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Surface-to-air/Anti-Aircraft missiles
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Cpkeyes
Cadet
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Joined: 06 Jun 2017
Posts: 24

PostPosted: Sun Sep 03, 2017 7:02 pm    Post subject: Surface-to-air/Anti-Aircraft missiles Reply with quote

So, I just had a shower thought and am thinking of just making up a Surface-to-air missile but I'm not sure on how it would stated.

Any thoughts?
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Wajeb Deb Kaadeb
Commodore
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Joined: 07 Apr 2017
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PostPosted: Sun Sep 03, 2017 7:25 pm    Post subject: Reply with quote

I'd probably start by examining the various Ground-to-Oribit lasers and portable missile launchers provided in the game.
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Bren
Vice Admiral
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Joined: 19 Aug 2010
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PostPosted: Sun Sep 03, 2017 8:17 pm    Post subject: Reply with quote

One example is the Portable Missile Launcher called the PLX-2, or "Plex," combination missile and rocket launcher. It's made by Merr-Sonn and it's described in the Imperial Sourcebook on pages 121-122.
Quote:
Portable Missile Launcher
Model: Merr-Sonn PLX2 "Plex"
Type: Portable anti-vehicle missile launcher
Scale: Character
Skill: Missile weapons: Plex
Ammo: 2
Cost: 4,000
Availability: 2. X
Range: 25-100/300/500 ("dumb" rocket mode; GAM mode
gives the missile a "target" lock range of 25-500/1/2 km;
if roll to hit the target fails but is within five of the
difficulty number, the missile has achieved a "target
lock" on the target. The missile has a "tracking" ability of
4D, moves 550 meters per move and may roll once per
round to hit the target, with a maximum range of 40
kilometers. If tracking rolls miss the difficulty number by
a total of 10 or more, the missile has lost its target)
Damage: 60

IIR there are other examples scattered throughout the various sourcebooks and adventures.
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Wajeb Deb Kaadeb
Commodore
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PostPosted: Sun Sep 03, 2017 8:37 pm    Post subject: Reply with quote

I assumed he knew about the PLEX and was talking about large, turret based missile launchers--which I don't think I've seen anywhere in D6 Star Wars.

But, maybe he is talking about the SW version of an RPG. I'm not sure.
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Cpkeyes
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PostPosted: Sun Sep 03, 2017 10:15 pm    Post subject: Reply with quote

Wajeb Deb Kaadeb wrote:
I assumed he knew about the PLEX and was talking about large, turret based missile launchers--which I don't think I've seen anywhere in D6 Star Wars.

But, maybe he is talking about the SW version of an RPG. I'm not sure.

Turret based, like this https://i.ytimg.com/vi/bReJlWz6PNc/maxresdefault.jpg.
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Wajeb Deb Kaadeb
Commodore
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PostPosted: Sun Sep 03, 2017 11:21 pm    Post subject: Reply with quote

Your pic didn't show for me, but I get the idea. I'd probably take something like the PLEX, or one of the other carried missile launchers, then upscale it and tweak the stats to taste, using some of the ground to orbit weapons that are in the game as a gauge.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Sep 04, 2017 1:26 am    Post subject: Reply with quote

I came up with a whole bunch of rules for guided missiles on starfightershere. For simplicity's sake, I planned on giving ground vehicles the capability to fire them as well.
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garhkal
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Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Sep 04, 2017 1:36 pm    Post subject: Reply with quote

One of my modules has Sam sites in it and this is what i went with..

Each S.A.M. site consists of 2 four-shot launchers with an Automated Response Unit (which if taken out neutralizes the site).
This A.R.U. has 60km for range of sensors, and 6d for a sensor skill. Once an enemy has been detected, the ARU launches 2 missiles at the target, shooting with a 6d+2 fire control.
If they hit, they cause 6d+2 damage. This is Walker scale due to most enemy ships are walker scale.
Missiles launched have a speed of 560 and a 4 round flight time before they run out of fuel, and so can continue to try and hit the target (by active locking on).
If 2 straight rounds go by with a 10 or more difference between the target’s Dodge and the “to hit” roll, the lock is lost for good and the missile just goes till it runs out of fuel, BUT disarms itself.
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thedemonapostle
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Joined: 02 Aug 2011
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Location: Texas

PostPosted: Mon Sep 04, 2017 7:36 pm    Post subject: Reply with quote

garhkal wrote:
Missiles launched have a speed of 560


is this in km/h or its movement rate?
at 560 km/h thats 347.968 mph and thats way too slow.
even at 560 move that translates to roughly 1,606.5 km/h, according to movement chart extrapolations. and thats 998.233 mph or roughly mach 1.3. by way of comparison the RIM-174 Standard ERAM travels at Mach 3.5 and the Terminal High Altitude Area Defense anti-ballistic missile defense system travels at Mach 8.24. even an old shoulder fired FIM-43 Redeye travels at Mach 1.7. so in my opinion, the speed of your SAM's needs to come up.
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Raven Redstar
Rear Admiral
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Joined: 10 Mar 2009
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Location: Salem, OR

PostPosted: Mon Sep 04, 2017 8:52 pm    Post subject: Reply with quote

Something to consider, most starships have at most a space rating of 10, which means they hit 1,200km/h in atmosphere, making them faster than those missiles.

These will do fine against any slower moving ships, but not against fighters or fast freighters.
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garhkal
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Joined: 17 Jul 2005
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Sep 05, 2017 12:07 am    Post subject: Reply with quote

560 is its MOVE rating. Looking at most 'stock ships.. we see for fighters;
Z-95, Atmosphere MOVE of 400.
Gauntlet fighter Atmosphere move of 295
Y-wing - 350
Xwing -365
Bwing - 330
A-wing - 450
Tie defender - 520
Tie advanced - 515
Scimitar assault bomber - 295
Tie fighter - 415
Tie interceptor - 435.

So at 560, it can catch upto all of those, unless THOSE ships do 'double or quad move
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