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CT starship range band combat

Can someone please POST the dang range-band rules for CT ship combat?!?? It's not like we all have access to one particular printing of Starter Traveller, and it is SO old it should be considered abandonware...

Please, the whole inches-scale system drives me bonkers.

Either that, or I'll just go to GURPS 4th or D6 System - I was hoping to promote Traveller5 via Classic Traveller at the cons, but if I am too annoyed to run it, I won't.
 
Can someone please POST the dang range-band rules for CT ship combat?!?? It's not like we all have access to one particular printing of Starter Traveller, and it is SO old it should be considered abandonware...

Please, the whole inches-scale system drives me bonkers.

Either that, or I'll just go to GURPS 4th or D6 System - I was hoping to promote Traveller5 via Classic Traveller at the cons, but if I am too annoyed to run it, I won't.
 
I grabbed this from three or four posts spread over two threads on these boards; I've lost the attributions, as I was stitching them together to make something coherent for my players. So none of this is my work!

RANGE BANDS

Forget all that stuff in B2 about measuring milimeters. All that's gone now. The space combat system stays exactly the same, except that range is considered in Range Bands (Range Bands just like for the Personal Combat system in LBB1).

Each Range Band = 10,000 km.

A ship with a 1G M-Drive will move 10,000 km during constant acceleration for 1000 seconds (the game turn of LBB2 space combat).

If you want to plot out your space combat on a grid, you can use a hex grid where each hex = 10,000 km. Or, you can use a piece of graph paper where each square = 1 Range Band (10,000 km).

Alternatively, you can just use a sheet of lined notebook paper (as discussed in Book 1 about using Range Bands for Personal Combat) kept with you in your GM's notebook or behind your game screen (where the players will never see it). Each line on this sheet of paper will represent 1 Range Band (10,000 km), and keeping track of the distances between ships becomes a simple matter of marking them on your notebook paper and counting the lines between them when Range is needed (you'll probably adjust this distance between combatants each turn).

Doing space combat using the notebook paper range bands allows you to focus the action inside the player's ship--they're not looking at a plot on a hex grid. I will sometimes spread out the deck plans of the player's ship on the gaming table as I describe the events of what's happening in the space encounter.

If you're more of a GM that wants to use a plot, then simply use the 1 hex (or square) = 1 Range Band I mention above.
VELOCITY

OK, now, a ship's velocity is measured in these Range Bands. A ship with a velocity of 1 is moving 1 Range Band per turn. A ship with a velocity of 7 is moving 7 Range Bands per turn (which works out to 70,000 km in 1000 seconds, or 70 km per second).

And, if a ship wishes to alter it's velocity, it can do so by an amount equal to it's M-Drive.

Example: A ship with a 1G drive, at relative stop, wants to accelerate. It's velocity will be 1.

Example: A ship with a 1G drive moving at a velocity of 1 wishes to accelerate, increasing its velocity. It can increase it's velocity to 2 in one round....to 3 in two rounds...to 4 in three rounds...etc.

Example: A ship with a 3G M-Drive, moving at a velocity of 7, wishes to "slow down". This ship can decrease to a velocity of 4 in one round if it wishes, or it can just decrease to 5 or 6 (the max is can slow down in one round is the amount of its M-Drive).

Got all that?

Simple, eh?

Basically, a ship's M-Drive is it's "speed", and it can increase or decrease the number or Range Bands it moves every round by an amount equal to the ship's M-Drive.

PLOTTING MOVEMENT

If you're using the notebook-sheet Range Bands above, this stuff I'm about to describe will not be useful to you. But, if you want to plot movement on a hex grid or graph paper, you'll need two markers for each ship.

1 marker represents the ship itself.

2nd marker represents the ship's future position (where it will be next turn if velocity remains unchanged).

So, a ship with a 1G M-Drive, moving at a velocity of 3, will have a marker for the ship, and then there will be another future position marker 3 hexes in front of it.

When a velocity change is called for, simply move the future position marker (you can move it a number of hexes/squares equal to the ship's M-Drive).

And, that's it. Walaaa...no more dealing with those pesky millimeters described in Book 2.

Range Bands makes it easy.

BOOK 2 DMs for SPACE COMBAT

Since, using Range Bands, you won't ever measure millimeters, just remember that 100 mm = 10,000 km. (So, 100 mm = 1 Range Band).

