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"Smoke Screens" in Space
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16172
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jan 02, 2021 3:01 pm    Post subject: Reply with quote

Whill wrote:
So this Illuminator Missile system would have a high fire control itself since its use would mean that other ships need help hitting a target, right? Its downsides would be high expense, limited supply?

I picture it being proximity detonated, with its effect spread over a relatively large area, so if it had a high FC, it would be more representative of just getting close enough to have an effect, and not advanced targeting and guidance systems.

There could even be illuminator charges, where a fighter can drop one near an enemy ship, highlighting said enemy on the scopes of friendly ships.
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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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cheshire
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Joined: 04 Jan 2004
Posts: 4834

PostPosted: Sat Jan 02, 2021 4:19 pm    Post subject: Reply with quote

Didn't they have a chaff countermeasure in the TIE fighter games?
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16172
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jan 03, 2021 11:43 pm    Post subject: Reply with quote

cheshire wrote:
Didn't they have a chaff countermeasure in the TIE fighter games?

Did they? I don't recall. My main issue with standard chaff is that it's only good against radar, and SWU sensors cover a much broader spectrum than that.
_________________
"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
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16172
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jan 08, 2022 7:36 pm    Post subject: Reply with quote

Giving this a bump because I found an official version of this idea: the Chaff Dispenser from Star Wars: Squadrons. Basically, instead of individually dropped decoys, this module uses the engines to eject a particle cloud that disrupts sensor and fire control locks. The cool thing about going this route is that any changes can be entirely internal, with no need to add a pod dispenser.

As far as game rules, it recently occurred to me that there's already a usable option in the Sensor Rules themselves. Per the RAW, Sensor Difficulty increases if the target is hiding behind a larger object, or if it is in close with several other objects. So, the Chaff Dispenser could be used in either mode, but with different rates of consumption for the on-board reactant supply.
_________________
"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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