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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14233 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Dec 27, 2015 4:09 pm Post subject: Adding weapons to walkers/speeders? |
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In the various books we see costs and difficulties for adding weapons to starships (and even cap ships).. But what of doing the same for walkers/speeders? like say my character has a MVD-1 Aeroflitter airspeeder and i wanted to add a paired laser cannon to it (effectively making it a combat airspeeder), or i had one of those personal walkers from Galadiniums i wanted to add a missile launcher too..
what would the cost/difficulty be?? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Dec 29, 2015 3:18 pm Post subject: |
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I would suggest starting with the stats listed in Tramp Freighters and just adjusting for scale. _________________ "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.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14233 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Dec 30, 2015 12:15 am Post subject: |
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So base the cost in Tramp as that for a SF scale, then take it down by 2/3rds for speeder and 1/3rd for walker? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 30, 2015 12:26 am Post subject: |
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garhkal wrote: | So base the cost in Tramp as that for a SF scale, then take it down by 2/3rds for speeder and 1/3rd for walker? |
Or keep the cost the same but shift the damage up 2D or 4D depending on the vehicle scale. Personally, I've always thought WEG got the fire control dice values on that chart inverted...
But for instance, a light blaster cannon from Tramp Freighters only weighs 1 mt, for 1D damage. But mounting it on a Speeder-Scale vehicle and shifting the weapon to Speeder Scale bumps the damage to 5D. _________________ "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.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Dec 31, 2015 5:31 pm Post subject: |
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In fact, if you're interested, I'm going to be reworking the weapon systems on the vehicles from the core sourcebook. Because of my scale system putting starfighters between walkers and speeders, a lot of the weapons end up being overlapped, and vehicle mounted weapons end up on par with what we see mounted on starships. For example, with Walker being +2D above Starfighter in my version, the twin Heavy Laser Cannon on an AT-AT end up being individually equal to the Heavy Laser Cannon on a B-Wing.
Basically, what I'm looking at is making Blaster Cannon the next step up from the Heavy Repeating Blaster; basically the SWU equivalent of 20, 25 and 30mm cannon. Laser Cannon would be the next step up: effectively the equivalent of WWII-era tank cannon (some of which were actually mounted on tank-killer aircraft during the war). _________________ "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.
The CRMcNeill Stat/Rule Index
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