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Some Thoughts on Blaster Weapons
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Naaman
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PostPosted: Sat Feb 13, 2021 2:26 pm    Post subject: Reply with quote

CRMcNeill wrote:
An evolution of what I've discussed in the past here...

In broad terms, I'm thinking most blasters would have three settings: Standard, High and Low Power, with effects as follows:
    Standard - Uses listed damage, with no RoF restrictions. Characters can get off as many shots as their skill level v. MAPs permit.

    High - More intense shot consumes more ammo, but requires a cool-down period before the weapon can be fired again. +1D to Damage, RoF: 1, consumes 2 rounds of ammo per shot.

    Low - Less intense shot allows weapon to fire a short burst. -1D to Damage, RoF: 1D Auto-Fire, consumes 2 rounds of ammo per shot.
Been chewing on this for a while, and decided to go ahead and post it.


Great idea.
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Mamatried
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PostPosted: Sat Feb 13, 2021 4:50 pm    Post subject: Reply with quote

Without getting into the "not being able to hit meme" I have been looking at a lot of shooting scenes form the movies and the animated series and even the mando.

It dawned on me that we rarely see anyone actually aim, we see numerous shot from the hip and more, and this can no be accurate.

We also see that some weapons, often labeled as sniper or marksman weapons, offer a +1D when aimed, some also when aimed over a limited time, like taking a turn to aim.

With modt shooting from the hips on the movies, without actually hitting much
or anything I wonder should not a +1D bonus apply to the "aiming" actions regardless of the baster.

Meaning if I actually "aim" with my E-11, not just shooting it , but actually aiming, this will logically increase accuracy, and imo warrants a +1D

Then add +1D on top of that on a sniper rifle offering the +1D
maning the +1D into +1D above ALL bonues gained.

Meaning the strroper fires his E-11 he rolls for 3D (4D -1D armor)
He misses or hits

The trooper AIMS his E-11, maybe by using the folding stock, this now lets him roll 3D+1D the 1D being becuse he is aiming.

He then decided to use a marksman's rifle, gaining +1D to his aim
he now shoots for 3D +1D +1D....the last being a bonus for aiming through a marksman's sight.
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CRMcNeill
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PostPosted: Tue Nov 09, 2021 9:45 pm    Post subject: Reply with quote

So, the existing Blaster Weapon Stat Post is pretty long, and you have to do a lot of scrolling to find what you want, so I've decided to break it down into separate posts for each type: Blaster Pistols, Combat Blaster Rifles & Carbines, Repeating Blasters, Precision Blaster Rifles and Blaster Artillery. I'm also thinking strongly about poaching the Riot Cannon from the Blaster Artillery section and re-stating it as a rapid-fire Arc Cannon (basically, an E-Web-sized rapid-fire blaster shotgun).
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PostPosted: Tue Nov 09, 2021 9:47 pm    Post subject: Reply with quote

BLASTER PISTOLS

Hold-Out Blaster
Skill: Blaster: Hold-Out Blaster
Ammo: 6
Cost: 275 (Power Pack: 25)
Availability: 2; R or X
One-Handed: Yes*
Range: 3-4/8/12
Damage: 3D (Normal or Stun)
Game Notes: +1D to Blaster @ Point Blank Range, +3D to Hide (including against weapon detectors)

Sporting Blaster Pistol
Skill: Blaster: Sporting Blaster Pistol
Ammo: 50
Cost: 350 (Power Pack: 25)
Availability: 1; F
One-Handed: Yes*
Range: 3-20/60/120
Damage: 3D+1 (Normal or Stun)
Game Notes: +1D to Blaster @ Point Blank Range, -1D to Blaster in Quick-Draw contests (due to the longer barrel making a fast draw somewhat more difficult).

Blaster Pistol
Skill: Blaster: Blaster Pistol
Ammo: 50
Cost: 500 (Power Pack: 25)
Availability: 1; F, R or X
One-Handed: Yes*
Range: 3-10/30/60
Damage: 4D (Normal or Stun)
Game Notes: +1D to Blaster @ Point Blank Range

Heavy Blaster Pistol
Skill: Blaster: Heavy Blaster Pistol
Ammo: 25
Cost: 750 (Power Pack: 25)
Availability: 1; F, R or X
One-Handed: Yes*
Range: 3-7/25/50
Damage: 5D (Normal or Stun)
Game Notes: +1D to Blaster @ Point Blank Range

