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Thread: Starship combat

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    Starship combat

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    Anyone ran any Starship combat since Starships of the Galaxy has come out?

    I am anticipating some in my next game and I want to know how it handles.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


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    Quote Originally Posted by Inquisitor Tremayne View Post
    Anyone ran any Starship combat since Starships of the Galaxy has come out?

    I am anticipating some in my next game and I want to know how it handles.

    Nobody has really picked up on the special pilot stuff, but the ship data base is killer.

    I'm really mad that they didn't include a "ship character sheet" or creation sheet.

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    Starship Sheet

    You can pick one up at RPGsheets. com.

    The starship specailty would be good if your running a rouge squadron type game. Otherwise it consumes valuable feats for land based adventures.
    It's true. I am an evil, twisted, sadistic genius with delusions of grandeur, bent on the total humiliation of all those around me. I am your Game Master.

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    Quote Originally Posted by SirDrasco View Post
    You can pick one up at RPGsheets. com.

    The starship specailty would be good if your running a rouge squadron type game. Otherwise it consumes valuable feats for land based adventures.

    yeah, i agree. although I've toyed with the idea of giving it as a bonus feat just so we can get some use out of it.

    thanks for the link!

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    Quote Originally Posted by SirDrasco View Post
    The starship specailty would be good if your running a rouge squadron type game. Otherwise it consumes valuable feats for land based adventures.

    Star Wars is as much about space combat as it is land combat. An equal blending of both should allow players to decide how relevant taking ship feats are worth to their character.

    If I were making a pilot-type character (and I am, see my DoD character next level) I would ask that there be some vehicle combat that my character can shine in.

    As a GM, now that we have more complete vehicle rules thanks to the SotG book, I am going to include at least 2 vehicle combats into every adventure I write.

    Anyone else have any feedback on how vehilce combat has worked? Especially starships.

    Our game is next week and they just picked up 4 TIE fighters on an intercept course!
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


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    Becareful you don't let your PCs get dusted in those TIEs.

    Last night I ran a pretty long battle where the PCs chased down two imperial shuttles to rescue some people they were taking to a star destoryer.

    Anyhow, combat easy once everybody got down the basic concept. I started out not using range rules since it's best when teaching to add a little to the plate at a time.

    But over all, the more we play, the more it starts to flow just as easy, if not easier than character scale combat.
    Easier later possibly since you don't really have to deal with terrain.

    If you use minis though, you'll find that many ships that should be 1x1 in Saga are 2x2 as miniatures. I still use the 2x2s (I have some shuttles, sith infiltraters, and a blockade runner) since it doesn't really make a difference.

    It seems that the scale for square is half a mile or less (just guessing).

    We also found that initiating dog fights is a tool that can help when intercepting. Having a high pilot skill as well as feats make dog fighting a huge bonus: you can stop oppents from moving, you make yourself harder to hit from outside ships, and you can stop your oppenent from even making an attack on you.

    Good job Saga, you've made star ship combat cool in pnp.

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    Quote Originally Posted by GBVenkman View Post
    Becareful you don't let your PCs get dusted in those TIEs.
    They have a YT-2000 and just encountered 4 TIEs intercepting them as they blast their way off Chandrila.

    Quote Originally Posted by GBVenkman View Post
    Last night I ran a pretty long battle where the PCs chased down two imperial shuttles to rescue some people they were taking to a star destoryer.

    Anyhow, combat easy once everybody got down the basic concept. I started out not using range rules since it's best when teaching to add a little to the plate at a time.

    But over all, the more we play, the more it starts to flow just as easy, if not easier than character scale combat.
    Easier later possibly since you don't really have to deal with terrain.

    If you use minis though, you'll find that many ships that should be 1x1 in Saga are 2x2 as miniatures. I still use the 2x2s (I have some shuttles, sith infiltraters, and a blockade runner) since it doesn't really make a difference.

