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

Handheld weapon against starships
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech -> Handheld weapon against starships Goto page 1, 2, 3, 4  Next
View previous topic :: View next topic  
Author Message
Straxus
Lieutenant Commander
Lieutenant Commander


Joined: 30 May 2017
Posts: 106
Location: Norway

PostPosted: Fri Feb 09, 2018 8:28 am    Post subject: Handheld weapon against starships Reply with quote

Is there some kind of weapon that a character can use that would at least put a dent in a starship? I'm thinking a one-shot rocket launcher over-the-shoulder kind of thing, but haven't been able to find any.

There's a chance the PCs will have to defend themselves from a a strafing starship before they can get to their own ship, and if one of them could have at least a small chance to delay the attack a little bit I think it would make a good fight/chase sequence.
Back to top
View user's profile Send private message
Kytross
Line Captain
Line Captain


Joined: 28 Jan 2008
Posts: 773

PostPosted: Fri Feb 09, 2018 9:29 am    Post subject: Reply with quote

There is a 6D scale difference between character scale and starfighter scale. Therefore, you are looking for something, character scale, that does 9D+ damage.

Thermal detonators do 10D damage, 4D starfighter scale. I'd call it a moderate roll of the appropriate skill to switch them out with the explosive in a shoulder mounted RPG.

A Heavy Repeating Blaster does 8D damage. You can jury rig it to do 11D damage, 5D starfighter scale. You'll probably only get off a few rounds of fire before it malfunctions.

There's also a Squib Tensor Rifle. Starting at 3D damage, every time you hit the target you do an additional +1D damage.

Good luck
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: Fri Feb 09, 2018 11:26 am    Post subject: Reply with quote

In one of my favorite Star Wars comics by Marvel, #65 Golrath Never Forgets, Lt. Mils Giel snaps off a quick shot with his blaster in spite and actually manages to damage Luke's X-wing hyperdrive motivator. Gamewise, I figured he blew a Force Point and/or rolled a couple of 6's on the Wild Die.

Regardless, I thought it was very cool and dramatic. It makes Leia's (or Chewie's) shots at Slave I seem less futile.
_________________
Currently playing D&D 5E and painting an unholy amount of miniatures.
Back to top
View user's profile Send private message
Kytross
Line Captain
Line Captain


Joined: 28 Jan 2008
Posts: 773

PostPosted: Fri Feb 09, 2018 12:19 pm    Post subject: Reply with quote

A standard DL-44 does 5D damage. Max modification brings it to 6D+2 damage. Two character points brings the damage to 8D+2, or 2D+2 starfighter scale.

A standard BlasTech T-6 “Thunderer” Heavy Blaster Pistol does 6D+2 Damage. Max modification brings it to 8D+1. Two character points brings it to 10D+1.

The standard Stormtrooper Two Blaster Carbine does 6D+2 damage.

The Exotar Arms Predator Blaster Rifle does 7D standard damage.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Feb 09, 2018 12:34 pm    Post subject: Reply with quote

What Scale System are you using?
_________________
"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
Leona Makk
Lieutenant
Lieutenant


Joined: 03 Feb 2018
Posts: 91
Location: Minneapolis, MN

PostPosted: Fri Feb 09, 2018 12:42 pm    Post subject: Reply with quote

The PLX-4 Portable Missile Launcher from the Thrawn Trilogy Sourcebook (maybe last command?) does 6d Speeder Scale damage.
My players used one to take out a Barabel Shock Boxer with CPs, so anything is possible.
Back to top
View user's profile Send private message
Kytross
Line Captain
Line Captain


Joined: 28 Jan 2008
Posts: 773

PostPosted: Fri Feb 09, 2018 12:48 pm    Post subject: Reply with quote

CRMcNeill wrote:
What Scale System are you using?


2E R&E

I don't know about the original poster, that would change things considerably.
Back to top
View user's profile Send private message
Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Fri Feb 09, 2018 2:47 pm    Post subject: Reply with quote

Using McNeill's updated scale system, there's a chance at damaging a starfighter with character scale weapons, since they're smaller than walker scale, but larger than speeder.

100 Storm Troopers combining fire on a ship with their E-11s will put a dent in it using 2E R&E since that's 33D potential bonus damage.
_________________
RR
________________________________________________________________
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Feb 09, 2018 3:31 pm    Post subject: Reply with quote

Using my system, a PLEX becomes a decent weapon against Starfighters, with a Scale Difference of 2D instead of 4D. So it becomes a 4D Starfighter-Scale weapon with the equivalent of 2D Fire Control.
_________________
"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
Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Fri Feb 09, 2018 3:31 pm    Post subject: Re: Handheld weapon against starships Reply with quote

Straxus wrote:
Is there some kind of weapon that a character can use that would at least put a dent in a starship? I'm thinking a one-shot rocket launcher over-the-shoulder kind of thing, but haven't been able to find any.

