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

Starship Weapon Design
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Tools -> Starship Weapon Design Goto page Previous  1, 2, 3  Next
View previous topic :: View next topic  
Author Message
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Fri Sep 09, 2011 11:52 am    Post subject: Reply with quote

Fallon Kell wrote:
Thanks! I may just have to put one of these into use in my next adventure...

I should have a table with a bunch of standard designs ready in a few days. Right now, I'm working on the round offs and combined weapons. Alos trying to work out turbolasers.

One neat thing about the range rules I came up with is that it allows alternate range stats for a weapon at the same "cost". The "Range Number" is the sum of the 4 range numbers given for a weapon. For example a standard laser cannon with range stats of (1-3/12/25) has a range number (RN) of 41, As would a laseer cannon with range stats of 8-10/11/12. Allowing for a weapon that would be very accurate in close, but have relatively short range.
Back to top
View user's profile Send private message
Fallon Kell
Commodore
Commodore


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

PostPosted: Fri Sep 09, 2011 2:03 pm    Post subject: Reply with quote

atgxtg wrote:
Fallon Kell wrote:
Thanks! I may just have to put one of these into use in my next adventure...

I should have a table with a bunch of standard designs ready in a few days. Right now, I'm working on the round offs and combined weapons. Alos trying to work out turbolasers.

One neat thing about the range rules I came up with is that it allows alternate range stats for a weapon at the same "cost". The "Range Number" is the sum of the 4 range numbers given for a weapon. For example a standard laser cannon with range stats of (1-3/12/25) has a range number (RN) of 41, As would a laseer cannon with range stats of 8-10/11/12. Allowing for a weapon that would be very accurate in close, but have relatively short range.
That strikes me as an elegant system.
_________________
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
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Fri Sep 09, 2011 2:38 pm    Post subject: Reply with quote

Fallon Kell wrote:
hat strikes me as an elegant system.


I got lucky. It seems to work. My only worry is that it might be too tempting to fit a fast ship with a very long range weapon and fight at distance. For example, something like a 1-2/3/35 laser.

I might slidly adjst the range stat to use point blank rather than the minimum of short range. it won't make too much of a difference in the RN, but would be more intuitive. Then weapon desiners would just pick 4 ranges and line them up in ascending order.
Back to top
View user's profile Send private message
Fallon Kell
Commodore
Commodore


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

PostPosted: Fri Sep 09, 2011 9:21 pm    Post subject: Reply with quote

atgxtg wrote:
Fallon Kell wrote:
hat strikes me as an elegant system.


I got lucky. It seems to work. My only worry is that it might be too tempting to fit a fast ship with a very long range weapon and fight at distance. For example, something like a 1-2/3/35 laser.

I might slidly adjst the range stat to use point blank rather than the minimum of short range. it won't make too much of a difference in the RN, but would be more intuitive. Then weapon desiners would just pick 4 ranges and line them up in ascending order.

I seem to remember an autoblaster's range topping out at 40 and an ion cannon topping out at 36... I suppose you could put restrictions on the ratios between range bands if that's a problem for you.
_________________
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
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Sat Sep 10, 2011 11:02 am    Post subject: Reply with quote

[quote="Fallon Kell"]
atgxtg wrote:
Fallon Kell wrote:
hat strikes me as an elegant system.


I seem to remember an autoblaster's range topping out at 40 and an ion cannon topping out at 36... I suppose you could put restrictions on the ratios between range bands if that's a problem for you.


There are "default" ranges for most weapons. For example, most starfighter-scale ion cannons have range stats of 1-3/7/36, but there are some one-off writweups of ships with better range stats. For example, most autoblasters seem to have range stats of 1-3/10/20, but the B-Wing's autoblasters have range stats of 1-8/25/40.

In order to allow for all these variant weapons, I came up with a way to adjust the range stats of a weapon during the design process. That way we no longer are restricted to half a dozen weapons while we see all sorts of neat cutsom weapons in the writeups.