Looking at your LBB2 DMs for Space Combat, you might want to pencil these changes in (they're really not changes--we're just using another method to read range rather than the LBB2 mm system).


DEFENDERS DMs

-2...Range greater than 25 Range Bands

-5...Range greater than 50 Range Bands

-3...Per Range Band of Obscuring Sand


DETECTION

Commercial ships can detect up to one-half light second (15 Range Bands).

Military ships can detect up to two light-seconds (60 Range Bands).

Tracking: Once detected, a vessel can be tracked by another ship up to three light-seconds (90 Range Bands).


Hope that helps.

Try these Range Bands out, and you'll have a new respect for the LBB2 Space Combat system.

Simple, simple, simple.

MISSILES: you can use the Range Band system (especially the plot on a hex grid or graph paper) to plot missiles. Just move the missiles like they were ships with a 6G M-Drive (they will always start Round 1 after they've been launched with a velocity equal to that of the firing ship).

But, you've got two basic ways to handle missiles:

--1-- Plot missile movement like they were ships as I just mentioned.

--2-- Just keep track of missile range on your notebook -lined paper (don't plot it on a graph or hex grid).


This just depends on how much effort you want to put into keeping track of where things are in a space battle.

If you want to fly a little loose and emphasize role playing (a la High Guard), then use the note-book lined paper Range Bands and forget actual plotting.

But, if you like to keep track of the relationship between objects in a space combat scenario, then use a hex grid or graph paper (even the lined paper will do) and some counters/markers to keep track of ships and missiles on the game board.

Either method is viable.

Both methods are fun.

And both use the exact same Range Band system for Range.
 
I grabbed this from three or four posts spread over two threads on these boards; I've lost the attributions, as I was stitching them together to make something coherent for my players. So none of this is my work!

RANGE BANDS

Forget all that stuff in B2 about measuring milimeters. All that's gone now. The space combat system stays exactly the same, except that range is considered in Range Bands (Range Bands just like for the Personal Combat system in LBB1).

Each Range Band = 10,000 km.

A ship with a 1G M-Drive will move 10,000 km during constant acceleration for 1000 seconds (the game turn of LBB2 space combat).

If you want to plot out your space combat on a grid, you can use a hex grid where each hex = 10,000 km. Or, you can use a piece of graph paper where each square = 1 Range Band (10,000 km).

Alternatively, you can just use a sheet of lined notebook paper (as discussed in Book 1 about using Range Bands for Personal Combat) kept with you in your GM's notebook or behind your game screen (where the players will never see it). Each line on this sheet of paper will represent 1 Range Band (10,000 km), and keeping track of the distances between ships becomes a simple matter of marking them on your notebook paper and counting the lines between them when Range is needed (you'll probably adjust this distance between combatants each turn).

Doing space combat using the notebook paper range bands allows you to focus the action inside the player's ship--they're not looking at a plot on a hex grid. I will sometimes spread out the deck plans of the player's ship on the gaming table as I describe the events of what's happening in the space encounter.

If you're more of a GM that wants to use a plot, then simply use the 1 hex (or square) = 1 Range Band I mention above.
VELOCITY

OK, now, a ship's velocity is measured in these Range Bands. A ship with a velocity of 1 is moving 1 Range Band per turn. A ship with a velocity of 7 is moving 7 Range Bands per turn (which works out to 70,000 km in 1000 seconds, or 70 km per second).

And, if a ship wishes to alter it's velocity, it can do so by an amount equal to it's M-Drive.

Example: A ship with a 1G drive, at relative stop, wants to accelerate. It's velocity will be 1.

Example: A ship with a 1G drive moving at a velocity of 1 wishes to accelerate, increasing its velocity. It can increase it's velocity to 2 in one round....to 3 in two rounds...to 4 in three rounds...etc.

Example: A ship with a 3G M-Drive, moving at a velocity of 7, wishes to "slow down". This ship can decrease to a velocity of 4 in one round if it wishes, or it can just decrease to 5 or 6 (the max is can slow down in one round is the amount of its M-Drive).

Got all that?

Simple, eh?

Basically, a ship's M-Drive is it's "speed", and it can increase or decrease the number or Range Bands it moves every round by an amount equal to the ship's M-Drive.

