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Advanced Starfighter Combat for Star Wars D6 (Netbook)
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CRMcNeill
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PostPosted: Wed Feb 04, 2015 11:54 am    Post subject: Advanced Starfighter Combat for Star Wars D6 (Netbook) Reply with quote

The first four pages of this topic are essentially a rough draft.
For the current, better organized version, go here.



So, this is actually starting to firm up (at least in my head) as something that could become its own Netbook. Here's an outline for what I'm thinking:

I. The (Optional) Rules
-Tactics
-Scanning & Detection
-Surprise
-Dog-Fighting
-Locking-On
-Smart Weapons
--Guided
--Homing
-Bombing Runs
--Swoop Bombing (Inertial Bombing in Space)
--The Vertical Swoop (Dive Bombing)
-Formation Flying (Pros & Cons)
-Auxiliary Power
-Alternate Shield Rules
-Fire-Linking
-Auto-Fire
II. The Weapons
-A. Guns
--Blaster
--Auto-Blaster
--Laser Cannon
--Ion Cannon
--Mass Driver
--Tractor Beam
-B. Launchers
--Concussion Missile Tubes
--Proton Torpedo Tubes
--Bomb Chutes
--Warhead Launchers
--Pods
-C. Missiles, Torpedoes & Rockets
--Concussion Missile
--Advanced Concussion Missile
--Concussion Rocket
--Proton Torpedo
--Advanced Proton Torpedo
--Proton Rocket
--Mag-Pulse Torpedo
--Stalker Missile
--Decoy Drone
--Shield Buster Rocket
--Mini-Rocket Pod
-D. Bombs
--Space Bomb
--Proton Bomb
--Cluster Bomb
--Advanced Cluster Bomb
--Space Mine
--Sensor Buoy
-E. Ordnance (External)
--Anti-Ship Torpedo
--Stand-Off Missile
--Gun Pods (See Guns)
--Submunitions Dispenser
---Thermal Detonators
---Land Mines
-F. Equipment Pods
--Jamming / ECM
--Reconnaissance / ESM
--Targeting
--Low-Altitude Navigation
--Astrogation
--Ferry Tank
III. The Ships (Changes to existing ships based on the new rules).

I have a lot of individual rules for all of this stuff already, but the big challenge will be putting it all together in a coherent whole. Once that's done, I would have to turn it over to someone else to do the layout and such, as that isn't really my strong suit.
_________________
"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.


Last edited by CRMcNeill on Fri Jan 05, 2018 9:20 pm; edited 1 time in total
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CRMcNeill
Grand Moff
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Joined: 05 Apr 2010
Posts: 10259
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 1:54 pm    Post subject: Reply with quote

Lock-On
While establishing an active sensor lock on your target is not essential to successful starfighter combat, it does provide certain advantages. What's more, it is absolutely essential to the firing of almost all guided missiles and torpedoes.
Skill: Starship Sensors
Time To Use: 1 standard action for guns and rockets, varies for missiles & torpedoes.
How To Use:
-Target must be in your Front fire arc, and must be within Search Range.
-Make a Sensor Focus roll, with a base Difficulty of Easy.
-A Lock-On attempt automatically shows up on your target's Passive sensors, so your target may try to evade the Lock-On just as if it were an attack (roll Piloting + Maneuverability against the shooter's Sensor Focus roll).
-The Lock-On holds for one round. If the target continues to evade, you must re-roll every round to keep the Lock.
Effect:
-Guns: +1D to Fire Control (this can also be applied to unguided bombs and rockets)
-Missiles & Torpedoes: Starfighter can fire Guided Missiles and Torpedoes at a target.
Note: When firing at targets of a higher scale, the gunner can attempt to lock-on to specific points on the target's Hull.
_________________
"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.


