Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01HVGQNGV9288WXZ9D@DRYCAS.CLUB.CC.CMU.EDU> for sw-rpg-upload@DRYCAS.CLUB.CC.CMU.EDU; Tue, 19 Sep 1995 15:11:24 -0400 (EDT) Received: from pinus.tt.luth.se by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01HVGQLSI9QE90N74V@DRYCAS.CLUB.CC.CMU.EDU> for jae+sw-rpg-upload@DRYCAS.CLUB.CC.CMU.EDU; Tue, 19 Sep 1995 15:10:11 -0400 (EDT) Received: from bebop.tt.luth.se by pinus.tt.luth.se with SMTP (5.67b/IDA-1.2.8-NS) id AA28872; Tue, 19 Sep 1995 21:12:55 +0200 Received: from BEBOP/MAILQUEUE by bebop.tt.luth.se (Mercury 1.12); Tue, 19 Sep 95 21:07:10 MET+0100 Received: from MAILQUEUE by BEBOP (Mercury 1.12); Tue, 19 Sep 95 21:06:54 MET+0100 Date: Tue, 19 Sep 1995 21:06:50 +0100 (MET) From: URBAN LUNDQVIST Subject: Wing Pylon Dice System V2.0 To: jae+sw-rpg-upload@DRYCAS.CLUB.CC.CMU.EDU Errors-to: jae@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg-upload@DRYCAS.CLUB.CC.CMU.EDU Message-id: <2D2234589E@bebop.tt.luth.se> Organization: SKERIA Utveckling/HLu MIME-version: 1.0 X-Mailer: Pegasus Mail/Windows (v1.22) Content-type: TEXT/PLAIN; CHARSET=US-ASCII Content-transfer-encoding: 7BIT Priority: normal Hello Jae, here is my revised system for the Wing Pylon Dice System, please remove the old one and install this in its place. DIRECTORY: EQUIPMENT FILENAME: WINGPYLN.TXT DESCRIPTION: This is the expanded version of my system for making starfighters capable of carrying more weapons by using pylons capable of carrying different types of cargo.. AUTHOR: Wing Commander Luna aka Urban Lundqvist Wing Pylon Dice System V2.0 This system is primarly used for starfighters, but it can also be used for light freighters and similary sized vessels. ================================ Rules ================================== Spacecraft at 3/4 or above of allowed Dice-load; Maneuverability -2D Space -1 Atmosphere speed drops 2 steps Spacecraft at 1/2 up to 3/4 of allowed Dice-load; Maneuverability -1D Atmosphere speed drops 1 step Spacecraft below 1/2 of allowed Dice-load suffers no penalties. Game Notes: * Maneuverability cannot go under 0, but any maneuverability penalty left reduces the relevant piloting skill with the remaining penalty. Example: The pilot Maverick has starfighter piloting 5D, and is currently flying a Z-95 with a maneuverability of 1D. He has loaded his fighter as much as it can carry and consequently has a maneuverability penalty of -2D. This reduces his maneuverability to 0D and his piloting skill to 4D. * The carrying of different types of weapons on the same pylon requires an adapter with a weight of 1D. * All external payload can be ejected if necessary. * 1D = 100 kg Since missiles, proton torpedos, bombs and rockets are difficult to aim and target against moving targets, the following modifications apply: Space Speed Atmosphere Speed Increase To Difficulty 3 100-150 +5 4 151-200 +10 5 201-250 +15 6+ 251+ +20 Types Of Pylons Available: Semi-Recessed Missile Housing (Under main body of the vessel) Centerline Pylon (Under main body of the vessel) Underwing Pylons: (under the wings of the vessel) Inboard Pylon Middle Pylon Outboard Pylon Wingtip Pylon (Like the one that F-16 has) Examples Of Payload Limits; A-Wing: External Payload; Max: 6D, 3/4: 5D, 1/2: 3D 2 Wing Pylons (3D) B-Wing: External Payload; Max: 14D, 3/4: 11D, 1/2: 7D 2 Wing Pylons (4D) 3 Wingtip Pylons (2D) E-Wing: External Payload; Max: 24D, 3/4: 18D, 1/2: 12D 1 Centreline Pylon (10D) 2 Wing Pylons (6D) 2 Wingtip Pylons (1D) TIE/In & TIE Interceptor: External Payload; Max: 8D, 3/4: 6D, 1/2: 4D 2 Wing Pylons (4D) X-Wing: External Payload; Max: 30D, 3/4: 22D, 1/2: 15D 1 Centreline Pylon (10D) 2 Wing Pylons (6D) 4 Wingtip Pylons (2D) Y-Wing: External Payload; Max: 44D, 3/4: 33D, 1/2: 22D 1 Centreline Pylon (16D) 4 Semi-Recessed Missile Housings (2D) 2 Wing Pylons (10D) Z-95 Headhunter: External Payload; Max: 22D, 3/4: 16D, 1/2: 11D 1 Centreline Pylon (10D) 2 Wing Pylons (6D) ============================= GUNS ================================== Turbolaser Cannon Pod Scale: Capital Space/Atmosphere Range: 3-15/36/75, 0.3-1.5/3.6/7.5 km Damage: 5D Weight: 15D Caspule: A turbolaser can only be fired every other combat round due to its high power consumption and