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

Firing Turrets from Cockpit vs Gunwell
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules -> Firing Turrets from Cockpit vs Gunwell Goto page 1, 2  Next
View previous topic :: View next topic  
Author Message
Ning Leihrec
Lieutenant Commander
Lieutenant Commander


Joined: 17 Apr 2015
Posts: 211

PostPosted: Tue May 05, 2015 1:26 pm    Post subject: Firing Turrets from Cockpit vs Gunwell Reply with quote

Is there anything in the raw covering fire control penalties while firing a turret from the cockpit instead of the gun well? Seems like -1D fc would be appropriate.
Back to top
View user's profile Send private message
evilnerf
Lieutenant Commander
Lieutenant Commander


Joined: 11 Apr 2015
Posts: 165
Location: St. Charles

PostPosted: Tue May 05, 2015 2:09 pm    Post subject: Reply with quote

On the few ships I've seen where that's an option, they seem to lose the Fire Control entirely.
_________________
His eyes are shifty. That's how you know the nerf did it.
Back to top
View user's profile Send private message AIM Address
Ning Leihrec
Lieutenant Commander
Lieutenant Commander


Joined: 17 Apr 2015
Posts: 211

PostPosted: Tue May 05, 2015 2:27 pm    Post subject: Reply with quote

Makes sense
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14034
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue May 05, 2015 3:00 pm    Post subject: Reply with quote

The only canon example i can come up with is for the Y-wing when the ion turret is fixed forward, it loses 2d of its 3d fire control..

Quote:
2 Light Ion Cannons (fire-linked)
Fire Arc: Turret (Gun may be fixed to forward to be fired by
pilot at only ID fire control!)

Crew: 1 (co-pilot)
Skill: Starship gunnery
Fire Control: 3D

_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
RyanDarkstar
Commander
Commander


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

PostPosted: Tue May 05, 2015 3:13 pm    Post subject: Reply with quote

Linked Weapons (GG6: Tramp Freighters 2nd edition pg. 41)
Quote:
Similarly, if a weapon can be fired from two different locations, say, the weapon mount and the pilot's station, the additional linkage costs 100 credits per weapon. This is considered a +1 modification on the mishap charts.


The italicized portion was added to the 2E; 1E had no stipulation.

I would agree that FC be reduced or omitted, especially in a freighter.
_________________
Currently playing D&D 5E and painting an unholy amount of miniatures.
Back to top
View user's profile Send private message
evilnerf
Lieutenant Commander
Lieutenant Commander


Joined: 11 Apr 2015
Posts: 165
Location: St. Charles

PostPosted: Tue May 05, 2015 3:29 pm    Post subject: Reply with quote

the Muvon (modified Loronar B-7 light freighter) from the Darkstryder campaign has another example.

1 Light Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Starship gunnery
Fire Control: 1D+2 (May be fired by pilot at 0D fire control)

So maybe -1D for starfighters, -2D for Light Transports, and -4D for Capital ships? Mimimum fire control of 0D, of course.
_________________
His eyes are shifty. That's how you know the nerf did it.
Back to top
View user's profile Send private message AIM Address
Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10297
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue May 05, 2015 6:52 pm    Post subject: Reply with quote

evilnerf wrote:
On the few ships I've seen where that's an option, they seem to lose the Fire Control entirely.

That's the way I've done it too.

I'm really big on every PC having something to do on a starship (thus they need to have or cultivate at least one spaceship-related skill). PC group ships are usually modified freighters, so it is easy for us to rationalize the addition of crew stations devoted to a particular function such as astrogation, com-scan, shields, etc. Starship weapon turrets are cool for non-pilot/operational PCs to shoot things during space combat. These functions should still be able to be handled from the cockpit pilot and/or co-pilot stations in case there are less PCs to go around for all the stations, and that often includes firing the turret weapons. If there isn't a significant penalty for doing that, then I wonder what is the purpose of there being a gun well/turret station.