    It seems that the scale for square is half a mile or less (just guessing).

    We also found that initiating dog fights is a tool that can help when intercepting. Having a high pilot skill as well as feats make dog fighting a huge bonus: you can stop oppents from moving, you make yourself harder to hit from outside ships, and you can stop your oppenent from even making an attack on you.

    Good job Saga, you've made star ship combat cool in pnp.
    Sounds awesome!

    I am really looking forward to space combat.

    Keep in mind that you can only dogfight with airspeeders and starfighters. From what I have read a starfighter cannot initiate a dogfight with a colossal transport unless that transport has combat thrusters.

    Which kind of makes sense but also doesn't. You would think that it would be easy for a starfighter to chase down a transport and force it into a dogfight but perhaps because a transport just isn't as maneuverable as a starfighter they left them out of it. Also since a transport would probably get decimated quickly.

    Anyway, I am looking forward to it!

    Oh, and unless it has changed, 1 square of space is close to 500 kilometers I believe. Thats what it was in the RCR. This is the reason why there isn't any facing in SW starship combat because it is assumed you have enough room to move your ship around to the most advantageous position to fire.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


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    ahh, I thought you meant that your PCs were flying the TIEs. hehe

    500 km per square, wow.

    I wish the minis people would try to make things to scale :P

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    Quote Originally Posted by GBVenkman View Post
    I wish the minis people would try to make things to scale :P
    Ha! All your ships would be super tiny considering one square = 500km!

    I'm doing a lot of reading up on starship combat! I am excited!
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


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    hehe,

    more along the lines of making shuttles and the falcon 1x1 and the star destroyers larger.

    I'm going to have to get use to the whole 500 km thing though it'll be easier to use capital ships I think.

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    Yeah, that 500km is also the reason why when you are engaged in a dogfight you don't move from that square. You and the other ship you are engaged in the dogfight with are twisting and turning all in the space of that 500km.

    This fits Lucas's vision of starfighters in SW as old dogfighting bi-planes from the World Wars. You know, all that old black and white footage of bi-planes spinning around shooting each other, thats what lucas wanted. You can see this clearly in the assault on the death star in A New Hope

    It took me a bit to realize this but when I did I was like, "Oh thats awesome!"

    That SotG book got me super excited about starship combat!
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


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    how large scale do you think you'll go? Just sticking to skirmishes between 1pc ship and 4 ties? I'm thinking of eventually goint to the level that my players are set up like this:

    one PC cruiser and two flights of jedi star fighters led by pilot aces. This while your soldier PC leads a marine detatchment. The whole operation can be attacking imperial blockades, then landing on a certian planet/or star destoryer to retrieve something or kill/destory...

    After playing 3 hours of space combat in my last game, I quickly began to see that once your group gets the flow of things and there are enough books/minis/paper, the rules really allow you to stage tons of content.

    I mean, will having the PCs run a small battle group ever get old?

    If you want, I can tell you about the 3 hour fight.

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    Quote Originally Posted by GBVenkman View Post
    how large scale do you think you'll go? Just sticking to skirmishes between 1pc ship and 4 ties? I'm thinking of eventually goint to the level that my players are set up like this:
    I like big massive space battles like in RotJ or RotS. But the RCR was ridiculously bad for playing that out. So until I get the hang of starship combat in Saga I will hold off on the big battles.

    Plus, I don't think any of my players are that into starships and space combat. I was thinking about forcing some of them into pilot roles since they are now part of the core team that is building the Rebel Alliance and they desperatly need pilots, like the way Luke was allowed in with little to no combat xp.

    So for now I will keep it at small skirmishes.


    Quote Originally Posted by GBVenkman View Post
    one PC cruiser and two flights of jedi star fighters led by pilot aces. This while your soldier PC leads a marine detatchment. The whole operation can be attacking imperial blockades, then landing on a certian planet/or star destoryer to retrieve something or kill/destory...
    This has been my favorite ploy in my games. I think Star Wars RPG allows for party splits A LOT easier than D&D does. SO I try to split them up whenever possible.

