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

New Weapon - Blast-Tube
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech -> New Weapon - Blast-Tube Goto page 1, 2  Next
View previous topic :: View next topic  
Author Message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12041
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon May 23, 2011 1:29 am    Post subject: New Weapon - Blast-Tube Reply with quote

The Blast-Tube is an upgrade for existing blaster rifles. It essentially a disposable, one-shot turbolaser that is charged and fired by a shot from the blaster rifle itself.

Model: Merr-Sonn TX521 Blast-Tube
Type: Blaster Power Enhancement Accessory
Scale: Character
Skill: Special (Uses the skill for the blaster weapon the blast-tube is attached to, at one Difficulty level higher).
Ammo: 1
Fire Rate: 1
Cost: 500 each
Availability: 2, X
Range: 100-250m/500m/1km
Damage: 12D
Rules:
-Once a blast-tube has been fired, it is useless and must be discarded. Attempting to fire the blaster with an expended blast-tube still attached causes the blast-tube to explode, inflicting 6D damage to the character firing the blaster.
-To fire a blast-tube, the rifle must be fitted with a special bracket that is fitted to the end of the blaster rifle's barrel (50 credits, 15 minute install time, Very Easy Blaster Repair roll).
-Attaching or removing the blast-tube counts as a standard action.


This weapon is intended as the SW equivalent to the WWI and WWII era rifle grenades. I didn't really feel like making up a capsule for it, so I think I'll just let the weapon stand as is. Thoughts?
_________________
"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
vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Mon May 23, 2011 7:17 am    Post subject: Reply with quote

What is the "SW-physics" for it? If an energy bolt enhancer then that level of discharge should drain its power pack to boot, so you discard, reload and then back to rifling. I'd also give the rifle a finite life of using these anti-vehicle modifications, say roll a d6 every time you use one, if you roll lower than the number you've used the gun is ruined by it and needs repair.

If it is instead a rocket powered grenade charge it deserves a title like mini-proton sphere launcher, due to damage. It should also have a difficulty increase to use. It is conceivably along the lines of a Davey Crocket nuclear mortar I guess, which can also be fired from a recoilless rifle.
These kind of weapons have a hell of a kick with any decent warhead weight or range.
On this level you want mortar damage with a grenade launcher, you can do that in Star Wars but it has to be expensive, rare and difficult.

I think you want to decide firmly if you're leaning towards anti-personnel, anti-vehicle or anti-walker with this weapon. You can do crazy star wars tech but it should be very specialised to keep balance. There's a walker scale shoulder missile you can get that covers the heavy anti-armour work, you can use regular grenade launchers and repeaters for antipersonnel work, so maybe an anti-vehicle (speeder scale) weapon is a vacant niche, which means shaped charges over frag explosives (ie. low area of effect damage).

If you want to convert it back to character scale damage that's all good but you should first design it as a speeder scale weapon, to keep the size, weight and complexity to a minimum, plus being man-portable you're looking at I think a 3D base plus add for shaped charge and add for disposal type so I think the 5D speeder scale damage is quite reasonable and makes for a deadly scout tank killer. Heavy armour you need walker scale gear for, like the Finbat disposal shoulder fired rocket.

This one you can fire from a standard blaster rifle, I think it should be a shaped warhead RPG charged by a blaster bolt for 5D speeder scale damage, or you could have a fragmentation area of effect variation that does 7D character scale damage.

Just what I was thinking.
Back to top
View user's profile Send private message
Random Numbers
Commander
Commander


Joined: 12 Jan 2010
Posts: 454
Location: Gladsheim

PostPosted: Mon May 23, 2011 7:21 am    Post subject: Re: New Weapon - Blast-Tube Reply with quote

crmcneill wrote:
The Blast-Tube is an upgrade for existing blaster rifles. It essentially a disposable, one-shot turbolaser that is charged and fired by a shot from the blaster rifle itself.

Model: Merr-Sonn TX521 Blast-Tube
Type: Blaster Power Enhancement Accessory
Scale: Character
Skill: Special (Uses the skill for the blaster weapon the blast-tube is attached to, at one Difficulty level higher).
Ammo: 1
Fire Rate: 1
Cost: 500 each
Availability: 2, X
Range: 100-250m/500m/1km
Damage: 12D
Rules:
-Once a blast-tube has been fired, it is useless and must be discarded. Attempting to fire the blaster with an expended blast-tube still attached causes the blast-tube to explode, inflicting 6D damage to the character firing the blaster.
-To fire a blast-tube, the rifle must be fitted with a special bracket that is fitted to the end of the blaster rifle's barrel (50 credits, 15 minute install time, Very Easy Blaster Repair roll).
-Attaching or removing the blast-tube counts as a standard action.


