Home Forums Sci Fi 15mm Sci-Fi When shooting around in a spaceship or industrial complex …

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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/[email protected]/albums/with/72157710630529376

    #177778
    Avatar photoMike
    Keymaster

    Adios muchacos

    #177813

    what happened to the posts here?

    Mick

    #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/[email protected]/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

    #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/[email protected]/albums/with/72157710630529376

    #178062
    Avatar photoThomaston
    Participant

    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.

    Tired is enough.

    #178420
    Avatar photoCacique Caribe
    Participant

    Good idea.  Kaboom!  Lol

    Dan
    Loads of WIPs: https://www.flickr.com/photos/[email protected]/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.

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