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Hidden 10 yrs ago Post by RogerD
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mattmanganon said Rogerd's entire argument is that my guys could go and blow up a planet whenever they felt like it.


Rubbish, my argument was that you pack far more firepower than anyone and can one-shot ships and no one can do anything about it.
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RogerD said
Rubbish, my argument was that you pack far more firepower than anyone and can one-shot ships.


... Even though I said that most of my ships weapons were disabled by the trip so that they couldn't do specifically that...
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mattmanganon said
... Even though I said that most of my ships weapons were disabled by the trip so that they couldn't do specifically that...


Lances are in the hundreds of gigatons
Torpedoes 610 GT each, each ship has hundreds of these.
Cannons are KE weapons and are in the dozens of megatons+
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You two, hush. Or I'll smash your ships together. From what I understand W40k is a RP so can be... sometimes liberally interpreted. Let me feast on what has been said.
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mattmanganon said
Alright: I'll explain the weapons as best as I understand it in an unbiased way. Granted, 40K, much like the bible, is a little inconsistent in it's abilities, but I'll try and make it as fair as possible.They rely on broadside based attacks for maximum damage. They fight very similarly to Star Wars Ships, only on a much larger scale, but for the purposes of this RP, I am asking to scale it down to the same size, weapons are split into 3 catagories, Cannons, Torpedoes and Lances:Cannons: Big cannons that fire shells with a plasma based center, you shoot them, they explode on impact. Similar to Star Destroyer weapons, they rely on large numbers of them working together rather than each weapon individually.Torpedoes: Missiles can have varying size and capabilities. Some are built to lock onto smaller targets to take down large groups of fighters and incoming missiles, some carry superheated Prometheum cores so as to melt the hull of opposing ships and set fire to them, some are outfitted with manual guidance systems to allowing them to be remotely piloted to hit exactly where they need to, some even carry viral agents (Such weapons are considered dishonourable by most chapters, but are favoured by the more extremist chapters, as well as Chaos warbands.) Some are even outfitted to carry a squad of troops inside of them, so as to board the enemy ship on impact, rather than exploding (Orks favour these weapons... But are known to forget to take the explosives out...)Lances: Lances are extremely high-powered energy beam artillery weapons, focused by several smaller beams (Think of it as a scaled down Death Star, or a scaled up LAAT laser.) Excellent at long range due to the vast power, but overheat quickly and drain a lot of power, making them risky once the enemy has closed within range to fire back. However, they are known to be scaled down to be used as point-defense weapons to intercept incoming missiles and fighters. The larger ones have the power to rip smaller vessels in half, or even cripple similarly sized vessels, with a good enough shot. Some of the newer ships are being outfitted with Lance Cannons, which sacrifice range for even more power.As with the previous RP, I was hoping to start off with the Artillary Lances disabled, along with a substantial number of the cannons.Wait, if that's the case, then why are we even having this argument? Rogerd's entire argument is that my guys could go and blow up a planet whenever they felt like it.


They seem all right. Can you give me numbers on the turrets that you would have in full specs. At this rate I'm kinda basing it like this : Cannons I'm relating to Turbolasers. They're the main hitting weapons designed for broadside attacks.

Missiles are pretty much the same in star wars galaxy. They have the Concussion missiles and proton torpedoes as well as some unique variances.

Lances your point defences would likely be like on a LAAT, the larger artillery would be like the SPHAT. The Artillery lances will be offline depending on the number of them. Though opting in fairness I will allow for three to be online if they have a slow recharge as that will put you in league with the Mac Cannon.

In terms of ground forces don't expect these StormTroopers to be your average idiots they will be well trained. Your super soliders mainly have the benefit of strength and better armour from what I am aware. This is nothing compared to Imperial Troop numbers.

This is why I was hoping you'd stick with Outlaw Star, Roleplays can be taken very liberally. Your shields, you're sticking with the electromagnetic hull type idea?
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RogerD said
Lances are in the hundreds of gigatonsTorpedoes 610 GT each, each ship has hundreds of these.Cannons are KE weapons and are in the dozens of megatons+


And again, I said I was scaling the ship down to Star Wars scale, so, let's do the math on that:

Lances are disabled, so they are out.
Torpedoes are 610 GT each, but are significantly scaled down, I was always shit with energy conversion, but let's just say that, since the ship is 10 times smaller and with the amount of storage reduction, the missiles would have to be less than 10 times smaller (Let's say from 200 meters down to 5 meters, about the same size as a Photon Torpedo... Maybe a little bigger That's 40 times smaller, that would give it, using this generous math, a 15 Megaton yield... Substantially less than a Photon Torpedo that has a yield of 18.5 Isotons, an Isoton is 2.5764 Megatons meaning that a Photon torpedo has a yeild of 47.6634 Megatons) The only ones not being scaled down would be the Boarding torpedoes which would be about the size of a Drop Pod... 40 square meters-ish, but since they have no explosives, they have a yeild of 0.
Cannons, again, 10 times smaller, the ammo is even less, so assuming that the regular dozen is less than the Torpedoes, we can assume that each shot would have less than that. Meaning that, power wise, your ship trumps mine. I've got more to use, but each of yours kicks a lot more ass.

