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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Fri Dec 03, 2021 6:21 pm Post subject: Called Shots on Ships |
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So, this is likely not a new idea... hell, I may have even had it before... but I played around with an idea for called shots on capital ships (the TIE Fighter and X-wing games were an early love).
So.
If you want to target part of the ship, the GM determines the scale for that part only... if I want to shoot a Turbolaser off a Star Destroyer in my X-Wing, that's probably at least Speeder scale. I target that with the appropriate scale difference (so, my X-Wing takes a 4D penalty), and, if I hit, the target rolls Hull and Shield dice at its own scale... so it takes an additional 4D of damage. Damage, however, only accumulates to that particular target... I can't blow up the Death Star by shooting a turbolaser, no matter how well I roll on the Wild Die. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Fri Dec 03, 2021 8:15 pm Post subject: |
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How a bout a slightly simpler solution that imo appear to also actually mimic what we see in games and movies.
An X wing attacking a corvette can only attack a "small area" of the ship at closr range at lest, due to the size discrepencies.
I would argue that a corvette, frigate or even a destroyer will have weapon turrets, "armor zones" and the like that will be greatly impacted at close range by the somewhat concentrated fire from a fighter.
As such I would argue to remove scale on close range dice on close range called shots.
I would argue that the individual trubolaser turrets are roughtly starfigher size on a ship like a star destroyer. Looking to TFA and Finn and Poe's escape we see them shoot a "rocket" turret, now it may be perspective but it appeared within the size band of a star fighter and should imo as such have a 0 size dice difference.
so simply make a called shot, using normal combat called shot rules, but becuse the small area attacked you simply remove the size dice.
so the x wing will have 0 dice bonus/penalty to attack the turrets on the deathstar, the turret likewise.
the total damage dealt by taking out 1 turret is N/A but for the cinematic effects, the CPs and the player experience that should imo be doable,a and I think that removing scale in those cases is the best way to go |
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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 Dec 03, 2021 8:43 pm Post subject: |
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This sounds familiar... _________________ "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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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10438 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Sat Dec 04, 2021 11:32 am Post subject: |
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Yep. Not a new idea. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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