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Advanced Starfighter Combat for Star Wars D6 (Netbook)
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CRMcNeill
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PostPosted: Tue Feb 12, 2019 4:07 pm    Post subject: Reply with quote

I don't really see a Capital Ship analog to this because Starfighter Combat is generally a single character performing both the piloting and the gunnery. The cap-ship equivalent requires dozens or hundreds of crew working together in coordination to effectively fight the ship.
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PostPosted: Wed Feb 13, 2019 1:10 am    Post subject: Reply with quote

CRMcNeill wrote:
Giving this a bump, as there is renewed interest in a Rogue Squadron / Wraith Squadron / X-Wing Sourcebook on a couple Facebook communities, and I've committed to doing the combat rules and starfighter stats.


I'm curious about this. I especially want to see the ship stats for all the things in the X-Wing and TIE Fighter video games. 8)
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CRMcNeill
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PostPosted: Wed Feb 13, 2019 1:40 am    Post subject: Reply with quote

A lot of it's already in this thread: space bombs, heavy rockets, rules for guided missiles and torpedoes...
_________________
"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
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Sep 23, 2020 1:47 pm    Post subject: Reply with quote

So, as part of an update to this rule system, and in connection with my updated Lock-On rules, I'm working on an updated list of ordnance, reverting to more standard stats (Fire Control, Range, Damage) etc, with the official WEG stats being used for when a weapon is fired "dumb" (without a Lock-On).

I'm mostly doing this post to get my thoughts in order to start actually writing the stats, as well as to solicit feedback.
    I. Light Missiles
    Guided (Semi-Active Homing)
    Homing Missile (Passive Homing)
    Haywire Missile (Passive Homing w/ Mag-Pulse Warhead)
    Rocket (Heavy Warhead w/ Lower FC))

    II. Standard Missiles
    Guided (Semi-Active Homing)
    Smart (Semi-Active Homing w/ Self-Guiding Backup)
    Haywire Missile (Passive Homing w/ Mag-Pulse Warhead)
    Heavy Rocket
    Torpedo (Proton / Ion)
    Space Bombs (Unitary / Cluster)
    Sensor Probe
    Trickster Decoy

    III. Gravity Bombs & Space Mines
    Proton Bomb
    Cluster Bomb
    Guided Bomb
    Homing Mine
    Cluster Mine
    Laser Mine
    Ion Mine
    Sensor Buoy

    IV. Heavy Missiles & Pods
    Interceptor Missile (Stand-Off Anti-Starfighter)
    Penetrator Missile
    Auto-Blaster*
    Ion Cannon*
    Mass Driver*
    Targeting Pod
    Terrain Following Pod
    Navigation Pod
    Ferry Pod
    Cargo Pod

    V. Super-Heavy Missiles & Pods
    Anti-Ship Missile
    Anti-Ship Torpedo
    Shield-Buster Torpedo
    Targeter Missile
    Warhead Launch Pod*
    Turbolaser*
    Tractor Beam Projector*
    Surveillance Pod
    Jamming Pod
    Minesweeping Pod
    Navigation Pod
    Sensor Mask Pod
    Ferry Pod
    Replenishment Pod
    Cargo Pod

    *I included these pod weapons for the sake of completeness, but they're only going to be available as options for the K-Wing, with the explanation being that the K- is fitted with augmented pod mounts that are better equipped to deal with the stresses of firing weapons.

Some key changes:
    1) Missiles and Torpedoes are now distinctly different types of weapons, with missiles being fast and fragile, while torpedoes are slower and shorter ranged, but (due to their protective energy sheath) much tougher and optimized for penetrating shields.

    2) Unlike my earlier stats, all guided weapons will still be capable of firing without Lock-On, but at the expense of Range and 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.

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MrNexx
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PostPosted: Wed Sep 23, 2020 2:10 pm    Post subject: Reply with quote

"The more brains, the less boom. The more boom, the less brains."
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CRMcNeill
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PostPosted: Thu Sep 24, 2020 10:25 pm    Post subject: Reply with quote

I'm still mulling this over, and one alternative that strongly suggests itself is, rather than having a few different missiles and torpedoes with differing guidance systems, folding all of the guidance options into a single package, which the pilot can then select from prior to actual launch. So, a single Missile could be fired in Guided Mode (semi-active, against a target designated by the launching ship's Active Sensor Lock-On), Homing Mode (passive fire-and-forget, designated by the launching ship's Passive Sensors) or Inertial Mode (no guidance at all; the weapon simply flies in a straight line until it hits something and blows up).

