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.