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Simple Book2 Space Combat

Mithras

SOC-14 1K
Can anyone help me cut down the CT book 2 starship combat rules? Really, I suppose I want to eliminate vectors and computer programs (they are fiddly and time consuming, though some of the programs make wonderful purely military add-ons!).

A way to fire multi-weapon bursts with one roll of the dice would be good too. Other than that all I'd do extra is add some simple rules for armour.

I was never very good at GMing space combat, and consequently we did very little of it ....
 
Can anyone help me cut down the CT book 2 starship combat rules? Really, I suppose I want to eliminate vectors and computer programs (they are fiddly and time consuming, though some of the programs make wonderful purely military add-ons!).

A way to fire multi-weapon bursts with one roll of the dice would be good too. Other than that all I'd do extra is add some simple rules for armour.

Oh, is that all you want? :)

Range Band = to-hit.

Use range bands, and map them directly to the base to-hit roll. The side using the greatest maneuver rating may increase or decrease range by 1 at the beginning of a turn. If your range is 9, your base to-hit is a 9. Range 7 or 8 is standard space combat range. Range 0 is boarding range. Range 3 is fighter/dogfighting range. Range 12+ is a successful escape. Etc. Feel free to add DMs.

(note) One possible DM is "Evasion Level", which is the amount of maneuver that you're not currently using this turn. It permits fast ships and fighters to engage in very close attacks without getting easily wiped out. It also adds a tension between deciding whether you want to be able to alter the combat range or whether you want to be harder to hit.

Armor Value = TL/2..

Every ship has one 'free' layer of armor. The Armor Value (AV) per layer: Military ships = TL. Everyone else = TL/2. Smallcraft = TL/2. Armor layers are bought in 10% hull volume increments, at MCr1 per ton.

Battery Attacks = one roll, sum damage.

Attacks grouped by type share one attack roll, and sum their damage if they hit. Next, each damage point inflicted is 1D6 hits -- against the ship's armor. So a triple pulse laser turret can do up to 6D6 = 36 hits against a target's Armor Value (AV). A result greater than the target's armor value equals one roll on the damage table.

(note) Also, regarding pulse lasers, I suggest that the -1DM is cumulative per gun. So a triple pulse laser attack would suffer a DM-3.

(note) Military ships have an additional piece of communications equipment that allows them to coordinate and group weapon attacks across ships. So four Close Escorts may combine their particle accelerators into one devastating attack.

(note) If the attack result is greater than twice the AV, then I suggest rolling twice on the damage table.

(note) If you don't like rolling for damage, then divide AV by 6 (or so) and have one damage point = one hit. This may devalue small weapon emplacements significantly, though - caveat emptor.


These rules are essentially a simplified version of T5's ship combat.
 
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I'm almost there ... just wrestling hard with damage/armour. I'll get a grip on it tonight, I know!

Its the horrible threat of having a 5000 ton triple turret warship make 150 hits on a free trader. My, that's alot of rolls. Not for me! But I think using your ideas for inspiration, I have an idea ... :)

I posted it off the cuff, so let all of us know what adjustments you made!
 
Do mass rolls by statistics. Figure how how likely the ship is to hit its target, and let that percentage of shots hit.

If the 5000 ton ship is 50% likely to hit the far trader, then 50% of its weapons fire hits the far trader. With rolling, the average number of hits would still be roughly the same. Sure, with rolling some rounds fewer weapons would hit, but other rounds more of the weapons could of hit. It all averages out over time though.
 
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Do mass rolls by statistics. Figure how how likely the ship is to hit its target, and let that percentage of shots hit.

If the 5000 ton ship is 50% likely to hit the far trader, then 50% of its weapons fire hits the far trader. With rolling, the average number of hits would still be roughly the same. Sure, with rolling some rounds fewer weapons would hit, but other rounds more of the weapons could of hit. It all averages out over time though.

Right - Trillion Credit Squadron has that table in it. Very handy.
 
Right - Trillion Credit Squadron has that table in it. Very handy.

;)I nominate you for the Understatement of the year award my friend:D
mass roll statistic is absolutely mandatory to avoid any mass battle to drown in a bottomless swamp of dices.

Selandia
 
Or, a simple macro on a spreadsheet that randomly rolls all the results at once and then gives you the damage......
 
