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The Senate / Re: Super-heavy concussion missiles and heavy proton torpedoes
« Last post by TheWarDog 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: Super-heavy concussion missiles and heavy proton torpedoes
« Last post by StevenO on February 08, 2026, 12:48:01 pm »
The Acclamator II's "heavy proton torpedoes" just look like "Heavy CONCUSSION MISSILES" in much the same way the medium concussion missiles look like proton torpedoes.  Most likely I'd just say they are misnamed/refluffed missiles and treat them as such.

The "Super heavy" Concussion missiles dealing 11d10x5 instead of the normal 9d10x5 for the heavies could be an error they never bothered to correct (figure KotOR and SotG plus some of the other early books were all being worked on at the same time and the left hand didn't always know what the right was doing) but if keeping the 11d10x5 I'd likely be treating things as a refluff of a fire-linked (4) heavy missile system regarding prices and EP requirements.  Either that or the take it out and add a Proton torpedo launcher for more damage but taking up even less space.


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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.

If the "optional firelink" isn't installed then maybe the listed damage would reflect that although it then confuses ammunition when each "shot" needs multiple missiles.  The naming of missile systems is just obscene and I think it's even worse when people go and use that as an excuse to abuse the modification rules.  You wouldn't believe how often I've seen someone say they're going to start with the A-Wing and then Strip off the "Medium Concussion Missile Launcher" for 5EP but then install a light concussion missile launcher for3EP netting them 2 EP in the process but not altering the ships stats one bit otherwise.


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The Senate / Re: Starship Skills
« Last post by TheWarDog 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
« Last post by TheWarDog 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 / Re: Starship Skills
« Last post by StevenO on February 07, 2026, 07:01:24 pm »
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?
Pretty much.

You might find some that give special allowances but the tools (in this case the starship) rarely gives direct modifiers to skills.
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The Senate / Re: Super-heavy concussion missiles and heavy proton torpedoes
« Last post by StevenO on February 07, 2026, 06:59:52 pm »
I'd ask just which ships you are looking at?

The Codex ships aren't exactly consistent with things and that is especially true for naming things as there are plenty of "concussion missiles" on ships that conform to LIGHT CM stats and then you have the 8d10x2 damage instead of 9d10x2.

If the "Super Heavy Missiles" are the 11d10x5 ones they do have a heavy missile launcher in Starships of the Galaxy.  No idea about the "heavy proton torpedoes" although I've considered a version that deals 4d10x5 but has the -20 attack against smaller ships.
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The Senate / Super-heavy concussion missiles and heavy proton torpedoes
« Last post by TheWarDog 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
« Last post by TheWarDog 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
« Last post by StevenO on February 06, 2026, 11:31:31 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.

I'm not sure I completely understand that question.

A vehicle's INT modifier applies to attacks with the vehicle weapons instead of any ability modifiers a character may have.  You see this in (most) stat blocks with the BAB being contributed by the given crew quality, another +2 if it is a pilot controlled weapon (where it's assumed the pilot is trained in Pilot), and perhaps the bonus extra gunners in a weapon battery will provide.

A ship's computer probably should be "helpful" to its designated crew and give the INT bonus on Use Computer checks but you do not see that in any official stat blocks.
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The Senate / Re: Starship Skills
« Last post by TheWarDog 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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