Forum talk:SH Archive/Weapon Power

A good place to begin would be with the Wizards of the Coast 2nd Edition weapons scale based on the six sided die. 3rd edition rules failed to create a scale when release a few years ago. It is simular to AD&D. What is nice is that it takes into consideration strength of the weapon without an science or techno-babble. It also takes into effect that a larger scale weapon does more damage and has increase difficulty to hit.

Scales: Player - hold out pistol, blaster, heavy blaster Speeder - repulsor operated speeder, storm scout speeder, AT-PT etc. (i know I am missing one here) Walker - AT-ST, AT-AT Fighter ship - x-wing, TIE etc. Capital Ship - capital ship like the Star Destroyer

With this scale I can hit a star destroyer all day with a pistol... and never do damage. At the same time the Star Destroyer will never hit a player (spalsh damage?!?) and if it does turn a player into dust.

3rd edition rules a player could shoot a ISD enough times and destroy it with a pistol.

Lastly though, one thing amazing about the Star Wars universe is that it does not have to be explained or have "science" behind it. Hyperspace engine works because it is a hyperspace engine. A blaster is a blaster because... it is Star Wars.

Quidium