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thedemonapostle Commander
Joined: 02 Aug 2011 Posts: 257 Location: Texas
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Posted: Wed Sep 26, 2018 11:24 pm Post subject: Andromeda Ascendant weapon ranges |
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ive done a write up for Andromeda Ascendant and put it on the D6 Holocron
my issue is with the weapon ranges. for example:
antiproton cannons and point defense lasers have an effective range of 4 light seconds (1,200,000 km)
and travel at 99 Percent of the speed of light (PSL).
a defensive kinetic missile has an effective range of 6-8 light seconds (~1,800,000 km - 2,400,000 km).
and travel at 60-70 PSL.
an offensive kinetic missile has an effective range of 8-10 light minutes (~144,000,000km - ~180,000,000km).
and travel at 90-95 PSL.
smart missiles have an effective range of 1 AU (149,600,000km).
and travel at around 90 PSL.
(extended range smart missiles have an effective range of 3 AU (448,800,000km))
my main question is, what would be their actual space range and what would you put down for their atmosphere range?
by way of comparison, in star trek most energy weapons have a maximum effective range of 300,000 km, and most torpedoes have a maximum effective range of 4,050,000 km.
but for star wars turbolasers have a long range of 150 km and capital scale missiles/torpedoes have a long range of 120 km.
my dilemma is should i just go and calculate the ranges for the distance they can achieve in a single round, which is what im thinking i should do anyway, or cut down the atmo numbers so the look like they fit in better with the rest of star wars while not really fitting in within its own universe. but the main issue is what their space range ratings should be.
if i use real world comparisons, as seen in the max range thread, the ranges are going to be a lot more complicated than i was hoping for. _________________ Aim low, shoot high
I'm a pirate, need I say more?
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 27, 2018 12:30 am Post subject: |
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Star Wars turbolasers have a Long Range of 75 SUs. How far is that? As far as it needs to be. Adjust your stats accordingly. _________________ "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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Darklighter79 Captain
Joined: 27 May 2018 Posts: 529
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Posted: Thu Sep 27, 2018 2:13 am Post subject: |
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For the reference
TESB Ion Cannon
This one has range of 3 SU. _________________ Don’t Let the Rules Get in the Way of a Good Story. |
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Zarn Force Spirit
Joined: 17 Jun 2014 Posts: 698
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Posted: Thu Sep 27, 2018 2:17 am Post subject: |
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Hah, cool.
Last edited by Zarn on Thu Nov 01, 2018 3:50 pm; edited 1 time in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 27, 2018 8:40 am Post subject: |
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Darklighter79 wrote: | For the reference
TESB Ion Cannon
This one has range of 3 SU. |
That’s one of the more broken stats in the game. It should’ve had a range in kilometers so it could engage in orbital gunnery duels. Giving it a range of 3 SUs without defining where ships in space transition from SUs to kilometers renders it completely useless. _________________ "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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Darklighter79 Captain
Joined: 27 May 2018 Posts: 529
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Posted: Thu Sep 27, 2018 9:39 am Post subject: |
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Well, in the description there's mentioned low orbit (1SU), high orbit (3SU).
It's enough to check in any encyclopedia definition for low and high orbit, if hard numbers are needed. _________________ Don’t Let the Rules Get in the Way of a Good Story. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 27, 2018 9:44 am Post subject: |
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Darklighter79 wrote: | Well, in the description there's mentioned low orbit (1SU), high orbit (3SU).
It's enough to check in any encyclopedia definition for low and high orbit, if hard numbers are needed. | The problem is, if the rule itself is badly thought out, any numbers generated from it are likely to be badly thought out as well. _________________ "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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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Sep 27, 2018 4:16 pm Post subject: Re: Andromeda Ascendant weapon ranges |
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thedemonapostle wrote: | ive done a write up for Andromeda Ascendant and put it on the D6 Holocron
my issue is with the weapon ranges...
if i use real world comparisons, as seen in the max range thread, the ranges are going to be a lot more complicated than i was hoping for. |
I moved this thread from Official Rules to House Rules, but I'm not sure that is even correct. Is this a homebrew conversion of another sci-fi property for use in Star Wars D6? If so I'll leave it here. _________________ *
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 27, 2018 4:30 pm Post subject: |
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Since it has to do with weapon ranges, I would suggest putting it in the SVE&T section. _________________ "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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Darklighter79 Captain
Joined: 27 May 2018 Posts: 529
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Posted: Fri Sep 28, 2018 2:00 am Post subject: |
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On the other hand, to be fair:
This is "almost in range" for Millenium Falcon. Max range for quadlasers: 25 SU.
