Are missile tubes underpowered?

By P-47 Thunderbolt, in Star Wars: Age of Rebellion RPG

Based on the current values, presuming each shot succeeds with 1 success, it would take ONE-HUNDRED AND FIFTY SHOTS to take down an AT-ST with a missile tube (not counting crits).

Obviously not necessarily the number of shots it would take to take down an AT-ST in practice in the game, but I still think they are underpowered.

My fix suggestions: Increase Breach rating from 1 to 3 and/or change it to Planetary scale damage when targeting Planetary scale targets. This would mean that against an AT-ST a shot with 3 net success would do 5 damage (20 divided by 10=2+3=5) whereas against a trooper it would do 23 damage (20+3=23). this way it isn't a one-shot against AT-STs and at the same time it isn't going to necessarily put a PC or advanced opponent at double threshold immediately. (i.e. your Human Commando has Brawn 4 + Toughened 3, he has a wound threshold of 20, if he gets hit with one success, he takes 21 damage, meaning he is fairly easily healed) The reasoning behind scaling additional damage is that a Human is going to be a lot harder to score a direct hit against than an AT-ST would be, so the damage does not scale as dramatically because it is probably just a matter of getting the detonation closer to the Human rather than where on the Human you hit (because if you hit a Human in the chest with an RPG, you probably won't have enough left to bury). However, I can certainly see an argument for just operating it on planetary scale with no conditional damage modifiers.

What are some of your suggestions?

I've always felt a missile tube is under-powered and I perceive the basic missile to be a standard catch all weapon. Rather than fix the standard ammo maybe create a specific anti vehicle missile.

34 minutes ago, P-47 Thunderbolt said:

Based on the current values, presuming each shot succeeds with 1 success, it would take ONE-HUNDRED AND FIFTY SHOTS to take down an AT-ST with a missile tube (not counting crits).

Obviously not necessarily the number of shots it would take to take down an AT-ST in practice in the game, but I still think they are underpowered.

My fix suggestions: Increase Breach rating from 1 to 3 and/or change it to Planetary scale damage when targeting Planetary scale targets. This would mean that against an AT-ST a shot with 3 net success would do 5 damage (20 divided by 10=2+3=5) whereas against a trooper it would do 23 damage (20+3=23). this way it isn't a one-shot against AT-STs and at the same time it isn't going to necessarily put a PC or advanced opponent at double threshold immediately. (i.e. your Human Commando has Brawn 4 + Toughened 3, he has a wound threshold of 20, if he gets hit with one success, he takes 21 damage, meaning he is fairly easily healed) The reasoning behind scaling additional damage is that a Human is going to be a lot harder to score a direct hit against than an AT-ST would be, so the damage does not scale as dramatically because it is probably just a matter of getting the detonation closer to the Human rather than where on the Human you hit (because if you hit a Human in the chest with an RPG, you probably won't have enough left to bury). However, I can certainly see an argument for just operating it on planetary scale with no conditional damage modifiers.

What are some of your suggestions?

Easy way to solve this is just half the x10 for planetary weapons to x5.

Planetary weapons do x5 damage, and instead of armor being worth 10 points of soak, it's only worth 5. Breach still ignores 1 armor or 10 soak. Only 5 damage needed for 1 health point of vehicles/planetary scale targets.

ATST has 3 armor and 15 health.

Base lightsaber does 10 dmg with breach 1. With 10x rules, you can't damage an ATST. With 5x rules you only need 5 success to do damage. It still takes 15 attacks to disable it, but it opens up the possibility and gives you a chance to score criticals (which is really the only way you have much hope).

Thermal detonators and missile tubes are both breach 1 with 20 damage. With x10 rules, you need a fist full of success to get 1 damage. With x5 rules, they do 2 damage. You are still not taking down ATSTs with missile tubes, but you can cause damage.

Suddenly missile tubes, lightsabers, thermal detonators, etc all can do minor damage to armored vehicles. While things like ATATs still remain basically immune to small arms weaponry (5 armor, 40 health).

It makes anti-vehicle mines a threat to even ATATs however, which is nice. With x10, these puppies only do 1 damage. With x5 rules they do 4. Again, it's not a HUGE change. It's modest, but it makes things actually effective.

