Creature vs. Starship combat.


Homebrew

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A previous thread has revealed a glaring hole in the rules. This is a discussion page to help patch this hole in the rules.


Counterpoint: there is no hole in the rules.


Can we talk about what exactly the glaring holes are? I mean, what the glaring holes are to me could be different than the the glaring holes to someone else. Pays to have everyone on the same page.


Ok so we are to treat shots from a ship as a hazard, so then let's make a formula. 10+Gunners Bab+ranks in piloting+Dex mod+other bonus(ie computer or capitian). This is the ref save needed to take no damage or half damage on any weapon with a special property. Any weapon with the tractor beam property deals no damage to creatures. As stated in crb damage is x10.

What do you think?


Tarik Blackhands wrote:
Can we talk about what exactly the glaring holes are? I mean, what the glaring holes are to me could be different than the the glaring holes to someone else. Pays to have everyone on the same page.

Can we have a real discussion about the Oma, please? A living Oma can be fought using the standard, non-starship rules, but has no rules for being fought using starship combat, and the opposite is true for its refitted corpse. That's awful. At a bare minimum, we should have rules for engaging a live Oma with a starship, because it's clearly large enough to be accurately targeted with starship weapons, and it certainly isn't very fast.

I'd also like to know how refitting an Oma makes it lose at least 9 megagrams of mass. Oma are on the low side of normal for creatures their size, so it implies starships are almost miraculous, and probably float. But that's secondary.

Endbringer Devils are much, much worse, as they can, at will, turn into a starship while on a planet's surface, and let loose with their turret, but we can address them after we've addressed the much, much easier to solve Oma dilemma.


quindraco wrote:
Tarik Blackhands wrote:
Can we talk about what exactly the glaring holes are? I mean, what the glaring holes are to me could be different than the the glaring holes to someone else. Pays to have everyone on the same page.

Can we have a real discussion about the Oma, please? A living Oma can be fought using the standard, non-starship rules, but has no rules for being fought using starship combat, and the opposite is true for its refitted corpse. That's awful. At a bare minimum, we should have rules for engaging a live Oma with a starship, because it's clearly large enough to be accurately targeted with starship weapons, and it certainly isn't very fast.

I'd also like to know how refitting an Oma makes it lose at least 9 megagrams of mass. Oma are on the low side of normal for creatures their size, so it implies starships are almost miraculous, and probably float. But that's secondary.

Endbringer Devils are much, much worse, as they can, at will, turn into a starship while on a planet's surface, and let loose with their turret, but we can address them after we've addressed the much, much easier to solve Oma dilemma.

My guess that an Oma starship frame was only intended for players to use instead of other medium frames. An Oma starship is a living or dead Oma, not just a corpse.

If you want to fight an Oma with a starship, you pretty much have to build one with the available frame. I'd like it if they made one, but that also may have raised some questions, like "can you use it's abilities when riding an Oma?"


I thought the bestiary (alien archive) generally had it with 'as a starship level monster, it is considered to have X-ranks in all roles and gets to operate on each of those roles in turn. At least until the thing starts taking crit or such.


A homebrew way to let ship weapons resolve against people:

1) The rules for hexes are not compatible with objects taking up volume, because simultaneously you can fit a colossal ship in one, but cannot fit two tiny ships in one. Instead, assume a hex exactly fits 1 Tiny ship: it is about 60 feet from flat edge to opposite flat edge, and about 70 feet from point to opposite point. This immediately lets you translate ship weapon ranges to people ranges: short range weapons are range 300, medium are range 600, and long are range 1200.
2) Ship weapons don't aim for anything small - they settle for hitting the target at all, and praying. In game terms, all ship weapons have Explode(30), and count as item level 20 for the purpose of calculating the save DC. They also all have Penetrating (again, counting as item level 20).
3) Multiply the damage of these weapons by 10 to calculate damage against non-starship targets.
4) Damage types:
These weapons deal Fire damage:
Gyrolaser
Laser net
Light laser cannon
Tactical nuclear missile launcher
Graser
Heavy laser array
Heavy laser cannon
Heavy laser net
Maser
Twin laser
X-laser cannon
Heavy antimatter missile launcher
Heavy nuclear missile launcher
Super X-laser cannon
Supergraser
Superlaser
Supermaser
Antimatter mega-missile launcher
Hellfire torpedo launcher
Nuclear mega-missile launcher

