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Starships Shooting At Superheroes


Egyptoid

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Re: Starships Shooting At Superheroes

 

Approximately what would the Damage Classes be of a shipboard weapon system, call it a phaser or plasma beam or what ever you like?

 

 

if this has been discussed elsewhere

or resides in some Hero book, I'll accept a redirect.

 

Thanks.

 

It's whatever you consider appropriate for your campaign world.

 

They're probably roughly equivalent across media for whatever they're scaled as. For instance, the weapons on an X-Wing are probably roughly equivalent to those on a Colonial Viper. The Enterprise's phasers are probably roughly equivalent to an Imperial Star Destroyer's cannons.

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Re: Starships Shooting At Superheroes

 

Some possible answers: The Champions 3000's personal flitter, The Meteor, has a Proton Cannon (RKA 6d6, Increased Maximum Range, 771,875 hexes, about 959 miles.)

Mechanon 3000 is built as a gigantic berserker-type death star. His eye-beams are a 360 point Multipower, limited arc of fire, with megascale advantage (1000km=1 hex). His missiles are 6d6 RKA, 2xAP, Autofire (15 shots), increased Maximum Range, to about 450 miles.

Terran Empire write-ups are in this range, but there is a much more extensive selection. I haven't bothered to look at Alien Wars, but it also has numerous starship weapon writeups.

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Re: Starships Shooting At Superheroes

 

You won't like the answer, but "big". Defining "big" is based on the Heros. If 4D6 is a "big" RKA then 4D6 it is.....as a comprimise I'd likely build it in the 7-9D6 range and do 4 -5 D6 and explain that the rest of the damage was "spread" so they could hit the tiny little super.....

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Re: Starships Shooting At Superheroes

 

I've been re-reading the peritinent sections of Galactic Champions and Star Hero....

 

P.143 of GC has the suggestions for Supers busting into starship walls.

 

P.198 of SH has the suggestions for Starship Shields and Ion Cannons sizes.

 

 

 

>> The Enterprise's phasers are probably roughly equivalent to an Imperial Star Destroyer's cannons.

I am so glad the slavering fanboys were looking elsewhere when you said that....

 

 

 

As for the size ratio of targeting a man-size object with a mega-size weapon,:dyn

I'm going to allow it. Unless the SFX of ya Hero say otherwise, their super-powers

will register enough on the starships sensors enough to allow targeting.

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Re: Starships Shooting At Superheroes

 

Unless the SFX of ya Hero say otherwise' date=' their super-powers will register enough on the starships sensors enough to allow targeting.[/quote']With appropriate range penalties, of course.

 

What's the penalty for 1,000,000 hexes? :help:

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Re: Starships Shooting At Superheroes

 

SNIPPETS from STAR HERO, part One

=========================

Nuclear Warhead: RKA 20d6, Explosion (+½), MegaArea (1” = 10 km; +½);

No Range (-½), 1 Charge which Never Recovers (-4)

 

Nuke Does 70 Body at Ground Zero, Averaging out to 40 Body aways out

Lesson learned: Nukes break everything.

 

:neptune:

90 Space Combat Laser: Multipower, 202-point reserve; all OIF Bulky (-1), Real Weapon (-¼)

9u 1) Distant Shot: RKA 6d6, Autofire (5 shots; +½),

MegaRange (1” = 10 km, can scale down to 1” = 1 km; +¾); OIF Bulky (-1), Real Weapon (-¼)

6u 2) Close-Range Shot: RKA 6d6, Autofire (5 shots; +½); OIF Bulky (-1), Real Weapon (-¼)

Total cost: 105 points.

 

Laser does 120 Body, in 5 packets of 24 body each.

Lesson Learned: Lasers are Anti-Personnel weapons

 

:mars:

Main Ships Particle Beam RKA 10d6, Penetrating (+½), MegaScale (1” = 1 km; +¼) (262 Active Points); OIF Bulky (-1), Real Weapon (-¼), Limited Arc Of Fire (60 Degrees, Only On Same Horizontal Level; -¾). Total cost: 87 points.

 

Beam does around 35 body, minimum 10 guaranteed.