This also makes it easier to incorporate iconic vehicles and stuff into your campaigns without them killing players in one shot.

Edited by kmanweiss

3 minutes ago, MrTInce said:

I've always felt a missile tube is under-powered and I perceive the basic missile to be a standard catch all weapon. Rather than fix the standard ammo maybe create a specific anti vehicle missile.

Yeah, I have thought of that, but I still think it needs a buff because the Missile tube is designed to take out vehicles, so why not fix it? What I would do is implement the changes I have suggested and then add anti-infantry missiles and whatnot.

2 minutes ago, kmanweiss said:

Easy way to solve this is just half the x10 for planetary weapons to x5.

Planetary weapons do x5 damage, and instead of armor being worth 10 points of soak, it's only worth 5. Breach still ignores 1 armor or 10 soak. Only 5 damage needed for 1 health point of vehicles/planetary scale targets.

I see what you are saying, but I think that that unbalances other things.

3 minutes ago, kmanweiss said:

ATST has 3 armor and 15 health.

Base lightsaber does 10 dmg with breach 1. With 10x rules, you can't damage an ATST. With 5x rules you only need 5 success to do damage.

Suddenly missile tubes, lightsabers, thermodetonators, etc all can do minor damage to armored vehicles. While things like ATATs still remain basically immune to small arms weaponry.

This also makes it easier to incorporate iconic vehicles and stuff into your campaigns without them killing players in one shot.

I would handle lightsabres differently, because their damage is related to attacking personal scale things whereas they can cut through anything, so I would say that if you are attacking an AT-ST, you can attack its leg and if you get enough success or advantage you can cut it off.

54 minutes ago, P-47 Thunderbolt said:

(not counting crits)

Bingo!

The system assumes that using personal scale weapons vs. vehicles will be about Crits and not Hull Trauma. If you check, unlike personal scale, vehicles can be critted merely by exceeding the Armor rating and getting sufficient Advantage. There's no requirement to actually do Hull Trauma as well.

Now... will you Blow up an opposing vehicle with just Crits? Usually not. But what you will see can be done is A) Strain, as a lot of Crits will default to System Strain, especially against planetary vehicles that usually lack complex systems like shields and and hyperdrives. And B) will do damage that can't just be ignored. A person with a crippled leg can still drag himself along. An AT-ST with an Engine Destroyed on the other hand can't just limp along, it's stuck. And without a turret (funny, but yeah the head doesn't count as a turret, likely because the vehicle is otherwise maneuverable enough to compensate, mechanically anyway) that AT-ST is now just waiting to be flanked and destroyed at your leisure.

Finally... Minions. Ok, so you're being strafed by a TIE fighter... It's totally reasonable to slap a minion in that thing. Yeah it's skills will be garbage, but hey, that also means you probably won't accidently 2xWT a player. They shoot that missile at it and... Crit. Crits remove minions... so if you roll that option over to Minion Vehicles... kablooey.

Now... that doesn't make engaging vehicles on foot a wise idea. They're bigger, badder, and KOing them is going to be tricky and (usually) require several good hits depending on the weapon used (something like a Flechette launcher or Ion Disruptor will work faster than a repeating blaster), but it can be done. But if you're in a tight enough spot that that's your best option, it is an option.

Edited by Ghostofman
57 minutes ago, P-47 Thunderbolt said:

Based on the current values, presuming each shot succeeds with 1 success, it would take ONE-HUNDRED AND FIFTY SHOTS to take down an AT-ST with a missile tube (not counting crits).

You've solved your own dilemma. Don't rely on chipping away at the HT threshold with personal scale weapons. Crits are the way to take down vehicles. (Especially since in your scenario that one success at personal scale doesn't deal any HT damage to the AT-ST.)

You're not likely to one shot an AT-ST, but two or three with a couple good crit table rolls and it's slag. The missile tube has Crit 2, so it won't take much for someone with a few ranks in Gunnery to tack on a few +10 to that roll.

Are there talents that add the Vicious quality to Gunnery checks?

Edit: Ha! @Ghostofman hopped in there right before me. Our collective point stands.

Edited by rogue_09
3 minutes ago, Ghostofman said:

Bingo!

