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Simple Sensor Rules for CT (work in progress)

WJP,
One of the readers that's too busy at work these days to say much else.

Will look through the thread but very much would like to see your "signature" rules as well. I imagine you have signatures for hull down operations, no weapons fire, no drives versus drives only versus fully weapons fire?
 
WJP,
One of the readers that's too busy at work these days to say much else.

Will look through the thread but very much would like to see your "signature" rules as well. I imagine you have signatures for hull down operations, no weapons fire, no drives versus drives only versus fully weapons fire?
 
Using PP is novel, and makes sense.

Offhand, I'd be tempted to record the auto-detect range, then know that every doubling of that range decreases detection capability by half. No table lookup required.

Maybe?

So, if my ship has an autodetect range of 50kkm, then I know it's 50% out to 100kkm (appx 7+ on 2D), and 25% out to 200kkm, etc.

Or, perhaps a decay factor can be calculated, to more directly determine -DM based on distance.

Hmmm.

I didn't look very closely: does TL play a part in sensors?
 
Using PP is novel, and makes sense.

Offhand, I'd be tempted to record the auto-detect range, then know that every doubling of that range decreases detection capability by half. No table lookup required.

Maybe?

So, if my ship has an autodetect range of 50kkm, then I know it's 50% out to 100kkm (appx 7+ on 2D), and 25% out to 200kkm, etc.

Or, perhaps a decay factor can be calculated, to more directly determine -DM based on distance.

Hmmm.

I didn't look very closely: does TL play a part in sensors?
 
Interesting rules.

Having read MT sensor rules zillions of times I couldn't understand why the sensor arrays had diffculties associated with them. After reading your rules I think I understand why!


They look nice and working. If I could just find a space combat system that I liked as well, I would try to adapt them to that system. (I think LBB2 looks to much like dogfighting, and vector plotting would bore my players to death...)
 
Interesting rules.

Having read MT sensor rules zillions of times I couldn't understand why the sensor arrays had diffculties associated with them. After reading your rules I think I understand why!


They look nice and working. If I could just find a space combat system that I liked as well, I would try to adapt them to that system. (I think LBB2 looks to much like dogfighting, and vector plotting would bore my players to death...)
 
Originally posted by Ptah:
Will look through the thread but very much would like to see your "signature" rules as well. I imagine you have signatures for hull down operations, no weapons fire, no drives versus drives only versus fully weapons fire?
Actually, I don't have too many more DMs that what I've listed here in this thread. I'm trying to keep the system rules-lite with a CT flavor.

But, I also want to make it easy for people like you to add in more detail: -2DM if the system's star interfer's with the scan; -2DM LADAR vs Target protected with sand...etc.

I believe the system is about finished, and I'll post a clean, easy-to-read version of the rules in it's own thread once I've play-tested the rules.

Shouldn't be too long.

And, I haven't quite decided how to handle jammers yet.
 
Originally posted by Ptah:
Will look through the thread but very much would like to see your "signature" rules as well. I imagine you have signatures for hull down operations, no weapons fire, no drives versus drives only versus fully weapons fire?
Actually, I don't have too many more DMs that what I've listed here in this thread. I'm trying to keep the system rules-lite with a CT flavor.

But, I also want to make it easy for people like you to add in more detail: -2DM if the system's star interfer's with the scan; -2DM LADAR vs Target protected with sand...etc.

I believe the system is about finished, and I'll post a clean, easy-to-read version of the rules in it's own thread once I've play-tested the rules.

Shouldn't be too long.

And, I haven't quite decided how to handle jammers yet.
 
Originally posted by robject:
Offhand, I'd be tempted to record the auto-detect range, then know that every doubling of that range decreases detection capability by half. No table lookup required.
Nice thought. I've been playing with the idea of setting a range to where the sensor task needs 8+ to succeed. That way, I could "rate" the sensors that way.

For example, a Type A Free Trader would need an 8+ throw at 100,000 km. So, knowing that, it's easy to figure every range band closer is one point lower on the throw.

So, at 60,000 km, you'd need 2D +4 for 8+ (2D for 4+). At 120,000, you'd need 2D -2 for 8+ (2D for 10+).