Riot Blaster Pistol
Skill: Blaster: Riot Blaster Pistol
Ammo: 10 (1 Shot = 20-round Burst)
Cost: 2,000 (Power Pack: 50)
Availability: 2; R or X
One-Handed: Yes*
Range: 3-10/30/60
Rate of Fire: 2D / 3D Auto-Fire (3D uses 5 Shots)**
Damage: 4D (Normal or Stun)
Game Notes: +1D to Blaster @ Point Blank Range

Stun Pistol
Skill: Blaster: Stun Pistol
Ammo: 100
Cost: 500 (Power Pack: 25)
Availability: 1; F
One-Handed: Yes*
Range: 3-10/20/40
Damage: 4D (Stun only)
Game Notes: +1D to Blaster @ Point Blank Range
-Suppressed Weapon: While not a truly silent weapon, the Stun Pistol has a minimal discharge that is difficult to identify as such, and even more difficult to locate the shooter's location. The difficulty to identify and locate a Suppressed Weapon when it fires uses the following chart:
    Point Blank - Very Easy
    Short - Easy
    Medium - Moderate
    Long - Difficult
    To Locate the shooter, increase all difficulties by 10.
Identifying the shot is considered a free action, but locating the shooter is a standard action, and is subject to MAPs.



*One-Handed Weapons may be used with a single hand without penalty, allowing the character to perform other actions with his free hand while firing (subject to normal MAPs). Non-One-Handed Weapons are subject to additional penalties if the character is performing multiple actions per round. Note that these penalties apply only to the character's Blaster roll, not all rolls that round, as the penalty represents the larger relative size of some weapons. Also, one-handed weapons have advantages when firing from behind Partial Cover, as the shooter doesn't have to expose as much of themselves when firing.

**Weapons with Auto-Fire ratings listed under Rate of Fire use these 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


Last edited by CRMcNeill on Sat Jun 24, 2023 1:34 am; edited 4 times in total
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PostPosted: Tue Nov 09, 2021 9:49 pm    Post subject: Reply with quote

COMBAT BLASTER RIFLES & CARBINES

Blaster Carbine
Skill: Blaster: Blaster Carbine
Ammo: 100
Cost: 900 (Power Pack: 50)
Availability: 1; R or X
One-Handed: Yes, if stock retracted; No (-1D) if stock extended*
Range: 3-25/80/250
Rate of Fire: 0D / 1D Auto-Fire (1D uses 4 Shots)**
Damage: 5D (Normal or Stun)
Game Notes: If stock is retracted, increase Difficulty at Long Range by +5, and add +1D to Blaster @ Point Blank Range.

Blaster Rifle
Skill: Blaster: Blaster Rifle
Ammo: 100
Cost: 1,000 (Power Pack: 50)
Availability: 1; R or X
One-Handed: No (-1D)*
Range: 3-30/100/300
Rate of Fire: 0D / 1D Auto-Fire (1D uses 4 Shots)**
Damage: 5D (Normal or Stun)

Heavy Blaster Carbine
Skill: Blaster: Heavy Blaster Carbine
Ammo: 50
Cost: 1,000 (Power Pack: 50)
Availability: 2; R or X
One-Handed: Yes, if stock retracted; No (-1D+1) if stock extended*
Range: 3-30/120/350
Rate of Fire: 0D / 1D Auto-Fire (1D uses 4 Shots)**
Damage: 6D
Game Notes: If stock is retracted, increase Difficulty at Long Range by +5, and add +1D to Blaster @ Point Blank Range.

Heavy Blaster Rifle
Skill: Blaster: Heavy Blaster Rifle
Ammo: 50
Cost: 1,200 (Power Pack: 50)
Availability: 2; R or X
One-Handed: No (-1D+1)*
Range: 3-50/150/400
Rate of Fire: 0D / 1D Auto-Fire (1D uses 4 Shots)**
Damage: 6D

NOTE: The Blaster Rifle, Blaster Carbine, Heavy Blaster Rifle and Heavy Blaster Carbine may be upgraded to Riot weapons for an additional 300 credits. They have the same stats posted above, except for Rate of Fire, which is changed from 1D Auto-Fire to 2D Auto-Fire.



*One-Handed Weapons may be used with a single hand without penalty, allowing the character to perform other actions with his free hand while firing (subject to normal MAPs). Non-One-Handed Weapons are subject to additional penalties if the character is performing multiple actions per round. Note that these penalties apply only to the character's Blaster roll, not all rolls that round, as the penalty represents the larger relative size of some weapons. Also, one-handed weapons have advantages when firing from behind Partial Cover, as the shooter doesn't have to expose as much of themselves when firing.

