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War! What is it Good For (in your campaigns)?
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<blockquote data-quote="gamerprinter" data-source="post: 8473906" data-attributes="member: 50895"><p>Not that I needed a war theme for my current sci-fi setting I use as backdrop content in the Starfinder supplements and modules I publish, but I needed the facility for war. Since the setting I use is called Colonial Space, which consists of 36 independent colonies that have formed a confederation for self defense purposes. I created a Colonial Navy, and Colonial Marine Corps. I even published a supplement built around the marines. In the Starfinder rules, starships can shoot other starships, and they can shoot at the ground, but only target the hex of ground and cannot directly target sites or individuals in that hex - it becomes hazard damage, rather than attack damage for those within the targeted hex. I needed a way around that, that didn't negatively affect the people in those hexes (following the same rule). I developed third party rules giving starship shields and weapons to planetary fortifications, so they act like stationary starships using Starfinder starship combat rules. Because fortifications are stationary (a disadvantage in combat) all their weapons are turrets, so gain a benefit over attacking starships. I even extended these rules to apply to military vehicles - a specific kind of vehicle that starships can engage in combat with, and no other kinds of vehicles. All this allowed ground attacks, and attacks against ground fortifications to be a possibility - and can think of many adventures where using such tactics in a Starfinder game could apply. But my setting is currently not in a state of war, so the Marines get called in as back up for the Colonial Marshall's Office a lot, as well as search and rescue and other operations that aren't being handled by civilian operations.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 8473906, member: 50895"] Not that I needed a war theme for my current sci-fi setting I use as backdrop content in the Starfinder supplements and modules I publish, but I needed the facility for war. Since the setting I use is called Colonial Space, which consists of 36 independent colonies that have formed a confederation for self defense purposes. I created a Colonial Navy, and Colonial Marine Corps. I even published a supplement built around the marines. In the Starfinder rules, starships can shoot other starships, and they can shoot at the ground, but only target the hex of ground and cannot directly target sites or individuals in that hex - it becomes hazard damage, rather than attack damage for those within the targeted hex. I needed a way around that, that didn't negatively affect the people in those hexes (following the same rule). I developed third party rules giving starship shields and weapons to planetary fortifications, so they act like stationary starships using Starfinder starship combat rules. Because fortifications are stationary (a disadvantage in combat) all their weapons are turrets, so gain a benefit over attacking starships. I even extended these rules to apply to military vehicles - a specific kind of vehicle that starships can engage in combat with, and no other kinds of vehicles. All this allowed ground attacks, and attacks against ground fortifications to be a possibility - and can think of many adventures where using such tactics in a Starfinder game could apply. But my setting is currently not in a state of war, so the Marines get called in as back up for the Colonial Marshall's Office a lot, as well as search and rescue and other operations that aren't being handled by civilian operations. [/QUOTE]
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