Date: Fri, 11 Nov 1994 01:43:00 -0500 (EST) From: Andrew JACKSON Subject: SWRPG: proposed new missile categories In order to make the missile weapons of SWRPG and "Tie Fighter" more similar in concept, I would propose the following re-classification and 2 new missiles for the RPG. I'm trying not to re-write the original WEG missile types. Note that the stats of the two SW games do not match up *exactly*, and nor should we expect them to. 1) "Concussion Missiles" (WEG) in the RPG are best used at short range, and do heavy damage. These are, perhaps, close to the "Heavy Rockets" in the TIE Fighter simulator. All stats remain the same. Typical load-out is 4 or 6 for a starfighter.. 2) "Proton Torpedos" (WEG) in the RPG are also used a short range and do even heavier damage, per projectile. These are, perhaps, close to the "Heavy Bomb" in the TIE Fighter simulator. All stats remain the same. Typical load-out is 2 or 4 for a starfighter. The TIE Fighter simulator introduces two new long range projectiles that do not do nearly some much damage: 3) "Missiles" (LA; TIE Fighter) are very long range and do very little damage, compared to WEG missiles and torpedos (aka heavy rockets and heavy bombs, respectively). However, due to speed and fast target aquisition/reaquisition, they have a high chance of hitting at large distance.. I propose "Mini-missiles" for the SWRPG equivalent. Stats below. Typical load-out ranges from 6-16 for starfighters. 4) "Torpedos" (LA; TIE Fighter) are also very long range and do little damage, compared to WEG missiles and torpedos (aka heavy rockets and heavy bombs, respectively). However, due to speed and fast target acquistion/reacquisition, they have a high chance of hitting at large distances. However, they are not quite as reliable as the "missiles" (LA; TIE Fighter), but do more damage. I propose "Mini-torpedos" for the SWRPG evivalent. Typical load-out ranges from 4-12 for starfighters. NOTE: due to their small size and weight, the "Mini-" class of projectiles does not result in any noticible performance changes in most starfighters. They are also cheaper than the traditional projectile types. These properties make them ideal for most lightweight starfighters. MINI-MISSILE Model:SoroSuub Starfighter Stand-off Missiles Type: Extra Light Long Range Missiles Scale: Starfighter Load-out: typically ranges from 6-16 Cost: [whatever is resonable for your campaign] Availability: [whatever is appropriate for your campaign] Skill: Starship gunnery Fire Control: 4D Space Range: 3-15/36/75 [turbolaser range] Atmosphere Range: 6-15/72/150km [turbolaser range] Damage: 3D+2 MINI-TORPEDO Model: Mon Cal Defenses Long Range Torpedo Mark I Type: Light Long Range Missiles Scale: Starfighter Load-out: typically ranges from 4-12 Cost: [whatever is resonable for your campaign] Availability: [whatever is appropriate for your campaign] Skill: Starship gunnery Fire Control: 3D+1 Space Range: 3-15/36/75 [turbolaser range] Atmosphere Range: 6-15/72/150km [turbolaser range] Damage: 4D+2 There. Typically 1D+2 extra fire control over regular types. About ten times the range, but its only double the range of most fighter laser cannons (just like the simulator). The damage is 1/2 of the regular projectile types, more or less on par with starfighter lasers (bit more). I recommend: the Y-Wing gets 10 MM or 8MT, the X-Wing and gets 8MM or 6MT, and the A-Wing gets 6MM or 4MT. My recommended load-out for the old WEG missiles: A-Wing gets 2CM and can't have torpedos, X-Wing gets 4CM or 2PT, Y-Wing gets 6CM or 4PT.