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Shooting missiles down?
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garhkal
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PostPosted: Tue Sep 24, 2013 2:45 pm    Post subject: Shooting missiles down? Reply with quote

Brought out of This thread

What rules have you seen/adopted for if/when PC's (or your NPCs) try to shoot an incoming missile/torpedo that was shot at them?

If you go by initiative order, technically it can't be done unless you allow shooting the missile as a 'reaction'..
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atgxtg
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PostPosted: Wed Sep 25, 2013 10:41 am    Post subject: Reply with quote

Well, I've allowed it as a reaction, but then I'm the guy who adopted a "snap shot" rule to interrupt a target to shoot before it gets out of range.
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garhkal
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PostPosted: Wed Sep 25, 2013 1:31 pm    Post subject: Reply with quote

Snap shot rule? Care to share?
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atgxtg
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PostPosted: Wed Sep 25, 2013 2:53 pm    Post subject: Reply with quote

Sure. I though I had already. The snap shot rule is something I adapted from Star Warriors for 2R&E. Basically by the RAW it's possible for a starfighter to move so fast that it can move into and out of firing range in one turn and completely avoid being shot at because by the time the other side gets to act, the ship is gone. While this might be justified at close ranges it gets kinda silly when a fighter is 25 SU away and zips past the firing arc at 40+ SU a turn.

What the snap shot rule does is allow a gunner to interrupt movement in order to get off a shot, as a reaction (and only as a reaction). This gives the gunners a chance to get a shot off, but ensures that the suffer a multiaction penalty since they have to rush the shot. Since it is a reaction, and not an action the gunner's other actions don't help. And snap shot can't be used like normal shots, you still got to declare those.

I believe I had a limit of 1 snap shot per SU of movement. That is the target gets to move at least 1 SU between snap shots. That's so gunners can just keep taking more and more reactions to shoot at a ship that is just about to leave their firing arc or move out of range. If you wanted to you could just limit a gunner to 1 snap shot per turn or one per target, but for us MAPs tended to prove limiting enough.
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garhkal
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PostPosted: Thu Sep 26, 2013 12:45 am    Post subject: Reply with quote

So effectively if they didn't take any actions, they could "Snap shot" 3-4 times as if they had declared 3-4 shots, but are interrupting the enemy's action...?
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Naaman
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PostPosted: Thu Sep 26, 2013 8:04 am    Post subject: Reply with quote

Well, now that you mention it (OP), I suppose if a missile were to "hit" on the same round that it were fired, shooting it down would not be allowed. However, if the pilot can evade the initial attack, then the gunner could use his action to shoot at the missle. I would think, however, that the missile is a character scale target.... though it would not have the sense to "dodge" the laser cannon,, so it should still be a fairly easy target.
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atgxtg
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PostPosted: Thu Sep 26, 2013 11:35 am    Post subject: Reply with quote

garhkal wrote:
So effectively if they didn't take any actions, they could "Snap shot" 3-4 times as if they had declared 3-4 shots, but are interrupting the enemy's action...?


Yes. But they have to have a moving enemy to interrupt-otherwise they can't take a snap shot. For example, if a gunner didn't declare any shots, but nobody moved, the gunner wouldn't be able to use the snap shot rule to make an attack, because he had nobody to interrupt (react to). The guiding rule here is that the snap shot is a reaction so it must be done to react to something. Typically that meant getting off a last second shot before a target gets out of a firing arc or firing range.

And you can't react to the same thing more than once, anymore than you can make 5 reaction dodges against the same attack. For a snap shot the gunner is usually reacting to the movement of the targeted ship.
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garhkal
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PostPosted: Thu Sep 26, 2013 2:59 pm    Post subject: Reply with quote

Naaman wrote:
Well, now that you mention it (OP), I suppose if a missile were to "hit" on the same round that it were fired, shooting it down would not be allowed. However, if the pilot can evade the initial attack, then the gunner could use his action to shoot at the missle. I would think, however, that the missile is a character scale target.... though it would not have the sense to "dodge" the laser cannon,, so it should still be a fairly easy target.