Last edited by CRMcNeill on Wed Feb 04, 2015 7:20 pm; edited 2 times in total
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CRMcNeill
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PostPosted: Wed Feb 04, 2015 2:07 pm    Post subject: Reply with quote

Firing Guided & Homing Weapons
When firing a concussion missile or proton torpedo, treat them exactly like a normal weapon for the first shot (i.e. Roll Gunnery + Fire Control for a To Hit #).

However, if the weapon misses on its first attack, it can make a follow-up attack the next round, and every round after until its duration expires. To resolve follow-up attacks, compare the result of the first round's attack to the following table:
    Missed By = Result
    <10 = Weapon is still homing, and may attack as normal the following round.
    10-20 = Weapon is out of position, but still in range. May not attack its target next round, but can attack normally in the round after next.
    21+ = Weapon has lost lock and can not re-engage. Safety settings engage and the weapon self destructs.
Some advanced weapons are equipped with on-board smart guidance systems that allow them to home on targets without a Lock-On from the launching starfighter. For such smart weapons, used the following table:
    Missed By = Result
    <10 = Weapon is still homing, and may attack as normal the following round
    10-20 = Weapon has lost lock, but may roll to reacquire in the next round. If lock is reestablished, the weapon may attack as normal in the following round. If the lock is lost, the weapon's safety settings engage and it self destructs.
    21+ = Weapon has lost lock and can not re-engage. Safety settings engage and the weapon self destructs.

Due to their relative agility, missiles always make Follow-Up Attacks at Short Range, while Torpedoes make Follow-Up Attacks at Medium Range.
_________________
"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.


Last edited by CRMcNeill on Mon Oct 31, 2016 12:08 pm; edited 2 times in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 2:24 pm    Post subject: Reply with quote

CONCUSSION MISSILES:

Standard Concussion Missile
Cost: 1,500
Skill: Starship Gunnery
Lock-On Time: 1 standard action
Fire Control: 5D
Space Range: 1-5/12/25
Atmosphere Range: 100m-500m/1.2km/2.5km
Duration: 4 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 6D

Advanced Concussion Missile
Cost: 2,000
Skill: Starship Gunnery
Lock-On Time: 1 standard action
Fire Control: 6D
Space Range: 1-5/12/25
Atmosphere Range: 100m-500m/1.2km/2.5km
Duration: 6 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 7D

Intercept Concussion Missile
Cost: 3,000
Skill: Starship Gunnery
Lock-On Time: 1 standard action
Fire Control: 6D
Space Range: 1-5/12/25
Atmosphere Range: 100m-500m/1.2km/2.5km
Duration: 6 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 7D
Note: This highly advanced weapon is equipped with its own sensors and guidance systems. If the launching ship loses its sensor lock, the Intercept Missile switches into Smart Mode. The missile has a skill equivalent of 4D, and its onboard sensors are rated at 3D.

Stalker Concussion Missile
Cost: 5,000
Skill: Starship Gunnery
Lock-On Time: 1 standard action
Fire Control: 6D
Space Range: 1-5/12/25
Atmosphere Range: 100m-500m/1.2km/2.5km
Duration: 4 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 7D
Note: This advanced weapon is fired without a Lock-On. It uses its own passive sensors to locate and track its target. Use the Smart Missile Table for Follow-Up Attacks. The missile has a skill equivalent of 4D, and its onboard sensors are rated at 3D. Because it does not require a lock-on, this missile is ideal for making surprise attacks.

Concussion Rocket
Cost: 500
Skill: Starship Gunnery
Lock-On Time: None
Fire Control: 3D
Space Range: 1-3/8/15
Atmosphere Range: 100m-500m/1.2km/2.5km
Damage: 8D
Note: Can not make Follow-Up Attacks.

EDIT: Savant Concussion Missile
Cost: 3,000
Description: This particularly devious missile can be set to behave like either an Advanced Concussion Missile or a Concussion Rocket. However, if it loses Lock-On (or after 1 round, in the case of a Concussion Rocket), it immediately behaves like a Stalker Missile. If an enemy pilot isn't paying attention, he won't notice the missile homing in on him until it is too late. In game terms, the pilot must make a Difficult Passive Sensors roll. If he fails the roll, the torpedo can make a surprise attack.
_________________
"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.


