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Gargi

Deflector shields

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Personally, If I designed the game, I would have made Shields Soak and made Handling setback or boost dice.  Soak is a bit more dependable than 6 siders that only stop 1 success 1 out of 3 times.  Alas, they didn't call me.

Col. Orange and Josep Maria like this

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You cant think of it a one shot hitting your ship.  Its representing being shot at...even multiple times.  Roll the dice is "you just got blasted" several shots hitting you ship some are absorbed some make it through....so on so forth

RedfordBlade likes this

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It is an interesting question.

 

I don't think the shield system of EotE can represent these situations that appear in the movies. In the case of the droidekas I will treat their shields as pure soak. I don't know, +5 or +10 soak. May be with a roll of a triumph you can narrate how the PC deactivates or bypasses the shield soak.

 

Cheers,

Yepes

 

 

Anyone has any possible sollution to "emulate" or recreate those scenes? Or just a "lights on, camera...action!" thing?

 

 

Qui Gon rolled a Despair but still blocked the blaster fire back at the Droideka's.  His GM decided the Despair meant that when he was a boy he got a vision that told him that he would never get past those shields so he decided they should run instead. 

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You can also look at the fact that you are shooting energy at energy.  The energy overloads the shields and can punch through the shielding before it recovers from it.  Or as someone else suggested the energy causes circuits fuses or power converters to go "I quit" and blow up.  Also you can always say that it is a glancing blow depending on the damage done especially if it is on the low end.  I say have fun with it from time to time especially if it is an advantage shot I would have the exit hatch get fused due to the heat of those near misses.  I know I  would just for  fun.

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Personally, I would have done it like the X-Wing Miniatures game and made shields an absorbtive atribute that must be penetrated before the hull or armor is taken into account. For instance if ship has 20 hull, 15 shields, and 4 armor and it takes 9 damage, the shields will be down to 6. If it takes a further 9 damage, the shields will be gone, but the remaining damage will be absorbed by the armor. I'd split the shield values into different zones as they are now though.

I will stick with the system as is though: defense dice adds more mechanical variability into the game.

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Aye, I'm with Kirdan, particularly the last sentence ;) defence dice add to the game, makes it less predictable, more varied and opens up for more narration and stuff to go wrong, but not horribly so.

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Anyone has any possible sollution to "emulate" or recreate those scenes? Or just a "lights on, camera...action!" thing?

 

 

 

About the only 'thing' I could think about is perhaps a bit of fnangling with the scale, you could say your Droid is Silhouette 1 which is enough to be still on the personal scale of shooting stuff up with blasters. However, their very high power output, "specialised anti-blaster shields" is considered that of a Vehicle Armour for their shields, say Silhouette 2.

 

That way your blaster would need to do 20+ points of damage to even consider them comprimised, however, if you do take down the shields somehow (I'm looking at my slicer for instance) then they crumble just like any other personal scale target.

 

Its not a good fix due to lack of consistancy with the rules, but I never much liked the shield rules in this game so far.

 

Just make sure they explode violently to prevent PC's from picking up the pieces and having them jury rig them on the nearest R2 :)

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Something I am considering is maintaining the Personal/Vehichle scale ratios when it comes to shields.  That would mean 10-20 setback dice on every attack with a personal scale weapon.

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The shield idea concept its fine for most cases shields aren't 100% effective but, I would like to know what interpretations you make about some scenes like Auto-Blasters vs Droideka's Shiels (their own), Federation Station Bitten-Donut Ship (XD) that Naboo Fighters with lasers and Torpedoes think that its almost impenetrable, Gungan Shields vs B1 droids and Artillery Vehicles. Maybe a few cases like lasers againts big ships but, with those ones will be enough.

...

What do you think?

I have a question for folks with better Prequel knowledge than I have: Do we see those sorts of shields anywhere in the films outside of Episode 1? Because while I remember the forcefield trap from Episode 3, I don't recall seeing actual shields like that in the other films. I suspect this might be a form of Ascended Fanon, possibly a result of confusing Star Wars (film) shields with Star Trek or video game shields.

