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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: Wed Aug 17, 2016 4:31 pm Post subject: |
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garhkal wrote: | Now, bigger q on those flamer vehicle units.. Would there still be the scaling bonus to dodge, or since its still a flamer, it be seen as character scale... just greater range? |
The latter, I think. When we already have Character-Scale weaponry that inflicts 8D-10D damage (the E-Web and the Thermal Detonator), it's not too hard to just scale the weapon's damage up. _________________ "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: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Aug 17, 2016 6:34 pm Post subject: |
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Sort of like this..
Speeder/ground vehicle Flamer units.
Range - 5-15m/25m/35m
Damage 6d/5d/4d damage
Walker scale
8-20m/40m/60m
Damage 7d/6d/5d _________________ Confucious sayeth, don't wash cat while drunk! |
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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: Wed Aug 17, 2016 8:15 pm Post subject: |
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My only reservation is that flames will only get so hot. At some point, objects become just too big and too durable to be damaged by regular napalm or what-have-you. Once flame damage reaches a certain point, you'd have to justify it by having some sort of specially mixed chemical that burns super hot.
Of course, sci-fi makes just about anything possible. Just handwave some binary self-oxygenating hypergolic chemical that can even burn in a vacuum, and you're good. Except you don't like handwavium... _________________ "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
Last edited by CRMcNeill on Fri Aug 19, 2016 2:57 pm; edited 1 time in total |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Aug 18, 2016 12:49 am Post subject: |
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True. heat is an issue, but there's no real need to worry about firing them in vacuums, as they won't be in space.. Just planet side. _________________ Confucious sayeth, don't wash cat while drunk! |
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That1guy Cadet
Joined: 11 Aug 2016 Posts: 16
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Posted: Thu Aug 18, 2016 7:27 pm Post subject: |
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garhkal wrote: | True. heat is an issue, but there's no real need to worry about firing them in vacuums, as they won't be in space.. Just planet side. |
While you're obviously not going to mount a flamethrower on a snubfighter the ability to burn in a vacuum could come in handy, planets with a non oxygenated atmosphere, or habitation modules on a lunar surface, etc. |
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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 Aug 19, 2016 4:47 pm Post subject: |
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garhkal wrote: | True. heat is an issue, but there's no real need to worry about firing them in vacuums, as they won't be in space.. Just planet side. |
That1guy wrote: | While you're obviously not going to mount a flamethrower on a snubfighter the ability to burn in a vacuum could come in handy, planets with a non oxygenated atmosphere, or habitation modules on a lunar surface, etc. |
Indeed. If nothing else, it makes it plausible for, say, a boarder in a space suit to carry a flamer as his primary weapon and still expect it to be usable even in space, although at reduced effectiveness. _________________ "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: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Dec 29, 2018 6:46 pm Post subject: |
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Here's a project I'm working on for the next issue of the Adventurer's Journal: a ballistic artillery variant of the Alliance Freerunner. It's a rough draft, but the window has been sitting open on my browser for days now, so I'm just going to Submit it and edit it as I go.
