Ion missiles

By Blackbird888, in Star Wars: Edge of the Empire RPG

Surprised a bit by the surprising lack of them, I've assembled two kinds of Ion missiles, one for a missile tube, and one for capital ships. I thought I'd share, and get a little critique on them.

Ion Missile (personal): Gunnery, damage 10, critical 4, range [long], 150 credits/rarity 6, Blast 8, Breach 1, Guided 3, Ion, Limited Ammo 1. Ion missiles can be fired from a missile tube.

Vehicle ion torpedo launcher: Damage 8, critical 4, Blast 4, Breach 4, Guided 3, Ion, Limited Ammo 3. 8000 credits, rarity 6. Silhouette 3-10.

Any input is appreciated.

I've always just allowed players to buy Ion versions of missiles/torpedoes. Only difference I ever made is Damage = Original -1, Crit = Original +1 (ala Ion vs Laser Cannons), and added Ion quality; even I scrapped that. Ion ordinance usually ends up a fluff thing in the games I run/play anyways since stacking crits will result in destruction of ship regardless of normal vs Ion, system strain is crazy easy to recover on large ships with dedicated teams, and smaller ships aren't really worth the ordinance.

As for the stats you posted, I personally wouldn't nerf them so much. I'd more so go the Concussion Grenade vs Ion Grenade route. Leave everything the exact same except reduce the both the rarity and blast quality by 1, add ion, and reduce the cost. For an Ion Torpedo Launcher you'd have:

Damage 8; Crit 2; Blast 5; Breach 6; Guided 2; Limited Ammo 3; Slow-Firing 1; Sil 3-10; cost 8000cr or so; rarity 6; 550cr or so per torpedo (restricted).

Either way, I would also add stats for a vehicle mounted launcher as well as the missile tube. If you're making both a personal missile tube and a torpedo launcher, you might as well hit the middle ground too.

I think the ideas for ion missiles is pretty cool. I don't really have much critique for any of the examples in this thread, but it does remind me of the Mag Pulse torpedo from TIE Fighter. It was a weapon designed by the Rebel Alliance to temporarily disable a ship's weapons systems.

I might make them similar to your Ion Missiles, but reduce the system strain slightly. Then I'd whip up some sort of quality like "Disruptive" - For every two advantages spent, the target ship's weapons' systems cannot be used for one round. The more advantages spent, the longer the weapons stay offline.

I'd say the vehicle Ion Torpedo needs to be about two-thirds or half the damage you're suggesting. Since vehicle strain thresholds are generally so much lower than hull thresholds -- especially in the capital ship range -- granting full damage Ion torpedoes is a recipe for popping SDs even more easily.

Seems across the board, Ion weapons have high damage output (equal too or better than comparable weapons), but higher critical cost. I will probably change the vehicle ion missile to be comparable to the concussion missile instead of the proton torpedo. I'll double-check the personal variant with the missile types in Dangerous Covenants, and also work out a mini-missile for the mini-launchers.

Seems across the board, Ion weapons have high damage output (equal too or better than comparable weapons), but higher critical cost. I will probably change the vehicle ion missile to be comparable to the concussion missile instead of the proton torpedo. I'll double-check the personal variant with the missile types in Dangerous Covenants, and also work out a mini-missile for the mini-launchers.

While true, they also have a higher silhouette requirement, so, while a Sil 4 can mount a Heavy Laser Cannon, it can only mount a Light Ion Canon.

Seems across the board, Ion weapons have high damage output (equal too or better than comparable weapons), but higher critical cost. I will probably change the vehicle ion missile to be comparable to the concussion missile instead of the proton torpedo. I'll double-check the personal variant with the missile types in Dangerous Covenants, and also work out a mini-missile for the mini-launchers.

While true, they also have a higher silhouette requirement, so, while a Sil 4 can mount a Heavy Laser Cannon, it can only mount a Light Ion Canon.

Fair point. I'll post the reevaluated stats when I finish.

Let's try this:

Ion Torpedo (planetary scale) : damage 5, critical 4, range [short]. Blast 4, Breach 3, Guided 3, Ion, Limited Ammo 3, Slow-Firing 1. 8000 credits, rarity 6 (restricted). Installing a launcher on a vehicle costs 0 hard points of replacing a weapon system or 1 if adding it to the vehicle. Per missile: 500 credits, rarity 5 (restricted).

Ion Torpedo (Mini) (planetary scale) : damage 3, critical 5, range [short]. Blast 2, Breach 1, Guided 3, Ion, Slow-Firing 1. Mini ion torpedoes can be loaded into mini-missile packs and mini-missile tubes. Per missile: 400 credits, rarity 5.

Ion Rocket : Gunnery, damage 14, critical 5, range [extreme], 250 credits, rarity 7. Blast 10, Guided 2, Ion. Ion rockets can be loaded into missile tubes.

Looks much better. :)