Which RPG has the best combat rules for flying vehicles?

GURPS isn't math heavy at all despite people saying it all the time. Especially since you don't have to build the airship (like with HERO), your character buys it with points or money. Very simple actually.
GURPS has more math in character gen than about 90% of the hundreds of systems I own. But it's simple math for the most part. The more math games include CORPS, Rolemaster and Champions, Web of Stars, Space Opera... But GURPS itself wasnt the cause for the comment...

GURPS Vehicles is much math, a number of important iterations involving exponents. Best done in a spreadsheet.
 

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Great suggestions so far! I've been watching Youtube play-throughs of some of the vehicle combat systems mentioned in this thread, and they've given me some good food for thought.

Keep the suggestions coming, especially if you want to call out a specific mechanic you think works especially well in whatever system you recommend.
 

GURPS has more math in character gen than about 90% of the hundreds of systems I own. But it's simple math for the most part. The more math games include CORPS, Rolemaster and Champions, Web of Stars, Space Opera... But GURPS itself wasnt the cause for the comment...

GURPS Vehicles is much math, a number of important iterations involving exponents. Best done in a spreadsheet.
Depending on how you run the system, and there isn't just one way to run GURPS. Sure you can get very technical with vehicles if you like that kind of thing. Or, you take stats provided in supplements (e.g., Swashbucklers or Transports of Fantasy), add the Flight advantage and off you go.

GURPS is a toolkit so you only have to deal with the rules that you want to deal with. This way, rules aren't getting in the way of the group's fun (y)
 

Depending on how you run the system, and there isn't just one way to run GURPS. Sure you can get very technical with vehicles if you like that kind of thing. Or, you take stats provided in supplements (e.g., Swashbucklers or Transports of Fantasy), add the Flight advantage and off you go.

GURPS is a toolkit so you only have to deal with the rules that you want to deal with. This way, rules aren't getting in the way of the group's fun (y)

+1

I love GURPS, but my first time trying to run a space game is something that I struggled with. (Mostly because the Spaceships pdfs used a lot of rules that I didn't use when doing other things with the system.)

So, I refluffed stats for various cars, boats, etc. It worked well enough that the campaign was successful.

Now that I'm more experienced with the system, I might use a little more crunch, but I would sit down and sketch things out ahead of time.

GURPS tends to be a bit front-loaded when it comes to doing math. Once the game is in motion, what you need to know for actual play is almost all on your character sheet and can (usually) be handled with basic math.

The exceptions to that are optional rules for extra detail that likely aren't being used unless a group wants to use them.
 
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