There's a chance the PCs will have to defend themselves from a a strafing starship before they can get to their own ship, and if one of them could have at least a small chance to delay the attack a little bit I think it would make a good fight/chase sequence.


Ah, in that case, there's the Finbat Anti-Walker Missile, but it's a slow moving rocket which can potentially be shot down.
_________________
RR
________________________________________________________________
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14022
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Feb 09, 2018 3:58 pm    Post subject: Reply with quote

Kytross wrote:
A standard DL-44 does 5D damage. Max modification brings it to 6D+2 damage. Two character points brings the damage to 8D+2, or 2D+2 starfighter scale.

A standard BlasTech T-6 “Thunderer” Heavy Blaster Pistol does 6D+2 Damage. Max modification brings it to 8D+1. Two character points brings it to 10D+1. .


TO me, a thunderer is already a max modded up regular heavy blaster pistol.. so it can't be modded any more.
_________________
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: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Feb 09, 2018 5:10 pm    Post subject: Reply with quote

Having the Finbat be a 12D Character Scale weapon is, IMO, a bit ridiculous. Its stats may say it is slow and can be shot down, but when adjusted for Scale, it becomes a 6D Damage / 6D Fire Control weapon against starfighters. Having big, lumbering things like Walkers be more fragile and more maneuverable than Starfighters was one of the big reasons I came up with my own Scale system in the first place.

I’d say the Finbat needs a re-stat to make it a big, clumsy weapon that is great against Walker-Scale vehicles, but too slow to hit a fast, maneuverable Starfighter.
_________________
"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
Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Fri Feb 09, 2018 5:24 pm    Post subject: Reply with quote

I don't disagree, CR.

I do think that we should have some anti-starfighter weaponry which can be "hand held," or something with at least a chance of causing some damage.

Now, does that mean that we should have the Star Wars equivalent of Stinger Missiles? Maybe. Honestly, I think that most of the shoulder mounted rockets that do 6D should have their damage kept, and then bump them up to speeder scale to make them viable anti-armor options, but not really an option for bulls-eyeing individual characters.

The easiest way to handle the Finbat, IMO, would be to drop damage and up scale. Maybe make it a 6D Walker Scale missile, so it loses the bonus to hit but keeps the hard hitting damage.
_________________
RR
________________________________________________________________
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Feb 09, 2018 5:38 pm    Post subject: Reply with quote

Raven Redstar wrote:
I don't disagree, CR.

I do think that we should have some anti-starfighter weaponry which can be "hand held," or something with at least a chance of causing some damage.

Now, does that mean that we should have the Star Wars equivalent of Stinger Missiles? Maybe. Honestly, I think that most of the shoulder mounted rockets that do 6D should have their damage kept, and then bump them up to speeder scale to make them viable anti-armor options, but not really an option for bulls-eyeing individual characters.

That's essentially what the PLEX becomes under my Scale System; you don't even need to change the stats. Granted, 4D is going to have to roll above-average to have a chance against heavy fighters like the X and Y-Wings, but lighter craft like TIEs will be legitimately threatened.

Quote:
The easiest way to handle the Finbat, IMO, would be to drop damage and up scale. Maybe make it a 6D Walker Scale missile, so it loses the bonus to hit but keeps the hard hitting damage.

Agreed, although I think a 7D or 8D would be more in keeping with what WEG intended. After all, once it's adjusted for WEG Scale modifiers, it did 8D Damage against Walkers. That's enough for a Lightly Damaged result on an AT-AT with every hit.
_________________
"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
Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Fri Feb 09, 2018 10:34 pm    Post subject: Reply with quote

I would make a single use missile tube based off of this:

Quote:
Model: Merr-Sonn MX-10
Type: Anti-vehicle missile emplacement
Scale: Speeder
Skill: Missile weapons: missiles
Ammo: 10 (permanent missile rack)
Cost: 20,000 (launcher, new), 8,000 (launcher, used),
500 (“dumb” rocket), 1,000 (“smart” GAM rocket), 2,000
(“savant” rocket)
Availability: R, X
Body: 3D
Range: 100-500/3/10 km
Damage: 6D
Source: Hideouts & Strongholds (page 10, 36)


Maybe this to replace the Finbat:

Quote:
Model: Bryn & Gweith Mounted MPTL 17
Type: Anti-vehicle torpedo launcher
Scale: Walker
Skill: Missile weapons: anti-vehicle
Crew: 4, skeleton: 2/+10
Ammo: 25
Cost: 18,000 (new), 9,000 (used)
Availability: R or X
Body: See mounting location
Fire Rate: 1/2
Fire Control: 2D+2
Range: 20-60/3/16 km
Damage: 9D
Source: Hideouts & Strongholds (page 62)


At least to use as a template.
_________________
RR
________________________________________________________________
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 -> Ships, Vehicles, Equipment, and Tech All times are GMT - 4 Hours
Goto page 1, 2, 3, 4  Next
Page 1 of 4

 
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