I have been playing the Battlefront Beta and I think I may be duplicating some scenes from it soon. How have you handled combat with both soldiers and vehicles? I saw where some of you have changed the weapon scale rules but even then most weapons barely dent vehicles. I have thought of adding a second profile for some weapons like the missile tube and have it function like a concussion missile launcher when targeting vehicles.
Mixed Combat- Characters and Vehicles
In this game, vehicle (planetary scale) weapons and targets are so far above personal scale weapons and targets that it really needs to be handled as separate combats. Otherwise a single Auto-Blaster can fairly effectively wipe out just about any personal scale targets after a few turns.
You can do it, but you need to account for it. Just dropping an AT-ST into the field and hoping the party survives is a bad idea.
If you decide to do it, consider the following when building your encounter, and run the numbers to make sure it'll work:
- Compare the weapons available to the vehicle in question. Most personal scale weapons won't have the punch to go through vehicle armor, so you may need to make proper weapons available. This may require some special weapons and gear that you may have to stat yourself. Shoulder fired ion cannons, autoblaster emplacements, deployable shield hard points. All doable and all handy.
- Give the players the option to prepare. Mines, traps, escape routes, cover points. Think the end of Saving Private Ryan, where the "players" had essentially an entire ruined town to work with.
- Add plenty of friendly NPCs (you know give the vehicle something else to shoot at). This can be as Squadable minions, or just other guys on the battlefield. Squadding is actually really good when doing dismounts vs vehicles, as the meatshield mechanic works by-hit not by-damage, so a hit from a vehicle won't wipe out everyone unless it's a blast.
- Let the players devise narrative options as well. Only 1 AT-ST in Jedi was KOed by weapons fire, the rest were knocked out with narrative options.
Edited by GhostofmanGreat list ghost, the narrative approach is especially worthy of note since it can change a combat from a mechanics resolved matter to one that can involve a lot more RP potential.