kilemall
SOC-14 5K
This is a repost of one I made to a player who wanted to run Drinax possibly under CT.
Well, lot of problems there, not the least of which CT never really merged LBB2, HG and/or Mayday that closely, and Mongoose adventures are going to assume Mongoose action/range/time scales. So, a challenge to make it easy to use MgT2E shipborne adventures in CT.
As some of you may have been following, I've been working up a CT/HG merge, which would play quite differently then either and reverse some of the assumptions/goals away from fleet demolition derby towards player drama.
So, I worked up a conversion using the CT Starter Edition Range Bands, a simplifying of the CT sensor system add-ons I had in mind but with the lock-on/intel mechanic (which I would gather is needed with what I've read between the lines about the nature of that adventure), a really nice EW war bit I'm happy with, and a simplified 'big guns' spinal and missile only Extreme Range.
In addition, I also reduced all scale items by x10, so range bands are 1000km, turns are 100s, and also threw in the EP allocation system and reversal of the critical hit system to disabled.
I had wanted to do a starter commentary version of the rules anyway, the full set is more complex and seriously alters the damage system, but this will do to open up discussion of some of the points I was going to throw out there anyway.
Well, lot of problems there, not the least of which CT never really merged LBB2, HG and/or Mayday that closely, and Mongoose adventures are going to assume Mongoose action/range/time scales. So, a challenge to make it easy to use MgT2E shipborne adventures in CT.
As some of you may have been following, I've been working up a CT/HG merge, which would play quite differently then either and reverse some of the assumptions/goals away from fleet demolition derby towards player drama.
So, I worked up a conversion using the CT Starter Edition Range Bands, a simplifying of the CT sensor system add-ons I had in mind but with the lock-on/intel mechanic (which I would gather is needed with what I've read between the lines about the nature of that adventure), a really nice EW war bit I'm happy with, and a simplified 'big guns' spinal and missile only Extreme Range.
In addition, I also reduced all scale items by x10, so range bands are 1000km, turns are 100s, and also threw in the EP allocation system and reversal of the critical hit system to disabled.
I had wanted to do a starter commentary version of the rules anyway, the full set is more complex and seriously alters the damage system, but this will do to open up discussion of some of the points I was going to throw out there anyway.