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Damage taken when in a building that colapses??
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Fallon Kell
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PostPosted: Mon Jul 18, 2011 2:06 am    Post subject: Reply with quote

garhkal wrote:
Fallon Kell wrote:

I came up with the idea awhile ago, of a PC carrying an ascension gun so that if he/she had to eject or otherwise leave the ship, they could catch a ride on a passing ship (assuming some stretchiness in the cable) and reel themselves in. Snatch life from the Jaws of Death.


How far do ascention guns go? And i am having a hard time seeing a ship letting you pull yourself along..

They'd be special ones. Several hundred meters, probably.

Enemy ships probably wouldn't let you latch on, unless they were trying to arrest you instead of kill you. Friendly fighters, freighters you were escorting, and maybe capital ships would probably be more willing.
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garhkal
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PostPosted: Mon Jul 18, 2011 6:03 pm    Post subject: Reply with quote

And once latched on how would you get in (non cap or freighters)?
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Bren
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PostPosted: Mon Jul 18, 2011 6:08 pm    Post subject: Reply with quote

garhkal wrote:
And once latched on how would you get in (non cap or freighters)?
The starfighter pilot holds his breath while he opens the canopy and reels the impromptu passenger in. Then pulls the canopy closed. Clearly you are not a starfighter jockey or you wouldn't need to ask things like that. Laughing Starfighter pilots can do anything. Just ask one.
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Fallon Kell
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PostPosted: Wed Jul 20, 2011 4:26 am    Post subject: Reply with quote

garhkal wrote:
And once latched on how would you get in (non cap or freighters)?
You'd have to get a tow back to something with an airlock, a cargo bay door, or a fighter bay. It would probably end up an adventure in and of itself.
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garhkal
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PostPosted: Wed Jul 20, 2011 6:01 pm    Post subject: Reply with quote

Makes me wonder what the "Hold on" roll would be to keep ahold of the gun/line when the ship is ducking and dodging..
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Guardian_A
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PostPosted: Wed Jul 20, 2011 6:26 pm    Post subject: Reply with quote

I know I'm coming into this conversation late, and I havent taken the time to read through this entire thread yet either, so take what I say with a grain of salt.

Wizards of the Coast released a book for their D20 Modern setting called D20 Apocalypse. That book has a section detailing Structure Conditions. It has details from everything from a person punching through the floor, to the entire structure collapsing around you. There are also rules for scavanging that I've found useful in other games, . . .
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garhkal
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PostPosted: Thu Jul 21, 2011 6:21 pm    Post subject: Reply with quote

I wonder if anyone owns that book, and knows how to do D20 to D6 conversions, could PM me with said conversion info..
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Guardian_A
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PostPosted: Thu Jul 21, 2011 6:38 pm    Post subject: Reply with quote

garhkal wrote:
I wonder if anyone owns that book, and knows how to do D20 to D6 conversions, could PM me with said conversion info..


I'll try to send it your way later, there is quite a bit to it. I'm heading out for the evening, so I dont have time to send it your way right now.
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Fallon Kell
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PostPosted: Thu Jul 21, 2011 6:51 pm    Post subject: Reply with quote

garhkal wrote:
Makes me wonder what the "Hold on" roll would be to keep ahold of the gun/line when the ship is ducking and dodging..

Well, holding on is where it gets dicey...

Wookiepedia lists the acceleration of an X-wing at 3,700 G which is a figure I flatly reject. Here's why:

3,700 G works out to 118,400 feet (22.4242 miles) per second per second. The first Death Star is listed at 160 km in diameter, or approximately 100 miles. This means that if When Luke announced they were "going in full throttle" even if he only meant full throttle for 1 second and then coasting with only enough downward thrust to keep him in orbit, the trench run would last 14 seconds for an entire circuit of the Death Star. Much less if they left their engines on full throttle for more than a second. Or if he was moving beforehand.

Considering the fact that Star Wars pilots use their eyes in combat and actually sight their weapons visually, I think an acceleration in the 1-10 G range is much more appropriate. And don't be mistaken, that'll get you going plenty fast.

Since only certain maneuvers would actually increase stress on a towed object, and common maneuvers like jinking would probably reduce the stresses on the line by reducing the linear acceletarion, I think a moderate climbing roll would probably cover any situation where a ship was not changing general direction of travel (difficult) or pulling loops (very difficult). Maybe one difficulty level higher each, depending on the ship.

Should we start a new thread? I think this tangent has reached escape velocity...
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Guardian_A
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PostPosted: Thu Jul 21, 2011 6:58 pm    Post subject: Reply with quote

I lay the speed discrepancy down as cruising speed and attack speed. I always figured that "Locking S-Foils in Attack position" ammounted to the pilot trading speed for maneuverability.
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CRMcNeill
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PostPosted: Thu Jul 21, 2011 7:05 pm    Post subject: Reply with quote

Guardian_A wrote:
I lay the speed discrepancy down as cruising speed and attack speed. I always figured that "Locking S-Foils in Attack position" ammounted to the pilot trading speed for maneuverability.


The problem there is Lando's ROTJ quote "Accelerate to Attack Speed."
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Guardian_A
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PostPosted: Thu Jul 21, 2011 10:08 pm    Post subject: Reply with quote

crmcneill wrote:
Guardian_A wrote:
I lay the speed discrepancy down as cruising speed and attack speed. I always figured that "Locking S-Foils in Attack position" ammounted to the pilot trading speed for maneuverability.


The problem there is Lando's ROTJ quote "Accelerate to Attack Speed."


This could be explained the same way. It is possible that the fighters had slowed down so they could get into their formations at a safe distance from the enemy before accelerating to attack speed.
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