The system assumes that using personal scale weapons vs. vehicles will be about Crits and not Hull Trauma. If you check, unlike personal scale, vehicles can be critted merely by exceeding the Armor rating and getting sufficient Advantage. There's no requirement to actually do Hull Trauma as well.

Now... will you Blow up an opposing vehicle with just Crits? Usually not. But what you will see can be done is A) Strain, as a lot of Crits will default to System Strain, especially against planetary vehicles that usually lack complex systems like shields and and hyperdrives. And B) will do damage that can't just be ignored. A person with a crippled leg can still drag himself along. An AT-ST with an Engine Destroyed on the other hand can't just limp along, it's stuck. And without a turret (funny, but yeah the head doesn't count as a turret, likely because the vehicle is otherwise maneuverable enough to compensate, mechanically anyway) that AT-ST is now just waiting to be flanked and destroyed at your leisure.

Finally... Minions. Ok, so you're being strafed by a TIE fighter... It's totally reasonable to slap a minion in that thing. Yeah it's skills will be garbage, but hey, that also means you probably won't accidently 2xWT a player. They shoot that missile at it and... Crit. Crits remove minions... so if you roll that option over to Minion Vehicles... kablooey.

Now... that doesn't make engaging vehicles on foot a wise idea. They're bigger, badder, and KOing them is going to be tricky and (usually) require several good hits depending on the weapon used (something like a Flechette launcher or Ion Disruptor will work faster than a repeating blaster), but it can be done. But if you're in a tight enough spot that that's your best option, it is an option.

You do make some good points (and I do agree with you that it is acceptable to 1-crit kill a TIE), but aside from whether it is mechanically possible, I don't think it is reflective of what you see missile tubes do in the movies and TV shows. Also, while I do agree with you somewhat on crits vs. AT-STs, I think it still needs a buff (but maybe less of one?).

Another thing is that it is hard to get a Vaporized crit (or breaking up) because it takes 5 (6 for vaporized) before those are even on the table, and then you have to roll really high.

4 minutes ago, Daeglan said:

To me the missile tube is like an early LAW https://en.wikipedia.org/wiki/M72_LAW.

A ATST is like a Bradley https://en.wikipedia.org/wiki/Bradley_Fighting_Vehicle . yes a LAW is unlikely to kill one outright the armor is too thick. but hit the right spot like the tracks and you can stop one.

Okay I think you are probably about right, but (and I think @Ghostofman may have a heart attack at this ;) ) that suggests to me that maybe "called shots" are in order to try to disable parts of the vehicle, rather than just slinging a shot its way and hoping something happens.

P.S. Reminder, "Called Shots" still take a Maneuver, so stack that with the "Prepare" quality on missile tubes, and the PC has to take 2 strain to do it all in one turn.

4 minutes ago, P-47 Thunderbolt said:

You do make some good points (and I do agree with you that it is acceptable to 1-crit kill a TIE), but aside from whether it is mechanically possible, I don't think it is reflective of what you see missile tubes do in the movies and TV shows. Also, while I do agree with you somewhat on crits vs. AT-STs, I think it still needs a buff (but maybe less of one?).

Have we even seen an effective missile tube in the movies? In the Cartoons, more so, but still far from perfect.

There's a pair of angles here. First, real world RPGs don't kill tanks in one hit. One of the US DoD's great acquisitional boondoggles was an attempt to make a disposable, cheap, rocket that can kill a tank from any angle... and you can't do that. Even if you do, it just makes the other guy make a heavier tank.

Second, in a game, you don't want to be able to 1-shot anything (unless you have almost total control over it). This is just a favor to the players. Even a TIE usually will take 2 hits to totally cream, so if a Player hops in one he's got hope.

14 minutes ago, P-47 Thunderbolt said:

Another thing is that it is hard to get a Vaporized crit (or breaking up) because it takes 5 (6 for vaporized) before those are even on the table, and then you have to roll really high.

Well yeah... But a Missile Tube isn't that powerful. It's a general purpose missile good for both people and light vehicles. AT-STs (and most walkers really) are noticeably more heavily armored than repulsorcraft. So the fact a missile tube can crit them at all is usually enough of a blessing. Two or three solid hits and you can Strain a target out, Kill it's weapons, or disable the engine for a mobility kill. All three of these are considered a "kill" in most cases.

