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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Thu Jun 05, 2014 3:58 am Post subject: |
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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 |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu Jun 05, 2014 6:18 am Post subject: |
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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. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun Jun 08, 2014 1:01 am Post subject: |
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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
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Sun Jun 08, 2014 4:32 am Post subject: |
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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... |
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Zarn Force Spirit
Joined: 17 Jun 2014 Posts: 698
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Posted: Tue Jun 24, 2014 7:53 am Post subject: |
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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. |
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DB 2.0 Lieutenant Commander
Joined: 03 Sep 2012 Posts: 208
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Posted: Tue Jun 24, 2014 8:29 am Post subject: |
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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. |
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