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Handheld weapon against starships
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 29, 2024 10:45 am    Post subject: Reply with quote

garhkal wrote:
I think most air craft stingers would get used against would be walker scale..

There aren’t any Walker-Scale aircraft in the game (or if there are, they’re very rare). Stuff like this is why I made my own Scale house rule.
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"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.

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FVBonura
Lieutenant Commander
Lieutenant Commander


Joined: 24 Nov 2005
Posts: 137
Location: Central PA

PostPosted: Fri Nov 29, 2024 11:00 am    Post subject: Reply with quote

Scale is the most common complaint in this particular RPG but I would argue implementation "may" be the root cause of the problem. "Pirates and Privateers" gave us targeting specific parts of a ship as an optional rule and "D6 Space" gave us a damage bonus due to the precision bonus afforded to the smaller attacker.

In actual play I have seen players aim carefully at the coolant manifold on a ship, and hit the target, forcing the ship down due to overheating (as done by Han Solo to the "fake falcon" in "Heir to the Empire"). The accuracy bonus and its resultant damage bonus does tend to balance the scale problem in most cases. Your results may vary.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Nov 29, 2024 12:38 pm    Post subject: Reply with quote

My Scale System is arguably one of my more popular house rules, and I ended up using it in all of my homebrew and rewritten stats. I can appreciate what Far Orbit Project attempted, but all their optional rules seem to be missing essential components that make them truly useful. As far as Accuracy increasing Damage, I advocate for a ratio of 1-to-3 (as in, 1 bonus damage point for every 3 points of success on the Attack roll). For precision attacks against ship’s systems, I use this house rule.
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"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.

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FVBonura
Lieutenant Commander
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Joined: 24 Nov 2005
Posts: 137
Location: Central PA

PostPosted: Fri Nov 29, 2024 1:01 pm    Post subject: Reply with quote

I have used the 1-to-3 formula for at least a year before I paused my campaign. It is not overpowering. I remember someone at WEG testing 1-to-1 but I think that was too much. I will keep testing 1-to-3 in January as compared to 1-to-5, but it's rare anyone gets more than +1D damage unless there is lopsided scale in the battle.


Footnote: For those not familiar, in D6 Space for every 5 points your attack roll beats your opponent's defense roll, you do +1 pip of extra damage (a.k.a. 1-to-5). CRMcNeill has me testing at every 3 points better yields +1 damage (a.k.a. 1-to-3). Results are pending but promising.
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 14212
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Nov 29, 2024 4:18 pm    Post subject: Reply with quote

CRMcNeill wrote:
garhkal wrote:
I think most air craft stingers would get used against would be walker scale..

There aren’t any Walker-Scale aircraft in the game (or if there are, they’re very rare). Stuff like this is why I made my own Scale house rule.


When i write up 'air forces' for local planets (non space capable) i mostly see their ships as walker scale..
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