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Old 08-08-2015, 06:33 PM
Adm.Lee Adm.Lee is offline
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Join Date: Sep 2008
Location: Columbus, OH
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Originally Posted by Ancestor View Post
I've come up with my own homebrewed system for small arms and crew served weapons but what about vehicles, especially armored vehicles. I love V.1 and I get what they were trying to do but frankly I suck at math and I'm looking for something to the effect of "no effect/richochet/reactive armor save, mobility kill, crew kill, fuel/ammo hit (immediate burn), fuel/ammo hit(time for crew to escape before secondary explosion)"

And yes, don't laugh, I'm not a tanker...I just want something remotely realistic that involves very little math!
IIRC, Dirtside II, a minis ruleset that I was in love with in the mid-90s, had very simple armored vehicle combat results. You had the armor value and weapon type/size (it was written for generic sci-fi, so there lots of types); drew a chit from a box, if the chit matched the weapon type, it was a hit, and depending on the size vs. armor, perhaps a kill. Mixed in with the numbered & colored chits were "mobility damage" and "system (electronics) damage" and so forth. It's been a long time since I've read those rules, but it was easy-squeezy to read the chart and get results.

Bonus: the rules are now free as downloads, here: http://www.shop.groundzerogames.co.u...ory&cat_id=130

Several games there:
Dirtside II was written for battles of battalion-sized forces, with platoons as the units maneuvered.
Stargrunt II was written for infantry fights, maneuvering squads, with few individual vehicles. It used opposed die-rolls, so if my gun rolled d8 and your armor was d6, we'd each roll, and if I beat your die, the target was damaged; if I doubled your die, it was destroyed.
Full Thrust is starship combat, also generic (though they made up a setting) and fast-playing.

I have it in mind some day to write and play T2k conversions for these for a convention someday.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
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