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Rahl Jynco Sub-Lieutenant
Joined: 03 Mar 2004 Posts: 53 Location: Tucson, AZ
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Posted: Mon Mar 08, 2004 10:52 pm Post subject: Mag pulse and Advanced Missiles/Torps |
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Did any of you ever play the old PC game Xwing vs. TIE Fighter? In it they had these things called Mag pulse missiles that were basically ION damage instead of regular. Also they had Advanced versions of the Concussion Missile and Proton Torpedo. I went back and played the game a while ago and decided I would write something up for them. I was wondering if anyone has either seen these items already written up or has made there own stats for them? I'm writting them up now and I'll post them after using them in a gaming senerio, (just to make sure they work right) _________________ Drive It like you stole it...
I deal with temptation by giving in... |
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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: Mon Mar 08, 2004 11:53 pm Post subject: |
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Never written 'em up, but saw 'em in Star Wars: X-Wing Alliance. The same game where I got my beautiful YT-2000.
I think they were also in Star Wars: Tie Fighter, but I can't recall exactly right now.
They'd be rare. It's alot easier to make things that go "Boom" and blow stuff up right some good!!!
OK, now my Northern Redneck Roots are showing. |
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Rahl Jynco Sub-Lieutenant
Joined: 03 Mar 2004 Posts: 53 Location: Tucson, AZ
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Posted: Tue Mar 09, 2004 1:25 am Post subject: |
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I was thinking along the same lines. My group is playing in the Star Wars EP 4 time frame and I thought it would be cool if someone had stolen some from a convoy coming from a secret Imperial weapons research area, on their way to Emperor Palpetine. My guys get involved somehow and adventures aplenty. Coarse thats just an Idea I was throwing around. _________________ Drive It like you stole it...
I deal with temptation by giving in... |
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obidancer Lieutenant Commander
Joined: 20 Mar 2004 Posts: 230 Location: New York, NY
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Posted: Mon Apr 12, 2004 8:56 am Post subject: |
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Assault Gunboat from Secrets of the Sisar Run have some sort of Ion missiles. I must say that I quite love them. Here are the stats:
1 Ion Torpedo Launcher
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D+1
Space Range: 1/3/7
Atmosphere range: 50-100/300/700
Damage: 7D (ionization) |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Wed May 05, 2004 11:00 am Post subject: |
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Here's the deal. If I remember correctly, ion cannons are not effected by starship shields (in the RPG, not the computer game). But the MagPulse weapon relies on umm... a magnetic pulse, an energy weapon correct? |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Fri Jul 30, 2004 2:39 am Post subject: |
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I've never played the full version of X-wing vs. TIE Fighter, but I played with those babies in TIE Fighter. Rather nice when you don't have ion cannons. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14171 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jul 21, 2005 12:43 am Post subject: |
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The way i run those mag pulses, is they are 6d damage (ion). As to the heavy bombs, advanced missiles/torps, i asked about them over on the holonet, and got 12d for the bombs, 1/2/3 range, and 1d bonus to the advanced missiles and torps. _________________ Confucious sayeth, don't wash cat while drunk! |
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Soniv Lieutenant Commander
Joined: 11 Jul 2005 Posts: 210
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Posted: Thu Jul 21, 2005 1:55 am Post subject: |
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The way I remember Mag Pulses in XvT, they simply disabled weapons firing. The way I would handle it, then, is that a Mag Pulse reduces all weapon Fire Control codes to 0D, and requires either five rounds of waiting or a Difficult <ship type> repair roll to enable weapons fire. |
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