I second that!

Spreadsheet? Not at my game table ;)
Totally, dude! If I can't do it a notebook page with a basic calculator, a pen or pencil and rules, supplements, adventures and a library, then it doesn't get done.

Some of us not enamored of spreadsheets. Baffling, arcane software that I have yet to understand at all. I can't see the point. I know they all the rage, but I can't stand them.

So I second Mithras on this one!
 
Totally, dude! If I can't do it a notebook page with a basic calculator, a pen or pencil and rules, supplements, adventures and a library, then it doesn't get done.

Some of us not enamored of spreadsheets. Baffling, arcane software that I have yet to understand at all. I can't see the point. I know they all the rage, but I can't stand them.

So I second Mithras on this one!

Sit back, children, and Uncle Bobby Jim gonna tell you a tale of them olden days. Now, where's my jug of Ol' White Lightnin'?...

Spreadsheets and other form of software can really streamline a game. I can see many software tools that would be Nice To Have, whether they be used for preparation or in-game.

However.

My group cannot use these tools during the game without being distracted. Before you can say "Makhidkarun", Val has already pointed Firefox at big-bazongas.com; Jon is running a system-level debugger and is stepping through the operating system libraries; Fred is showing us better tools which do the same sort of thing, except in SpaceMaster; and David is giving us a walkthrough of some fancy new Library Data website complete with 5,000,000,000,000 pieces of indexed, itemized, and categorized equipment For Use With Traveller. Or he might be showing us Eve Online, or Traveller AR, or some online SF trade-exploration-shoot-em-up game.

None of which lets us play Traveller.

So for us, it's not the tools, it's us. Maybe we're too old to be fully comfortable with computers; we remember when 8 bits was all you needed.

Now where's Uncle Bobby Jim's medication? It's one o'clock...
 
Late to this party but it strikes me that what you're looking for is called High Guard ;)

...Its the horrible threat of having a 5000 ton triple turret warship make 150 hits on a free trader. My, that's alot of rolls. Not for me!

I'm sure this is your worst case scenario example but seriously I'd only look at the situation, let the poor Free Trader make it's rolls then have it unceremoniously vaporized/exploded in the return fire volley. IF it was PCs or important NPCs aboard the Free Trader they MIGHT make it off the ship before it dies. In vacc-suits or rescue balls. The wise choice for said Free Trader in that situation is unconditional surrender imo. Or an emergency jump if possible. There's no way they'll win that encounter by shooting it out. No need for a lot of dice rolling.
 
Far Trader, truth is, I'm hoping to run some Bk2 scale combats with my son. And that 5000 ton 150 hit 'monster' is not going to be common.
 
My system so far. I call this VERSION 3. VERSION 2 was wonky, and VERSION 1 is very different, is effected with just one or two rolls and is primed for Mongoose Traveller. Anyway, VERSION 3:

Traveller Book 2 Space Combat

These rules are greatly simplified from those appearing in Book 2 of Classic Traveller.

*Establish the initial range of the encounter.
*Ships act in order of G maneuver rating.
*Attacker's crew may make skill rolls (optional).
*Attacker decides if any lasers will be held back for anti-missile protection.
*Attacker launches any missiles at an opponent. Sand may also be launched.
*Attacker can resolve his laser fire. Attacks can be grouped by type and share an attack roll.
*Roll 2+ for each laser attack (beam/pulse) firing on a target. There are various penalties to this number:

+ range
+ target’s computer model
+ target’s G rating
+1 target has launched sand (versus lasers only)

and various beneficial reductions:

- attacker’s computer model
- attacker’s G rating

*Total all hits from all lasers in the attack. Figure the damage done (see below)
*Missiles arrive. Roll 2+ for the flight of missiles as above. If they succeed and are are about to hit the target, the target can attempt to shoot them down at point-blank range. He can use lasers he has used in combat this turn, or ones set aside for this task. All weapons in one turret must fire at the same missile. To shoot down a missile, roll 8+ if dedicated; roll 10+ if the laser has already fired this turn. Apply a +2 if the target has a better computer than the attacker.
*Total all hits from all missiles in the attack. Figure the damage done (see below)
*Address movement. The ship with the highest G rating can close or extend the range by 1 range band (or maintain the current distance).
*Go to 1 > It is now the opponent’s turn.

