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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Mar 13, 2011 7:06 am Post subject: When big ships go boom, how damaging are they? |
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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! |
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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Sun Mar 13, 2011 11:35 am Post subject: |
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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. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Mar 13, 2011 11:40 am Post subject: |
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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
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Mar 14, 2011 6:34 am Post subject: |
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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! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Mon Mar 14, 2011 7:31 am Post subject: |
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Praxian wrote: | I make it 3x it's size in hexes... |
OK. What size is a hex? |
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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Mon Mar 14, 2011 9:50 pm Post subject: |
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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. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Mar 14, 2011 10:02 pm Post subject: |
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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
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Mon Mar 14, 2011 10:27 pm Post subject: |
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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
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Mar 14, 2011 10:37 pm Post subject: |
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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
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Mon Mar 14, 2011 11:47 pm Post subject: |
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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
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Mar 15, 2011 5:49 am Post subject: |
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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
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue Mar 15, 2011 7:52 am Post subject: |
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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. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Tue Mar 15, 2011 6:59 pm Post subject: |
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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. 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? _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Mar 16, 2011 5:41 am Post subject: |
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I'd say a su is around 2k.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Mar 16, 2011 9:12 am Post subject: |
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Just a shot in the dark, or do you hold vast reserves of knowledge you're not sharing? _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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