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  • #177774
    Avatar photoCacique Caribe
    Participant

    I have always wondered … with all the shooting taking place, are there any games that require a roll to make sure you don’t hit a critical conduit or cooling system by mistake and end up blowing up the whole facility, with them inside?

    Or are there critical sections of the facility where both sides limit themselves to melee weapons to avoid going boom?

    Thanks

    Dan
    Loads of WIPs: https://www.flickr.com/photos/9593487@N07/albums/with/72157710630529376

    #177778
    Avatar photoMike
    Keymaster

    Adios muchacos

    #177813

    what happened to the posts here?

    Mick Hayman
    Margate and New Orleans

    #177815
    Avatar photoMike
    Keymaster

    what posts?

    #177818
    Avatar photoDarkest Star Games
    Participant

    Other than in RPGs I have only seen that sort of rule in boarding action games as part of basic rules, in all others that sort of thing is usually a scenario specific rule.  There’s a darn good reason why shotguns and bladed weapons are so prevalent in Traveller and Jovian Chronicles.

    Are you wanting a list of those specific games to draw inspiration from, or looking for a full set of rules to play?

    "I saw this in a cartoon once, but I'm pretty sure I can do it..."

    #177826
    Avatar photoCacique Caribe
    Participant

    Are you wanting a list of those specific games to draw inspiration from, or looking for a full set of rules to play?

    Thanks!  Inspiration, mainly.  I’m thinking of trying out the Void Pirates rules next, and I would like to get ideas for a “house rule” that I could insert in such potentially explosive situations.

    Thoughts?

    Dan
    Loads of WIPs: https://www.flickr.com/photos/9593487@N07/albums/with/72157710630529376

    #177830
    Avatar photoJim Webster
    Participant

    Doesn’t Traveller have a low velocity pistol that is carried by ships’ crew because it doesn’t damage the fixtures?

     

    https://jimssfnovelsandwargamerules.wordpress.com/

    #177833

    ”What posts?”

    Turns out I was thinking of the LAF posts on this same topic, started there at the same time by Carribe.

    Mick Hayman
    Margate and New Orleans

    #177835
    Avatar photoMike
    Keymaster

    Ah, fair enough!
    Thanks.

    #177881
    Avatar photoDarkest Star Games
    Participant

    No idea what dice system you are using, but if you’re playing in an environment that is fragile or whatnot it could be as easy as rolling 2d6 for each miss and if the result is doubles then something bad has happened.  You could even have a chart already drawn for each set of doubles, or it could be a case-by-case basis.  Obviously you can’t cause a decompression if you’re not anywhere near the hull of a ship, nor can there be a reactor core breach if you’re fighting in a launch bay.  But you could knock out the lights, cause some sort of capacitor to blow out and damage nearby troops, breach the water system and have a brief blast of high pressure water knock people over, melt or set something on fire and cause a bunch of smoke, put holes in walls, knock out the gravity plates in a localized area, etc.

    The real fun is when you fight near the hull of a ship, explosive decompression or even air leaks are not anybody’s friend!

    "I saw this in a cartoon once, but I'm pretty sure I can do it..."

    #177900
    Avatar photoCacique Caribe
    Participant

    I’m reading Void Pirates* at the moment, hoping to start gaming with it soon, and I thought to add a little bit of realism to the game by coming up with a “solution” to one of the most obvious questions asked about most action SF films and novels …

    What about all those bullets and other high speed “projectiles”?  They have to go somewhere if they miss the intended target, don’t they?  So what if it hits a critical system?

    * http://www.four-colorstudios.com/void-pirates.html

    https://www.drivethrurpg.com/product/356938/Void-Pirates

    https://boardgamegeek.com/boardgame/223872/void-pirates

    Dan
    Loads of WIPs: https://www.flickr.com/photos/9593487@N07/albums/with/72157710630529376

    #178062
    Avatar photoDeleted User
    Member

    Since most rules roll high to hit you could simply do a natural roll of 1 not only missed the target but hit something important on the ship.

    #178420
    Avatar photoCacique Caribe
    Participant

    Good idea.  Kaboom!  Lol

    Dan
    Loads of WIPs: https://www.flickr.com/photos/9593487@N07/albums/with/72157710630529376

    #178467
    Avatar photoThe Red Hobbit
    Participant

    I like the critical miss in general, but if you’re running a game I’ve always enjoyed it when the GM says something along the lines of “the bad guy is standing in front of a control panel/power conduit/promethium pipe, any shots that fail to hit will strike the object instead”.

    Another idea for tactical tabletop games I would specify certain terrain pieces as valuable/fragile.  Say for a boarding party attacker they could ‘take cover’ by standing in front of it, then when any shots miss the valuable terrain piece may be hit and possibly destroyed, reducing victory points for the defender.

    #180766
    Avatar photoTony S
    Participant

    I remembered this topic while reading the new Xenos Rampant rules.  In the Space Opera section, they have rules for boarding actions, including what happens to the ship hull when shots miss.  Explosive decompression is the answer.  It is assumed everyone will have suits or armour suitable for fighting in vacuum, but figures get sucked out of ship in true Space Opera style as the atmosphere violently evacuates.

