Best System for Space Dogfights in PnP RPGs?

GEC: Discuss gaming, computers and electronics and venture into the bizarre world of STGODs.

Moderator: Thanas

Post Reply
User avatar
McC
Rabid Monkey
Posts: 2775
Joined: 2004-01-11 02:47pm
Location: Southeastern MA, USA
Contact:

Best System for Space Dogfights in PnP RPGs?

Post by McC »

I've played/read through a handful of systems that support space battles. My first blush was with the SW d20 system (which, let's be honest, was basically D&D 3e in Stormtrooper armor), and the mechanics therein were deplorable. My next experience was with Silhouette 3e's space combat system, as implemented for a Heavy Gear game. While I really like Silhouette, it's not a fast system. I've also read over GURPS Space and have yet to decide how I feel about it.

Has anyone come across a really fun, fast, semi-plausible system for space battles/dogfighting? Here are some of the things I'm looking for:
  • Similar in style to neo-BSG space combat (though support for shields and such is okay), rather than WW2-style aerial battle a la Star Wars
  • Fighters are a valid component, capital ships slug it out, but real physics is the order of the day
  • Has a minimal learning curve (I love technical, fiddly systems, but a lot of the people I play with are, er, not math-inclined)
  • Is quick to resolve each "action" (combats can be long and drawn out, but only if the individual pieces are fast)
  • Can require visualization (i.e. a flat battlemat with miniatures), but must either abstract the z-depth component or render it plausibly irrelevant
  • Is scalable (i.e. can go from a few hundred m/s to thousands of Gs; can support human-scale people to kilometers-long warships)
  • Can require any variety of dice
-Ryan McClure-
Scaper - Browncoat - Warsie (semi-movie purist) - Colonial - TNG/DS9-era Trekker - Hero || BOTM - Maniac || Antireligious naturalist
User avatar
Arthur_Tuxedo
Sith Acolyte
Posts: 5637
Joined: 2002-07-23 03:28am
Location: San Francisco, California

Re: Best System for Space Dogfights in PnP RPGs?

Post by Arthur_Tuxedo »

If your expectations are that specific, you're probably going to have to write it yourself.
"I'm so fast that last night I turned off the light switch in my hotel room and was in bed before the room was dark." - Muhammad Ali

"Dating is not supposed to be easy. It's supposed to be a heart-pounding, stomach-wrenching, gut-churning exercise in pitting your fear of rejection and public humiliation against your desire to find a mate. Enjoy." - Darth Wong
User avatar
Civil War Man
NERRRRRDS!!!
Posts: 3790
Joined: 2005-01-28 03:54am

Re: Best System for Space Dogfights in PnP RPGs?

Post by Civil War Man »

The only system I'm aware of that even comes close is Battletech, and that might be a little too slow and math heavy for your group. Particularly since it takes into account the whole "no friction in space" thing.
User avatar
White Haven
Sith Acolyte
Posts: 6360
Joined: 2004-05-17 03:14pm
Location: The North Remembers, When It Can Be Bothered

Re: Best System for Space Dogfights in PnP RPGs?

Post by White Haven »

Aerotech is pretty decent, but glacially slow, especially if you drop warships into the mix. I personally enjoy it, but then again, I'm odd that way.
Image
Image
Chronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.

Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'

Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)Image
User avatar
Gunhead
Jedi Council Member
Posts: 1715
Joined: 2004-11-15 08:08am

Re: Best System for Space Dogfights in PnP RPGs?

Post by Gunhead »

You should try Heavy Gear tactical air support or Luftkrieg. Both are easily converted into fighters in space type of combat. Specially if your players are already familiar with HG ground combat. I recall luftkrieg even has rules for airships which are usefull when modeling capital ships.

-Gunhead
"In the absence of orders, go find something and kill it."
-Generalfeldmarschall Erwin Rommel

"And if you don't wanna feel like a putz
Collect the clues and connect the dots
You'll see the pattern that is bursting your bubble, and it's Bad" -The Hives
User avatar
Nephtys
Sith Acolyte
Posts: 6227
Joined: 2005-04-02 10:54pm
Location: South Cali... where life is cheap!

