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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Apr 15, 2015 3:32 pm Post subject: TIE Animated Source/Splatbook Discussion |
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Okay, so I (Daniel) am working on a book based upon the TIE Fighter Animated short. Disney REALLY should turn that into a TV series.
Anyway, I'm statting out Ada, the TIE/sa pilot, and her profile mentions the cluster missile system she uses in the short.
Well, I'm here to start the discussion on how to stat something like that out. What are your thoughts? _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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Tem_Starrunner Ensign
Joined: 09 Feb 2009 Posts: 27
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Posted: Wed Apr 15, 2015 8:37 pm Post subject: |
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I suppose the easiest way would be to treat them like you would a grenade and give them a blast radius. |
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cynanbloodbane Commander
Joined: 05 Dec 2014 Posts: 410 Location: Cleveland, Go Tribe!
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Posted: Wed Apr 15, 2015 10:31 pm Post subject: |
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Two possibilities leap to mind.
Go with a missile lock roll as the Attack roll against the target at that moment, with the missiles launching on the next round. The targets could then attempt to evade the missiles on subsequent rounds as they close. The previously rolled lock on attack roll then becomes the pilots difficulty. MAP would apply to locking onto multiple targets as shown in the short. If no attempt to evade with piloting skills is made then the missiles hit, roll damage.
Make the missiles Cap scale damage that covers an area of space. The closer to the enemy fighter formation or capital ship the missiles are fired, the more difficult they will be to evade with piloting skill.
7 SU out Moderate,
3 SU out Difficult,
2 SU out Very Difficult
Damage:
Fail piloting skill to evade = 1D (adjusted for scale)
Fail piloting skill to evade by 10 = 3D (adjusted for scale)
Fail piloting skill to evade by 20 = 5D (adjusted for scale) _________________ "Yes because killing the guy you always planned on usurping and killing anyways in order to save your own kid, totally atones for murdering a roomful of innocent trusting children." The Brain |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed Apr 15, 2015 10:47 pm Post subject: |
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As the cartoon appears to be about an elite group of TIE pilots this would be my take on things:
1. All those missiles taking off is just the narrative description of multiple-actions in a given round.
2. The TIE bomber/missile boat has prototype targeting system that allows the pilot to engage multiple targets and launches fire-and-forget missiles at those targets.
I like to keep things simple in my games and let the characters narrate the coolness of their actions. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Thu Apr 16, 2015 10:03 am Post subject: |
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I went ahead and decided on just putting a targeting system in her TIE/sa. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Apr 16, 2015 10:34 pm Post subject: |
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This is a tough one. I tried to address area-effect ordnance in space in my space combat rules, but a space unit is a deliberately variable value, and there is no real guidance as to what can fit into one SU. One easy possibility is to give the cluster missile a high fire control, with a special rule dictating that it can attack multiple targets simultaneously, subject to MAP penalties, so long as the multiple targets are in close proximity to each other (such as starfighter squadron flying in formation).
Also, IIRC, the bomber pilot's write-ups specifically identifies the weapon as a cluster missile, so attributing the effect to an advanced guidance system may be easier, it will not be accurate. Up to you. _________________ "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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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Fri Apr 17, 2015 9:04 pm Post subject: |
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It was nice to see institutional incompetence hamstringing the rebels for once. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Apr 18, 2015 4:07 pm Post subject: |
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shootingwomprats wrote: | I went ahead and decided on just putting a targeting system in her TIE/sa. |
I went back and re-watched the video, and now I think you're right. For whatever reason, I was picturing a cluster weapon of some kind. Based on what's there, an advanced fire control capable of multiple simultaneous lock-ons is more appropriate.
The thing that I wonder about is the Interdictor forcing the incoming torpedoes away. It doesn't match with what we know Interdictors are capable of, so writing up rules for it would mean re-thinking and re-writing the effects of gravity well projectors and/or Interdictors, or attributing the effect to something else. _________________ "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: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Apr 18, 2015 4:25 pm Post subject: |
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Considering the degree of similarity, a sourcebook for this could very easily dovetail with my Advanced Starfighter Combat concept, as you mentioned over on G+. Let me know if you want to look at combining the two... _________________ "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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