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Best Ship Combat Rules for Con Games?

I'm returning to Classic Traveller after 20 years and would love to run Traveller at a Con game. Question: of the various rule systems out there for Ship Combat (original rules in Book 2, At Close Quarters from BITS, Snapshot/Azhanti High Lightning, etc.) what ship combat system is easiest to learn and quick to play? The game will be mostly roleplaying and I don't want the ship combat to take up more than an hour of the game, including teaching the rules, if possible.

Thanks in advance for any feedback! :)
 
I think Mike is right, using range band combat would be the most easy to run.

The space combat in bk2 is for miniatures.
I tried to adapt Mayday's hex based combat to bk2 but there is so much rule vagueness.
Missiles rules are also very vague. Do a search in the CT section and you'll see many threads trying to figure out just what the rules say.

At the moment I am interesting in figuring out the Gurps Traveller space combat rules. But I haven't gotten far enough into them to give you an answer.
 
I agree the band system in bk2 is the easiest, however I dislike the computer rules in BK 2 (feels like trying to run a starship using a pocket calculator)...I usually use the Bk 5 rules for simple RP starship combats, but "soften" the crew hits (roleplay the explosive decompressions, etc to see who lives rather than 100% fatalities - makes people think about where they want to spend combat!). IIRC, bk5 assumes a "skill level" of 2, so depending on character skill I adjust the final to-hit. Be warned, this can result in a lot of "no hits possible" and even some "no misses possible" results (if computer levels are far apart and target agility is high). I also like how it incorporates more player skills into combat (pilot, fleet tac, ship tac) although this is not so important for CT...but pilot adds (skill-1)/2 to ship agility. And it has bigger, more advanced weapon choices...

for big ships (cruisers and up) I like Power Projection: Fleet (although it may be out-of-print these days). Has a nice "star fleet battles" damage resolution feel, with non of the complicated rules. This is a pseudo-vector based system that is very easy to learn. Most battles are over in less than 1 hour, 2 for big fleets. But unless everyone has their own ship, it can be boring for some.

One can also do a pseudo-power projection fleet game by adopting the book 2 rules (number of "hits" on the bk2 drive chart equals number of "hits" on the PPF ship ssd, etc). Changes to the total hits must be made (I think I used 10x) This takes more prep time for the ref, but results in a quick and easy combat system. But unless the gaming is 1-on-1, it can be boring for the non-crew.
 
No doubt about it, if doing an adventure class ship battle with a PC ship and one enemy, Starter Traveller space combat with range bands is the way to go.

If plotting several ships, then I'd suggest Mayday.

If using capital vessels in a fight, then High Guard.
 
No doubt about it, if doing an adventure class ship battle with a PC ship and one enemy, Starter Traveller space combat with range bands is the way to go.

If plotting several ships, then I'd suggest Mayday.

If using capital vessels in a fight, then High Guard.

I'd say Mayday across the board, without the computer rules. Noting that later printings include the option for using the HG combat system in lieu of its Bk2-related system.
 
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