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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: Sun Jan 11, 2015 8:52 pm Post subject: |
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It won't be for everyone, obviously. For myself, based solely on stats, I don't know why anyone would pick a blaster cannon over a laser cannon, yet there has to be a reason for their continued existence. My theory has always been that blasters are intended as an anti-starfighter weapon (with their relatively low damage offset by their ability to fire a stream of blasts for greater accuracy or damage), while a laser cannon is more general purpose, allowing a ship to engage both starfighters and larger, more durable craft.
In fact, I've always felt that TIE fighters were equipped with blasters instead of lasers, as film footage of the battle of Yavin shows TIEs firing bursts of laser fire, as opposed to the blasts of laser fire coming from the X-Wings, which are fewer and further between.
As far as auto-blasters, there is a scene in the trench run at Yavin where Vader is firing on a Y-Wing. His cockpit perspective is traveling straight down the trench, but his cannon fire tracks up and right to hit his target. A few people have tried to brush that off as poor cinematography, but I chose to go with the idea that that auto-tracking ability was an actual feature of the weapon. I took the name of the auto-blaster and fitted it to my house rule, along with reworking the TIE Advanced x1 to be equipped with auto-blasters instead of lasers. _________________ "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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Zarm R'keeg Commander
Joined: 14 Apr 2012 Posts: 481 Location: PA
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Posted: Wed Jan 14, 2015 10:18 am Post subject: |
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Wow- this took off in my absence!
Thanks for the awesome stats, crmcneill! I love the idea of a 'gun-truck!' Also, thanks for the link- I'd missed that thread.
And thanks for the discussion, everyone! I am sitting back and observing those more knowledgeable than me with great fascination. _________________ Star Wars: Marvels, the audio drama: www.nolinecinemas.com
Hard core OT, all the way! |
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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: Wed Jan 14, 2015 2:55 pm Post subject: |
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No problem. The idea behind a gun truck is usually based on a conversion from a cargo vehicle, but this seems more designed from the keel out as a combat platform using freighter equipment. However, that design does lend itself to more versatile use, as well as offensive action instead of purely as a convoy escort. _________________ "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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Lostboy Commander
Joined: 22 Aug 2008 Posts: 384
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Posted: Sat Jan 17, 2015 12:09 am Post subject: |
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A 20 meter craft with turbo lasers? |
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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: Sat Jan 17, 2015 12:16 am Post subject: |
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GG6 has Turbolasers available as a weapons option. 5 tons each. Something with a light freighter's cargo capacity can pack on a lot of guns if it doesn't have to worry about cargo. _________________ "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.
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Lostboy Commander
Joined: 22 Aug 2008 Posts: 384
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Posted: Sat Jan 17, 2015 12:41 am Post subject: |
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People can write anything and then there is precedent but i still think it's a bad idea.
Based on the size of the cannons seen on the ship they where no bigger than normal guns and had a faster firing rate like autoblasters. |
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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: Sat Jan 17, 2015 12:53 am Post subject: |
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<shrug> Write your own version, then. Turbolasers have been available as a weapon for light freighters since the 1E of Tramp Freighters came out way back when. You may not allow them in your SWU, and that's your prerogative, but I like what I have, it doesn't violate any rules, and I don't feel the need to change it. YMMV. _________________ "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.
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denderan marajain Lieutenant Commander
Joined: 13 May 2014 Posts: 213 Location: Vienna, Austria
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Posted: Tue Mar 17, 2015 4:05 pm Post subject: |
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crmcneill wrote: | Okay, here is my version:
Craft: Corellian Engineering Corporation VCX-760
Type: Scout Gunboat
Scale: Starfighter
Length: 20 meters
Skill: Space Transports: VCX-760
Crew: 3 (can coordinate) + 2 gunners
Crew Skill:
Astrogation 5D
Space Transports 5D
Starship Gunnery 4D+2
Starship Shields 4D
Sensors 4D+1
Passengers: None
Cargo Capacity: 10 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 330; 950kmh
Hull: 5D
Shields: 2D
Sensors:
Passive 35/1D
Scan 50/2D
Search 75/3D
Focus 5/3D
Weapons:
2 Turbo-Laser Cannon
Fire Arc: 1 Front/Left, 1 Front/Right (can be fire-linked in the Front arc)
Crew: 1 (pilot or co-pilot)
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Atmosphere Range: 300m-1.5km/3.5km/7.5km
Damage: 7D
2 Dual Laser Cannon
Fire Arc: Turret (Ventral & Dorsal)
Crew: 1 each
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100m-300m/1.2km/2.5km
Damage: 5D
2 Quad-Blaster Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (pilot or co-pilot)
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-5/10/17
Atmosphere Range: 100m-500m/1km/1.7km
Auto-Fire: 2D*
Damage: 4D
*Can be applied to Damage or Fire-Control at Gunner's discretion, but must be declared prior to the shot. Can only be applied to Fire Control at Long Range, and only 1D may be applied to Damage at Medium Range.
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Front
Crew: 1 (pilot or co-pilot)
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1/3/7
Atmosphere Range: 50m-100m/300m/700m
Damage: 9D
Ammo: 16 total (magazine feeds both launchers)
Capsule: The CEC VCX-760 is a potent multi-role combat starship. While not found in Imperial service, it is popular among system defense forces, as well as some Rebel units. Its weapon suite is well-balanced, allowing the ship to engage targets ranging from airspeeders up to small capital ships. In addition, its sensor suite allows it to serve as an armed scout and fleet picket. While it has not entered Alliance service in great numbers, its popularity is rapidly growing.
EDIT: Changed name to better fit with official freighter types. |
In my opinion, far too strong for that size.
The ship consists almost only of weapo |
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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: Wed Mar 18, 2015 12:33 am Post subject: |
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denderan marajain wrote: | In my opinion, far too strong for that size.
The ship consists almost only of weapo |
That's the point; the idea behind this ship is a light freighter frame that used up all of its cargo capacity hauling guns, armor and shields. _________________ "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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