The problem is: This works very nicely when the Computer Model number is 1 because each Range Band of 10,000 km is equal to 1DM. But, when you're talking about a Patrol Cruiser, with a Model 3 computer, then every THREE Range Bands are equal to 1DM (those sensors are more sensitive), and that presents a math problem for anyone having to figure, "Um, OK, I'm 8+ at 100,000, but there is a -1DM for every 30,000km...and my target is at 120,000 km....now, what's my roll again?"

See the problem?

This is what lead me to the tables, written on the ship's record sheet. Simply look at the ship's record sheet, and you know your roll.

Alternative, it's pretty easy to just count your range, divide by 3 (the Patrol Cruiser's Computer Model), and use this as a -DM on your sensor throw: You sensor throw always being 2D +mods for 8+.

Example:

Patrol Cruiser

PowerPlant H
Computer Model 3

Standard Passive Array
Insane Active Array


Knowing that, our Active sensor lock roll would be:

2D +17 -8 for 8+

(+17 is the PP. -8 is the Insane Diffculty).


We would simply add our Range DM into the mix. Range is Range Bands to target divided by Computer Model number. Target is at 120,000.

2D +17 -8 -4 for 8+

Our roll is 2D +5 for 8+.


Is it easier doing it that way rather than lookng at the chart you will create on your ship card?

Probably about the same, I would guess.


I didn't look very closely: does TL play a part in sensors?
Since CT doesn't harp too much on starship TL (just touched on in High Guard and not mentioned in LBB2), and since this is a system designed (or being deisigned) for CT, I didn't allow TL too much inlfuence.

The only place I've used TL is in the ship's "automatic" sensor scans.

I figure the passive sensors are "on" all the time, even if no one is on the bridge. A GM can make a Passive Sensor scan roll when needed, and if successful, tell the players that an "alert" has popped up on the scanners, and that they should take a look.

This roll is a typical Passive Sensor scan roll, just like a PC would make. Except, use the TL of the ship as the "stat" on the roll, and use the Computer Model number as the "skill".


Alternatively, PCs with low skill could just program the ship's sensors to do the work.

Their choice is to use the Navigator's EDU score, or the ship's TL, as the governor stat when making a sensor roll. Their choice.

Also, they can use the Navigator's Sensor Ops skill (which is Navigation minus one) or the ship's computer model number when making a roll.

These four things: TL and Navigator's EDU; and Sensor Ops and Computer model number; can all be used interchangeably--player's choice.
 
Originally posted by robject:
Offhand, I'd be tempted to record the auto-detect range, then know that every doubling of that range decreases detection capability by half. No table lookup required.
Nice thought. I've been playing with the idea of setting a range to where the sensor task needs 8+ to succeed. That way, I could "rate" the sensors that way.

For example, a Type A Free Trader would need an 8+ throw at 100,000 km. So, knowing that, it's easy to figure every range band closer is one point lower on the throw.

So, at 60,000 km, you'd need 2D +4 for 8+ (2D for 4+). At 120,000, you'd need 2D -2 for 8+ (2D for 10+).

The problem is: This works very nicely when the Computer Model number is 1 because each Range Band of 10,000 km is equal to 1DM. But, when you're talking about a Patrol Cruiser, with a Model 3 computer, then every THREE Range Bands are equal to 1DM (those sensors are more sensitive), and that presents a math problem for anyone having to figure, "Um, OK, I'm 8+ at 100,000, but there is a -1DM for every 30,000km...and my target is at 120,000 km....now, what's my roll again?"

See the problem?

This is what lead me to the tables, written on the ship's record sheet. Simply look at the ship's record sheet, and you know your roll.

Alternative, it's pretty easy to just count your range, divide by 3 (the Patrol Cruiser's Computer Model), and use this as a -DM on your sensor throw: You sensor throw always being 2D +mods for 8+.

Example:

Patrol Cruiser

PowerPlant H
Computer Model 3

Standard Passive Array
Insane Active Array


Knowing that, our Active sensor lock roll would be:

2D +17 -8 for 8+

(+17 is the PP. -8 is the Insane Diffculty).


We would simply add our Range DM into the mix. Range is Range Bands to target divided by Computer Model number. Target is at 120,000.

2D +17 -8 -4 for 8+

Our roll is 2D +5 for 8+.


Is it easier doing it that way rather than lookng at the chart you will create on your ship card?

Probably about the same, I would guess.


