The Nuclear Dilemma in Starfinder


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I once played a game where a fellow PC killed the final boss with an interdimensional ballistic missile (IDBM) with a nuclear warhead. This was a homebrewed 3.5 game. We eventually found ourselves in something similar to a near-future Earth, and one of the PCs (a wizard) slowly developed the ability to make nuclear weapons and a portal through which he could launch them. He finished just in time for the final battle (we were lvl 16 at this point). The GM managed to make the combat fun for everyone, but that weapon could have easily ruined the fun if the GM hadn't done such a great job.

Now I am about to GM a Starfinder game, and the same player will be at the table. Only this time, the game already contains nuclear weapons.

Nuking the BBEG's dungeon from orbit seems so obvious and easy. Even if you don't kill the BBEG, you're going to do a lot of damage.

How would use of nuclear weapons be deterred or countered? Obviously the best solution is to talk to my player beforehand (and I plan to do that tomorrow). But I would like a solution that does not break the game's verisimilitude.

The best idea I have at the moment is that important structures and settlements all install anti-missile weapons (with the point property) with an AI gunner. This would provide a lot of protection. Additionally, anyone who launches a nuclear strike would likely become an intergalactic criminal.

Has anyone else had this come up yet? I'm curious what other people think.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Getting the materials without getting traced would be tricky.

Item Level, pg. 167 wrote:
Item level also helps convey the fact that buying equipment is more involved than just placing an order. Even finding the items you desire isn’t always easy, and those who have access to things such as powerful weapons and armor tend to deal only with people they trust. Legitimate vendors don’t want to get reputations for selling hardware to pirates or criminals, and even criminal networks must be careful with whom they do business.

In SFS there is a concept called Infamy to track how cruel/bloodthirsty a character is. Nuking someplace would easily get two Infamy if not more. Infamy reduces the maximum Item Level of equipment the character can buy -- people are a lot less eager to deal with the infamous.

You could institute something like this in your home game. That would make such actions have consequences.

I would also think it reasonable to expect some defenses on any settlement, but so far nothing has detailed what those are. There is a quick throw-away line about station defenses in Incident at Absalom station -- they don't call out what the defenses are, just that something happens outside the defensive perimeter. Not having some sort of defenses would leave a settlement vulnerable to the first space pirate that came by.

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BretI wrote:


In SFS there is a concept called Infamy to track how cruel/bloodthirsty a character is. Nuking someplace would easily get two Infamy if not more. Infamy reduces the maximum Item Level of equipment the character can buy -- people are a lot less eager to deal with the infamous.

I really like the idea of infamy. I'm going to use this in my game. Thanks!


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Therefore, the best villains hide their secret lairs under orphanages.

Grand Lodge

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If you can't build a doom fortress capable of surviving a orbital nuclear bombardment, can you really call yourself a BBEG?


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A few things here

1. Unlike the real world anti missile space lasers are a reality in this world.

2. Nobody wants a nuke shot on there planet. The fallout, radiation sickness and radioactive wasteland left behind are huge problems.

3. Even if your BBEG lives on a deserted asteroid if your PCs shoot a nuke any space government whether or not they are the target is going to shoot the nuke down for several reasons.
A. They cant be sure who or what is being targeted.
B. They don't want the problems listed above in 2 above
C. In a world of crazy tech and magic you never know if a
superhacker can divert the missile.
4. There is no way you can know if you actually got your target if you use nuclear bombardment

5. As mentioned above using a nuke would get you mad infamy.

6. And most important to your PCs. Nuking the BBEG from space nets you zero xp or loot.


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Hastur! Hastur! Hastur! wrote:
2. Nobody wants a nuke shot on there planet. The fallout, radiation sickness and radioactive wasteland left behind are huge problems.

Both Hiroshima and Nagasaki have been rebuilt and are inhabited (by over a million people in Hiroshima) without the long-term effects being noticeable. A tactical nuclear strike just doesn't lead to Fallout-level consequences, but it should be plenty for many bosses. It's not that I don't think governments are going to be happy for it to happen on their planets, but the consequences aren't necessarily as bad as your point suggests.


