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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Mar 08, 2011 5:12 pm Post subject: TIEs in Atmosphere |
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There has been some mention in the novels (the X-Wing series specifically) of TIE fighters being less maneuverable in the atmosphere. I have some ideas for what form that should take, but I'd like some input from the forum, please. _________________ "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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14229 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Mar 08, 2011 6:12 pm Post subject: |
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I just go with -2d _________________ Confucious sayeth, don't wash cat while drunk! |
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Anakin Lieutenant Commander
Joined: 27 Feb 2011 Posts: 129 Location: Sweden
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Posted: Tue Mar 08, 2011 6:19 pm Post subject: |
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Unless the craft in question is known for good atmospheric abilities I always use half maneuverability. The Z-95 and the cloakshape have no penalties in my adventures. I also add or subtract a bit according the looks of the craft. I can't see much aerodynamics in the Tie-fighters or the YT-1300... _________________ If you fall seven times, get up eight times. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Mar 08, 2011 8:21 pm Post subject: |
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garhkal wrote: | I just go with -2d |
I was thinking -2D for 1st. Gen TIEs, then -1D for 2nd. Gen stuff like the Interceptor and Bomber, but then 0D for the more advanced stuff like the Avenger and the Defender. _________________ "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 Sovereign Protector
Joined: 17 Jul 2005 Posts: 14229 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Mar 09, 2011 3:17 am Post subject: |
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Being those other ships have a higher maneuverability anyway, i feel -2d/-1d+1/-2 would be good. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Mar 09, 2011 6:50 am Post subject: |
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I'd keep it simple and probably use -1D for a TIE. That puts it around the manuever of a stock freighter (typically 0D to 1D). But the real issue is what are the relative maneuverability. If both a YT-1300 and a TIE have reduced manueverability in atmosphere, relatively speaking you are back to square one, but rolling one less D for each. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Mar 09, 2011 5:13 pm Post subject: |
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I'd suggest kicking up the difficulties by 1 level, rather than reducing the maneuverability. It keeps ships from becoming ION bait. just because it is in an atmosphere. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Mar 09, 2011 5:37 pm Post subject: |
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atgxtg wrote: | I'd suggest kicking up the difficulties by 1 level, rather than reducing the maneuverability. It keeps ships from becoming ION bait. just because it is in an atmosphere. | So movement rolls would be one level harder, but TIE dodges keep the +2D maneuver? ...That could work. |
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Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
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Posted: Wed Mar 09, 2011 6:14 pm Post subject: |
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Bren wrote: | atgxtg wrote: | I'd suggest kicking up the difficulties by 1 level, rather than reducing the maneuverability. It keeps ships from becoming ION bait. just because it is in an atmosphere. | So movement rolls would be one level harder, but TIE dodges keep the +2D maneuver? ...That could work. |
You could even scale it so that Thin atmospheres have no increased difficulty. Standard atmo = 1 difficulty level higher and Thick atmo = 2 difficulty increases. _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Mar 09, 2011 6:59 pm Post subject: |
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Rerun941 wrote: | You could even scale it so that Thin atmospheres have no increased difficulty. Standard atmo = 1 difficulty level higher and Thick atmo = 2 difficulty increases. | And water = 5 difficulty increases. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Mar 09, 2011 8:56 pm Post subject: |
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atgxtg wrote: | I'd suggest kicking up the difficulties by 1 level, rather than reducing the maneuverability. It keeps ships from becoming ION bait. just because it is in an atmosphere. |
That makes sense. Aerodynamically speaking, a TIE's wing panels would restrict it in lateral motion, but not vertical. An increase in difficulty would reflect a skilled pilot remembering to roll his ship on its side and "climb" into a turn, rather than angling left or right and meeting resistance from the atmosphere across the wing panels. _________________ "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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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed Mar 09, 2011 9:34 pm Post subject: |
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How does increasing the difficulty one level work in opposed roll situations say a TIE attempting to dodge a shot from a X-Wing? _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14229 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Mar 10, 2011 5:50 am Post subject: |
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+5 per level shift to dodge/to hit _________________ Confucious sayeth, don't wash cat while drunk! |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu Mar 10, 2011 12:37 pm Post subject: |
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So the X-wing rolls 15 to hit the TIE must roll 20 to dodge or it gets hit?
Seems fair enough.
Perhaps you can take risks and ignore the added difficulty but for every level of difficulty you ignore your ship must soak 2D damage. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Mar 10, 2011 2:46 pm Post subject: |
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Esoomian wrote: | So the X-wing rolls 15 to hit the TIE must roll 20 to dodge or it gets hit?
Seems fair enough.
Perhaps you can take risks and ignore the added difficulty but for every level of difficulty you ignore your ship must soak 2D damage. |
Actually, per the RAW, on a normal Dodge, the X-Wing rolls against the TIE's maneuver + pilot's skill, not the base difficulty. However, the TIE's combined reaction roll must meet or exceed the base difficulty or it suffers a movement mishap. Unfortunately, per the RAW, this rule doesn't work for full reactions. On a full dodge, the TIE pilot's roll stacks with the base difficulty, which doesn't really make sense in that a TIE that is less maneuverable in atmosphere actually becomes more difficult to hit on a full dodge. Maybe a simple 1D penalty would be more appropriate after all. _________________ "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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