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Again, ship-to-ship combat

graden1

SOC-12
I'd like to know if there are any plans for a revised T20 ship combat system. The current rules as written are incomplete, self-contradictory, and error-ridden to the point of being almost unplayable. My attempts at using "home rules" to patch them up have nearly resulted in re-writing the entire chapter! This is without a doubt the most "broken" ship combat system I have ever seen. :mad:

XO
 
I'd suggest that you perhaps review this old thread:
http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic&f=3&t=000460#000000

In it, Dr. Gizmo posts a Basic Starship Combat Cheat Sheet that helps a lot:
http://erik.jordan.name/Gaming/T20/BasicStarshipCombatCheatSheet.html

Here are some of my notations on the Starship Combat Cheat Sheet:

* Initiative is rolled only once, at the beginning of combat. (THB, pg 150, last paragraph, right column: "These initiative check results determine in what order vessels will act during each round of the encounter." Also, it's consistent with how initiative is handled in the D20 System.)

* Point Defense Sandcasters may be fired against incoming laser fire as well, according to the ruleset. (THB, pg 162, first sentence of Point Defense Sandcasters.) I agree with you that a sandcaster should not be able to react to an incoming laser moving at the speed of light, but I'm assuming that this rule represents sensors detecting the tell-tale signs of powering up immediately before firing, or something like that, as a justification for the rule being present.

* Anti-Missile is not required for laser point defense against incoming missiles (Gunners can do that), but it's definitely a good idea.

* By the rules, Overpowering Weapons and the use of the Double Fire program are not mutually exclusive. Personally, I would have rather seen Double Fire written up in a manner similar to Rapid Shot for vehicles, with two shots but both at a -2 attack penalty, but that's the D20 System nut in me. If you are looking for a home-grown solution to that one, I'd suggest making the Overpowering Weapon roll for each attack, increasing the -1 penalty per round to -1 penalty per shot. This is, of course, a House Rule, and subject to your own tastes, as you see fit.

You could also do a search on ship combat in the T20 section of these boards, and read some of the very interesting points that have been made, and suggestions for fixes.

Hope this helps clear a few things up for you,
Flynn
 
Thanks, Flynn.

If nothing else, this will help get all the stuff that's driving me crazy collected into one place. I've been trying for months to talk myself out of writing a new ship combat system from scratch, but I've almost decided it's time to go ahead and do it anyway. It's a tough call: is it worth the trouble? and will it be better than what I've got to work with now?

XO
 
The fact that there are so many systems out there for starship combat is a testament to how difficult it is. Best of luck with this project, and if you come up with something you're happy with, please share it with the rest of us.


Thanks,
Flynn
 
Bhoins;

Lots of interesting ideas in that thread. Some of them are already on my "short list" of what to use. Thanks. The sad part is that after all the confusion in that thread, no official errata has been posted by the T20 authors to clear it up.

Flynn;

The fact that there are so many systems already in print helps me in a way. I've played quite a few of 'em, and they're still on my shelf, so I've had many opportunities to find out what worked, and what didn't. The hard part is working with the d20 system, which I'm neither an expert on, nor terribly fond of.

XO
 
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