The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Static range for blasters and other ranged weapons
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> Static range for blasters and other ranged weapons Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9, 10  Next
View previous topic :: View next topic  
Author Message
CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Sat May 09, 2015 10:18 am    Post subject: Reply with quote

Ning Leihrec wrote:
Wouldn't a turbolaser have no capability at point blank? Or just a high diff. mod?

Depends on the turbolaser. Something like the big guns on an ISD would likely be next to useless at point blank, whereas something like the turbolaser on a Corellian Corvette would still be usable. The hardest part of this concept has always been the stat conversion.
_________________
"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
View user's profile Send private message Send e-mail Visit poster's website
Ning Leihrec
Lieutenant Commander
Lieutenant Commander


Joined: 17 Apr 2015
Posts: 211

PostPosted: Sat May 09, 2015 11:41 am    Post subject: Reply with quote

Truly, but doable on the fly if necessary.

Amending my earlier atmosphere ranges... There's no need for speeders to skip categories. Their speed code allows them to cross each faster anyway. It's really a matter of limits to small arms and vehicle mounted weapons. Small arms would be limited to Long Range (with few exceptions ie heavy sniper rifle maxing out at very long), and vehicles would be ineffective at point blank. Extreme range would be the reach of blaster artillery (also with exceptions such as the heavy guns on an AT AT walker).


Atmosphere Ranges:
Point Blank --- Small Arms
Short --- Small Arms / Vehicle
Medium --- Small Arms / Vehicle
Long --- Small Arms / Vehicle
Very Long (out-of-unaided-sight) --- Vehicle
Extreme --- blaster artillery / walker cannons
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Sat May 09, 2015 12:12 pm    Post subject: Reply with quote

The problem is that not all speeder-scale weapons are going to be mobile; there is a lot of fixed emplacement speeder and walker scale weaponry. On top of that, there is also ballistic artillery, with ranges measured in dozens of kilometers (although those could conceivably be upgraded to Atmosphere range from Ground Vehicle). Most modern militaries use vehicle mounted support weaponry (heavy machine guns, guided missile launchers, etc.) from stationary firing positions, so vehicle speed is not always going to be a factor.

That being said, overlapping personal weapons and vehicle weapons is a workable solution, if somewhat more complicated than I was envisioning. There should still be a range at which even walker can see a target but are still too far out of range to engage it...
_________________
"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
View user's profile Send private message Send e-mail Visit poster's website
Ning Leihrec
Lieutenant Commander
Lieutenant Commander


Joined: 17 Apr 2015
Posts: 211

PostPosted: Sat May 09, 2015 7:15 pm    Post subject: Reply with quote

The more I consider implementing this the more I like the scale-based ranges from the earlier post. It addresses practically everything I'm trying to rework into the terrain ranges. How do you see the terrain ranges breaking down? Is it really simpler than scale?
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Sun May 10, 2015 12:34 am    Post subject: Reply with quote

I think the key question is less the scale of the combatants than it is where the combat is occuring. Ground? Indoors? Outdoors? Atmosphere? Space? Answer that and you have a benchmark to work from.
_________________
"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
View user's profile Send private message Send e-mail Visit poster's website
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3190

PostPosted: Sun May 10, 2015 7:15 pm    Post subject: Reply with quote

When I was deployed, I was a machine gunner on a HMMWV. My primary gun was the .50 cal machine gun (a primarily anti-aircraft round fired from a "speeder scale" gun), but I also roade with a light and medium machine gun at times, both of which would be personal scale.

Due to the ergonmics of each gun, engagements at close ranges were more or less difficult. The solution for someone getting "under the gun" was to simply switch weapons to the pistol or rifle or shotgun (I had all three within arms reach).

In the case of capitol ships, Id say there might be smaller scale guns to protect the bigger ones, or else they would have to rely on friendly fighters to keep enemy fighters at bay.

In any case, its my opinion that the scale modifiers are adequate to account for these scenarios, especially if we have bonuses to hit at medium and long ranges for the bigger guns, with penalties at close ranges.

