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MA-3PO Lieutenant Commander
Joined: 17 Apr 2005 Posts: 236 Location: Olathe, Kansas
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Posted: Tue Nov 07, 2006 12:37 am Post subject: Targeting areas on Capital ships |
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I swear I remember reading in a WEG book the rules for targeting specific locations on capital ships and the damage effects. I have the Pirates & Privateers supplement and they have some rules in there but the ones I remember were more detailed. Does anyone recall another book that features this? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Nov 07, 2006 7:01 am Post subject: |
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While i do remember some stuff on calling shots to say, the weapons emplacements, i don't remember the rulings. _________________ Confucious sayeth, don't wash cat while drunk! |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Tue Nov 07, 2006 7:23 am Post subject: |
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I also seem to remember there being some decent rules for that somewhere. I'll try to look it up when I get home. _________________ "He's Gry Sarth, of course he has the stats for them." |
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Xynar Commander
Joined: 10 Aug 2003 Posts: 282 Location: Northwest Indiana
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Posted: Tue Nov 07, 2006 11:03 am Post subject: |
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Pirates and Privateers. Great book. _________________ Xynar
The Great Adventurer |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Tue Nov 14, 2006 12:44 am Post subject: |
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Xynar wrote: | Pirates and Privateers. Great book. |
Not just a great book, a must-have one!
All those wonderful rules in one place, and EVERY freighter!
Far Orbit Project is another good one, as it's more than just a Campaign Book. |
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Kayle Skolaris Lieutenant Commander
Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Tue Nov 14, 2006 3:00 am Post subject: |
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Not every freighter. Not nearly every freighter. But definitely enough to give you a fine selection to choose from. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue Nov 14, 2006 8:37 pm Post subject: |
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Far Orbit, pg 30 _________________ Blasted rules. Why can't they just be perfect? |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Tue Nov 14, 2006 8:47 pm Post subject: |
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Boy, this book must be one of the greatest sources of little-known treasures! It's got a bunch of these little "house-rules" sprinkled about and that magnificent deckplan of the Nebulon B to boot!
These hit-location rules are off to a good start, but I think damage could be handled better. The objective with these rules in the book is really to hit a ship with little fear of actually destroying it, so it's actually a counter-productive rule, only useful if your goal is really to capture the ship as intact as possible. However if what you want is simply a different strategical approach to knocking out a ship, the the benefits are not worth the added difficulty. _________________ "He's Gry Sarth, of course he has the stats for them." |
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MA-3PO Lieutenant Commander
Joined: 17 Apr 2005 Posts: 236 Location: Olathe, Kansas
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Posted: Wed Nov 15, 2006 12:32 am Post subject: |
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Gry Sarth wrote: | Boy, this book must be one of the greatest sources of little-known treasures! It's got a bunch of these little "house-rules" sprinkled about and that magnificent deckplan of the Nebulon B to boot!
These hit-location rules are off to a good start, but I think damage could be handled better. The objective with these rules in the book is really to hit a ship with little fear of actually destroying it, so it's actually a counter-productive rule, only useful if your goal is really to capture the ship as intact as possible. However if what you want is simply a different strategical approach to knocking out a ship, the the benefits are not worth the added difficulty. | Yeah, that's why I was looking for those other rules I swore I saw. Years ago I was playing under a GM who had mostly 1st ed and early 2nd ed books. I don't own many 1st ed so I wonder if it was in there. They were good rules though. I found that a torpedo run against a Star Destroyers bridge wasn't as nearly effective as it had been playing the X-wing PC game. I flew all over that Star Destroyer trying out different hit locations before I flew straight into a barrage of green turbolaser fire, reducing me and my ship to our component molecules. |
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Kayle Skolaris Lieutenant Commander
Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Wed Nov 15, 2006 1:06 am Post subject: |
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Yes, well the X-Wing game fudges things a LOT for playability. A 12.5 meter fighter should NOT be capable of disabling a 1600 meter destroyer. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Nov 15, 2006 2:56 am Post subject: |
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True dat..
Hows about something like this..
Weaponry positions on cap ships have 2d less hull rating, and if the ship is within 50M is under their shields. So to target a weapons positoin specifically you would use the character base of -2d/-4d/-8d for targeting ( i would default to -4d here, -2d for batteries). If it hits, then you roll against the weapon itself rather than the full hull of the cap ship//
Now how to make rolls to see if a ship gets under neath the shields.. _________________ Confucious sayeth, don't wash cat while drunk! |
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MA-3PO Lieutenant Commander
Joined: 17 Apr 2005 Posts: 236 Location: Olathe, Kansas
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Posted: Wed Nov 15, 2006 10:26 am Post subject: |
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Kayle Skolaris wrote: | Yes, well the X-Wing game fudges things a LOT for playability. A 12.5 meter fighter should NOT be capable of disabling a 1600 meter destroyer. | Yet, it seemed possible and believable when I was 14. Thank goodness the RPG blasted me into reality. |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Wed Nov 15, 2006 1:34 pm Post subject: |
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now it is possible to take out a capital with a snubfighter. As per the movies, when the a-wing took out the bridge, the executor was sucked into the gravity of the death star. Now a series of malfunctions made that possible. First, the engines were on at the moment, so they continued to help push it in that direction slowly. Second, the secondary bridges command pathways failed so they could not take over the ship. Third, they did not call engineering to have them manually put the engines on reverse. so yea, it is possible by some convienient fluke and good luck it can happen _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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Maur Cadet
Joined: 18 Jul 2006 Posts: 24
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Posted: Wed Nov 15, 2006 1:40 pm Post subject: |
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IIRC the shields that are projected out from the ship are supposed to be the ray shields and as such only stop energy attacks. You can still fly through them physically (see Ep IV as they approach the Death Star). The particle shielding is just part of the hull to help deal with micrometeorites as well as incoming projectiles (e.g. an a-wing on a collision course). _________________ http://www.frappr.com/d6meetandgreet |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Wed Nov 15, 2006 2:39 pm Post subject: |
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I never much cared for this definition that the particle shield is sort of part of the hull. You have the hull and then you have two types of shield: energy and particle.
The rulebook states that particle shields are engaged at all times, unless the ship is launching fighters or missiles, in which case the ship's Hull should be reduced by -2D. On top of that you can engage your energy shield, which will add to your Hull in deflecting energy attacks. For me that is very much wrong. IF the particle shield is just part of the Hull score, then why should it count when defending against energy attacks? I think it's much simpler and correct to say that your Shield rating is both your particle and energy shields (like a piece of armor that grants +1D against physical and energy attacks). If you can time a missile attack to the exact moment your target is launching fighters or projectiles, then your target wouldn't get to add his Shields to resist the damage.
Besides that, I don't think it should be normally possible to fly under a capital ship's shields. They should be pretty close to the surface so that you would have to be scraping against it to get a shot out. And that's if the particle shields are out. It could be possible, but it's not something you would ordinarily do in combat. _________________ "He's Gry Sarth, of course he has the stats for them." |
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