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Bluenose wrote:
Hastur! Hastur! Hastur! wrote:
2. Nobody wants a nuke shot on there planet. The fallout, radiation sickness and radioactive wasteland left behind are huge problems.
Both Hiroshima and Nagasaki have been rebuilt and are inhabited (by over a million people in Hiroshima) without the long-term effects being noticeable. A tactical nuclear strike just doesn't lead to Fallout-level consequences, but it should be plenty for many bosses. It's not that I don't think governments are going to be happy for it to happen on their planets, but the consequences aren't necessarily as bad as your point suggests.

That's a very dangerous oversimplification (70,000 people killed outright in Hiroshima with an estimated 1,900 dying since then due to cancers attributed to Little Boy's radiation release), and in regards to an actual tactical nuclear strike, outright wrong.

Hiroshima and Nagasaki are safe and inhabitable for numerous factors, the main one being the fact that the bombs were detonated in the sky rather than directly hitting the city. And then there's also the fact that there isn't a singular nuke "design", there's plenty of differing ways the materials are used (and how much) and fission taking place.

Compare to the Chernobyl zone which is estimated to be uninhabitable for up to 300 years.


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Also, nukes aren't actually all that powerful.

http://paizo.com/threads/rzs2ujcb?Mr-Owl-how-many-nukes-does-it-take#1


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Linkified.


Also, there is a huge difference between a nuclear reactor meltdown (like Chernobyl) and the blast from a nuclear weapon. You can't live near a nuclear reactor accident site because of the tons and tons of fallout released from irradiated materials being vaporized and blown about willy nilly. This doesn't even produce a 'radioactive wasteland,' so much as 'an area dangerous to many kinds of life, if they happen to be there for a sufficient amount of time.'

You don't get that level of contamination from a nuclear missile. If you sat in orbit just running a siege with nukes, sure, you could do that. But given the damage info in that link (thanks!) it would take days of bombardment, and who even knows how many credits.

Then again, putting too much real-world science into a sci-fantasy game always ruins everything. If in your game, nuclear weapons are all laden with cobalt or whatever so you can turn a planet into a nuclear slag ball, go nuts.


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Microfusion devices can be used instead of strategic-level Nukes. A small pellet of Lithium and Tritium or Helium-3 could be compressed by using laser pulses, or triggered by using the radiation of a small antimatter-matter detonation. The damage can be controlled by using pellets of a specific size. Or, skip the pellet entirely by using antimatter-matter explosions, like Star Trek's Photon Torpedoes.


Why does this even come up? Are you planning on giving a character access to nukes or the ability to make them?

At least real city destroying nukes. The tactical combat ones in the starship rules clearly aren't even on the level of a Hiroshima bomb.

Any starship weapons create essentially the same problems.
As John suggests antimatter weapons should be even more destructive than nukes, but we're not familiar with them, so we don't hear the term and envision city wide destruction.


Pathfinder Lost Omens Subscriber

In the game Alpha Centauri they were called 'Planet Buster' bombs.

They could outright destroy many hexes of territory, but the flavor of what they used was a bit different, and the bigger the power on them, the greater the devastation.

Using even *one* even during 'allowed hostilities between factions' immediately turned every other faction against yours, including strong allies and partners... and the devastation (even for a strategy video game) was... significant and sobering.

Oh, and of course Planet would retaliate against the user, too, because that wasn't cool.


Because a lot of times your goal isn't just kill the villain, it's "Kill the villain so you can get his stuff and from that figure out who was giving him orders so you can find the next villain." Wiping out the enemy base from orbit wipes out all of your clues to the larger plot.


Mr.Sandman wrote:

Also, nukes aren't actually all that powerful.

http://paizo.com/threads/rzs2ujcb?Mr-Owl-how-many-nukes-does-it-take#1

I find it's not the best idea to try to find out how powerful a weapon is based off its damage against a wall, especially when they exaggerate their hit points much more in this game compared to any other object. If we only use this sort of metric, then Disintegrate would be, top to bottom, the best damaging effect in the game, easily.

If a GM finds that such a weapon doesn't do as much damage to a structure as they'd like, they could just simply apply this rule, since it's a very valid use of it:

Vulnerability to Certain Attacks: wrote:
Certain attacks are especially strong against some objects. In such cases, attacks deal double their normal damage and might ignore the object’s hardness


Doesn't a wall have a Hardness value per inch? Taking that into account will increase the number of weapons needed to breech a wall.


thejeff wrote:

...

