Ttaskmaster wrote:
It just takes a bit of thought, imagination and a good GM.
My usual GM took basic D20 rules, added some D&D spice and created a nice spacey USCM RPG game for us. He did this once with a D&D game, but made each weapon effect more true to life (ie a trained fighter with a Quarterstaff devastates).
The biggest hurdle is working out all the maths behind what the weapons do and what scores everything has, while keeping the system balanced. Things like the 'auto-targeting' SmartGun having a standard +5 to hit, or something. He nicked a few ideas from the Technical Manual, since it seemed intended as a resource for an RPG anyway.
Scenarios and plots were all based on Colonial conflicts - A combination of human vs human, warring corporations and nations (each protecting their respective colonies), terrorism, smuggling, peacekeeping and similar modern military missions. He added in battling against science - Flamethrowers are BAD to use on a ship as they burn up all the oxygen and your team asphyxiates very quickly..... and USCMs are crap if you knock out their artificial gravity!
Sounds like a lot of fun!!

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USCM- The Colonial Marines- A Brotherhood of Bad Asses!