**Weapons with Auto-Fire ratings listed under Rate of Fire use these 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


Last edited by CRMcNeill on Sat Jun 24, 2023 1:35 am; edited 4 times in total
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PostPosted: Tue Nov 09, 2021 9:50 pm    Post subject: Reply with quote

REPEATING BLASTERS

Light Repeating Blaster
Skill: Blaster: Light Repeating Blaster
Ammo:
--Power Pod: 30 (1 Shot = 20-round Burst)
--Power Drum: 300 (1 Shot = 20-round Burst)
Cost: 2,000 (Power Pod: 100 / Power Drum: 1,200)
Availability: 2; X
One-Handed: No (-1D+2)*
Range: 3-50/120/300
Rate of Fire: 2D / 3D Auto-Fire (3D uses 5 Shots)**
Damage: 5D
Game Notes: -1D+1 to Blaster @ Point Blank Range

Medium Repeating Blaster
Skill: Blaster: Repeating Blaster
Ammo:
--Power Pod: 15 (1 Shot = 20-round Burst)
--Power Drum: 150 (1 Shot = 20-round Burst)
Cost: 3,000 (Power Pod: 100 / Power Drum: 1,200)
Availability: 2, X
One-Handed: No (-2D)*
Range: 3-50/150/400
Rate of Fire: 2D / 3D Auto-Fire (3D uses 5 Shots)**
Damage: 6D
Game Notes: -2D to Blaster @ Point Blank Range. Also, due to its bulk, the Medium Repeater suffers a -1D penalty to Blaster if the gunner attempts to move and fire the gun in the same round (This penalty can be ignored on a Moderate Strength or Lifting roll as a Free Action)
Designer Note: IMO, the Medium Repeater is roughly analogous to the modern M60 or M240, which is just barely small enough to be carried by a single soldier. Normally, it requires a two-man team, with the gunner's mate carrying extra ammo and such.

Rotary Blaster
Skill: Blaster: Rotary Blaster
Ammo:
--Power Pod: 6 (1 Shot = 100-round Burst)
--Power Drum: 60 (1 Shot = 100-round Burst)
Cost: 5,500 (Power Pod: 100 / Power Drum: 1,200)
Availability: 2; X
One-Handed: No (-2D)*
Range: 3-50/120/300
Rate of Fire: 3D / 4D Auto-Fire (4D uses 5 Shots)**
Damage: 5D
Game Notes: -2D to Blaster @ Point Blank Range. Also, due to its bulk, the Rotary Blaster Cannon suffers a -1D penalty to Blaster if the gunner attempts to move and fire the gun in the same round (This penalty can be ignored on a Moderate Strength or Lifting roll as a Free Action).



*One-Handed Weapons may be used with a single hand without penalty, allowing the character to perform other actions with his free hand while firing (subject to normal MAPs). Non-One-Handed Weapons are subject to additional penalties if the character is performing multiple actions per round. Note that these penalties apply only to the character's Blaster roll, not all rolls that round, as the penalty represents the larger relative size of some weapons. Also, one-handed weapons have advantages when firing from behind Partial Cover, as the shooter doesn't have to expose as much of themselves when firing.

**Weapons with Auto-Fire ratings listed under Rate of Fire use these 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


Last edited by CRMcNeill on Sat Jun 24, 2023 1:35 am; edited 6 times in total
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PostPosted: Tue Nov 09, 2021 9:52 pm    Post subject: Reply with quote

PRECISION BLASTER RIFLES

Sporting Blaster Rifle
Skill: Blaster: Sporting Blaster Rifle
Ammo: 100
Cost: 600 (Power Pack: 50)
Availability: 1; F
One-Handed: No (-1D)*
Range: 3-30/100/300
Damage: 4D
Game Notes: -1D to Blaster @ Point Blank Range

Marksman Blaster Rifle
Skill: Blaster: Marksman Blaster Rifle
Ammo: 100
Cost: 900 (Power Pack: 50)
Availability: 1; R
One-Handed: No (-1D)*
Range: 3-40/120/350
Damage: 5D
Game Notes: -1D to Blaster @ Point Blank Range