    Quote Originally Posted by GBVenkman View Post
    After playing 3 hours of space combat in my last game, I quickly began to see that once your group gets the flow of things and there are enough books/minis/paper, the rules really allow you to stage tons of content.

    I mean, will having the PCs run a small battle group ever get old?
    Never!

    Quote Originally Posted by GBVenkman View Post
    If you want, I can tell you about the 3 hour fight.
    Please do!
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


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    Yeah, only a couple of players are trained pilots, but none are sinking too much in to it as a profession.

    I do plan on large battles, but they will only be a part of larger operations.

    ie. after they blast through a imperial space, they'll all land and continue operations on the ground for the remainder of the night.

    The truly large space battles would be saved for climatic missions naturally.

    Last week, the players chased down two imperial shuttles which were escorted by V-wings.

    The shuttles were carrying young padawans who were sold to the empire by a hutt. The players were actually on a mission to kill the hutt due to it's imperial connections when in the middle of it the Jedi heard a cry for help.

    As the PCs were supposed to help with killing the hutt with their employer NPCs, the players ended up following their feelings which led them searching and finding a large group of storm troopers and a few dark Jedi escorting the younglings.

    A large fire fight ensued, but the troopers held off the players long enough for some of the dark Jedi and elite troopers to escape in the shuttles.

    The players finished the squads of troopers, and ran into the landing bay where the shuttles had left. This special bay happened to be where the Hutt kept his finest trophies (he was a ship collector), so the PCs persuaded the dock officer (who was aware that his boss had just been killed) to help them hop into the available fighters.

    The Hutt had been collecting bounties on Jedi for some time, and had two Jedi star fighters, so one Jedi and another PC hopped into those.

    The soldier found a stock firespray which had a tractor beam, and one Jedi (my girl friend who isn't going to be playing for a while)hopped into a Sith infiltrator (yes, there's only one in the books, but they say nobody know what happened to it after maul died).

    They players, once armed, take off, and I have them do pilot checks to determine if they can catch up. They roll well, and they decide for the fighters, who have twice the speed of the fire spray and infiltrator, to go ahead and try to intercept and slow down the shuttles.


    When the fighters do catch up to the shuttles, there are 6 vwings escorting them. The vwings pull off and engage the two Jedi star fighters while the shuttles continue to flee.

    This kinda scared the PCs since it would be a few rounds until the other players caught up. So the star fighters pinched off shots until the vwings were in range to tango.

    I knew that the players might have a hard time, and I didn't really write too much in preparation, so I gave the Jedi star fighters a shield rating of 10 which probably saved them all.

    So by the time the Jedi Star fighters were through almost through, the Fire spray and the Sith Infiltrator showed up.

    By then, the shuttles again were across the map, about 30 spaces away, so again the fighters accelerated started to near them. As this progressed, an R2 unit in one of the fighters alerted the players; "six small fighters headed our way in at full speed, and one very large imperial ship about 10 minutes and closing"

    They started feeling the pinch.

    The players decided to blast the shuttles until they were down a bit, and then switch to ion guns so they could tow them in and board. They knew it was risky, but what could they do? The shield rating and armor on a lamda shuttle is pretty great, and they figured after scoring a few hits on them that it would take some work to bring 'em down.

    To their surprise though, the armament on the shuttles are impressive. (I had to hold back on the copilots firing so the players wouldn't be killed.. But this was all experimenting with me and the players, so it's okay)
    The shuttles nearly destroy one fighter, but luckily the firespray makes some great shots, and they switch to ion mode once their sensors tell them that many of the shuttles systems are down.

    By this time, the TIE flight is in range, and the fighters engage. At the same time, the Jedi in the infiltrator goes silent. She blacks out. The players observe her ship fly in an obtuse direction for a few rounds and have no luck hailing her.

