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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Nov 20, 2019 3:23 am Post subject: |
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MrNexx wrote: | Whill wrote: | Raven Redstar wrote: | I think the flight packs should be able to match speed with your basic speeders. Whenever I've seen them used, they were able to keep pace with skiffs and speeders. |
That brought back cringey memories of watching TCW and seeing exactly that. I feel that's ridiculous because if you had that much thrust, the fuel would be used up very quickly. So even if you could travel the same speed as speeders, you could not sustain it for very long so you wouldn't be able to 'keep pace'. In the cartoons, flight packs and small astromech droids have seemingly unlimited fuel for high speed and fancy maneuvers. What are they using for fuel? Anti-matter? |
TBH, one of the things in TLJ that threw me was talking about fuel... it never seemed to be an issue anywhere I could recall, before. Sure, you'd have damaged ships, non-functioning engines, all sorts of things, but never really out of gas.
I sort of set up a headcanoned dichotomy... In Star Wars, you had infinite energy, which got you things like hyperdrive and lightsabers. In Star Trek, you had pretty much infinite matter, due to replicators and the like.
Aside from WEG, TLJ is the first place I saw mention of refuelling as opposed to maintenance being the concern for SW ships. |
I have to agree. All speeders in the game don't have a consumables rating, which means that for all purposes they have infinite fuel. I think that risk of imminent death in a crash is enough of a drawback to give the jet packs speed and enough power to get someone wherever. I also think that because they're small portable conveyance systems, they should be expensive, and require additional gear to keep the pilot from being ripped to shreds by airborne particles or wind shear.
Maybe a flight pack doesn't work that way in your games, and that's fine. My inner child and I are fine with backpack conveyance that can keep up with speeders and keep going for more than 30 seconds or so: YMMV.
Something else to consider is that flight packs should have maximum weight capacities. You don't want 4 people all grabbing onto someone with a jetpack and it's able to fly. Could you imagine a party of PCs who end up having to hitch a ride on the Bounty Hunter because their speeder was destroyed? _________________ RR
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Fri Nov 22, 2019 3:19 am Post subject: |
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Raven Redstar wrote: | Could you imagine a party of PCs who end up having to hitch a ride on the Bounty Hunter because their speeder was destroyed? |
Actually, I recall something like that in Iron Man 3. What makes it awesome is that he had to carry 13 people, not just a party of 4. _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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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 May 07, 2023 11:36 am Post subject: |
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Giving this a bump on account of wanting to incorporate a Jump Pack function into Spacetrooper Armor. While I’m generally satisfied with the stats in the above link, I’ve come to the conclusion that having separate Ranges for Lateral, Ascending and Descending jumps is just too clunky. However, there should be some rule to account for the fact that, when jumping in a gravity field, going with the field (down) will be easier than going against it (up).
I’m thinking of just having one Range, and applying a Difficulty modifier of +5 when Ascending, and -5 when Descending (which is which will be up to the GM).
EDIT: Okay, made the above changes to the Jump Pack post, and added it to the Index. _________________ "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: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Feb 25, 2024 11:58 pm Post subject: |
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Another thought: how would you handle a character making a Ramming attack with a Jump/Flight Pack? As in, say the character with the jump pack decided he wanted to try to either slam into a target or land on them when jumping. How would you handle the To Hit Difficulty and Damage (to both parties)?
Can totally see armored Mandalorians using something like this...
Also, I'm working on rules for the Flight Pack, and I'd like your input on what would be a good base Speed. _________________ "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: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Feb 26, 2024 3:27 am Post subject: |
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For the to hit, it would be his jet/rocket pack ops vs the opponent's dodge. As for damage, something like str+2d i'd say is good. _________________ Confucious sayeth, don't wash cat while drunk! |
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