Also, speaking from experience, the fire control systems (in my case, the turret and mounting hardware) could impose a penalty instead of a bonus in the ranges where the system becomes a hinderance to target acquisition.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Mon May 11, 2015 12:48 pm    Post subject: Reply with quote

What terminology does the military use to distinguish between close combat with personal weapons and the longer ranged weapons? I'd almost consider an E-Web or similar weapon as light artillery.
_________________
"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
View user's profile Send private message Send e-mail Visit poster's website
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3190

PostPosted: Tue May 12, 2015 9:44 am    Post subject: Reply with quote

I would equate the EWHB to a .50 cal, which is a "crew served" weapon. That means that it takes two (or more) people to operate it at peak efficiency. If the weapon is mounted to a fixed location such as a turret or a weapon emplacement, a single person can operate it just fine, though.

Generally speaking, anythhing that fires ball ammunition (that is "bullets") is considered "small arms." The .50, however, somewhat defies this classification because it is deadly at ranges far beyond what people can even see, and can take down aircraft and other vehicles quite effectively.

Other than small arms, you have indirect fire (artillery). Tanks can generally engage point targets or lob their shots like artillary does, but this is beyond my knowledge/training of land warfare. I know mext to nothing about aerial combat or maritime warfare, other than whatever might happen to overlap.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Mon May 25, 2015 8:56 pm    Post subject: Reply with quote

Naaman wrote:
I would equate the EWHB to a .50 cal, which is a "crew served" weapon. That means that it takes two (or more) people to operate it at peak efficiency. If the weapon is mounted to a fixed location such as a turret or a weapon emplacement, a single person can operate it just fine, though.

Generally speaking, anythhing that fires ball ammunition (that is "bullets") is considered "small arms." The .50, however, somewhat defies this classification because it is deadly at ranges far beyond what people can even see, and can take down aircraft and other vehicles quite effectively.

Gotcha. I know in the Imperial Sourcebook, the OoB Chapter puts E-WEBs in the Assault Units, but I'm more inclined to put it in as light artillery, seeing as how the Imperial Army Light Artillery units have a pair of crew-served weapons, usually with a 3-4 man crew. The way I picture it, light artillery would cover mortar sections or anti-armor missiles in the like.

Quote:
Other than small arms, you have indirect fire (artillery). Tanks can generally engage point targets or lob their shots like artillary does, but this is beyond my knowledge/training of land warfare. I know mext to nothing about aerial combat or maritime warfare, other than whatever might happen to overlap.

I'm toying with the idea of using the Mini D6 Speed Code modifiers as a basis for different range brackets. Since their system still uses 1E Speed Codes, they apply modifiers between environmental types, where characters and primitive vehicles have a 0D modifier, ground vehicles have a +2D modifier, aircraft have a +5D and space craft have a 10D modifier. What I'm thinking is using those modifiers to shift the range brackets.

For example, character scale weapons / small arms would have the basic ranges of Point Blank, Short, Medium and Long, with Extreme to cover things that can be detected but not hit (or for sniper rifles).

Vehicle Range (using the +2D modifier from above) would be shifted 2 steps up, so that its Point Blank is equal to the Medium range for Small Arms, while its Extreme Range would stretch all the way out to the horizon.

Atmospheric Range would be shifted 3 steps above vehicle (5 above Small Arms), with Extreme reaching several hundred kilometers away, and Space Range, at +5 above Atmosphere, would extend out into the realm of millions of kilometers.

Much like with spacecraft, if you wanted a vehicle scale weapon to be able to angle and fire to hit targets within its own Point Blank Range, you could give it a difficulty modifier in the Small Arms range bracket, much like how starship weapons have both space and atmosphere ratings.
_________________
"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
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Mon May 25, 2015 9:00 pm    Post subject: Reply with quote

In fact, it might be worth shifting the ranges on sniper rifles up to vehicle scale, as they are used to hit targets at ranges in excess of what can be seen with the naked eye. Basically, the Character / Small Arms range bracket would be the ranges at which things can be detected and engaged without some form of assistance (like a scope).
_________________
"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
View user's profile Send private message Send e-mail Visit poster's website
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3190

PostPosted: Tue May 26, 2015 12:49 am    Post subject: Reply with quote

With respect to the .50 cal being artillery, I know the US Navy uses a set up whereby 4 guns are linked together on a rotating platform. I believe it is primarily uses for air defenße, though I suspect it could just as easily be used ship to ship.

