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

KAAC Freerunner Variants
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech -> KAAC Freerunner Variants Goto page Previous  1, 2
View previous topic :: View next topic  
Author Message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11954
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Aug 17, 2016 3:31 pm    Post subject: Reply with quote

garhkal wrote:
Now, bigger q on those flamer vehicle units.. Would there still be the scaling bonus to dodge, or since its still a flamer, it be seen as character scale... just greater range?

The latter, I think. When we already have Character-Scale weaponry that inflicts 8D-10D damage (the E-Web and the Thermal Detonator), it's not too hard to just scale the weapon's damage up.
_________________
"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: 12092
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Aug 17, 2016 5:34 pm    Post subject: Reply with quote

Sort of like this..

Speeder/ground vehicle Flamer units.
Range - 5-15m/25m/35m
Damage 6d/5d/4d damage

Walker scale
8-20m/40m/60m
Damage 7d/6d/5d
_________________
Confuscious 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: 11954
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Aug 17, 2016 7:15 pm    Post subject: Reply with quote

My only reservation is that flames will only get so hot. At some point, objects become just too big and too durable to be damaged by regular napalm or what-have-you. Once flame damage reaches a certain point, you'd have to justify it by having some sort of specially mixed chemical that burns super hot.

Of course, sci-fi makes just about anything possible. Just handwave some binary self-oxygenating hypergolic chemical that can even burn in a vacuum, and you're good. Except you don't like handwavium...
_________________
"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 Fri Aug 19, 2016 1:57 pm; edited 1 time in total
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: 12092
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Aug 17, 2016 11:49 pm    Post subject: Reply with quote

True. heat is an issue, but there's no real need to worry about firing them in vacuums, as they won't be in space.. Just planet side.
_________________
Confuscious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
That1guy
Cadet
Cadet


Joined: 11 Aug 2016
Posts: 8

PostPosted: Thu Aug 18, 2016 6:27 pm    Post subject: Reply with quote

garhkal wrote:
True. heat is an issue, but there's no real need to worry about firing them in vacuums, as they won't be in space.. Just planet side.


While you're obviously not going to mount a flamethrower on a snubfighter the ability to burn in a vacuum could come in handy, planets with a non oxygenated atmosphere, or habitation modules on a lunar surface, etc.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11954
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Aug 19, 2016 3:47 pm    Post subject: Reply with quote

garhkal wrote:
True. heat is an issue, but there's no real need to worry about firing them in vacuums, as they won't be in space.. Just planet side.
That1guy wrote:
While you're obviously not going to mount a flamethrower on a snubfighter the ability to burn in a vacuum could come in handy, planets with a non oxygenated atmosphere, or habitation modules on a lunar surface, etc.

Indeed. If nothing else, it makes it plausible for, say, a boarder in a space suit to carry a flamer as his primary weapon and still expect it to be usable even in space, although at reduced effectiveness.
_________________
"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
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11954
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Dec 29, 2018 5:46 pm    Post subject: Reply with quote

Here's a project I'm working on for the next issue of the Adventurer's Journal: a ballistic artillery variant of the Alliance Freerunner. It's a rough draft, but the window has been sitting open on my browser for days now, so I'm just going to Submit it and edit it as I go.


Rebel Artillery Freerunner

Craft: KAAC Freerunner (modified)
Type: Mobile Ballistic Artillery Platform
Scale: Walker (+8D)
Length: 14.6 meters
Skill: Landspeeder Operation: Freerunner
Crew: 2 (1 @ +5) & 3 Gunners
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Landspeeder Operation 4D
Cargo Capacity: 250 kilograms
Cover: Full
Cost: 27,000 (new), 14,000 (used)
Maneuverability: 1D
Move: 105; 300kph
Altitude Range: Ground - 2 meter
Body: 3D
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
1 Mass Driver Cannon
Fire Arc: Front
Crew: 4 (2 @ +10)
Skill: Artillery
Fire Control: 2D
Range:
-Direct-Fire: 200m-1km/2km/4km
-Ballistic: 1km-5km/10km/20km
Rate of Fire: 1D Auto-Fire (Optional; fires 4-round burst)
Damage: Varies by Projectile:
    -Proton (General Purpose) (7D Damage, Standard Blast)
    -Concussion (Anti-Vehicle / Bunker Buster) (9D Damage, Point Blast)
    -Cluster (Anti-Personnel) (2D Damage, Area Blast)

1 Light Blaster Cannon
Fire Arc: 1 Front/Left/Right, 1 Rear/Left/Right
Scale: Speeder (+4D)
Crew: 1 (Pilot or Co-pilot)
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/800m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: 4D
_________________
"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: 12092
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Dec 30, 2018 1:00 am    Post subject: Reply with quote

Nice.. Slight quibble. You list artillery as the skill needed for using the mass driver, but don't list it, up under "Skills" that crew generally have..
_________________
Confuscious 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: 11954
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Dec 31, 2018 12:05 pm    Post subject: Reply with quote

garhkal wrote:
Nice.. Slight quibble. You list artillery as the skill needed for using the mass driver, but don't list it, up under "Skills" that crew generally have..

Yeah, it's nowhere near complete, but I'm mentally stalled on it and had to restart my computer, so I just figured I'd post it and fix the problems later.
_________________
"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 -> Ships, Vehicles, Equipment, and Tech All times are GMT - 5 Hours
Goto page Previous  1, 2
Page 2 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