Quetzalcoatl |
As the title suggests, I'm wondering how people would deal with enemies in space battles that are the size of planets, or at least planetoids. I know that the rules state that any one ship/combatant takes up a tile irrespective of individual size.
I'm not really thinking of something like a Death Star either, but a living entity that's just massive in size (ignoring the issue of gravity wells, ofc).
Pantshandshake |
Well, if the planet is still taking up one hex, then it still has the same firing arcs and shield sections as a regular ship, so there's 0 change.
Is this going to have weapons and shields that make sense based on the fact that its a planet? I'd figure that would preclude a spaceship fight right from the get go.
SirShua |
The rule reads unless otherwise specified, a ship takes up 1 hex.
Could definitely specify otherwise, and I'd make it a different size based on shape. If it's a sphere like a planet it'd be 7 hexes as a circle for example. You could have it be a snake if it was very long.
I'd also put a gimmick like vulnerabilities in there personally, since most ships aren't going to do more than superficial damage to a normal planet, let alone a planetary being.
Metaphysician |
For "smaller" cases, it may be vulnerable to the biggest capital ship weapons. After all, I'm pretty sure a space battleship can blow up an asteroid if it really wants to, that should apply for an asteroid-sized eldritch horror. Of course, for most situations, "capital weapon mounts on a battleship" and "plot macguffin" are functionally the same.
If something actually is the size of a planet? How do you fight it: you don't. You get a plot macguffin: a special weakness, a planet-busting weapon, a friendly deity, something like that.
Metaphysician |
Depending on the creature, you could do a death star sequence or Trypticon (From war for cybeetron) and have the ship navigate hazards to the inside of the thing and blow up something vital.
Then have an escape sequence.
Though as Guardians of the Galaxy 2 showed, even if you *can* get to the brain core of the evil planet, you probably won't to bring something that explodes real well, anyway.
Quetzalcoatl |
Having a macguffin weapon/thing was pretty much my intent, although I didn't really want to do the "land on the thing and blow it up" scenario. Think of it more as a Mass Effect-esque combined effort thing.
So let's assume there's a plot macguffin that can be used while in space combat, and the enemy is larger than one tile permits (which is a lot).
Maybe, if each tile of the thing can be targeted and attacked. Then the fight could be about weakening all of the tiles enough to then use the macguffin.
Tender Tendrils |
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I wouldn't represent it as taking up tiles in space combat - instead the space combat would be set entirely in low orbit of this entity (the map is essentially a small part of the creature).
A few hexes might represent targetable weak spots or locations where you have to fire special munitions, and a few hexes might be defensive emplacements of some kind (using the stats for a ship with no engine).
On top of that would be environmental hazards that act as defended for the creature, and the creature itself launching large, powerful attacks at random targets.
and the battle map the player ship inhabits is a tiny fraction of the larger battle, with thousands of ships engaging this planetoid off screen - to make what the players do more relevant, they are making an attack run on a key weakpoint with a nuke, while most of the ships off-screen are just engaging the planetoids many defenses to keep it distracted.
That is how I would run it.
racs333 |
In our 3pp book we address some of this with the inclusion of planetary defence and super weapons. We also include many spacial anomoies which would make great planetary attacks. We also include satellite defense net and mine field rules. Spaceships Stations and Salvage
Tryn |
I like the idea of Tender Tendrils.
I did smething similar with my group, not planet sized, but definitely bigger then the normal "super-starship".
Fr this I prepared several hex maps with obstacles, figthers, turrets etc. and gave the players objectives to fullfill.
I even added some "out-of ship" passages, where they have to land and enter the superstructure to destroy some areas from within.
What was planned as a one-evening encounter, became a multi-session adventure which climaxed in an epic escape run through some tunnels, while enemy figthers attack them and the mega-structure explodes step by step (set up some "mines" at the map which blow of in specific rounds).