What you probably want is a weapon more like the Finbat , which is a big heavy single-shot thing that works more like a Javelin or TOW missile. To do this I'd just make it Ammo 1, tweak the Encumbrance and Cumbersome, add an extra rank in Breach, and several in Vicious, and dramatically reduce the Blast to make it less viable against people.

10 minutes ago, P-47 Thunderbolt said:

maybe "called shots" are in order to try to disable parts of the vehicle, rather than just slinging a shot its way and hoping something happens.

Actually I think that's perfectly sound, though I wouldn't follow the suggestions in MotPQ, for obvious reasons.

yeah. one thing to remember is the Rebellion have way out of date gear. So they have OG LAWs. The Empire have Javelins missiles.

48 minutes ago, P-47 Thunderbolt said:

I see what you are saying, but I think that that unbalances other things.

I would handle lightsabres differently, because their damage is related to attacking personal scale things whereas they can cut through anything, so I would say that if you are attacking an AT-ST, you can attack its leg and if you get enough success or advantage you can cut it off.

Unbalances what exactly. I've gone through the entire catalog of weapons looking for oddballs that this would overpower. And this still leaves basic planetary weapons that do 5 damage with the ability to hit for 25 damage without any additional successes. It actually works out quite well.

36 minutes ago, Ghostofman said:

Bingo!

The system assumes that using personal scale weapons vs. vehicles will be about Crits and not Hull Trauma. If you check, unlike personal scale, vehicles can be critted merely by exceeding the Armor rating and getting sufficient Advantage. There's no requirement to actually do Hull Trauma as well.

Now... will you Blow up an opposing vehicle with just Crits? Usually not. But what you will see can be done is A) Strain, as a lot of Crits will default to System Strain, especially against planetary vehicles that usually lack complex systems like shields and and hyperdrives. And B) will do damage that can't just be ignored. A person with a crippled leg can still drag himself along. An AT-ST with an Engine Destroyed on the other hand can't just limp along, it's stuck. And without a turret (funny, but yeah the head doesn't count as a turret, likely because the vehicle is otherwise maneuverable enough to compensate, mechanically anyway) that AT-ST is now just waiting to be flanked and destroyed at your leisure.

Finally... Minions. Ok, so you're being strafed by a TIE fighter... It's totally reasonable to slap a minion in that thing. Yeah it's skills will be garbage, but hey, that also means you probably won't accidently 2xWT a player. They shoot that missile at it and... Crit. Crits remove minions... so if you roll that option over to Minion Vehicles... kablooey.

Now... that doesn't make engaging vehicles on foot a wise idea. They're bigger, badder, and KOing them is going to be tricky and (usually) require several good hits depending on the weapon used (something like a Flechette launcher or Ion Disruptor will work faster than a repeating blaster), but it can be done. But if you're in a tight enough spot that that's your best option, it is an option.

You need to do damage for a critical hit. This is the problem with the 10x rule that the 5x rule solves.

A missile does 20 damage with breach 1. An ATST has 3 armor. This would mean you need 10 successes to do 1 damage which would allow you to crit. That's a bit insane in my opinion.

Heck, with the 10x rule, ATATs are basically immune to anti-vehicle mines. It would need to walk on 14 mines before it got disabled.

With x5 rule, the missile tube does 2 damage by default against ATST, with another 5 successes for another point of damage. But this gets you straight into damage land where you can start to land crits. As a best case scenario, you could then kill an ATST with as little as 5 missile tubes. This seems believable. With hits only, it would take 8 missile tubes to bring down an ATST.

You're still not likely to have a party actually using damage to take out a heavily armored target, but it opens up the possibility.

I'm not saying everyone should use it, but it tackles some of the big issues with the current system.

11 minutes ago, Ghostofman said:

Have we even seen an effective missile tube in the movies? In the Cartoons, more so, but still far from perfect.

There's a pair of angles here. First, real world RPGs don't kill tanks in one hit. One of the US DoD's great acquisitional boondoggles was an attempt to make a disposable, cheap, rocket that can kill a tank from any angle... and you can't do that. Even if you do, it just makes the other guy make a heavier tank.

