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Fun Facts (Useful and Relevant to RP)
Lord_GemmellDate: Friday, 07 Aug 2015, 8:34 AM | Message # 1
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Mostly I've clipped them but since this first thing is a general principle I have simplified it to just get a couple of points across.

WEAPONS

Reloading weapons needs to be proportional to te way every game system represents it. You can't just say a ship a one turbolaser fires a hundred blasts in a turn and so can destroy every other ship; this is considered ridiculous.

Likewise for capital ship armament of all types. Largely capital ship ordnance is slow loading (which in game terms means you've got to wait a turn before making a reload) and I wouldn't go so far as to insist ths mindlessly but it should be a guideline unless specific sources document the ship has something that permits it to fire fast (especially in a sustained manner) and so must have some kind of autoloader system & elite crew etc. Civilian craft (not including Mercs &c) or ships not designed for regular combat aren't at the top of their game either, firing and aiming (target computer & sensor ability) should also be represented as it should be, far short of perfect. This is why in RPG games non-combat ships have a low rating in what Edge of Empire calls "System Strain" because they don't have great tactical systems, great tactical computers, targeting computers or great, well trained, crew - Consider this even when using military ships, don't roleplay every darn ship as the creme de la creme of efficiency.

So sure, have fighters fire a couple of volleys a post (it's depicted often enough their weapons cooldown time is a few seconds in the cases of many fighters). In certain capital ships sure fire each tube once a turn but unless it's explicitly shown that the ship can rapid fire those torpedoes (and where I have seen this its in bursts of three followed by a cooldown) but let's kill this one STONE dead - You cannot (ever) dump a huge cache of capital ship torpedoes out of a launcher en-masse in a turn, or really dump more than a volley or at maximum three per turn for fighters (with discretion advised).

Capital ships with big stock of torpedoes especially where theyre fired out of a single fixed tube cannot dump barrages of torpedoes per turn. I've seen this happen a fair few times before and it has been used as an instawin, let's be honest, an Escort Carrier would never. This is indefensible and abusing the fact we don't make people wait for a cooldown on these weapons means we might as well avoid proportionality in speed of fire so let's keep it plausible. Escort Carriers also do have a concussion launcher which fire (slowly) fairly large anti-capital ship Medium Concussion Missiles (or Torpedoes in some sources, potato potato) and have it as a last ditch weapon.

No capital scale ship in the canon or legends canon has ever been demonstrated to dump large salvoes of ordnance (not including short repeated fire bursts with slow cooldowns like on the Interceptor Corvette/Frigate) in the equivalent to a turn. If you want to counter this I welcome a citation demonstrating it from the canon

Blaster Cannons vs Laser Cannons are often a debate but recent RPG sources give Blaster Cannons mounted for vehicle use having outputs depending on the cannon with the standard ones used on Imperial ships above seemingly coming into the heavy category so counting as the same as a laser cannon power wise, the light blaser cannon more often seen on fighters has a firepower of 80% that of a Heavy Blaster Cannon/Standard Laser Cannon. Both have a range of Close listed. Missiles (concussion and otherwise) for space use have a range of Close (worth knowing this, that Missiles always outrange laser cannons/ion cannons of fightery size.


Actual Clippings from the Book

COMBAT RANGES (STARSHIP/VEHICLE)

CLOSE RANGE

Close range in planetary scale is slightly further thanextreme range in personal scale, and can cover everything
from a few dozen meters up to several kilometers
in distance between two points. This might seem
like a great deal of space, but most vehicles can cover
this distance in several minutes at worst, and microseconds
at best.
On the surface of a planet, most ground vehicles
engage at close range, using their larger heavy blasters
and laser cannons to hit targets a regular soldier
would have trouble seeing, much less hitting. In the air
and in space, close range is the metaphorical "knife
fight" range where dogfights between snubfighters
or high-performance airspeeders take place. Capital
ships endeavor to stay out of close range of each
other, as it is essentially point-blank for their weapon
batteries. Two large warships slugging it out at close
range can tear each other to bits in short order.