At least real city destroying nukes. The tactical combat ones in the starship rules clearly aren't even on the level of a Hiroshima bomb.
...

AFAIK Starfinder nukes are only marginally more powerful than conventional explosives. Like, 4d8 vs 5d8 type marginal.

Jasque wrote:

...

Now I am about to GM a Starfinder game, and the same player will be at the table. Only this time, the game already contains nuclear weapons.

Nuking the BBEG's dungeon from orbit seems so obvious and easy. Even if you don't kill the BBEG, you're going to do a lot of damage.

How would use of nuclear weapons be deterred or countered? Obviously the best solution is to talk to my player beforehand (and I plan to do that tomorrow). But I would like a solution that does not break the game's verisimilitude.
...

Right, serious discussion time. Forget nukes for a sec, they up the game, but they don't fundamentally change anything. Here's how modern warfare works, and how Starfinder warfare should work if it isn't really, really stupid (*cough*nuclear weapons can't punch through a wall*cough*).

Do you know that it exists and that you want it dead?

Do you know its location precisely enough to employ whatever you are willing to use on it?

Are you willing and able to commit enough forces or ordinance to defeat defensive measures?

Are you willing to suffer the expected collateral? This includes political rammifications, lost opportunities to gather intel etc as well as civilian lives lost.

If the answer to all of the above is yes, then congratulations!

It is F#*$ing Dead.

No ifs, no buts. If you want it dead, know where it is, have the s#*$ to kill it, and are willing to suffer the consequences, then It is F#*$ing Dead Really F#*$ing Quickly.

If you as the GM find yourself in a position where the PCs are seriously considering using ship based ordinance on your villain without it being basically a suicide mission, then your villain has truely earned a merciless, bloody death. Don't like it, don't put Urist McSpaceBinLadin in the fortress of space doom on the planet of lava and terror and not enough AA batteries to deal with massed Rods From God. Put them in a random quiet villa somewhere in SpacePakistan, within a few miles of a military Spaceport.


Snowblind wrote:
thejeff wrote:

...

At least real city destroying nukes. The tactical combat ones in the starship rules clearly aren't even on the level of a Hiroshima bomb.
...

AFAIK Starfinder nukes are only marginally more powerful than conventional explosives. Like, 4d8 vs 5d8 type marginal.

Jasque wrote:

...

Now I am about to GM a Starfinder game, and the same player will be at the table. Only this time, the game already contains nuclear weapons.

Nuking the BBEG's dungeon from orbit seems so obvious and easy. Even if you don't kill the BBEG, you're going to do a lot of damage.

How would use of nuclear weapons be deterred or countered? Obviously the best solution is to talk to my player beforehand (and I plan to do that tomorrow). But I would like a solution that does not break the game's verisimilitude.
...

Right, serious discussion time. Forget nukes for a sec, they up the game, but they don't fundamentally change anything. Here's how modern warfare works, and how Starfinder warfare should work if it isn't really, really stupid (*cough*nuclear weapons can't punch through a wall*cough*).

Do you know that it exists and that you want it dead?

Do you know its location precisely enough to employ whatever you are willing to use on it?

Are you willing and able to commit enough forces or ordinance to defeat defensive measures?

Are you willing to suffer the expected collateral? This includes political rammifications, lost opportunities to gather intel etc as well as civilian lives lost.

If the answer to all of the above is yes, then congratulations!

It is F#*$ing Dead.

No ifs, no buts. If you want it dead, know where it is, have the s#*$ to kill it, and are willing to suffer the consequences, then It is F#*$ing Dead Really F#*$ing Quickly.

If you as the GM find yourself in a position where the PCs are seriously considering using ship based ordinance on your villain without it being basically a suicide mission, then your villain has...

Or at least give him a teleporter and a warning device that gives him a couple rounds. :)

Of course, there's also no reason to assume that a CR appropriate villain can't have a ground installation at least as hardened and dangerous as a higher tier battleship - such that it's actually more effective to land and sneak in than to attack from space.

Space opera combat isn't much like modern combat honestly. Defenses tend to scale up with offense better than they do in the real world. Force fields and armor made from handwavium mean you don't have to shoot down everything incoming, you can actually survive some hits.


