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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Wed Apr 23, 2014 9:46 pm Post subject: |
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I would argue that the increased mass of the missile launcher should cut speed by 5 and maneuverability by 1D. Once fired the launcher can be jettisoned. _________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Wed Apr 23, 2014 11:25 pm Post subject: |
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I disagree, an X-Wing or other weapons platform with missiles do not have a performance degradation. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Apr 23, 2014 11:44 pm Post subject: |
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In the real world, however, it is not uncommon for aircraft carrying heavy ordnance to suffer from degraded performance, with standard performance returning once the ordnance has been launched. _________________ "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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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Thu Apr 24, 2014 12:34 am Post subject: |
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<less then kind net slang> its STAR WARS not a fricking flight sim.
edit note: because I used a less than kind slang term something like OM%G I removed it. There was no reason to use that language and really wasn't needed. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Thu Apr 24, 2014 1:27 am; edited 1 time in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Apr 24, 2014 12:51 am Post subject: |
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shootingwomprats wrote: | OMFG its STAR WARS not a fricking flight sim. |
How charmingly patronizing. If you don't like rules derived from flight simulators, no one here is going to make you use them. _________________ "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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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Thu Apr 24, 2014 1:23 am Post subject: |
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I was not patronizing you. No reason you should take it that way. I am just getting tired of people thinking that every real world physic law must apply to Star Wars mechanics. I mean seriously, if I wanted to play a flight sim I would play one. I want to roleplay in the pulpy Star Wars universe.
As for being patronizing, let me give you an example: "{Patronizing and sarcastic remark redacted by moderator}"
Now that was patronizing as well as sarcastic. I hope you see the difference. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Thu Apr 24, 2014 9:56 am Post subject: |
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shootingwomprats wrote: | I disagree, an X-Wing or other weapons platform with missiles do not have a performance degradation. |
No, but they don't mount external hardware that isn't integral to the space frame. The added payload is calculated into their stats. And if you look at the B-Wing vs the Expanded B-Wing (which has added missile launcher & capacity) it DOES directly impact performance (lowers Maneuver to 0D+2)
Furthermore, you're talking about an external system, and it's extremely canonical for ships to dump external systems for combat performance. (Jedi Starfighters drop their hyperspace rings for combat)
Finally, the missile you're talking about is some SERIOUS firepower.
I ran a few numbers (aka, I rolled it out 144 times). At 12D (6d vs Capital scale) a character could dump 2 character points into the damage roll and score a single hit, total destruction on an unshielded ISD more than 10% of the time with this missile.
Thats fine I guess, (a little high for something you can mount on a TIE fighter if you ask me) but there should be a price for mounting a weapon that powerful. _________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Thu Apr 24, 2014 11:01 am Post subject: |
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aegisflashfire wrote: | I ran a few numbers (aka, I rolled it out 144 times). At 12D (6d vs Capital scale) a character could dump 2 character points into the damage roll and score a single hit, total destruction on an unshielded ISD more than 10% of the time with this missile. |
Okay 6D+2D (2 character points, which is usually considered an evil action and only Heroes or important NPCs have Character Points) for a total of 8D. An ISD has Hull 7D. Average rolls come out to 28 for the missile and 24.5 for the ISD. Toss in 3D Shields and it becomes pretty much ineffectual as the soak is now 10D and average roll would be 35 a difference of 13.
I do understand what your saying. Its hardly a weapon I would create for my games, but I did not understand what the write-up was even suggesting. Its listed as an advanced tactical missile. What the hell is that? Why not just toss on a proton torpedo at 9D and call it a day? So I tried to create something that fit with the original creators thoughts. Hell I would be happy just tossing on a proton torpedo and calling it done. No need to re-invent the wheel. In fact I will change that on the ship sheet. I also reduced speed again, down to 10 to keep it in-line with the original TIE chassis.
Thanks for the suggestions and help. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Thu Apr 24, 2014 12:39 pm Post subject: |
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This is moving away from what this ship was envisaged as. It has become a bit watered down.
Being set 20 years after Jedi, and being created by a despot Grand Moff out in a far flung sector of space. The Shock TIE is supposed to be a hit and run, manoeuvrable fighter.
Granted this is being built with the original Tie chassis in mind, as with the TiE Heavy being based on a TIE Bomber.. But technology has moved on in 20 years or so. Things won't be the same.
Firstly, if you look at the original picture, the launcher isn't shown already attached to the fuselage. Granted, I should have made things clearer on that.
The Shock TIE is designed to be a fast fighter, not the original speed that I had (20 is definitely too fast), but fast and manoeuvrable. If the tactical missile launcher is attached, then it will lose some speed and manoeuvrability. I thought last night about having a small missile, in a cluster of 6 that could be fired all at once, singly or groups of two. It is designed for the Shock TIE. Small missiles that can be computer guided, or fired from the cockpit.
Without it attached, then it is fast.. The name says it all, Shock.. It appears when you least expect it. That is why these are so rare. The Grand Moff doesn't have a huge number of them like he does of Interceptors.. They still rule space. But the Shock TIE is there for fast raids, hit and run tactics.