Re: Best System for Space Dogfights in PnP RPGs?

Post by Nephtys »

White Haven wrote:Aerotech is pretty decent, but glacially slow, especially if you drop warships into the mix. I personally enjoy it, but then again, I'm odd that way.
It's not that slow if you limit the number of combatants. But yeah, and it's very theme specific. Stuff like heat playing into the mix.
User avatar
Davey
Padawan Learner
Posts: 368
Joined: 2007-11-25 04:17pm
Location: WTF? Check the directory!

Re: Best System for Space Dogfights in PnP RPGs?

Post by Davey »

If math is your concern, use MS Excel or Openoffice Calc to do the heavy lifting. Plug all the formulas into it, leaving a few spaces for values you can enter yourself, and then you're ready to go. I use MS Excel, random number generation, and a whole series of IF AND OR NOT logic statements along with tables and the LOOKUP function to do GURPS and handle Dark Heresy. It helps streamline play, and with a bit of trial and error and some planning you can have those functions figured out in a day or so.
"Oh SHIT!" generally means I fucked up.
Image
User avatar
McC
Rabid Monkey
Posts: 2775
Joined: 2004-01-11 02:47pm
Location: Southeastern MA, USA
Contact:

Re: Best System for Space Dogfights in PnP RPGs?

Post by McC »

Davey wrote:If math is your concern, use MS Excel or Openoffice Calc to do the heavy lifting. Plug all the formulas into it, leaving a few spaces for values you can enter yourself, and then you're ready to go. I use MS Excel, random number generation, and a whole series of IF AND OR NOT logic statements along with tables and the LOOKUP function to do GURPS and handle Dark Heresy. It helps streamline play, and with a bit of trial and error and some planning you can have those functions figured out in a day or so.
I'd ideally like the players to understand the system. I'm happy to dig into Excel and work with the most accurate systems imaginable. Most players are not. They want to say, "My ship can move 6 spaces, I roll this die to hit that guy," and leave anything more complex out of the picture. I'm looking for something that will account for their needs, but satisfy the desire for it to "feel" more real.
-Ryan McClure-
Scaper - Browncoat - Warsie (semi-movie purist) - Colonial - TNG/DS9-era Trekker - Hero || BOTM - Maniac || Antireligious naturalist
User avatar
Hotfoot
Avatar of Confusion
Posts: 5835
Joined: 2002-10-12 04:38pm
Location: Peace River: Badlands, Terra Nova Winter 1936
Contact:

Re: Best System for Space Dogfights in PnP RPGs?

Post by Hotfoot »

McC wrote:I've played/read through a handful of systems that support space battles. My first blush was with the SW d20 system (which, let's be honest, was basically D&D 3e in Stormtrooper armor), and the mechanics therein were deplorable. My next experience was with Silhouette 3e's space combat system, as implemented for a Heavy Gear game. While I really like Silhouette, it's not a fast system. I've also read over GURPS Space and have yet to decide how I feel about it.

Has anyone come across a really fun, fast, semi-plausible system for space battles/dogfighting? Here are some of the things I'm looking for:
  • Similar in style to neo-BSG space combat (though support for shields and such is okay), rather than WW2-style aerial battle a la Star Wars
  • Fighters are a valid component, capital ships slug it out, but real physics is the order of the day
  • Has a minimal learning curve (I love technical, fiddly systems, but a lot of the people I play with are, er, not math-inclined)
  • Is quick to resolve each "action" (combats can be long and drawn out, but only if the individual pieces are fast)
  • Can require visualization (i.e. a flat battlemat with miniatures), but must either abstract the z-depth component or render it plausibly irrelevant
  • Is scalable (i.e. can go from a few hundred m/s to thousands of Gs; can support human-scale people to kilometers-long warships)
  • Can require any variety of dice
Jovian Chronicles, by the creators of Heavy Gear, does a decent job with this. The "Fighters" are commonly big mecha, but actual fighters are used as well.