Short version, rather than discrete guidance systems for different functions (ala what we have here in the real world), I'm thinking SWU guidance systems should be all-in-one, with the firing mode pre-selected by the pilot at the time of launch.

An additional thought, to bring this more in line with the canon, would be to have different terms for the weapons w/r/t guidance and drive package, like so:
    Missile - Fast and fragile, designed to hit maneuverable targets.
    Rocket - Same frame as Missile, but with larger warhead at expense of Fire Control and Maneuverability, used to hit more heavily armored targets.
    Torpedo - Slower than missiles, and inflicts less damage than rockets, but is more durable and better adapted to penetrate shields.
    Bomb - Inertially propelled, but inflicts even heavier damage than Rockets
The major difference would be in the types of warheads:
    Missiles
      -Concussion - Normal Damage
      -Mag-Pulse - Ionization Damage
    Rockets
      -Concussion - Normal Damage
      -Mag-Pulse - Ionization Damage
      -Cluster - Normal Damage with higher Fire Control, lower Damage
    Torpedoes
      -Proton - Normal Damage
      -Ion - Ionization Damage
      -Plasma - Normal Damage + Fire (Optional; haven't really thought this one all the way through yet)
    Bombs
      -Proton - Normal Damage
      -Ion - Ionization Damage
      -Cluster - Normal, with higher Fire Control, Lower Damage
From there, the different types would be broken down again by weight, with different launchers able to accommodate different "weights" of weapons. An A-Wing, for example, would be able to mount only Light Missiles and Rockets, while the larger launchers on the X-, Y- and B-Wings could accommodate Medium Missiles, Rockets, Torpedoes or Space Bombs, as well as Light Missiles and Rockets (using an adapter sleeve to fit the smaller diameter weapons into the larger magazines).
_________________
"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
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PostPosted: Fri Sep 25, 2020 6:33 pm    Post subject: Reply with quote

Would anyone be interested in rules for Plasma Torpedoes that inflict Fire Damage to ships and vehicles? Honestly, the rules are pretty much already there, they'd just Scale Up as appropriate. The idea being that Plasma Weapons create such intense heat that it actually spontaneously combusts the material of the target, thus causing a fire.
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"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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Whill
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PostPosted: Fri Sep 25, 2020 9:04 pm    Post subject: Reply with quote

CRMcNeill wrote:
Would anyone be interested in rules for Plasma Torpedoes that inflict Fire Damage to ships and vehicles? Honestly, the rules are pretty much already there, they'd just Scale Up as appropriate. The idea being that Plasma Weapons create such intense heat that it actually spontaneously combusts the material of the target, thus causing a fire.

Is this an atmospheric weapon? I wouldn't think that it would be too effective in space with no oxygen to fuel the fire.
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CRMcNeill
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PostPosted: Sat Sep 26, 2020 11:11 am    Post subject: Reply with quote

More likely some technobabble ultra-hot, self-oxygenating chemical that burns even in a vacuum. Because Star Wars. And based on my fire rules, the fire will either destroy the ship or burn itself out in a couple rounds, so if your explanation is that it burned out because it lacked sufficient oxidizer to keep burning, then that works, too.
_________________
"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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PostPosted: Wed Sep 30, 2020 1:07 pm    Post subject: Reply with quote

Alright, here is where I'm currently at with Starship-Scale ordnance:

Missiles & Rockets
    Homing Missile
    Size: Small
    Body: 1D
    Defense: +25
    Fire Control: 5D
    Range:
    --Space: 1-5/10/20
    --Atmosphere: 100m-500m/1km/2km
    Damage:
    --Concussion: 6D
    --Mag-Pulse: 5D (Ionization)

    Guided Missile
    Size: Small
    Body: 1D
    Defense: +25
    Fire Control: 3D (7D w/ Lock-On)
    Range (Lock-On):
    --Space: 1-3/8/15 (2-6/16/30)
    --Atmosphere: 100m-300m/800m/1.5km (200m-600m/1.6km/3km)
    Damage:
    --Concussion: 6D
    --Mag-Pulse: 5D (Ionization)

