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Ships Weapons Price List
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denderan marajain
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PostPosted: Fri Jun 20, 2014 6:20 am    Post subject: Ships Weapons Price List Reply with quote

i want to introduce my Ships Weapons List. Smile


The Prices are basic calculation and varies in availability and legality of the specific weapon. There are also "modificatons" of the space Range and the basic Fire Control.

Starfighter Scale Missile Weapons:

• Light Concussion Missile Launcher (Damage: 6D) Cost: 3000 (500 per Missile) 16 Missiles maximum, FC 2D
• Medium Concussion Missile Launcher (Damage: 7D) Cost: 5000 (750 per Missile) 12 Missiles maximum, FC 2D
• Heavy Concussion Missile Launcher (Damage: 8D) Cost: 7500 (1000 per Missile) 10 Missiles maximum, FC 1D
• Proton Torpedo Launcher (Damage: 9D) Cost: 6000 (800 per Torpedo) 12 Torpedos maximum, FC 2D
• Heavy Proton Torpedo Launcher (Damage: 10D) Cost: 8500 (1250 per Torpedo) 8 Torpedos maximum, FC 2D
• Shield Disabling Torpedo Launcher (Damage: 10D/5D)Cost: 8000 (1500 per Torpedo) 4 Torpedos maximum, FC 1D
• Ion Bomb Rack (Damage:5D/4D/3D Ionization) Cost: 4000 (750 per Bomb) maximum 4 Bombs, FC 1D
• Light Space Mine Launcher (Damage: 7D) Cost: 5000 (750 per Mine) 12 Mines maximum, FC 1D, 3 Space Units, Very difficult roll, Ion Damage available
• Medium Space Mine Launcher (Damage: 8D) Cost: 7500 (1000 per Mine) 10 Mines maximum, FC 1D, 4 Space Units Difficult Sensor roll, Ion Damage available
• Heavy Space Mine Launcher (Damage: 9D) Cost: 10000 (1200 per Mine ) 6 Mines maximum, FC 1D, 4 Space Units, moderate Sensor roll, Ion Damage available
• Warhead Launcher Heavy Rocket (Damage: 11D) Cost: 12000 (2500 per Rocket) 6 Rockets maximum, FC 1D
• Warhead Launcher Medium Space Bomb( Damage: 11D) Cost: 14000 (3000 per Bomb) 6 Bombs maximum, FC 1D
• Warhead Launcher Heavy Space Bomb (Damage: 12D) Cost: 16000 (3500 per Bomb) 4 Bombs maximum, FC 1D

Starfighter Scale Weaponry:
Blaster Weapons:
• Light Blaster Cannon (Damage: 2D) Range (1-5/10/17) Cost: 2500, FC 2D
• Medium Blaster Cannon (Damage: 3D) Range(1-5/10/17) Cost: 3500, FC 2D
• Heavy Blaster Cannon (Damage: 4D) Range (1-7/15/20) Cost: 6000, FC 2D
• Turbo Blaster Cannon (Damage: 5D) Range (1-7/15/20) Cost: 7000, FC 2D
• Assault Blaster Cannon (Damage: 6D) Range (1-9/18/24) Cost: 10000, FC 2D

