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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Sun Jul 19, 2015 2:18 pm Post subject: Turbo lasers on freighters?? |
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Can a freighter support a turbo laser? _________________ No matter where you go, there you are... |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14172 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jul 19, 2015 2:43 pm Post subject: |
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Turbos on a civilian freighter are iirc already a no go. A quad pack would imo be so illegal, any LE ship that scanned you would consider the freighter "Target #1" for capture/destroying.: _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jul 19, 2015 3:19 pm Post subject: |
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Bobmalooga wrote: | Can a freighter support a turbo laser? |
GG6 offers turbolaser as a cannon option for space transports, so the basic idea is there. Historically, later in the Eastern Front during WWII, Stukas were reconfigured from dive bombers to gun platforms, carrying cannon equal in size to those found on some tanks at the time.
The main obstacle under the RAW is the limitation on fire-linking (no more than three cannon). My solution to this is to allow the daisy-chaining of fire-linking at increased price and difficulty, so that you can get a quad laser cannon by dual-linking two sets of dual linked cannon, just at double normal cost to fire link and +5 difficulty. _________________ "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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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Sun Jul 19, 2015 7:36 pm Post subject: |
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The RX-4 Patrol Ship (p. 77, Pirates & Privateers) has twin turbolasers and a capital-scale ion cannon (but you can only shoot it once every 10 hrs, so make it count).
Now both the turbolasers listed in P&P and GG6 appear to be starfighter scale (apparently this is possible) and are illegal outside of law enforcement or security permit. If you want a capital-scale weapon, that's super illegal, probably to the point that authorities just assume you're a pirate and start shooting. Couple that with the insane power requirements and it's a headache.
It's definitely feasible, you just have to sacrifice enough cargo space and weight for the extra reactors and capacitors and be prepared to out talk, out run, or out gun any law enforcement types. _________________ Aha! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14172 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jul 20, 2015 12:30 am Post subject: |
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Also, merely having it will also mark your ship as a prize worthy of getting stolen by thieves. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jul 20, 2015 12:49 am Post subject: |
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garhkal wrote: | Also, merely having it will also mark your ship as a prize worthy of getting stolen by thieves. |
In the unlikely event that you would leave such a heavily armed vessel just sitting out in the open at some port somewhere, you would attract official attention long before thieves could get near it. A ship like this would really only be feasible for a government, the Alliance or pirates, and the later two would have them parked in hidden bases when they weren't on missions. As for governments? They have the resources to put the ship behind layers of armed guards and other security measures.
So yes, thieves certainly would love to get their hands on a ship like this. That doesn't mean doing so would be easy, or even possible. _________________ "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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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Mon Jul 20, 2015 7:17 pm Post subject: |
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I'd say leave the consequences to the owner. If the campaign would benefit from a turbo laser mounded on a jet pack and the character has either the technical or financial wherwithal to make it happen, so be it. If he gets killed over it, so be it. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jul 20, 2015 7:41 pm Post subject: |
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A light freighter reconfigured as a gun platform would be useful as a starbomber variant, as well. With 100 metric tons or so to work with, and using the daisy-chaining method I suggested above, a light freighter could tack on multiple, fire-linked turbolaser cannon (at 5 metric tons apiece). Depending on which coordination method you use, the coordination bonuses for fire-linking multiple weapons together can scale up relatively quickly to something that has the potential to damage small capital ships.
Naturally, there should be some limitations put in place. Even though the rules don't say so, putting a half dozen or more turbolasers on a light freighter is going to provide a severe strain on the ship's power systems. Off the top of my head, I would require the installation of such a massive weapons array to include some form of secondary reactor or power capacitor to provide the necessary energy to fire it, as well as applying a relatively low fire rate, at least 1/2 or lower. That system alone will eat up most of the ship's usable cargo capacity, not to mention the fact that the ship will also need greater durability and performance enhancement to survive up-close to the kinds of targets it is likely to be used against. _________________ "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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14172 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jul 20, 2015 11:45 pm Post subject: |
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crmcneill wrote: | Off the top of my head, I would require the installation of such a massive weapons array to include some form of secondary reactor or power capacitor to provide the necessary energy to fire it, as well as applying a relatively low fire rate, at least 1/2 or lower. That system alone will eat up most of the ship's usable cargo capacity, not to mention the fact that the ship will also need greater durability and performance enhancement to survive up-close to the kinds of targets it is likely to be used against. |
In sparks, one of our longer term players did just that, getting a quad turbolaser attached to his HT-2200 freighter, and the GM who oversaw the installation, had it have a Fire rate of 1 shot every 4 rounds for power up, and it needed its own power generator (an additional 10 tons iirc of equipment).. _________________ Confucious sayeth, don't wash cat while drunk! |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Jul 21, 2015 6:46 pm Post subject: |
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I remember the old Traveller Spine Cannons, essentially a cannon in the ships core which the ship was built around. Limited fire arc iirc but helluva punsch!! _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jul 21, 2015 7:47 pm Post subject: |
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ZzaphodD wrote: | I remember the old Traveller Spine Cannons, essentially a cannon in the ships core which the ship was built around. Limited fire arc iirc but helluva punsch!! |
Another reference is from the Honorverse, where the Shrike-Class Light Attack Craft was built around a spinal-mounted graser equal in power to the main armament on a battlecruiser, even though the ship was comparatively tiny and only carried a crew of 10. _________________ "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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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 782
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Posted: Mon Oct 19, 2015 2:16 pm Post subject: |
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I'd say a bulk freighter, or other cap ship, would easily handle a turbolaser.
A turbolaser is something like 1/8 or 1/10 the volume of the Millennium Falcon, not including power supply. Putting cap ship weapons on starfighter scale ships and making them viable is a daunting task.
Rule of cool, however, often trumps Rules as Written
ROC > RAW |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14172 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Oct 19, 2015 11:36 pm Post subject: |
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Not for me it doesn't. Just cause it might be cool, doesn't mean i ignore the RAW for it. _________________ Confucious sayeth, don't wash cat while drunk! |
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 782
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Posted: Tue Oct 20, 2015 2:19 am Post subject: |
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I don't presume to speak for you Garhkal. I have new players and old players and I have to find a balance between rules and fun. |
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James43 Cadet
Joined: 05 Nov 2015 Posts: 1
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Posted: Fri Nov 06, 2015 12:31 am Post subject: tobo laser |
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has anyone seen d6 space? this is what the d6 star wars is based on. |
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