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Spacecraft Supplement?

A topic by Cliffypancake18 created Jun 15, 2025 Views: 248 Replies: 10
Viewing posts 1 to 2
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Was there ever a potential future supplement called Black Silicon about more in-depth spacecraft combat? I swear I remember reading about it in a little excerpt in one of the books, but now I can't find it anywhere so I'm doubting my own thoughts lol. On the topic, I would love to see some supplement/mechanic where you can zoom in on your ship (including mid-flight) to give way for fun granular play while traveling, such as maintenance and recreation. In combat, it would be fun to infiltrate enemy ships and fight in the craft's internals on that granular scale, or be able to lean into the unique tactics birthed from orbital warfare. By far my biggest gripe about 60YIS currently is that the spacecraft and how its used is largely 'skipped' narratively. I'd imagine the ships the players are on are more akin to one you'd find in Children Of A Dead Earth rather than, say, Interstellar, due to the pure tonnage possible in 60YIS. Because of this, it would stand to reason that you could have a lot happen on/to ships, especially when at the interstellar tech level.

Developer

I have Black Silicon planned and would love someone else to write it as I only have so much time in my day. I have also pencilled in a similar supplement for interstellar travel that will be similar to the High Frontier Interstellar rules I developed.

Me experience with watching the Expanse is that the parts of the show wandering around space stations as they fell apart were so much better then standing on the flight deck that I’m focusing on those parts of the game first.

You will be happy to know that I’ve already developed life path rules that work while you travel, but not at the month by month (or smaller) scale that I think you’re asking for.

Developer

I do have month by month rules for resolving operations using an event card based system that I’ve already written and play tested that I shelved because I didn’t see how it fit into the game. I think that’s probably what you’re looking for; I think it’d fit best in the “trading a crew for their first human interplanetary space flight” rules I’m planning for the Re: Crewed Rules.

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Would you be willing to share those rules? Totally fine if not, but I thought I'd ask :)

Developer

Drop me an email.

Deleted 310 days ago
Developer

Email sent.

Developer

I've dug these up and have ended up starting to rewrite them, inspired in part by https://knightattheopera.blogspot.com/2025/06/seven-part-pact-time.html

Developer

The more I think about this, the more I realise this will turn into a retelling of the flatmates from hell.

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> would love someone else to write it
I'd volunteer! I'm actually currently working on my own hard-scifi orbital warfare wargame, though its a bit more grounded than the cyber/bio-punk aesthetic 60YIS leans into a bit. Focusing on making your opponent spend fuel, ultra-violet laser point defense, stuff like that instead of like, grey goo plague pods and interplanetary rod-of-gods. I'd assume whatever ideas you have planned for how combat resolves would be a bit abstract to fit with the rest of the game and not require some battle map or something though?

> were so much better then standing on the flight deck that I’m focusing on those parts of the game first.

100% agree, but its still nice to have those little things. This game is all about granularity and choosing your own scale, so I guess it is just a little jarring to have this major mechanic (space travel) be an exception to the granularity.  Though ofc thats just me.

> I’ve already developed life path rules that work while you travel

Glad to hear that! Even if on a yearly scale, something is better than nothing, but this basically loops into my point above.

Developer

> I'd assume whatever ideas you have planned for how combat resolves would be a bit abstract to fit with the rest of the game and not require some battle map or something though?

I haven’t sketched much out at all to be honest, because I had a feeling the level of granularity that people would like would be beyond what I’d be willing or able to deliver. It sounds like maybe I should be just licensing your game…

I was planning on doing something more granular with zone warfare which would have an energy map of a moon system with a scale of months rather than years, where attacking factories to impede production would make sense.

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The way I'd imagine orbital warfare working in 60YIS would be some abstracted orbit tracker where your actual orbit and the one of your opponent(s) is never 100% defined, but you know how it is relative to theirs, as that's really what matters.
For an example, you get some political mission to take out an H-Class spacecraft orbiting the moon. It's already orbiting, so maybe you roll 1d6 to see what distance its at (basically heliocentric zones but the target planet/moon is the star). You have a printed sheet that shows six 'layers' that are the zones and you place the enemy token- represented by a colored counter- on, say, the 5th layer cause you rolled a 5. You enter the Moon's SOI with a skewed orbit (probably determined by a pilot roll) that puts you on a special space that links the 6th and 3rd layer (there would need to be one for every combo). From there, it becomes turn based. It'll take you one burn (less than a map-scale burn though) to change to a 5th-to-3rd connection- since its only one difference from 6th to 5th-, however you have to wait Xd6 hours/days/months (dependent on the size of the target body) to abstract waiting for the proper time to burn. Or you could could spend double fuel plus maybe another pilot roll (or another skill, idk off the top of my head) to go directly for an intercept. From there, you- the designer- would need to determine some 'tactics doctrine' for opposing crafts as to if they want to spend their own fuel to dissolve your intercept, or try to point-defense their way through it and save on fuel. I'd imagine this would also be a table that also is used for the enemy sending orbital missiles to your ship as well. The intercepts themselves I'd imagine would be decently basic, choosing weapon(s) to shoot during the intercept- most likely determined by the robonaut(s) the ship has on hand- and damaging parts from some sort of damage table. Though of course that would require modified enemy ship sheets. Really the biggest problem this faces is added granularity for a ship that will (hopefully) be destroyed in a couple turns anyways. But I guess that could be abstracted away pretty decently, especially with those new mini-ship cards in the crewed rules.

Of course there's a million other ways this can be done, this was just one that came off the top of my head while writing this post. I think keeping it within a single sheet of paper is important since that follows the rest of the game's design philosophy- as opposed to a dedicated battle map like my wargame has- but its also important to touch on the unique tactics that are the whole reason to have this combat to this granularity in the first place. 

> attacking factories to impede production

Yeah the whole point of orbital warfare is for orbital superiority to do stuff like that, or rather stop it from happening. Orbital warfare takes a loooong time, so being able to have on-site aid is extremely important, and even more reason for the enemy to try to take that away from you. Time for some dropstones! lol