Few seconds later Falcon is caught in a DS tractor beam. By the way - range also 25 SU. _________________ Don’t Let the Rules Get in the Way of a Good Story.
Last edited by Darklighter79 on Fri Sep 28, 2018 5:55 pm; edited 1 time in total |
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thedemonapostle Commander
Joined: 02 Aug 2011 Posts: 257 Location: Texas
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Posted: Fri Sep 28, 2018 1:33 pm Post subject: |
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well based on the information provided here, this is what the ranges would look like
Defensive Missile-1-131,250/262,500/525,000SU; 1-262,500/525,000/1,050,000km
Offensive Missile-1-178,125/356,250/712,500SU; 1-356,250/712,500/1,425,000km
Smart Missile-1-169,088/338,176/676,353SU; 1-338,176/676,353/1,352,705km
Point Defense Laser-1-150,000/300,000/600,000SU; 1-300,000/600,000/1,200,000km
Antiproton Cannon-1-150,000/300,000/600,000SU; 1-300,000/600,000/1,200,000km
If I do what I did with the Star Trek conversion, the ranges would look like this:
Defensive Missile-1-131/262/525SU; 1-263/525/1,050km
Offensive Missile-1-178/356/713SU; 1-356/713/1,425km
Smart Missile-1-169/338/676SU; 1-338/676/1,353km
Point Defense Laser-1-150/300/600SU; 1-300/600/1,200km
Antiproton Cannon-1-150/300/600SU; 1-300/600/1,200km _________________ Aim low, shoot high
I'm a pirate, need I say more?
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Sep 28, 2018 1:37 pm Post subject: |
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Those ranges seem incredibly unbalancing. Any ship with that sort of weaponry will be untouchable in the SWU, as they can simply sit well outside of the range of even the most heavily armed capital ships in the game and snipe them with impunity. That's certainly not something I'd allow in my game. _________________ "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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Darklighter79 Captain
Joined: 27 May 2018 Posts: 529
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Posted: Fri Sep 28, 2018 2:15 pm Post subject: |
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thedemonapostle wrote: | well based on the information provided here, this is what the ranges would look like
Defensive Missile-1-131,250/262,500/525,000SU; 1-262,500/525,000/1,050,000km
Offensive Missile-1-178,125/356,250/712,500SU; 1-356,250/712,500/1,425,000km
Smart Missile-1-169,088/338,176/676,353SU; 1-338,176/676,353/1,352,705km
Point Defense Laser-1-150,000/300,000/600,000SU; 1-300,000/600,000/1,200,000km
Antiproton Cannon-1-150,000/300,000/600,000SU; 1-300,000/600,000/1,200,000km
If I do what I did with the Star Trek conversion, the ranges would look like this:
Defensive Missile-1-131/262/525SU; 1-263/525/1,050km
Offensive Missile-1-178/356/713SU; 1-356/713/1,425km
Smart Missile-1-169/338/676SU; 1-338/676/1,353km
Point Defense Laser-1-150/300/600SU; 1-300/600/1,200km
Antiproton Cannon-1-150/300/600SU; 1-300/600/1,200km |
Out of the curiosity: how does ST deals with combat, particularly speed vs weapon ranges, in order to keep the game dynamic and fun, without a necessary calculator and excel sheet?
