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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 Sep 06, 2020 1:50 pm Post subject: Updating My Lock-On Rules |
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As part of my Advanced Starfighter Combat System a while back, I came up with rules for using Sensor Focus as a crucial component of firing guided missiles. Looking back on it, however, I think I made it a bit too crucial a component, as both the films and the X-Wing video game (on which these rules depend heavily) allow for the firing of guided weapons without a Lock-On.
Here's what I'm considering for an updated version:Skill: Sensors
Time To Use: 1 Standard Action
How To Use:
-Make a Sensor Focus roll, with a base Difficulty of Easy.
-A Lock-On attempt automatically shows up on your target's Passive sensors, so your target may try to evade the Lock-On just as if it were an attack (roll Piloting + Maneuverability against the shooter's Sensor Focus roll).
-The Lock-On holds for one round. If the target continues to evade, you must re-roll every round to keep the Lock.
-When firing at targets of a higher Scale, the gunner can attempt to lock-on to specific points on the target's Hull.
Effect:
-Fixed Guns: +2D to Fire Control
-Rockets & Bombs: +2D to Fire Control, All Ranges Increased 50%*
-Gimballed Guns: +3D to Fire Control
-Missiles, Torpedoes & Guided Bombs: +4D to Fire Control, All Ranges Doubled*
Note: Lock-On Bonuses to Fire Control have already been incorporated into existing warhead stats.
*When firing at Long Range while Locked-On, the weapon does not attack until the beginning of the next round, which requires the launching craft to maintain Lock-On for the full round.
The main reason I set the bonuses so high is to counteract the MAPs incurred by adding an additional Standard Action to the Gunnery and Piloting skill rolls the character will already be making.
This rule would be universally applicable for all ordnance, all the way up to Capital-Scale, which will necessitate some changes in my stats. The big thing I like is that it adds a definite advantage to missile armed ships: range. A ship with heavy missile launchers that gets a Lock-On could potentially hit targets out to 120 SUs, which is a bit of a game changer.
As part of this, I'm also thinking of dividing Launchers and Torpedo Tubes into Light and Heavy variants, with Light being Frigate-Scale and Heavy being Destroyer-Scale. _________________ "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 Wed Oct 26, 2022 4:05 pm; edited 3 times in total |
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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: Mon Sep 21, 2020 7:37 pm Post subject: |
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As an extension of this, I'm thinking that certain weapons should be allowed to do a Passive Lock-On, using Passive Sensors instead of Focus. This fits with the usage of certain types of weapons, like heat-seeking missiles (ala the AIM-9 Sidewinder) or anti-radiation missiles (such as the AGM-45 Shrike or AGM-88 HARM).
For the purposes of the above rule, I'd say use them as written, except using the attacker's Passive Sensor Dice instead of its Focus Dice. Obviously, this will reduce the chances of success (~3D less), as well as effective range, but it will allow the attacker to maintain any stealth measures they have operating. _________________ "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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Random_Axe Lieutenant Commander
Joined: 11 Sep 2013 Posts: 102 Location: Toronto
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Posted: Wed Sep 30, 2020 9:45 pm Post subject: |
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I think those bonuses are much too generous.
I see a sensor lock as being a more generic description, as in when an enemy ship is scanning you, you will know about it (as you said).
But wouldn't an actual sensor lock-on be dependent on an actual missile type, which gives that particular missile launcher a bonus to hit if you've managed a sensor lock with your Sensors skill roll?
I would say that standard Concussion Missiles have a potential to gain a sensor lock bonus, while a Proton Torpedo launcher does not. |
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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: Wed Sep 30, 2020 10:17 pm Post subject: |
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Random_Axe wrote: | I think those bonuses are much too generous. |
They have to be, in order for there to be an advantage to taking the MAP for going for a Lock-On (in addition to the Piloting and Gunnery rolls required) in the first place. The high Fire Control and Damage is offset by the low Ammo capacity and high cost.
Quote: | I see a sensor lock as being a more generic description, as in when an enemy ship is scanning you, you will know about it (as you said). |
Technically, that is Focus Mode on Sensors. It would certainly be simpler to just give missiles a high Fire Control and be done with it, but the source material for this (the X-Wing PC Game) differentiates between guided and unguided missiles; you can fire missiles unguided and hit things, but your odds are much better if you get a Lock-On first.
And since Sensor Focus Mode already covers designating a specific target, having it apply to weapons targeting is simpler than coming up with an entirely new mechanic.
Quote: | But wouldn't an actual sensor lock-on be dependent on an actual missile type, which gives that particular missile launcher a bonus to hit if you've managed a sensor lock with your Sensors skill roll? |
That's why I still give missiles a Range stat. You can get a Lock-On yet still not be able to fire because the weapon doesn't have the range needed to hit the target.
Quote: | I would say that standard Concussion Missiles have a potential to gain a sensor lock bonus, while a Proton Torpedo launcher does not. |
Based on what? Granted, I have taken some liberties with the source material - especially with regard to what differentiates between missiles and torpedoes - but it's pretty clear from the on-screen footage of the Battle of Yavin that torpedoes are extremely maneuverable, which means they'd work very well in combination with a guidance system, so long as they know where the target it. _________________ "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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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sat Oct 03, 2020 12:05 am Post subject: |
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Maybe Missiles have an additional bonus while in atmosphere and torpedoes get an additional bonus while in a vacuum? _________________ RR
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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: Sat Oct 03, 2020 12:21 am Post subject: |
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Raven Redstar wrote: | Maybe Missiles have an additional bonus while in atmosphere and torpedoes get an additional bonus while in a vacuum? |
Looked at that a long time ago and decided against it. Considering the circumstances for how proton torpedoes get used in the first film, though, having torpedoes be specialized shield penetrating weaponry makes for a viable option alongside more standardized missiles. _________________ "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: Fri Aug 06, 2021 11:11 pm Post subject: |
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Updated the OP to reflect some of the choices I made regarding unguided rocket / freefall bomb stats.
I'm also thinking strongly about having the Range Value for Sensor Focus be the number of targets that can be Locked On at the same time. _________________ "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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