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Ship Tactics Skill in Bk2 combat?

Has anyone any suggestions on how to incorporate the Bk5 skill Ship Tactics into Bk2 combat? To begin with, I would suggest that in the basic Navy chargen tables, any receipt of Forward Observer (a largely useless skill without artillery rules) be changed to Ship Tactics. The Maneuver/Evade and Gunner Interact programs bring in pilot and gunnery skill, so where does tactics fit in?

Cheers,

Bob W.
 
Has anyone any suggestions on how to incorporate the Bk5 skill Ship Tactics into Bk2 combat? To begin with, I would suggest that in the basic Navy chargen tables, any receipt of Forward Observer (a largely useless skill without artillery rules) be changed to Ship Tactics. The Maneuver/Evade and Gunner Interact programs bring in pilot and gunnery skill, so where does tactics fit in?

Cheers,

Bob W.

Forward Observer is used dirtside to correct ortillery. Or from fighters/shuttles/gigs for same.

Ship Tactics is best used as a "tactics pool"... a pool of DM's generated once per combat per ship's master.

Now, the turn-structure limits the uses - if you instead use a "plot then resolve everyone" instead of "Side A then Side B", you can have them roll off, 2d+tactics, and high roller has to announce direction of thrust prior to the other side plotting.
 
Perhaps this might be noted in the CT errata as "optional", so that it's noted somewhere?
 
Forward Observer is used dirtside to correct ortillery. Or from fighters/shuttles/gigs for same.

Ship Tactics is best used as a "tactics pool"... a pool of DM's generated once per combat per ship's master.

Now, the turn-structure limits the uses - if you instead use a "plot then resolve everyone" instead of "Side A then Side B", you can have them roll off, 2d+tactics, and high roller has to announce direction of thrust prior to the other side plotting.

Aramis, I like that "plot then resolve" idea. I'll look into incorporating that. My side note about FO skill was a way to work Ship Tactics into basic chargen with a minimum of fuss. It's a very technical skill with very specific application so was least likely to be missed.

Cheers,

Bob W.
 
Forward Observer is used dirtside to correct ortillery. Or from fighters/shuttles/gigs for same.

This is nearly useless unless you're engaged in merc (or similar) operations. At least, I've never had a party with artillery support in other kinds of adventures.

Ship Tactics is best used as a "tactics pool"... a pool of DM's generated once per combat per ship's master.

If you mean to adapt MT tactics pool rules, I've never liked them (a personal oppinion, of course), as I see no logic for the ship`s surgeon skill (should he have it) to be as useful as the comander's.

Aside from that, if crew is large enough, there can be too many skill levels to be credible (again IMHO). You've read my opinion about it in other threads.

Now, the turn-structure limits the uses - if you instead use a "plot then resolve everyone" instead of "Side A then Side B", you can have them roll off, 2d+tactics, and high roller has to announce direction of thrust prior to the other side plotting.

This use seems more logical to me (at least if the one with lowest roll is the one who has to announce his thrust direction).

Another option (IMHO more according to HG) whould be to use the comander's skill-1, halved (dropping fractions, as in HG) as a negative modifier for incoming fire and/or positive modifier when firing.
 
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Only a ships' master should get to contribute to the tactics pool. And yes, it should be LOW roller has to announce. was insomnia posting.
 
Only a ships' master should get to contribute to the tactics pool. And yes, it should be LOW roller has to announce. was insomnia posting.

One could argue, if is used as tactics pool, that others may use theirs in their specific functions (the pilot as a negative modifier for incoming fire, a gunner for its gun, a chief gunner to help his subordinates, etc). This, IMHO wouldn't be out of context, should tactics pool be used.
 
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One could argue, if is used as tactics pool, that others ay use theirs in thir specific functions (the pilot as a negative modifier for incoming fire, a gunner for its gun, a chief gunner to help his subordinates, etc). This, IMHO wouldn't be out of cotext, should tactics pool be used.

It rapidly rises then to a nigh inexhaustible pool for the larger ships.
 
It rapidly rises then to a nigh inexhaustible pool for the larger ships.

Then limit the pool to the size of the single largest skill level any one character has on that specific ship?

Anoter way to limit it, adapted from what I've read somehere about its use (and abuse):

-Tactics skill may be used to give a modifier to oneself or any subordinate.

-To give a tactics modifier to a subordinate, they must be in communications contact (either direct, intercom or any commo means).

-The maximum tactics modifier one can give to a subordinate is limited to his/her leader skill (minimum 1).

So on a ship in combat:

-The ship's OC (and maybe the executive officer) may use his/her tactics skill to modify the dice roll for any crewmemeber (unless intercoms fail), up to his/her leader skill (or 1, if no leader skill) each.

-The pilot may only use for himself/herself.

-The chieff gunner to any gunner up to leader skill each (or 1).

-Each gunner for his/her fire.

-Etc...

NOTE: This would be a generic rule, not limited to ship combat, but also applicable to dirtside combat, so, all along this post, when I say tactics skill it also applies to ship's tactics if on a ship
 
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I've always played it as more of a situational awareness thing sort of like how Spock recognized that Khan was limiting himself to 2D maneuvers. So a player or NPC can read an enemy's movements and position himself accordingly. The higher the skill, the more the advantage and/or time to react.
 
I wouldn't even say "highest level" as that's easily abused.

I might take "designated tactical officer's level" but then not allow him to be doing anything else, and would allow adding that to the ship's master. But barring a dedicated tactical officer (at least on a turn by turn basis), I've always been stingy with tactical pools. I do, however, allow them to be pulled from AFTER rolling.
 
Coming back to the original point of my question, I've put up on my House Rules page over at my blog my ideas for incorporating Ship Tactics skill into Book 2 combat. In short, S.T. skill allows a character in a bridge position to increase the effect of the ship's operating programs by +1 per skill level. So a fighter pilot with S.T.-2 can get a +3 to hit with his dinky computer's Predict-1 program, or (assume Pilot-2) if Maneuver/Evade-2 gets him a defensive DM of -1, S.T. skill makes it a -3.
The point is well made that having too many people on board ship with Ship Tactics could become unbalancing to the game, but the referee can always allocate a number of levels of S.T. to the opposing ships to balance things out again.
As always, input and pointing out the flaws in my logic is welcome.

Cheers,

Bob W.
 
However it is implemented, only one character's S.T. level should be used, they shoudl be on the bridge, and they should either have no other duties or be a pilot-in-command (i.e.: a self-directed pilot). Too much direction is worst than too little direction once planning and execution become concurrent, and often before.

As to Forward Observer, I use it to bring starship weaponry to bear on character's firefights; this typically requires a skilled gunner, and an FO on the ground in "legaly unconstrained environments."
 
I'd think that the DM should be based on either the ST level of a dedicated tactical officer or one-half the ST level of the command pilot, to reflect the multitasking involved for the pilot.
 
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I'd think that the DM should be based on either the ST level of a dedicated tactical officer or one-half the ST level of the command pilot, to reflect the multitasking involved for the pilot.

IIRC, in traveller such multitasking reduces by 1 all the involved skills, so, if the pilot is acting as tactic too, one should be deducted form each skill, according to the rules.

, or (assume Pilot-2) if Maneuver/Evade-2 gets him a defensive DM of -1, S.T. skill makes it a -3.

(emphasis is mine)

I guess that following the rules to the letter, it should be Ship's Boat skill, not pilot, as the fighter is a small craft.

Anyway I see this controversial, as I guess most fighter pilots are trained in the Flight School (as I understand it, that's its main raison d'être), and the skill most thought there is Pilot, not Ship's Boat.
 
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