Last edited by CRMcNeill on Sat Jul 04, 2015 8:58 pm; edited 4 times in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 2:36 pm    Post subject: Reply with quote

PROTON TORPEDOES

Standard Proton Torpedo
Cost: 2,400
Skill: Starship Gunnery
Lock-On Time: 1 round (Once Lock-On is achieved, torpedo can fire at beginning of next round)
Fire Control: 3D
Space Range: 1-5/18/36*
Atmosphere Range: 100m-500m/1.8km/3.6km*
*Hitting targets at Long Range takes 1 extra round
Duration: 6 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 7D

Advanced Proton Torpedo
Cost: 3,200
Skill: Starship Gunnery
Lock-On Time: 1 round (Once Lock-On is achieved, torpedo can fire at beginning of next round)
Fire Control: 4D
Space Range: 1-5/18/36*
Atmosphere Range: 100m-500m/1.8km/3.6km*
*Hitting targets at Long Range takes 1 extra round
Duration: 8 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 8D

Intercept Proton Torpedo
Cost: 4,800
Skill: Starship Gunnery
Lock-On Time: 1 round (Once Lock-On is achieved, torpedo can fire at beginning of next round)
Fire Control: 4D
Space Range: 1-5/18/36*
Atmosphere Range: 100m-500m/1.8km/3.6km*
*Hitting targets at Long Range takes 1 extra round
Duration: 8 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 8D
Note: This highly advanced weapon is equipped with its own sensors and guidance systems. If the launching ship loses its sensor lock, the Intercept Torpedo switches into Smart Mode. The torpedo has a skill equivalent of 4D, and its onboard sensors are rated at 3D.

Stalker Proton Torpedo
Cost: 8,000
Skill: Starship Gunnery
Lock-On Time: 1 round (Once Lock-On is achieved, torpedo can fire at beginning of next round)
Fire Control: 4D
Space Range: 1-5/18/36*
Atmosphere Range: 100m-500m/1.8km/3.6km*
*Hitting targets at Long Range takes 1 extra round
Duration: 8 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 8D
Note: This advanced weapon is fired without a Lock-On. It uses its own passive sensors to locate and track its target. Use the Smart Missile Table for Follow-Up Attacks. The missile has a skill equivalent of 4D, and its onboard sensors are rated at 3D. Because it does not require a lock-on, this missile is ideal for making surprise attacks.

Proton Rocket
Cost: 800
Skill: Starship Gunnery
Lock-On Time: None
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 100m-200m/500m/1km
Damage: 9D
Note: Can not make Follow-Up Attacks.

EDIT: Savant Proton Torpedo
Cost: 4,800
Description: This particularly devious torpedo can be set to behave like either an Advanced Proton Torpedo or a Proton Rocket. However, if it loses Lock-On (or after 1 round, in the case of a Proton Rocket), it immediately behaves like a Stalker Torpedo. If an enemy pilot isn't paying attention, he won't notice the torpedo homing in on him until it is too late. In game terms, the pilot must make a Difficult Passive Sensors roll. If he fails the roll, the torpedo can make a surprise attack.
_________________
"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.


Last edited by CRMcNeill on Mon Oct 31, 2016 1:09 pm; edited 5 times in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 2:45 pm    Post subject: Reply with quote

ION TORPEDOES

Ion Torpedo
Cost: 1,200
Skill: Starship Gunnery
Lock-On Time: 1 round (Once Lock-On is achieved, torpedo can fire at beginning of next round)
Fire Control: 3D
Space Range: 1-5/18/36*
Atmosphere Range: 100m-500m/1.8km/3.6km*
*Hitting targets at Long Range takes 1 extra round
Duration: 6 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 6D (ionization)

Ion Rocket
Cost: 900
Skill: Starship Gunnery
Lock-On Time: None
Fire Control: 2D
Space Range: 1-2/5/10
Atmosphere Range: 100m-200m/500m/1km
Damage: 8D (ionization)
Note: Can not make Follow-Up Attacks.
_________________
"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.