Rebel Artillery Freerunner
Craft: KAAC Freerunner (modified)
Type: Mobile Ballistic Artillery Platform
Scale: Walker (+8D)
Length: 14.6 meters
Skill: Landspeeder Operation: Freerunner
Crew: 2 (1 @ +5) & 4 Gunners
Crew Skill:
Sensors 4D
Artillery 4D+2
Vehicle Blasters 4D
Landspeeder Operation 4D
Cargo Capacity: 250 kilograms
Cover: Full
Cost: 27,000 (new), 14,000 (used)
Maneuverability: 1D
Move: 105; 300kph (4D Surface)
Altitude Range: Ground - 2 meter
Body: 3D
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Weapons:
1 Mass Driver Cannon
Fire Arc: Front
Crew: 4 (2 @ +10)
Skill: Artillery
Fire Control: 2D
Range:
-Direct-Fire: 200m-1km/2km/4km
-Ballistic: 1km-5km/10km/20km
Rate of Fire: 1D Auto-Fire (Optional; fires 4-round burst)
Damage: Varies by Projectile:-Proton (General Purpose) (7D Damage, Standard Blast)
-Concussion (Anti-Vehicle / Bunker Buster) (9D Damage, Point Blast)
-Cluster (Anti-Personnel) (2D Damage, Area Blast)
1 Light Blaster Cannon
Fire Arc: Turret
Scale: Speeder (+4D)
Crew: 1 (Pilot or Co-pilot)
Skill: Vehicle Blasters
Fire Control: 1D
Range: 100m-300m/800m/1.5km
Rate of Fire: 2D Auto-Fire
Damage: 4D
House Rule Notes:VELOCITY MODIFIER: 2D Surface _________________ "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
Last edited by CRMcNeill on Fri Jan 21, 2022 12:20 am; edited 3 times in total |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Dec 30, 2018 2:00 am Post subject: |
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Nice.. Slight quibble. You list artillery as the skill needed for using the mass driver, but don't list it, up under "Skills" that crew generally have.. _________________ Confucious sayeth, don't wash cat while drunk! |
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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: Mon Dec 31, 2018 1:05 pm Post subject: |
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garhkal wrote: | Nice.. Slight quibble. You list artillery as the skill needed for using the mass driver, but don't list it, up under "Skills" that crew generally have.. |
Yeah, it's nowhere near complete, but I'm mentally stalled on it and had to restart my computer, so I just figured I'd post it and fix the problems later. _________________ "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: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jul 02, 2019 1:41 pm Post subject: |
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Here's one I've been thinking of for a while...
Rebel Flakrunner
The Flakrunner is the Alliance's main anti-aircraft defense vehicle. Based on a modified Freerunner chassis, the Alliance developed the Flakrunner by taking advantage of a bottleneck in A-Wing production. The A-Wing's weapon systems and fire control jammer were available, but production of the engines and and control systems were falling behind. Alliance Ground Forces, meanwhile, had stated a need for a dedicated air defense vehicle. In keeping with the Alliance's reputation for innovative engineering solutions, a full set of A-Wing armament was grafted into a turret mount on a Freerunner chassis, and thus the Flakrunner was born.
In conventional use, the Flakrunner is primarily a defensive weapon for other vehicles. However, the Alliance has had some success in forward deploying Flakrunners onto contested worlds where its stealth and ability to handle rough terrain allows it to ambush patrolling Imperial fighters. This is most successful in mountainous or heavily forested terrain where the Flakrunner can lay in wait somewhere within range of a regular patrol pattern. This in turn forces the local patrols to either operate in much greater force or abandon entire areas of their planet's airspace to Alliance control.
Craft: KAAC Freerunner (modified)
Type: Mobile Anti-Aircraft Platform
Scale: Walker (+8D)
Length: 14.6 meters
Skill: Landspeeder Operation: Freerunner
Crew: 2 (1 @ +5) & 1 Gunner
Crew Skill:
Sensors 4D
Vehicle Blasters 4D
Landspeeder Operation 4D
Cargo Capacity: 250 kilograms
Cover: Full
Cost: 27,000 (new), 14,000 (used)
Maneuverability: 1D
Move: 105; 300kph (4D Surface)
Altitude Range: Ground - 2 meter
Body: 3D
Sensors:
Passive 2km/1D
Scan 4km/2D
Search 6km/3D
Focus 300m/4D
Stealth +1D
Fire Control Jamming +2D
Weapons:
2 Heavy Auto-Blaster Cannon (Fire-Linked)
Fire Arc: Turret
Scale: Starship (+6D)
Crew: 1
Skill: Vehicle Blasters
Fire Control: 3D
Range: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 4D
2 Guided Missile Launchers
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 5D
Range: 500m-1km/2.5km/5km
Damage: 6D
Ammo: 12
House Rule Notes:VELOCITY MODIFIER: 2D Surface _________________ "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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