View previous topic :: View next topic |
Author |
Message |
hongxiquan Cadet
Joined: 26 Sep 2014 Posts: 18
|
Posted: Tue Sep 30, 2014 2:46 pm Post subject: Rules for Fighter combat? |
|
|
Hi,
I'm developing a game which is going to focus around starfighter scale combat (with some starfighter vs cap stuff if it comes to that).
Is there anything that streamlines the d6 combat rules to account for say 6-7 players in individual fighters? I am in the process of reviewing my 2e Star Wars core but it has been a while.
I was also thinking of a fighter combat system where we only really use a map for part of the combat. The first parts of the combat would be maneuvering and tactical rolls to format how the actual shooting part will come out. |
|
Back to top |
|
|
Zarm R'keeg Commander
Joined: 14 Apr 2012 Posts: 481 Location: PA
|
Posted: Tue Sep 30, 2014 2:49 pm Post subject: |
|
|
You will probably want to look up Fallon Kell or IM him. He's on infrequently, but this is somewhat a specialty of his. _________________ Star Wars: Marvels, the audio drama: www.nolinecinemas.com
Hard core OT, all the way! |
|
Back to top |
|
|
Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10406 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
|
Posted: Tue Sep 30, 2014 10:16 pm Post subject: Re: Rules for Fighter combat? |
|
|
hongxiquan wrote: | Hi,
I'm developing a game which is going to focus around starfighter scale combat (with some starfighter vs cap stuff if it comes to that).
Is there anything that streamlines the d6 combat rules to account for say 6-7 players in individual fighters? I am in the process of reviewing my 2e Star Wars core but it has been a while.
I was also thinking of a fighter combat system where we only really use a map for part of the combat. The first parts of the combat would be maneuvering and tactical rolls to format how the actual shooting part will come out. |
Hi. Man, I wish I hadn't gotten rid of WEG Star Warriors: Starfighter Combat in the Star Wars Universe. It had space grid/maps and lots of little square cardboard ships, etc. It was directly translatable to 1E starfighter combat, and would probably at least be inspirational to a 2E version. _________________ *
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage |
|
Back to top |
|
|
hongxiquan Cadet
Joined: 26 Sep 2014 Posts: 18
|
Posted: Wed Oct 01, 2014 12:07 pm Post subject: |
|
|
Alright, so after actually looking at the 2e space combat rules of "do interesting stuff" I'm guessing what I am building is a somewhat narrative, somewhat mechanical implementation of starfighter combat.
Initiative Phase: When the fight breaks out we check for advantages. Are the fighters in their bays or already deployed, who has terrain advantage (I don't even know if this is really a thing) Whoever has the most things in their favour has initiative. I'm guessing an opposed tactics roll here would be good.
Here we determine how the vs works up.
Maneuvering Phase: Opposed piloting rolls (combined rolls?) to see how this goes. Alliance vs Empire fighter situation will always have Empire fighters outnumbering PCs so there needs to be some kind of control there.
The maneuvering phase sets up the shooting part. Whoever gets the better roll gets x numbers of advantages (shots vs rear arcs, range, etc)
Shooting Phase: Resolve all the shooting parts. |
|
Back to top |
|
|
klhaviation Lieutenant Commander
Joined: 19 Aug 2014 Posts: 188
|
Posted: Wed Oct 01, 2014 2:47 pm Post subject: |
|
|
The Rebellion Sourcebook has some flavor text and a few maneuver rules for starfighter combat, certainly not a comprehensive mass starfighter scale system, but some inspiration none the less |
|
Back to top |
|
|
DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
|
Posted: Wed Oct 01, 2014 3:07 pm Post subject: |
|
|
Welcome to the Rancor Pit, hongxiquan! Are you going with 2E, or 2R&E?
@Whill: Thanks for the reminder about that Star Warriors game. I might have to go grab me one of those! If nothing else, it would give me the black hex map (with starfield background)!