Range Bands
Close (Up to 10km) -1
Short (Up to 25,000km) -2
Medium (Up to 50,000km) -3
Long (Up to 100,000km) -4
Very Long (Up to 500,000km)-5
Extreme (Over 500,000km) no

Weapon Hits
Beam Laser 1 hit
Pulse Laser 1 hit
Missile 3 hits
Nuclear Missile 6 hits

Figuring Damage
What are the total number of weapon 'hits' done by the laser or missile attack? This is the optimal number of hits. Usually less hits are applied to a target based on how high the successful attack roll was.

Exact roll One tenth of optimal hits
1-2 More One quarter of optimal hits
3-4 More One half of optimal hits
5-6 More Three quarters of optimal hits
7+ Full number of hits

Minimum number of applied hits is always 1. Every 10 applied hits should be traded in for a free critical hit.

Character Skill Rolls
• If Pilots make an 10+ roll, they can add +1 to the ship's G rating
• If Navigators make an 10+ roll, they can add +1 to the ship's computer rating
• If chief gunners make an 10+ roll, they can add +1 to one ship's to-hit roll in a turn
• If Engineers make an 10+ roll, incoming damage can be reduced that turn (??).

All rolls must be made at the start of a ship's turn.

Armour
Armour seems to be absent from the Book 2 universe altogether. The mercenary and patrol cruiser have no armour, neither do the 800 ton frigates and 1000 ton cruisers that feature in some of the Alien Modules. Perhaps we can postulate that in some way all ships, even civillian ones, are incredibly armoured to survive jump. The immense toughness of bulkheads in Traders & Gunboats would seem to support this idea. No rules for armour are thus provided. I do have a method to integrate a simple armour rule, though.

Sandcasters
Sand can be launched early in the ship's turn and stays in effect for one turn of incoming laser fire only. It provides either a -1 or -2 penalty on an attacker's incoming laser fire. That may not seem like much, but on a 2D scale it is, especially considering that even if hit that -1 may reduce the damage suffered. The DM used depends on the number of sandcaster weapons the ship mounts.

Less than 1 sandcaster per 200 tons …….. ineffectual
1 sandcaster per 200 tons ……………..............……. -1
2 sancasters per 200 tons …………..............………. -2


Now, it looks like it will work on paper. Now I have to test it with a few ships.... :)
 
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Seems strange that there would be a Traveller-playing Luddite... : )

Honestly, deckplans on graph paper with a nicely sharpened HB pencil :)

I do use Word to create lovely illustrated documents like guides to my subsector, and my subsector maps are all done on the computer and look fab. But I create them with dice, a blank subsector map and a pencil. It takes me back ...
 
Looks good.

I still lobby for using Range as the target number to overcome; range is the most obvious factor in a battle, and using it gives you one less number to add or subtract from the target number.

But I think the system looks promising.

Now we can talk a bit about Sensors :)
 
Honestly, deckplans on graph paper with a nicely sharpened HB pencil :)

I do use Word to create lovely illustrated documents like guides to my subsector, and my subsector maps are all done on the computer and look fab. But I create them with dice, a blank subsector map and a pencil. It takes me back ...

Oh, I have tried and I don't have the patience or skill to make a "computerized" deck plan. I like the process of drawing my own deck plans, when I have the time and inclination.

But I certainly can and have used my laptop as a tool during sessions. It's just a tool, like dice and pencils. Players are not allowed to have one during play - it is too distracting for many!
 
I still lobby for using Range as the target number to overcome; range is the most obvious factor in a battle, and using it gives you one less number to add or subtract from the target number.

Let me have another look, it would make it an elegant system. Would combatants 'stand off' around 7-8 hexes do you think. Thus preventing their enemies from getting too easy a shot?

Now we can talk a bit about Sensors :)

Sensors! I'm one of those people who believe you can't really hide, and what is more, such a system makes for open easier and faster play. Looking at Book 2, High Guard and some comments in TCS about hiding in the outer system, it seems there is no real way to remain 'undetected'.

So my instinct is to assume, much as Book 2 and Mongoose Traveller does, that combat assumes detection. I love the idea of integrating some sensor rules as an additional to tactical choice, but do hesitate. What do you think?
 
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