My thinking goes back to the Millenium Falcon in the films. Han and Chewie were only two, yet there were two gunnery stations that were very mobile. I imagine it would probably be a very rare circumstance when they would both leave the cockpit empty and get in the guns, which makes me think that at least one of the guns could be fired from the cockpit, at a penalty. When the Falcon escaped from the first Death Star, Han had a couple more hands on board so Han and Luke took to the guns while Chewie and Leia flew the ship.
_________________
*
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage
Back to top
View user's profile Send private message Visit poster's website
Ning Leihrec
Lieutenant Commander
Lieutenant Commander


Joined: 17 Apr 2015
Posts: 211

PostPosted: Tue May 05, 2015 8:00 pm    Post subject: Reply with quote

That's what I'm thinking, Whill. And when that lone TIE is leading him toward the Death Star he says it's "almost in range." Was he planning on opening up on it with concussion missiles? Seems like overkill.
Back to top
View user's profile Send private message
Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10297
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue May 05, 2015 9:44 pm    Post subject: Reply with quote

Ning Leihrec wrote:
That's what I'm thinking, Whill. And when that lone TIE is leading him toward the Death Star he says it's "almost in range." Was he planning on opening up on it with concussion missiles? Seems like overkill.

That's another good example.
_________________
*
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage
Back to top
View user's profile Send private message Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16178
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon May 11, 2015 11:51 am    Post subject: Reply with quote

I'd say its a combination of multiple factors, chief among them that a turret mounted cannon is going to depend on that turret's ability to shift its aim to bring the cannon to bear on the target. A turret that is suddenly locked in fixed forward position is going to lose a lot of that precision firing ability.

Another major factor is going to be the capability of the cannon's fire control to be operated remotely. A low tech system might simply lock the cannon in a forward fixed position that corresponds to a cockpit mounted gunsight, whereas a high-tech system might include remote cockpit targeting, auto-steering and lock-on ability, etc.

How those would translate to dice bonuses or game rules is the interesting part...
_________________
"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
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14034
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon May 11, 2015 8:27 pm    Post subject: Reply with quote

One thing i would LOVE to see rules for is a head set targeting device similar to what the Apache helos have on them that the pilot/gunner wears that activates the chin gun, so where ever the pilot looks at/targets, the gun trains to automatically.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16178
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon May 11, 2015 10:04 pm    Post subject: Reply with quote

Hmmm. For starfighters or space transports? Since they have helmet mounted sights for fighter planes now, I'm considering adding something like that as an experimental tech option for Advanced Starfighter 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.

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: 3191

PostPosted: Mon May 18, 2015 9:48 am    Post subject: Reply with quote

Yeah, its interesting: modern technology, in some ways, exceeds what we see in Star Wars.
Back to top
View user's profile Send private message
cynanbloodbane
Commander
Commander


Joined: 05 Dec 2014
Posts: 410
Location: Cleveland, Go Tribe!

PostPosted: Mon May 18, 2015 11:35 pm    Post subject: Reply with quote

garhkal wrote:
One thing i would LOVE to see rules for is a head set targeting device similar to what the Apache helos have on them that the pilot/gunner wears that activates the chin gun, so where ever the pilot looks at/targets, the gun trains to automatically.


Wasn't that a plot hook in "Blue Thunder" back in 1983?
_________________
"Yes because killing the guy you always planned on usurping and killing anyways in order to save your own kid, totally atones for murdering a roomful of innocent trusting children." The Brain
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16178
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue May 19, 2015 12:03 am    Post subject: Reply with quote

Yes, but the thing with Blue Thunder was that all the tech on that helicopter actually existed (in some form or another) at that time, and the helmet-mounted site is standard equipment on the Apache helicopter.
_________________
"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
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules All times are GMT - 4 Hours
Goto page 1, 2  Next
Page 1 of 2

 
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