It's also important to acknowledge the bit on "shooting starships" in the rules is that you're not allowed to actually target people with ship weapons and can instead treat it as a hazard against people.

Why is this important? Because not every high CR enemy is going to be located in a place that has heavy defensive counter measures to protect it from getting bombed from afar.

Say you're the GM with a 13th level party that recently escaped from a CR20 Kyokor. Say your party think to themselves "hey, let's nuke this bastard!" and proceeds to bomb it with a Heavy Antimatter Missile Launcher. Are you going to let the Kyokor just simply die?

That's part of the reason they suggest to treat it as hazards. If we use environmental hazards AKA trap damage, a tier 13 ship's explosive weapon attack would probably clock in at a CR13 trap (14d12) damage. This level of damage would annihilate regular people and most lower CR encounters instantly, but the Kyokor should not be among that death count.

Honestly, it's just bad form for the game to allow players to regularly have access to weapons that instantly kill anything, regardless of its CR, and the fact that you wouldn't gain XP is irrelevant. This is why this particular rule exists.


Sauce987654321 wrote:

It's also important to acknowledge the bit on "shooting starships" in the rules is that you're not allowed to actually target people with ship weapons and can instead treat it as a hazard against people.

Why is this important? Because not every high CR enemy is going to be located in a place that has heavy defensive counter measures to protect it from getting bombed from afar.

Say you're the GM with a 13th level party that recently escaped from a CR20 Kyokor. Say your party think to themselves "hey, let's nuke this bastard!" and proceeds to bomb it with a Heavy Antimatter Missile Launcher. Are you going to let the Kyokor just simply die?

That's part of the reason they suggest to treat it as hazards. If we use environmental hazards AKA trap damage, a tier 13 ship's explosive weapon attack would probably clock in at a CR13 trap (14d12) damage. This level of damage would annihilate regular people and most lower CR encounters instantly, but the Kyokor should not be among that death count.

Honestly, it's just bad form for the game to allow players to regularly have access to weapons that instantly kill anything, regardless of its CR, and the fact that you wouldn't gain XP is irrelevant. This is why this particular rule exists.

OTOH a Kyokor vs starfighter battle would be kind of cool. Shame the rules don't really support it.


Sauce987654321 wrote:


Honestly, it's just bad form for the game to allow players to regularly have access to weapons that instantly kill anything, regardless of its CR, and the fact that you wouldn't gain XP is irrelevant. This is why this particular rule exists.

I look at it more as if the PCs have access to that sort of weaponry, then as a GM it's my responsibility to make sure that the PCs have a vested interest in not just using them to nuke the site from orbit. Something within the blast radius that they need intact, or a similar reason.

If not...then why not? Let them nuke the BBEG and move on to more interesting things.


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why bother with a nuke? you can do really entertaining things with big rocks dropped from orbit, or fired by a Mass Driver... think Babylon 5 and what the Centauri did to the Narn home world... nukes have uses... such as a bug infested planet like in Starship Troopers...


and we havent even discussed the use of bomb-pumped laser warheads... or Orion maneuver drives


For those talking about access, just remember that the Vesk put nuclear missile launchers on their fighter craft. Getting nuclear weaponry is not particularly difficult if it's fighter mountable on a low end spacecraft.


Icehawk wrote:
For those talking about access, just remember that the Vesk put nuclear missile launchers on their fighter craft. Getting nuclear weaponry is not particularly difficult if it's fighter mountable on a low end spacecraft.

Except those clearly aren't what we think of as nukes. They're not city destroying.


thejeff wrote:
Icehawk wrote:
For those talking about access, just remember that the Vesk put nuclear missile launchers on their fighter craft. Getting nuclear weaponry is not particularly difficult if it's fighter mountable on a low end spacecraft.
Except those clearly aren't what we think of as nukes. They're not city destroying.

Out of curiosity, what brings us to that conclusion? They don't have any description, like other starship weapons, so that's probably up to the GM, really.


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Wei Ji the Learner wrote:


In the game Alpha Centauri they were called 'Planet Buster' bombs.

They could outright destroy many hexes of territory, but the flavor of what they used was a bit different, and the bigger the power on them, the greater the devastation.