As people have typed on here a few times, to have some really good stats, they have to not do other things so well.
To be honest, I wish I hadn't posted this now. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Thu Apr 24, 2014 1:36 pm Post subject: |
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That is some great additional information. I am curious why the TIE/Sk is not based on the TIE interceptor chassis then. It is already very fast (11) and has the four cannon already on it. Designing an attachment to be retrofitted to it or a partial redesign to allow for a missile launcher to be added makes more sense.
As for making it fast, I don't really see an issue with making it say 12 or 13 in speed, but I think I would be inclined to keep it at the 11 and give it some type of radar baffling element to it instead. Something that adds a level of difficulty to range. For example: Short becomes medium (Moderate 13), medium becomes long (Difficult 18), long becomes extreme (Very Difficult 25). Furthermore the baffling confuses scanners giving a negative modifier to scanner rolls. Perhaps a -2D or more.
As for the missile aspect of it, I think I would go with a standard two missile launcher as a standard option for it. Perhaps this can be upgraded to a larger missile rack, but would suffer a reduction speed and maneuverability?
Give us more information! Mu-hahahaha. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Thu Apr 24, 2014 1:56 pm Post subject: |
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To be honest, I'm sticking with what was originally designed. It's a different design.. something that might be good if you have a group in a freighter flying along, having rescued someone, then the Imperials arrive.. The Interceptors fly out..
Then right when the players are thinking they are home and dry, the Shock TIE's attack.
Ok, how about this.. make the speed 11 or 12 .. increase the manoeuvrability a bit more to give it a slight edge.
The TIE Interceptor is always going to be more powerful in a number of aspects.
Then add a sort of sensor 'cloak' which masks the ship to a degree until it is right on top of you. There could be a power drain on that which means that, like the Klingon Bird of Prey in Star Trek, they have to 'decloak' to fire.
The missiles, perhaps that can be done in the future. The launcher is attached to two hard-wired ports on the underside. That way, they can be removed and reloaded or repaired. These missiles aren't as powerful as concussion missiles or proton torpedoes, or the missiles on the Heavy TIE. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Thu Apr 24, 2014 2:15 pm Post subject: |
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DirkCorman what you are describing is essentially a TIE Interceptor with a hard-wired port for a missile launcher. I would suggest instead of building it on the TIE chassis you build it off the interceptor.
TIE Interceptor: Maneuverability 3D+2, Space 11, Hull 3D, 4 Laser Cannons (fire linked), Fire Control 3D, Range 1-3/12/25, Damage 6D.
As for the mission specific add-on for the missile launcher, that could just be an upgrade available for the TIE interceptor with a minimal upgrade for the ports.
As for cloaking might I suggest that it has a type of stealth tech that doesn't allow a weapons computer to lock on. Negating the fire control modifier forcing the character to shoot manually. You can further say that the pilot doesn't get to add Maneuverability dice into his starship dodge because the sensors cannot accurately track the TIE.
Here is a unique torpedo that is less powerful than a concussion missile (8D) but could be a nasty surprise for an unwary pilot. Since this is a light missile I would make it a standard part of the ship design and not apply a mechanic for slower speed or less maneuverability.
Advanced Proton Torpedo
Scale: Starfighter
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
space Range: 1-3/6/12
Atmosphere Range: 100-300/600/1.2 km
Damage: 8D
Game Notes: if the torpedo misses it can reacquire target and attack again in D6 rounds. This may be attempted no more than two times at which time the torpedo uses up all of its fuel. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Thu Apr 24, 2014 2:25 pm; edited 1 time in total |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Thu Apr 24, 2014 2:18 pm Post subject: |
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ok, build it off the Interceptor chassis..
But I'd still want to have the circular 'wings', as that is the thing that makes it unique in some respects.
And the launcher, i'll not have it for the Shock TIE.. It can be for the Interceptor.
I apologise if I'm chopping and changing, I've wanted to get this refined for such a long time.
Will the Shock TIE work in-game? |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2692 Location: Online
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Posted: Thu Apr 24, 2014 2:26 pm Post subject: |
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I thought the TIE/Hv had the ion missile on it?
Not sure how I missed this, but the TIE/Sk has round wings. Okay this is easily explained away. The chassis is built off the TIE Interceptor, along with engine, fire control, etc. The design has new ionic induction capacitors to handle the additional energy requirements of the its "stealth" technology.
The "stealth" technology is an energized, multi-layer, polymer and required a redesign of the wings into a silhouette friendly circular pattern.
I think that explains most of the chassis and design issues. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Thu Apr 24, 2014 2:31 pm; edited 1 time in total |
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DirkCorman Lieutenant Commander
Joined: 20 Apr 2014 Posts: 111
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Posted: Thu Apr 24, 2014 2:29 pm Post subject: |
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It does..
What is your considered opinion?
Part of me wants to have the launcher, but the other part says that it is superfluous.
I know it's part of the original design, but looking at everything else, I think that it is too much for it. |
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