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FVBonura Lieutenant Commander
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Joined: 24 Nov 2005 Posts: 222 Location: Central PA
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Posted: Tue Feb 11, 2025 12:45 pm Post subject: |
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Good ideas Mamatried.
Mamatried wrote: | Maybe we could use the "fire control" stats form the launchers here to find this difference? |
It's funny you mention that. I just discovered every iteration of the SoroSuub Preybird Fighter in the RPG has no Fire Control listed. I am using the Cloakshape Fighter's Fire Control of "2D" on my spreadsheet as they function in the same time period. _________________ Star Wars Deckplans Alliance
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Impaler Cadet
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Joined: 25 Jan 2025 Posts: 22
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Posted: Tue Feb 11, 2025 1:55 pm Post subject: |
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What if each D of the launchers gunnery becomes a +1 added to the ordinances role. So for example if your missile is 6D and the launcher had 3D gunnery then the combned roll is 6D+3. This lets the launching platform contribute but dose not out shine the missiles inate ability to seek it's target. We can abstract away if this benifit is from sensors or 'throwing' the ordinance out faster etc. If desired a higher bonus could be applied for a lock-on, but this raw gunnery bonus is intended for all situations including firing unguided projectiles.
If Torpedoes are slower, less nimble etc then give them a lower fire control stat then missiles, and then give unguided rockets and bombs the lowest of all maybe just 1D so they are almost completly dependent on the gunnery bonus from the launcher and can only just barely hit the broad side of a Star Destroyer.
If a guided projectile (missile or torpedo) exceeds it's maximum range then it is considered to run out of propellent and become 'dumb' and it's fire control drops to that of a rocket and with it's prior fire-control now converted to gunnery bonus. So that 6D+3 missile drops to a 1D+6 rocket like roll. All influence of the launcher is now gone and the last bit of guidance the missile had to orient itself is treated as the gunnery value. If the target is big and slow and not too much past the max range the chance of a hit are still good, but against a nimble fighter the spent missile is nearly useless. Any range increment penalties now start to acrue to the now-dumb missile as if it were a rocket. Essentially we treat it as if it were a rocket launched from the location the missile ran out of fuel.
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deano Lieutenant Commander
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Joined: 05 Jan 2008 Posts: 106 Location: UK
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Posted: Tue Feb 11, 2025 2:02 pm Post subject: |
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As promised, here are the rules I believe Chris Curtis created that could be a useful framework.
Deano
Edit: Discovered that Chris and I worked on it together in 2005 apparently! Man I am getting old
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Starship Missile Rules
Starship missile weapons now have the following stats, allowing them to be used with both this alternate system and with the conventional/existing rules:
Scale: - Scale is the scale of the missile itself. Generally, this would be Speeder for starfighter missiles or Walker for capital ship missiles since missiles are small fragile things.
Fire Control: - Fire Control shows how "smart" the missile is, how good it's onboard targeting package is.
Space: - Space is just like with normal starships. This is how far the missile moves in one action or move.
Max Moves: - Max Moves is the number of moves or actions the missile can take before running out of fuel.
Range: - Range is included to be compatible with the existing rules. It is not used in the alternate system.
Damage: (Scale) - Damage works just like normal. Note, however, that the damage most likely is on a different scale (typically Starfighter or Capital) than the scale of the missile itself. This is listed explicitly.
Targeting
To Hit - Missile weapons are fired as normal. Simply roll the Gunner's skill + Fire Control against the difficulty (see below). Once the missile comes into contact with the target it will detonate and deal damage to the target as normal.
Difficulty - The base difficulty to hit is derived from the range of the target. The difficulty starts at Moderate and increases one level for every Move (beyond one) that the missile must perform to reach the target. i.e. The target is at 35 Space Units, the missile has a Space of 20. Therefore, it must make two Moves before it can reach the target. The base difficulty in this case is Difficult. If the target is dodging, adjust the difficulty as normal.