Eventually, I will need to put limits of things-so somebody doesn7t write up a weapon with 10D fire control, 18D damage, and range 1-100/300/1000, but I want to make certain that I set the limits high enough to allow for every weapon used in the stat blocks so far.

But, even with limits, a GM should probably keep an eye on those using this tool and veto anything he thinks is excessive.
Back to top
View user's profile Send private message
Fallon Kell
Commodore
Commodore


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

PostPosted: Sat Sep 10, 2011 5:15 pm    Post subject: Reply with quote

atgxtg wrote:

Eventually, I will need to put limits of things-so somebody doesn7t write up a weapon with 10D fire control, 18D damage, and range 1-100/300/1000, but I want to make certain that I set the limits high enough to allow for every weapon used in the stat blocks so far.

But, even with limits, a GM should probably keep an eye on those using this tool and veto anything he thinks is excessive.

You could use logarithmic pricing, so that weapon costs the gross galactic product for 10 years to build... Wink
_________________
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
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Tue Sep 13, 2011 11:23 am    Post subject: Reply with quote

Fallon Kell wrote:

You could use logarithmic pricing, so that weapon costs the gross galactic product for 10 years to build... Wink


I don't think I can, nor would it help much if I did.

All my prices are supposed to match up with the ones give in Tramp Freighter and in D20 Starships of the Galaxy (1E). That means my prices have to fit those give for the existing weapons. So, if a 12/2D ion canon cost 1000 credits, a 2D/3D one 1500 credits, and a 4D/4D one 3000 credits, I got to use numbers that fit that progression.

Secondly, even if I did find a logarithmic progression that worked, it wouldn't solve the problem. Capital ships are hideously expensive to begin with and a 100 million credit "uber laser" that would seem ridiculous on a 25,000 credit tramp freighter, or even on a 200,000 credit snub fighter, would be just a drop in the bucket on a 1.14 billion credit Super Star Destroyer. Suddenly capital ships would have the option awesome point defense.

So I think the solution is to place some sort of technology limits.
Back to top
View user's profile Send private message
Fallon Kell
Commodore
Commodore


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

PostPosted: Mon Sep 19, 2011 4:41 pm    Post subject: Reply with quote

Is there any chance you'd be willing to post your system? I'm interested in trying to incorporate it into the Starship pricing system I'm working 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
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Wed Sep 21, 2011 2:55 pm    Post subject: Reply with quote

Fallon Kell wrote:
Is there any chance you'd be willing to post your system? I'm interested in trying to incorporate it into the Starship pricing system I'm working on.


A very good chance. I just have to finish typing it up, and testing it. But here is a "sneak Peak" I plan to add some tables with conversions of all the weapons listed in the old D20 Starships of the Galaxy (1st Edition) to go with the rules.


BLASTERS
Base Range* 1-5/10/17 (RN 32, with RN being the max number of each range band PB+CL+MD+LN)
Damage Cost Weight
1D 250 1
1D+1 350 1.25
1D+2 400 1.75
2D 500 2
2D+1 650 2.25
2D+2 850 2.75
3D 1000 3
3D+1 1150 3.25
3D+2 1350 3.75
4D 1500 4
4D+1 1850 4.25
4D+2 2200 4.75
5D 2500 5


AUTOBLASTERS
Base Range: 1-3/10/20 (RN 33)
Damage and Cost: as Blaster
-NOTE: Increase Cost by 750 credits and Fire Control by 1D to reflect the high rate of fire.


LASERS
Base Range: 1-3/12/25 (RN 40)
Damage Cost Weight
1D 250 1
1D+1 350 1.25
1D+2 400 1.25
2D 500 1.5
2D+1 650 1.5
2D+2 850 1.75
3D 1000 2
3D+1 1150 2.5
3D+2 1350 2.75
4D 1500 3
4D+1 1850 3.5
4D+2 2200 3.75
5D 2500 4

TURBOLASERS
(Not finished yet)


ION GUNS
Base Range: 1-3/7/36 (RN 46)
Damage Cost Weight
1D 500 0.25
1D+1 600 0.5
1D+2 650 0.5
2D 750 0.5
2D+1 850 0.75
2D+2 950 1
3D 1000 1
3D+1 1100 1.5
3D+2 1150 1.75
4D 1250 2

FIRE CONTROL
Apply for all weapons.
Fire Cost
+1 75
+2 150
1D 250
1D+1 325
1D+2 425
2D 500
2D+1 675
2D+2 850
3D 1000
3D+1 1250
3D+2 1500
4D 1750


RANGE
Can be altered from the base range. Doing so adjust the cost and weight of the weapon.

