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BITS' PowerProjection for CT... anybody played it?

I have played it. It works well for smaller battles using real warships. It is not suited for PC-level actions (the system isn't really intended to handle ships smaller than 1000 dtons or so) and it gets cumbersome when you have many large ships fighting at once. It's best suited for actions involving about a dozen ships per side (maximum) with one or two capital ships and the rest being cruisers or smaller.

As a side note, Ad Astra Games has just announced that they will be publishing Power Projection in the USA, and that they will be producing a series of TRAVELLER warship miniatures for use with PP:F. These should include capital ships, so we might finally get a miniature of a Tigress-class!
 
I have played it. It works well for smaller battles using real warships. It is not suited for PC-level actions (the system isn't really intended to handle ships smaller than 1000 dtons or so) and it gets cumbersome when you have many large ships fighting at once. It's best suited for actions involving about a dozen ships per side (maximum) with one or two capital ships and the rest being cruisers or smaller.

As a side note, Ad Astra Games has just announced that they will be publishing Power Projection in the USA, and that they will be producing a series of TRAVELLER warship miniatures for use with PP:F. These should include capital ships, so we might finally get a miniature of a Tigress-class!
 
Ken,

They're a great set of rules but, as Oz pointed out, they're not intended for PC-level battles. Because both use 1D6, introducing PC skills as DRMs would quickly and wildly skew any die rolls.

There are two sets, PP:Escort and PP:Fleet. PP:E is essentially a 'lite' version; no ships have spinal mounts, most are under 1000dTons(1), etc. PP:F introduces huge ships, spinal mounts, fighters, formation rules, and lots of other rules so there is something of a learning curve involved. The PP:F rules also detail how you can import other Traveller ships designs into the PP format. My minis groups have enjoyed playing both.

Both rules use hex-less 2D vector movement like LBB:2. You can use minis, as Oz wrote there are minis scheduled to be produced for the games. The games do come with cardboard chits to mark ship locations(2). Chits are used to mark other situations on the game table too like sand and nuc explosions.

Each ship has a subsystems card associated with it, much like Star Fleet Battles but not as overwhelmingly detailed. As Oz notes, the fact that each ship requires a card somewhat limits to number of ships a player can effectively control.

My advice? Buy 'em!


Have fun,
Bill

1 - Mostly under 1000dTons, the Sloan and Kinunir[/i]-classes are represented along with similar Zhodani vessels.

2 - I routinely use carboard chits instead of 'lead' minis. I have too many minis already and have no skill in painting them. I also have too many minis rules to buy minis for. Nearly every minis rules set lays out base sizes for the various units that will be used. I simply cut out cardboard rectangles to the required sizes, ink them with what details are needed, and playing by 'pushing paper' instead of 'pushing lead'. It doesn't look as pretty as painted minis, but it does let you play the game and that is paramount in my book. I don't want to put off playing DBM because I haven't finished painted my Sung City States army.
 
Ken,

They're a great set of rules but, as Oz pointed out, they're not intended for PC-level battles. Because both use 1D6, introducing PC skills as DRMs would quickly and wildly skew any die rolls.

There are two sets, PP:Escort and PP:Fleet. PP:E is essentially a 'lite' version; no ships have spinal mounts, most are under 1000dTons(1), etc. PP:F introduces huge ships, spinal mounts, fighters, formation rules, and lots of other rules so there is something of a learning curve involved. The PP:F rules also detail how you can import other Traveller ships designs into the PP format. My minis groups have enjoyed playing both.

Both rules use hex-less 2D vector movement like LBB:2. You can use minis, as Oz wrote there are minis scheduled to be produced for the games. The games do come with cardboard chits to mark ship locations(2). Chits are used to mark other situations on the game table too like sand and nuc explosions.

Each ship has a subsystems card associated with it, much like Star Fleet Battles but not as overwhelmingly detailed. As Oz notes, the fact that each ship requires a card somewhat limits to number of ships a player can effectively control.

My advice? Buy 'em!


Have fun,
Bill

1 - Mostly under 1000dTons, the Sloan and Kinunir[/i]-classes are represented along with similar Zhodani vessels.

2 - I routinely use carboard chits instead of 'lead' minis. I have too many minis already and have no skill in painting them. I also have too many minis rules to buy minis for. Nearly every minis rules set lays out base sizes for the various units that will be used. I simply cut out cardboard rectangles to the required sizes, ink them with what details are needed, and playing by 'pushing paper' instead of 'pushing lead'. It doesn't look as pretty as painted minis, but it does let you play the game and that is paramount in my book. I don't want to put off playing DBM because I haven't finished painted my Sung City States army.
 
It's pretty easy to convert it to PC scale ships - I posted some suggested conversion factors a while back...

The first mod is to change the scale of the damage boxes(db).
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Hull damage boxes
10t 3db
every +10t +1db up to 100t
e.g. a 100t scout has 12db
every +50t +1db
e.g. a 400t Patrol Cruiser has 18db</pre>
I have added four extra system icons, passive sensors, active sensors, grav plates and inertial compensators.

If grav plates are lost the ship has no internal gravity field and the crew operates with a penalty of 2 to rolls unless they have zero G skill.

If the inertial compensators are knocked out then the crew suffers a penalty equal to the maneuver rating used in the turn.

Chang the PP game scale to the Book 2 scale.

Treat one laser in a turret as a light laser, a triple turret is a heavy laser.

Missiles that hit cause 1d3 hits per hit generated on the damage chart.

Nuclear missiles that hit cause 2d6 hits per hit generated on the damage chart.

Use (character skill-1)/2 round down in place of crew quality modifiers.

Alternatively you can use the Book 2 rules for rolls to hit with all the modifiers for range and computer programs etc. and have one laser do 1 damage box of damage on a hit, pulse lasers 2 db, missiles 1d6, nuclear missiles 3d6, other weapons see earlier. Then use the PP rules for damage to systems and effects thereof.[/quote]
 
It's pretty easy to convert it to PC scale ships - I posted some suggested conversion factors a while back...

The first mod is to change the scale of the damage boxes(db).
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Hull damage boxes
10t 3db
every +10t +1db up to 100t
e.g. a 100t scout has 12db
every +50t +1db
e.g. a 400t Patrol Cruiser has 18db</pre>
I have added four extra system icons, passive sensors, active sensors, grav plates and inertial compensators.

If grav plates are lost the ship has no internal gravity field and the crew operates with a penalty of 2 to rolls unless they have zero G skill.

If the inertial compensators are knocked out then the crew suffers a penalty equal to the maneuver rating used in the turn.

Chang the PP game scale to the Book 2 scale.

Treat one laser in a turret as a light laser, a triple turret is a heavy laser.

Missiles that hit cause 1d3 hits per hit generated on the damage chart.

Nuclear missiles that hit cause 2d6 hits per hit generated on the damage chart.

Use (character skill-1)/2 round down in place of crew quality modifiers.

Alternatively you can use the Book 2 rules for rolls to hit with all the modifiers for range and computer programs etc. and have one laser do 1 damage box of damage on a hit, pulse lasers 2 db, missiles 1d6, nuclear missiles 3d6, other weapons see earlier. Then use the PP rules for damage to systems and effects thereof.[/quote]
 
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