Using even *one* even during 'allowed hostilities between factions' immediately turned every other faction against yours, including strong allies and partners... and the devastation (even for a strategy video game) was... significant and sobering.

Oh, and of course Planet would retaliate against the user, too, because that wasn't cool.

Oh how I miss that game and my stockpile of Planet Busters. I was in a stalemate war with one faction, and the rest of the factions were friendly but not helping. I lost my patience with the constant taking/losing/taking of the enemy's capitol, so I nuked it. EVERYONE turned on me... so I planet busted every other faction. I had stockpiled enough planet busters to take out practically every city that wasn't mine. Yea, I was the supervillain. Glorious finish to that game..


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Sauce987654321 wrote:
thejeff wrote:
Icehawk wrote:
For those talking about access, just remember that the Vesk put nuclear missile launchers on their fighter craft. Getting nuclear weaponry is not particularly difficult if it's fighter mountable on a low end spacecraft.
Except those clearly aren't what we think of as nukes. They're not city destroying.
Out of curiosity, what brings us to that conclusion? They don't have any description, like other starship weapons, so that's probably up to the GM, really.

While starfinder doesn't exactly go into this level of realism, a interesting thing to note is that at least as far as space combat goes, nukes (especially tactical ones) actually wouldn't be all that impressive, as without being surrounded by many thousands of tons of atmosphere to create a shock wave, it would just be a bright flash of light. So a starship based nuke's primary means of damage would be from thermals (whether over saturating the ships cooling systems or ablating the hull outright) and radiation, with ranges measured in the hundreds of meters to a few kilometers. So tactical nukes being not being that much stronger than conventional starship missiles would not be too much of a stretch.

Though that tidbit doesn't really help the OP's argument of: "What's stopping people from nuking them from orbit?" As, if anything, makes the argument more difficult as one could argue nukes would be more destructive against a planetary base. But, yeah, I think the three biggest things that against just nuking them is the ramifications of the collateral damage, the big bad having a competently defended base, and no loot or XP from baddies killed with indiscriminate weapons.


The main thing keeping players from nuking the boss from orbit? That the rules basically forbid directly targeting character-level targets with ship-scale weapons. :p

Basically, there are times when "just nuke it" is a valid options, but most of the times, its either inadvisable, ineffective, or unnecessary.


Metaphysician wrote:
The main thing keeping players from nuking the boss from orbit? That the rules basically forbid directly targeting character-level targets with ship-scale weapons. :p

But even that doesn't make any sense, if those nukes are like our nukes. You don't target character level targets with nukes, you target cities.


thejeff wrote:
Metaphysician wrote:
The main thing keeping players from nuking the boss from orbit? That the rules basically forbid directly targeting character-level targets with ship-scale weapons. :p
But even that doesn't make any sense, if those nukes are like our nukes. You don't target character level targets with nukes, you target cities.

A) Most real world tactical nukes have yeilds mesured in tons or kilotons, so at best they'd not be much more powerful than the ones used in WWII, which aren't that impressive compared to what we have now.

2) And it's because you target cities you could not use them, not at least without majorly pissing off the city's governing body and their friends. Nuking the big bad's base and all of the associated collateral damage might make the PC's just as, if not more vilified than the big bad themselves.


WhiteWeasel wrote:
thejeff wrote:
Metaphysician wrote:
The main thing keeping players from nuking the boss from orbit? That the rules basically forbid directly targeting character-level targets with ship-scale weapons. :p
But even that doesn't make any sense, if those nukes are like our nukes. You don't target character level targets with nukes, you target cities.

A) Most real world tactical nukes have yeilds mesured in tons or kilotons, so at best they'd not be much more powerful than the ones used in WWII, which aren't that impressive compared to what we have now.

2) And it's because you target cities you could not use them, not at least without majorly pissing off the city's governing body and their friends. Nuking the big bad's base and all of the associated collateral damage might make the PC's just as, if not more vilified than the big bad themselves.

1) Which you're still not worried about aiming for individual targets with. Maybe you need to know what part of the city.

B) Sure, assuming they're in a city and not an isolated base of some kind. There can be consequences.
Of course, per the rules, damage is pretty low and we have no idea what kind of area is affected.