long recharging time. The pod carries energy for 10 shots and uses the focus mode on the ships sensors for targeting. Laser Cannon Pod Scale: Starfighter Space/Atmosphere Range: 1-3/12/25, 0.1-0.3/1.2/2.5 km Damage; Heavy: 5D Weight; Heavy: 5D Medium: 3D or 4D Medium: 4D Light: 2D Light: 3D Capsule: One of the most common guns, it is normally mounted in either single, twin or even quad installations, which means that normal fire-link rules applies. Another use is to mount laser cannon pods and fire-link those with the ships normal guns. Any type of pod carries energy for 10 shots and uses the focus mode on the ships sensors for targeting. Auto Blaster Pod Scale: Starfighter Space/Atmosphere Range: 1-8/25/40, 0.1-0.8/2.5/4.0 km Damage: 2D Weight: 3D Casule: This is basically a laser cannon which trades damage for range. Otherwise is it exactly like the laser cannon pod. Blaster Cannon Pod Scale: Starfighter Space/Atmosphere Range: 1-5/10/17, 0.1-0.5/1.0/1.7 km Damage; Heavy: 3D Weight; Heavy: 3D Medium: 2D Medium: 2D Light: 1D Light: 1D Capsule: It is exactly like the laser cannon pod except for the amount of energy available, which is 20 shots. Mass Driver Cannon Pod Space/Atmosphere Range: 1-2/8/15, 0.1-0.2/0.8/1.5 km Damage; Heavy: 5D Weight; Heavy: 4D Medium: 4D Medium: 3D Light: 3D Light: 2D Capsule: The massdriver cannon is an old type of weapon which fires small projectiles at very high velocities. The main advantage with this type of weapon is its low power consumption compared to lasers, but it needs special bullets as ammunition, which some- times are hard to find. Any type of pod carries ammunition for 20 shots and uses the focus mode on the ships sensors for targeting. 30 extra shots weighs 1D and is often attached to the pod. Ion Cannon Scale: Starfighter Space/Atmosphere Range: 1-3/7/36, 0.1-0.3/0.7/3.6 km Damage; Heavy: 4D Weight; Heavy: 4D Medium: 3D Medium: 3D Light: 2D Light: 2D Capsule: Ion cannons cannot really damage a vessel, it temporarily disables its electronics. Any type of pod carries energy for 10 shots and uses the focus mode on the ships sensors for targeting. ========================= Missiles & Rockets ============================ Stand-Off Missile Scale: Starfighter Skill: Starship Gunnery Space/Atmosphere Range: 2-12/30/60, 0.2-1.2/3.0/6.0 km Damage; Large: 10D Weight; Large: 12D Medium: 8D Medium: 10D Small: 6D Small: 8D Caspule: Stand-Off Missiles or SOM's are long-range missiles for use against spaceships or ground targets. Requires target lock, an entire round for aiming and holding the target in sight. The advantage of target lock is an additional +1D to fire control. SOM's uses the search mode on the ships sensors for initial targeting but relies on its own sensor for mid-course updating and terminal homing. If target is in starfighter-scale or smaller, add +10 to difficulty to hit. This is due to the target's smaller sensor signature and the SOM's programming. Concussion Missile Scale: Starfighter Skill: Starship Gunnery Space/Atmosphere Range: 1-2/8/15, 0.1-0.2/0.8/1.5 km Damage; Heavy: 7D Weight: Heavy: 3D Medium: 6D Medium: 2D Light: 5D Light: 1D Capsule: Concussion Missiles or CM's are medium-range missiles for use against spaceships or ground targets. CM's uses the search mode on the ships sensors for initial targeting but relies on its own sensor for terminal homing. If target is in capital-scale or bigger, subtract -10 to difficulty to hit. This is due to the target's large sensor signature and the CM's programming. Proton Torpedo Scale: Starfighter Skill: Starship Gunnery Space/Atmosphere Range: 1/3/7, 0.05-0.1/0.3/0.7 km Damage; Heavy: 9D Weight: Heavy: 1D Medium: 8D Medium: 1D Light: 7D Light: 1D Capsule: Proton Torpedos or PT's, is basically short-range missiles for use against spaceships or ground targets. A PT carries a nuclear warhead up to the size of one kiloton, which means that a PT is very small for the damage it is capable of delivering. PT's uses the search mode on the ships sensors for all of its targeting. Intercept Missile Scale: Starfighter Skill: Starship Gunnery Space/Atmosphere Range: 2-10/20/30, 0.2-1.0/2.0/3.0 km Damage; Large: 6D Weight; Large: 4D Medium: 5D Medium: 3D Small: 4D Small: 2D Capsule: Intercept