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Messages - TheWarDog

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The Senate / Re: Super-heavy concussion missiles and heavy proton torpedoes
« on: February 08, 2026, 08:36:20 pm »
Yeah I saw another ship entry that had both heavy proton torpedoes and heavy concussion missiles and both damage entries were wrong lol.  There's enough evidence for me to believe both weapons are real.

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The Senate / Re: Starship Skills
« on: February 07, 2026, 08:16:11 pm »
Thank you very much for putting up with me...this was starting to drive me batsh.....really crazy.

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The Senate / Re: Super-heavy concussion missiles and heavy proton torpedoes
« on: February 07, 2026, 08:14:23 pm »
For super-heavy concussion missiles: Jehavey'ir-Type Assault Ship is one of the ships equipped with them.

The Acclamator II is one of the ships equipped with Heavy Proton Torpedoes.

And yes I have noticed that the damage stats on ships seem to be off, though it seems that some include fire-linked bonuses, and there's a ship with Heavy Concussion Missiles that has the damage and capacity for medium concussion missiles.

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The Senate / Super-heavy concussion missiles and heavy proton torpedoes
« on: February 07, 2026, 05:52:10 pm »
So there are a few ships with weapon entries of the above listed super-heavy concussion missiles and heavy proton torpedoes.  Has anyone used them or tried to incorporate them into other ships?  Would regular heavy concussion missile and proton torpedo launchers be able to launch them or would upgraded launchers be necessary as well, and what would be expected costs for said launchers, and the projectiles anyway?

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The Senate / Re: Starship Skills
« on: February 07, 2026, 10:15:06 am »
So the ship's stats don't contribute to skills except for DX-related skills?  Mechanics, Perception, and Use Computer are totally character based, whether they be PC or NPC?

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The Senate / Re: Starship Skills
« on: February 06, 2026, 06:00:34 pm »
So basically the non-DX skills only determine for NPC crews/players?  Even though I think the IQ mod should not only apply on attack rolls but skills as well.

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The Senate / Re: Starship Skills
« on: February 06, 2026, 08:08:33 am »
If you understand what crew quality adds to the skill modifiers you see the dirty way of figuring out how a ship modifies those skills is to remove the generic crew's contribution (like the +6 of a skilled crew) and then add the PC's modifier for that skill.

You'll often find that Initiative and Pilot are the same as Pilot can be used as Initiative.  A LOT of things you do with a vehicle are modified by what I sometimes call "maneuverability" which is essentially the size penalty you see plus the vehicle's DEX modifier.  Maneuverability factors into Pilot, Initiative, and if you look in Starships of the Galaxy it will also apply to some uses of Deception and Stealth.

A lot of the time a vehicle will be "using Sensor" in place of an actual "Perception" value as the distance penalties in Starship scale are massive.

One thing you do NOT see but may argue should be included on rolls is the ship's INT when making Use Computer checks under the assumption that the ship should be helpful to its own crew.

I've got the NPC stuff figured out mostly.  It's what to do with PCs that frustrates the hell out of me, especially the non-DX skills: Mechanics, Perception, and Use Computer.

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The Senate / Starship Skills
« on: February 02, 2026, 09:21:31 pm »
How does someone determine Starship skill modifiers?

Initiative, Mechanics, Perception, Pilot, Use Computer.

I think I understand how it works with the crew quality with NPCs, but how the hell do you figure out for PCs?  I've combed through the skills and starships sections and nothing makes sense...can someone "See.  Spot.  Run." me through this?

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The Senate / Vehicular Combat Entry
« on: December 23, 2025, 05:50:34 pm »
So I'm looking at some ship statistic blocks and some have Vehicular Combat and some don't.  What separates those that do from those that don't?

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