Hunting Blaster Rifle
Skill: Blaster: Hunting Blaster Rifle
Ammo: 50
Cost: 1,500 (Power Pack: 50)
Availability: 2; R
One-Handed: No (-1D+1)*
Range: 3-100/250/500
Damage: 6D
Game Notes: -1D to Blaster @ Point Blank Range

Destroyer Blaster Rifle
Skill: Blaster: Destroyer Blaster Rifle
Ammo: 10
Cost: 3,000 (Power Pack: 50)
Availability: 3; X
One-Handed: No (-2D)*
Range: 10m-200m/750m/1.5km
Damage: 7D
Game Notes: -2D to Blaster @ Point Blank Range
Capsule: A recent development in blaster technology, the destroyer blaster rifle derives its name from the destroyers of capital ship nomenclature, so named because they can destroy anything they encounter. The Destroyer is an overpowering weapon, and few living beings can survive a direct hit. Indeed, its use is considered overkill for anti-personnel, and it is far more common for it to be used against enemy equipment, such as light vehicles, comm antennas, sensor pods and such. It is also very rare, and is usually employed only by specialized units.



*One-Handed Weapons may be used with a single hand without penalty, allowing the character to perform other actions with his free hand while firing (subject to normal MAPs). Non-One-Handed Weapons are subject to additional penalties if the character is performing multiple actions per round. Note that these penalties apply only to the character's Blaster roll, not all rolls that round, as the penalty represents the larger relative size of some weapons. Also, one-handed weapons have advantages when firing from behind Partial Cover, as the shooter doesn't have to expose as much of themselves when firing.
_________________
"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 Jun 24, 2023 1:35 am; edited 2 times in total
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PostPosted: Tue Nov 09, 2021 9:53 pm    Post subject: Reply with quote

BLASTER ARTILLERY

Heavy Repeating Blaster
Crew: 2 (1 @ +5), can coordinate.
Skill: Blaster Artillery: Heavy Repeating Blaster
Ammo: Effectively Unlimited (Power Generator)
Cost: 5,000 (includes generator)
Availability: 2; X
Range: 3-75/200/500
Rate of Fire: 2D / 3D Auto-Fire**
Damage: 7D
Game Notes: -2D to Blaster @ Point Blank Range

Rotary Blaster Cannon
Crew: 2 (1 @ +5), can coordinate.
Skill: Blaster Artillery: Rotary Blaster Cannon
Ammo: Effectively Unlimited (Power Generator)
Cost: 6,000 (includes generator)
Availability: 3, X
Range: 3-50/150/400
Rate of Fire: 3D / 4D Auto-Fire**
Damage: 6D
Game Notes: -2D to Blaster @ Point Blank Range

Riot Cannon
Crew: 2 (1 @ +5), can coordinate.
Skill: Blaster Artillery: Riot Cannon
Ammo: Effectively Unlimited (Power Generator)
Cost: 2,500 (includes generator)
Availability: 2; R
Range: (by Mode)
--Blast: 12-24/60/120
--Arc: 6-12/30/60
Rate of Fire: 2D / 3D Auto-Fire**
Damage: (Stun Only)
--Blast: 7D
--Arc: 7D/6D/5D/3D+1 (Fire Control: +1 / +1D / +1D+2 / +2D+1)
Game Notes: -2D to Blaster @ Point Blank Range

Light Laser Cannon
Crew: 2 (1 @ +5), can coordinate.
Skill: Blaster Artillery: Light Laser Cannon
Scale: Speeder (+4D)
Ammo: Effectively Unlimited (Power Generator)
Cost: 5,000 (includes generator)
Availability: 2; X
Range: 100m-300m/1km/2km
Fire Rate: 1
Damage: 5D
Game Notes: -2D to Blaster @ Point Blank Range

Blaster Artillery Notes:
-Fire Arc: Because these weapons are tripod-mounted, they are limited to a single fire arc designated when the weapon is set up. Shifting to a different fire arc requires one round, during which the weapon can not be fired. In addition, the layout of the weapon emplacement may make shifting to another fire arc impractical.
-Set-Up & Tear Down: A blaster artillery weapon must be disassembled to be moved. Disassembling the weapon takes two rounds. Setting the weapon up again takes six rounds and requires a Moderate Blaster Artillery roll (with the Time Taken reduced by 1 round for every 3 points of success, to a minimum of 3 rounds)
-Vehicle Mounting: If operated from a powered emplacement, such as aboard a vehicle or hardwired into a building or other structure, blaster artillery weapons require only 1 crewmember to operate (the 2nd crewmember's normal job is monitoring the output of the portable power generator, and is not necessary when mounted on a vehicle or fixed position).