SHORT RANGE

Short range in planetary scale is anything up to roughlyseveral dozen kilometers away. On the surface of a planet,
this is far enough that vehicles no longer engage each
other with line-of-sight weaponry (although artillery
weapons can still pound opponents with indirect fire).
In space, short range is just out of dogfighting
range, and beyond the range of most starfighter and
patrol boat weapons. However, most self-propelled
weapons can hit targets within short range, so these
smaller vessels often carry concussion missiles and
proton torpedoes to extend their reach. Short range
is still uncomfortably close for capital ships, though
not quite as brutally point-blank as close range.

MEDIUM RANGE

On the surface of a planet or within a planet's atmosphere,something is within medium range if it is within
roughly fifty kilometers, long enough that only the
most powerful artillery weapons can engage it.
In space, something may be within medium range
at a somewhat longer distance, up to a few hundred
kilometers. This is far beyond the reach of most
starfighter weapons, but at the ideal range of most
of the big guns mounted on capital ships. Thus, most
capital ship engagements happen at medium range,
with starfighters dogfighting between them.

LONG RANGE

Long range on a planet's surface can be anywherefrom a hundred to two hundred kilometers away. Engagements
never happen at this distance, with enemies
appearing as flickering phantoms on the screens
of each sides' scanner systems.
In space, long range can be up to several thousand
kilometers away. At this point, engagements between
ships become rare, with only the largest capital ship
weapons able to bridge the gulf.

EXTREME RANGE

On a planet's surface, extreme range is the far edge ofa vehicle's scanners, far enough that weapons cannot
hope to reach.
In space, extreme range is likewise beyond the range
of almost all starship weapons, even those mounted on
capital ships. At extreme range, opposing ships are still
jockeying for position before engaging each other, and
both sides still have the chance to break off and escape.

PLANETARY SCALE IN SPACEAND ON THE GROUND

Planetary scale range bands can representlonger or shorter distances depending on
whether the encounter is taking place in space
or on (or just above) a planet's surface. This is
because space is a much larger environment
than any ground-based environment, and without
air friction and terrain to hinder movement,
starships can move much faster than even the
fastest airspeeder. This is why each planetary
scale range band talks about the distances
represented in space and on the ground.


HYPERDRIVE JUMPS

First consult the Galaxy Map or respective Sector Maps and work out distance then using that information as a basis, he can give anexact travel time between the two points. Then, he multiplies
this travel time by the hyperdrive's Class. So, the
time for a Class 1 hyperdrive remains the same. However,
a ship with a Class 2 hyperdrive would take twice
as long to get somewhere, a Class 3 hyperdrive would
take three times as long, and so on.

TRAVEL TIMES

Distance Traveled and Average Transit Times duration. These are guidelines and the definition of region, sector etc are meant to be decided sensibly, the lower number is not just representing closeness but also use of big hyperlanes, fast travel is faster on these. Microjumps aren't factored in here.

Within a sector = Ten to twenty-four hours.
Within a region = Ten to seventy-two hours.
Between regions = Three days to one week.
Across the galaxy = One to three weeks.


SUBLIGHT

5-15 minutes = Time needed to fly from a planet's orbit to asafe hyperspace jump distance.

30-90 minutes = Time needed to fly from a planet's surface toone of its moons.

6-12 hours = Time needed to fly from one planet toanother within the same star system. This time varies a great deal depending on the relative position of the planets in question, and any stellar phenomena between them

12-72 hours = Time needed to fly from the center of astar system to its furthest limits. Again, this time varies greatly depending on the size of the system and any obstacles or stellar phenomena encountered along the way.


Slightly outdated letter to Ackbar but good for helping rebel commanders remember some basics (unless ordered otherwise or circumstances dictate otherwise) which are good to abide by regarding fleet assets.
Some important details and data on Quadlaser emplacements.



Lord Colonel Invidious Gemmell
Chief Reliability Officer for the Imperial Military.
Colonel (CompForce), ISB Committee Member.
Inner Circle Advisor to the Emperor on Imperial Morale.


Message edited by Lord_Gemmell - Friday, 07 Aug 2015, 9:56 AM
 
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