So I am still trying to understand CT enough to play with my kids...
Check out
Rule 68A in my sig. I think it may help you.
I would love to have some kind of definitive CT reference, maybe with optional rules where there are differences (like vector vs. range band space combat).
Range Band space combat you can do without a map. You, as Ref, keep track of distance to enemy ship using lined notebook paper. You describe all the action for your players' mind's eye. You can run personal combat this way too, never having to use a grid map, by using Range Bands.
It's simple to use and makes for lively, fast paced games.
The con is that using Range Bands like this gets unwieldy as you start to add multiple enemies (or have allies at different ranges). It can be done by an experienced CT Ref, but it can get a little confusing to someone not used to using Range Bands.
There's a variant some use where a hex map is used for space combat, and one hex = one space Range Band. Distance is plotted normally, using vector movement, except that you are counting hexes. For example, a ship with an M-3 drive can accelerate from a relative stop to a speed of 3 hexes per turn. Next turn, at full burn, the ship can accelerate another 3 hexes per turn, making his total movement 6 hexes per turn. On round three, the ship can make its max speed of 9 hexes per turn.
The M-Drive is the magic number. The ship, due to vector movement, must move in a straight line and cannot alter course except for 3 hexes. So, if the ship above wants to decelerate, from a speed of 9 hexes per turn, it can decelerate to 6 hexes in one turn--but the ship must move in a straight line for those 6 hexes.
If the ship wants to alter direction on the hex board, then it can do so by 3 hexes. So, if the ship is moving at 9 hexes per turn, it moves in a straight line for 9 hexes, and then the ship can move to up to 3 adjacent hexes in any direction.
The combat turns are so long (1000 seconds) that facing is no considered. At any time, the ship can be facing any direction (thus firing arcs are not part of the combat system). Besides, just because a ship is traveling in one direction doesn't mean its bow is pointed in that direction
unless the ship is constantly accelerating.
Gravity wells can effect vector (your ship, moving in a straight line, may have its course altered due to the effects of gravity), and that's covered in the rules. For the most part, though, you'll be in open space and not deal with gravity issues (keep that for after you've run a few space combats).
Vector space combat, if not run using the Range Band/Hex system, can be run using the method shown in TTB and Book 2. It's exactly like the Range Band variant vector method I just described above, except that there are no Range Bands. Instead of movement tracked in easy hexes, it is tracked in millimeters.
Don't knock this vector system. It's for the more accurate minded--for those Refs who want to be more accurate about movement than by using generalized hexes or Range Bands.
If you are trying to also teach your kids, vector movement is a wonderful way to teach some aspects of geometry and the metric system. Add in the effects of gravity, plus track some missiles, and you'll see your kids learning the metric system as they track a ship's vector.
One of the cons of the vector system, besides being more complicated that the other two versions I've described above, is that you can take over the entire floor of the den playing out a space combat--especially if using ships with high M-Drive ratings. You'll have one ship next to the chair in the kitchen, and another near the couch in the den.
You can compensate, of course, by using bigger units as range increases--but that can get sticky (and it's easier to just change the size of a hex, keeping all the other rules the same).
I'm sure I'm not the first one to say this, but to me it seems like it would not be too hard to go through the three and put together something like a "diff file" for the various versions. I have the CT CD-ROM coming in a few days, so I should have access to all the versions soon.
Don't make CT harder than it is. It's a simple game. Why complicate it?
All you need is Starter Traveller. Use that. You don't need anything else.
Or, just use the Traveller Book.
You really don't need anything else. I've used just the Traveller Book for most of my CT gaming years, and before that, I used Starter Traveller. I've never needed to go farther than what's in either of those books.
Remember that, in CT, the Ref is king. It's not like other, more modern games, where, when you need something, you go look it up somewhere. In CT, you just make it up. If you need a beast to fight, then you use the Animals chapter to create one on the fly. If you need a task, then you make it up, on the fly, as best you can. If you need a vehicle, then you just take one of the ones listed in the game and logically alter it (for example, a Troop Transport could be a variation on the Module Cutter--or, you can use the vehicle design rules in Striker). If you need a weapon not among the basic weapons, then take the closet weapon to it and alter it a little.
Make it up on the fly. Use your imagination. Keep on moving. That's Classic Traveller.
Heck, one of the most used throws has got to be when a Ref just throws 2d6 to randomly generate a target number.
The CT rules are more guidelines than they are rules. Yes, you should learn the examples, but once you are comfortable with the rules, just create your universe as you see fit.
CT isn't about looking rules up in some supplement somewhere. Besides, most of what you would be looking up does not exist.
CT is a strong Ref's playground ("strong" meaning that the Ref has a lot of influence on the mechanics).