 

But if I had to explain it using EotE, then here are some options. A warning: I ended up putting too much thought into this, so I've spoilered the text to keep my post from filling up the page. ;)

 

Destroyer Droids and Gungan Soldiers:

Defense on starships is mostly used to represent shields (they mention other possibilities, though, like point-defense systems or countermeasures), but in personal-scale, Defense can represent things like taking cover (Defense 1 by default, but can be higher if the cover is sturdy enough or protects better), excellent mobility and dodging (most defensive Talents), or armor's ability to deflect damage away from vital organs/components.

 

This would cover the Destroyer Droids and hand-held Gungan shields fairly well. The Gungan shields are literal shields, and effectively provide a form of cover (Defense 1 sounds fine). The droid shields do as well, though their cover is of the "full cover/concealment" variety (Defense 3 or even 4! seems right). If someone manages to shoot through it, then they "managed to find a weak spot in the shield" or they "maneuvered the droid into bumping against a wall, overloading the shield".

 

Huge Donuts:

While writing this, I went and re-watched the Battle of Naboo, and I also looked at the Age of Rebellion Beta Updates.

 

I noticed that 1) Only a dozen Naboo fighters are sent against the Lucrehulk (the big donut), 2) We see them fire their torpedoes and hit the ship, 3) They are vastly outnumbered by droid fighters and ship guns, and 4) The control ship is big enough for them to dogfight within the ring. Oh, and 5) The Trade Federation are silly for naming a ship class "the big pile of money".

I'd say that the Lucrehulk has at least Defense 3, Armor 6 or 7, Massive 1 or 2, over 100 HT points, and is putting up a Blanket Barrage (see the AoR Updates) to upgrade the Difficulty of fighter attacks against it. Looking at the dice probabilities (thanks to Yepesnopes for that Excel sheet), even ace pilots with 1 Green and 3 Yellow dice would have trouble landing a Crit, and even if they did all hit with their torpedoes, it wouldn't necessarily kill the ship. Also there would be a serious risk of the fighters being destroyed by the Blanket Barrage or the droid fighters chasing them. Strong shields made the fight much, much harder, but there were plenty of other problems the Naboo pilots had to face.

Dinosaur Shields:

We do see the Gungan shield generator get shot, though it happens very fast, and it looks and sounds like it was hit by one of the tanks. That suggests that some shots can get through, given luck or gradual wearing away at the shield. Just like with the Destroyer Droids, you can get that result by saying that there are weak points in the shield, or it can be overloaded.

 

Other Options:

All that said, I'll echo some other posters, and add a few ideas of my own. Star Wars is a big universe, and there might be all sorts of forcefields in use. Maybe some count as giving everything within them a point or two of Armor. Maybe some add to the attacker's Difficulty. Some might act as ablative Wound / Hull points. And there could even be shields that are impervious to all attacks below a certain damage threshold, but that collapse once that overwhelming blast or well-aimed shot punches through.

In such cases I would suggest adding various drawbacks, such as exposed or glitchy power supplies, risk of overheating/overloading, etc.

Josep Maria and MrDodger like this

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The shield idea concept its fine for most cases shields aren't 100% effective but, I would like to know what interpretations you make about some scenes like Auto-Blasters vs Droideka's Shiels (their own), Federation Station Bitten-Donut Ship (XD) that Naboo Fighters with lasers and Torpedoes think that its almost impenetrable, Gungan Shields vs B1 droids and Artillery Vehicles. Maybe a few cases like lasers againts big ships but, with those ones will be enough.

...

What do you think?

I have a question for folks with better Prequel knowledge than I have: Do we see those sorts of shields anywhere in the films outside of Episode 1? Because while I remember the forcefield trap from Episode 3, I don't recall seeing actual shields like that in the other films. I suspect this might be a form of Ascended Fanon, possibly a result of confusing Star Wars (film) shields with Star Trek or video game shields.