PLOTTING MOVEMENT

If you're using the notebook-sheet Range Bands above, this stuff I'm about to describe will not be useful to you. But, if you want to plot movement on a hex grid or graph paper, you'll need two markers for each ship.

1 marker represents the ship itself.

2nd marker represents the ship's future position (where it will be next turn if velocity remains unchanged).

So, a ship with a 1G M-Drive, moving at a velocity of 3, will have a marker for the ship, and then there will be another future position marker 3 hexes in front of it.

When a velocity change is called for, simply move the future position marker (you can move it a number of hexes/squares equal to the ship's M-Drive).

And, that's it. Walaaa...no more dealing with those pesky millimeters described in Book 2.

Range Bands makes it easy.

BOOK 2 DMs for SPACE COMBAT

Since, using Range Bands, you won't ever measure millimeters, just remember that 100 mm = 10,000 km. (So, 100 mm = 1 Range Band).

Looking at your LBB2 DMs for Space Combat, you might want to pencil these changes in (they're really not changes--we're just using another method to read range rather than the LBB2 mm system).


DEFENDERS DMs

-2...Range greater than 25 Range Bands

-5...Range greater than 50 Range Bands

-3...Per Range Band of Obscuring Sand


DETECTION

Commercial ships can detect up to one-half light second (15 Range Bands).

Military ships can detect up to two light-seconds (60 Range Bands).

Tracking: Once detected, a vessel can be tracked by another ship up to three light-seconds (90 Range Bands).


Hope that helps.

Try these Range Bands out, and you'll have a new respect for the LBB2 Space Combat system.

Simple, simple, simple.

MISSILES: you can use the Range Band system (especially the plot on a hex grid or graph paper) to plot missiles. Just move the missiles like they were ships with a 6G M-Drive (they will always start Round 1 after they've been launched with a velocity equal to that of the firing ship).

But, you've got two basic ways to handle missiles:

--1-- Plot missile movement like they were ships as I just mentioned.

--2-- Just keep track of missile range on your notebook -lined paper (don't plot it on a graph or hex grid).


This just depends on how much effort you want to put into keeping track of where things are in a space battle.

If you want to fly a little loose and emphasize role playing (a la High Guard), then use the note-book lined paper Range Bands and forget actual plotting.

But, if you like to keep track of the relationship between objects in a space combat scenario, then use a hex grid or graph paper (even the lined paper will do) and some counters/markers to keep track of ships and missiles on the game board.

Either method is viable.

Both methods are fun.

And both use the exact same Range Band system for Range.
 
Originally posted by KenHR:
DEFENDERS DMs

-2...Range greater than 25 Range Bands

-5...Range greater than 50 Range Bands

-3...Per Range Band of Obscuring Sand


DETECTION

Commercial ships can detect up to one-half light second (15 Range Bands).

Military ships can detect up to two light-seconds (60 Range Bands).

Tracking: Once detected, a vessel can be tracked by another ship up to three light-seconds (90 Range Bands).
It's been a while since I attempted to reconcile Book 22 and Mayday.

Do these rules mean that range modifiers are practically always the same?

(Didn't Mayday have a -1 per hex rule for range mods?)

Do the Book 2 mods make sense?
 
Originally posted by KenHR:
DEFENDERS DMs

-2...Range greater than 25 Range Bands

-5...Range greater than 50 Range Bands

-3...Per Range Band of Obscuring Sand


DETECTION

Commercial ships can detect up to one-half light second (15 Range Bands).

Military ships can detect up to two light-seconds (60 Range Bands).

Tracking: Once detected, a vessel can be tracked by another ship up to three light-seconds (90 Range Bands).
It's been a while since I attempted to reconcile Book 22 and Mayday.

Do these rules mean that range modifiers are practically always the same?

(Didn't Mayday have a -1 per hex rule for range mods?)

Do the Book 2 mods make sense?
 
I made a different, sort of clunky change to the rules. I set 1G of acceleration at 1/3 hex, and added an acceleration rule:

Every time you want to accelerate, roll 1D6. If the result is <= your ship's G-rating, you may accelerate. Otherwise, the ship's vector remains unchanged this turn.

It's an abstraction, but it makes the playing field feel a bit bigger, and actually brings the scale close to about 80% of that used in Book 2. On the other hand, using 1G = 1 hex means you have less than half of the Book 2 playing field to run around in.
 