Second, in a game, you don't want to be able to 1-shot anything (unless you have almost total control over it). This is just a favor to the players. Even a TIE usually will take 2 hits to totally cream, so if a Player hops in one he's got hope.

Well yeah... But a Missile Tube isn't that powerful. It's a general purpose missile good for both people and light vehicles. AT-STs (and most walkers really) are noticeably more heavily armored than repulsorcraft. So the fact a missile tube can crit them at all is usually enough of a blessing. Two or three solid hits and you can Strain a target out, Kill it's weapons, or disable the engine for a mobility kill. All three of these are considered a "kill" in most cases.

What you probably want is a weapon more like the Finbat , which is a big heavy single-shot thing that works more like a Javelin or TOW missile. To do this I'd just make it Ammo 1, tweak the Encumbrance and Cumbersome, add an extra rank in Breach, and several in Vicious, and dramatically reduce the Blast to make it less viable against people.

Actually I think that's perfectly sound, though I wouldn't follow the suggestions in MotPQ, for obvious reasons.

Okay, I think I agree with you mostly. My thinking (at least now) is: don't tweak the missile tube, but add 2 varieties of missile: (1) Anti-Infantry: 15 damage, crit 1 (infantry/comparable only, otherwise 3), blast 10, LA 6, vicious 2, prepare 1, Extreme range. (2) Anti-Armor Missile: 4 damage (planetary scale), Crit 2, Blast 1 (planetary scale), LA 1, Vicious 5, Prepare 1 (2 if unloaded), Inaccurate 1, long range.

4 minutes ago, kmanweiss said:

Unbalances what exactly. I've gone through the entire catalog of weapons looking for oddballs that this would overpower. And this still leaves basic planetary weapons that do 5 damage with the ability to hit for 25 damage without any additional successes. It actually works out quite well.

An Auto-Blaster now only does 15 damage plus another 5 for 1 success, it also means that a Blaster rifle with 1 success would take out a 74-Z in one shot, a Baktoid Versatile-Athletic walker in 2.5 shots, an AV-21 Landspeeder in 2, and a holdout blaster pistol is more than enough to take down an Imperial hang-glider (see strongholds of resistance) plus other examples. The long and short of it is, it makes light planetary scale weapons less fearsome and makes personal scale weapons far more damaging to vehicles, especially those without armor.

12 minutes ago, kmanweiss said:

You need to do damage for a critical hit. This is the problem with the 10x rule that the 5x rule solves.

A missile does 20 damage with breach 1. An ATST has 3 armor. This would mean you need 10 successes to do 1 damage which would allow you to crit. That's a bit insane in my opinion.

Heck, with the 10x rule, ATATs are basically immune to anti-vehicle mines. It would need to walk on 14 mines before it got disabled.

With x5 rule, the missile tube does 2 damage by default against ATST, with another 5 successes for another point of damage. But this gets you straight into damage land where you can start to land crits. As a best case scenario, you could then kill an ATST with as little as 5 missile tubes. This seems believable. With hits only, it would take 8 missile tubes to bring down an ATST.

You're still not likely to have a party actually using damage to take out a heavily armored target, but it opens up the possibility.

I'm not saying everyone should use it, but it tackles some of the big issues with the current system.

With one success a missile tube does 21 damage plus breach 1, meaning that is does 1 personal scale damage. The AT-ST could be considered to have 150 points of Personal scale damage health meaning that it would take damage.

15 minutes ago, kmanweiss said:

Heck, with the 10x rule, ATATs are basically immune to anti-vehicle mines. It would need to walk on 14 mines before it got disabled.

This makes sense though because AT-ATs were designed (to a certain extent) to be relatively immune to AV mines.

16 minutes ago, kmanweiss said:

You need to do damage for a critical hit. 

Nope! Check your favorite core, Vehicles Chapter -> Taking Damage-> Critical Hits. (probably in the 250 depending on which core you're looking at) it says:

Quote

Remember, an attack's damage also has to exceed a target's armor to deal a Critical Hit. which is important when firing small arms at something using armor instead of soak.

See? No requirement to inflict damage. That's only a requirement for Personal scale vs personal scale.