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Take starcraft as an example. In the lore nukes of the "city-leveler" kind used to exist but were banned after the destruction of a major planet. Now the only kind of available nuke deals as much damage as an artillery barrage from a big (not the biggest) terran mech.


All of this discussion seems to be assuming you'd fire a nuke at the target. Why are we assuming you'd need to?

We have no hard rules on how accurate a Drift jump is, so it's unclear how precisely you can predict where you'll be exiting when you exit Drift space, but much more significantly, we haven't got rules governing (and hence, stopping) issues like Drifting into atmosphere. We have enough of a description of the Drift to give any GM an easy out in terms of why you can't Drift your fighter into the hangar bay of that enemy Dreadnought, but it's a lot tougher arguing you can't Drift directly onto a planet and shove a nuke out an airlock.

I'm convinced you can't do this, since the Corpse Fleet hasn't already won - with their immunity to arbitrarily hard radiation, this would be their primary solution to cleansing and conquering worlds full of the living, if it worked. But why can't you? Travel In-System is an explicitly easy Drift task that doesn't even need beacons to work, and while you ought to be largely unable to hit an arbitrarily accelerating target, something obeying a regular orbit and the size of a planet should be relatively trivial. What's the deal?

So far, the answer I've come up with that I'm happiest with is that Drift engines can't (or won't - remember, Triune is responsible for their operation) Drift into or out of any location too close to too much gravity. This means you can't commit suicide by Drifting directly into a black hole, which I am comfortable with, and that you can't build a ship on the surface and then have it get into orbit by Drifting, which I am also comfortable with. But this is a house rule, and I'd love to hear an official answer.


Do any of the characters have "work experience" with launching nukes? I'd make it an insanely high skill check (perhaps multiple checks) to guide the missile to target. Perhaps even make the rolls yourself (hidden) so they might even think they are doing well, but at the last minute they realize the missile is going horribly off-target and actually destroys an inhabited city!

Yikes!


starlite_cutie wrote:

Do any of the characters have "work experience" with launching nukes? I'd make it an insanely high skill check (perhaps multiple checks) to guide the missile to target. Perhaps even make the rolls yourself (hidden) so they might even think they are doing well, but at the last minute they realize the missile is going horribly off-target and actually destroys an inhabited city!

Yikes!

I mean if your characters can launch nukes and other starship weaponry just fine, then there really shouldn't be a skill check involved, outside of maybe just a gunnery check at most.

Anyway, the game isn't going to tell you if they're like real world nukes or not, because while that detail may not really add anything to the game to begin with, it's probably best to leave it up to the GM.

A city destroying nuke is pretty easy to model. Just simply apply the weapon damage to every structure in an arbitrary mile radius, while doing "hazard damage" to creatures with in the radius. And before someone says "a nuke can't knock down a concrete wall," a GM simply saying structures are vulnerable to the nukes damage, therefore doubling it, immediately takes care of that. Also, the book suggests that most concrete walls are at least 1 foot thick, which is only 180 HP, so even a tactical nuke takes care of that rather easily.


Real nukes take a whole control room of personnel to fire and control. They have years of highly specialized training, and they are following manuals and protocols the entire time.

Sure this is a sci-fi settings, so it can be dumbed down, but I was introducing this like of thought to help OP think up some deterrents for players wanting to abuse the "easy" solutions all of the time.

Easy solutions prevent games from taking place.


Sauce987654321 wrote:
starlite_cutie wrote:

Do any of the characters have "work experience" with launching nukes? I'd make it an insanely high skill check (perhaps multiple checks) to guide the missile to target. Perhaps even make the rolls yourself (hidden) so they might even think they are doing well, but at the last minute they realize the missile is going horribly off-target and actually destroys an inhabited city!

Yikes!

I mean if your characters can launch nukes and other starship weaponry just fine, then there really shouldn't be a skill check involved, outside of maybe just a gunnery check at most.

Anyway, the game isn't going to tell you if they're like real world nukes or not, because while that detail may not really add anything to the game to begin with, it's probably best to leave it up to the GM.