    Very simple rules; more misses than hits means you’ve compromised the hull integrity in that section.  Armour piercing and anti- tank weapons also increase the likelihood of that.

    #180767
    Avatar photoJim Webster
    Participant

    I remembered this topic while reading the new Xenos Rampant rules. In the Space Opera section, they have rules for boarding actions, including what happens to the ship hull when shots miss. Explosive decompression is the answer. It is assumed everyone will have suits or armour suitable for fighting in vacuum, but figures get sucked out of ship in true Space Opera style as the atmosphere violently evacuates. Very simple rules; more misses than hits means you’ve compromised the hull integrity in that section. Armour piercing and anti- tank weapons also increase the likelihood of that.

     

    Xenos Rampant is one of those rule sets I want a look at. Our club plays a lot of the ‘….. Rampant’ rules and with minimal tweaking we use them a lot for pick up club games

     

    https://jimssfnovelsandwargamerules.wordpress.com/

    #180780
    Avatar photoTony S
    Participant

    I was really impressed with the amount of flexibility and options available in XR.   I know there has been some whining from some about the labels.  For example, “cavalry” would be “heavy infantry, mobile”.   Artillery is classed support infantry, with added options like anti tank, or indirect fire.  Basically the troop type “infantry” really means “everything but a vehicle”.

    I was drawing up some VSF army lists and was able to accomplish everything I wanted without any trouble whatsoever.  My Prussian Steam powered walking armour ended up having the heavy weapons option (obviously, they have Steam powered gatling guns) and a level 3 force field.  Do they have force fields in my VSF universe?  No, but it means they get a save against both shooting and close combat, which is exactly the effect I’m looking for.

    The Lotharians, who used Thought Projectors to telepathically create imaginary warriors from the distant past, translates to Light Infantry, Psychic Level Delta, unarmed with the Psychic ability to Summon.  The ghost warriors themselves are primitive infantry, demonic, mob, primitive missiles, special insertion.

    Ignore the labels, and you can get pretty much whatever effect you want on the table.  I’d highly recommend getting those rules – with the caveat that I haven’t played them yet, but I will add that I’ve played a lot of all his other Rampant series.  (In fact, I’m in the middle of a Lion Rampant campaign of Syracuse versus Rome).

    #180781
    Avatar photoTony S
    Participant

    Oh – and there are rules for civilians to get in the way and generally confuse things, as well as the police response to large calibre weapons being used in a city.

    If that doesn’t get you to buy these rules, I’m not sure what will Jim!

    #180784
    Avatar photoJim Webster
    Participant

    Oh – and there are rules for civilians to get in the way and generally confuse things, as well as the police response to large calibre weapons being used in a city. If that doesn’t get you to buy these rules, I’m not sure what will Jim!

     

    I love them already 🙂
    Must get a copy

    https://jimssfnovelsandwargamerules.wordpress.com/

    #180786
    Avatar photoCacique Caribe
    Participant

    Same here!

    Dan
    Loads of WIPs: https://www.flickr.com/photos/9593487@N07/albums/with/72157710630529376

    #180794
    Avatar photoSane Max
    Participant

    “Ignore the labels”

    That’s the key to enjoying all of the Rampant Games. One of our lockdown zoom games was done using an army of Plastic Toy Dinosaurs on one side – there was a Tyrannosaur (Greater Warbeast obvs) but also a Triceratops (Elite Cavalry for that Wild Charge) and the Velociraptor pack were bellicose foot, and so on.

    I picked up XR at the weekend – it’s a real break from the other Rampant things, many more scenarios, and better ones – a real weak spot of the other Rampants was poor scenario design IMHO – a wider range of troop types, loads of sample army lists for everything from weird War One to a future that is suspiciously Grim, and dark – i rate them very highly.

    #183604
    Avatar photoCacique Caribe
    Participant

    Or when shooting around in a fusion reactor:

    Dan
    Loads of WIPs: https://www.flickr.com/photos/9593487@N07/albums/with/72157710630529376

    #183621
    Avatar photoAndrew Beasley
    Participant

    … Armour piercing and anti- tank weapons also increase the likelihood of that.

    OK – who would take an AP / anti-tank weapon while boarding a spaceship??? Oh – hold on – all the folk I used to role play with would!

    Traveller (the 3 black books) had melee weapons (including pikes and halberds) and had a non-metallic body pistol (think PPK 38 style) but no specific rules. High Guard suggests using Snapshot or Ashanti High Lightning to resolve boarding actions – neither of which I have anymore. Skills were brawling / blade or gun combat.

    I would hope the ships could take a fair bit of impact (hand weapons to carbines) and would rather play that critical systems get impacted (lights / computer / door access etc) – think Star Wars / Star Trek. Space stations should be able to afford the volume of self sealing walls for minor impacts as they are way more likely to get hit by debris in orbit.

    Having seen the Mythbusters episode of shooting inside planes I do wonder what the result in space would be (planes it turns out are a lot stronger than you would think) – with the current record of leaks on the Soyuz spacecraft (two micro-meteor impacts – really?!?) we may actually get to find out (though hopefully during the unmanned part of the flight).

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