I didn't look very closely: does TL play a part in sensors?
Since CT doesn't harp too much on starship TL (just touched on in High Guard and not mentioned in LBB2), and since this is a system designed (or being deisigned) for CT, I didn't allow TL too much inlfuence.

The only place I've used TL is in the ship's "automatic" sensor scans.

I figure the passive sensors are "on" all the time, even if no one is on the bridge. A GM can make a Passive Sensor scan roll when needed, and if successful, tell the players that an "alert" has popped up on the scanners, and that they should take a look.

This roll is a typical Passive Sensor scan roll, just like a PC would make. Except, use the TL of the ship as the "stat" on the roll, and use the Computer Model number as the "skill".


Alternatively, PCs with low skill could just program the ship's sensors to do the work.

Their choice is to use the Navigator's EDU score, or the ship's TL, as the governor stat when making a sensor roll. Their choice.

Also, they can use the Navigator's Sensor Ops skill (which is Navigation minus one) or the ship's computer model number when making a roll.

These four things: TL and Navigator's EDU; and Sensor Ops and Computer model number; can all be used interchangeably--player's choice.
 
Originally posted by Cymew:
Having read MT sensor rules zillions of times I couldn't understand why the sensor arrays had diffculties associated with them. After reading your rules I think I understand why!
Before I started this project, I just wanted to transplant some sensor rules from some other edition of Traveller.

Then, I looked at them all (all I had access to), and I couldn't believe how difficult they all were to implement.

I looked at a lot of house rules too--most of those require a lot of prep for a CT ship (like several steps in figuring the ship's signature).

I wanted to get away from that and just use the information I had at hand with CT ships.

I wanted something I could use on the fly during a game--just pick a ship out of thin air and know what its sensors were.

Since no other Traveller system would do that the way I needed it to, I decided to put some work into some better/quicker/easier CT sensor rules.

So far, you're seeing what I've come up with.


If I could just find a space combat system that I liked as well, I would try to adapt them to that system. (I think LBB2 looks to much like dogfighting, and vector plotting would bore my players to death...)
I looked around at several space combat systems too, and I decided I liked LBB2 better than any other Trav space combat system...or any of the house rules I'd seen.

What I like about LBB2 is that you can use it with a hex board (or square grid), or you can use use it as Range Bands.

Now, you mention vector plotting above. That would bore me to tears too.

Try using the Starter Traveller version of LBB2. That simplfies the vector plotting of LBB2 into Range Bands (each Band equals 10,000 km).

This way, LBB2 becomes very flexible. You can use it without a plot (no hex or square grid)--just simply some notebook paper you keep in your GM's notebook that the players will never see. You use the Range Bands to keep track of distance between ships, but all of the action you are describing to your players.

I like this because you can focus on what's happening inside the player's ship. Show the battel from their persepctive. Describe what the enemy ships look like (or just what they see on the scanners or in the holotank).

This puts the space combat scenario's focus back on role playing.

And, if you ever need to, you can also pull out a sheet of graph paper, or a hex board, and plot movement--and the system using the Range Bands remains the same.

If you don't have Starter Traveller (or Mayday even), let me know, and I'll give you a quick run-down on how Range Bands are used with LBB2 vector movement.

Range Bands are vector movement made easy.
 
Originally posted by Cymew:
Having read MT sensor rules zillions of times I couldn't understand why the sensor arrays had diffculties associated with them. After reading your rules I think I understand why!
Before I started this project, I just wanted to transplant some sensor rules from some other edition of Traveller.

Then, I looked at them all (all I had access to), and I couldn't believe how difficult they all were to implement.

I looked at a lot of house rules too--most of those require a lot of prep for a CT ship (like several steps in figuring the ship's signature).

I wanted to get away from that and just use the information I had at hand with CT ships.

I wanted something I could use on the fly during a game--just pick a ship out of thin air and know what its sensors were.

Since no other Traveller system would do that the way I needed it to, I decided to put some work into some better/quicker/easier CT sensor rules.

So far, you're seeing what I've come up with.


If I could just find a space combat system that I liked as well, I would try to adapt them to that system. (I think LBB2 looks to much like dogfighting, and vector plotting would bore my players to death...)
I looked around at several space combat systems too, and I decided I liked LBB2 better than any other Trav space combat system...or any of the house rules I'd seen.

What I like about LBB2 is that you can use it with a hex board (or square grid), or you can use use it as Range Bands.

