I am just starting Classic Traveller because I love the feel of the ‘old school’ sci-fi
Interesting. Especially because no two players have the same idea of what "old school" is.
I am just starting Classic Traveller because I love the feel of the ‘old school’ sci-fi
Interesting. Especially because no two players have the same idea of what "old school" is.
Old school is defined by the GM, not the players.
The AV's are based upon the exact same table from design. Almost every weapon matches. The ones that don't are 9mm slugthrowers (MT ups them by 1), TL7 recoillesses (very different), and a few artillery rounds. The Arty can all be seen as typos.
Ones that don't match Striker Effective Range Pen with MT base Pen from the striker Bk3 lists
9mm Rev (1 vs 2)
9mm Autopistol (1 vs 2)
9mm SMG (2 vs 3)
5mm Assault Rifle (3 vs 2)
TL7 6cm Recoiless HE (9 v 10) Heap (30 vs 20)
TL7 8cm RR HE (14 vs 13) HEAP (35 vs 30)
TL7 10cm RR HE (17 vs 16)
A handful of the artillery rounds.
That they use different formats for the layout is immaterial to the direct rip:
Striker Range(pen)+DmBonus
MegaTraveller Pen/Atten Dmg
This also means the missing weapons can be reverse engineered easily.
I used the starship combat rules and the non-starship table for damage, usually it worked fine for most instances.
Interesting. Especially because no two players have the same idea of what "old school" is.
Hi Dragoner:
I am new to the books, so I do applogize; however, what rules and books are you refering to?
Classic Traveller Book 2 Starships if we are talking Little Black Books, the other rules have it in similar form, like The Traveller Book. Geerally you could apply a "to hit" for the player using a missile, like a TOW/HOT, but basically a tank is just a moving turret of one type or another. Role Playing scenarios rarely need the complexity of how Striker worked and is generally unworkable in online/pbp games, so the simplicity of the old rules actually works in their favor.
do not omit "Snapshot" from your considerations (classic traveller but with a map board with squares, and variable amount of actions depending on your stats)
Striker is an excellent way to go (IMO) but uses 30 second rounds and abstracts number of hits based on your roll (every 2 above the to-hit # yields another hit...with some of the auto area effect weapons this can be brutal, yielding TPK's unless they spread WAY out). better (IMO) is to just use the weapon to-hit and damage rules (keeping the CT rounds and movement). There is even a way to convert the "light" "serious" and "Kill" wound results into dice of damage.
I used Car Wars rules for most RPGs that didn't define it well enough.
In Car Wars, the driver had three hit points. Well I just threw in a Traveller character and used Traveller weapons on the vehicles. The 3 hit points removed and were now the Traveller player's attributes instead.