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  • #556281
    Virulent
    • Posts : 19
    • Commoner

    Does anyone have any suggestions for any system which does a decent job of handling large vehicle encounters? Vehicle vs. Vehicle, where the group is controlling one?

    My only real restriction is it has to get all the players involved, not just a pilot or some such with the rest twiddling their thumbs. I’m googled out, and nothing really has struck my fancy so far, but I also haven’t been able to get into any meat of rules to see if I really like them.

    Any suggestions are welcome.

    #626172
    Ieqo
    • Posts : 1090
    • Owlbear

    The old FASA Star Trek, did a wonderful job of spaceship combat, where each player assumed the role of one of the bridge officers (each with a photocopied “console”, even). The larger Car Wars combatants used multiple gunners. But apart from that I can’t think of any.

    #626173
    Balgin
    • Posts : 2127
    • Succubus

    Hmm. For some reason I’m thinking of Dark Future (similar premise to Car Wars). I remember speed being measured in miles per hour and various other things that made it easy to relate to. Only got to play it once myself. Never have your gang leader try to take a 60 degree corner at 96mph on a motorbike in your first game 😛 .

    #626174
    Telemergion
    • Posts : 1433
    • Owlbear

    While it might not be the perfect system, I’ve always been intrigued to try advanced vehicle combat using Mutants and Masterminds (basically the d20 system) but have never had the opportunity because it’s easier for players to buy a brokenly cheap travel power instead of any other kind of transportation. However, if you used the rules without the superpowered players, I think there’s definitely something in there.

    You’d have a pilot doing pilot rolls. most likely, but you could have gunners trying to shoot stuff, engineers trying to repair things, and crazy bastards attempting to leap the gap to the enemy ship and board her. It’s d20 so all the skills are there and are fairly recognizable and easy to understand, some even including little charts of difficulty checks, but it’s MnM which is much superior to base d20 in my opinion due to how it handles vehicles and damage.

    #626175
    Pheonix
    • Posts : 322
    • Thri-kreen

    The old D&D SpellJammer rules worked surprisingly well for fantasy themed space battle. Basiclly everyone manned the ships weapons that worked according to their skills and there were some fairly complex rules for air envelopes, gravity planes and movement. Great setting too.

    #626176
    david
    • Posts : 63
    • Bullywug

    You can really hack any system to do this. Rather than having the pilot/gunner make all the rolls. Have everyone roll for something, applying success or failure as a modifier to the pilot/gunner’s rolls.

    Gurps space has a very good system for abstract space combat, one completely divorced from the extremely complicated rules for gurps vehicle combat generally.

    #626177
    lovelyme
    • Posts : 2
    • Commoner
    Balgin wrote:
    Hmm. For some reason I’m thinking of Dark Future (similar premise to Car Wars). I remember speed being measured in miles per hour and various other things that made it easy to relate to. Only got to play it once myself. Never have your gang leader try to take a 60 degree corner at 96mph on a motorbike in your first game 😛 .

    hahaha yeahh were both.. same thinking

    especially for the Car Wars

    _____________________________

    “I’ve always thought it prudent to bring some running shoes. Some guys are the type of people who bring brass knuckles to a fight.”

    Jarod Kintz, His Book is Not for Sale

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