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

When big ships go boom, how damaging are they?
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Gamemasters -> When big ships go boom, how damaging are they? Goto page 1, 2, 3  Next
View previous topic :: View next topic  
Author Message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14173
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Mar 13, 2011 7:06 am    Post subject: When big ships go boom, how damaging are they? Reply with quote

Ok.. we see in all sorts of films/tv shows that when space ships larger than fighter/freighters go KABOOM, they damage/destroy things around them.

So when a SW cap ship goes up from damage, what would its blast radius/damage be?
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Praxian
Lieutenant Commander
Lieutenant Commander


Joined: 30 Mar 2010
Posts: 190

PostPosted: Sun Mar 13, 2011 11:35 am    Post subject: Reply with quote

I make it 3x it's size in hexes.

a 1-hex ships explosion is felt out to 3 hexes. A Star Destroyer on the other hand, is felt MUCH further out.

Certain things (dangerous experimental weaponry, touchy augmented 1/2x Hyperdrive engines, military-grade explosives, etc.) cause an extra 1-hex range (so for a transport that is a 2 hex ship, it'd have an explosion range of 7 hexes (2 hexes x 3 + 1 (dangerous cargo or weaponry).

Just what I use personally. Smile
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16283
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Mar 13, 2011 11:40 am    Post subject: Reply with quote

Depends on a lot of factors, including whether the explosion takes place in space, in atmosphere, or on the ground. If I had to make something up off the top of my head, I'd say that in close proximity (the same space unit), an exploding capital ship would inflict capital-scale damage equal to its Hull code, and then scale that damage back by scale tier the further out you get.
_________________
"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: 14173
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Mar 14, 2011 6:34 am    Post subject: Reply with quote

So say an Imp star 5d+2 hull goes boom.
5d_2 cap in adjacent hex/SR
5d+2 SF in next hex?
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Mon Mar 14, 2011 7:31 am    Post subject: Reply with quote

Praxian wrote:
I make it 3x it's size in hexes...

OK. What size is a hex?
Back to top
View user's profile Send private message
Praxian
Lieutenant Commander
Lieutenant Commander


Joined: 30 Mar 2010
Posts: 190

PostPosted: Mon Mar 14, 2011 9:50 pm    Post subject: Reply with quote

Bren wrote:
Praxian wrote:
I make it 3x it's size in hexes...

OK. What size is a hex?


if you use mini's (which I do) you count the hexes a ship is.

Otherwise, take the ships length, multiply by 3, and there you are.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16283
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 14, 2011 10:02 pm    Post subject: Reply with quote

Praxian wrote:
if you use mini's (which I do) you count the hexes a ship is.

Otherwise, take the ships length, multiply by 3, and there you are.


Since there is no reliable way to convert meters or kilometers into space units, what would hexes be in space units?
_________________
"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
Fallon Kell
Commodore
Commodore


Joined: 07 Mar 2011
Posts: 1846
Location: Tacoma, WA

PostPosted: Mon Mar 14, 2011 10:27 pm    Post subject: Reply with quote

crmcneill wrote:

Since there is no reliable way to convert meters or kilometers into space units, what would hexes be in space units?

I would guess the idea is that 1 hex = 1 space unit. I just run space units as 100 M,
_________________
Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier

Complete Starship Construction System
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16283
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 14, 2011 10:37 pm    Post subject: Reply with quote

Fallon Kell wrote:
I would guess the idea is that 1 hex = 1 space unit. I just run space units as 100 M,


100 M? Is that meters or miles? Personally, considering how close range combat seems to be in the movies, it's probably best to just leave Space units as an abstract and undefined simply because tacking on an actual quantifiable equivalent distance invites all sorts of disagreement.
_________________
"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
Fallon Kell
Commodore
Commodore


Joined: 07 Mar 2011
Posts: 1846
Location: Tacoma, WA

PostPosted: Mon Mar 14, 2011 11:47 pm    Post subject: Reply with quote

Meters. It fits nicely with the X-wing books, where most of my EU space combat knowledge comes from. It is also reasonable considering the WWII dogfight footage the death star space battle was based on.
_________________
Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier

Complete Starship Construction System
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16283
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 15, 2011 5:49 am    Post subject: Reply with quote

Fallon Kell wrote:
Meters. It fits nicely with the X-wing books, where most of my EU space combat knowledge comes from. It is also reasonable considering the WWII dogfight footage the death star space battle was based on.


The X-Wing books are an excellent source of ideas, but using them as a rule of thumb for exact measurements creates problems. If a Space unit is equal to 100 meters, that means that Capital Ships can hit targets no further off than 7.5 kilometers with their turbolasers, but when firing into atmosphere, their range suddenly jumps to 150 kilometers. Also, if a ship has to get at least 50 units from a planet to make a safe hyperspace jump (per the RAW, IIRC), that means a ship could jump to hyperspace only 5 kilometers from the surface. It's better to just keep space units as an abstract measurement than try to hang a known distance on them. If you play it right, the game can still have the feel of an X-Wing novel, without the pesky interference of reality.
_________________
"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
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Tue Mar 15, 2011 7:52 am    Post subject: Reply with quote

A space unit is measured in plot pixels with a variable relationship depending on width of shot and distance of observer. One surprising fun fact is that while this unit is the same for similar shots in the Star Wars and Star Trek movies, because of a different screen width the relationship is different for the Star Trek TV show. Razz
Back to top
View user's profile Send private message
Fallon Kell
Commodore
Commodore


Joined: 07 Mar 2011
Posts: 1846
Location: Tacoma, WA

PostPosted: Tue Mar 15, 2011 6:59 pm    Post subject: Reply with quote

crmcneill wrote:
The X-Wing books are an excellent source of ideas, but using them as a rule of thumb for exact measurements creates problems. If a Space unit is equal to 100 meters, that means that Capital Ships can hit targets no further off than 7.5 kilometers with their turbolasers, but when firing into atmosphere, their range suddenly jumps to 150 kilometers. Also, if a ship has to get at least 50 units from a planet to make a safe hyperspace jump (per the RAW, IIRC), that means a ship could jump to hyperspace only 5 kilometers from the surface. It's better to just keep space units as an abstract measurement than try to hang a known distance on them. If you play it right, the game can still have the feel of an X-Wing novel, without the pesky interference of reality.

I noticed that too. Confused I say that the turbolasers don't peter out after 75 space units, they're just really hard to hit with. I don't use atmosphere range because I don't think it's long enough for orbital bombardment, and I don't think it should change for ship-ship combat. I run the 5 km for a hyperjump from the edge of the atmosphere. I think that puts it about where we saw the Tantive IV at the start of ANH.

Bren, Ignoring the fact that I have no intention to see any more than the approximately 30 seconds of the Clone Wars series, where would that fit in? Razz
_________________
Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier

Complete Starship Construction System
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14173
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Mar 16, 2011 5:41 am    Post subject: Reply with quote

I'd say a su is around 2k..
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Fallon Kell
Commodore
Commodore


Joined: 07 Mar 2011
Posts: 1846
Location: Tacoma, WA

PostPosted: Wed Mar 16, 2011 9:12 am    Post subject: Reply with quote

Just a shot in the dark, or do you hold vast reserves of knowledge you're not sharing? Razz
_________________
Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier

Complete Starship Construction System
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Gamemasters All times are GMT - 4 Hours
Goto page 1, 2, 3  Next
Page 1 of 3

 
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