Last edited by CRMcNeill on Fri Dec 23, 2016 6:49 am; edited 2 times in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 2:58 pm    Post subject: Reply with quote

HEAVY WEAPONS:
Note: Externally carried weapons are almost always stowed inside an armored pod to protect them from damage. If the weapon is not equipped with a pod, reduce the launching craft's Hull by -1D to represent increased vulnerability.

Anti-Ship Torpedo
Cost: 15,000
Skill: Starship Gunnery
Fire Control: 0D Starfighter-Scale
Space Range: 3-6/15/30
Atmosphere Range: 300m-600m/1.5km/3km
Damage: 6D Capital Scale
Penalties:
-Can only be mounted on a starfighter with a Hull of 4D or higher.
-The large size of the torpedo affects the performance of the launching craft, reducing Maneuverability -1D and Speed -2 per torpedo carried (any penalties are cumulative, although only the heaviest starfighters can carry more than one).
-To line up the shot, the launching craft must fly straight and level for 1 round. Flying straight and level for an additional round counts as Preparing, and adds a +1D bonus to the shot.
-Inertial-guided weapon: can not make Follow-Up attacks.

Stand-Off Intercept Missile
Cost: 10,000
Skill: Starship Gunnery
Lock-On Time: 1 round (Once Lock-On is achieved, the missile can fire at beginning of next round)
Fire Control: 5D
Space Range: 2-12/30/60*
Atmosphere Range: 200m-1.2m/3km/6km*
*Hitting targets at Long Range takes 1 extra round
Duration: 10 rounds (Once duration ends, the missile runs out of fuel and self destructs).
Damage: 8D
Note: This highly advanced weapon is equipped with its own sensors and guidance systems. If the launching ship loses its sensor lock, the missile switches into Smart Mode. The missile has a skill equivalent of 4D, and its onboard sensors are rated at 3D.
Penalties:
-Can only be mounted on a starfighter with a Hull of 3D or higher.
-The large size of the missile affects the performance of the launching craft, reducing Maneuverability -1 and Speed -1 per missile carried (any penalties are cumulative, although only the heaviest starfighters can carry more than one).

EDIT: Shield-Buster Torpedo
Cost: 12,000
Skill: Starship Gunnery
Lock-On Time: None
Fire Control: 1D
Space Range: 1-3/8/15
Atmosphere Range: 100m-500m/1.2km/2.5km
Damage: Special. This weapon is designed specifically to attack and bring down a target's shields. Roll 4D Capital-Scale Damage against the target's Shields only, then resolve any damage as Shields Ionized results.
Note:
-Can not make Follow-Up Attacks.
-Can only be mounted on a starfighter with a Hull of 3D or higher.
-The large size of the missile affects the performance of the launching craft, reducing Maneuverability -1 and Speed -1 per missile carried (any penalties are cumulative, although only the heaviest starfighters can carry more than one).
_________________
"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.


Last edited by CRMcNeill on Mon Oct 31, 2016 12:10 pm; edited 3 times in total
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CRMcNeill
Grand Moff
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Joined: 05 Apr 2010
Posts: 10259
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 3:33 pm    Post subject: Reply with quote

SPACE BOMBS

The use of inertial bombs against targets in space has resulted in the development of what has become known as Swoop Bombing. Since the effective range of a space-launched bomb is based primarily on the speed of the launching craft at the moment of launch, pilots attacking mobile targets have found that the best accuracy is achieved by making a course directly at their target at the highest possible velocity. The term originated with the high-speed swoops that many pilots like to utilize as personal vehicles.

When utilizing space bombs against a mobile, armed target, it is best to get in fast and launch as late as possible. This gives the target minimum time to either evade the bomb or shoot it down. As such, pilots tend to wait until the very last second before firing. The drawback, however, is that the longer the pilot waits, the more difficult it is him to turn away without running head-on into his target.

