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denderan marajain Lieutenant Commander
Joined: 13 May 2014 Posts: 213 Location: Vienna, Austria
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Posted: Thu Jul 03, 2014 10:29 am Post subject: Capital Ships and Capital Missiles - a great Combination? |
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Ì always ask myself why so many capital ship do not have Missile Launchers?
- they deal great Damage
- They can be fire-linked for a massive attack
I am looking for "answers" |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jul 03, 2014 4:13 pm Post subject: |
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Cause to fire a projectile, means they need to drop their particle shields (dropping their Hull rating) when they fire. So if someone times their salvo at the firing ship just right, they can catch them with their pants down. Also missiles are no where as good a range as turbos etc. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jul 03, 2014 4:22 pm Post subject: |
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One would think the same would be true of energy cannon fire; shields block incoming cannon fire but the RAW makes no mention of how shields interact with outbound cannon fire.
My feel was that it had more to do with ammunition supply, in that blaster gas could be stored in compressed form and thus require much less volume of storage for equivalent energy delivered. Missiles would still have their uses, but they would be much more of a silver bullet weapon used against high value targets, or for things like orbital bombardment. _________________ "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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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Thu Jul 03, 2014 4:38 pm Post subject: |
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Funny the VSD has missiles but none of the other Star Destroyers do, IIRC. _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jul 03, 2014 4:52 pm Post subject: |
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jmanski wrote: | Funny the VSD has missiles but none of the other Star Destroyers do, IIRC. |
The SSD has them too _________________ "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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Kirkler Sub-Lieutenant
Joined: 25 Feb 2008 Posts: 51 Location: BC Canada
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Posted: Thu Jul 03, 2014 7:57 pm Post subject: |
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Well if a Star Fighter can fire a missile with out loosing it's shields would it not make sense that a Cap Ship could do the same. I think it has to do with space for ammo. If you look at the weak point of Naval ships it's allways the Magazine. That's what sunk the HMS Hood. One shot from the Bismark into the Magazine and no more hood. _________________ Only the good die young? What about Wedge, he's good and still alive! |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Thu Jul 03, 2014 10:12 pm Post subject: |
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Capital ships canonically DO lose shields when they fire torpedos.
Clone Wars Episode Cat & Mouse
http://starwars.wikia.com/wiki/Cat_and_Mouse
emphasis mine...
Quote: | Anakin contacts Obi-Wan, who explains that Trench's war record confirms his threat: he has defeated ships with cloaking devices before, but mostly in cruiser to cruiser engagements. In all previous cases, Trench used tracking torpedoes to destroy the enemy whether or not their ship was cloaked. Since none of the ships Trench has faced before were as small as the stealth ship (since ships this small don't usually have a cloaking device), Anakin guesses that Trench locks the torpedoes onto an enemy ship's magnetic signature. On board the Invincible, Trench's tactical droid calculates that the Jedi will not turn back as the admiral suggested. Trench agrees, stating that a stealth ship could have slipped past the blockade, but this Jedi chose to attack instead. Sensing a way to use this against him, Anakin attacks again; the stealth ship's torpedoes are again ineffective, but this time Trench is able to lock onto the stealth ship's magnetic signature and fires tracking torpedoes, despite his tactical droid's warning that doing so requires them to lower the ship's shields. |
_________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Fri Jul 04, 2014 1:45 am Post subject: |
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Credits. Missiles are far more expensive than turbolaser blasts, and it's more economical to mount massive turbolasers (ISD primary turrets, for example) than batteries of missiles which, according to RAW are difficult to use on moving targets anyways. Capital missiles really only make sense on small capitals like the Corellian Gunship, or base delta zero bombardment platforms. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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denderan marajain Lieutenant Commander
Joined: 13 May 2014 Posts: 213 Location: Vienna, Austria
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Posted: Fri Jul 04, 2014 2:23 am Post subject: |
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garhkal wrote: | Cause to fire a projectile, means they need to drop their particle shields (dropping their Hull rating) when they fire. So if someone times their salvo at the firing ship just right, they can catch them with their pants down. Also missiles are no where as good a range as turbos etc. |
Where Do i find this rule? |
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nuclearwookiee Lieutenant Commander
Joined: 28 Nov 2011 Posts: 171
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Posted: Fri Jul 04, 2014 2:23 am Post subject: |
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Some good answers here already. From a practical perspective, it seems to be largely era-dependent as well. During the Imperial era, the Empire was the only outfit that could really afford missiles, but it also had next to no need for them. When your baseline ISD is already unmatched in power, what's the point? An ISD's turbolaser compliment was enough to shred any other capital ships (up until the Alliance was able to field MC80s). An ISD was also sufficient when it came to most planetary bombardment scenarios. And for those few hold-out worlds that actually had planetary shields that needed breaking, the Empire could always roll out some of its old Victory destroyers.
Meanwhile, the cost made missiles prohibitive for the Alliance to use. Besides, the Alliance was highly protective of its precious few cruisers and likely would not have wanted to risk exposing its cruisers in the midst of combat by dropping particle shields. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jul 04, 2014 3:47 pm Post subject: |
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denderan marajain wrote: | garhkal wrote: | Cause to fire a projectile, means they need to drop their particle shields (dropping their Hull rating) when they fire. So if someone times their salvo at the firing ship just right, they can catch them with their pants down. Also missiles are no where as good a range as turbos etc. |
Where Do i find this rule? |
Page 126 revised book under shields..
Quote: | Starship shields are electronic energy dampers
which help absorb some of the damage from enemy
attacks. Shields come in two main varieties: particle
and energy/ray shields.
Particle shields deflect all sorts of physical objects,
including asteroids, missiles and proton torpedoes.
They are used at all times, except when a ship launches
fighters, missiles or torpedoes (the shields must be
dropped to allow physical objects to pass through
them). When a ship lowers its particle shields, reduce
its hull code by -2D. (A ship which loses its main power
generator also loses its particle shields.) |
_________________ Confucious sayeth, don't wash cat while drunk! |
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nuclearwookiee Lieutenant Commander
Joined: 28 Nov 2011 Posts: 171
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Posted: Fri Jul 04, 2014 4:40 pm Post subject: |
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So what are the odds of actually sneaking a hit in when a ship drops its shields to fire torpedoes? I'm guessing it only takes a reaction use of the relevant Shields skill to raise them in time anyway. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jul 04, 2014 4:56 pm Post subject: |
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I usually just ignore the particle shields rule and assume that the shields are synchronized to "flicker" and allow a shot through. A lucky shot getting through during the flicker would be explained away as the result of a poor soak roll by the targeted ship. _________________ "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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thedemonapostle Commander
Joined: 02 Aug 2011 Posts: 257 Location: Texas
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Posted: Fri Jul 04, 2014 5:30 pm Post subject: |
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id imagine that the missile/torpedo firing ship doesnt need to drop all the shields on the firing arc the projectiles are coming from, maybe only around the missile/torpedo tube and no where else. iirc star wars shields arent like star trek shields. _________________ Aim low, shoot high
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d6holocron.com: Thedemonapostle
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Fri Jul 04, 2014 10:34 pm Post subject: |
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You would think that, but the events of "Cat and Mouse" clearly establish that a capital ship needs to completely lower shields to fire missiles, and once you do it takes a moment before they can be re-established.
In other words, it a Clone Wars cartoon written 15 years after that book was published, locks in the D6 game mechanics as canon. which is pretty cool. _________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
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