RN Cost Weight
10% 5% 0.25
20% 10% 0.5
30% 15% 0.75
40% 20% 1
50% 25% 1.25
60% 30% 1.5
70% 35% 1.75
80% 40% 2
90% 45% 2.25
100% 50% 2.5
110% 55% 2.75
120% 60% 3
130% 65% 3.25
140% 70% 3.5
150% 75% 3.75
160% 80% 4
170% 85% 4.25
180% 90% 4.5
190% 95% 4.75
200% 100% 5
210% 105% 5.25

LINKED WEAPONS (100 credits per weapon)
2 weapons: +1D Damage
3 weapons: +2D Damage
4 weapons: +1D Fire Control, +2 D Damage

[Optional]: Linking weapons with different Fire Control or damage stats: Average the values for all the weapons linked and then apply the link bonus to the average.

MULTI BARRELED WEAPONS
Mutiple barrels that share seveal components, including the fire control computer. Tis is similar to linking weapons, but cheaper due to use of some common components for all the weapons. The final weapon is considered a single weapon, and the entire weapon can be disabled as one hit.

Twin/Double Weapon: +1D Damage, Cost: x1.5, Weight+ 0.5t
Triple Weapon: +2D Damage, Cost: x2, Weight: +.75t
Quad Weapon: +1D Fire Control, +2D Damage. Cost* x2.5, Weight:+1t

[Optional]: The firing cycle for linked and multibarrled weapons can be adjusted so that weapons cycle indivuduallly, in pairs, treys, all fours, or even in a staggered rate. This allows the gunner to shift some or all of the extra damage dice over to fire control. For example, setting an X-Wing to fire it's laser cannons individually, will raise the Fire Control to 5D, but reduce damage down to 4D.


GUN MOUNTINGS AND TURRETS [Optional]
This keeps everyone from always using 360 degree turrets.


Fixed Mount: Can fire in one fir arc. Cost: x1, Weight: x1

Swivel Mount: Guns have a limited traverse, making it easy to acquire and keep a target. +1D Fire Control. Cost: +250, Weight: x1.5

180 Degree Turret: Can fire in two adjacent fire arcs. Cost: +1000 credits, Weight: x2

270 Degree Turret: Can Fire in three adjacenet fire arcs. Cost +1250 credits, Weight x3.

360 Degree Turret: Can fire in all four fire arcs. Cost: +1500 credits, Weight: x4


Last edited by atgxtg on Wed Sep 21, 2011 3:41 pm; edited 1 time in total
Back to top
View user's profile Send private message
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3190

PostPosted: Wed Sep 21, 2011 3:01 pm    Post subject: Reply with quote

Ah, interesting. I like it. Can this system handle a weapon like the one I posted near the beginning (a fire linked Ion/Blaster cannon?)
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 Sep 21, 2011 3:21 pm    Post subject: Reply with quote

Thank you kindly! That is exactly the kind of thing I think I can use.
_________________
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
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Wed Sep 21, 2011 3:32 pm    Post subject: Reply with quote

MISSILE WEAPONS

I have to dig up the specs for the smart and savant missiles. I have to remember what book they were in.

All missile weapons (except smart/savant missiles) have a base range of 1/3/7 (RN11). Range for missile weapons can be increased (see blow).