These weapons deal Piercing damage:
Chain cannon
Coilgun
Flak thrower
Gravity gun
Railgun
Gravity cannon
Mass driver
Vortex cannon

These weapons deal Acid damage:
Light particle beam
Particle beam
Persistent particle beam
Particle beam cannon
Persistent particle beam cannon

These weapons deal Electric + Fire Damage:
Light plasma cannon
Light plasma torpedo launcher
Plasma cannon
Heavy plasma torpedo launcher
Super plasma cannon
Quantum missile launcher
Solar torpedo launcher

These weapons deal Bludgeoning + Piercing Damage:
High explosive missile launcher
Light torpedo launcher
Micromissile battery
Heavy torpedo launcher

Light EMP Cannons, EMP Cannons, and Heavy EMP Cannons do not do damage.

5) Weapon Qualities:
Ripper weapons deal half damage to force fields or anything else made entirely of force, but ignore the environmental protections of armor.
EMP weapons are completely stopped by force fields or anything else made entirely of force - not including the environmental protections of armor - and are saved against using Fortitude, not Reflex; any creature failing this save acts as if it had failed to save against Greater Discharge, as the spell (Area Discharge version).
Array Weapons have Blast. Because they also have Explode, treat them as automatically hitting all grid intersections within the cone.
Irradiate weapons cause the area they explode in to count as a source of the appropriate Radiation level for 1d4 rounds, after which the radiation will fade away on its own.
Tractor Beams hold still or move every creature and object in the target area of the ship's size or smaller, counting Tiny ships as Gargantuan and Small or larger ships as Colossal. They move things at a rate of 120 feet per round. Creatures held count as Grappled, so they can use Acrobatics to break free (at the same DC as the Piloting check to break free of it), but cannot attempt to grapple the beam or give the beam the Grappled condition.
Line weapons have Line; because they also have Explode, this means the Line is 60 feet wide, and targets must save (treat the weapon as automatically hitting the area inside the Line).
Vortex weapon damage is completely stopped by force fields or anything else made entirely of force - not including the environmental protections of armor - but if the target fails its save, the force field or effect behaves as if it had failed its save against Disintegrate, collapsing entirely within the 60 foot diameter bubble. On a hit, regardless of damage dealt or intervening force effects, all targets who fail their Reflex save are Entangled for 1d4 rounds.

6) Finite Ammunition: The weapons rules for starship combat assume the combat will end at some point, but do not scale with programming a robot or zombie to hold down the trigger and spray a target. Treat all ship's weapons as Limited X, where X is the ship's total PCU budget, if they do not already have Limited; once they run dry, it takes 10 minutes per PCU for the ship's core to replenish the ship's capacitors and manufacture new physical ammunition, as appropriate.


Garrett Larghi wrote:

Ok so we are to treat shots from a ship as a hazard, so then let's make a formula. 10+Gunners Bab+ranks in piloting+Dex mod+other bonus(ie computer or capitian). This is the ref save needed to take no damage or half damage on any weapon with a special property. Any weapon with the tractor beam property deals no damage to creatures. As stated in crb damage is x10.

What do you think?

Hilariously, unbelievably broken. Your formula not only generates a save DC *ludicrously* out of line, but it ignores the fact that x10 damage is only supposed to apply for direct fire hits, which are impossible.


quindraco wrote:
Tarik Blackhands wrote:
Can we talk about what exactly the glaring holes are? I mean, what the glaring holes are to me could be different than the the glaring holes to someone else. Pays to have everyone on the same page.

Can we have a real discussion about the Oma, please? A living Oma can be fought using the standard, non-starship rules, but has no rules for being fought using starship combat, and the opposite is true for its refitted corpse. That's awful. At a bare minimum, we should have rules for engaging a live Oma with a starship, because it's clearly large enough to be accurately targeted with starship weapons, and it certainly isn't very fast.

I'd also like to know how refitting an Oma makes it lose at least 9 megagrams of mass. Oma are on the low side of normal for creatures their size, so it implies starships are almost miraculous, and probably float. But that's secondary.

Endbringer Devils are much, much worse, as they can, at will, turn into a starship while on a planet's surface, and let loose with their turret, but we can address them after we've addressed the much, much easier to solve Oma dilemma.

So an Ezekiel's Wheel angel can turn into a mothership sized saucer, right? You need a freaking artifact to summon either one.