Lesson Learned: these Beams hurt everyone and everything

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Re: Starships Shooting At Superheroes

 

More Snippets from Star Hero

 

Starship Screens: Force Wall (20 PD/20 ED; 25” long) (148 Active Points); OIF Bulky (shield generators; -1), Self Only (-½), Restricted Shape (one-fourth of “bubble” around ship; -¼), Extra Time (1 minute to re-erect Force Wall after it collapses; -1 ½). Total cost: 35 points.

Or a 20 PD+ 20 ED Force Field

 

Ergo: Ship Shields would be as strong as Steel.

So the Shield and the Hull together present 40 DEF to attackers

 

therefore: You need 12 dice killing, or 40 Dice Blast to stave in Starship hulls.

Or could it be 8 Dice Killing AP, or 22 Dice EB AP to break through…

:mars:

 

Star Hero: “As a rough guideline, maximum “realistic” spaceship DEF

in the near future is no more than 20 (and usually less)”

and therefore in my Champions game:

 

Marvel Universe Values

Adamantium         30
Adamantium Alloys  28
Osmium Steel       26
Vibranium Steel	   24
Titanium Steel	   22
Hardened Steel	   20

Add Hardening to taste.....

Don't post to argue these values: I'm GMing, and I'm making a judgement call.

based on observation of the source material

 

so we see the fallout....

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Re: Starships Shooting At Superheroes

 

More Snippets of Star Hero, referencing for Galactic Champions....

 

Material or Object		     DEF   Body / hex 
Airlock door			 	8	12 
Interior spaceship door		 	6	4 
Large vault door			 16	9
Computer, personal		  	2	2
Heavy machinery			   	9 	8
Spacesuit				2	3
Railroad car				6	15
Spaceship, small			10	10
Spaceship, medium		       	10	20-40
Spaceship, large			15	30-80
Tank (front armor)			20	20
Tank (side, top, rear, bottom) 		16	19
Spaceship interior wall	       		8	 6
Very large heavy weapon		       6	   12
Control console (per hex)	    	4	 4

interestingly, called shots to the weapon turrets make it easier to break through to the interiors....

:venus:

MARVEL WALLS DEF BODY / HEX

Adamantium		  		30	27
Adamantium Alloys			28	24
Osmium Steel				26	21
Vibranium Steel				24	18
Titanium Steel				22	15
Hardened Steel				20	12

Observations:

So, starship weaponry breaks everything except some tough tanks,

and other spaceships. Galactic Level Superheroes can live through a few shots....

 

PS: Trebuchet, some of the grosser Starship weapons buy No Range Mods :nonp:

==========================================================

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Re: Starships Shooting At Superheroes

 

Note that Galactic Champions suggests adjusting the relative power of supers vs. starships to make them more equal -- a common feature of the "cosmic" subgenre, where the most powerful supers can take on frontline combat spacecraft on at least an equal basis. I.e. the attacks by supers are more damaging to the ships than "non-super" attacks of equal Damage Class, and the reverse are less damaging. This allows for a very high-powered feel to the game without requiring characters to be built on obscene point totals.

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Re: Starships Shooting At Superheroes

 

someone help me out here:

 

in the spacers toolkit book, it has this starship on page 62.

 

in the stats block it has 25 DEF

and then in the powers it has Force Field
25

and Ablative
Armor 38 DEF

and Hull
Armor 20 DEF

 

so what's the Total DEF presented by the Dreadnaut to the Platinum Surfer's Cosmic blast ?

 

50, 70, 88, 108, what ?

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Re: Starships Shooting At Superheroes

 

Approximately what would the Damage Classes be of a shipboard weapon system, call it a phaser or plasma beam or what ever you like?

 

 

if this has been discussed elsewhere

or resides in some Hero book, I'll accept a redirect.

 

Thanks.

 

Well what do you expect ships to do? Is combat common? Are good defences common? It really depends on your setting and what the specific ship is. A battle cruiser can be expected to deal out enough damage to hurt almost any ship, an armed merchantman enough to damage pirates and small military ships like fighters (if they can hit them).

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