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There's an old, interesting and very simple game of spaceship combat called Warp War (see Warp War | BoardGameGeek), which incorporated ship design. If you're going to create a system, you could do worse than making it compatible with that.
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BTW, How do you look at a .gbx file? I wanted to look over the game and DL'd it, but don't know how to read it.
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.gbx files are Game Boxes from Cyberboard. Go to the Cyberboard website CyberBoard or the download site CyberBoardfor an excellent program to model board games. I draw all my maps in Cyberboard now. |
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If you're the kind of person who uses hexboards in combat then hexboards will be useful for spaceship combat. |
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[quote=Atgxtg;3771]Some sort of relationship is nice for the smaller ships. So that way characters armed with energy weapons can have combat against fighters. The rules, such as they are, could also be used to handle ground vehicles. A scaling method would also allow for Supers to be able to interact with such craft.
I have been working on a method of giving ships SPACES, based on SIZ that can be spent for components, crew quarters, cargo spaces, shuttle bays, etc). Just need to see the BRP SIZ table so I can work out the relationship. I've got a relationship for RQ3, but not sure if they are going to use the same formula. Quote:
So, normal weapons have a scale of 1, truck-mounted weapons have a scale of 2, tank-mounted weapons have a scale of 3, small cruiser weapons have a scale of 4 and so on. That means that a soldier shooting a truck with a Plasma Rifle would normally do 2D10 damage, but the relative rating is 1/2 so it does (2D10) / 2. A small cruiser firing at a truck from orbit using a Heavy Blaster (1D10) has a relative rating of 4/2 and would do 1D10x2 damage. Actually, 4 for a small cruiser is too small. I'd set the scales depending on what damage you think they'd do in relative terms. If you think that a Heavy Cruiser would knock out a truck without effort, then give it a rating of 20. Of course, it would be difficult to shoot a single truck from orbit. These would need a bit of working to see what the relative ratings should be. |
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It's the only one I know! OK, the main virtue is it's SO simple you can bolt on other complications you might want and still end up with something fairly easy. It's boardless and diceless, outcomes being based on comparing speeds/tactics/weapons selections. It's pencil-and-paper - so what the Cyberboard is for, I don't know... (perhaps an unnecessary campaign star-map).
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I think we'd need to hack out some rules, then build some spaceships and see how the rules go. You know, almost like a playtest ![]() Quote:
[SIZ Table] Quote:
Has anyone got rules for Babylon 5/Star Trek/Star Wars ship stats? It doesn't really matter what the system is, things should be easy to convert as long as we have relative values. Quote:
Hyper-Jump - Jump between two points in normal space through Hyperspace, instant travel, limited range/aiming. Hyper-Point - Opens up a Jump Point into Hyperspace and allows the ship to travel through Hyperspace faster than normal. This needs a Jump Point back to normal space. This has durational travel, with a cost for each jump and navigational skills, perhaps each ship has to be of a certain SIZ/Power to create a Hyper-Point. (Babylon 5) Hyper-Gate - Fixed Hyper-Points that allow for travel between these fixed gates. This gives durational travel, but the ship doesn't need to create a Jump Point. (Babylon 5, Buck Rogers) Warp Speed - Warps space and allows for Faster Than Light travel. Each Warp is a multiple, or perhaps a power of normal light speed. (As Star Trek) Worm Hole - Opens up a worm hole between 2 points in normal space. Allows travel between the two ends of the worm hole. (Farscape, Star Trek Next Generation) I'm sure I've forgotten many types. Quote:
Ship Design has templates for Barge, Barque, Brigantine, Canoe, Corvette, Fishing Boat, Fluyt, Frigate, Galleon, Indiaman, Raft, Rowboat, Schooner, Small Trader, Sloop, Snow and Warship. Each ship has hull, Structure Points, Seaworthiness, Length, Draft, Capacity, Crew (Minimum/Average/Maximum), Speed, Weapons and Skill (Shiphandling/Boating). Ship Qualities can be Agile, Battleshy, Clumsy, Cursed, Defiant, Distinctive, Fragile, Foul, Good, Ill, Lucky, Nimble, Reliable, Slow, Sluggish, Stealthy, Sturdy, ZSweet, Swift or Unreliable. Each one gives a bonus or penalty to certain skills/attributes. So, Fragile gives -1 Hull, but Foul gives +10% to all Crew Resilience Checks (+10% to CONx5% Rols in BRP). Ships can have Modifications, such as Aft Guns, Bulwarks, Copper Bottom, Chase Guns, Full Repairs, Hidden Cargo Space, Lighten Hull, More Cannons, More Cargo Space, More Sail or Reinforced Hull. These changfe the characteristics of the ship. Temporary Measure include Bail out the Bilges, Batten Down the Hatches, False Colours and Partial Repairs and each gives a temporary bonus or has a temporary effect. There are rules for crew quality, crew numbers, random events, plunder, crew combat, ship to ship combat, sighting and chasing ships and more. It's all very modular and seems easy to use. I reckon it wouldn't take more than half an hour or so to come up with a workable ship using these rules. That's the kind of thing I'd like to see in a BRP Spaceship design - modular and easy to use. Not very technical and modelling exactlky how a spaceship works (after all, we don't know how proper spaceships work). Quote:
I got a lot of fre stuff from Drivethrurpg, but haven't gone through them yet, some of them may have ship design rules. |
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SGL.
__________________
Ef plest master, this mighty fine grub! 116/420 |
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