The US Army military police also have a set up that links a .50 cal with a Mk19 (fully auto grenade launcher). The weapon can be fired as linked providex the target is at least 300m out or they can be fired individually.

Im not sure if field rtillery units use heavy machine guns for close range defense, but I do know that tanks and heavy wheeled vehicles (such as the stryker) have provisions for machine guns to be mounted for close range defense.

Generally speaking, I would consider artillery to be at least walker scale and often starfighter scale. And while starfightee scale pushes the limits of what the E-Web can do, I guess it helps to remember that the game rules werent designed with real-world counterparts in mind.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Tue May 26, 2015 12:56 pm    Post subject: Reply with quote

Naaman wrote:
Generally speaking, I would consider artillery to be at least walker scale and often starfighter scale. And while starfightee scale pushes the limits of what the E-Web can do, I guess it helps to remember that the game rules werent designed with real-world counterparts in mind.

I would agree with your definition of artillery in the real world, although things like crew-served mortars would meet the qualification as well. However, if we are using WEG's material as a reference, artillery is primarily direct fire energy weapons fired from emplacements. This includes the small guns used by the Alliance on Hoth. There are exactly two indirect fire artillery weapons in the WEG material: the missile launcher in the Imperial Sourcebook and the projectile cannon in Rules of Engagement.

With regards to things like the Mk. 19, the ImpSB mentions two alternate weapons for E-Web equipped units: a Merr-Sonn 4.4 grenade launcher (which I picture as a fully automatic grenade launcher) and a light laser cannon.

My main thinking for moving the crew-served weapons over to artillery is that they are currently assigned to Assault units. My thinking (and the mission description of assault units in the ImpSB would seem to bear this out) is that assault weapons would need to be mobile, and able to fire while advancing. For all of its firepower, an E-Web requires several rounds to set-up, which means the crew will be carrying the components of the cannon forward under fire, setting up under fire, and unable to advance on the attack. I picture Assault units being equipped with medium repeating blasters (equivalent to, say an M60/M240) and shoulder fired laser cannon in place of the various light rockets used by modern infantry. Reclassifying an E-Web as Light Artillery for the purposes of the ImpSB is, IMO, a better fit, as the E-Web's need to be set up and fired from an emplaced position is more consistent with the way artillery is used in the rest of the book.
_________________
"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 Wed May 27, 2015 11:48 pm; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3190

PostPosted: Tue May 26, 2015 7:16 pm    Post subject: Reply with quote

Ah! Yousa point is well seen.

For what its worth, the 82nd Airborne Infantry are known to air drop with .50 cals. Granted: it does take a little bit to set up (I forget what the army's standard is, but I want to say that the expectation to dismount a weapon from a hmmwv and set it up on a tripod is somewhere in the low two-minute range for two people, while a third person provides security; again, memory is foggy, but I believe my crew were able to do it in under a minute).

That being said, it would be much easier to sling a couple of AT-4s on some soldiers for taking down heavy targets while relying on 240Bs for anti-personnel work. The Rangers (Americas top light infantry unit) for example, dont even use .50 cals for their day-to-day work, though Im sure they have access to whatever they want.

There are also under-slung grenade launchers commonly available. There are traditionally 2 per squad, but we MPs carried 4.

An assault unit would generally need some means of breaching (AT-4 could do this) as well as plenty of firepower to dominate battle from long to close range. Also keep in mind that an assault unit could be mounted, in which case a .50 cal is far preferable to a 240, while a Mk19 is somewhat of a nich weapon (collateral damage could be a liability), but can be good for popping vehicles emplacements with HEDP rounds.

All in all, ground fighting units generally have access to a wide variety of options for taking out various types of individual targets, while true artillery is used to lay waste to entire areas, fotified or not. Of course, like you said, this can be scaled down: even the light infantry have mortars which can hit targets that arent within line of sight (Rangers, and regular infantry including Marines, if Im not mistaken, have motarmen as a special classification within the MOS). For what its worth, a standard mortar is more or less identical to a frag grenade in terms of lethality.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


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

PostPosted: Thu May 28, 2015 11:13 am    Post subject: Reply with quote

Naaman wrote:
For what its worth, the 82nd Airborne Infantry are known to air drop with .50 cals. Granted: it does take a little bit to set up (I forget what the army's standard is, but I want to say that the expectation to dismount a weapon from a hmmwv and set it up on a tripod is somewhere in the low two-minute range for two people, while a third person provides security; again, memory is foggy, but I believe my crew were able to do it in under a minute).