Base Difficulty:
Generating the Base Difficulty for launching a space bomb is based on two factors: the speed of the target and the speed of the attacker.
    Target's Speed in SUs/Round = Difficulty
    0 = Very Easy
    1-5 = Easy
    6-10 = Moderate
    11-15 = Difficult
    16-20 = Very Difficult
    21-30 = Heroic
    31+ = Heroic +10

    Attacker's Speed in SUs/Round = Reduce Difficulty by
    5-10 = -1 Level
    11-20 = -2 Levels
    21-40 = -3 Levels
    41+ = -4 Levels

    Example: A Y-Wing is lining up for a space bomb attack on an Imperial Star Destroyer. Both craft are moving at Full Speed (12 SUs/round for the Star Destroyer, 14 for the Y-Wing). The Star Destroyer's speed generates a base difficulty of Difficult, but the Y-Wing's speed of 14 reduces that Difficulty by two levels, an Easy shot. The attack is then resolved as normal.
Range: When firing at a moving target, bombs are almost always fired from a range of less than 1 SU. If firing from stand-off ranges, assume a range of 2-12/30/60, with the bomb requiring an additional round to reach its target if launched from Long Range.

Space Bomb
Cost: 1,500
Skill: Starship Gunnery
Lock-On Time: None
Fire Control: 1D
Space Range: Special
Damage: 10D
Note: Can not make Follow-Up Attacks.

Cluster Bomb
Cost: 1,800
Skill: Starship Gunnery
Lock-On Time: None
Fire Control: 5D
Space Range: Special
Damage: 7D
Note:
-This bomb is proximity detonated, spewing out dozens of sub-munitions that, while not as damaging as a normal bomb, greatly increase its chances of striking its target.
-Can not make Follow-Up Attacks.
_________________
"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.


Last edited by CRMcNeill on Mon Oct 31, 2016 1:21 pm; edited 2 times in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 5:26 pm    Post subject: Reply with quote

GUNS

Despite advances in guided ordnance, direct fire energy weaponry remains the primary method of attack in starfighter vs. starfighter combat. Various types of guns are available, each with their own advantages and disadvantages.

Blaster
The Blaster is a low-powered energy weapon that fires a rapid-fire series of shots as opposed to one large blast. This can be used to enhance the blaster's damage or accuracy, although the bolts have a tendency to scatter at medium and long range.
Space Range: 1-5/10/17
Atmosphere Range: 100m-500m/1km/1.7km
Base Damage:
-Light: 1D
-Medium: 2D
-Heavy: 3D
Rate of Fire: 2D Auto-Fire (May be applied to Damage or Fire Control, but Gunner must declare which before the shot. Can only be applied to Fire Control at Long Range, and only 1D may be applied to Damage at Medium Range).

Auto-Blaster
The Auto-Blaster is the best anti-starfighter energy weapon available. Mating a standard blaster with an auto-stabilizing gimbaled mount and an autonomous target tracking system eliminates the beam scattering effect that limits standard blasters. The result is a tight, accurate stream of blaster fire at all ranges, and the auto-blaster's precision target tracking ability makes it exceptionally good at shooting down missiles and bombs.
Space Range: 1-8/25/40
Atmosphere Range: 100m-800m/2.5km/4km
Base Damage:
-Light: 1D
-Medium: 2D
-Heavy: 3D
Rate of Fire: 2D Auto-Fire (May be applied to Damage or Fire Control, but Gunner must declare which before the shot).
Special: Auto-Blasters receive an additional +1D Fire Control Bonus when Locked On a target.

