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worfbacca Lieutenant Commander


Joined: 31 Oct 2003 Posts: 109
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Posted: Mon Mar 24, 2025 3:38 pm Post subject: Mandalorian e-web generator explosion |
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How much damage would you put this at? Not a thermal detonator .. did t vaporize anything. Grenade? 5D to 6D? That Mando armor gives +3D to energy attacks. Seemed like it mortally wounded him. _________________ "That was left handed!" |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14303 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Mar 24, 2025 3:42 pm Post subject: |
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IN the past, for me when i;ve had generators for a weapon go boom, they do the same damage as the weapon itself is capable of. _________________ Confucious sayeth, don't wash cat while drunk! |
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FVBonura Commander


Joined: 24 Nov 2005 Posts: 271 Location: Central PA
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Posted: Mon Mar 24, 2025 5:04 pm Post subject: |
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A generator explosion is not just energy but it is also physical shrapnel so I would rule pick the lowest category of damage resistance on those in the blast area. Also the weapon is focused and designed to cause damage and an exploding generator is not so I would rule the damage is 1D lower than the damage caused by the weapon. I consider -1D to be the equivalent of half damage. You might also consider a high enough Dodge roll or Survival roll will impart an additional bonus of -1D damage. _________________ Star Wars Deckplans Alliance
Star Wars Prequel Commentary |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16381 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Mar 24, 2025 6:24 pm Post subject: |
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On a related note, should the operator be able to deliberately overload the generator to keep it out of enemy hands if the crew is forced to retreat? If so, what would be the action / Difficulty? How many rounds before it blows up? Difficulty to disarm (both for the original crew or their enemies, assuming some sort of lock-out code)? _________________ "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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FVBonura Commander


Joined: 24 Nov 2005 Posts: 271 Location: Central PA
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14303 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Mar 25, 2025 12:02 am Post subject: |
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I'd say he couldn't cause it to overload the same round, or maybe even the next, but in say 2-6 rounds, yea.. The quicker he's trying to get it done, the harder the repair roll. The longer he wants, the easier the roll, but the easier chance the enemy has to override that. _________________ Confucious sayeth, don't wash cat while drunk! |
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Mamatried Commodore


Joined: 16 Dec 2017 Posts: 1896 Location: Norway
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Posted: Tue Mar 25, 2025 7:53 am Post subject: |
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CRMcNeill wrote: | On a related note, should the operator be able to deliberately overload the generator to keep it out of enemy hands if the crew is forced to retreat? If so, what would be the action / Difficulty? How many rounds before it blows up? Difficulty to disarm (both for the original crew or their enemies, assuming some sort of lock-out code)? |
Tjis is a common thing, though the tech is different, we have several incidents of gunners/crew destroying their crew served weapon to deny enemy.
WW1 and 2 both stand out here but there are several incidents, i think this is a good implement to a game.
what would be the damage? I would say it depends on a used or unused generator...the latter imo would have less energy output.
I would give the general rule to have +1D on damage over weapon, meaning a an e-web would be 8d and the unused generator would be +1D at 9 D damage using greade explotion rules. |
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