This weapon is intended as the SW equivalent to the WWI and WWII era rifle grenades. I didn't really feel like making up a capsule for it, so I think I'll just let the weapon stand as is. Thoughts?


My first thought was that the damage ought to be speeder scale. Or some kind of deck sweeper with character scale damage.
_________________
Random is who random does...
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: 12041
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon May 23, 2011 8:09 am    Post subject: Reply with quote

The idea behind turbolasers is that you fire a normal laser into the main reactive mass of the turbolaser, resulting in a major increase in damage. However, to fire multiple shots, turbolasers require massive capacitor and cooling banks, as well as multiple crew to monitor the weapon's systems. In this case, the weapon is single-shot, with the reactive mass suspended in solid state within a simple tube that snaps onto a rifle barrel (similar to David Drake's Powerguns from the Hammer's Slammers novels). The result is a linear discharge of blaster energy that is much more intense than a regular blaster bolt.

When used properly, there is no risk of damage to the blaster rifle, as the blaster rifle is being used normally, firing a single blaster shot. It is self contained, and the only draw on the firing weapon is the single shot that excites the blast-tube to fire. The blast-tube is not a proton grenade or an RPG; it is a blaster weapon. The original rifle fired grenades had both anti-personnel and armor piercing varieties available, along with other specialized versions. The blast-tube could be used against both, but with its linear discharge, it is more suited to an armor piercing role.

As far as scale, it is important to remember that scale is primarily a measurement of size (and of accuracy when fired against a target of a given size). In this case, the blast-tube is little more than a .5 meter long tube that attaches to the end of the barrel of a blaster rifle. The firing weapon is still character scale, although the weapon's firing Difficulty increases by 1 level when firing the blast-tube.
_________________
"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
ZzaphodD
Rear Admiral
Rear Admiral


Joined: 28 Nov 2009
Posts: 2421

PostPosted: Mon May 23, 2011 11:56 am    Post subject: Reply with quote

Huh? 12D and 1 km range....for only 500 Credits.

Talk about cheap Starfighter killers.. Any idiot can hit with no training and it deals the equivalent of 6D starfighter scale damage... Laughing
_________________
My Biggest Beard Retard award goes to: The Admiral of course..
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12041
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon May 23, 2011 12:11 pm    Post subject: Reply with quote

ZzaphodD wrote:
Huh? 12D and 1 km range....for only 500 Credits.

Talk about cheap Starfighter killers.. Any idiot can hit with no training and it deals the equivalent of 6D starfighter scale damage... :lol:


Hmmm. Good point. Possible fixes?
_________________
"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
ZzaphodD
Rear Admiral
Rear Admiral


Joined: 28 Nov 2009
Posts: 2421

PostPosted: Mon May 23, 2011 12:50 pm    Post subject: Reply with quote

crmcneill wrote:
ZzaphodD wrote:
Huh? 12D and 1 km range....for only 500 Credits.

Talk about cheap Starfighter killers.. Any idiot can hit with no training and it deals the equivalent of 6D starfighter scale damage... Laughing


Hmmm. Good point. Possible fixes?


Again, scale. If its a portable 'turbo laser', make it harder to target by making it Starfighter scale. Lower the damage to 6D (well, same really) or even 5D (ie heavy laser cannon).

Id have yet another drawback. Make it unreliable in the sense that if the Wild die results in a complication perhaps the blasters (ie the rifle used to fire the tube) barrel is damaged and must be replaced before it can be used.
_________________
My Biggest Beard Retard award goes to: The Admiral of course..
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 12115
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon May 23, 2011 5:19 pm    Post subject: Reply with quote

I would also make it have issues with coupling to rifles. Not all types of rifles would be 'normally accepting' of the mod..
_________________
Confuscious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
jmanski
Arbiter-General (Moderator)