I made a different, sort of clunky change to the rules. I set 1G of acceleration at 1/3 hex, and added an acceleration rule:

Every time you want to accelerate, roll 1D6. If the result is <= your ship's G-rating, you may accelerate. Otherwise, the ship's vector remains unchanged this turn.

It's an abstraction, but it makes the playing field feel a bit bigger, and actually brings the scale close to about 80% of that used in Book 2. On the other hand, using 1G = 1 hex means you have less than half of the Book 2 playing field to run around in.
 
Originally posted by Jeffr0:
(Didn't Mayday have a -1 per hex rule for range mods?)

Do the Book 2 mods make sense?
Yes, they make sense. (I wrote most of what was copied above from the four posts.)

Starter Traveller gave us Range Band movement that is akin to Range Band movement for personal combat in Book 1. That is...Starter Traveller doesn't actually plot movement on a hex board. You use lined notebook paper, and the GM keeps track of range (and only range--not relative position).

That's one way to use the Range Band rules.

Mayday showed us how to plot movement on a hex board using Range Band rules (each hex equals one Range Band).

Yes, Mayday used a -1DM attack per hex, but Mayday is also on a much bigger scale than Book 2.

So, if you want to plot movement with Range Bands, using Book 2 rules, use the Range Band rules describe above.

In sum (about the Range Band rules)--

--1-- Each hex = 10,000 km = 1 Range Band.

--2-- Velocity is measured in number of hexes moved each turn -- a ship can change his velocity by a number of hexes equal to his M-Drive rating each turn.

--3-- Use a present position marker for each ship, and use a future position marker for each ship. Velocity changes are made with the future position marker (otherwise, your ship will be breaking the laws of physics, able to change direction of thrust entirely without apply the required amount of braking thrust...there's a detailed write of up this somewhere in these boards....I know I did one.)

--4-- The Book 2 combat DMs stay the same, because the distance is the same (measured in 10,000 km chunks of Range Bands rather than 1 mm = 100 km).

--Book 2 DMs are exactly the same--


-------------------
ATTACKER'S DM's
-------------------
+1DM ... Predict-1
+2DM ... Predict-2
+2DM ... Predict-3
+3DM ... Predict-4
+3DM ... Predict-5
+?DM ... Gunner Interact (+ gunner skill)
-2DM ... Select-1
-1DM ... Select-2
-1DM ... Pulse Lasers (Pulse Lasers receive two damage rolls per hit)

-------------------
DEFENDER'S DM's
-------------------
-25% Pilot Skill ... Maneuver/Evade-1
-50% Pilot Skill ... Maneuver/Evade-2
-75% Pilot Skill ... Maneuver/Eavade-3
-Pilot Skill ... Maneuver/Evade-4
-Pilot Skill ... Maneuver/Evade-5
-5DM ... Maneuver/Evade-6
-2DM ... Auto/Evade
-2DM ... Range greater than 25 Range Bands (250,000 km)
-5DM ... Range greater than 50 Range Bands (500,000 km)
-3DM ... Obscuring Sand (per band)


To this, I have added....


-------------------
ATTACKER'S DM's
-------------------
+?DM ... High Guard Size DM
-1DM ... Laser Fire from within a sand cloud
 
Originally posted by Jeffr0:
(Didn't Mayday have a -1 per hex rule for range mods?)

Do the Book 2 mods make sense?
Yes, they make sense. (I wrote most of what was copied above from the four posts.)

Starter Traveller gave us Range Band movement that is akin to Range Band movement for personal combat in Book 1. That is...Starter Traveller doesn't actually plot movement on a hex board. You use lined notebook paper, and the GM keeps track of range (and only range--not relative position).

That's one way to use the Range Band rules.

Mayday showed us how to plot movement on a hex board using Range Band rules (each hex equals one Range Band).

Yes, Mayday used a -1DM attack per hex, but Mayday is also on a much bigger scale than Book 2.

So, if you want to plot movement with Range Bands, using Book 2 rules, use the Range Band rules describe above.

In sum (about the Range Band rules)--

--1-- Each hex = 10,000 km = 1 Range Band.

--2-- Velocity is measured in number of hexes moved each turn -- a ship can change his velocity by a number of hexes equal to his M-Drive rating each turn.

