BSG fighters in x wing

By cypherx32, in X-Wing

Don't know if this has been asked but I will anyway. Since FFG does have the license with universal has there been any mention of making a BSG game using the x wing rules? I'd love to fly vipers and cylons against ties and x wings.

MODS: if this topic is not appropriate please delete.

Wouldn't work.

Star Wars = Space magic flying where as BSG at least had some semblance of realistic physics. Now I would love a BSG verison of X-wing taking all that into account some how.

Wouldn't work.

Star Wars = Space magic flying where as BSG at least had some semblance of realistic physics. Now I would love a BSG verison of X-wing taking all that into account some how.

You could make it work by adjusting the dials. For instance a starviper has a maneuver where its flips backwards but uses nose thrusters to keep traveling in reverse. That would be a 3 template (or whatever distance) like a k turn except you turn the ship 180 degrees then move it down the length of the template.

Adding pegs on each side means you could use side thrusters, i.e. 1 straight left.

I would love a Battlestar Galactica implementation of the flight path system (with tweaks). It wouldn't be as viable for FFG though, since the number of ship types is very limited compared to the Star Wars universe.

Edited by admat

White K turns. White Tallon rolls. White S-loops.

red normal turns and banks, but add maneuvres that show newtonian drift.

Edited by DariusAPB

There's no way there's going tobe 2 games out of different settings with COMPLETELY the same system.

But nothing keeps you from making homebrew anything, be it BSG Vipers SW X-wings or maybe you love the Homewrold franchise and want some Heavy Kushan Corvettes ?
Want to have your own Normandy with goddamn Joker as a pilot ?

Just name it!

But nope, it's not going to be official.

Still, not being official doesn't make it not fun. Don't be one of the pricks who think with labels "official" "canon" and so forth

Edited by Warpman

There's no way there's going tobe 2 games out of different settings with COMPLETELY the same system.

Star Trek Attack Wing, D&D Attack Wing

But nope, it's not going to be official.

Still, not being official doesn't make it not fun. Don't be one of the pricks who think with labels "official" "canon" and so forth

I'm strangely offended by this. "Official" because tourney play. "Canon" because narrative.

But nope, it's not going to be official.

Still, not being official doesn't make it not fun. Don't be one of the pricks who think with labels "official" "canon" and so forth

I'm strangely offended by this. "Official" because tourney play. "Canon" because narrative.

After ahving planned, played and revised a couple campaigns with different objectives, subrules, upgrade cards I've come to a simple conclusion:

putting labels takes a chunk of fun away.

Playing the same squadrons is dull, and when you start guessing 90% of the rosters and almost all the upgrades when you see the pilot cards?

That's a bad path. Diversity is lost when you walk that path.

Depends.

Are you playing a home brew universe or something that already exists?

Are you playing a canon / timeline campaign, or an alt canon where Rebels Had E-wings between ESB-ROTJ.

All of these go into the pre-campaign setup. I've been dying to run my own universe for some time now, but the guys i game with haven't shown much interest.

Sometimes you've absolutely got to make up new rules - example, my groups ground team capturedthe wreck of a carrack cruiser, it had split in half but they were able to restore power and functionality to a turbolaser battery (using SW D20 rules, they repaired it). Now, enemy Z-95s and Y-wings were right on top of them, but they were able to support a friendly squadron with long range turbolaser fire.

The kicker? This was before wave 4 and CR90 was released.

Had to make up turbolaser and Zs... wasn't too too far off.

Their ship, being imperial commandos was a VT49 decimator with a cloaking device. (PRE wave 4, remember). So it was basically a mil falcon with less hitpoints and 3 agi.

In one mission it got shot down so.. crash landing, endurance tests, stranded on planet etc etc etc.

my only problem would be how short lived it would be. there are only what maybe 4 different types of Colonial ship? Old Viper, New Viper, Stealth Viper, and whatever that transport/ support ship is. And the Cylons would be just a raider right? Not much variety there.

While I know it will never happen, I would LOVE to see some single release large boxed sets that bring other Science fiction settings:

Battlestar Galactica

The Last Starfighter

Enemy Mine

Buck Rogers (biddy biddy biddy)

Babylon 5 (white/green k-turns!)

So many others I can't think of right now.

I'd like to see a game which makes fighters AND medium scale capital ships work. Somehow.

Can't see how yet.

E-wings for Vipers, HWKs for Raptors.

Double sided card featuring Galen Marek / Crashdown.

Wouldn't BSG be almost like a mix of Armada movement with X-wing actions?

my only problem would be how short lived it would be. there are only what maybe 4 different types of Colonial ship? Old Viper, New Viper, Stealth Viper, and whatever that transport/ support ship is. And the Cylons would be just a raider right? Not much variety there.

There are a few more than what you listed. But there is nothing stopping FFG from inventing new ships.

Imo BSG would make a better cap-ship.combat game

I'd love a mid-scale BSG ship combat game, possibly mashing up Armada with X-Wing. It wouldn't be more than 2-3 waves, but I'd love it.

While I know it will never happen, I would LOVE to see some single release large boxed sets that bring other Science fiction settings:

Battlestar Galactica

The Last Starfighter

Enemy Mine

Buck Rogers (biddy biddy biddy)

Babylon 5 (white/green k-turns!)

So many others I can't think of right now.

Babylon 5 would need far more than one large box, has more ships than StarWars

I'd love a mid-scale BSG ship combat game, possibly mashing up Armada with X-Wing. It wouldn't be more than 2-3 waves, but I'd love it.

So not a "capital" ship game, more of a "lower-case" ship game?

Edited by Forgottenlore

You could make it work by adjusting the dials. For instance a starviper has a maneuver where its flips backwards but uses nose thrusters to keep traveling in reverse.

See, that's the thing: "Fairly realistic space physics" actually means that if the Viper flips 180-degrees (or at all, really), it doesn't have to use thrusters to "keep traveling in reverse."

FlightPath is a very bad basis for realistic space physics. I'm convinced it would be possible to design an engine that feels realistic (enough), but FlightPath isn't the starting point.

This topics been thrown around a few times but I still love the concept.

One idea for the system would be to have two dials (or a funky dual wheel dial).

One representing your manoeuvre/facing/heading such as 90, 45, 180 degree turn, straight.

The other representing your thrust, forward, reverse, side, no change etc.

After each movement a 'momentum' arrow token is placed based on your last 'Thrust'.

When you start a movement you would rotate a ship around its centre based on its 'manoeuvre', then apply your 'thrust' modified by you momentum.

Ok so maybe it sounded a lot simpler in my head.

I would love a Battlestar Galactica implementation of the flight path system (with tweaks). It wouldn't be as viable for FFG though, since the number of ship types is very limited compared to the Star Wars universe.

It would probably be do-able as a single wave expansion.

Maybe better Armada style, though, so you could have Battlestars, Base Stars, and the whole range of freighters and support ships.

Don't know if this has been asked but I will anyway.

That's what the Search bar is for. Only four pages of threads that contain the word "battlestar". But you know... no one knows!

You could make it work by adjusting the dials. For instance a starviper has a maneuver where its flips backwards but uses nose thrusters to keep traveling in reverse.

See, that's the thing: "Fairly realistic space physics" actually means that if the Viper flips 180-degrees (or at all, really), it doesn't have to use thrusters to "keep traveling in reverse."

FlightPath is a very bad basis for realistic space physics. I'm convinced it would be possible to design an engine that feels realistic (enough), but FlightPath isn't the starting point.

You should totally try Saganami Island Tactical Simulator. The mechanics arnt hard to use, but trying to wrap your brain around 3d vector tactics gives my friends headaches.