A city destroying nuke is pretty easy to model. Just simply apply the weapon damage to every structure in an arbitrary mile radius, while doing "hazard damage" to creatures with in the radius. And before someone says "a nuke can't knock down a concrete wall," a GM simply saying structures are vulnerable to the nukes damage, therefore doubling it, immediately takes care of that. Also, the book suggests that most concrete walls are at least 1 foot thick, which is only 180 HP, so even a tactical nuke takes care of that rather easily.

So basically make a bunch of house rules to make Starfinder nukes closer to your conception of real world nukes thus creating the problem in the OP.

I guess, if you want to.

So, how do you keep the PCs from nuking the bad guys? Every adventure location in a populated city? Every mission a rescue or retrieval mission?

Possibly more to the point, why don't the bad guys, who generally have more resources than the PCs plus they're evil already, so fewe moral qualms, just nuke the PCs the first time they're not in their starship?

If this is a world where every two-bit adventurer and pirate has access to real world style nuclear weapons and there's no real way to defend against them, that's a pretty nasty world. As far as I know there are no rules for using such weapons outside of starship comment - and the explicit bit about not being able to target regular creatures.


starlite_cutie wrote:

Real nukes take a whole control room of personnel to fire and control. They have years of highly specialized training, and they are following manuals and protocols the entire time.

Sure this is a sci-fi settings, so it can be dumbed down, but I was introducing this like of thought to help OP think up some deterrents for players wanting to abuse the "easy" solutions all of the time.

Easy solutions prevent games from taking place.

Much of that is intended to keep them from being fired to easily.

We're in a setting where starships regularly use nukes in combat. It can't be that complicated a procedure.


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I mean you can substitute "nuke" with any starship grade weapon. The general principle of "what's stopping the PCs from just glassing the region" applies all the same.

Typically the standards of "there's loot/hostages/macguffins nearby", "the outer defenses would blow a ship straight out of the sky, but a small, highly trained group of...", or "That's (government) territory and they take a dim view of glassing" work fine. If your BBEG can't do one or all of those deterrents, he deserves the Rogue Trader special frankly.


thejeff wrote:
So basically make a bunch of house rules to make Starfinder nukes closer to your conception of real world nukes thus creating the problem in the OP.

The only house rule here is giving the weapon a radius, because it does not have one.

Treating them as hazards against people is stated in the starship rules in the "Shooting Starships" section, and doubling their damage against structures is a rule from the breaking objects section, which is no different from the GM letting fire deal double damage against paper objects instead of normal damage.


Tarik Blackhands wrote:

I mean you can substitute "nuke" with any starship grade weapon. The general principle of "what's stopping the PCs from just glassing the region" applies all the same.

Typically the standards of "there's loot/hostages/macguffins nearby", "the outer defenses would blow a ship straight out of the sky, but a small, highly trained group of...", or "That's (government) territory and they take a dim view of glassing" work fine. If your BBEG can't do one or all of those deterrents, he deserves the Rogue Trader special frankly.

Except that the main reason we're deciding that the Starfinder ship nukes destroy cities and bases and anywhere the bad guy could be hiding is that "They're nukes" and we know what nukes are like.

Otherwise you could easily decide they don't have a huge destructive radius and rely on the "can't target" rule to keep them from being particularly useful against ground installations.


Sauce987654321 wrote:
thejeff wrote:
So basically make a bunch of house rules to make Starfinder nukes closer to your conception of real world nukes thus creating the problem in the OP.

The only house rule here is giving the weapon a radius, because it does not have one.

Treating them as hazards against people is stated in the starship rules in the "Shooting Starships" section, and doubling their damage against structures is a rule from the breaking objects section, which is no different from the GM letting fire deal double damage against paper objects instead of normal damage.

I guess, though it's not like there's any particular reason nukes are more effective against concrete than against anything else.

And while there is that note about using them as hazards, what that means is up the GM. How do you set up the hazard rules for being near ground zero? Seems to me you'd have to pretty much make them up. If you're going for realism, it's pretty much "unavoidable, you die".


thejeff wrote:
I guess, though it's not like there's any particular reason nukes are more effective against concrete than against anything else.

Okay, instead of concrete, how about just "building walls," then? Sound better? Really, though, this isn't some sort of dangerous rule that a GM has to be particularly nitpicky about.

Quote:
And while there is that note about using them as hazards, what that means is up the GM. How do you set up the hazard rules for being near ground zero? Seems to me you'd have to pretty much make them up. If you're going for realism, it's pretty much "unavoidable, you die".