Laser Weapons:
• Point Laser Cannon (Damage: 2D) Range (1-3/12/25) Cost: 3000, FC 3D
• Light Laser Cannon (Damage: 3D) Range (1-3/12/25) Cost: 4000, FC 2D
• Medium Laser Cannon (Damage: 4D) Range (1-3/12/25 Cost: 5000, FC 2D
• Heavy Laser Cannon (Damage: 5D) Range (1-5/15/30) Cost: 7500, FC 1D
• Turbolaser Cannon (Damage:6D) Range (1-5/15/30) Cost: 10000, FC 1D
• Assault Laser Cannon (Damage: 7D) Range(1-6/16/32) Cost: 16000, FC 1D
Ion Weapons:
• Light Ion Cannon (Damage: 2D) Range (1-3/7/36) Cost: 3000, FC 3D
• Medium Ion Cannon (Damage: 3D) Range (1-3/7/36) Cost: 4500, FC 2D
• Heavy Ion Cannon (Damag:4D) Range (1-4/10/40) Cost: 6000, FC 2D
• Turbo Ion Cannon (Damage:5D) Range(1-5/12/40) Cost: 8500, FC 1D
• Heavy Turbo Ion Cannon(Damage:6D) Range (1-5/12/40) Cost: 11500, FC 1D
• Assault Ion Cannon(Damage: 7D) Range( 1-7/15/40) Cost: 15000, FC 1D
Beam Weaponry:

• Light Tractor Beam (Damage: 4D) Range (1-3/12/20) Cost: 4000, FC 2D
• Medium Tractor Beam (Damage: 5D) Range (1-3/12/20) Cost: 5000, FC 2D
• Heavy Tractor Beam (Damage: 6D) Range(1-5/15/25) Cost: 7500, FC 1D
• Assault Tractor Beam (Damage: 7D) Range( 1-7/18/30) Cost: 12500, FC 1D

Capital Scale Missile Weapons:
• Light Concussion Missile Launcher (Damage: 7D) Cost: 16000 (2000 per Missile FC 2D
• Medium Concussion Missile Launcher (Damage:8D) Cost: 20000 (3000 per Missile FC 2D
• Heavy Concussion Missile Launcher (Damage: 9D) Cost: 30000 (4000 per Missile) FC 1D
• Proton Torpedo Launcher (Damage: 6D) Cost: 12000 (1000 per Torpedo) FC 2D
• Heavy Proton Torpedo Launcher (Damage: 7D) Cost: 16000 (1500 per Torpedo) FC 2D
• Light Space Mine Launcher (Damage: 6D) Cost: 20000 (2000 per Mine) FC 1D, 4 Space Units, very difficult roll, Ion Damage available
• Medium Space Mine Launcher (Damage: 7D) Cost: 25000 (2500 per Mine) FC 1D, 5 Space Units, Difficult Sensor roll, Ion Damage available
• Heavy Space Mine Launcher (Damage: 8D) Cost: 35000 (3000 per Mine ) FC 1D, 5 Space Units, moderate Sensor roll, Ion Damage availabe
• Ion Pulse Wave Mine (Damage 7D/6D/5D/4D – Ion Damage)), Space Units (0-2/5/8/12) Cost: 50000 (7500 per Mine) FC 2D, very difficult Sensor roll

Capital Scale Laser/Blaster Weapons (Starfighter Scale):

• Light Blaster Cannon (Damage: 2D) Range (1-10/25/40) Cost: 8000, FC 2D
• Medium Blaster Cannon (Damage: 3D) Range(1-10/25/40) Cost: 10000, FC 2D
• Heavy Blaster Cannon (Damage: 4D) Range (1-10/25/40) Cost: 12000, FC 2D
• Point Laser Cannon (Damage: 2D) Range (1-5/30/50) Cost: 10000, FC 3D
• Light Laser Cannon (Damage: 3D) Range (3-7/30/50) Cost: 14000, FC 2D
• Medium Laser Cannon (Damage: 4D) Range (3-7/30/50 Cost: 16000, FC 2D
• Heavy Laser Cannon (Damage: 5D) Range (3-7/30/50) Cost: 20000, FC 1D