--3-- Use a present position marker for each ship, and use a future position marker for each ship. Velocity changes are made with the future position marker (otherwise, your ship will be breaking the laws of physics, able to change direction of thrust entirely without apply the required amount of braking thrust...there's a detailed write of up this somewhere in these boards....I know I did one.)

--4-- The Book 2 combat DMs stay the same, because the distance is the same (measured in 10,000 km chunks of Range Bands rather than 1 mm = 100 km).

--Book 2 DMs are exactly the same--


-------------------
ATTACKER'S DM's
-------------------
+1DM ... Predict-1
+2DM ... Predict-2
+2DM ... Predict-3
+3DM ... Predict-4
+3DM ... Predict-5
+?DM ... Gunner Interact (+ gunner skill)
-2DM ... Select-1
-1DM ... Select-2
-1DM ... Pulse Lasers (Pulse Lasers receive two damage rolls per hit)

-------------------
DEFENDER'S DM's
-------------------
-25% Pilot Skill ... Maneuver/Evade-1
-50% Pilot Skill ... Maneuver/Evade-2
-75% Pilot Skill ... Maneuver/Eavade-3
-Pilot Skill ... Maneuver/Evade-4
-Pilot Skill ... Maneuver/Evade-5
-5DM ... Maneuver/Evade-6
-2DM ... Auto/Evade
-2DM ... Range greater than 25 Range Bands (250,000 km)
-5DM ... Range greater than 50 Range Bands (500,000 km)
-3DM ... Obscuring Sand (per band)


To this, I have added....


-------------------
ATTACKER'S DM's
-------------------
+?DM ... High Guard Size DM
-1DM ... Laser Fire from within a sand cloud
 
Originally posted by robject:
On the other hand, using 1G = 1 hex means you have less than half of the Book 2 playing field to run around in.
Which I think is a big plus to using the Book 2 rules with the Range Band movement system because you can contain the space battle to the table top you are role playing on.

The vector movement rules in Book 2, as written, too often required you to move to the floor and spread out the map.

I always found the long real-live distances required for Book 2 vector movement moot because you've only got three "ranges" to worry about under those space combat rules.

The first range is anything 250,000 km or less. All hits are made at no DM for range. 8+ roll required.

The second range is anything over 250,000 km but at 500,000 km or less, where you have a -3DM to hit.

And, the last range, is anything at greater range than 500,000 km, where your DM is -5 to hit.

To me, with those three ranges, it's an unnecessisary complication to play on a big map. If you're at 333,000 km to your enemy, or 480,000 km to your enemy, you're still using the same range DM of -3 to hit...so why does it matter to plot this movement on a map that reaches across the floor?

And, the Range Band movement system for missiles (given in Mayday and Special Supplement 3) works very well with a 1 hex = 1 Range Band = 10,000 km map.
 
Originally posted by robject:
On the other hand, using 1G = 1 hex means you have less than half of the Book 2 playing field to run around in.
Which I think is a big plus to using the Book 2 rules with the Range Band movement system because you can contain the space battle to the table top you are role playing on.

The vector movement rules in Book 2, as written, too often required you to move to the floor and spread out the map.

I always found the long real-live distances required for Book 2 vector movement moot because you've only got three "ranges" to worry about under those space combat rules.

The first range is anything 250,000 km or less. All hits are made at no DM for range. 8+ roll required.

The second range is anything over 250,000 km but at 500,000 km or less, where you have a -3DM to hit.

And, the last range, is anything at greater range than 500,000 km, where your DM is -5 to hit.

To me, with those three ranges, it's an unnecessisary complication to play on a big map. If you're at 333,000 km to your enemy, or 480,000 km to your enemy, you're still using the same range DM of -3 to hit...so why does it matter to plot this movement on a map that reaches across the floor?

And, the Range Band movement system for missiles (given in Mayday and Special Supplement 3) works very well with a 1 hex = 1 Range Band = 10,000 km map.
 
Originally posted by WJP:
The vector movement rules in Book 2, as written, too often required you to move to the floor and spread out the map.
You say that like it's a bad thing.


I fondly recall a couple of Traveller engagements that involved moving furniture to create our "battlefield."
Originally posted by WJP:
I always found the long real-live distances required for Book 2 vector movement moot because you've only got three "ranges" to worry about under those space combat rules.
The Book 2 space combat rules were designed for true grognards, miniatures gamers who are inherently comfortable with using tape measures and protractors on a sand table, who want to actually play out their ability to maneuver a starship in action. It's about turning inside an opponent who's overcooked his approach vector, and the opponent using atmospheric braking to scrub velocity and come around for another pass.

