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B-Wing prototype (Blade Wing)
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shootingwomprats
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PostPosted: Fri Nov 13, 2015 9:21 pm    Post subject: Reply with quote

Taking a closer look at this weapon array it appears the the Blade Wing prototype hits the Imperial Light Cruiser twice. Hard enough to knock the ship out of commission and leave it burning in space. In game mechanics this means the ship took enough damage to be Heavily Damaged and a second shot of that does at least Light Damage. So lets take that information as we can.

Also the Imperial Light Cruiser has a 3D+2 hull and 2D shields. For the sake of ease we will assume the side of the ship hit was without shields. An average roll would be 16. This requires 25-28 points of damage.

6D would have 11.54% of rolling a 28. 5D would have 3.63% chance. Not quite sure how to mathematically figure out pips. So anyways, I think we can safely pick 6D capital scale damage for the weapon.

During the episode the Ghost is able to fly into the planets atmosphere, airdrop the supplies, communicate with the Rebel sympathizers and return to orbit. In this intervening time no other capital ship shows any damage, at least not the level as the first Imperial Light Cruiser. Furthermore Phoenix Squadron, the Ghost and Blade Wing all immediately jump out system.

The question arises why. If the Blade Wing was the badass capital ship killer we are the beginning the scene why are no other ships destroyed and why did Phoenix Squadron not stay and press the advantage? Also, Hera is not seen firing her weapons again during this scene. I am going out on a limb and speculate that the weapon array shorted out after the initial two shots.

If we figure the Blade Wing's weapon array was not overhauled before the group left Shantipole that is three shots before the array overloads. So basically a 1:3 of it burning out. If we tie the shorting out to the Wild Die then on a 1-2 it shorts out.

So there we go, the preliminary mechanics for the weapon.

The RoF still concerns me though. During the episode Hera is able to shoot twice in roughly 4 seconds. I suppose I could be okay with a RoF 2 though I think game-wise it makes more sense to make it RoF 1, but since we are trying to accurately emulate what we saw, we will stick with the RoF 2.

So this is what we come up with:

Quote:
Boro Weapon Array: named after a predatory fish native to Mon Calamari. This unique weapon system increases the weapon damage by routing energy flow through the hyperspace engine flux array and adjusting the ships energy weapons wave output. This requires one round to ready, does 6D capital scale damage (note this is not a capital scale weapon) and has a RoF 2. There is a known issue with the array that causes an energy cascade to overload the hyperspace flux array. Anytime the array is used it will overload making a jump to hyperspace impossible. Anytime the array is fired and a 1 or 2 comes up on the Wild Die the array system will short out. This will make all weapons inoperable except for the concussion missile launchers.

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Last edited by shootingwomprats on Sat Nov 14, 2015 10:32 pm; edited 1 time in total
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skree99
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PostPosted: Sat Nov 14, 2015 9:16 pm    Post subject: Reply with quote

Also in the episode did not Sabine have to man a weapons pod; how would account for that game stats that you already posted ?
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CRMcNeill
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PostPosted: Sat Nov 14, 2015 9:38 pm    Post subject: Reply with quote

skree99 wrote:
Also in the episode did not Sabine have to man a weapons pod; how would account for that game stats that you already posted ?

There are two separate stats; one for the ship featured in the Rebels episode (which only has a single pilot w/ no gunner) and one for the original B-Wing prototype (with a two-being crew) from the Strike Force Shantipole adventure.
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skree99
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PostPosted: Sat Nov 14, 2015 11:55 pm    Post subject: Reply with quote

I have viewed the episode yet again It looks like 2 blaster cannon on the S-foils one underneath the cockpit and 2 ion cannon on the weapons pod wing
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shootingwomprats
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PostPosted: Sun Nov 15, 2015 12:19 am    Post subject: Reply with quote

skree99 wrote:
I have viewed the episode yet again It looks like 2 blaster cannon on the S-foils one underneath the cockpit and 2 ion cannon on the weapons pod wing


Quarrie lists off the Blade's weapons, high intensity blasters, ion cannons, and proton torpedoes.

The B-Wing had something that looked like a weapon under the pod but it was explained away as a targeting sensor/array. During this episode I saw something that definitely looked like a weapon and later on I saw it used in the array. I explained it away as the magnifier array for the energy coalesence.

I now think the ship has 2 high intensity blaster cannons, 2 heavy ion cannons and one bank of proton torpedoes. I will make the adjustments to the write-up.
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CRMcNeill
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PostPosted: Sun Nov 15, 2015 12:25 am    Post subject: Reply with quote

shootingwomprats wrote:
I now think the ship has 2 high intensity blaster cannons, 2 heavy ion cannons and one bank of proton torpedoes. I will make the adjustments to the write-up.

Perhaps the phased firing mode combines the effects of both the blasters and the ion cannon, allowing it to ignore shields while still inflicting normal damage...
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skree99
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PostPosted: Sun Nov 15, 2015 1:20 am    Post subject: Reply with quote

Quote:
This will make all weapons inoperable except for the concussion missile launchers
should this not be proton torpedo lancher
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Bobmalooga
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PostPosted: Sun Nov 15, 2015 2:02 am    Post subject: Reply with quote

shootingwomprats wrote:
nuclearwookiee wrote:
On the superlaser mode, why say it ignores scale adjustment instead of just saying it's a capital-scale weapon? Do you mean it to still only do 5d+2 to a starfighter-scale ship?


