From: | Tzeentch tzeentch666@*********.net |
---|---|
Subject: | Vehicle Scaling System ( was Re: HELP! Vehicle question!) |
Date: | Mon, 8 May 2000 14:52:49 -0700 |
> I get your point. THAT is exactly on what I am asking help on.
> What I did was increase the "power" of the attack based on the scale of
the
> vehicle. One of the problems I was having was
>
> First) Keeping the level of damage the way it is between vehicles and
> people.
Hmm? What do you mean? That weapon stats will look alike on each scale?
> Second) The differences between power levels farther up the scale.
> Cyberpirates gives naval scale weaponry as compared to humans. Wouldn't
> vehicles fare a little better? (not much I admit, but a little?) And
> wouldn't a laser from a vehicle (made especially FOR a vehicle AGAINST
> vehicles) do more damage or be harder to stage down if it hit a human?
Most likely. A weapon designed to gut a tank will turn any human into chunky
salsa on a direct hit, I don't care WHAT type of military-grade armor he is
wearing ;)
> This doesn't neccessarily have to be out of the SR universe. This could
> also help those that DO have space in their universe. What happens when
> your PC's try and use a shuttle to attack Zurich Orbital. You could just
> arbitrarily say "NO DAMAGE" or state little damage but there would be at
> least some. Also with this you could figure out exactly what the Thor's
> Hammer (IIRC the name) could do to things (other than just obliterate
them)
> :)
A kinetic kill system would gut ZO, which reminds me...what orbit is ZO
supposed to be in? If I'm not mistaken its just the old international space
station and thus in LEO. Surprised that the life expectancy of the station
is not measured in minutes ;)
> Ken, you're on of hte big gearheads and system converters, any thoughts?
Not overly familiar with how the SWRPG handles scaling since I have not
played that game in about 5 years ;)
Mekton handles scaling very well, although in this case you sort of have to
work in reverse since the "standard" scale in Mekton is 1:1 (about that of a
tank or fighter jet).
However, you can design a fairly decent scaling system and keep most things
exactly as they are in Shadowrun. All it really requires you to do is note
the scale of the vehicle (and in some cases its subsystems/weapons). I think
Signature takes care of the noted SWRPG method of handling large weapons vs
small targets so we really only need to convern ourselves with damage and
scaling up and down.
As a rough guide we can use Body as a rough guide as to the scale of an
object since R2 has Body as a measure of size as well. Weapons are a bit
more difficult to quantify, especially in SR with AV ammo and manpack ATGMS
being readily available.
It's hard to use Rigger 2 and Cyberpirates as a basis for scaling though
since at the high end you simply cannot damage the vessel - which is mighty
simplistic IMHO even for a abstract system like SR :) Cyberpirates is the
worst offender in this regard.
Lesse...
x1/10 Scale (Humans, Small-Arms, Small Drones) [Body 0-1]
x1/5 Scale (Assault Cannons, Smaller Anti-Vehicle weapons (Light-Serious
Damage Level AV weapons), Motorcycles, Cars, Larger Drones) [Body 2-4]
x1 Scale (Heavy Cannons, Missiles,Semis, Fighters, Tanks, Orbital
Workshacks) [Body 5-10]
x10 Scale (Light Naval Weapons (Light and Moderate DL Naval weapons),
Corvettes, Destroyers, Submarines, Orbital Habitat) [Hull 1-5]
x100 Scale (Aircraft Carriers, Battleships, Large Space Stations) [Hull 6+]
DAMAGE
Scaling UP: A lower scale weapon attacking a higher scale target has its
Power reduced by an amount equal to the units Armor/2 for each "step" up.
Anti-Vehicular weapons ignore the first level of reduction. The weapons
Damage Level is reduced by one evel for each step. AV ammo does not cancel
this reduction. For purposes of successes staging up damages it requires the
difference between the two scales. To figure the difference multiply the
scale by 20 for each and subtract the firing scale from the target scale.
For example, Snickersnak peeks out from behind his cardboard house in the
Barrens with his 20mm smoothbore Panther at the ready (sold a lot of
aluminum cans lately). He bustles on down to the SeaTac airport ready to
test his new bang-bang. It's not long before he spots and old Fed-Boeing
Eagle just begging to be shot. Cackling like mad he pulls the charging
handle and feeds a round into the chamber. Bracing against a wall he aims
and pulls the trigger.
The Eagle is a x1 Scale vehicle and the Panther is 1/5 Scale. Snickernsnak
can't afford AV ammo so we don't have to worry about that. The Eagles Armor
is 10. Since the Panther is one step down on the Scaling chart it has its
power reduced by (10/2=)5 points. The Panthers Damage Level is reduced by
one level as well, so the final damage code is 13S.
To stage the damage up would require (1/5 x20=) 4 subtracted from (1
x20=)20; or 16 successes on Snickersnaks part!
Scaling DOWN: This is essentially the reverse of the above. Each level
"lower" on the Scaling Chart that the target is from the firing unit/weapon
increase the Damage Level by one step. In addition, increase the Power of
the attack by a multiple of (difference in levels +1). To determine staging
figure only the difference for the target (ie the targets Scale x20).
For example, an nearby M1A3 getting ready for a museum display sees
Snickersnak fire his boomstick at the Eagle. Feeling frisky, the crew loads
a HEAP shell in the still fully functional 120mm and fires on 'Snak.
The 120mm cannon is a 1:1 scale weapon and does (lets say) 20D at that
scale. The shot hits so Snickersnak is in for a whole new defifintion of
hurt. Snickernsnak is a 1:10 scale target and the shell is 1:1. That is 2
levels of difference, the weapon can't go past deadly but its Power is
increased to (2+1) x3 its usual amount AND only needs 2 successes to stage
up in this case. Snickersnak will have to resist a 60D attack. Good luck
Snik!
Ken
---------------------------
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got the most bullets, it's about who controls the information. What we see
and hear, how we work, what we think, it's all about the information!
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