Shooting the Missile Down - In any action phase where the missile is heading toward the target but has not reached it yet, the target has the opportunity to try and shoot it down. The to hit difficulty is determined by the Range Difficulty + Scale Difference Difficulty. If the missile is hit at all, it can no longer hit the target and is considered "destroyed".
Dodging after the Missile is Fired - In some cases, a target may elect to dodge the missile after it has been fired at the target. In these cases, the target may make a dodge roll, but suffers a -1D penalty in addition to any other penalties such as multiple-action penalties or scale difference penalties (scale difference of the two ships, not the missile and the target). The missile retains its original to hit roll. If the missile's to hit is still greater than the target's dodge, the missile remains on-target.
Examples
Example 1 - Recreate the proton torpedoes used by the X-wing and Y-wing
Scale: Speeder
Fire Control: 2D
Space: 7
Max Moves: 1
Range: 1 / 3 / 7
Damage: 9D (Starfighter)
This is a short ranged torpedo that only has enough fuel to travel for one action. Therefore, it has a max range of 7.
Example 2 - A Corellian Gunship fires on a target at 42 Space Units
Scale: Walker
Fire Control: 3D
Space: 20
Max Moves: 3
Range: 2-12 / 30 / 60
Damage: 8D (Capital)
This is a much longer ranged missile that has enough fuel to travel for 3 actions. Therefore, it has a max range of 60, but also takes 3 actions to get to that range.
First Action - The gunship fires on the target. Base difficulty is Very Difficult since the missile must make 3 Moves to reach the target. The gunner rolls his gunnery skill + the Fire Control and gets a 27, enough to hit the target.
Second Action - The target, realising it is under attack, decided to try to dodge away from the missile. The pilot makes his dodge roll (-1D for dodging the missile and -1D for being a second action) and gets a 24. The original to-hit roll is still greater, so the missile remains on-target.
Third Action - The missile reaches the target and impacts, inflicting 8D capital scale damage. _________________ TORIS - toris.magriller.net
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deano Lieutenant Commander
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Joined: 05 Jan 2008 Posts: 106 Location: UK
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Posted: Tue Feb 11, 2025 2:07 pm Post subject: |
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Whilst searching I also found this relic from 1997:
Okay, here goes nothing. After much studying and careful consideration,
I have come up with new and improved versions of the Advanced Concussion Missile, and Advanced Proton Torpedo. So let the games begin:
Advanced Concussion Missile:
Designation: ACM
Speed: 28
Warhead: 8D
Endurance: 5 rounds
Fire Control: 6D+2
Advanced Proton Torpedo
Designation: APT
Speed: 14
Warhead: 10D
Endurance: 10 rounds
Fire Control: 5D
Heavy Rocket
Designation: HR
Speed: 8
Warhead: 6D capital
Endurance: -
Fire Control: -
Heavy Space Bomb
Designation: HSB
Speed: 1
Warhead: 9D capital
Endurance: -
Fire Control: -
The targeting is still the same. Two rounds are required to solidify a
lock, HRs and HSBs don't have any Fire Control, so they need no lock.
They are like the normal missile and torpedo. They are line-of-sight
weapons only, and the HSB is VERY limited because of it's speed. If you
are using my GPWL sizing system, then the ACMs are 3, the APTs are 4, HRs
are 6, and HSBs are 12 SPCs each. _________________ TORIS - toris.magriller.net |
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Mamatried Commodore
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Joined: 16 Dec 2017 Posts: 1887 Location: Norway
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Posted: Tue Feb 11, 2025 2:56 pm Post subject: |
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Impaler wrote: | What if each D of the launchers gunnery becomes a +1 added to the ordinances role. So for example if your missile is 6D and the launcher had 3D gunnery then the combned roll is 6D+3. This lets the launching platform contribute but dose not out shine the missiles inate ability to seek it's target. We can abstract away if this benifit is from sensors or 'throwing' the ordinance out faster etc. If desired a higher bonus could be applied for a lock-on, but this raw gunnery bonus is intended for all situations including firing unguided projectiles.