Issue there namm. is most missile rules in books don't go over how long a torp or missile can fly for and attempt to 'reacquire a lock on you' if it fails to hit the first time.
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Naaman
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PostPosted: Thu Sep 26, 2013 6:11 pm    Post subject: Reply with quote

Well, this is a house rule, after all. So let's remedy that. I might just let the missile keep the shooter's original attack roll, or, base its secondary attempt on some difficulty derived from the weapon system's fire control. For example, the missile might hav a maneuverability of 4D. Then, add the weapon system's fire control (for example, 2D) for a total of 6D. The difficulty to shoot the missule down would ignore both those characteristics, since the missile doesn't "know" its being shot at. I would make the difficulty north of 25, for sure.
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PostPosted: Fri Sep 27, 2013 4:41 am    Post subject: Reply with quote

Quote:
Morne-3 Concussion Missile Launcher
Model: Arakyd Morne-3 Concussion Missile Launcher
Type: Concussion missile launcher
Scale: Starfighter
Skill: Missile weapons
Weight: 3 tons
Ammo: 10
Cost: 3,500, plus 500 per dumb missile, 1,500 per smart
missile, 3,000 per savant missile
Availability: 2, X
Fire Control: 1D
Damage: 8D
Game Notes: The basic Arakyd missiles are “dumb”, not
able to track a target. “Smart” missiles can track a target;
they have 4D of fire control and move 15 spacial units per
round, for up to 10 rounds. The smart missile’s simple droid
brain is clever enough to pick up on nearest target, should
the first target move out of range. “Savant” missiles behave
like dumb missiles, but activate if they miss their target
on the first round; that is, on the second round, savants
become smart missiles if they miss their target.
Source: Galaxy Guide 6: Tramp Freighters (page 40), Pirates
& Privateers (page 47)
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CRMcNeill
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PostPosted: Fri Sep 27, 2013 10:55 am    Post subject: Reply with quote

In Rules of Engagement, it is mentioned that artillery shells in flight can be shot down on a Very Difficult roll. It might be a place to start, but it leaves a lot of unanswered questions (what kinds of weapons are required, how durable are shells, etc.)
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garhkal
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PostPosted: Fri Sep 27, 2013 5:33 pm    Post subject: Reply with quote

Don't remember that, since most 'artillery in SW seems to be energy based..
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CRMcNeill
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PostPosted: Fri Sep 27, 2013 6:01 pm    Post subject: Reply with quote

garhkal wrote:
Don't remember that, since most 'artillery in SW seems to be energy based..


It's listed under the stat block of the Golan M102 Fire Arc (page 66), and provides more info than I remember it did. Specifically, an artillery shell can be shot down with a Very Difficult shot, and that shells have a Body of 1D Walker Scale (presumably, since the weapon is Walker Scale). Also, the shell stays in the air for one round for every range band it crosses (1 for Short, 2 for Medium, 3 for Long).
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atgxtg
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PostPosted: Wed Oct 02, 2013 9:44 am    Post subject: Reply with quote

Hmm, one odd thing about the M012 is that since the range bands are 1-5/10/20km, the shell is moving twice as fast at long range than at short or medium. That indicates that the shell is still accelerating during flight, suggesting that ti has it's own source of propulsion.
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shootingwomprats
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PostPosted: Wed Oct 02, 2013 3:14 pm    Post subject: Reply with quote

Thing about missiles is that they almost NEVER hit. a typical starship moves at 6+ (yes there are those at 5 or lower but not many). Even an ISD moves at 6 and a TIE fighter at 10.

If you refer to R&E p.127 "Missiles, Bombs and Proton Torpedoes" you will see that a ship traveling at 5 increases difficulty +15 and 6 to +20. Making the average Difficulty to even hit another ship at Easy: 23 (8+15), 28 (8+20), Moderate: 28 (13+15), 33 (13+20), and Difficult: 33 (18+15), 38 (18+20).

These base numbers make it nearly impossible to hit anything with missile weapons. Take into account that its a single use weapon, meaning it does not keep trying to acquire target after it is fired. So there are some serious issues to be considered besides "can I shoot a missile down".
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Last edited by shootingwomprats on Wed Oct 02, 2013 7:12 pm; edited 3 times in total
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