    Light Rocket
    Size: Small
    Body: 1D
    Defense: +20
    Fire Control: 2D (4D w/ Lock-On)
    Range (Lock-On):
    --Space: 1-2/5/10 (1-3/7/15)
    --Atmosphere: 100m-200m/500m/1km (100m-300m/700m/1.5km)
    Damage:
    --Concussion: 8D
    --Mag-Pulse: 7D (Ionization)
    --Plasma: 7D (Fire)
    --Cluster: 5D (+3D to Fire Control)

    Intercept Missile
    Size: Medium
    Body: 1D
    Defense: +25
    Fire Control: 3D (7D w/ Lock-On)
    Range (Lock-On):
    --Space: 1-5/12/25 (2-10/24/50)
    --Atmosphere: 100m-300m/800m/1.5km (200m-600m/1.6km/3km)
    Damage:
    --Concussion: 6D
    --Mag-Pulse: 5D (Ionization)

    Smart Missile
    Size: Medium
    Body: 1D
    Defense: +20
    Fire Control: 3D (7D w/ Lock-On)
    Range (Lock-On):
    --Space: 1-3/8/15 (2-6/16/30)
    --Atmosphere: 100m-300m/800m/1.5km (200m-600m/1.6km/3km)
    Damage:
    --Concussion: 6D
    --Mag-Pulse: 5D (Ionization)
    Special: FOLLOW-UP ATTACK
      The Smart Missile is a Fire & Forget weapon that will continue to track its target if it misses the initial attack. To use this rule, the initial attack must be made with a Sensor Lock on the target. If the initial attack misses, compare the result to the following table:
        Missed By = Result
        <10 = Weapon is still homing, and may attack at Short Range the next round.
        10-20 = Weapon is out of position, but still in range. May not attack its target next round, but can attack at Medium in the round after next.
        21+ = Weapon has lost lock and can not re-engage. Safety settings engage and the weapon self destructs.
      Smart Missiles have six rounds of fuel. At the end of the sixth round, the weapon self destructs.

    Heavy Rocket
    Size: Medium
    Body: 1D
    Defense: +15
    Fire Control: 1D (3D w/ Lock-On)
    Range (Lock-On):
    --Space: 1-2/5/10 (1-3/7/15)
    --Atmosphere: 100m-200m/500m/1km (100m-300m/700m/1.5km)
    Damage:
    --Concussion: 9D
    --Mag-Pulse: 8D (Ionization)
    --Plasma: 8D (Fire)
    --Cluster: 6D (+3D to Fire Control)

    Torpedo
    Size: Medium
    Body: 4D
    Defense: +15
    Fire Control: 1D (5D w/ Lock-On)
    Range (Lock-On):
    --Space: 1/3/7 (1-2/6/14)
    --Atmosphere: 100m/300m/700m (100m-200m/600m/1.4km)
    Damage:
    --Proton: 9D
    --Ion: 8D (Ionization)
    --Plasma: 8D (Fire)
    Special: ENERGY SHEATH
      Torpedoes are enveloped in an energy field that both protects the torpedo and helps penetrate a target's defensive energy shields. In game terms, a Torpedo may ignore up to 3D of a target's Shields (factoring in Scale Modifiers), and receives a +3D to Body to resist Damage.

    Space Bomb
    Size: Medium
    Body: 1D
    Defense: +5, plus 50% of Launching Ship's SUs/round (Example: A Y-Wing flying at Full Speed is moving 14 SUs per round when it launches a Space Bomb at a target. The Space Bomb's Defense value is +12: 5 + 7 (1/2 of 14)
    Fire Control: 1D (3D w/ Lock-On)
    Range (Lock-On):
    --Space: 1/2/5 (1-2/3/7)
    --Atmosphere: 100m/200m/500m (100m-200m/300m/700m)
    Damage:
    --Proton: 10D
    --Ion: 9D (Ionization)
    Special: STAND-OFF ATTACK
      When used against a stationary target in space (space stations, disabled ships, etc), Space Bombs can be launched from much greater range, as the target can't maneuver to avoid the bomb. When firing on a stationary target, use the following Range values:
        Range (Lock-On): 2-10/20/40 (4-20/40/80)
Notes:
    -Size represents Diameter, with regard to how big of a weapon you can fit in a launch tube. For example, the launchers on an A-Wing can only handle Small weapons, while the larger launchers on X-, Y- and B-Wings are wide enough to take Medium weapons, as well as fitting Small weapons fitted with an Adapter of some sort.