Capital Scale Laser Weapons (Capital Scale):
• Light Laser Cannon (Damage: 3D) Range (3-15/35/75) Cost: 12000, FC 2D
• Medium Laser Cannon (Damage: 4D) Range(3-15/35/75) Cost: 15000, FC 2D
• Heavy Laser Cannon (Damage: 5D) Range (3-15/35/75) Cost: 18000, FC 2D
• Turbolaser(Damage: 5D) Range (3-20/40/80) Cost: 20000, FC 2D
• Heavy Turbolaser Cannon (Damage: 6D) Range (3-20/40/80) Cost: 25000, FC 1D
• Laser Cannon Batterie (Damage: 6D) Range(3-15/40/75) Cost: 22500, FC 2D
• Heavy Laser Cannon Batterie (Damage:7D) Range (3-15/40/75) Cost: 30000, FC 1D
• Assault Turbolaser Cannon (Damage: 8D) Range (3-20/45/80)Cost: 40000, FC 1D
• Turbolaser Batterie (Damage: 9D) Range (3-20/50/85) Cost: 50000, FC 0D
• Heavy Turbolaser Batterie (Damage: 10D) Range (3-20/50/100) Cost: 60000, FC 0D


Capital Scale Ion Weapons (Capital Scale):
• Light Ion Cannon (Damage: 2D) Range (1-10/25/50) Cost: 12000, FC 3D
• Medium Ion Cannon (Damage: 3D) Range (1-10/25/50) Cost: 15000, FC 2D
• Heavy Ion Cannon (Damag:4D) Range (1-10/25/50) Cost: 18000, FC 2D
• Turbo Ion Cannon (Damage:5D) Range(1-15/35/60) Cost: 20000, FC 1D
• Heavy Turbo Ion Cannon(Damage:6D) Range (1-15/35/60) Cost:25000, FC 1D
• Assault Ion Cannon(Damage: 7D) Range( 1-20/50/80) Cost: 30000, FC 1D
• Turbo Ion Batterie (Damage: 8D) Range (1-25/50/80) Cost: 40000, FC 0D
• Heavy Turbo Ion Batterie (Damage: 9D) (1-25/50/80) Cost: 50000, FC 0D





Capital Scale Beam Weapons (Capital Scale):

• Light Tractor Beam (Damage: 4D) Range (1-5/15/30) Cost12000, FC 2D
• Medium Tractor Beam (Damage: 5D) Range (1-5/15/30) Cost: 18000, FC 2D
• Heavy Tractor Beam (Damage: 6D) Range(1-10/25/50) Cost: 25000, FC 1D
• Assault Tractor Beam (Damage: 7D) Range( 1-10/25/50) Cost: 30000, FC 1D
• Tractor Beam Batterie (Damage: 8D) Range (1-12/30/60) Cost: 40000, FC 1D
• Heavy Tractor Beam Batterie (Damage: 9D) Range (1-15/30/60) Cost: 50000, FC 1D
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garhkal
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PostPosted: Fri Jun 20, 2014 4:23 pm    Post subject: Reply with quote

What's the range difference between the light, medium and regular (heavy) concussion missiles? What of the heavy proton torp, and shield busting torp?
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denderan marajain
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PostPosted: Fri Jun 20, 2014 4:26 pm    Post subject: Reply with quote

We do not have different ranges for the missiles/Torpedos


Only a maximum Range which is limited by the search Sensor code
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garhkal
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PostPosted: Sat Jun 21, 2014 1:10 am    Post subject: Reply with quote

So other than a cheaper cost, there is no real in game benefit to getting the lighter missiles.
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Raven Redstar
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PostPosted: Sat Jun 21, 2014 9:22 am    Post subject: Reply with quote

Quote:
So other than a cheaper cost, there is no real in game benefit to getting the lighter missiles.


You can carry more of them.

Quote:
i want to introduce my Ships Weapons List. Smile


The Prices are basic calculation and varies in availability and legality of the specific weapon. There are also "modificatons" of the space Range and the basic Fire Control.