17 minutes ago, P-47 Thunderbolt said:

Anti-Armor Missile: 4 damage (planetary scale), Crit 2, Blast 1 (planetary scale), LA 1, Vicious 5, Prepare 1 (2 if unloaded), Inaccurate 1, long range.

I wouldn't do this. I've toyed with planetary scale personal weapons before, and it's too ripe for abuse against personal scale targets. With Blast... even worse.

If you want to make an anti-armor missile, especially with a blast rating, keep it personal scale to prevent it from being abused. Use Breach to increase it's ability to punch through armor, and Vicious to make those crits really matter. A Vicious 5 weapon can Vaporize on a hot roll and at a minimum score a Component Hit on a bomb-o.

I think your called shot makes more sense though as there's minimal risk for abuse, and up close hitting a leg or weapon mount isn't that tall an order.

2 minutes ago, Ghostofman said:

Nope! Check your favorite core, Vehicles Chapter -> Taking Damage-> Critical Hits. (probably in the 250 depending on which core you're looking at) it says:

See? No requirement to inflict damage. That's only a requirement for Personal scale vs personal scale.

I wouldn't do this. I've toyed with planetary scale personal weapons before, and it's too ripe for abuse against personal scale targets. With Blast... even worse.

If you want to make an anti-armor missile, especially with a blast rating, keep it personal scale to prevent it from being abused. Use Breach to increase it's ability to punch through armor, and Vicious to make those crits really matter. A Vicious 5 weapon can Vaporize on a hot roll and at a minimum score a Component Hit on a bomb-o.

I think your called shot makes more sense though as there's minimal risk for abuse, and up close hitting a leg or weapon mount isn't that tall an order.

It says "Exceed" the definition of exceed is Quote: "greater than in number or size" ergo you must deal more damage than armor can absorb, thereby leading to the target taking damage.

Vicious 5 can't vaporize on a result of 100, because vaporize is 154+

Okay, so how about: Damage 3*, Crit 2, no blast, Breach 3**, prepare 1 (or 2 if unloaded), Inaccurate 1, vicious 4***, long range. I'm keeping the planetary scale because it is high enough that it shouldn't cause an issue for abuse.

*I lowered the Damage because I decided it was too high, this way it can still do a guaranteed 7-3=4 damage to an AT-ST.

**I forgot to add "Breach" earlier. I meant to though.

***I figured you were right about the higher vicious rating, but I think a guaranteed component hit is a tad too high.

3 minutes ago, P-47 Thunderbolt said:

It says "Exceed" the definition of exceed is Quote: "greater than in number or size" ergo you must deal more damage than armor can absorb, thereby leading to the target taking damage.

Negative.

You must exceed the Armor, but not inflict Hull damage. To inflict hull damage with a personal scale weapon you need to defeat the armor and then do 10 more points of damage beyond that. This little note is what allows weapons like a Damage 20 Breach 1 personal scale missile to Crit an Armor 3 Vehicle. One success won't do damage, but it does beat the armor.

7 minutes ago, P-47 Thunderbolt said:

Vicious 5 can't vaporize on a result of 100, because vaporize is 154+ 

Erm.. I meant breaking up....

8 minutes ago, P-47 Thunderbolt said:

Okay, so how about: Damage 3*, Crit 2, no blast, Breach 3**, prepare 1 (or 2 if unloaded), Inaccurate 1, vicious 4***, long range. I'm keeping the planetary scale because it is high enough that it shouldn't cause an issue for abuse.

If you're going to keep it Vehicle scale, then you really should scratch build the weapon, over just strapping it onto an existing one. Reason being you should also adjust things like Cumbersome and Encumbrance to keep this thing from being a "personal" weapon. Players like to bring the biggest weapon they can find when possible (just in case Darth Vader shows up or something), and anything planetary would automatically qualify. By making the thing sufficiently heavy, even a few ranks in Burly wouldn't make this a smart thing to haul around just because, but it will still be light enough to throw into the bed of a speeder or run up some stairs to a good firing position.

Also I'd look at the mini missile/rocket options in Dangerous Covenants. While intended to be mounted on light vehicles, making a tripod mounted launcher wouldn't be a stretch and give you the kind of damage output you're looking for(though at the expense of Critting). Like a Heavy Repeating Blaster this would be more a weapon you move to a position and assemble, any not just something you sling over your back and pull out when you suddenly need it.

