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Scaling

From Episode D6: Star Wars D6 Wiki
Revision as of 13:54, 23 November 2012 by imported>Thedemonapostle

This was done as a method to better balance the various rounds and to make it so some rounds were not too over powered. Even after this was done, some rounds, like the 30x173mm, are still a bit over powered, but understanding what weapon system fires this round. The GAU-8 Avenger fires the 30x173mm round. This is the weapon system on the front of the A-10 Thunderbolt II. It is best explained that nothing survives a strafing run by an A-10.

For the sake of balancing the various weapons I was forced to alter the basic scale chart of:

Character Speeder Walker Starfighter
Character (+0D) (+2D) (+4D) (+6D)
Speeder (-2D) (+0D) (+2D) (+4D)
Walker (-4D) (-2D) (+0D) (+2D)
Starfighter (-6D) (-4D) (-2D) (+0D)

to the following:

Character Speeder Walker Starfighter
Character (+0D) (+6D) (+12D) (+18D)
Speeder (-6D) (+0D) (+6D) (+12D)
Walker (-12D) (-6D) (+0D) (+6D)
Starfighter (-18D) (-12D) (-6D) (+0D)

This is only to alter the scale of the damage of the weapon and NOT for resistance of the weapon's damage. Damage resistance between various scales is handled as per the rules in the main source book.

Example: Say someone wants to make the M-2 .50 machine gun do character scale damage rather than speeder scale damage. The M-2 does 7D damage speeder scale. Down scaled to character it would do do 13D character scale damage against character scale targets. Alternatively if that same M-2 were scaled up to walker, it would only do 1D damage. For the purposes of game balance I recommend using the listed damages for like scaled targets.

If this method is too complicated and seems to slow down game play, I also recommend using the Die roll cap vs scale rules.

Character Speeder Walker Starfighter
Character 6/6 3/6 2/6 2/6
Speeder 6/3 6/6 3/6 3/6
Walker 6/2 6/3 6/6 3/6
Starfighter 6/2 6/3 6/3 6/6

Example: Say that same M-2 shoots a single round at an average Human. The Human has a 2D character scale to resist that 7D speeder scale damage. The M-2 gets to add up its damage normally, while the Human only gets to add a maximum of 3 per die, rather than up to 6. Alternatively if that same M-2 shot an AT-AT, which has a body of 6D, the AT-AT would resist normally, while the M-2 damage rolled would only get to add up to 3 per die.