If we go by this Math, can I have my guys?
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Sep said
They seem all right. Can you give me numbers on the turrets that you would have in full specs. At this rate I'm kinda basing it like this : Cannons I'm relating to Turbolasers. They're the main hitting weapons designed for broadside attacks. Missiles are pretty much the same in star wars galaxy. They have the Concussion missiles and proton torpedoes as well as some unique variances. Lances your point defences would likely be like on a LAAT, the larger artillery would be like the SPHAT. The Artillery lances will be offline depending on the number of them. Though opting in fairness I will allow for three to be online if they have a slow recharge as that will put you in league with the Mac Cannon.In terms of ground forces don't expect these StormTroopers to be your average they will be well trained. Your super soliders mainly have the benefit of strength and better armour from what I am aware. This is nothing compared to Imperial Troop numbers. This is why I was hoping you'd stick with Outlaw Star, Roleplays can be taken very liberally. Your shields, you're sticking with the electromagnetic hull type idea?


Well... Ok, I was being a cunt. I'll admit, that's standard Power Shields, which are personal shields. Void Shields are about as strong as Star Trek shields... Give or take a little.

And the number of Lances mounted on a Vengeance would be 4. And I wouldn't expect them to be push-overs. I'll try and play them with Tau level of smarts.
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Not quite, Void shield shunt stuff into the warp meaning they're impenetrable even the Necrons IIRC. So not sure how you want to play that one, I'll leave you two to discuss that.
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Just remember (Help me out on this one) from what I believe Star Trek shields are the opposite of Star Wars Shields and block Kinetic not Energy attacks.

I don't mind you having PDS lances zooming around on the hull the artillery ones. If you have 4, you can have one online in the fact that like the Mac Cannon you can have 3 shots per.... 3 minutes I think it is? RogerD I think he is referring to putting them on the same level as Trek Shields. Which is probably the level most people have going around. With Trek it wasn't always the shields that got me, or the weapons (Other than the Quantum torps) that got me it was all the convenient communicators and hand phasers that do 100 different things.
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Trek shields, post TNG anyway, block energy and kinetic impacts as seen in ST: Nemesis when ship debris impacted the nacelle. Earlier ones use deflectors to block kinetic stuff, but if it is too big then it impacts.
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I think the best thing to do, as we're kinda remaking the ship to SW level is give it SW Shields. Maybe even Thermal? Thermal shields would make it interesting with the fact to fire torpedoes or launch fighters you need to drop shields.
Hidden 10 yrs ago Post by mattmanganon
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Very well, RogerD, can we just Initial this and go have fun?

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SO what do you think Matt, Thermal style shields?

Once that is done all you need to do is add the number of gun positions to your sheet and we're good to go, I'd say likely give it the same as an ISD or Victory-SD. Roughly the same complement: Note. While I say same complement for troops remember than the Empire did have standard Imperial Grunts, to example this my hive may have 10,000 drones but these guys are kinda shit. the 1,000 blades are the ones you need to worry about and they're only really good in CQC and with their healing abilities.
Hidden 10 yrs ago Post by mattmanganon
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I said yes, and put the treaty on the table. I don't want to argue, I want to have fun. That's my number 1 concern.
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Oh right I thought you were saying Very Well as in... nevermind.

Just gimme a heads up when the numbers are down so I can give you a last minute read over. Sure it'll be fine now that we've gotten it all sorted it out.
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I don't think Versailles is quite the tone of the peace you want to have.
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Thermal Shields

The amazing things that they are!

I was just looking at the ship design and thought this would fit the appearance of the w40k ships quite well.
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Sep said
Oh right I thought you were saying Very Well as in... nevermind. Just gimme a heads up when the numbers are down so I can give you a last minute read over. Sure it'll be fine now that we've gotten it all sorted it out.


What numbers are you looking for?
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Oh right, sorry.

Uh, ground force numbers. Whatever kind of Aerial aspects you have and how many of the cannons and torpedo launchers do you have.
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http://www.roleplayerguild.com/topics/44737/posts/ooc?page=11#post-1376651

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