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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Thu Mar 20, 2014 12:44 pm Post subject: |
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During our session last weekend, I tried out crmcneill's new scale system (and really liked it).
The problems that come up with different scale weapons from the ship they're aboard opened up all sorts of cans of worms, though. We're assuming that most of the weapons mounted on our capital ship are starfighter-scale, especially since they were purchased using the rules set forth in "Tramp Freighters" (which seems to be dealing with light freighters).
And adding in a 'Starship' class leads to the question of what skill characters use when they fire weapons from it? According to 2R&E, Capital Ship Gunnery is used for capital-scale weapons, and Starship Gunnery is the skill used for starfighter-scale ones, even when they're mounted on capital ships.
It's not helped by the inconsistency shown in the various WEG products. For instance, I was using a 'Pirate Corvette' that we're given in "Instant Adventures". The cards that came with that supplement list it as a "starfighter", yet the length of the ship is 180 meters long! _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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wildfire Lieutenant Commander
Joined: 19 Feb 2006 Posts: 234 Location: Scotland
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Posted: Thu Mar 20, 2014 12:55 pm Post subject: |
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Been using a similar scale system (modified from crmcneill's system) and have just used Capital Ship Gunnery for anything bigger than Starfighter.
Rather than adding two new skills as they could just be seen as ways to drain character points, the other part of my reasoning is the new weapons are all based on capital weapons so have very similar modes of operation and therefore should be able to be covered by the same skill.
Might consider offer specialization in each scale of weapons but not sure about it yet. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Mar 20, 2014 1:53 pm Post subject: |
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DougRed4 wrote: | During our session last weekend, I tried out crmcneill's new scale system (and really liked it). |
Good to hear. Its always gratifying to hear that I've helped out someone's game.
Quote: | The problems that come up with different scale weapons from the ship they're aboard opened up all sorts of cans of worms, though. We're assuming that most of the weapons mounted on our capital ship are starfighter-scale, especially since they were purchased using the rules set forth in "Tramp Freighters" (which seems to be dealing with light freighters).
And adding in a 'Starship' class leads to the question of what skill characters use when they fire weapons from it? According to 2R&E, Capital Ship Gunnery is used for capital-scale weapons, and Starship Gunnery is the skill used for starfighter-scale ones, even when they're mounted on capital ships. |
That sounds about right. IMO, the majority of the weapons found on WEG statted capital ships will be Starship Scale. Only the larger Capital Ships will need to have new weaponry designed. That being said, you could just as easily rechristen Capital Ship Gunnery as Starship Gunnery, with Capital Ship Gunnery reserved as a separate skill for the super-heavy guns on the Star Destroyers and Star Cruisers, and Starfighter Gunnery as the new term for Starfighter-Scale weapons.
EDIT: Alternately, you could simply change the name of the Starship Scale to Warship or Escort to alleviate the confusion...
Quote: | It's not helped by the inconsistency shown in the various WEG products. For instance, I was using a 'Pirate Corvette' that we're given in "Instant Adventures". The cards that came with that supplement list it as a "starfighter", yet the length of the ship is 180 meters long! |
That's WEG for ya. It's been a while since I've played that one, so I'm not sure what stat modifications would be necessary to preserve the feel of the adventure under the new scale system. _________________ "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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Lane Arroway Lieutenant Commander
Joined: 02 Feb 2013 Posts: 153 Location: Taris, Outer Rim
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Posted: Fri Mar 21, 2014 10:00 am Post subject: |
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DougRed4 Wrote:
Quote: | It's not helped by the inconsistency shown in the various WEG products. For instance, I was using a 'Pirate Corvette' that we're given in "Instant Adventures". The cards that came with that supplement list it as a "starfighter", yet the length of the ship is 180 meters long! |
Actually, that's correct. It's the Rendili StarDrive Light Corvette, Imperial customs vessel. According the WEG sources the light corvette is outclassed by capital ships but is able to overpower typical pirates and smugglers. I'm guessing despite it's size it was built to lesser specs in order to cut costs. I really like this ship. It's effective in its role. It's got the stats to be threatening to both new and experienced pcs. _________________ "This job is 90% talking to people and 10% shooting at them." |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Fri Mar 21, 2014 5:03 pm Post subject: |
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Yeah, but that's still HUMONGOUS when comparing to starfighters like a Y-wing, which is less than 1/10th its length!
I like the addition of a new 'Starship' class, as crmcneill has done, as it is perfect for these in-between ships.
I'm not keen to add new Skills, if I can help it. I think I'll try to fit most under Starship Gunnery, and keep Capital-scale weapons to the big banks of turbolasers and ion cannons ones sees (for instance) on a Star Destroyer. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Mar 21, 2014 6:05 pm Post subject: |
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With a 4D Scale modifier, converting it over to Starship scale results in 6D Maneuverability, a 1D+1 Hull and Shields of -1D. In a way, its kind of a borderline ship with regards to scale, much like the Gamma and the Skipray. _________________ "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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14231 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Mar 22, 2014 3:39 pm Post subject: |
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How's about keep its hull/shields/man as is, but just give it a diff scale? _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Sun Mar 23, 2014 3:00 am Post subject: |
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That's what I did, garhkal. Kept all the stats as is, but changed its scale to Starship. I honestly never even considered adjusting the stats, too. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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hongxiquan Cadet
Joined: 26 Sep 2014 Posts: 18
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Posted: Fri Oct 17, 2014 1:09 pm Post subject: |
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For this whole capital gun on a starfighter scale ship, isn't the best option to run a capital ship class ion cannon then run a stunlock scenario on a larger capital ship, or shut down specific subsystems (like maybe shields) to help out other ships attacking the dude? |
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