    -Defense represents how hard a weapon is to shoot down with a Starship-Scale Point Defense weapon. The modifier is applied to the difficulty of the weapon for whatever range the Point Defense occurs.

EDIT 1: Added Space Bomb stats

EDIT 2: Added the Smart Missile stats from below, and rearranged a few of the names to better fit with what the weapons do.
_________________
"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 Oct 04, 2020 1:48 pm; edited 8 times in total
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Oct 01, 2020 11:51 am    Post subject: Reply with quote

Now, the version I did of the Light Missile is pretty much there as a nod to how the X-Wing game did Concussion Missiles, where it did require a Lock-On to guide on a target. If that's not your cup of tea, the alternate version of it doesn't require a Lock-On at all, and just has a high Fire Control. I picture it more like the Sidewinder heat-seeking missile, where the pilot just has to point the nose of the fighter at the target and let the missile seeker do the rest (with audible and visible feedback in the cockpit HUD & speakers to let the pilot know). When compared to what the other stats bring to the table, this has the advantage of being a snap-shot missile; the pilot doesn't have to wait for a Lock-On, and can just point and shoot with a high degree of accuracy. The absence of a Lock-On makes this weapon much more suitable to single-pilot craft like the A-Wing.

EDIT: Moved the Smart Missile stats into the above post.
_________________
"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
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PostPosted: Sat Oct 03, 2020 5:54 pm    Post subject: Reply with quote

Gravity Bombs

While bombing ground targets is not as glamorous as dogfighting, it is one of the essential part of starfighter operations. A pilot can shoot down all the enemy fighters in a system, but that will never contribute as much to the war effort as dropping a bomb that destroys the factory where those fighters were built in the first place. Of course, the different types of bombs also necessitate different methods of targeting and delivery.

The Bombing Run
    The key to the success of any bomb drop is how well the pilot succeeds in placing his craft in the proper position to accurately drop the bomb. This is known as the bombing run. The bombing run requires a Piloting Skill roll and takes 1 round to set up, although a pilot may use the Preparation rule if there is time available. The difficulty of setting up for the bombing run is based on the Terrain Difficulty for the bomber, modified by the type of bombing being done. Use the following tables to determine the result:
      Type of Bombing Run = Terrain Difficulty Modifier
      Unguided = +5
      Guided = +0
      Vertical Swoop = +10
    Compare the result of the Skill Roll to the following table:
      Roll Result = Effect
      Failed by 5 or more = Too far off angle for successful bomb delivery. Must come around for another pass.
      Failed by <5 = Bad angle. Pilot may still attempt bombing run at -2D to Gunnery
      Succeed by <10 = Good angle. Pilot may attack as normal
      Succeed by 10 or more = Dead on. Pilot receives +1D bonus to Gunnery.

Bomb Types:
    Freefall Bomb
    Body: 1D
    Defense: +10
    Fire Control: 1D (3D w/ Lock-On)
    Range (Lock-On): 100m-200m / 300m / 700m (100m-300m/500m/1km)
    Damage:
    --Proton: 9D Standard
    --Ion: 8D Standard (Ionization)
    --Plasma: 8D Standard (Fire)
    --Cluster: 6D Area (+3D to Fire Control)

    Guided Bomb
    Body: 1D
    Defense: +10
    Fire Control: 1D (5D w/ Lock-On)
    Range (Lock-On): 500m-1km/1.5km/2.5km (1km-2km/3km/5km)
    Damage:
    --Proton: 8D Standard
    --Concussion: 9D Point
    --Ion: 7D Standard (Ionization)
    --Plasma: 7D Standard (Fire)

    Space Bomb (Atmosphere Stats)
    Range (Lock-On): 200m-400m/800m/1.5km (300m-500m/1km/2km)
    Damage: 10D Point
    Special: VERTICAL SWOOP
      Because the Space Bomb is designed to be forward-fired from standard ordnance launchers in Zero-G, it can only be used against planetary targets through the Vertical Swoop attack. Put simply, the launching craft must launch the bombs while performing a steep, nearly vertical dive directly above the target.

