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Alastor04 Ensign
Joined: 05 Nov 2013 Posts: 48
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Posted: Thu Aug 12, 2021 6:49 pm Post subject: Adding weapons to vehicles in Second Edition |
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Are there rules for adding weapons to vehicles? I see rules for modifying existing weapons but what about adding a new weapon like a second gun Turret? |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10434 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Aug 12, 2021 8:36 pm Post subject: Re: Adding weapons to vehicles in Second Edition |
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Alastor04 wrote: | Are there rules for adding weapons to vehicles? I see rules for modifying existing weapons but what about adding a new weapon like a second gun Turret? |
The rules in Tramp Freighters seem to be for replacing weapon systems with other weapon systems, with no mention of turrets. So I'm guessing we are into house rule territory with replacing non-turret weapons with turret weapons. _________________ *
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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 Aug 12, 2021 8:52 pm Post subject: Cost of turrets |
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There is mention in the 1E Rules Companion (see pg. 30: Adding Weapons to Equipment) that adding a weapon to a Starfighter-Scale ship costs 6,000 credits, in addition to the cost of the weapon itself. It’s rather nondescriptive, but it could serve as a baseline for something more detailed.
EDIT: I knew I'd posted it here somewhere... _________________ "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: 10434 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Aug 12, 2021 11:15 pm Post subject: Re: Cost of turrets |
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There's also Fallon Kell's Complete Starship Pricing System which way have some ideas but you'd have to deal with emplacement points and stuff.
CRMcNeill wrote: | There is mention in the 1E Rules Companion (see pg. 30: Adding Weapons to Equipment) that adding a weapon to a Starfighter-Scale ship costs 6,000 credits, in addition to the cost of the weapon itself. It’s rather nondescriptive, but it could serve as a baseline for something more detailed.
EDIT: I knew I'd posted it here somewhere... |
Nice. That is not a 2e RAW answer, but it is a 1.5e RAW answer that could be house ruled into 2e. I see you had some ideas in that thread too.
I'd probably charge at least $6,000 credits plus take away some cargo capacity to add a turret were there wasn't one before, and then there would still be the cost of the new weapon on top of that. _________________ *
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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 Aug 12, 2021 11:26 pm Post subject: Re: Cost of turrets |
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Whill wrote: | That is not a 2e RAW answer, but it is a 1.5e RAW answer that could be house ruled into 2e. |
Yup. Worth noting that Tramp Freighters left out critical values that should've been included to make the speculative trading mechanic work, too, so it's easy to just squint a little and slip the "6,000 credits" number in along with everything else.
Quote: | I see you had some ideas in that thread too.
I'd probably charge at least $6,000 credits plus take away some cargo capacity to add a turret were there wasn't one before, and then there would still be the cost of the new weapon on top of that. |
Makes sense. I'd like to play around with it and come up with some more granular stuff, like different types of mounts with different fire arcs, retractable mounts, manual vs remote control, etc. _________________ "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: 10434 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Aug 12, 2021 11:35 pm Post subject: Re: Cost of turrets |
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CRMcNeill wrote: | Whill wrote: | That is not a 2e RAW answer, but it is a 1.5e RAW answer that could be house ruled into 2e. |
Yup. Worth noting that Tramp Freighters left out critical values that should've been included to make the speculative trading mechanic work, too |
What critical values? Are you referring to the missing charts from GG6 2e, or something else?
CRMcNeill wrote: | Whill wrote: | I'd probably charge at least $6,000 credits plus take away some cargo capacity to add a turret were there wasn't one before, and then there would still be the cost of the new weapon on top of that. |
Makes sense. I'd like to play around with it and come up with some more granular stuff, like different types of mounts with different fire arcs, retractable mounts, manual vs remote control, etc. |
Looking forward to it to seeing what you come up with. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14212 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Aug 13, 2021 1:41 am Post subject: Re: Cost of turrets |
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Whill wrote: |
I'd probably charge at least $6,000 credits plus take away some cargo capacity to add a turret were there wasn't one before, and then there would still be the cost of the new weapon on top of that. |
Though most vehicles don't have that much spare 'cargo' space, in the tons, like freighters do. _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10434 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Fri Aug 13, 2021 9:15 am Post subject: Re: Cost of turrets |
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garhkal wrote: | Whill wrote: |
I'd probably charge at least $6,000 credits plus take away some cargo capacity to add a turret were there wasn't one before, and then there would still be the cost of the new weapon on top of that. |
Though most vehicles don't have that much spare 'cargo' space, in the tons, like freighters do. |
I presumed the OP was talking about a space freighter for that reason. _________________ *
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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 Aug 13, 2021 11:41 am Post subject: Re: the speculative trading mechanic |
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Whill wrote: | What critical values? Are you referring to the missing charts from GG6 2e, or something else? |
I was referring to the missing charts. Those charts contain numbers - values - that are critical to the function of the speculative trading system. If WEG could leave out one set of important numbers, they were certainly capable of doing it again. _________________ "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: 10434 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Fri Aug 13, 2021 7:00 pm Post subject: Re: the speculative trading mechanics |
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CRMcNeill wrote: | If WEG could leave out one set of important numbers, they were certainly capable of doing it again. |
Sure, but this isn't quite the same situation. The charts which were present in GG6 1e were intended to appear in 2e, but got cut from 2e due to formatting errors. The Rules Companion came out in 1989 and the 1e GG6 came out in 1990. If anything, costs for adding turrets for weapons should have been included in the 1e version, and if they had been, they probably would have also been included in the 2e version.
But anyway, thank you for your clarification. _________________ *
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