Skip to main content

Solar Blades & Cosmic Spells - Vehicle and Starship Combat - Part IV

Artwork by Louis Glanzman

How about the starship's weapons you ask?

Weapons


Vehicles and starships can sport a great arsenal of weapons. Some of them have heavy machine guns, missile launchers, flamethrowers and some even have laser guns, blaster cannons and even somo more arcane armaments the Overlord can come up with.

In game terms, vehicle’s weapons work just like character weapons, although the Overlord must pay attention to the Scale in which they are being used.

Specific Weapons


Imaginative Overlords can easily make use of the weapon tables in Chapter 3: Equipment and Credits to come up with all sorts of weapons for their vehicles and starships, and that’s what we expect then to do. However, we present below a few specific weapons that may function a little differently to spicy things up and give inspiration for Overlords and players.

Proton Torpedos


These advanced missile weapons are used on the most battle ready starships to take down the toughest opponents. The have a long range and usually punch 5d6 points of damage. Some even rarer models do more damage (up to 10d6) or even have tracking engines that halve the Difficulty to hit their targets. The problem is that they are a one use only item and are really hard to find outside the Galactic Overlords’ arsenals.

Traction Beam


These weapons are used to prevent a vehicle from escaping and for capturing enemy ships. The tractor beam emits a strong gravitational pull against the objects it is pointed against, possibly looking it into place or pulling them back to be captured. In game terms, a traction beam has normally a medium range, but it does not cause actual damage. If the attack is successful the attacker rolls 2d6 and that’s the Difficulty for the Maneuverability test the target must make. If this test is successful, the target vehicle suffers no ill effects. Failure rolled above the Maneuverability score means the ship is pulled a distance category closer to the attacker. But a failure within the Difficulty score only means the target ship is locked in place.

Disintegrator


Terrible weapons devised by the cruel Galactic Overlords during the Cleansing Wars, these weapons are capable of turning entire starships into mere particles. Only the most potent ships can carry such guns, since a single fire drains so much energy that smaller starships could completely shut down. In game terms, these weapons have a long range and requires a Maneuverability test from the target, in order to avoid being disintegrated instantly (the Overlord may rule that very large ships suffer 10d6 points of Hull damage instead of being completely disintegrated).

If you like what you've just read, check out my books over RPGNow and Lulu.

Popular posts from this blog

Solar Blades & Cosmic Spells - Complete RPG in Draft Text

Solar Blades & Cosmic Spells IndieGoGo campaign ended about a month ago. It was my first crowdfunding campaign by my own (we made one for the Brazilian version of Sharp Swords & Sinister Spells to pay for a print run and some other stuff), and so far I am really happy with it (even though the currency exchange is quite bad for me, as I receive less for the dollar than I pay for it).

Anyway, one of the last goals of the project was to release a artless version of the game for free too, to make the game more accessible and easy to use. So why not share the current draft of the rules here too with character sheets to go with it. This way you all can play the game while we wait for it to be ready!

So grab the complete Draft Text of Solar Blades & Cosmic Spells RPG here! It takes some time to load all the content, but it's worth it, I promise you!

Grab the Character Sheets here, and here!

If you don’t know what exactly Solar Blades & Cosmic Spells is, check out the proj…

Alternate Vancian Magic System for OSR Games

Okay, let me get his out straight away. I am not an Jack Vance scholar, literature major, or real wizard. I just love OSR games, love what I’ve read of The Dying Earth Series and other Appendix N books and really like to tinker with game systems (as well as create stuff). So I’ve come up with an alternate Vancian Magic System that makes spellcasting more flexible, leveless (even though you can still use the standard spell list in your game of choice) and insert some risk in the sorcery art (which I think is essential, as we are dealing with unnatural forces).

In the stories I’ve read, magicians, when they were imparting the spell energies in their minds to cast them later, would make increasingly greater effort to put as many spells as they could in their memory. There was not definite limit. Some could impart more, some less, and this could vary. They could risk filling their minds with spells, but if they pushed too hard, they could lose and release all that energy uncontrollably. …

How to never describe a dungeon!

I've heard it a thousand times. You probably heard it too. Some people, I don't know why, say that dungeons, especially large ones, are boring. The endless repetitions of rooms and corridors and having to choose to go left, right, north or south depresses them. I don't know why. Actually, I do know why.

Because they don't really know how to run a dungeon in play. It seems easy, effortless. Just say what's in the room the PCs are in and where the passages going out of it go. But it's not. They get bored with the "you get to a intersection and there is a door to the north and two passages, one going east and one going west" because that's a terrible way of describing a dungeon environment and gives nothing really useful to the players to choose from.

You never describe a dungeon like that. There's a lot more going on that we can initially see. A good referee will take all the context of what the dungeon was, what it is now, who lived there, who…