Joined: 06 Mar 2005
Posts: 2019
Location: Kansas

PostPosted: Mon May 23, 2011 5:48 pm    Post subject: Reply with quote

Or perhaps there is danger of an explosion.... Twisted Evil
_________________
Blasted rules. Why can't they just be perfect?
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12041
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon May 23, 2011 7:13 pm    Post subject: Reply with quote

jmanski wrote:
Or perhaps there is danger of an explosion.... :twisted:


I sorta covered that already
_________________
"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
Ankhanu
Vice Admiral
Vice Admiral


Joined: 13 Oct 2006
Posts: 3089
Location: Nova Scotia, Canada

PostPosted: Mon May 23, 2011 9:09 pm    Post subject: Reply with quote

crmcneill wrote:
jmanski wrote:
Or perhaps there is danger of an explosion.... Twisted Evil


I sorta covered that already


Not really Razz You covered it for multiple attempts to fire through it... not for a single shot.

For the kind of performance you're going for with this thing, it seems like it would be really unstable, not simple and safe. As it stands, I can't see why, say, an X-Wing wouldn't have a low powered blaster with a chain of these things feeding gattling gun style or something, rather than heavy, high energy starfighter blasters....
There's gotta be a good reason why they wouldn't do it, such as danger of explosion.

You're saying that there's an accelerant in a solid mixture, basically like a rocket engine... that s***'s gonna get freakin' when used. I can't see this as being anything but extremely exothermic. I'd probably impose a fire rate, requiring a round or three for cooling between replacement. I wouldn't pick up a spent bullet casing right out of the chamber; it'd burn my hand. I don't see why this would be any cooler.

The range also seems exceptionally high... if anything this should be less accurate than the rifle it's attached to. Shorter barrel, shorter range of accuracy. If it's a large attachment, you then have to deal with accuracy inhibiting weights... unless you tripod mount. Remember, it's not just a tube, it's a tube (that can resist high temperatures and pressures) filled with chemicals, chemicals that likely aren't very light Razz

I also think the damage is extreme... but that seems to be the way you play your games, so it fits in with your interpretation of the SW universe. If I were to borrow the idea (and it's a good one) I would certainly reduce both damage and range.
_________________
Hotaru no Hishou; a messageboard about games, friends and nothing at all.

Donate to Ankhanu Press
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12041
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue May 24, 2011 12:28 am    Post subject: Reply with quote

Ankhanu wrote:
I also think the damage is extreme... but that seems to be the way you play your games, so it fits in with your interpretation of the SW universe. If I were to borrow the idea (and it's a good one) I would certainly reduce both damage and range.


You're probably right on the damage. I wrote up the original for this weapon years ago and lost it in a hard drive crash, so when I wrote this up, I was doing it from memory at about 1am local time (just before I went to bed).

As far as the tube being too hot to handle after it has been fired, that is also an excellent point. I have this visual of a stormtrooper standing in front of a wrecked repulsortank (that he just took out with a blast-tube) with the tube still attached to his rifle, glowing red and throwing off fumes and heat distortion. Maybe part of the "latch" system could be a lever that doubles as a handle (providing additional stability on firing) and also as a handle used to remove a spent blast-tube after 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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Ankhanu
Vice Admiral
Vice Admiral


Joined: 13 Oct 2006
Posts: 3089
Location: Nova Scotia, Canada

PostPosted: Tue May 24, 2011 1:24 am    Post subject: Reply with quote

crmcneill wrote:
As far as the tube being too hot to handle after it has been fired, that is also an excellent point. I have this visual of a stormtrooper standing in front of a wrecked repulsortank (that he just took out with a blast-tube) with the tube still attached to his rifle, glowing red and throwing off fumes and heat distortion. Maybe part of the "latch" system could be a lever that doubles as a handle (providing additional stability on firing) and also as a handle used to remove a spent blast-tube after firing.


Wicked visual, and a sensible work around.
_________________
Hotaru no Hishou; a messageboard about games, friends and nothing at all.

Donate to Ankhanu Press
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 12115
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue May 24, 2011 4:45 pm    Post subject: Reply with quote

Wouldn't the handle also get hot?
_________________
Confuscious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
jmanski
Arbiter-General (Moderator)


Joined: 06 Mar 2005
Posts: 2019
Location: Kansas

PostPosted: Tue May 24, 2011 6:07 pm    Post subject: Reply with quote

No, silly, it is made of asbestos.... Wink
_________________
Blasted rules. Why can't they just be perfect?
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 - 5 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