Laser Cannon
While Blasters are excellent anti-starfighter weapons, the heavier laser cannon have better all-around combat capability. Accurate enough to engage and destroy most starfighters, they also have the power to inflict much heavier damage than blasters, and at longer ranges.
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5km
Base Damage:
-Light: 4D
-Medium: 5D
-Heavy: 6D

Turbolaser Cannon
Miniaturized versions of the big guns carried on capital ships, starfighter-mounted turbolasers allow the ships to pack a big punch for their size, but often at high cost. Due to weight and power restrictions, turbolasers are generally only found aboard combat modified space transports or heavy assault starfighters
Space Range:2-6/18/36
Atmosphere Range: 200m-600m/1.8km/3.6km
Base Damage: 7D

Ion Cannon
Ion Cannon are singularly useful in that they allow a starfighter to disable a target without destroying it.
Space Range: 1-3/7/16
Atmosphere Range: 100m-300m/700m/1.6km
Base Damage:
-Light: 2D
-Medium: 3D
-Heavy: 4D

Mass Driver
Mass Drivers use gravity pressors or electromagnetic coils to accelerate a stream of solid metal darts to extreme velocities. In a world of high-powered energy weapons, the mass driver is relatively outclassed as a starfighter mounted weapon, with relatively low damage and range. The primary reason it remains in use is that the gun has a minimal sensor signature when firing, so the cannon remains useful for stealth fighters and other ambush applications.
Space Range: 1-3/7/15
Atmosphere Range: 100m-300m/700m/1.5km
Base Damage:
-Light: 1D
-Medium: 2D
-Heavy: 3D
Rate of Fire: 1D Auto-Fire (Can be applied to Fire Control or Damage at Point Blank and Short Range, or to Fire Control only at Medium or Long Range, but Gunner must declare which before the shot)

Tractor Beam
Tractor Beams were considered to be relatively useless as a starfighter combat weapon until it was discovered that a tractor beam also reduced the target's Maneuverability. This, in turn, increased the odds of a successful Lock-On or other attack against an enemy that might otherwise have been too maneuverable to hit.
Space Range: 1-2/5/10
Atmosphere Range: 100m-200m/500m/1km
Base Damage:
-Light: 2D
-Medium: 3D
-Heavy: 4D
Effect:
    Damage Roll > Hull Roll = Maneuverability Penalty
    0-3 = No change
    2-8 = -1D
    9-12 = -2D
    13-15 = -3D
    16+ = -4D

    Notes:
    -The Maneuverability penalty is in addition to the penalties listed under the RAW.
    -If the penalty is high enough, the target's Maneuverability can be reduced to negative numbers (it does not bottom out at 0D).

_________________
"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.


Last edited by CRMcNeill on Wed Jan 03, 2018 10:15 am; edited 2 times in total
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 5:46 pm    Post subject: Reply with quote

LAUNCHERS & GUN MOUNTS

Fire-Linked
Starfighters with fire-linked weapons can, at the pilot's discretion, transfer the following dice values from Damage to Fire Control
    Dual = 1D
    Triple = 1D+2
    Quad = 2D
Concussion Missile Tube
Forward firing, and is sized to fire concussion missiles only. May be a simple launch tube, or may be fed by a multi-round magazine.

Proton Torpedo Tube
Forward firing, and is sized to fire proton torpedoes only. May be a simple one-round launch tube, or may be fed by a multi-round magazine. Space Bombs may be used as well, as they are the same dimensions as a proton torpedo.

Bomb Chute
Dispenser that deploys a gravity bomb or space mine from the starfighter's underside. Generally not a one-round weapon, although there are exceptions. Can not fire concussion missiles or proton torpedoes.

