Chopper Strike = RPG Gold
Posted: Sun Jul 01, 2012 12:56 pm
Hi all,
Just thought I'd share a discovery I made today. While yard sailing, I came across an old but complete copy of a board game called Chopper Strike. The game itself is a pretty basic battle game, but what immediately set off alarms in my imagination was the multi-level playing field that allowed choppers to fight in the air. Long story short, I give you multi-level RPG gold:
I have already thought up some rules for very DCC-friendly aerial combat effects. In the picture, you see some blue rectangles on the upper level (the other terrain on this level is the top of a tower that lines up with the level below it). These are weather systems that move around randomly and wreak havok on anyone fighting in the clouds. The upper level is a 12x12 grid. What I would love to try is to roll a 2d12 each turn to determine a random coordinate on the grid. If the coordinate lands on a weather system, then 1d4 will determine which direction the whole system moves (N, S, E, W). If 2d12 lands on a flying entity, then it will be blown around the board. If a flyer ends up inside a weather system, then a table roll (of course) will determine the random weather effect that affects the flyer.
How does that sound? Any other ideas come to mind?
Just thought I'd share a discovery I made today. While yard sailing, I came across an old but complete copy of a board game called Chopper Strike. The game itself is a pretty basic battle game, but what immediately set off alarms in my imagination was the multi-level playing field that allowed choppers to fight in the air. Long story short, I give you multi-level RPG gold:
I have already thought up some rules for very DCC-friendly aerial combat effects. In the picture, you see some blue rectangles on the upper level (the other terrain on this level is the top of a tower that lines up with the level below it). These are weather systems that move around randomly and wreak havok on anyone fighting in the clouds. The upper level is a 12x12 grid. What I would love to try is to roll a 2d12 each turn to determine a random coordinate on the grid. If the coordinate lands on a weather system, then 1d4 will determine which direction the whole system moves (N, S, E, W). If 2d12 lands on a flying entity, then it will be blown around the board. If a flyer ends up inside a weather system, then a table roll (of course) will determine the random weather effect that affects the flyer.
How does that sound? Any other ideas come to mind?