Skip to main content

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

Artwork by Louis Glanzman
So what happens when a soldier fires his heavy pistol against a starship you ask. Well, let's find out!

By the way, this post is part of the series of posts I am making about the development of my next game: Solar Blades & Cosmic Spells.

Scale


Although both a soldier and starfighter can carry laser weapons that deal 1d6 points of damage, these damage points are in a different Scales. Usually, a starship fire its weapons at another starship. A character attacks another characters. But what happens when a character fires its gun against a war tank? And what happens when that war machine fires back?

There are 4 Scale categories: Personal, Vehicle, Starship, and Space Station. Personal is the scale of characters, NPCs and most monsters and aliens they interact with, as well as most personal vehicles, fit for about 4 to 6 people. Vehicle is the scale of most planet bound vehicles that are not personal, like tanks, helicopters, planes, ships and others. Starship scale encompasses starships of almost any size, from starfighters to most capital ships. Finally, the Space Station scale includes anything bigger than most capital ships, including space stations and minor planetoids.

In general terms, a attack from a smaller Scale combatant against a larger Scale one is easier to hit but causes less damage. Alternatively, when a combatant from a larger Scale attacks one from a smaller Scale, he has a hard time hitting it, but inflicts a lot of damage. The effects in game terms are summarized below.

From Small Scale to Large Scale


A combatant attacking a enemy at least 2 categories of Scale larger than himself receives a Positive Die on attacks (Personal attacking Starship, or Vehicle attacking Space Station). On the other hand, armor provides double the amount of Damage Reduction for each category the defender is larger than the attacker (a war tank with heavy armor has 6 points of Damage Reduction when attacked by a soldier with a rifle, and a starship with light armor has 4 points of Damage Reduction against the same soldier).

A group of mercenaries in service of a local crime lord arrives just as the Crimson Nebula is taking off. The crew owes money to them, but having spent everything they had to repair the ship, they cannot pay him. So the mercenaries open fire against the ship. Thankfully, their guns are in Personal scale, thus the light armor of their ship absorbs 4 points of damage!

From Large Scale to Small Scale


A combatant attacking an enemy at least 2 categories of Scale smaller than themselves receives a Negative Die on attacks (Starship attacking Personal, or Space Station attacking Vehicle). On the other hand, damage is doubled by each category the attacker is larger than the target. So a heavy laser fired from a starfighter against a war tank would inflict 2d6+2 points of damage, and 3d6+3 points against a soldier.

On a different occasion, Kaylia and her friends were exploring the ruins of an alien city in the purple planet of Aghas when a bomber ship flew by, firing at them. Being such a small target for the starship, however, the Overlord rolled the attacks with a Negative Die. Luckily no one was hit, since the damage would be quite deadly!

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…