well, here is a more or less complete tactical/strategic game, with boards, counters, and rules. anyone capable of running it is capable of filling in any gaps he finds. the rules are designed to be completely adjustable to suit one's taste.
- ABSTRACT TACTICAL STARSHIP COMBAT
This system represents abstract Traveller starship combat in the far future. Anyone familiar with Traveller can probably figure it out in a hurry.
- SQUADRON POINT COSTS
Each side is allotted a certain number of points. These points represent money, shipyard space, national will, population, technological ability, and whatever else it takes to construct a starship navy.
The basic naval unit is the squadron and is represented by one counter. Squadron capabilities are built using points. It costs points to install drives, weapons, and other ship factors. Ship factors represent general capabilities without regard to means. A squadron with an attack factor of 10 may have a few spinal mounts or hundreds of missile batteries or thousands of fighters or a mix of all this. A squadron with a defense factor of 7 may have armor or screens or repulsor bays or a mix of all these.
Each factor of any kind cost one point per level, with one extra point per tech level below 15. For example, at tech 15 a factor 7 sensor costs 7 points. At tech 14 it costs 8, at 13 9. Others may propose other point cost schemes.
- SQUADRON FACTORS
These are the general squadron capabilities.
Jump, Maneuver, Sensor Range, Attack, Attack Range, Defense, Supply
- SQUADRON FACTOR LIMITS
Technological level limits the capability of certain squadron factors.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">at tech level - 15 14 13 12 11
jump factor - 6 5 4 3 2
maneuver factor - 6 6 6 6 6
sensor range - 9 8 7 6 5
attack range - 9 8 7 6 5
attack factor - (none) ->
defense factor - (none) ->
supply factor - (none) -></pre>[/QUOTE]- NON-SQUADRON COUNTER TYPES
Planet, ?, Supply, Damage, Fuel, Admiral, Fleet
The Planet counter represents planetary defenses. It has Jump 0 and Maneuver 0, but is otherwise identical to Squadron counters.
The "?" counter obscures the counters underneath it, including other "?" counters. Its function is to simulate the fog of war at both the Jump Map and System Map levels. "?" counters that come within range of enemy sensors (on the System Map) are eliminated. "?" counters are bought at the beginning of the game at 1 point per counter. Each side also gets one "?" counter at the end of each turn, to be placed as desired.
A Supply counter represents one unit of supply, used in repair operations. One supply counter repairs one hit of damage to a squadron. Each costs 1 point at the beginning of a game. Supply counters are allotted during the game according to resupply rules to be determined later.
Damage counters are applied to Squadrons that have taken hits. Values range from 1 to 10 and are stacked as necessary to represent total hits taken. Damage counters are nullified by Supply counters as repair efforts take place.
Fuel counters represent the fuel state of a Squadron. Before a Squadron can jump on the Jump Board it must have fuel sufficient to make the jump, one Fuel counter for each hex to be jumped. Fuel counters are removed at the conclusion of each jump. Fuel counters are obtained free by spending one turn at fuel sources such as gas giants or starports.
Admiral counters represent superior leadership and crew capability. Each Admiral counter increases a Squadron's Sensor range, Attack factor, Attack range, and repair actions, by one. Admiral counters cost 4 points each at the beginning of the game.
Fleet counters are nothing more than placeholders. Rather than try to stack large numbers of counters on one hex, the counters are placed elsewhere and their place taken by a Fleet counter.
- TURNS
Each turn represents one day. Each turn consists of:
Side one moves, side two moves, nullified "?" counters removed, everyone fires, damage is applied.
Side two moves, side one moves, nullified "?" counters removed, everyone fires, damage is applied.
Conduct resupply/repair ops.
Squadrons initiating jump are placed on the jump transit board.
All Squadrons in jump transit move one day forward towards their destination.
Squadrons completing jump are placed on System Boards.
Acquire and place new "?" counters.
- STRATEGIC MOVEMENT
Done on the Jump Board. Each jump factor represents one hex that may be transited by the Squadron. A single jump may pass through a total number of hexes equal to the Squadron's jump factor. Should it decide to jump a Squadron (secretly) picks which System Board to which it will jump and also (secretly) picks the destination hex on that System Board. The squadron is then placed on the transit board. As each day turn passes the ship advances one space on the transit board. On the seventh day it appears on the specified hex on the specified System Board (that is not within the 100d limit of a planet or the star).
Before a Squadron can jump it must have sufficient fuel, one Fuel counter for each hex to be jumped. Fuel counters are obtained on the System Board at gas giants or starports.
- TACTICAL MOVEMENT
Done on the System Board. Each maneuver factor represents one hex of movement by a squadron during a movement phase. A maneuver factor of 0 means the squadron cannot move out of its present hex, while a maneuver factor of 1 means the Squadron may move one hex per movement phase. Each attack range factor represents one hex of attack range. An attack range factor of 0 means the ship cannot attack enemy ships outside of its own hex, while an attack range factor of 1 means the Squadron can attack an enemy unit in an adjacent hex.
There is no limit to the number of counters that may be stacked on one hex.
- COMBAT
During the fire phase, every Squadron or Planet counter with an attack factor may fire at any one Squadron or Planet counter in attack range. Damage done is equal to the attack factor on the firing counter, and a damage counter equal to that amount is placed on the attacked counter. Firing and damage application is simultaneous.
Damage is applied to any defense factor first, then equally to all other Squadron capabilities. For example, a Cruiser Squadron with Jump 4, Maneuver 6, Sensors 7, Attack 20, Attack Range 7, and Defense 6 is hit by an Attack Factor of 10. A Damage counter of 10 is placed upon that Squadron counter. Defense 6 absorbs 6 of these attack factors, while 4 attack factors are now applied to each Squadron capability. The Cruiser Squadron is now Jump 0, Maneuver 2, Sensors 3, Attack 16, Attack Range 3, and Defense 0, and in addition any Fuel counters it carries are reduced by one. These capabilities may be applied in the next movement and attack phase.
Attacked Squadrons under a "?" counter take half damage. Attacking Squadrons under a "?" counter remove that "?" counter.
Crew damage control efforts may remove the effects of 1 attack factor hit during each repair phase. Repairs require Supply counters, 1 per repair phase. The Squadron may use Supply counters carried internally, or if in the same hex as a Supply Squadron use supply counters carried by that Squadron.
- BOARDS AND COUNTERS
These are easily adjustable using mspaint. Draw up your own counters, then take the files down to Staples and have them printed up and laminated. Cut out the counters, and you're ready to go.
http://members.aol.com/flykiller/traveller/temp/j_map.gif (half-size)
http://members.aol.com/flykiller/traveller/temp/system04.gif (full-size)
http://members.aol.com/flykiller/traveller/temp/100d.gif (half-size)
http://members.aol.com/flykiller/traveller/temp/counter_template.gif (double-size)
- SUGGESTED ALTERNATE RULES
Damage allotted to each Squadron ability, rather than evenly, with Damage counters labled by capability affected.