Warhead Launcher
The most versatile of ordnance launchers, this unit combines a multi-round internal weapons bay with both a launch tube and a bomb chute, enabling it to launch any standard ordnance (excluding the heavy, externally carried weapons). A prime example is the tandem warhead launcher aboard the TIE Bomber, which can carry multiple forms of ordnance simultaneously. Generally, two concussion missiles can be carried for every proton torpedo (or their equivalents)

Pod
This is, in essence, an externally mounted launcher for additional ordnance. The pod is generally configured as one of the above weapons, to maximize its utility. However, pods are bulky and heavy, and can not be mounted on any starfighter with a Hull of less than 3D. Furthermore, for every pod carried, reduce Speed by 1 and Maneuverability by 1 pip. Pods are mounted on hardpoints on a starfighter's underside; generally, a starfighter with a Hull of 3D-3D+2 will have 2 light hardpoints, while a starfighter with a Hull of 4D or more will have 2 light hardpoints and 1 heavy hardpoint. Starfighters with a Hull of less than 3D will generally have a single light hardpoint that is used for ferry tanks or other non-combat applications. Dedicated ordnance-carrying starfighters like the K-Wing or TIE Bomber may have multiple hardpoints, as well as having the ability to ignore the pod performance penalties up to a certain level.
_________________
"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
Grand Moff
Grand Moff


Joined: 05 Apr 2010
Posts: 10259
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 6:53 pm    Post subject: Reply with quote

COUNTERMEASURES
While some starfighters (such as the A-Wing, with its on-board fire control jamming emitter) are already equipped with defensive countermeasure systems, most fighters have few if any defenses against guided missile attacks, and have to be modified after the fact. To meet this need, Arakyd produced the Modular Defensive Countermeasures Pack. Composed of multiple interlinked units, it allows users to custom tailor defensive countermeasures for their starfighters on the basis of personal preference.

Capacity:
The Modular Defensive Countermeasures Pack is sized to fit the starfighter to which it is mounted. The larger and tougher the fighter, the more sub-packs can be mounted. Generally, a starfighter may carry 1 pack per 1D of Hull (pips rounded down), although some larger but fragile starfighters, such as the B-Wing, may carry more. A Y-Wing or X-Wing could mount four packs, a TIE Interceptor could mount three, while a TIE Fighter or A-Wing could carry only two. Packs are selected from the list below:

Fire-Control Jamming Pod
Cost: 400
Fire Arc: Rear
Effect: -2 to any Fire Control and Lock-Ons targeting the craft (bonus is cumulative if multiple packs used)

Decoy Launcher
Cost: 200
Fire Arc: Rear
Effect: -1D to Fire Control and Locks Ons targeting the craft per decoy launched.
Duration: 1 round
Ammo: 4 decoys per launcher

Point Defense Blaster
Cost: 600
Fire Arc: Rear
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-2/3/7
Atmosphere Range: 100m-200m/300m/700m
Damage: 2D
Special:
-Point Defense Mode (may take one shot per round at an attacking missile in the ship's Rear fire arc).
-May fire-link up to 4 packs together if installed.
_________________
"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.


Last edited by CRMcNeill on Sun Oct 30, 2016 11:54 pm; edited 5 times in total
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CRMcNeill
Grand Moff
Grand Moff


Joined: 05 Apr 2010
Posts: 10259
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 7:10 pm    Post subject: Reply with quote

SKILLS:

Tactics: Starfighters
In addition to the Tactics skill as described under the RAW, Tactics can be used to enhance the effectiveness of a roll in combat. This is particularly useful when trying to surprise an opponent in starfighter combat.
Effect: Once per round, a pilot may make a free Tactics skill roll at Moderate Difficulty. Apply the result to the following table:
    Roll Succeeds By = Bonus
    0-3 = +1
    4-6 = +2
    7-9 = +1D
    10-12 = +1D+1
    13-15 = +1D+2
    16+ = +3D
The bonus generated may be applied to any one relevant skill roll that round. This includes the appropriate Piloting skills, Command, as well as the two new Advanced Skills listed below.


ADVANCED SKILLS:

Combat Maneuvering
Prerequisites: Starfighter Piloting 5D, Starship Gunnery 5D
Description: This skill represents the intense level of training combat pilots undergo to maximize the effectiveness of a starfighters in combat.

