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		| Bren Vice Admiral
 
  
  
 Joined: 19 Aug 2010
 Posts: 3868
 Location: Maryland, USA
 
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				|  Posted: Thu Mar 03, 2011 2:01 pm    Post subject: So how big is a capital missile? |   |  
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				| Missile and launcher size has been a hot topic of some discussion lately. I happened across an answer in the Star Wars D6 - Conversion - Starships of the Galaxy Saga Edition which cites - Source: Starships of the Galaxy – Saga Ed. (pages 45, 47). 
 Short answer - SF scale concussion missile launchers are between 3 and 21 tons in mass; capital scale launchers are 100 tons in mass. Whether or not lower capacity launchers could be created is still an open question. SF scale Ion bomb racks are 4 tons in mass.
 
 Long Answer:
 Light Concussion Missile Launcher
 Scale: Starfighter
 Weight: 3 tons
 Ammo: 6
 
 Light Concussion Missile
 Model: Comar Impact-3 Concussion Missile Launcher
 Cost: 500
 Damage: 7D
 
 Medium Concussion Missile Launcher
 Type: Concussion missile launcher
 Scale: Starfighter
 Weight: 21 tons
 Ammo: 16
 
 Medium Concussion Missile
 Type: Concussion missile
 Scale: Starfighter
 Damage: 8D
 
 Heavy Concussion Missile Launcher
 Type: Concussion missile launcher
 Scale: Capital
 Weight: 100 tons
 Ammo: 30
 
 Heavy Concussion Missile
 Type: Concussion missile
 Scale: Capital
 Damage: 9D
 
 Ion Bomb Rack
 Model: Comstar 681-Galloway bomb rack
 Type: Concussion missile launcher
 Weight: 5 tons
 Ammo: 4
 
 Ion Bomb
 Model: Comar 124 Neutralizer
 Type: Electronics disabling bomb.
 Scale: Starfighter
 Damage: 5D/4D/3D ion damage
 Game Notes: An ion bomb cannot be fired, but must be dropped from a bomb bay from the bottom of a ship.
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
 Posts: 16427
 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Thu Mar 03, 2011 2:22 pm    Post subject: |   |  
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				| Do they have weights and sizes for pro-torp launchers 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.
 
 The CRMcNeill Stat/Rule Index
 
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		| Bren Vice Admiral
 
  
  
 Joined: 19 Aug 2010
 Posts: 3868
 Location: Maryland, USA
 
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				|  Posted: Thu Mar 03, 2011 2:51 pm    Post subject: |   |  
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				| Yes. 
 D6 Conversion of Source: Starships of the Galaxy – Saga Ed. (pages 45-47)
 
 Proton Torpedo Launcher
 Type: Proton torpedo launcher
 Scale: Starfighter
 Weight: 3 tons
 Ammo: 3
 Game Notes: Additional ammunition racks can be added, which occupy 0.5 metric tons. The maximum capacity is 16 proton torpedoes.
 
 Model: H’vrarda Ind
 Type: Proton Torpedo
 Scale: Starfighter
 Damage: 9D
 
 Shield Disabling Torpedo Launcher
 Type: Shield disabling torpedo launcher
 Scale: Starfighter
 Skill: Starship Gun
 Weight: 15 tons
 Ammo: 4
 Atmosphere Range:
 Game Notes: Additional ammunition racks can be added, which occupy 0.25 metric tons. The maximum capacity is eight proton torpedoes.
 
 Shieldbuster Torpedo
 Type: Concussion missile
 Scale: Starfighter
 Damage: 10D
 Game Notes: Shield buster torpedoes are specifically engineered to do considerable damage to starships with their shields engaged by overloading the shield generators. However, once the shields are down, the Shieldbusters are considerably less effective, only doing 5D damage to an unshielded vessel.
 
 Space Mine Launcher
 Type: Space proximity mine
 Scale: Starfighter
 Weight: 8 tons
 Ammo: 6
 Game Notes: Additional ammunition racks can be added, which occupy 0.25 metric tons. The maximum capacity is 12 mines.
 
 Space Mine
 Type: Space proximity mine
 Scale: Starfighter
 Damage: 7D
 Game Notes: When a vessel enters within 3 space units the mine detonates. It requires a Moderate sensors roll to detect.
 
 Advanced Space Mine
 Type: Space proximity mine
 Scale: Starfighter
 Damage: 9D
 Game Notes: When a vessel enters within 4 space units the mine detonates. It requires a Difficult sensors roll to detect.
 
 Heavy Space Mine Launcher
 Type: Space proximity mine deployment racks
 Scale: Capital
 Weight: 18 ton
 Ammo: 6
 Cost: 5,000
 Availabilit
 Fire Control
 Game Notes: Additional ammunition racks can be added, which occupy 0.25 metric tons. The maximum capacity is 12 mines. [This appears to be a typo since it allows the same mass for additional ammunition racks for capital as for SF scale mines.]
 
 Heavy Space Mine
 Type: Advanced space proximity mine
 Scale: Capital
 Damage: 6D
 Game Notes: When a vessel enters within 3 space units the mine detonates. It requires a Moderate sensors roll to detect advaced mines.. Starfighter scale craft get an additional +2D to detect capital scale space mines.
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		| garhkal Sovereign Protector
 
  
  
 Joined: 17 Jul 2005
 Posts: 14382
 Location: Reynoldsburg, Columbus, Ohio.
 
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				|  Posted: Thu Mar 03, 2011 5:37 pm    Post subject: |   |  
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				| Sweet.  Though interesting they made their own light concussion missiles. _________________
 Confucious sayeth, don't wash cat while drunk!
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