Capn Charlie
Explorer
Well yeah I guess the anti-armour weaponry would have very different aspects to it depending on the world you are in, but you are welcome to take ideas out from that guide that I sent. One thing that I will note, there are mentions of damage factors against vehicles, basically what that means is that a vehicle grade weapon does 5x more damage to infantry while spaceship based weapons do 25x more damage to infantry; the same is on the reverse where an infantry weapon does 1/5x damage to an atmospheric grade vehicle (rounded down) while they do 1/25x damage to a spaceship (rounded down), however certain infantry weapons that I've made are able to alter this as they are designed to damage vehicles and spaceships: autocannon to vehicle is /3, to spaceship is /15 ; anti-armour rifle to vehicle is /2, to spaceship its /10 ; las cannon to vehicle is /1, to spaceships its /5. You can use a sort of similar infantry factor system for yours aswell, because as it is now the average adventure could easily survive being hit by a spaceship from something like a heavy beam laser for example, as no damage factoring system is introduced.
Also one other thing, in spaceships, are we to assume artificial gravity technology has been invented and implemented in all ship designs, this way entities won't be acting as if they are in zero-g. If not, do things like grav-boots or mag-boots exist to do this in a pseudo sense. Because this have a real effect to gameplay.
Edit: Another thing actually, since you are using computers to do everything on a spaceship, does that mean that you replace all checks to be using the intelligence characteristic (E.g usually when using a gun its a DEX check, but because your using a computer to use a ship board gun, would it now be an INT check)?
I never factored in a multiplier for infantry/vehicle damage, this was mostly because the spaceship rules never got out of a very crude and early state. At my table the going rule was that anything big enough that ships cared about the damage would instantly destroy you. I wanted to roll a lot of dice for ship damage, but keep the absolute numbers within reason. (500hp is a lot for a ship). A multiplier system would work, but I think I will leave all sub-ship vehicles (which are not in a release yet) at the same scale as infantry, just with bigger numbers. (Tank: AC 16, 250 HP, Resistance to Damage) and let anti-armor weapons either do bonus damage to vehicles or ignore their damage resistance.
Artificial gravity is a bugaboo, and in the end I believe it creates more problems than it solves. As easy as it would be to allow artificial gravity deckplating, it just offers so many potential uses that it obviates almost every other technology. Artificial Gravity is a better weapon than... well, almost anything. As such, I went with more primitive technology, spin and thrust gravity.

This creates complications, and it makes the player's lives harder, and it should often terrify them. All of these are good. One of my favorite encounters had the pilot of a ship the party was boarding performing random maneuvering vectors, and every couple of rounds Down was a different random direction determined by a die roll, and when it would shift they would scramble to grab onto something, and sometimes someone would go tumbling down a corridor that is now a shaft, and fall to their death or damage. (Our intrepid heroes really quickly started tethering themselves to take hold bars, but the enemy was planetbound militia and didn't have tethers, and would fall screaming to their deaths occasionally.)
I consider magnetic boots to be a default component of a skinsuit, but I should clarify that. They are not powerful enough to let you walk up walls or hang from ceilings in 1g, but they let you choose to stand on a surface in freefall.
As for the computers, when performing most ship asssisted tasks (basically all of them) the characters use their proficiency bonus, and the ship's system bonus, not their own ability score. Basically, this is to represent that no matter how dextrous you think you are, a computer is faster, but it still needs an operator (the core conceit that allows us to imagine humans in space at all, and not just giant automated robot ships). This is why crew quality is such an important aspect of ship design, since if you have a dozen guys down in the engine room, and a massive +6 bonus to engines checks, you don't want a green recruit with a proficiency bonus of -1 operating your systems. (quality went from -1 to +4 I want to say). But, skilled crew costs...
This makes me really want to revisit the ship rules, I liked where they were going design wise.
Currently my to-do list for the project looks something like this:
• Create gritty realism optional rules
• Evaluate cover rules with an eye to making it more dynamic, possibly as an adjunct of gritty rules
• Vehicles and associated rules
• Add 5e compatibility logo to cover
• Add srd disclaimer
• Note reliance on srd
• Add notes to each chapter about deviations from srd
• Add stun batons
• Clarify skinsuit features (magboots)
• Mobile Infantry might be too good. (Armor hp = prof bonus x lvl?)
• Human racial abilities might be too good (reduce them to +1 each to two different stats?)
• Civilian specialization might be too silly, hit it with the flavor stick and add a second spec: “common sense” based
• Add short archaic weapon sidebar to the savage section
• Some people still have saving throws, should this be intentional?
• Synthetic HD bonus does not jive with online app capabilities, should this be changed to a static +4 hp/level bonus?
• Greylians still underpowered compared to other races, is the free mod enough? Talls too bland?
• Marine lackluster compared to other soldier specializations (testing additional combat style at lvl 4)
• Spaceship rules development
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