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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Feb 13, 2015 9:51 pm Post subject: Space Mines |
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Mines aren't exactly a weapon in common usage by characters. An effective space-based field of mines would require hundreds or thousands of mines to be even remotely effective. However, mines could potentially be very useful for fleeing ships to discourage pursuit. Dropping the right sort of mine or charge in the path of a pursuing ship could potentially be just the tool the character's ship needs to escape. I want to include rules for this as part of my Advanced Starfighter Combat Project, but I need to hammer out some of the details first.
Essentially, mines deployed by starfighters or space transports would best be used in the event of a space pursuit, where the characters are being chased by enemy fighters or capital ships. Mines could simply be deployed behind the fleeing ship, directly in the path of its pursuers, allowing the mine to ambush the pursuers if they come too close. The main problem I have here is that the Difficulty of properly deploying the mine would have to incorporate both skill (in the gunner trying to predict the path of the enemy pursuers) and random chance.
That's really my primary question: What would be the best way to arrange the To Hit roll for a mine that is basically just dropped in the predicted path of an enemy 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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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Feb 13, 2015 10:34 pm Post subject: |
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The simplest way I can figure is to do the following:
1) The mine is launched, with the Gunnery roll determining how accurately it was deployed in the path of the pursuer.
2) The pursuer gets a chance to detect the mine. If he detects it, he can change course and avoid it completely.
3). At the beginning of the next round, the pursuer may make a second roll to detect (assuming the mine was not already detected). On a Success, the mine will attack, but the pursuer may attempt to dodge. On a Failure, the mine makes a surprise attack. _________________ "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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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Feb 14, 2015 5:36 pm Post subject: |
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I have the nastiest space mine available.
A box of SPACE MIMES! _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16283 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Feb 14, 2015 6:25 pm Post subject: |
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There have been more than a few times on this forum that I wanted to make this post, but never more so than now.
_________________ "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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