Interesting, thanks for sharing. Do you have a tonnage costs for installing the various weapon systems?
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denderan marajain
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PostPosted: Mon Jun 23, 2014 11:39 am    Post subject: Reply with quote

garhkal wrote:
So other than a cheaper cost, there is no real in game benefit to getting the lighter missiles.


sorry i forgot some rules

to Hit:

Heavy Concussion Missile = Skill + Fire Control
Medium Concussion Missile = Skill + Fire Control + 1D
Light Concussion Missile = Skill + Fire Control +2D

the xD symbolizes the Speed and Maneuverability of the Missile

The Move of the Missile (Space)

H. Concussion Missile =15 1st Round/30 2nd Round/45 3rd Round/60 4th/5th etc. Round

M. Concussion Missile =18 1st Round/36 2nd Round/54 3rd Round/72 4th/5th etc. Round

L. Concussion Missile =20 1st Round/40 2nd Round/60 3rd Round/80 4th/5th etc. Round

They have fuel for 10/8/6 rounds
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denderan marajain
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PostPosted: Mon Jun 23, 2014 11:40 am    Post subject: Reply with quote

Raven Redstar wrote:
Quote:
So other than a cheaper cost, there is no real in game benefit to getting the lighter missiles.


You can carry more of them.

Quote:
i want to introduce my Ships Weapons List. Smile


The Prices are basic calculation and varies in availability and legality of the specific weapon. There are also "modificatons" of the space Range and the basic Fire Control.


Interesting, thanks for sharing. Do you have a tonnage costs for installing the various weapon systems?


What do you mean exactly?
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Ral_Brelt
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PostPosted: Mon Jun 23, 2014 1:44 pm    Post subject: Reply with quote

The way the game handles adding gear to a ship is to have a tonnage cost to your cargo capacity. This accounts for bracing, power requirements, lift requirements, etc.
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denderan marajain
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PostPosted: Mon Jun 23, 2014 5:00 pm    Post subject: Reply with quote

We do Not have a rule for that
We do it Thumbs tune Pi Smile
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denderan marajain
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PostPosted: Sun Jun 29, 2014 3:53 am    Post subject: Reply with quote

garhkal wrote:
So other than a cheaper cost, there is no real in game benefit to getting the lighter missiles.


Are there any other questions?
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garhkal
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PostPosted: Sun Jun 29, 2014 2:26 pm    Post subject: Reply with quote

Yes. Was it intentional you made every weapon a flat D only on damage/fire control, and they all shift up 1 full D each category?
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denderan marajain
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PostPosted: Mon Jun 30, 2014 12:25 pm    Post subject: Reply with quote

garhkal wrote:
Yes. Was it intentional you made every weapon a flat D only on damage/fire control, and they all shift up 1 full D each category?


This D is the "Basic D" this Weapon could have and in some points it is also the maximum
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Mojomoe
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PostPosted: Sun Jul 13, 2014 9:33 pm    Post subject: Reply with quote

So, you mentioned rules for modding things like Fire Control dice.

For example, the Millennium Falcon has Quad Lasers with a Damage of 6D and a Fire Control of 3D, Range of 1-2/12/25. The nearest I can see on your list is the:

Turbolaser Cannon (Damage:6D) Range (1-5/15/30) Cost: 10000, FC 1D

But the Range is higher, and the FC is much lower. Is there a good rule of thumb you've come up with for either increasing range (+/- credits) or increasing Fire Control (+/- credits?)

...Also, I just had a complete brain fart while reading the rules again -

When you have a Quad Laser Cannon with 6D damage, and you hit, do you roll 6D damage for the WHOLE THING (which is what we've always done), or 6D PER BARREL, so 24D?

I feel very foolish that I don't know the answer.
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denderan marajain
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PostPosted: Mon Jul 14, 2014 2:12 am    Post subject: Reply with quote

The falcon has 4 light Laser cannon. One does 3D, fire-linked 6D

Rest when i get home
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jmanski
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PostPosted: Mon Jul 14, 2014 6:27 pm    Post subject: Reply with quote

Actually, I think it's 4 mediums: 1 cannon for 4d, 2 for 5d, and all 4 for 6d.
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