View previous topic :: View next topic |
Author |
Message |
atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
|
Posted: Sat Feb 07, 2015 6:29 pm Post subject: |
|
|
You lost me. How would a shot at 70 SU be Very Easy?
I'm missing something somewhere down the line. Could you post an detailed example so I can try to follow it and get on the same page?
Last edited by atgxtg on Sat Feb 07, 2015 6:40 pm; edited 1 time in total |
|
Back to top |
|
 |
atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
|
Posted: Sat Feb 07, 2015 6:39 pm Post subject: |
|
|
garhkal wrote: |
Would this 'flak' value replace the base terrain difficulty, or add to it?
Also, would scale differences modify it? |
Sorry garhkal, I missed this post.
It would add to the difficulty. If your are trying to fly though a crowded spaceport a barrage of laser cannon fire is only going to make it harder. Although I suppose they could be handed with two separate rolls.
No scale wouldn't modify it because the firing ships are not targeting the fighters, the fighters just happen to be where the capital ships are shooting.
AN example would be if someone was standing on the deck on a Battleship when it was being fired at by another Battleship. While the guy on the deck isn't being attacked, per say, by the other Battleship, if a shell hits the turret 5 yards away from him, he is still going to get caught in the blast.
BTW, the fighters could mitigate this threat by dispersing, or avoiding the targeted area. That would force the gunners to target individual ships. Dispersing would make the fighters more vulnerable to energy starfighters and avoiding the targeted area might prevent them from getting to where they want to go. For instance a ship could do a barrage in a couple of spaces about 7-8 SU away and a ship that avoids it wouldn't be able to do a protorp run. |
|
Back to top |
|
 |
CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Sat Feb 07, 2015 6:41 pm Post subject: |
|
|
atgxtg wrote: | You lost me. How would a shot at 70 SU be Very Easy? |
Because the shot would not be Easy; it would be Difficult, exactly as described in the rulebook. The hazardous terrain the shot creates would be Very Easy, but would likely become more difficult as the range closed. _________________ "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
|
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sat Feb 07, 2015 7:10 pm Post subject: |
|
|
atgxtg wrote: |
Now in my campaigns, I have a house rule where piloting difficully goes up a level a high speed, two at all-out, and drops a level at cautious. You could use that if you like it. It would make it easier for slow moving ships to avoid the barrage, but if would taken them longer to get out of range, so they would get shot at more.
|
That's actually the Rules as written. Page 123, 124 in the R&E rule book.
Half move (cautious), no roll needed for moderate or lower terrain. If terrain is over moderate a roll is needed, but the diff is lowered by one cat.
Cruise (regular) speed, you still don't need to roll (its assumed you make it) but it counts as a move action to go through moderate or lower terrain. You roll as normal for DIfficult or higher.
High (double) speed, Roll as normal for moderate or lower terrain. Shift up one category for difficult or higher terrain
All out (4x) speed, Moderate terrain or lower moves up one category, 2 for difficult or higher. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
|
Posted: Sat Feb 07, 2015 8:56 pm Post subject: |
|
|
But I apply it to maneuvers and such. For example if someone tries a turn over Easy terrain, it would be Easy+5 (for the turn) at cruising speed, Very Easy+5 at cautious speed, Moderate+5 at High Speed, and Difficult+5 at All-Out.
I play tested out some of this with a obstacle course/race, and it was interesting to watch the players slow down and move to the outside lane (lower difficulty) during the turns, or when the course got tricky. |
|
Back to top |
|
 |
CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Sat Feb 07, 2015 9:21 pm Post subject: |
|
|
atgxtg wrote: | I'm missing something somewhere down the line. Could you post an detailed example so I can try to follow it and get on the same page? |
Okay...
A Star Destroyer fires a barrage pattern from its starboard turbolasers at an approaching group of starfighters. They have just entered Long Range.
-The base Difficulty for hitting anything at Long Range is Difficult, per the RAW.
-So, the massed guns roll To Hit, combining Gunnery, Fire Control and their coordinated fire bonus. The roll comes up 23, 3 points above the base Difficulty of Difficult (20).
-That difference (3) is then applied to the following table:To Hit Roll > Base Difficulty by = Terrain Difficulty
1-5 = Very Easy
6-10 = Easy
11-15 = Moderate
16-20 = Difficult
21-30 = Very Difficult
31-40 = Heroic
41+ = Heroic+10 -3 is between 1 and 5, so the relatively light barrage pattern results in Very Easy Terrain for the incoming starfighters.
Second Example:
-Same Star Destroyer, same attacking starfighters, but the starfighters have now closed to Short Range.
-The base Difficulty for hitting anything at Short Range is Easy, per the RAW.
-So, the massed guns roll To Hit, combining Gunnery, Fire Control and their coordinated fire bonus. The roll comes up 23 again, but this time 23 is a success by 13 points above the base Difficulty of Easy (10).
-That difference (13) is then applied to the following table:To Hit Roll > Base Difficulty by = Terrain Difficulty
1-5 = Very Easy
6-10 = Easy
11-15 = Moderate
16-20 = Difficult
21-30 = Very Difficult
31-40 = Heroic
41+ = Heroic+10 -13 is between 11 and 15, so the barrage pattern has increased in accuracy and intensity, resulting in Moderate Terrain for the incoming starfighters.
Now this is obviously not a very effective method of shooting down starfighters, but that is consistent with the films and the EU (and, in fact, real life) where massive barrages were required for even the chance of bringing attacking fighters and bombers down. _________________ "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
|
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sat Feb 07, 2015 11:47 pm Post subject: |
|
|
If more cap ships had anti fighter weaponry though, they wouldn't need to 'flak fire' their main guns.. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Sun Feb 08, 2015 12:37 am Post subject: |
|
|
garhkal wrote: | If more cap ships had anti fighter weaponry though, they wouldn't need to 'flak fire' their main guns.. |
True, and I have stats for upgrading pretty much every capital ship with laser cannon for anti-starfighter defense. I also have a stat for converting a turbolaser into a dual mode cannon, with the alternate mode firing a stream of low power blasts that has a low-grade anti-starfighter capability.
Combine the three together, and suddenly capital ships become a lot more threatening to starfighters. _________________ "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
|
|
Back to top |
|
 |
CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
|
Back to top |
|
 |
|