The ImpSB includes what it calls Heavy Weapons Repulsorlift Squads, which feature a pair of repulsorlift vehicles equipped with heavier, dismountable weaponry, including heavy repeating blasters, grenade launchers and light laser cannon. The description of this squad doesn't really mesh well with their intended use, as their inclusion further up in the OB doesn't always include the gunners and dismounted troops needed to operate them. Personally, I'd rather have that unit be mounted on a pair of light speeders, analogous to HMMWVs, to give the weapons mobility with the option of being dismounted for fixed emplacement, or transportation into restricted areas where the vehicle can.

Quote:
That being said, it would be much easier to sling a couple of AT-4s on some soldiers for taking down heavy targets while relying on 240Bs for anti-personnel work. The Rangers (Americas top light infantry unit) for example, dont even use .50 cals for their day-to-day work, though Im sure they have access to whatever they want.

There are also under-slung grenade launchers commonly available. There are traditionally 2 per squad, but we MPs carried 4.

The recurring problem is trying to reconcile the differences between the real world military and what WEG came up with. There are a lot of cool ideas in the ImpSB that WEG never elaborated on. Something that escaped my notice for quite some time is that Imperial Army Assault Platoons, while being composed of 2 Line Squads and 2 Assault Squads, the Line Squads are not like other Line Squads, as all the troopers are equipped with light repeating blasters. Imagine two entire squads equipped with M249s, backed up by six M2s. Indeed, because of the difference in doctrine, it is possible for an Imperial Army Line Company to be equipped solely with blaster rifles, and no supporting weaponry of any kind, apart from grenades.

My thinking (and I'm sure I'm not alone in this) is making heavier weapons more common at the squad level, much like in the RW. A standard Imperial Army Line Squad, for instance, might be equipped with 1-2 light repeaters and 1-2 underbarrel grenade launchers, or perhaps some sort of under barrel energy cannon for breaching or light anti-armor.

Quote:
An assault unit would generally need some means of breaching (AT-4 could do this) as well as plenty of firepower to dominate battle from long to close range. Also keep in mind that an assault unit could be mounted, in which case a .50 cal is far preferable to a 240, while a Mk19 is somewhat of a nich weapon (collateral damage could be a liability), but can be good for popping vehicles emplacements with HEDP rounds.

All in all, ground fighting units generally have access to a wide variety of options for taking out various types of individual targets, while true artillery is used to lay waste to entire areas, fotified or not. Of course, like you said, this can be scaled down: even the light infantry have mortars which can hit targets that arent within line of sight (Rangers, and regular infantry including Marines, if Im not mistaken, have motarmen as a special classification within the MOS). For what its worth, a standard mortar is more or less identical to a frag grenade in terms of lethality.

My thinking is that, in the SWU, energy weapons have supplanted projectile weaponry wherever possible. The primary usage of projectile weapons would be for special payload delivery (gases and the like) or for indirect fire support. I picture something like a shoulder-fired RPG with a variety of different ammo types for specific effects (such as my list of bolt types) at the same organizational level as a medium repeating blaster, and a tripod mounted repeating grenade launcher, combining the abilities of a Mk. 19 and a light mortar into a single weapon, assigned at the light artillery level, along with the E-Web. It could even be operated by a remote control panel with an automated mount (I hear the Mk. 19 is a real bear to fire from the tripod).

All of the various LOS rockets you mentioned would be replaced with light laser cannon, either shoulder fired or tripod mounted. The tripod mounted weapons could all have the option of being carried by a light vehicle, same as the E-Web.
_________________
"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
View user's profile Send private message Send e-mail Visit poster's website
RyanDarkstar
Commander
Commander


Joined: 04 Dec 2014
Posts: 351
Location: Chambersburg, PA, USA, Earth

PostPosted: Thu May 28, 2015 12:40 pm    Post subject: Reply with quote

Wouldn't the MobileMortar-3 be a good fit for the Heavy Weapons Repulsorlift Squads?
_________________
Currently playing D&D 5E and painting an unholy amount of miniatures.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules All times are GMT - 4 Hours
Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9, 10  Next
Page 9 of 10

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0