I've used the Silhouette system to scale up very nicely, and it works very well on that regard. I still have plans to do a big old planetary invasion set piece with players dropping onto a planet or station to take out planetary defenses to allow the invasion to happen in force.
Do not meddle in the affairs of insomniacs, for they are cranky and can do things to you while you sleep.
Image
The Realm of Confusion
"Every time you talk about Teal'c, I keep imagining Thor's ass. Thank you very much for that, you fucking fucker." -Marcao
SG-14: Because in some cases, "Recon" means "Blow up a fucking planet or die trying."
SilCore Wiki! Come take a look!
User avatar
Darwin
Jedi Master
Posts: 1177
Joined: 2002-07-08 04:31pm

Re: Best System for Space Dogfights in PnP RPGs?

Post by Darwin »

Hotfoot wrote: Jovian Chronicles, by the creators of Heavy Gear, does a decent job with this. The "Fighters" are commonly big mecha, but actual fighters are used as well.

I've used the Silhouette system to scale up very nicely, and it works very well on that regard. I still have plans to do a big old planetary invasion set piece with players dropping onto a planet or station to take out planetary defenses to allow the invasion to happen in force.
They have faster play versions of the rules, 'Lightning Strike' that may fit your needs better. MEcha and fighters are usually fine, stunned or disabled, with no damage tracking aside from penalty counters. Bigger ships of course get more detail.
User avatar
Edi
Dragonlord
Dragonlord
Posts: 12461
Joined: 2002-07-11 12:27am
Location: Helsinki, Finland

Re: Best System for Space Dogfights in PnP RPGs?

Post by Edi »

If you can get hold of it, the old Star Frontiers game from TSR and specifically its Knight Hawks box had a system that met quite a few of your needs, but it would require rewriting several parts of it. We did that for a game of ours and it turned out to be a fairly flexible and fast-paced system playable on a hex map. The box also had a great set of counters with it and the hex map.

But probably more hassle and effort than you're looking for to get it.
Warwolf Urban Combat Specialist

Why is it so goddamned hard to get little assholes like you to admit it when you fuck up? Is it pride? What gives you the right to have any pride?
–Darth Wong to vivftp

GOP message? Why don't they just come out of the closet: FASCISTS R' US –Patrick Degan

The GOP has a problem with anyone coming out of the closet. –18-till-I-die
User avatar
Typhonis 1
Rabid Monkey Scientist
Posts: 5791
Joined: 2002-07-06 12:07am
Location: deep within a secret cloning lab hidden in the brotherhood of the monkey thread

Re: Best System for Space Dogfights in PnP RPGs?

Post by Typhonis 1 »

Mekton Zeta. Mekton Fleet Battles
Brotherhood of the Bear Monkey Clonemaster , Anti Care Bears League,
Bureaucrat and BOFH of the HAB,
Skunk Works director of the Mecha Maniacs,
Black Mage,

I AM BACK! let the SCIENCE commence!
User avatar
Anguirus
Sith Marauder
Posts: 3702
Joined: 2005-09-11 02:36pm
Contact:

Re: Best System for Space Dogfights in PnP RPGs?

Post by Anguirus »

There is a BSG RPG, but I have no experience with it. I used the same system in the Serenity RPG and was relatively satisfied with how it handled ground combat, at least.
"I spit on metaphysics, sir."

"I pity the woman you marry." -Liberty

This is the guy they want to use to win over "young people?" Are they completely daft? I'd rather vote for a pile of shit than a Jesus freak social regressive.
Here's hoping that his political career goes down in flames and, hopefully, a hilarious gay sex scandal.
-Tanasinn
You can't expect sodomy to ruin every conservative politician in this country. -Battlehymn Republic
My blog, please check out and comment! http://decepticylon.blogspot.com
User avatar
Stark
Emperor's Hand
Posts: 36169
Joined: 2002-07-03 09:56pm
Location: Brisbane, Australia

Re: Best System for Space Dogfights in PnP RPGs?

Post by Stark »

Arthur_Tuxedo wrote:If your expectations are that specific, you're probably going to have to write it yourself.
The combination of high play speed, low complexity, newtonian motion AND scalability means that there's pretty much zero chance he'll be able to use an existing system unmodified, so as always the best option is just to shanghai mechanics and arrange them yourself. It isn't even hard, and it doesn't involve using pre-existing systems designed by retards, for retards.
Post Reply