Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
Or just take Silhouette Deluxe and go to town...Airwolf deserves it's own system tailored specifically to it. A bit of D6, a bit of Mekton, a bit of True Science Facts!
Airwolf deserves it's own system tailored specifically to it. A bit of D6, a bit of Mekton, a bit of True Science Facts!
What was that Star Trek ship combat game where each player got like a cardboard cutout of a starship dashboard? I feel like it should have something like that for helicopters
Airwolf deserves it's own system tailored specifically to it. A bit of D6, a bit of Mekton, a bit of True Science Facts!
What was that Star Trek ship combat game where each player got like a cardboard cutout of a starship dashboard? I feel like it should have something like that for helicopters
OK, we need to combine that flight simulator system with Phoenix CommandI believe that would be the 1st edition FASA Star Trek RPG/Starship Tactical Combat Simulator. It was fun!
There's an old Avalon Hill bookcase game called Flight Leader that leans in this direction, but obviously it's for jet aircraft and not helicopters. Every airplane on the hexmap board has a card representing the cockpit and flight controls. You manage your status, actions and movement by sliding things around the dashboard. It's also really fun; the basic rules are quick and easy, even more streamlined than FASA Star Trek, yet it still manages to feel like you're in the cockpit flipping switches and Top Gunning around the board. A setup like that could work pretty well for a game about 80s prototype aircraft cold wars and rogue mercenary heroics.
These days people often give it poor-mediocre reviews, but really only for two reasons: 1) it has no rules for anti-aircraft fire, 2) the only people who would ever play it really care about that sort of thing.
![]()
There was also a similar game made under The Last Starfighter license called Duel in Space.
Yep. I have signed copies of Flight Leader and Tac Air (which are by the same designer, someone I know and have worked with on a computer game project) on my shelf here. He was an F4 pilot.I believe that would be the 1st edition FASA Star Trek RPG/Starship Tactical Combat Simulator. It was fun!
There's an old Avalon Hill bookcase game called Flight Leader that leans in this direction, but obviously it's for jet aircraft and not helicopters. Every airplane on the hexmap board has a card representing the cockpit and flight controls. You manage your status, actions and movement by sliding things around the dashboard. It's also really fun; the basic rules are quick and easy, even more streamlined than FASA Star Trek, yet it still manages to feel like you're in the cockpit flipping switches and Top Gunning around the board. A setup like that could work pretty well for a game about 80s prototype aircraft cold wars and rogue mercenary heroics.
These days people often give it poor-mediocre reviews, but really only for two reasons: 1) it has no rules for anti-aircraft fire, 2) the only people who would ever play it really care about that sort of thing.
![]()
I agree that Mekton would work well for this.Mekton obviously comes to mind. The Veteran character type along with the career paths combined with uneven allotments of different areas of training could help replicate the dynamic of the show.
It doesn't need to dodge.But can Airwolf dodge three missiles?
Far from a perfect fit, but I'd take the original version of Dogs of W*A*R and just wing and handwave everything.
I believe that would be the 1st edition FASA Star Trek RPG/Starship Tactical Combat Simulator. It was fun!
There's an old Avalon Hill bookcase game called Flight Leader that leans in this direction, but obviously it's for jet aircraft and not helicopters. Every airplane on the hexmap board has a card representing the cockpit and flight controls. You manage your status, actions and movement by sliding things around the dashboard. It's also really fun; the basic rules are quick and easy, even more streamlined than FASA Star Trek, yet it still manages to feel like you're in the cockpit flipping switches and Top Gunning around the board. A setup like that could work pretty well for a game about 80s prototype aircraft cold wars and rogue mercenary heroics.
These days people often give it poor-mediocre reviews, but really only for two reasons: 1) it has no rules for anti-aircraft fire, 2) the only people who would ever play it really care about that sort of thing.
![]()
You're right, from a certain point of view . . .. . . Combat in the show was simply plot point driven, so a light handwavy system is very appropriate. A crunchy reality based system would only highlight the many liberties taken in the show. . . .
You're right, from a certain point of view . . .
My point of view is that I can't stand narrative games, even worse than I can't stand fiction such as Air Wolf. So the only way I would enjoy playing a game about such a situation, would be if it were a crunchy reality-based system, so that I could enjoy the highlighting and debunking of the many liberties taken, and also to watch the spectacle of what the reality of such a situation would be like, including the collateral damage, eventual gritty demise of the heroes, etc.
I just think a flight-simulator-like helicopter game would be fun, even if the supercopter can casually break the laws of Aerodynamics. That sorta stuff can't get in the way of True Science Facts!
The genre had a good run. Knightrider, Airwolf, Blue Thunder, StreetHawk, Cobra, Viper, Thunder in Paradise. What am I missing?A supervehicle, like Knightrider's KITT. Is this still a subgenre or did it die out after the 1990s?
A bazillion Gerry Anderson shows.The genre had a good run. Knightrider, Airwolf, Blue Thunder, StreetHawk, Cobra, Viper, Thunder in Paradise. What am I missing?
Yeah, I would use GURPS for everything but the helicopter dogfighting, for which I would research a good wargame, if there is one that covers that subject.
The thing is, there might not be, because helicopters, I think, don't really dogfight the way I assume they do on Airwolf. I might have to homebrew my own rules.
Wasn't Airwolf some kind of hybrid helicopter. I remember it looking really unique and moving in ways helicopters normally didn't. But it has been ages since I saw the show
This was what I was going to suggest.Or just take Silhouette Deluxe and go to town...![]()
I'm not sure, since I hadn't read it in detail recently, but I remember it had a quite detailed system for vehucular combat (including flying vehicles, but again, IIRC).Which gamelines feature Silhouette deluxe? I only currently have Tribe 8, but was very fond of the system and ignored the switch to 2nd edition. I guess I'm asking, how did Silhouette Deluxe handle vehicles and vehicle combat? Tech at that level was kinda handwavey in Tribe 8 from what I recall, but that's appropriate to the setting. I think I have core books for Jovian Chronicles and Heavy Gear in storage, but it's been over a decade since I last read them I think.
Jovian Chronicles is the big one that I've read a lot of that uses Silhouette, and despite being a space mecha game, would probably be the version of the rules I'd adjust for Airwolf. I just think the combination of the vehicle combat in the sense of how it does damage/armor is great for it, plus the movement mechanics are A+ for aircraft.Which gamelines feature Silhouette deluxe? I only currently have Tribe 8, but was very fond of the system and ignored the switch to 2nd edition. I guess I'm asking, how did Silhouette Deluxe handle vehicles and vehicle combat? Tech at that level was kinda handwavey in Tribe 8 from what I recall, but that's appropriate to the setting. I think I have core books for Jovian Chronicles and Heavy Gear in storage, but it's been over a decade since I last read them I think.
Which gamelines feature Silhouette deluxe? I only currently have Tribe 8, but was very fond of the system and ignored the switch to 2nd edition. I guess I'm asking, how did Silhouette Deluxe handle vehicles and vehicle combat? Tech at that level was kinda handwavey in Tribe 8 from what I recall, but that's appropriate to the setting. I may have the core books for Jovian Chronicles and Heavy Gear in storage, but it's been over a decade since I last read them I think.