 

But if I had to explain it using EotE, then here are some options. A warning: I ended up putting too much thought into this, so I've spoilered the text to keep my post from filling up the page. ;)

 

Destroyer Droids and Gungan Soldiers:

Defense on starships is mostly used to represent shields (they mention other possibilities, though, like point-defense systems or countermeasures), but in personal-scale, Defense can represent things like taking cover (Defense 1 by default, but can be higher if the cover is sturdy enough or protects better), excellent mobility and dodging (most defensive Talents), or armor's ability to deflect damage away from vital organs/components.

 

This would cover the Destroyer Droids and hand-held Gungan shields fairly well. The Gungan shields are literal shields, and effectively provide a form of cover (Defense 1 sounds fine). The droid shields do as well, though their cover is of the "full cover/concealment" variety (Defense 3 or even 4! seems right). If someone manages to shoot through it, then they "managed to find a weak spot in the shield" or they "maneuvered the droid into bumping against a wall, overloading the shield".

 

Huge Donuts:

While writing this, I went and re-watched the Battle of Naboo, and I also looked at the Age of Rebellion Beta Updates.

 

I noticed that 1) Only a dozen Naboo fighters are sent against the Lucrehulk (the big donut), 2) We see them fire their torpedoes and hit the ship, 3) They are vastly outnumbered by droid fighters and ship guns, and 4) The control ship is big enough for them to dogfight within the ring. Oh, and 5) The Trade Federation are silly for naming a ship class "the big pile of money".

I'd say that the Lucrehulk has at least Defense 3, Armor 6 or 7, Massive 1 or 2, over 100 HT points, and is putting up a Blanket Barrage (see the AoR Updates) to upgrade the Difficulty of fighter attacks against it. Looking at the dice probabilities (thanks to Yepesnopes for that Excel sheet), even ace pilots with 1 Green and 3 Yellow dice would have trouble landing a Crit, and even if they did all hit with their torpedoes, it wouldn't necessarily kill the ship. Also there would be a serious risk of the fighters being destroyed by the Blanket Barrage or the droid fighters chasing them. Strong shields made the fight much, much harder, but there were plenty of other problems the Naboo pilots had to face.

Dinosaur Shields:

We do see the Gungan shield generator get shot, though it happens very fast, and it looks and sounds like it was hit by one of the tanks. That suggests that some shots can get through, given luck or gradual wearing away at the shield. Just like with the Destroyer Droids, you can get that result by saying that there are weak points in the shield, or it can be overloaded.

 

Other Options:

All that said, I'll echo some other posters, and add a few ideas of my own. Star Wars is a big universe, and there might be all sorts of forcefields in use. Maybe some count as giving everything within them a point or two of Armor. Maybe some add to the attacker's Difficulty. Some might act as ablative Wound / Hull points. And there could even be shields that are impervious to all attacks below a certain damage threshold, but that collapse once that overwhelming blast or well-aimed shot punches through.

In such cases I would suggest adding various drawbacks, such as exposed or glitchy power supplies, risk of overheating/overloading, etc.

 

 

As far as the "dinosaur shields", I always assumed at that stage of the battle there were plenty of enemy inside the shield, it would be a priority target at that point.

 

In the Battle of Christophsis (TCW) the Seps have a similar shield that they are using as mobile cover while they advance. (Which begs another question - why not do this all the time? I guess these things are either very rare or insanely expensive). The Republic has several heavy artillery pieces which are "useless". There's no discussion about wearing down the shield - they HAVE to get someone inside to take it down from within.

 

In ESB the shield over Echo base is "strong enough to deflect ANY bombardment". Given the ordnance the Imps have in orbit at that time, that again suggests a shield that can't be 'worn down'. They have to land AT-AT's and take out the generator.

 

My point being that I think there is a place in the game for this kind of impenetrable shield - it can lead to a neat infiltration scenario. It's a hefty obstacle that can require a lot of planning to defeat. If I use them in my game this will be the case, but as I mention above they will be so rare and/or expensive that their usage is a rare event.

 

Good post btw Redford :)

Edited by MrDodger
Josep Maria and RedfordBlade like this

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