**Weapons with Auto-Fire ratings listed under Rate of Fire use these 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


Last edited by CRMcNeill on Sun Dec 25, 2022 1:39 am; edited 1 time in total
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CRMcNeill
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PostPosted: Sun Dec 25, 2022 12:00 am    Post subject: Reply with quote

I've had some recent thoughts on the Repeating Blaster Rifles and Blaster Artillery posts. When I originally wrote up the stats for the Rotary Blaster Cannon, I pictured it as more of a Micro-Gun than a Mini-Gun, in that it was designed to be man-portable. However, I recently found that I had already created a Rotary Blaster Cannon as part of the armament for the Alliance SpecForce Combat Skiff that is both heavier and longer-ranged than the man-portable version posted above.

As such, I'm going to rename the existing Rotary Blaster Cannon in this topic as simply the Rotary Blaster. I will then be poaching the Rotary Blaster Cannon stats from the Combat Skiff stats and adding it to the Blaster Artillery page, as it would definitely need to be mounted on either a vehicle or an E-Web style tripod and power generator.

On a related note, I'm also thinking of adding stats for upgraded tripods. In the Han Solo trilogy, mention is made of an E-Web equipped with a shield generator, providing the firing crew with their own protection, even if setting up in the middle of an empty hallway. While the Han Solo Trilogy version had the field integrated into the stats of the gun itself, my thinking is that it's better integrated into the tripod and power generator, which will allow the tripod to be used with any of the blaster artillery weapons on the list.

Another variation I'm considering is a tripod mount with integrated fire control modules, in order to give blaster artillery the option of engaging vehicles or aircraft that would normally be moving too quickly for human reflexes to successfully target. However, I'm less sure of how I want to do this one than I am for the Shield Tripod mentioned above.

Anyway, that's what I'm thinking at the moment. Expect changes to the stat posts soon.

EDIT: Weapon stats changed as described. Tripod & Generator stats pending; I'll work on them during some downtime tomorrow.
_________________
"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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PostPosted: Mon Dec 26, 2022 10:50 am    Post subject: Reply with quote

Another thought on the generator: an integrated repulsorlift unit that supports the weight of the generator itself, which allows the generator to double as a gun carriage for the gun, tripod and power cable. No actual propulsion, but all the crews have to do is run next to it and guide it, rather than physically carrying it into battle. Then, once it's in position, the repulsorlift gets put into stand-by mode and all power is directed into the gun.
_________________
"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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PostPosted: Mon Dec 26, 2022 12:33 pm    Post subject: Reply with quote

I think any of those options work well. I recently used droidekas in a game using your house rules for their shields and it worked really well. Applying that to a heavy weapons crew would help their survivability a lot.
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PostPosted: Mon Dec 26, 2022 3:02 pm    Post subject: Reply with quote

Dr. Bidlo wrote:
I think any of those options work well. I recently used droidekas in a game using your house rules for their shields and it worked really well. Applying that to a heavy weapons crew would help their survivability a lot.

Indeed. Glad to hear the shield rules are working.

Another thing I want to include is Auxiliary Power for the generator, which the generator operator can shunt into Damage, Auto-Fire or the Shield Strength.
_________________
"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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PostPosted: Mon Dec 26, 2022 6:11 pm    Post subject: Reply with quote

As an aside on the Repeating Blasters post, I noticed a discrepancy in the Ammunition types available, so I'm going to change it such that all three weapons use the same types of Ammo Feed: a Power Pod (attaches to the weapon), or a Power Drum (carried in a backpack and connected via a cable). This will slightly alter the Ammo Capacity of the Rotary Blaster.
_________________
"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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PostPosted: Mon Dec 26, 2022 11:20 pm    Post subject: Reply with quote

A couple more interesting tidbits: per the Imperial Sourcebook, the E-Web is supposed to come with a combination low-light/infrared scope and a comm system to facilitate coordination of multiple E-Web emplacements, neither of which is incorporated into the stats. I mentioned Fire Control upgrades above, so this could either be the baseline, or the first step up from simple iron sights.

Anyway, that's all I have for tonight.
_________________
"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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PostPosted: Sat Jun 24, 2023 1:37 am    Post subject: Reply with quote

Just went through and updated all of the stat posts with the rules for Partial Cover when firing one-handed vs. two-handed.
_________________
"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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