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GSS-3 Mangler
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shootingwomprats
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PostPosted: Sat May 24, 2014 1:10 am    Post subject: GSS-3 Mangler Reply with quote

GSS-3 Mangler

Craft: SoroSuub Corporation GSS-3 Gunship
Affiliation: Sith Empire
Era: Old Republic
Source: SWTOR, +Oliver Queen
Type: Gunship
Scale: Starfighter
Length: 17.4m
Skill: Starfighter Piloting: GSS-3
Crew: 1+1
Passengers: 3
Cargo Capacity: 500 kg
Consumables: 2 weeks
Cost:
Hyperdrive Multiplier: x3
Hyperdrive Backup: None
Nav Computer: Yes
Maneuverability: 0D
Space: 4
Atmosphere: 225; 650 kmh
Hull: 4D+1
Feedback Shields: 1D
Sensors
Passive: 15/0D
Scan: 30/1D
Search: 45/2D
Focus: 1/2D
Weapons:
4 Light Twin-Laser Cannons (fire-linked)
Fire Arc: Front
Scale: Starfighter
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
1 Railgun Mount (may mount a single weapon)
    Slug Railgun
    Fire Arc: Front
    Rate of Fire: 1/2
    Fire Control: 2D
    space Range: 1-3/7/36
    Atmosphere Range: 100-300/700/3.6 km
    Damage: 6D

    Ion Railgun
    Fire Arc: Front
    Rate of Fire: 1/2
    Fire Control: 2D
    space Range: 1-3/7/36
    Atmosphere Range: 100-300/700/3.6 km
    Damage: 6D (ion damage)


Capsule: After the Empire’s conquest of Sullust, Imperial engineers put several local SoroSuub factories to work creating starfighter parts. The SoroSuub-built GSS-3 Mangler sports two kinds of swappable railguns, strafes relatively rapidly and has an augmented communications range. Its defenses are more than acceptable, while its weaknesses–unimpressive sensors, speed, and turning rate–are standard for the class. Rumor has it that one Mandalorian clan even requested Manglers for payment when the Empire bought it’s services
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Last edited by shootingwomprats on Sat May 24, 2014 2:43 pm; edited 1 time in total
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DougRed4
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PostPosted: Sat May 24, 2014 4:33 am    Post subject: Reply with quote

Nice looking ship! Almost looks Romulan or Klingon.
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Dromdarr_Alark
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PostPosted: Sat May 24, 2014 2:15 pm    Post subject: Reply with quote

Nice job! The speed, the hull and shield ratings, and the sensors are exactly what I would expect.

Here are a couple suggestions:
I would lower the maneuverability a little bit - since these ships cannot turn for their lives.

I would also change the railguns to do 6D or even 7D, because they are practically one-hit-kills in the game. To balance that out, I would make a rule that the fire control only counts if the pilot takes a round to do nothing but aim with them (since this sort of thing is required in SWTOR also). They also need to be charged for 5 seconds before firing, in order to do full damage. Maybe start them at 5D, but say they gain +1D to damage for each round spent charging them and aiming them, up to +2D or +3D. While the railgun is charging, the ship cannot take any other actions, including dodges.

The feedback shields are just a defensive component in the game. Basically, regular shields are on the whole time. You can activate feedback shields which last for 10 seconds and they rebound all the damage received back to the person who shot you. I don't think this mechanic or technology would actually commonly exist in Star Wars, so I don't think we need to make stats for them. I would just count them as regular shields, like you do.

I hope my input helps!
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shootingwomprats
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PostPosted: Sat May 24, 2014 2:41 pm    Post subject: Reply with quote

Dromdarr_Alark wrote:
Nice job! The speed, the hull and shield ratings, and the sensors are exactly what I would expect.


Thank you!

Quote:
I would lower the maneuverability a little bit - since these ships cannot turn for their lives.


Drop Maneuverability to 0D?

Quote:
I would also change the railguns to do 6D or even 7D, because they are practically one-hit-kills in the game. To balance that out, I would make a rule that the fire control only counts if the pilot takes a round to do nothing but aim with them (since this sort of thing is required in SWTOR also).


I could see making them 6D, but not much higher than that.

Quote:
They also need to be charged for 5 seconds before firing, in order to do full damage. Maybe start them at 5D, but say they gain +1D to damage for each round spent charging them and aiming them, up to +2D or +3D. While the railgun is charging, the ship cannot take any other actions, including dodges.


I think this would be best handled with a RoF: 1/2 and to balance the damage give it a limited amount of ammo. I am hesitant to give any starship weapon one-shot kill power without a limiting factor on the number of times or how often it may be used in a game. Again, keep in mind, what works in a shooter game does necessarily convert directly to good roleplaying stats.

Quote:
The feedback shields are just a defensive component in the game. Basically, regular shields are on the whole time. You can activate feedback shields which last for 10 seconds and they rebound all the damage received back to the person who shot you. I don't think this mechanic or technology would actually commonly exist in Star Wars, so I don't think we need to make stats for them. I would just count them as regular shields, like you do.


Yeah that sounds like way too much mechanics to keep track of. You are correct the idea of reflective damage? Not in my SWU I don't give a sh1t what Disney says.
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Dromdarr_Alark
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PostPosted: Sat May 24, 2014 10:45 pm    Post subject: Reply with quote

The 1/2 RoF seems like an easier fix than what I suggested. As far as maneuverability, I'd make it lower than 1D. Maybe +2.
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denderan marajain
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PostPosted: Sun May 25, 2014 12:55 pm    Post subject: Reply with quote

Quote:
4 Light Twin-Laser Cannons (fire-linked)
Fire Arc: Front
Scale: Starfighter
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D


4D? I thought one Light Laser Cannon deals 2D ???
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Corise Lucerne
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PostPosted: Sun May 25, 2014 4:31 pm    Post subject: Reply with quote

denderan marajain wrote:
Quote:
4 Light Twin-Laser Cannons (fire-linked)
Fire Arc: Front
Scale: Starfighter
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D


4D? I thought one Light Laser Cannon deals 2D ???


It's a twin laser cannon though, as in two light laser cannons in one mount. The stats for this weapon are fairly close to that of the double laser cannons found on the Lambda-class shuttle, though it's also fair to assume that this weapon is a bit more dated than the Lambda's, but that seems to be noted in their fire control difference.
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denderan marajain
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PostPosted: Mon May 26, 2014 11:23 am    Post subject: Reply with quote

RAW a single shot has 1D Damage? 1D for a light Twin laser Cannon

i can not imagine a weapon like that
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Corise Lucerne
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PostPosted: Mon May 26, 2014 9:14 pm    Post subject: Reply with quote

denderan marajain wrote:
RAW a single shot has 1D Damage? 1D for a light Twin laser Cannon

i can not imagine a weapon like that


Raw a single shot has 2D damage, so two combined goes to 4D (2+2=4). Not that damage is necessarily a linear function.

There are weapons that do have 1D damage, such as some blaster cannons, though I'd have to agree, I would not want to use one myself.
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