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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jul 07, 2013 1:58 am Post subject: |
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Which would mean the station found that the party's BoSS is forged...
Hope they soaked well! _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2288 Location: Seattle, WA
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Posted: Sun Jul 07, 2013 2:42 am Post subject: |
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It went brilliantly! I'll post more later, but it disabled their ship and left them struggling in a very tense, thrilling session.
They were completely outmatched and outgunned, and it took all of their wiles and moxy to survive! I'll post details, both on the session and how this little weapon did, later on. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2288 Location: Seattle, WA
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Posted: Mon Jul 08, 2013 6:51 pm Post subject: |
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Got a chance to use it, and it worked fabulously (see the "Adventures" thread for the "Death of Liberty Campaign" for a summary, or the link in my sig).
Overall, the only "stat" I felt like I didn't have was the chance for it to "hit" its target. I went with 6D slill (off the cuff) and made it Very Easy (modified if the target evaded or anything, which was often near impossible).
The only other thing I needed to decide was how long it took for the people contacted to show up. I figured the pulses were about every minute, so I went with 2D6 minutes. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jul 09, 2013 1:45 am Post subject: |
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DougRed4 wrote: | Got a chance to use it, and it worked fabulously (see the "Adventures" thread for the "Death of Liberty Campaign" for a summary, or the link in my sig).
Overall, the only "stat" I felt like I didn't have was the chance for it to "hit" its target. I went with 6D slill (off the cuff) and made it Very Easy (modified if the target evaded or anything, which was often near impossible).
The only other thing I needed to decide was how long it took for the people contacted to show up. I figured the pulses were about every minute, so I went with 2D6 minutes. |
Being its a spherical effect, that is why i didn't put in a 'chance to hit' skill.. all in that sphere are hit.
AS for how long.
Round 1, detect target, start charging.
R4 pulse out
R5 send transmission.
R6-10 (depending on distance) base gets transmission
1-2 min to set up a response team
1 min to plot hyperspace jump to location
time in hyperspace to get there..
Strange though looking in both the main book and the r&e book neither give a duration for how long a ship stays dead if you get a 'controls dead' result from ion damage. _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2288 Location: Seattle, WA
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Posted: Tue Jul 09, 2013 1:58 pm Post subject: |
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Yeah, I figured that, but it just seemed strange to not roll to hit. I figured the way I did it still meant it would take a miracle not to be hit (and it never came close to missing).
My response might have been a bit fast, but it was after a few minutes, so I think the players understood (and it was only a single ship with a crew of a few, so they could have been standing by or already deployed and ready to go). _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jul 09, 2013 3:29 pm Post subject: |
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Well lets see.. If we say gave it a 6d to hit pool, that means even a base 2d human in a standard freighter (1d maneuverability) would be rolling 9d to try and dodge the blast. Averages out that he is going to get 10.5 more on his dodge than the mine has to hit him (cap to sf scale inc in his dodge roll).. So you would have to bump it up considerably, say to 12 to 15d (equates to 6d-9d at fighter scale) to have a chance of performing its main purpose to shut down enemy ships. _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2288 Location: Seattle, WA
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Posted: Wed Jul 10, 2013 1:07 pm Post subject: |
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Good point, I hadn't thought about scale. At least 12D then makes sense, I think. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jul 15, 2013 4:01 pm Post subject: |
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Cause of all the comments in regard to whether or not it should have 'fire control, as well as chatting about this last night (early this morning) with someone in my sparks group i am doing one last edit.
Craft: Akriad systems Defender platform Mark 1
Type: Capital space mine
Scale: Capital
Length: 60 Metres by 40 meters
Skill: N/A. Automated
Crew: Automated - droid brain
Crew Skill: Sensors 6d, Scholar: BoSS 6d, capital weapon gunnery 9d
Cargo Capacity: N/A
Consumables: 6 months
Cost: 182,000 credits, not available used. Availability code 4X
Hyperdrive Multiplier: N/A
Nav Computer: N/A
Maneuverability: has none
Space: 1
Atmosphere: Cannot enter
Hull: 2D+2
Shields: 4D
Sensors:
Passive: 80/0D Scan: 120/1D
Search: 160/2D Focus: 10/4D
Weapons:
Ion pulse wave
Fire Arc: full globe
Skill: Capital ship weaponry
Fire Control: 2d
Blast range: 40
Damage: 0-10 space units/7d ion damage, 11-20 space units/5d+1 damage, 21-30 space units/3d+2 damage, 31-40 space units 2d damage.
This platform has been made with one purpose in mind. Sit at an area, masked from observers both visually and sensors (shields add to teh diff to detect, and is painted black to mesh with space). It waits and 'listens'. When it detects a ship within it's blast radius, it compares the ships id (which is usually one of the first things you pick up) against it's BoSS watch list. This list, is updated periodically, especially if there was a lot of ships recently added. If it detects a ship on that list, it charges the ION pulse wave and waits until the ship is as close as possible before detonating. If needed it will also use its limited sublight to help push it in the right direction, but if it detects that the 'target ship' is moving away as if it was detected, it will "blow" the pulse, even if not in optimal damage range.
Once the pulse is activated, it envelops a full sphere around the mine, most likely deactivating anythin in its blast radius, starfighter sized. Roll the targeting of the mine against the dodge of the targeted ship. If the ship succeeds in 'dodging' the blast, then it gets one 'blast zone' further from where it was. It then sends off a communications burst to the nearest imperial facility loaded into it's memory banks, to let them know something is awaiting capture. The power cells have enough charge, to allow 18 such bursts before it needs full recharging. From the time of 'starting to charge' to ready to blow, it needs 3 full rounds. From a pulse blow out, to ready to recharge again, it takes 6.. So it can pulse twice in a 9 round period.
Imperial ships that are used to 'periodically update' the list of BoSS watch list ships, need to either dock with the mine and manually jack in (computer programming) and update the list, or it can be done via communications from a ship within 3su via a pinpoint beam comm transmission. In addition to changing the safe/watch list with each update, so too is the mine's encryption/decryption crypto, which is done to prevent unauthorized access.
Hacking in via comms, requires a very difficult communications (25) roll, unless you have managed to copy a prior transmission in the same 'period', in which case it drops to moderate (15). BUT once in it takes a difficult roll (20) to edit the safe list or the watch list. _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2288 Location: Seattle, WA
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Posted: Thu Jul 18, 2013 4:55 pm Post subject: |
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Looks great, garhkal, and it was a most effective weapon in my game (worked perfectly!)
I still think your numbers are off (in that it fires twice in an 11 round period) as you've got it written (see my earlier post describing this), but otherwise it looks great! _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jul 22, 2016 2:53 pm Post subject: |
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DougRed4 wrote: | Looks great, garhkal, and it was a most effective weapon in my game (worked perfectly!)
I still think your numbers are off (in that it fires twice in an 11 round period) as you've got it written (see my earlier post describing this), but otherwise it looks great! |
Minor resurrection to answer this question (man have i neglected that. sorry doug)..
It would go more like
1) Charging
2) Charging
3) Charging
4) ***Pulses***, Comms to nearby base
5) Charging
6) Charging
7) Charging
8) Charging
9) Charging
10) Charging
11) *** Pulses ***
12) Charging
13) Charging
14) Charging
I am also contemplating giving it a nickname.. The Gods eye satellite.. Based on a spy novel my mother just got done reading from the library! _________________ Confucious sayeth, don't wash cat while drunk! |
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