      After dropping the bomb, the pilot must pull out of the vertical dive to avoid crashing. The Difficulty of this Maneuver is dictated by the altitude at which the bomb was dropped. As such, the longer the pilot waits to pull out of the Vertical Swoop, the greater his chance of hitting the target, but the grreater the Difficulty of successfully pulling out of the dive. Use the following chart to generate Piloting Difficulty:
        Range = Piloting Difficulty
        Long = Moderate
        Medium = Difficult
        Short = Very Difficult
        Point Blank = Heroic

      Note: Multiple bombs may be fired in a single Vertical Swoop, but each bomb fired increases the Difficulty of the Pull-Up Piloting Roll by 1 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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PostPosted: Sun Oct 04, 2020 1:56 pm    Post subject: Reply with quote

Heavy Ordnance

    Heavy Missile
    Size: Large
    Body: 1D
    Defense: +20
    Scale: Frigate (+10D)
    Fire Control: 2D (6D w/ Lock-On)
    Range (Lock-On):
    --Space: 1-8/20/40 (2-16/40/80)
    --Orbital: 2km-16km/40km/80km (4km/32km/80km/160km)
    --Atmosphere: 100m-800m/2km/4km (200m-1.6km/4km/8km)
    Damage:
    --Concussion: 9D
    --Mag-Pulse: 8D (Ionization)
    --Plasma: 8D (Fire)
    --Cluster: 6D (+3D to Fire Control)

    Hunter Missile
    Size: Large
    Body: 2D
    Defense: +20
    Fire Control: 2D (6D w/ Lock-On)
    Range (Lock-On):
    --Space: 1-8/20/40 (2-16/40/80)
    --Orbital: 2km-16km/40km/80km (4km/32km/80km/160km)
    --Atmosphere: 100m-800m/2km/4km (200m-1.6km/4km/8km)
    Damage:
    --Concussion: 9D
    --Mag-Pulse: 8D (Ionization)
    --Plasma: 8D (Fire)
    --Cluster: 6D (+3D to Fire Control)
    Special: FOLLOW-UP ATTACK
      The Hunter Missile is a Fire & Forget weapon that will continue to track its target if it misses the initial attack. To use this rule, the initial attack must be made with a Sensor Lock on the target. The missile has a Starship Gunnery skill equivalent to 4D. If the initial attack misses, compare the result to the following table:
        Missed By = Result
        <10 = Weapon is still homing, and may attack at Short Range the next round.
        10-20 = Weapon is out of position, but still in range. May not attack its target next round, but can attack at Medium in the round after next.
        21+ = Weapon has lost lock and can not re-engage. Safety settings engage and the weapon self destructs.
      Hunterg Missiles have twelve rounds of fuel. At the end of the twelfth round, the weapon self destructs.


    Heavy Torpedo
    Size: Large
    Body: 4D
    Defense: +20
    Scale: Frigate (+10D)
    Fire Control: 1D (5D w/ Lock-On)
    Range (Lock-On):
    --Space: 1-4/10/20 (2-4/20/40)
    --Orbital: 2km-8km/20km/40km (4km-16km/40km/80km)
    --Atmosphere: 100m-400m/1km/2km (200m-800m/2km/4km)
    Damage:
    --Proton: 9D
    --Ion: 8D (Ionization)
    --Plasma: 8D (Fire)
    Special: ENERGY SHEATH
      Torpedoes are enveloped in an energy field that both protects the torpedo and helps penetrate a target's defensive energy shields. In game terms, a Torpedo may ignore up to 3D of a target's Shields (factoring in Scale Modifiers), and receives a +3D to Body to resist Damage.