I do not like to refer to it as "super laser mode" because that is not really what it is. If I said it was capital scale damage, which I think is ridiculous.


I shall call it the 'Death Blossom'...
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shootingwomprats
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PostPosted: Sun Nov 15, 2015 3:50 pm    Post subject: Reply with quote

skree99 wrote:
Quote:
This will make all weapons inoperable except for the concussion missile launchers
should this not be proton torpedo lancher


Duly noted, thanks for the catch. Will make the correction.
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skree99
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PostPosted: Sun Nov 15, 2015 4:17 pm    Post subject: Reply with quote

shootingwomprats
I have tweeked your stats on the Blade Wing. I have posted on the Google+ group (Star Wars D6); Tell me what you think
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PostPosted: Sun Nov 15, 2015 5:34 pm    Post subject: Reply with quote

crmcneill wrote:
I watched the scene in question, and the ship being attacked is an Arquitens-Class Light Cruiser, which is more accurately a Corvette. Since Corvettes are on the lower end of the Capital Ship spectrum, it becomes somewhat more believable that a starfighter with an experimental weapon could inflict enough damage to disable it.

EDIT: Still a ridiculous scene, though...


It's a cartoon.. What do you expect.
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PostPosted: Wed Nov 18, 2015 10:34 am    Post subject: Reply with quote

shootingwomprats,
What did you think of my tweeks ?
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shootingwomprats
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PostPosted: Wed Nov 18, 2015 7:07 pm    Post subject: Reply with quote

The issue I have with the design is between what we see and are told in the episode in comparison to what is noted on wookieepedia. Which lists it as a B6, ion cannons, concussion missiles and a co-pilot area. Quarrie tells us is has, not plural, ion cannons, high intensity blaster cannons and proton torpedoes.

When we see Hera attempt to blow up the wreck on Shantipole only two weapons shoot and they do not do much damage. Also keep in mind, you have them listed B-Wing uses no fire-linked weapons, though the X-Wing does. So I can see a case made for at least the two high intensity blaster cannons being linked.

There appears to be five weapon barrels mounted to the Blade Wing. One below the cockpit, one on each wingtip and a dual mounted one at the very bottom. One those doesn't appear to do anything until the "multi-cannon firing system" is deployed.

This leads me to believe the Ship has two high intensity blaster cannons on the wingtips, a medium ion cannon below the cockpit and on the dual weapon mount. When it deploys the multi-weapon function, it spins, replacing the ion cannon with the magnifier array.

I think I will update my write-up as such. I like your write-up very much. I would caution you about the fire-linked weapons as the B-Wing has none. But this is a prototype so, it could have the weapons configured as such. At least the wing mounted high intensity blaster cannons.

I also made a tweak to the array so that it cannot fire proton torpedoes while it is deployed, which makes sense.

Weapons:
2 High Intensity Blaster Cannons (fire-linked)

-- Fire Arc: Front
-- Scale: Starship
-- Skill: Starship gunnery
-- Fire Control: 1D
-- Space Range: 1-8/25/40
-- Atmosphere Range: 100-800/2.5/4 km
-- Damage: 4D
--Note: mounted on wingtips
Heavy Ion Cannon
-- Fire Arc: Front
-- Scale: Starship
-- Skill: Starship gunnery
-- Fire Control: 1D
-- Space Range: 1-3/7/15
-- Atmosphere Range: 100-300/700/3.6 km
-- Damage: 4D
-- Notes: mounted below cockpit

Game Notes:
-- Boro Weapon Array: named after a predatory fish native to Mon Calamari. This unique weapon system increases the weapon damage by routing energy flow through the hyperspace engine flux array and adjusting the ships energy weapons wave output. Deploying the array requires one round, does 6D damage capital scale damage (note this is not a capital scale weapon) and has a RoF 2. While the array is deployed no other weapons may be fired, including proton torpedoes. There is a known issue with the array that causes an energy cascade to overload the hyperspace flux array. Anytime the array is used it will overload making a jump to hyperspace impossible. When firing the array and a 1 or 2 comes up on the Wild Die the array system will short out. This will make all weapons inoperable except for the proton torpedo launcher.
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Last edited by shootingwomprats on Wed Nov 18, 2015 7:11 pm; edited 1 time in total
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shootingwomprats
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PostPosted: Wed Nov 18, 2015 7:10 pm    Post subject: Reply with quote

I stand corrected, there is a weapon pod with another seat. I will have to make a note of that.

[Edit] Whoa boy. I added a bunch of new stuff to the original write-up including rules for the weapons pod and gyroscopic command pod (found these on d6holocron).
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skree99
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PostPosted: Thu Nov 19, 2015 3:11 am    Post subject: Reply with quote

I looked at the ep again when the blade wing begins its attack on the light cruiser Hera tells Sabine We will only get one shot at this; Then as they close on the cruiser Hera says steady , steady, ..Fire;; It appears tha they both have to press their respective buttons to get the multi-cannon array to fire. .....Just an observation
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