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2009-05-22, 10:29 AM (ISO 8601)
- Join Date
- Sep 2008
Rules to model reasonable capital ship combat
As they were coming out, I really enjoyed Fear the Boot's series of essays on capital ship combat. Being a gaming nerd in addition to a sci-fi nerd, I was thinking about how one might model combat of that type in a tabletop gaming environment.
On the one hand, entering into this exercise means committing to making "realistic" (as opposed to cinematic, I suppose) space combat rules. On the other, no one wants FATAListic levels of detail.
Would a straight adaptation of person-to-person combat rules be adequate here? For, say, d20, that would be something like "this ship is this accurate with this weapon, so at a range of [large number] meters, they're at +5 to hit AC 22 of the enemy starship."
Yes, it probably would, but what if you wanted a more self-indulgently nerdy set of rules? Any thought?
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2009-05-22, 10:34 AM (ISO 8601)
- Join Date
- Nov 2006
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- Stuck in a bottle.
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Re: Rules to model reasonable capital ship combat
Hmmm...a friend of mine and I once created a very rudimentry set of rules for such a situation, which ranked each part of the ship on a scale of 1 to 10 (weapon strength, shields, autopilot, hull strength, and such things), and determined damage taken on a percentage calculation (as we determined that sufficiently high-tech weaponry and targetting equipment would not miss enough for us to have complete misses). The pilot's Skill modifier also figured into the equation, giving a skilled pilot a greater chance to escape. I can try to find it if you're interested, but it's rudimentry at best, since the game in question was mostly land-based.
Ingredients
2oz Djinn
5oz Water
1 Lime Wedge
Instructions
Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.
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2009-05-22, 10:42 AM (ISO 8601)
- Join Date
- Sep 2008
Re: Rules to model reasonable capital ship combat
Oh, I don't have a purpose for this or anything, it was just a thought. No need to dig things up.
A condition that could lead to clean misses are missile weapons versus countermeasures of some kind. Of course, that might just mean that anything traveling at less than relativistic speeds (energy weapons, that is) is impractical.
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2009-05-22, 10:56 AM (ISO 8601)
- Join Date
- May 2009
Re: Rules to model reasonable capital ship combat
Someone posted a game like this already
http://www.giantitp.com/forums/showthread.php?t=112190
Might be worth checking out
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2009-05-22, 10:58 AM (ISO 8601)
- Join Date
- Dec 2005
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- Sector ZZ9 Pural Z alpha
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Re: Rules to model reasonable capital ship combat
If its not going to be cinematic then you will need a rule for acceleration and turning. I would suggest that for every 5-10 (depending upon ship meneuverability) base units-of-measurment the ship moves it may turn 45 degrees. A ship not moving at all can rotate up to 90 degrees in its turn. Emergency turns can be made for up to twice that but the ship takes X damage from the shear stress along its hull.
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2009-05-22, 11:05 AM (ISO 8601)
- Join Date
- Sep 2008
Re: Rules to model reasonable capital ship combat
I dunno, if I were modelling momentum and turning in space, I'd go whole hog. A maximum of x m/s^2 (or meters per round squared, or whatever) of acceleration per engine, with directionality mattering if you've got engines that work only in one direction. Turning would just be rotating the ship around its center of gravity, so as to bring engines or weapons to bear in the right direction. Of course, to stop your rotation afterwards, you'd need an opposite impulse than the one that started you turning.
And Kornaki, I saw that, but that's very abstract and cinematic, whereas this is thinking on that issue in a different direction.
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2009-05-22, 11:15 AM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Bristol, UK
Re: Rules to model reasonable capital ship combat
Amazingly, one of the homebrew projects I'm sort of working on on-and-off at the moment is a TMG based on this. It sacrifices realism in a few areas (I ignored 3d combat for simplicity, for example), is nowhere near finished, and may not be the droid you're looking for, but you might want to take a look.
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If you wanted rules for within D&D, you probably could use the standard rules. You would have to clarify the flying rules a bit, and establish exactly how your ships work (in terms of armour, shields and weapon systems).