I'm getting the Alien Archive soon. Any ancient dragons that can be encountered as drift hazards? The first breath will fry the shields, so you better kill it in the first few rounds.


quindraco wrote:

A homebrew way to let ship weapons resolve against people:

1) The rules for hexes are not compatible with objects taking up volume, because simultaneously you can fit a colossal ship in one, but cannot fit two tiny ships in one. Instead, assume a hex exactly fits 1 Tiny ship: it is about 60 feet from flat edge to opposite flat edge, and about 70 feet from point to opposite point. This immediately lets you translate ship weapon ranges to people ranges: short range weapons are range 300, medium are range 600, and long are range 1200.
2) Ship weapons don't aim for anything small - they settle for hitting the target at all, and praying. In game terms, all ship weapons have Explode(30), and count as item level 20 for the purpose of calculating the save DC. They also all have Penetrating (again, counting as item level 20).
3) Multiply the damage of these weapons by 10 to calculate damage against non-starship targets.
4) Damage types:
T
Snip...

The undead cliche is they basically just do what they did when they were alive. They will keep firing till told to stop. If they run out of ammunition or the gun gets disabled, they keep trying to fire.

A ship made of a Kraken shell will have a lot of hardness. A lot like a Dwarf, hollowed out asteroid. When dwarves make spacecraft, they make them out of stone.


I was looking at the chart for traps, and you can probably get away with just using the values that are given, for the time being. They seem like they have similar hit point values as vehicles do and they give other important info, such as AC, attack rolls, damage, saves etc.. they are pretty much objects, too, and the game's tells you to treat starships as an object so I figure why not.

You can check the chart out if you want, here


Goth Guru wrote:
quindraco wrote:
Tarik Blackhands wrote:
Can we talk about what exactly the glaring holes are? I mean, what the glaring holes are to me could be different than the the glaring holes to someone else. Pays to have everyone on the same page.

Can we have a real discussion about the Oma, please? A living Oma can be fought using the standard, non-starship rules, but has no rules for being fought using starship combat, and the opposite is true for its refitted corpse. That's awful. At a bare minimum, we should have rules for engaging a live Oma with a starship, because it's clearly large enough to be accurately targeted with starship weapons, and it certainly isn't very fast.

I'd also like to know how refitting an Oma makes it lose at least 9 megagrams of mass. Oma are on the low side of normal for creatures their size, so it implies starships are almost miraculous, and probably float. But that's secondary.

Endbringer Devils are much, much worse, as they can, at will, turn into a starship while on a planet's surface, and let loose with their turret, but we can address them after we've addressed the much, much easier to solve Oma dilemma.

So an Ezekiel's Wheel angel can turn into a mothership sized saucer, right? You need a freaking artifact to summon either one.

I'm getting the Alien Archive soon. Any ancient dragons that can be encountered as drift hazards? The first breath will fry the shields, so you better kill it in the first few rounds.

I have no idea what that angel is, but the only dragons we have in Alien Archive are Young Adults, and we have absolutely no dragons listed capable of posing a "drift hazard", as they have no way to transition to or from Drift space without a Drift engine, no way to move about in Drift space without assistance, and no way to survive indefinitely without assistance. You could solve these problems, but you'd need to do it the same way non-Dragons do, so the Dragon would probably end up riding a ship around. The breath weapon would probably do nothing all to the ship's shields, even if the Dragon were willing to take off its helmet in the Drift.

How dragons perform in a starship fight depends a lot on how you interpret damage types on starship weapons, due to draconic damage immunities.


quindraco wrote:
How dragons perform in a starship fight depends a lot on how you interpret damage types on starship weapons, due to draconic damage immunities.

Realistically it doesn't really depend on any of that, for the most part. If a space faring dragon is encountered in space, it's going to have starship statistics. Any ancient space dragon's breath weapon will likely resolve as a capital weapon and probably would annihilate most ships weaker than itself, so you likely shouldn't encounter one until higher levels.

Atmospheric Dragons wouldn't participate in starship combat at all. If a starship engages a dragon in atmosphere, the ship will be treated as an object with completely different statistics.


I was thinking the drift drive could be an implant or external bionics.
Of course, no ancient dragons in Spacefinder just shoots down the entire idea.

I have a third party book somewhere that contains lots of epic monsters.
One of them is a humongus, 4 faced angel with equally earth shattering powers. Possibly summoned by blowing on gabriel's trumpet. That was 3.5.

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