    Mean while the TIEs start to take shots at the disabled shuttles, having orders to not allow the precious cargo end up in the hands of the enemy. This gives the rest of the players have no choice but to engage the ties at all cost while having to let the infiltrator fly quickly away.

    The TIE pilots gain a streak of luck, and while losing two fighters early, they score a hit on one of the shuttles, blowing it to kingdom come.

    The players get in dogfighting range and tango, trying to hold the swarm off while also trying to keep their own ships in one piece.
    It takes great skill to survive in a ship as fine tuned as a Jedi star fighter my players soon learned.

    Luckily before one of the untrained Jedi pilots in the fighters bites the dust, the players all do great in rolls, mopping up the ties. The firespray pilot has precise shot, so his pop shots from a small distance really helped narrow the gap.

    And the TIEs are soon gone, the players breath for a minute, only to watch the Sith infiltrator jump into hyperspace.

    Again the R2 unit bleeps. 6 minutes until the destroyer is in range.

    The only option is to try to tow the shuttle to the closest desert canyon (they're orbiting Tatooine).

    I have the firespray do a pilot check to see if he can lead it back to the surface of the planet; he succeeds.

    And that's where we left off. That scene was the end of a long operation and something the players weren't expecting at all. But my time period is about a year after order 66, so the players are always on their feet.

    Future vehicle combat missions I'm thinking of are an assult on an imperial outpost where the players bring some smuggled ATPTs... Which will have to go against ATSTs.

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    So!

    The PCs were fleeing Chandrila. When they got into orbit they detected 4 TIE fighters heading their way. (The SD was too far out to be detected yet.) Initiative was rolled! They have to calculate the jump to hyperspace as well as reach the other side of the battle map (41 squares away) before they can actually jump.

    The TIEs
    The SD
    The PCs

    Round 1
    TIEs - double move toward the PCs
    The SD - Moves to get into the PCs flight path
    The PCs - Everyone to their battle stations. Lots of discussing who is going where and the captain trying to bark orders. PCs all-out move forward and the co-pilot fires off a missile at one of the TIEs and misses. A reactionary Use Computer check is made and the SD is noticed. The astromech begins the calculation to hyperspace as a full-round action.

    Round 2
    TIEs - move and fire on the PCs. PCs hit once and take light damage.
    The SD - continues to move into the PCs flight path and opens fire! The PCs are actually hit by a turbolaser! They take heavy damage as their shields are dropped.
    The PCs - All-out move and increase vehicle speed. Roll an attack for the missile that missed last round and it hits the TIE this time and completely destroys it. The system operator restores some shields.

    Round 3
    TIEs - Move and chase after the PCs. all-out move took the PCs far way from the TIEs and out of PB range. So no TIEs fire on the PCs.
    The SD - Moves toward the PCs and opens fire. Misses with the turbolasers. Hits with the point-defense cannons and deals minimal damage and hits with the tractor beam. The Captain/pilot spends a destiny point to negate the tractor beam and the PCs escape it!
    The PCs - All-out move puts them 3 squares away from being able to jump to hyperspace. The gunner fires the laser cannons at the incoming TIEs and misses.

    Round 4
    TIEs - Continue to chase after the PCs by double moving. One TIE gets close and fires missing them.
    The SD - Uses Tactical fire hoping to help out the allied attacking ships (and not wanting to completely obliterate the PCs).
    The PCs - All-out move to the hyperspace area and immediately jump!

    All-in-all it was pretty fun and exciting! The PCs were definelty out-classed and would not have been able to survive it it weren't for some bad rolls on my part.

    They for sure realized that death was close for all of them. Or capture! The opposed grapple checks are crazy for a SD vs. any other smaller vessel! Making them potent at capture!

    Lots of fun!

    And its all about to happen again when the PCs try to flee the planet they are on now!
    Last edited by Inquisitor Tremayne; 03-28-2008 at 11:16 AM.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


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