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XXVc

Started by Gabriel, December 07, 2006, 11:38:36 AM

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Garry G

Everybody is always better at games than me, this is just fucking weird.:shrug:

Anyway I did see the RPG around back in the day was the system similar to AD&D's?

Gabriel

Quote from: Garry GAnyway I did see the RPG around back in the day was the system similar to AD&D's?

It's AD&D2 with the Rogue system for skills expanded to a broader array of skills for all classes.

Mr. Analytical

It was actually kind of cool.  Instead of magical weapons you have different levels of craftsmanship associated with things being built in different places.  So THE weapon everyone wanted was a chainsword from the moon.

I never ran it but whenever I'm at my mum's in Switzerland I get out the box and have a read.

I seem to remember the space combat system being a complete catastrophe though.

Gabriel

Quote from: Mr. AnalyticalI seem to remember the space combat system being a complete catastrophe though.

Yep.  

Ships have an AC based on their armor plating and their nimbleness (which is itself based on their size).  Small ships are nimble and can't carry much armor.  Large ships are slugs but can carry lots of armor.  The end result is that everything ends up with a similar AC range.

Ships have a 1 to 5 speed based on their size class.  Smaller ships move faster.  Larger ships move slower.  One point of speed equates into one square of forward movement or one hexside of turning.

Ships have HPs equal to their tonnage times 4.  Once HPs are depleted the ship goes boom.

Firing weapons is handled by character THAC0.  So Warriors and Scouts are the best choices to have as Gunners.  Rocketjocks have a 2/3 THAC0 progression, so they aren't a bad choice, but not a particularly good one either.  Plus, I think the Warrior can select shipboard weapons as weapons of specialization, so that further makes them the better choice.  

By making a Piloting skill check, a character can violate the board movement rules for ships.  No particularly detailed examples are provided.  It's implied you can use the pilot check to perform a loop and end up behind your opponent.  These are called Special Maneuvers and also require an expenditure of speed.  

So, unless your GM is going to create a whole set rules for what you can do with special maneuvers, the combat system is going to boil down to moving the along the hexes on the map and rolling THAC0 in initiative order.