Jump to content
Sign in to follow this  
SSB_Shadow

Attacking a Space Station - stats?

Recommended Posts

Hey all. I am preparing a space battle for my group. The said group are going to attack a pirate space station which will be protected by ray shields and a bunch of laser cannon turrets and enemy starfighters. So the party are going to use bombers to knock those shield generators while the interceptors protects them.

 

My main question is: how much hull threshold, armor, attack and such would shield generators/deflection towers and turret emplacements have? I would assume a direct hit with a proton torpedo would be enough but I would like to know just in case a fighter (not a bomber) wants to fire on these to help out.

Edited by SSB_Shadow

Share this post


Link to post
Share on other sites

If you're going to run the station as a combatant in the battle I'd look at a sizeable capital ship and roughly duplicate those stats. If you want to take out a specific component you'd need to score a Component Critical Hit.

 

On the other hand you could also just use the station itself as "background" and instead stat out the specific shield projectors and gun turrets, giving them stats roughly equal to starfighters. That might prove less random and frustrating than pounding away at a huge space station hoping to score some crits.

Share this post


Link to post
Share on other sites

Sounds exciting.  I know you want to create a dramatic battle and show the effects of their actions without getting into a huge mathematical exercise.  I recommend the following:

  • Don't worry about HT and ST. A proton torpedo or concussion missile (or crashing starship) knocks out one feature (a shield generator, gun emplacement, or missle defense system).
  • Each feature is Sil 2 for the purpose of targeting with a shield rating (setback dice) equal to the number of generators.
  • Each shield generator destroyed drops the shield rating by 1.
  • Each gun emplacement is a Light Turbolaser Battery.
  • Missile defense systems act like the upgraded ECMs from the attachments section, but protect the other features.
  • After the destruction of so many space station defense weapons, shields, escort fighters, etc. The cruisers are able to close and knock out the station in a huge cinematic finale.
Edited by Domingo

Share this post


Link to post
Share on other sites

Re-read the OP.  I guess if you really wanted to use weapons other than torpedo's, you could go with Armor 5, HT 10, SS 10.  This way, a well aimed shot with a concussion missile or proton torpedo should knock out one in a single shot, especially if it tacks on activation of the blast quality.  One can still hand-waive a hit from one of those weapons, but it will make it tougher to use other weapons without the Breach quality.

Share this post


Link to post
Share on other sites

On the other hand you could also just use the station itself as "background" and instead stat out the specific shield projectors and gun turrets, giving them stats roughly equal to starfighters. That might prove less random and frustrating than pounding away at a huge space station hoping to score some crits.

This is what I am aiming for. The station itself will be the terrain which the party pilots can use to dance with enemy fighters. Then across its walls there will be certain targets that needs to be downed for the mission to be succesful. The bombers need to reach them intact and its the fighters' job to ensure that.

 

 

Sounds exciting.  I know you want to create a dramatic battle and show the effects of their actions without getting into a huge mathematical exercise.  I recommend the following:

  • Don't worry about HT and ST. A proton torpedo or concussion missile (or crashing starship) knocks out one feature (a shield generator, gun emplacement, or missle defense system).
  • Each feature is Sil 2 for the purpose of targeting with a shield rating (setback dice) equal to the number of generators.
  • Each shield generator destroyed drops the shield rating by 1.
  • Each gun emplacement is a Light Turbolaser Battery.
  • Missile defense systems act like the upgraded ECMs from the attachments section, but protect the other features.
  • After the destruction of so many space station defense weapons, shields, escort fighters, etc. The cruisers are able to close and knock out the station in a huge cinematic finale.

 

This is very good! I will write it down. Really looking forward to the battle. Been studying up on WW2 air combat the whole week for this and who-knows how many times I've rewatched the Battle of Yavin scene. :lol:

The party will be flying in squadrons (as per AoR GM toolkit rules) to increase their survivability.

Share this post


Link to post
Share on other sites

Re-read the OP.  I guess if you really wanted to use weapons other than torpedo's, you could go with Armor 5, HT 10, SS 10.  This way, a well aimed shot with a concussion missile or proton torpedo should knock out one in a single shot, especially if it tacks on activation of the blast quality.  One can still hand-waive a hit from one of those weapons, but it will make it tougher to use other weapons without the Breach quality.

Also excellent suggestion. I was mostly thinking of how Red Squadron/The X-Wings could fire and destroy the deflection towers on the Death Star by their own with lasers (but maybe they used missiles off-screen to weaken it first?).

Edited by SSB_Shadow

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...