@klhaviation: I didn't realize the Rebellion Sourcebook had such stuff. I'll have to take a peek at mine when I get home. Do you happen to know where that part is? _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
|
Back to top |
|
|
hongxiquan Cadet
Joined: 26 Sep 2014 Posts: 18
|
Posted: Wed Oct 01, 2014 4:43 pm Post subject: |
|
|
DougRed4 wrote: | Welcome to the Rancor Pit, hongxiquan! Are you going with 2E, or 2R&E?
@Whill: Thanks for the reminder about that Star Warriors game. I might have to go grab me one of those! If nothing else, it would give me the black hex map (with starfield background)!
@klhaviation: I didn't realize the Rebellion Sourcebook had such stuff. I'll have to take a peek at mine when I get home. Do you happen to know where that part is? |
2R&E is the core I have. I'm changing part of the engine regarding CP (especially the ability to burn CP for extra dice which is bad) and force points (by adding in a different subsystem for that bit)
The major goal here is to derive a system which isn't fully narrative (like the book suggests) but has some mechanical bits that drive it. |
|
Back to top |
|
|
klhaviation Lieutenant Commander
Joined: 19 Aug 2014 Posts: 188
|
Posted: Wed Oct 01, 2014 8:31 pm Post subject: |
|
|
DougRed4 wrote: | Welcome to the Rancor Pit, hongxiquan! Are you going with 2E, or 2R&E?
@Whill: Thanks for the reminder about that Star Warriors game. I might have to go grab me one of those! If nothing else, it would give me the black hex map (with starfield background)!
@klhaviation: I didn't realize the Rebellion Sourcebook had such stuff. I'll have to take a peek at mine when I get home. Do you happen to know where that part is? |
Chapter 5 page 68. |
|
Back to top |
|
|
DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
|
Posted: Thu Oct 02, 2014 12:33 pm Post subject: |
|
|
Thanks, klh! _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
|
Back to top |
|
|
DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
|
Posted: Thu Oct 02, 2014 11:20 pm Post subject: |
|
|
klhaviation wrote: | DougRed4 wrote: | Welcome to the Rancor Pit, hongxiquan! Are you going with 2E, or 2R&E?
@Whill: Thanks for the reminder about that Star Warriors game. I might have to go grab me one of those! If nothing else, it would give me the black hex map (with starfield background)!
@klhaviation: I didn't realize the Rebellion Sourcebook had such stuff. I'll have to take a peek at mine when I get home. Do you happen to know where that part is? |
Chapter 5 page 68. |
Now that I'm taking a look there's a lot there that I'd sort of passed over before (and never read). Looks like lots of fun and interesting stuff. Thanks for the heads-up, klhaviation! 8) _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
|
Back to top |
|
|
hongxiquan Cadet
Joined: 26 Sep 2014 Posts: 18
|
Posted: Tue Oct 07, 2014 1:20 pm Post subject: |
|
|
http://utrpg.memethief.com/Space_Combat_Mechanics
Well this is what I have so far. Thanks for the rebellion sourcebook info, that gives me a better idea for phase flow. Let me know what you guys think or if there's something else I should add. |
|
Back to top |
|
|
klhaviation Lieutenant Commander
Joined: 19 Aug 2014 Posts: 188
|
Posted: Wed Oct 08, 2014 8:20 am Post subject: |
|
|
I briefly read it over. A good start for more strategic fighter combat. I would suggest to integrate character roles into the rules. The wingman position supporting the lead, "fakeout" maneuvers like the bracket or drag maneuver. Using a series of "skill challange" maneuvers to complete a task. This makes it less a boardgame and more a cinematic adventure, it also gives easch member of the squadron a task. Writing these maneuvers could be loosly based on the starfighter chapter of the rebellion sb, but untegrating some of your ideas. Making sf combat a series of coporative tasks keeps the game moving abd orevents crunch rule bloat. |
|
Back to top |
|
|
atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
|
Posted: Mon Oct 20, 2014 9:02 am Post subject: |
|
|
I did up a dogfighting system awhile back. I'll see if I can dig up the sheets. |
|
Back to top |
|
|
|