Again, part of the challenge here is you want to make personal anti-vehicle weapons powerful enough to function, but weak enough that it won't just tear though vehicles and beg the question why combat vehicles even exist, or why other weapons are used. I really think you're trying to kludge a way for an RPG-7 to be highly effective tanks when you really want a nice big Javelin or TOW.

11 damage exceeds the Armor value (effectively 10 vs personal scale weapons) which makes it eligible to critical. It would do no actual damage in it's own right, but critical hit are what you need in this case.

*Grumble grumble grumble* Ninja'd by Ghostofman. Well, if I'm going to be Ninja'd at least it's by a ghost. 😋

Edited by Jareth Valar
2 minutes ago, Ghostofman said:

Negative.

You must exceed the Armor, but not inflict Hull damage. To inflict hull damage with a personal scale weapon you need to defeat the armor and then do 10 more points of damage beyond that. This little note is what allows weapons like a Damage 20 Breach 1 personal scale missile to Crit an Armor 3 Vehicle. One success won't do damage, but it does beat the armor.

Okay, I get what you're saying. I keep track of personal scale weapons vs. vehicles by multiplying Hull Trauma by 10, but that's just my method.

3 minutes ago, Ghostofman said:

If you're going to keep it Vehicle scale, then you really should scratch build the weapon, over just strapping it onto an existing one. Reason being you should also adjust things like Cumbersome and Encumbrance to keep this thing from being a "personal" weapon. Players like to bring the biggest weapon they can find when possible (just in case Darth Vader shows up or something), and anything planetary would automatically qualify. By making the thing sufficiently heavy, even a few ranks in Burly wouldn't make this a smart thing to haul around just because, but it will still be light enough to throw into the bed of a speeder or run up some stairs to a good firing position.

Also I'd look at the mini missile/rocket options in Dangerous Covenants. While intended to be mounted on light vehicles, making a tripod mounted launcher wouldn't be a stretch and give you the kind of damage output you're looking for(though at the expense of Critting). Like a Heavy Repeating Blaster this would be more a weapon you move to a position and assemble, any not just something you sling over your back and pull out when you suddenly need it.

Again, part of the challenge here is you want to make personal anti-vehicle weapons powerful enough to function, but weak enough that it won't just tear though vehicles and beg the question why combat vehicles even exist, or why other weapons are used. I really think you're trying to kludge a way for an RPG-7 to be highly effective tanks when you really want a nice big Javelin or TOW.

Okay, how about Cumbersome 4, 8 Encumbrance.*

Side note: While I am very happy for the missile tube to be unable to damage AT-ATs, I do intend for this new Anti-Tank missile tube to be able to do a small amount of damage to AT-ATs.

I do not have Dangerous Covenants, but I still want it to be a shoulder-fired rocket launcher.

I am NOT trying to make it a highly effective tank, I just want it to be effective against more heavily armored tanks**.

*It would only be 8 Encumbrance because it is not much bigger than a standard missile tube, and I don't want it to be impossible to carry around.

**It, by default, would be much more expensive for both the launcher and the Ammo. (It is 8,000 total for a missile tube plus 6 missiles). Do you have a price suggestion?

Don't forget excess Advantages and Triumphs stack +10 as well. You don't necessarily need Vicious 5 to do huge damage. Roll 4 Adv and 1 Triumph on your missile tube and you're already adding +20 on that crit table.

As for AT-ATs, I recommend "The Bigger They Are..." 😎

35 minutes ago, rogue_09 said:

As for AT-ATs, I recommend "The Bigger They Are..." 😎

And "...The Harder They Fall!"

If you want missile tubes to be Damage 2, Blast 1 planetary scale weapons, then go for it. I would recommend that they be Limited ammo 1, with reloading and Enc being the biggest limits since each missile might be Enc 3 and take two maneuvers to load.

4 minutes ago, HappyDaze said:

If you want missile tubes to be Damage 2, Blast 1 planetary scale weapons, then go for it. I would recommend that they be Limited ammo 1, with reloading and Enc being the biggest limits since each missile might be Enc 3 and take two maneuvers to load.

Except for the damage stats, that is pretty much what I'm going for.