Surface Guns

Treat surface weapons as guns on a ship. They will have a commander who will roll tactics and declare their actions at the appropriate time. There is one commander per battery, which can be of whatever size you think is appropriate for the situation and for speed of play. Each battery will have independent sensors, engineering, shields, and communications. The Commander takes the place of the Captain, First Officer, and Chief Gunnery Officer. There is no pilot or wing commander.

Without a pilot, they cannot dodge, but may be able to conceal their location after firing until sensors makes a Moderate roll, modified by situation. (See Sensors article for more ideas on how to hide starships, much of which is applicable to other objects.)

Most guns that can fire upon orbital targets are designed to target capital scale opponents. Take scaling differences into account if deployed gainst starfighters.

For capital ship fire against ground based guns, there must not be planetary-scale shielding in the way and use the "upper atmosphere" range band on their guns. Consider the fire counter battery fire and use the Advanced Targeting Option. Treat a distance from the planet of 1 unit as 120km above the surface, 2 as 250km. This puts ground based guns at the extreme limit of range for most ships. Only Victory-class Star Destroyers and smaller ships can enter the atmosphere and close to a more reasonable distance. The problem with this is that these distances are well within most surface-to-space weapons' short range. Most captains prefer to saturate the area with missed shots rather than risk their ships in the atmosphere. This is one reason for the devastation caused by orbital bombardment. Since the guns are not moving nearly as fast as any starship would be, they are able to be targeted at such a range. Space ranges still apply to starships when firing (1 unit = 1km at low orbit, between 100 and 500km above the surface.

To CapitalShipCombat?. To CapShipOptionalRules. To CapShipAmmunition.