Missiles or IM's is a type of very fast and maneuverable missiles which are built to be used against starfighters. IM's uses the search mode on the ships sensors for initial targeting but relies on its own sensor for terminal homing. Its specialized tracking device gives +2D to fire control when used against starfighter-scale vessels. However, if the missile is used against capital-scale targets or bigger, add +10 to difficulty to hit. This is due to the target's large sensor signature which confuses the IM's. The IM is a dedicated anti-starfighter missile and it is programmed to hit the target at a weak spot, large vessels have so much area to scan for the missile's onboard sensor, so it becomes confused. IR-Missile Scale: Starfighter Skill: Starship Gunnery Space/Atmosphere Range: 2-5/10/15, 0.2-0.5/1.0/1.5 km Damage; Large: 4D Weight; Large: 1D Small: 3D Small: 1D Capsule: The most common of all missile guidance systems is IR, which homes on ion radiation emissions and permits true fire-and-forget weapons. IR is generally used in short-range missiles since its ability to track a target diminishes rapidly with distance. Possibly the most serious failing of the IR homing is that it cannot be used from all angles of attack, since it follows the ion stream emitted from the targets ion engines. The preferred launch position is therefore directly astern of the target. The IR-missile uses the passive mode on the ships sensors for initial targeting but relies on its own sensor for terminal homing. Its specialized tracking device gives +2D to fire control when used against starfighter-scale vessels. Difficulty to hit the target varies depending upon launch position: Frontal Attack : +10 to difficulty Side Attack : +5 to difficulty Rearward Attack : -10 to difficulty HARM Missile Scale: Starfighter Skill: Starship Gunnery Space/Atmosphere Range: 2-10/15/20, 0.2-1.0/1.5/2.0 km Damage: 2D Explosive Weight: 3D 6D Ionization Capsule: The High-speed Anti-Radiation Missile is used against active sensors such as fire control, surveillance and all kinds of jamming equipment. Its explosive warhead is rather small, but the HARM's primary weapon is its very powerful ion bolt which can interfere with the targets computer and electrical systems. HARM's uses the search mode on the ships sensors for initial targeting but relies on its own sensor for terminal homing. Its specialized tracking device gives +2D to fire control when used against any type of active sensor. Rocket Pod Scale: Starfighter Space/Atmosphere Range: 1-2/4/8, 0.1-0.2/0.4/0.8 km Target Type: Hard Soft Damage; Anti-Vehicle: 4D 1D Weight: AV: 1D General Purpose: 3D 3D GP: 1D Anti-Personnel: 1D 4D AP: 1D Capsule: Rockets is basically unguided missiles with special warheads depending upon target. Each pod contains 20 rockets and several rockets can be fired at the same time, this means that normal fire-link rules can be used to increase both damage and accuracy. Hard target type means vehicles, buildings while soft target type means people, vegetation. Rocket pods uses the focus mode on the ships sensors for targeting. ================================ Bombs ============================== Cluster Bomb Scale: Capital Blast Radius: 1Dx100/2Dx100/3Dx100 m Atmosphere Range: Depends on launch height and attackers speed. Damage; Large: 6D/5D/4D Weight; Large: 6D Medium: 4D/3D/2D Medium: 4D Small: 2D/1D/+1 Small: 2D Capsule: Cluster bombs are filled with sub-munitions bombs which greatly increases the chance of a hit but decreases the available damage. Cluster bombs uses the focus mode on the ships sensors for targeting and adds +3D to fire control due to its area effect capability. Iron Bombs Scale: Capital Atmosphere Range: Depends on launch height and attackers speed. Blast Radius: 1Dx100/2Dx100/3Dx100 m Damage; Large: 9D/8D/7D Weight; Large: 9D Medium: 6D/5D/4D Medium: 4D+2 Small: 3D/2D/1D Small: 2D+1 Capsule: Iron bombs are unguided free-falling cylinders filled with high explosive, and are therefore somewhat inaccurate. Iron bombs uses the focus mode on the ships sensors for targeting but subtracts -1D to fire control due to their inaccuracy. Guided Bombs Scale: Capital Atmosphere Range: Depends on launch height and attackers speed. Blast