You may also have to make a few changes - for example - making ships move the same distance as they moved the previous round, +/- a few thousand kilometres.
Weaponry is also an issue. Depending on the weapon type, there may or may not be a cutoff range - eventually, the target ship is going to have so many possible locations (by the time the round gets anywhere near) that there is no point shooting at it. A missile or similar could be more useful though.
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2009-05-22, 11:22 AM (ISO 8601)
- Join Date
- Sep 2008
Re: Rules to model reasonable capital ship combat
That'd be a use for smaller ships: spotters. They obviously couldn't get information to their base ship any faster than any other means of getting that information, but they could assist in guiding smart missiles on their way.
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2009-05-22, 11:43 AM (ISO 8601)
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- Nov 2008
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- Bristol, UK
Re: Rules to model reasonable capital ship combat
The actual idea behind it was that they could pass information on fall-of-shot and the like back to their parent ships, although smart missile guidance works as well.
In the end I all-but dropped it in favour of assuming that most weapons were the sort which could be justified in having a cutoff range.
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2009-05-22, 03:52 PM (ISO 8601)
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- Dec 2005
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- Sector ZZ9 Pural Z alpha
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Re: Rules to model reasonable capital ship combat
A guy i know told me of a game where you made your ships from a points pool. He won by having uncapurable planets. He made ships with no movement capabilities and just left them to defend the planet that spawned them. With those extra points he could give them better armor and firepower than anyhting capable of motion.
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2009-05-23, 12:22 AM (ISO 8601)
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- Jan 2009
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Re: Rules to model reasonable capital ship combat
If nothing smaller than a capital ship can interact with them in combat, a simple approach would be to stat them out as fighter-class characters with ranged weapons. Boarding actions would be PC vs NPC in a standard dungeon-esque combat situation.
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2009-05-23, 12:43 AM (ISO 8601)
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- Nov 2006
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- Watching the world go by
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Re: Rules to model reasonable capital ship combat
I would think that the best way to do it would be to stat out each weapon emplacement, engine or vulnerable command center on each capital ship and then calculate ranges based on both the location of the firing gun and on the location of the target. Depending on the scale you are using, this could change the annoyance quotient of the whole excercise by quite a bit.
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2009-05-23, 12:57 PM (ISO 8601)
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- Apr 2008
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- Vancouver WA
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Re: Rules to model reasonable capital ship combat
I rather liked the old West End Star Wars system for it's capital ship combat. Although it tends towards the slow, you really get the "Two gigantic war machines pounding on each other till something breaks" kind of feel. Saddly the more modern variety (d20) of star wars looses this.
Ultimately you need to have a setting, and start rolling into specifics before you can even start coming up with a system though. If you're looking at huge distances between opposing ships traveling at speeds approaching C in a graceful dance of death, or point blank engagements with armored juggernoughts parked next to each other is entirely dependant on technology. And frankly you'd want a different metric to describe each of these.
Weaponry, (types, ranges, direction of fire etc)
Accuracy (or do we have autohit computers or is hitting a long shot)
Armor/shields,
dodging/evasion/manuverability
pilot/weapon crew skill
Acceleration/speed.
Each of these dependant on the "feel" you are going for (and the technology involved) could be critically important, or utterly ignorable depending. If your dealing with high speed ships, likely you'd have piloting and speed/acceleration/manuverability and targeting as key components of the fight. With the slow juggernought situation these are fairly irrelevant compared to firepower, and armor. The complexities and interaction between which of these factor in strongly will determine the feel of your system.Last edited by DMfromTheAbyss; 2009-05-23 at 01:01 PM.
Battle Aura by Tavin Mars
SpoilerI Will Not Stand By
I Will Not Give Up
I Will Let My Presence Be Felt
To The Utmost of My Ability
Regardless Of The Battle
I Shall Fight
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2009-05-23, 07:42 PM (ISO 8601)
- Join Date
- Jul 2007
Re: Rules to model reasonable capital ship combat
A sci fi ship combat system.
How about Star Fleet battles
http://www.starfleetgames.com/starfleetbattles.shtml
Or its newer version of federation commander
http://www.starfleetgames.com/federation/