CONCUSSION MISSILES
Light Concussion Missile Launcher (8 missiles, max, 1500 Credits, 1 ton)
-Light Concussion Missiles (5D damage, 250 credits each)

Small Concussion Missile Launcher (8 missiles max, 2000 credits, 1.5 tons)
Concussion Missile Launcher (16 missiles max, 3000 credits, 3 tons)
Custom Capacity Launchers
max missiles Cost Weight
1 250 0.25
2 500 0.5
3 750 0.5
4 1000 0.75
5 1250 1
6 1500 1.25
7 1750 1.5
8 2000 1.5
9 2150 1.75
10 2250 2
11 2400 2
12 2500 2.25
13 2650 2.5
14 2750 2.75
15 2900 3
16 3000 3


-Concussion Missile (8D damage, 500 credits each)
-Heavy Concussion Missile (9D damage, 750 credits each)


ENERGY TORPEDOES (from D0)
Energy Torpedo Launcher (6 torpedoes max, 3500 credits, 1.5t)
Custom
max torpedoes Cost Weight
1 2000 1
2 2500 1.25
3 2750 1.5
4 3000 1.5
5 3250 1.5
6 3500 1.5
7 3550 1.75
8 3600 1.75
9 3650 1.75
10 3700 1.75
11 3750 2
12 3800 2
13 3850 2
14 3900 2
15 3950 2
16 4000 2

-Energy Torpedo (9D Damage, 600 credits each)


PROTON TORPEDOES
Small Proton Torpedo Launcher (4 torpedoes, 1500 credits, 1.5 tons)
Proton Torpedo Launcher (16 torpedoes, 2000 credits, 2 tons)
Custom
max torpedoes Cost Weight
1 1000 1
2 1250 1.25
3 1375 1.5
4 1500 1.5
5 1625 1.5
6 1750 1.5
7 1775 1.75
8 1800 1.75
9 1825 1.75
10 1850 1.75
11 1875 2
12 1900 2
13 1925 2
14 1950 2
15 1975 2
16 2000 2

-Proton Torpedo (9D Damage, 800 credits each)
-Heavy Proton Torpedo (10D damage, 2000 credits each)

RANGE
The range of missiles can be increased by adding addtional fuel to the tropedo. Unfortunately this requires the use of a smaller (and less powerful) warhead.

Currently, it looks like about +40% range per Damage Die sacrificed, baased on the stats given for ships with long range missiles.
Back to top
View user's profile Send private message
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Wed Sep 21, 2011 3:44 pm    Post subject: Reply with quote

Fallon Kell wrote:
Thank you kindly! That is exactly the kind of thing I think I can use.


It still has some more work to be done on it, so expect some things to change. Mostly minor stuff like the costs for intermediate values (between full dice).

And I still need to work up Turbolaser stats (especially the base range) and then do up captial scale weapons.
Back to top
View user's profile Send private message
Yasriia
Sub-Lieutenant
Sub-Lieutenant


Joined: 15 Aug 2010
Posts: 54

PostPosted: Wed Sep 21, 2011 3:50 pm    Post subject: Reply with quote

Do I understand it right, that there is stat-wise no difference between fire-linked and multi-barreled?
And it looks very interesting. I like it Smile
Back to top
View user's profile Send private message
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Wed Sep 21, 2011 3:53 pm    Post subject: Reply with quote

Naaman wrote:
Ah, interesting. I like it. Can this system handle a weapon like the one I posted near the beginning (a fire linked Ion/Blaster cannon?)


Yes, although the stats wouldn't match up exactly.

To make a combo iton/blaster you would probably need to sell off the iuon gun's range to match the blastrer, then either treat them as linked weapons or a multi-barreled weapon. The cost would probably be less than your "Scorpion" but the weight would be much greater.

Adjusting the fire rate would have to wait until I get the turbolaser's worked up. Basically the fire rate is mostly a limit of the ship's power core.

Reducing the weight down to 300kg would require the minuaturization rules, which I'm stil working on. Roughly it is a power function (sqaure or cube, I haven't decided yet) so the cost scales up dramatically.

But the overall design would work.
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 -> Tools All times are GMT - 4 Hours
Goto page Previous  1, 2, 3  Next
Page 2 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