Radius: 1Dx100/2Dx100/3Dx100 m Damage; Large: 9D/8D/7D Weight; Large: 9D+1 Medium: 6D/5D/4D Medium: 5D Small: 3D/2D/1D Small: 2D+2 Capsule: A guided bomb is basically a plain iron bomb fitted with a target- detecting device in front and trajectory-control fins at the front and rear. This increases the stand-off range and greatly improves the chance of a hit. Guided bombs uses the focus mode on the ships sensors for targeting and adds +1D to fire control due to their capability to be guided. ========================= Countermeasures ============================= Enemy Targeting Jamming Pod Fire Arc: All Skill: Sensors: Works against all starfighters within range Fire Control: 0D Space Range: 1-3/7/15 Damage; Large: -3D Fire Control Weight; Large: 6D Medium: -2D Fire Control Medium: 4D Small: -1D Fire Control Small: 2D Sensor Jamming Pod Fire Arc: All Skill: Sensors: Works against all vessels within range Fire Control: 0D Large: +1D identify, -2D detect Weight; Large: 9D Medium: +2 identify, -1D+1 detect Medium: 6D Small: +1 identify, -2 detect Small: 3D Caspule: See the sensors rules on page 81 of the rulebook, 2nd ed. for explanation. Sensor Decoy Large; +3D identify, Space: 7 Weight; Large: 15D Medium; +2D identify, Space: 6 Medium: 10D Small; +1D identify, Space: 5 Small: 5D Copycat Torpedo Scale: Starfighter Skill: Sensors Damage: Se Below, Space: Varies Weight: 1D Capsule: The copycat torpedo is launched from a standard proton torpedo launcher and mimicks the performance of the launch vessel. It functions for one minute if space speed is below 6, and for 30 seconds if space speed is above that. To distinguish a copycat torpedo from a real vessel, a difficult sensors roll is required on passive or scan mode, moderate on search mode and easy on focus mode. Flare Pod Large: 30 Ion Flares Weight; Large: 3D Medium: 20 Ion Flares Medium: 2D Small: 10 Ion Flares Small: 1D Capsule: +1D to difficulty to be hit by IR Missiles Chaff Pod Large: 30 Chaff's Weight; Large: 3D Medium: 20 Chaff's Medium: 2D Small: 10 Chaff's Small: 1D Capsule: +1D to difficulty to be hit by Intercept Missiles =========================== Various Sensors =========================== SLAS Pod Large; Scan: 90 / 1D Weight; Large: 12D Search: 135 / 2D Focus: 8 / 3D Medium; Scan: 70 / 1D Medium: 8D Search: 105 / 2D Focus: 6 / 3D Small; Scan: 50 / 1D Small: 4D Search: 75 / 2D Focus: 4 / 3D Capsule: A Side-Looking Active Sensor pod uses active sensors to gather information. The main drawback is that active sensor usage by a recon plane makes it very easy to detect. ELINT Pod Large; Passive: 80 / 1D Weight; Large: 12D Medium; Passive: 60 / 1D Medium: 8D Small; Passive: 40 / 1D Small: 4D Capsule: A ELectronic INTelligence pod is used to gather information passively. This makes it easier for the recon plane to stay undetected. The main drawback is its lower range compared to active sensors. Targeting Pod Guidance: Search: 75 / 3D Weight: 2D Focus: 4 / 5D Capsule: A targeting pod cannot be used as a normal sensor since it is designed as a target designator, and it is often carried on bomb-raids and anti-ship missions. ===================== Miscellaneous Equipment ======================== Power Unit Cargo: Power generator Weight: 6D Capsule: Gives unlimited energy to all externally carried equipment. Tractor Beam Pod (Experimental) Scale: Starfighter Skill: Starship Gunnery Fire Control: 3D Space/Atmosphere Range: 1-3/12/25, 0.1-0.3/1.2/2.5 km Damage: 3D Weight: 10D Capsule: The tractor beam reduces the targets maneuverability by 3D, however, it is under development and therefore is fragile to use under real combat situations. Roll 1D each time it is used, on a 5 or 6 the tractor beam is disabled, requires a moderate starship weapon repair roll to fix. The pod carries energy for 10 rounds of use, and uses the focus mode on the ships sensors for targeting. Navigation Pod Nav Computer; Large: Unlimited Jumps Weight; Large: 2D Small: Limited (2 Jumps) Small 1D Ferry Tank Consumables; Large: 5 Days Weight; Large: 15D Medium: 3 Days Medium: 9D Small: 1 Day Small: 3D Cargo Pod Cargo Capacity; Large: 1000 Kg Weight; Large: 10D Medium: 600 Kg Medium: 6D Small: 200 Kg Small: 2D Wing Commander Luna, Renegade Squadron Urban Lundqvist