Going by the hazard rules in the vehicle section, the CR of the hazard should be near its item level. So tier 6 starship's weapon attack against ground targets should be near CR 6, more or less.

If you're ground zero? How close? If you are right in front of it, like on top of it, I would just use the full x10 damage, which is probably what that's for. If you are near it's detonation, just increase the CR, if you feel it's not high enough. Just leaving it as "you die" in a game where the players can survive nearly anything might rub some people the wrong way.

Yes it is rather handwavy, but that's all they gave us, with rules interspersed through out the book.


starlite_cutie wrote:
Real nukes take a whole control room of personnel to fire and control. They have years of highly specialized training, and they are following manuals and protocols the entire time.

This is an extremely misleading statement, any large scale missile used by a professional military force will have a lot of personnel associated with the command and control of the weapon. However weapons up to and including ballistic missiles have been used by various groups, insurgents, terrorists etc. without those controls in place and the weapons still work just fine. Once the weapon is built and assembled then it has all it needs to blow up, even nukes. You can raise objections about guidance for ballistic missiles if you are trying to figure out how to change its target on the fly but ship based weapons in this game clearly have complex guidance and control systems on their own, once locked to a target they will fly to it and detonate. The nukes in question seem much closer to the old (and thankfully retired) nuclear anti ship missiles from the cold war which could very much be used in a fire and forget mode.


Tarik Blackhands wrote:
the Rogue Trader special

Beautiful. I will definitely use this term from now on.

Indeed, "nuke it from orbit" will solve most problems through overwhelming firepower (after all, most starship weapons don't have limited ammo as written. They WILL destroy any ground target eventually). It just has the slight inconvenient of :
- Making useful things disappear at the same time, which may or may not be a problem in the given situation.
- Have hefty political consequences (see : SFS infamy idea) once the Pact Worlds beging to know about the PCs preferred way of problem-solving.

If players are intent on using this method often regardless, they have to deal with the long term consequences. It becomes a table problem regarding campaign expectations between players and DM, not a rules problem.


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quindraco wrote:
So far, the answer I've come up with that I'm happiest with is that Drift engines can't (or won't - remember, Triune is responsible for their operation) Drift into or out of any location too close to too much gravity. This means you can't commit suicide by Drifting directly into a black hole, which I am comfortable with, and that you can't build a ship on the surface and then have it get into orbit by Drifting, which I am also comfortable with. But this is a house rule, and I'd love to hear an official answer.

I've decided myself to make a similar houserule. Entering the drift in my games requires you to be in a relatively flat area of space-time, so either out of a planet's gravity well or in a lagrange point. Basically, you have to take off from a planet and spend the "reach satallite" time to either leave the gravity well or find a lagrange point to go into drift. Exiting the drift is "random" with the same rules as plane shift, meaning you end up within 5d100 miles of your intended exit point. Since this could put you in atmo or inside the planet itself, most people just try to exit significantly far away from any known bodies.

I don't think you'll get an official answer (though I hope I'm wrong). I expect the vagueness of this (and many other things) was intentional to help GM's run the kinds of games they want to.


The Traveller RPG states that Jumpspace can only be entered at a distance from any significant mass equal to 100 times its longest dimension. A ship in Jumpspace precipitates to Realspace at the same distance, so running into a planet, asteroid, space station, etc. is an impossibility.


Half snark/Half Serious.

If PC's can get a hold of nukes, so can the bosses. And if the boss is supposed to be a threat to the PC Party, and have better resources, they should have better missile defense than the PCs.

Its the old thing of, "Look, anything you can do or think of, so can the bad guys. There's a reason I'm not having them nuke YOU while you sleep." or in this example, "There's a reason why the Boss doesn't just decide "hey, I should send a nuke through a portal and tele-f*ck that PC"

The notion that the PCs have come up with a omg total pwnz idea that no one else has ever considered, especially when its on the level of, "Why not do massive over-reaction level damage?" is kinda silly.

If the PCs want to play on that level of overwhelm, its only fair the badguys do the same. Alternately something that blatant means the actual CR isn't that high and they shouldn't get anything tangible out of it.

"Nuke Planet" doesn't mean you get millions of xp.

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