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Star wars capital ship
Star wars capital ship




So what you do when two capital ships open fire on each other is to group their guns together, which is a bit different than the fire-linking mechanic that allows a single character to aim multiple guns at the same target. On a warship it can be taken for granted that there officers for just that purpose who are trained in the Command skill well enough to make their check every time. A character with the Command skill can coordinate others to work together as a group, concentrating their efforts on a common goal and assisting and helping each other. Here is where the Combined Action mechanic comes into play. Star Destroyers have 180 batteries and Super Star Destroyers even 1000! Nobody wants to make that many attack rolls.

star wars capital ship star wars capital ship star wars capital ship

Starfighter Weapons Laser Cannonĭamage: 4D (12) 2 Laser Cannons (fire linked)ĭamage: 5D (15) 4 Laser Cannons (fire-linked)ĭamage: 6D (18) 2 Light Ion Cannons (fire-linked)ĭamage: 4D (12) Proton Torpedo Launcher (3 torpedoes)ĭamage: 9D (27) Concussion Missile Launcher (4 missiles)ĭamage: 7D (21) Capital Ship Weapons Turbolaser Batteryĭamage: 4D (12) Concussion Missile LauncherĬapital ships often have ridiculous numbers of guns on them. Since I am a huge fan of consistency, I made the following list of standard guns found on the vast majority of ships.

star wars capital ship

And then occasionally you run into a gun that has the same range in “space units” as regular other guns of that type but 20 times as much range in “atmosphere units” for no reason at all. Terms are used completely inconsistently even though the stats are generally pretty consistent. As much as I like the D6 system and its approach to space combat, the weapons that they put on the ships for Star Wars are total chaos.






Star wars capital ship