If Torpedoes are slower, less nimble etc then give them a lower fire control stat then missiles, and then give unguided rockets and bombs the lowest of all maybe just 1D so they are almost completly dependent on the gunnery bonus from the launcher and can only just barely hit the broad side of a Star Destroyer.
this makes a lot of sense
If a guided projectile (missile or torpedo) exceeds it's maximum range then it is considered to run out of propellent and become 'dumb' and it's fire control drops to that of a rocket and with it's prior fire-control now converted to gunnery bonus. So that 6D+3 missile drops to a 1D+6 rocket like roll. All influence of the launcher is now gone and the last bit of guidance the missile had to orient itself is treated as the gunnery value. If the target is big and slow and not too much past the max range the chance of a hit are still good, but against a nimble fighter the spent missile is nearly useless. Any range increment penalties now start to acrue to the now-dumb missile as if it were a rocket. Essentially we treat it as if it were a rocket launched from the location the missile ran out of fuel. |
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garhkal Sovereign Protector
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Joined: 17 Jul 2005 Posts: 14290 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Feb 11, 2025 4:33 pm Post subject: |
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I see concussion missiles as more 'tracking once fired' to their targets, than proton torps... _________________ Confucious sayeth, don't wash cat while drunk! |
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Mamatried Commodore
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Joined: 16 Dec 2017 Posts: 1887 Location: Norway
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Posted: Tue Feb 11, 2025 4:56 pm Post subject: |
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garhkal wrote: | I see concussion missiles as more 'tracking once fired' to their targets, than proton torps... |
me too. I compare this to our world missle vs torpedo, seeing both have tracking capabilites, but to a differnt degree, we also have to take into consideration their "evironement" they are they are designed for. we do not see aircraft with topedos....boats and submarines on the other hand.
now both submarines and boats have missiles and even both misslies and torpedos, but again they serve differnt roles.
I am inclined to give the topedo a higher "scale" for damage output then a missile (not going into cruise missles and the like now9) with a torpedo damage output scaled to be a captial ship danger, so while a 9D misslie fired from a starfigher will do "only" 7D hitting the corvette, a topedo amy hit the same corvette with "full" 8D or 9D damage, negating some if not all of the damage scaling.
this will make the topedo a "ship killer" with a hefty punch but far less accurate than the missile, and a more line of sight and closer range weapon.
I would also disallow torpedos in atmosphere with a total removal of atmosphere rage bands. it is a space only weapon, the missile on the other hand i can reasonably see being used in both space and atmosphere equally
maybe that is the easiest way to differnciate the two, one is more damage and "more difficult to hit with" and can only be used in space, the other is slightly less damage, is more vulnerable to size ranges in damage output but is a much easier to use and more versitile platform. |
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Impaler Cadet
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Joined: 25 Jan 2025 Posts: 22
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Posted: Tue Feb 11, 2025 11:09 pm Post subject: |
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It is physically unable to travel in atmosphere? That seems too extreme in my opinion to just disallow them entirely. A penalty to tracking and range perhapse if we want to say that the shielding glow on the Torpedeo causes higher drag in the atmosphere or even prevents the shielding from working and thus negating the only advantage the torpedo has, but the ordinance should still be able to be fired and track a target in atmosphere if it's what you have in the magazine. |
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CRMcNeill Director of Engineering
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Joined: 05 Apr 2010 Posts: 16371 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 11, 2025 11:18 pm Post subject: |
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My solution, using my Sensor Lock-On rules. _________________ "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
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Joined: 17 Jul 2005 Posts: 14290 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 12, 2025 1:32 am Post subject: |
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Impaler wrote: | It is physically unable to travel in atmosphere? That seems too extreme in my opinion to just disallow them entirely. A penalty to tracking and range perhapse if we want to say that the shielding glow on the Torpedeo causes higher drag in the atmosphere or even prevents the shielding from working and thus negating the only advantage the torpedo has, but the ordinance should still be able to be fired and track a target in atmosphere if it's what you have in the magazine. |
Especially since one of the X-wing novels, a group of X-wings FIRE Their torpedos to neutralize At-at's!! _________________ Confucious sayeth, don't wash cat while drunk! |
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FVBonura Lieutenant Commander
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Joined: 24 Nov 2005 Posts: 222 Location: Central PA
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Posted: Wed Feb 12, 2025 10:18 am Post subject: |
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Wow, thanks guys!
