Bruce and I were speculating about whether Xenos Rampant could be adapted to starship combat. We had a nasty bout of wildfire smoke 10 days ago (it was an 11+ on a scale of 1-10 and you could see about five blocks). Since I wasn't up to to roll 3d6 against my constitution, I decided to see if I could work out an adaptation.
- Capital ships shoot in the front 180 degrees. Turning up to 90 degrees costs 2 inches of movement. Armour is -1 from the side or rear (if shot is from behind from base edge). The armour reduction encouraged maneuver. Most capital ships move automatically straight forward but have to dice to shoot or assault (the Battlestar's reversed this). Every unit has the firefight skill.
- Fighter have no facing, can turn freely during a move and always turn to face an attacker. They can neither shoot nor be shot at (they are basically melee units). Their armour was 1 but they had extra strength points (basically they were rabble).
- If fighters fail a courage test (and they will), they fly back towards their carriers. Once they touch the carrier, they automatically rally and regain 1d6 strength points. Launching is just a part of their next move action. They can also voluntarily land and regain strength. This creates a sense of carrier operations without much bookkeeping.
I'm continually surprised how adaptable these rules are to different genres of sci-fi gaming. I wonder if they would work for superheroes?