Situational Awareness
Prerequisites: Sensors (must also have a minimum 4D in either Perception or Search)
Description: Part trained skill and part instinct, a character with situational awareness has an innate awareness of their surroundings, and their position in relationship to other objects. This is particularly useful in starfighter combat.
Effect: Character may make one free Sensors roll every round to represent his awareness of his surroundings in space combat.
_________________
"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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klhaviation
Lieutenant Commander
Lieutenant Commander


Joined: 19 Aug 2014
Posts: 154

PostPosted: Wed Feb 04, 2015 8:03 pm    Post subject: Reply with quote

Awesome... This is a a huge request for a lot of folks. If the is anything I can do to help... let me know. I love this starship stuff.
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CRMcNeill
Grand Moff
Grand Moff


Joined: 05 Apr 2010
Posts: 10259
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 8:32 pm    Post subject: Reply with quote

klhaviation wrote:
Awesome... This is a a huge request for a lot of folks. If the is anything I can do to help... let me know. I love this starship stuff.

Will do. I'm working on Sensors and Visual Scanning right now, but here is a list of everything I want to include and haven't gotten to yet:

I. The (Optional) Rules
-Scanning & Detection
-Surprise
-Dog-Fighting
-Ground Attack
--Bombing Runs
--The Vertical Swoop (Dive Bombing)
-Cooperations
--Formation Flying (Pros & Cons)
--Scanning In Formation (Bonuses to Visual or Sensor Scanning when operating in groups?)
--Flight Controllers
-Auxiliary Power
-Alternate Shield Rules
-Alternate Ion Cannon Rules
II. The Weapons
--Decoy Drone
--Sensor Probe
--Mini-Rocket Pod
--Proton Bomb
--Cluster Bomb
--Advanced Cluster Bomb
--Space Mine
--Sensor Buoy
--Submunitions Dispenser
---Thermal Detonators
---Land Mines
-Equipment Pods
--Jamming / ECM
--Reconnaissance / ESM
--Targeting
--Low-Altitude Navigation
--Astrogation
--Ferry Tank
III. The Ships (Changes to existing ships based on the new rules).
-Capital Ship Starfighter Defenses
--Adding Laser Cannon to existing stats
--Turboblasters
--Barrage Firing & Batteries

It keeps expanding as I go...
_________________
"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
Grand Moff
Grand Moff


Joined: 05 Apr 2010
Posts: 10259
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 04, 2015 8:55 pm    Post subject: Reply with quote

VISUAL SCANNING
Visual scanning for starfighters utilizes broad spectrum electro-photo receptors that scan surrounding space for reflections of sunlight, residual heat, or even motion against a static background. In game terms, a pilot may perform a Passive Sensor roll once per round to spot enemy starfighters. Optionally, you may apply the following modifiers to mix things up:
    Target is = Bonus to Sensors Roll
    Starfighter = -2
    Light Freighter = 0
    Corvette = +4
    Frigate = +6
    Cruiser = +8
    Star Destroyer = +10
    SSD = +12
    Death Star = +20

    Moving @ Cautious = -5
    Moving @ Cruising = 0
    Moving @ Full = +5
    Moving @ All-Out = +10

    Has Shields Up = +3
    Has Its Energy Weapons Charged = +2
    Two to Four Ships flying in Formation (Element or Flight)= +1
    Five to Twelve Ships in Formation (up to a Full Squadron) = +2

ALTERNATE RULES FOR SENSOR FOCUS

Can now function in one of three ways:
    1). As per the RAW, it can scan a small sphere with the diameter of the listed Space units.

    2). It can also focus on multiple independent targets simultaneously, up to the range number listed (Example: If a Starfighter has a Focus of 3/4D, it can scan 3 targets simultaneously @ 4D). This also means that the above ship can also Lock-On to three targets at the same time.

    3). It can link all of its Focus sensors on a single target, providing a sensor bonus equal to Fire-Linking (Example: If the starfighter from the above example focused all 3 of its available Focus units on the same target, it would receive a +1D+2 bonus to Sensors)

_________________
"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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