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

Help with a custom prototype in "Rise of Rebellion"
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech -> Help with a custom prototype in "Rise of Rebellion" Goto page Previous  1, 2, 3
View previous topic :: View next topic  
Author Message
Fallon Kell
Commodore
Commodore


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

PostPosted: Thu Jun 05, 2014 3:58 am    Post subject: Reply with quote

garhkal wrote:
How is the cap missile launcher using SF weaponry to fire?
If you do it the other way, the question becomes "how is a missile launcher mounted on a starfighter using cap gunnery". I don't know or really care which gunnery skill is most appropriate. If you don't like it, change it. In my own games, I've combined all gunnery skills into one—it's really not that much of a different skill set.
_________________
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
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3190

PostPosted: Thu Jun 05, 2014 6:18 am    Post subject: Reply with quote

I tend to agree, and its also worth note that per RAW, concussion missiles are fired using the Dexterity skill "missile weapons."

I think it maked most sense to use the skill most relevant to the situation. In this case, a starfighter is shooting, so, starship gunnery. I tend to think of capital ship gunnery as a skill that governs systems too big/cumbersom to fit in a starfighter cockpit.
Back to top
View user's profile Send private message
Fallon Kell
Commodore
Commodore


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

PostPosted: Sun Jun 08, 2014 1:01 am    Post subject: Reply with quote

Naaman wrote:
I tend to think of capital ship gunnery as a skill that governs systems too big/cumbersom to fit in a starfighter cockpit.
Basically how I handled it, too.
_________________
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
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3190

PostPosted: Sun Jun 08, 2014 4:32 am    Post subject: Reply with quote

Yeah. Although I looked it up and the rules do say that capitol gunnery is for "capitol scale" weapons. But, then, there is always rule zero...
Back to top
View user's profile Send private message
Zarn
Force Spirit


Joined: 17 Jun 2014
Posts: 698

PostPosted: Tue Jun 24, 2014 7:53 am    Post subject: Reply with quote

Some thread necromancy.

If you want Capital-scale power output in a Starfighter-size package, you already have the GAT-12 Skipray, or the later brother, the 24R Skipray. Modifying the GAT-12h, you should easily get your blockade buster hotrod up to spec.

I do think that it's better to take a starting point in the GAT-12h, as it could be piloted by a single pilot rather than by a full crew, as the 24R needed.
Back to top
View user's profile Send private message
DB 2.0
Lieutenant Commander
Lieutenant Commander


Joined: 03 Sep 2012
Posts: 208

PostPosted: Tue Jun 24, 2014 8:29 am    Post subject: Reply with quote

Actually the upgraded X-Wing in the Jedi Academy Sourcebook is excataly what the OP wanted in all it's munchtastic glory.

you could fluff out a "normal" X-Wing with high output sublight engines (space 10) that require more maintenance and gulp down the fuel faster (cut consumables to 2-3 days), fire link the Proton Torpedo Launchers (for 10D fighter scale damage) even with scaling that will ruin a Capital Ships day.
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 -> Ships, Vehicles, Equipment, and Tech All times are GMT - 4 Hours
Goto page Previous  1, 2, 3
Page 3 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