    Heavy Bomb
    Body: 1D
    Defense: +10
    Scale: Frigate (+10D)
    Fire Control: 1D (5D w/ Lock-On)
    Range (Lock-On): 500m-1km/1.5km/2.5km (1km-2km/3km/5km)
    Damage:
    --Proton: 8D Standard
    --Concussion: 9D Point
    --Ion: 7D Standard (Ionization)
    --Shield-Buster: 6D Point (Ionization), +3D vs. Energy Shields
    --Plasma: 7D Standard (Fire)

_________________
"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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PostPosted: Mon Jan 18, 2021 5:47 am    Post subject: Advanced Starfighter Combat/Lock-On/Torpedoes Reply with quote

CRMcNeill wrote:
Updating My Lock-On Rules

As part of my Advanced Starfighter Combat System a while back, I came up with rules for using Sensor Focus as a crucial component of firing guided missiles. Looking back on it, however, I think I made it a bit too crucial a component, as both the films and the X-Wing video game on which the rules depend heavily allow for the firing of guided weapons without a Lock-On.

Here's what I'm considering for an updated version:
    Skill: Sensors
    Time To Use: 1 Standard Action
    How To Use:
    -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:
    -Fixed Guns & Unguided Ordnance: +2D to Fire Control
    -Gimballed Guns: +3D to Fire Control
    -Missiles & Torpedoes: +4D to Fire Control, All Ranges Doubled
    Note: When firing at targets of a higher Scale, the gunner can attempt to lock-on to specific points on the target's Hull.

The main reason I set the bonuses so high is to counteract the MAPs incurred by adding an additional Standard Action to the Gunnery and Piloting skill rolls the character will already be making.

This rule would be universally applicable for all ordnance, all the way up to Capital-Scale, which will necessitate some changes in my stats. The big thing I like is that it adds a definite advantage to missile armed ships: range. A ship with heavy missile launchers that gets a Lock-On could potentially hit targets out to 120 SUs, which is a bit of a game changer.

As part of this, I'm also thinking of dividing Launchers and Torpedo Tubes into Light and Heavy variants, with Light being Frigate-Scale and Heavy being Destroyer-Scale.

Is target lock only for fighters? Or is it intended to include starship-scale transports too? I can see a non-gunner character with access to the sensors assisting a gunner by getting a lock for them.

CRMcNeill wrote:
Torpedo
Size: Medium
Body: 4D
Defense: +15
Fire Control: 1D (5D w/ Lock-On)
Range (Lock-On):
--Space: 1/3/7 (1-2/6/14)
--Atmosphere: 100m/300m/700m (100m-200m/600m/1.4km)
Damage:
--Proton: 9D
--Ion: 8D (Ionization)
--Plasma: 8D (Fire)
Special: ENERGY SHEATH
    Torpedoes are enveloped in an energy field that both protects the torpedo and helps penetrate a target's defensive energy shields. In game terms, a Torpedo may ignore up to 3D of a target's Shields (factoring in Scale Modifiers), and receives a +3D to Body to resist Damage.

Cool. Are these torpedo rules only for fighters? Or is it intended to include small, starfighter-scale transports too?

And what would aquatic torpedo stats look like?
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 14044
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jan 18, 2021 8:43 pm    Post subject: Re: Advanced Starfighter Combat/Lock-On/Torpedoes Reply with quote

Whill wrote:
Is target lock only for fighters? Or is it intended to include starship-scale transports too?

The latter. Basically, any weapon system includes a comm/scan interface system that ties into the ship's networks for coordination and fire direction purposes.

Quote:
I can see a non-gunner character with access to the sensors assisting a gunner by getting a lock for them.

I was already picturing this as a function for astromechs or back-seaters on multi-crew starfighters like the Y-Wing. Allowing the comm/scan operator on a space transport to do it is a logical progression.

Quote:
Cool. Are these torpedo rules only for fighters? Or is it intended to include small, starfighter-scale transports too?

Interchangeable. Basically, a space transport fitted with a torpedo launcher can fire any Small or Medium Ordnance from the above post. A transport with a missile launcher can only fire Small Ordnance. They'd also be able to fire Decoys and Sensor Probes, but I need to update the stats for those.

Quote:
And what would aquatic torpedo stats look like?

Per our discussion in the underwater energy weapons topic, I'd either use the stats as posted or halve the range (with the justification being that the energy sheath produces a hypercavitation effect, but the sheath burns out more quickly due to the greater resistance of water relative to air).
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"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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