It's an entirely different kind of action that RPGers without a miniatures wargaming background just don't seem to get.
 
Originally posted by WJP:
The vector movement rules in Book 2, as written, too often required you to move to the floor and spread out the map.
You say that like it's a bad thing.


I fondly recall a couple of Traveller engagements that involved moving furniture to create our "battlefield."
Originally posted by WJP:
I always found the long real-live distances required for Book 2 vector movement moot because you've only got three "ranges" to worry about under those space combat rules.
The Book 2 space combat rules were designed for true grognards, miniatures gamers who are inherently comfortable with using tape measures and protractors on a sand table, who want to actually play out their ability to maneuver a starship in action. It's about turning inside an opponent who's overcooked his approach vector, and the opponent using atmospheric braking to scrub velocity and come around for another pass.

It's an entirely different kind of action that RPGers without a miniatures wargaming background just don't seem to get.
 
Originally posted by KenHR:
</font><blockquote>quote:</font><hr />Originally posted by WJP:

(I wrote most of what was copied above from the four posts.)
I never did get to say thank you for those posts. So I'm doing it now! </font>[/QUOTE]You're welcome!
 
Originally posted by KenHR:
</font><blockquote>quote:</font><hr />Originally posted by WJP:

(I wrote most of what was copied above from the four posts.)
I never did get to say thank you for those posts. So I'm doing it now! </font>[/QUOTE]You're welcome!
 
Originally posted by Black Globe Generator:
You say that like it's a bad thing.
Well...er...(scratches head)...um, yeah.



I fondly recall a couple of Traveller engagements that involved moving furniture to create our "battlefield."
I can see that. The Range Band method is just an alternative so that you don't have to move furniture (unless you really, really want to).


[qb]The Book 2 space combat rules were designed for true grognards, miniatures gamers who are inherently comfortable with using tape measures and protractors on a sand table, who want to actually play out their ability to maneuver a starship in action.
Absolutely. No question.


It's about turning inside an opponent who's overcooked his approach vector, and the opponent using atmospheric braking to scrub velocity and come around for another pass.
But...the Range Band/plotting on a hex map system handles this nicely as well...

...and you're not moving furniture.


It's an entirely different kind of action that RPGers without a miniatures wargaming background just don't seem to get.
That's true. I've got one foot in both areas (well, more like one foot in RPG, and a couple of toes in the mini wargame thing).

I guess I do appreciate mini's, but I've never wanted to "mess" with 'em.

My games are definitely more about role playing and story than anything else.

But, I do "get" what you're saying. And, I appreciate it.

The beauty of Book 2, though, is that it can be played both ways. Vector movement for some, Range Band movement for others.

(And, for the Range Banders, THAT can be played in two ways...on the GM's lined notebook paper or plotted out on a hex map).
 
Originally posted by Black Globe Generator:
You say that like it's a bad thing.
Well...er...(scratches head)...um, yeah.



I fondly recall a couple of Traveller engagements that involved moving furniture to create our "battlefield."
I can see that. The Range Band method is just an alternative so that you don't have to move furniture (unless you really, really want to).


[qb]The Book 2 space combat rules were designed for true grognards, miniatures gamers who are inherently comfortable with using tape measures and protractors on a sand table, who want to actually play out their ability to maneuver a starship in action.
Absolutely. No question.


It's about turning inside an opponent who's overcooked his approach vector, and the opponent using atmospheric braking to scrub velocity and come around for another pass.
But...the Range Band/plotting on a hex map system handles this nicely as well...

...and you're not moving furniture.


It's an entirely different kind of action that RPGers without a miniatures wargaming background just don't seem to get.
That's true. I've got one foot in both areas (well, more like one foot in RPG, and a couple of toes in the mini wargame thing).

I guess I do appreciate mini's, but I've never wanted to "mess" with 'em.

My games are definitely more about role playing and story than anything else.

But, I do "get" what you're saying. And, I appreciate it.

The beauty of Book 2, though, is that it can be played both ways. Vector movement for some, Range Band movement for others.

(And, for the Range Banders, THAT can be played in two ways...on the GM's lined notebook paper or plotted out on a hex map).
 
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