Range update: DS vs Alderan - range up to 100 SU _________________ Don’t Let the Rules Get in the Way of a Good Story. |
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thedemonapostle Commander
Joined: 02 Aug 2011 Posts: 257 Location: Texas
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Posted: Fri Sep 28, 2018 3:14 pm Post subject: |
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Darklighter79 wrote: | Out of the curiosity: how does ST deals with combat, particularly speed vs weapon ranges, in order to keep the game dynamic and fun, without a necessary calculator and excel sheet? |
in short, it doesnt.
in star trek the one operating the weapons would roll the star trek equivalent of sensors to find where on the target they wanted to hit. they would then tell the ships computer to fire on that location. next the ship would use its skill and the ships targeting system to fire on the target.
to figure out how much damage you did, you would need to know the stats of the target. a galaxy class explorer has 3,026 structural units as its "hit points" and with shields at maximum it has 1800 shield hit points with a shield threshold of 400. the shields rating is per arc, iirc. the most common weapons are a type II photon torpedo and a type X phaser, both of which do 200 damage each. when taking damage the full damage is deducted form the shields on the arc it hit. it also reduces the threshold rating by the same percentage. once the threshold rating is reduced to less than the total incoming damage, any damage that is greater than its rating "leaks" through to cause damage to the ship, again reducing the ships structural units by the "leaked" amount. once the shield on that arc is reduced to zero on that arc, the shield and its threshold rating are effectively stopping no damage and the ship takes the full damage of the attack, provided its hit on that arc with no shields. then theres the shield regeneration system that recharges the shields. this usually takes between 30 seconds to 1 minutes to recharge them to full, depending on the type installed. and you have to keep track of all of that fro just one single attack. phasers can do that 1-5 times per round depending on its rate of fire while torpedoes can do it upwards of 10 times a round. and if youre telling the computer to do all the attacking, it can fire all weapons that cant target the arc the enemy is in all in a single round at maximum rate of fire. so for that galaxy class ship it could technically fire on a ship in front of it with all 12 phasers and all 3 torpedo launchers all in a single round. all of that is done with a single command to the computer to fire all weapons at max at the target. if youre wondering thats 22 phaser attacks and 30 torpedo attacks for a total of 52 total attacks. if youre feeling conservative but still want to hit hard you could fire both forward phaser arrays at 5 attacks each and just the one forward torpedo launcher (their self guiding) with 10 attacks, which would yield you 20 attacks.
now keep in mind this is all considered a normal standard operation during combat. also keep in mind that theres no multiple action penalty unless the operator is on manual mode, and 99% of the time in combat if the computer is working, its doing the firing.
and to make it all even more annoying, the most powerful mass produced weapons in the game only do around 1,200 damage (type XVII plasma torpedoes) _________________ Aim low, shoot high
I'm a pirate, need I say more?
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thedemonapostle Commander
Joined: 02 Aug 2011 Posts: 257 Location: Texas
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Posted: Fri Sep 28, 2018 3:22 pm Post subject: |
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thedemonapostle wrote: | well based on the information provided here, this is what the ranges would look like
Defensive Missile-1-131,250/262,500/525,000SU; 1-262,500/525,000/1,050,000km
Offensive Missile-1-178,125/356,250/712,500SU; 1-356,250/712,500/1,425,000km
Smart Missile-1-169,088/338,176/676,353SU; 1-338,176/676,353/1,352,705km
Point Defense Laser-1-150,000/300,000/600,000SU; 1-300,000/600,000/1,200,000km
Antiproton Cannon-1-150,000/300,000/600,000SU; 1-300,000/600,000/1,200,000km
If I do what I did with the Star Trek conversion, the ranges would look like this:
Defensive Missile-1-131/262/525SU; 1-263/525/1,050km
Offensive Missile-1-178/356/713SU; 1-356/713/1,425km
Smart Missile-1-169/338/676SU; 1-338/676/1,353km
Point Defense Laser-1-150/300/600SU; 1-300/600/1,200km
Antiproton Cannon-1-150/300/600SU; 1-300/600/1,200km |
looks like im gonna go with 1/10th of this just to solve the balancing issues _________________ Aim low, shoot high
I'm a pirate, need I say more?
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