on to track their targets. I'm going to introduce a third missile type called a Stalker Missile (derived from the missiles discussed in Hideouts & Strongholds) that does not require a sensor lock, is completely passive homing, and is basically a fire-and-forget missile like modern IR homing missiles.
-Available launcher types for starfighters will be expanded. In addition to concussion missile tubes and proton torpedo tubes, I will include bomb bays (internal launchers for gravity bombs) and warhead launchers (modular units which can launch any available warhead type). Some fighter types (such as the TIE Bomber) could already be considered to be equipped with warhead launchers, while other craft (like the Y-Wing) would be candidates for modification to mount center-line bomb bays (between their proton torpedo tubes).
-In addition to everything else, I'm considering a rule for allowing starfighters to make planetary bombing runs dropping gravity bombs on targets. _________________ "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 Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 04, 2015 3:13 am Post subject: |
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Mag-pulse missiles from the game though may look Ion only, they shut down only weapons, not the entire ship. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 04, 2015 9:56 am Post subject: |
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garhkal wrote: | Mag-pulse missiles from the game though may look Ion only, they shut down only weapons, not the entire ship. |
I understand; I'm just strongly considering ignoring that and making them ion weapons, if only so I don't have to come up with completely new and complicated rules for an weapon that only affects a ship's weapon systems. There are already more than a few discrepancies between what exists in the video game and the RPG... _________________ "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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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Feb 04, 2015 10:14 am Post subject: |
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Playing Sith advocate here, but logically Space Bombs would be vulnerable to tractor beams. That is assume tractor beams can be used to push things away as well as pull them.
Even if not, a clever captain could grab a bomb, change heading with his ship and release, to slingshot a bomb off at a different target. Not that I'll tell the players that. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 04, 2015 10:20 am Post subject: |
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atgxtg wrote: | Playing Sith advocate here, but logically Space Bombs would be vulnerable to tractor beams. That is assume tractor beams can be used to push things away as well as pull them.
Even if not, a clever captain could grab a bomb, change heading with his ship and release, to slingshot a bomb off at a different target. Not that I'll tell the players that. |
Certainly, but the tractor beam gunner would still have to beat the base Difficulty to intercept the bomb in the first place. _________________ "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 Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 04, 2015 7:04 pm Post subject: |
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crmcneill wrote: | atgxtg wrote: | Playing Sith advocate here, but logically Space Bombs would be vulnerable to tractor beams. That is assume tractor beams can be used to push things away as well as pull them.
Even if not, a clever captain could grab a bomb, change heading with his ship and release, to slingshot a bomb off at a different target. Not that I'll tell the players that. |
Certainly, but the tractor beam gunner would still have to beat the base Difficulty to intercept the bomb in the first place. |
But shouldn't a larger tractor beam have a better chance to grasp something than smaller one, where as with the RAW the larger (bigger scale ones) would have a harder time of that? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 04, 2015 7:25 pm Post subject: |
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garhkal wrote: | But shouldn't a larger tractor beam have a better chance to grasp something than smaller one, where as with the RAW the larger (bigger scale ones) would have a harder time of that? |
You'd think, but as you said, not according to the RAW.
My theory? Tractor Beam Projectors have multiple dispersion angle settings, in that they can be set for a powerful, tight focus (Capital Scale) or a diffuse, broad beam (Starfighter Scale), using the same stats for either, but it requires 1 round to reconfigure the projection arrays, during which the projector may not be used. _________________ "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


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 04, 2015 7:27 pm Post subject: |
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For those of you who are interested, I'm transitioning my focus on this project to a different topic. Hope to see you there. _________________ "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


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 04, 2015 7:27 pm Post subject: |
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For those of you who are interested, I'm transitioning my focus on this project to a different topic. Hope to see you there. _________________ "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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