Now, you mention vector plotting above. That would bore me to tears too.

Try using the Starter Traveller version of LBB2. That simplfies the vector plotting of LBB2 into Range Bands (each Band equals 10,000 km).

This way, LBB2 becomes very flexible. You can use it without a plot (no hex or square grid)--just simply some notebook paper you keep in your GM's notebook that the players will never see. You use the Range Bands to keep track of distance between ships, but all of the action you are describing to your players.

I like this because you can focus on what's happening inside the player's ship. Show the battel from their persepctive. Describe what the enemy ships look like (or just what they see on the scanners or in the holotank).

This puts the space combat scenario's focus back on role playing.

And, if you ever need to, you can also pull out a sheet of graph paper, or a hex board, and plot movement--and the system using the Range Bands remains the same.

If you don't have Starter Traveller (or Mayday even), let me know, and I'll give you a quick run-down on how Range Bands are used with LBB2 vector movement.

Range Bands are vector movement made easy.
 
No, I don't have Starter (or Mayday), just B1-B2-B3/MT/TNE. ;)

A quick run-down on the Range Bands B2 system would be great.

I'd love a roleplaying friendly system that have no fiddly plotting
 
No, I don't have Starter (or Mayday), just B1-B2-B3/MT/TNE. ;)

A quick run-down on the Range Bands B2 system would be great.

I'd love a roleplaying friendly system that have no fiddly plotting
 
All you need are some ship counters/markers, missile counters/markers, and a sheet of lined paper.
Each ship starts with a velocity - which is the number of lines/range bands it will move up or down the paper if it doesn't use its M-drive to change velocity.

Ships will either remain at the same distance, move closer, or move apart.

M-drive rating is used to alter your velocity each turn.

A simple house rule, adapted from BL and Mayday is to spend M-drive rating for either velocity change or for an evasion DM to avoid being hit.

e.g. a ship with a 3G M-drive may decide on the first turn to use all 3G to increase velocity, while on the second turn use 1G for a velocity change and use the other 2G to get a -2 to be hit.

You may find some stuff on this thread useful:
http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=4;t=000879;p=1
 
All you need are some ship counters/markers, missile counters/markers, and a sheet of lined paper.
Each ship starts with a velocity - which is the number of lines/range bands it will move up or down the paper if it doesn't use its M-drive to change velocity.

Ships will either remain at the same distance, move closer, or move apart.

M-drive rating is used to alter your velocity each turn.

A simple house rule, adapted from BL and Mayday is to spend M-drive rating for either velocity change or for an evasion DM to avoid being hit.

e.g. a ship with a 3G M-drive may decide on the first turn to use all 3G to increase velocity, while on the second turn use 1G for a velocity change and use the other 2G to get a -2 to be hit.

You may find some stuff on this thread useful:
http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=4;t=000879;p=1
 
Originally posted by Cymew:
A quick run-down on the Range Bands B2 system would be great.
Alright, then, this is going to make your Book 2 space combat system a whole lot more desireable...


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.
 
Originally posted by Cymew:
A quick run-down on the Range Bands B2 system would be great.
Alright, then, this is going to make your Book 2 space combat system a whole lot more desireable...


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.
 
Originally posted by Sigg Oddra:
All you need are some ship counters/markers, missile counters/markers, and a sheet of lined paper.
A little edit to what Sig is mentioning....

You don't need the counters/markers if you are using the notebook-sheet that I describe above. You can simply pencil-in the relative positions of ships and missiles.

The counters/markers are needed if you want to plot the battle in front of your players (on graph paper, hex paper, or notebook lined paper), but you can do without the counters by just keeping track of range on a sheet of lined paper that you have in front of you. Whenever you need range, just count the distance in notebook paper lines between two objects.


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 Sigg Oddra:
All you need are some ship counters/markers, missile counters/markers, and a sheet of lined paper.
A little edit to what Sig is mentioning....

You don't need the counters/markers if you are using the notebook-sheet that I describe above. You can simply pencil-in the relative positions of ships and missiles.

The counters/markers are needed if you want to plot the battle in front of your players (on graph paper, hex paper, or notebook lined paper), but you can do without the counters by just keeping track of range on a sheet of lined paper that you have in front of you. Whenever you need range, just count the distance in notebook paper lines between two objects.


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.
 
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