deano wrote: | As promised, here are the rules I believe Chris Curtis created that could be a useful framework. |
Good man!
deano wrote: | Starship missile weapons now have the following stats, allowing them to be used with both this alternate system and with the conventional/existing rules: |
I find these rules to be concise, good work. I like that these rules are also backward compatible with the rules as written. This mirrors my philosophy. Finding a consensus among GMs is like herding cats so the best chance of your work seeing any playtesting is being as non-invasive and conformal to the rules as written. I myself am a repairman, I want to fix things, not reinvent the wheel.
Having said that...
I am glad I thought to bring this topic up. The respondents have given me a window of what is going on in the GM minds of The Rancor Pit. Clearly there is a push or desire at least amongst you for a more rules-heavy game. This is an observation not a judgement. There very much is room for this style of play as I mentioned on page one of this thread.
In good conscience, I must ask all of you, who has playtested these new ideas in real campaign play against real players??? _________________ Star Wars Deckplans Alliance
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deano Lieutenant Commander
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Joined: 05 Jan 2008 Posts: 106 Location: UK
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Posted: Wed Feb 12, 2025 7:31 pm Post subject: |
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Thanks for the feedback
We used the above rules in my last campaign, but it hasn’t come up in my current game as there is less of a focus on space combat currently.
Deano _________________ TORIS - toris.magriller.net |
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FVBonura Lieutenant Commander
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Joined: 24 Nov 2005 Posts: 222 Location: Central PA
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Posted: Wed Feb 12, 2025 8:39 pm Post subject: |
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deano wrote: | We used the above rules in my last campaign, but it hasn’t come up in my current game as there is less of a focus on space combat currently. |
Excellent that’s actually what I like to hear. I think its reverse compatibility is one of its strengths. _________________ Star Wars Deckplans Alliance
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Impaler Cadet
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Joined: 25 Jan 2025 Posts: 22
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Posted: Thu Feb 13, 2025 6:45 pm Post subject: |
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garhkal wrote: |
Especially since one of the X-wing novels, a group of X-wings FIRE Their torpedos to neutralize At-at's!! |
Oh good to hear that the planet from Skeleton Crew was neutralized, now we don't need to worry about another season  |
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CRMcNeill Director of Engineering
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Joined: 05 Apr 2010 Posts: 16371 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Feb 13, 2025 11:20 pm Post subject: |
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garhkal wrote: | Especially since one of the X-wing novels, a group of X-wings FIRE Their torpedos to neutralize At-at's!! |
I think you’re misremembering that scene, g. In the novel Isard’s Revenge, four Rogue Squadron X-Wings took on four AT-ATs using just their laser cannon. Proton torpedoes were only mentioned in the sense that they were being saved in case an enemy capital ship made a sudden appearance and the torps were needed for an anti-ship strike.
A better solution for proton torpedoes presents itself with Revenge of the Sith’s clarification of ray shields being an energy shield that actually damages anything that touches it (as opposed to presumably just deflecting it, as one might expect from deflector shields). Combined with historical precedent of torpedoes being difficult (impossible, even) to engage with AA defenses (on account of being underwater), I decided to encase proton torpedoes in a short-lived Ray shield of their own that both protects them from PD cannon fire and allows them to ignore up to 3D of shields. The specifics for this can be found in the link I posted above. _________________ "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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