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.
mattmanganon said Rogerd's entire argument is that my guys could go and blow up a planet whenever they felt like it.
RogerD said
Rubbish, my argument was that you pack far more firepower than anyone and can one-shot ships.
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...
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.
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+
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?
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.