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Artillery.
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garhkal
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PostPosted: Mon Feb 16, 2015 3:24 am    Post subject: Reply with quote

The plotline i am thinking is that the rebel group is sent out to a planet and after landing they have to make it on foot to a nearby 'forward observation post' to retrieve the fallen soldiers there (air power is too heavy for say them to use their ship to do so), but while in route, they get hit by the AT-HP, a new imperial toy the mission is based on, where they are to try and gather intel/sabotage the trials of this prototype..
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CRMcNeill
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PostPosted: Mon Feb 16, 2015 6:43 pm    Post subject: Reply with quote

HP? Howitzer Platform?
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garhkal
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PostPosted: Tue Feb 17, 2015 3:41 am    Post subject: Reply with quote

Yup. Its the 3 barrel walker i sent you!
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CRMcNeill
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PostPosted: Tue Feb 17, 2015 4:15 am    Post subject: Reply with quote

I seem to have misplaced it.
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CRMcNeill
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PostPosted: Tue Feb 17, 2015 2:30 pm    Post subject: Reply with quote

IMO, another possibility for an artillery walker would be taking the AT-AA and converting the Flak Cannon into a multi-barrel howitzer, or even a missile launcher.
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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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garhkal
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PostPosted: Tue Feb 17, 2015 6:59 pm    Post subject: Reply with quote

crmcneill wrote:
I seem to have misplaced it.


I resent the email with it attached. If you didn't get it let me know.
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CRMcNeill
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PostPosted: Tue Feb 17, 2015 8:49 pm    Post subject: Reply with quote

Got it.

Interesting. Your description almost sounds like the Goliath from Battletech.
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garhkal
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PostPosted: Wed Feb 18, 2015 3:00 am    Post subject: Reply with quote

The Goliath is a 4 legged mech, similar to the AT-AT. This is more akin to a Spider (8 legs).
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CRMcNeill
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PostPosted: Wed Feb 18, 2015 3:08 am    Post subject: Reply with quote

So have you worked out any rules for artillery duels? I'm still liking the idea of an artillery deployed surveillance drone that allows the characters to both see what they are shooting at and target more accurately.
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garhkal
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PostPosted: Wed Feb 18, 2015 5:44 pm    Post subject: Reply with quote

I was thinking of a base as..

Artillery is any sort of indirect fire. Often combined with spotters, whether live people radioing back info, or drones/sensors to tell you where to shoot and when, it can be devastating to both morale and those targeted as usually they can't tell something is incoming TILL the first explosion.

Artillery fire uses a LOWER base for range bracket target numbers, but unlike regular direct fire weaponry, does modify that for things such as windage, sight/lack of it, and even precipitation. As such most artillery can be shot further out than most common other 'ground' weaponry, even those on Walkers.

Normal weaponry has a 6-10 (Easy) difficulty for short range shots. Artillery has a 3-5 base difficulty for short range shots.
Medium range shots normally are between 11 and 15 (moderate), while artillery is between 6 and 10.
Long range shot are normally between 15 and 20 (difficult), while artillery is between 10 and 15.
Basically each range bracket is one lower.

TO that you add in Los/Sighting considerations.
If you Have an actual LOS to the target (say you are up high on a hill), there is NO modifier for Sight.
If you lack LOS, but have a visual spotter to the target, whether via drone or live spotter radioing in details, there is a +5 modifier.
If you have neither spotter or LOS, but DID have eyes on target, feeding you direction and speed of target, and detailed maps, you get a +10 modifier.
If you lack all of that and are just guessing, its +15.

Wind speed can alter any projectile, even supersonic ones.
For continuous wind of 10 miles or less per hour in either a front or tail wind direction, there is only a +5 modifier. Add +5 per 10 miles per hour.
For Cross winds, the modifier is +5 per 5 MPH of wind.
For no wind, or light (less than 5mph), there is no substantive difference to the Artillery flight, so there is no modifier.
Gusting wind adds at the rate of +1 per 2 MPH at the time of the gust (Dm should have info on wind and direction.

Precipitation is based on rate of fall.

If light, say at a drizzle, its +0.
Moderate, say up to half an inch an hour, is +5
Medium, say from half to one inch of rain an hour, is +10.
Heavy, one to two inches an hour, +15
Severe deluge of 2 or more inches an hour worth is +20


Artillery (and mortar rounds), that are subsonic CAN potentially be detected by hearing (or sensors) prior to impact on a Difficult Sensors or Perception check.
Supersonic rounds can be heard cause of the sonic boom easier, BUT cause of their speed, travel faster than the sound.
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CRMcNeill
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PostPosted: Thu Feb 19, 2015 12:25 am    Post subject: Reply with quote

garhkal wrote:
Artillery fire uses a LOWER base for range bracket target numbers, but unlike regular direct fire weaponry, does modify that for things such as windage, sight/lack of it, and even precipitation. As such most artillery can be shot further out than most common other 'ground' weaponry, even those on Walkers.

I think this is probably needlessly over-complicated. Why not just give the artillery extra long ranges and use the standard difficulties?

Quote:
To that you add in Los/Sighting considerations.

These numbers all look good to me.

Quote:
Wind speed can alter any projectile, even supersonic ones.
Precipitation is based on rate of fall.

I think the difficulty numbers are a bit high. Wind can compensated for, so long as it is relatively constant and you know the wind velocity...

Also, what is this "miles" thing? We deal in kilometers in the SWU.
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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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garhkal
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PostPosted: Thu Feb 19, 2015 5:04 am    Post subject: Reply with quote

While ranges are in KPH, i still feel windage and such should be in MPH.
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CRMcNeill
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PostPosted: Thu Feb 19, 2015 9:56 am    Post subject: Reply with quote

garhkal wrote:
While ranges are in KPH, i still feel windage and such should be in MPH.

But why? They don't use miles to measure speed or distance in the SWU. In fact, you don't even really need miles or kilometers to measure wind speed for the purposes of an RPG, just use descriptors like Breeze, Light Wind, Strong Wind, etc.
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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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garhkal
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PostPosted: Thu Feb 19, 2015 5:50 pm    Post subject: Reply with quote

Fare enough. How's about i shift the Windage aspect to:

Wind speed can alter any projectile, even supersonic ones. Though Good Artillerists can compensate for it.
Headwinds (and tail winds) are the easiest to compensate for with only a +2 modifier to the TN for light, +4 for moderate, +6 for heavy and +8 for severe/gale force winds.
Cross winds, are a little harder to counter, so gain +4/+8/+12/+16 for each wind 'group'.
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CRMcNeill
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PostPosted: Thu Feb 19, 2015 6:05 pm    Post subject: Reply with quote

That works. So would you be using the Grenade Scatter Diagram for misses? If so, how would you generate scatter distance?
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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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