• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Starter Traveller

WJP,

Thanks for your answer. As a matter of fact, your description of the range based space combat was one of the reasons why I am considering purchasing Starter Traveller -- the other being the tables booklet, which I think may be very useful during gameplay.

Still, as I understand, the box set do not includes the Spinward Marches map. Too bad to me... :(

Ron
 
WJP,

Thanks for your answer. As a matter of fact, your description of the range based space combat was one of the reasons why I am considering purchasing Starter Traveller -- the other being the tables booklet, which I think may be very useful during gameplay.

Still, as I understand, the box set do not includes the Spinward Marches map. Too bad to me... :(

Ron
 
Originally posted by WJP:
If you ask me, the most valuable stuff that appears in Starter Traveller is the Range Band based version of Book 2 STARSHIP COMBAT
Is there a thread here perhaps that summarizes this method, as I keep hearing about it and would like to use it....

Is it that different, easy to convert?
Is it like High Guard?
 
Originally posted by WJP:
If you ask me, the most valuable stuff that appears in Starter Traveller is the Range Band based version of Book 2 STARSHIP COMBAT
Is there a thread here perhaps that summarizes this method, as I keep hearing about it and would like to use it....

Is it that different, easy to convert?
Is it like High Guard?
 
The Range Band system will be the one used in the French version of CT... it's more playable, so that people can concentrate on the real fun (choosing programs and rolling dice).
 
The Range Band system will be the one used in the French version of CT... it's more playable, so that people can concentrate on the real fun (choosing programs and rolling dice).
 
Originally posted by philippe tromeur:
The Range Band system will be the one used in the French version of CT... it's more playable, so that people can concentrate on the real fun (choosing programs and rolling dice).
Phillipe, it appears that your French version will be the best version of Traveller ever published. Perhaps Mr. Miller would consider a translation to English :D
 
Originally posted by philippe tromeur:
The Range Band system will be the one used in the French version of CT... it's more playable, so that people can concentrate on the real fun (choosing programs and rolling dice).
Phillipe, it appears that your French version will be the best version of Traveller ever published. Perhaps Mr. Miller would consider a translation to English :D
 
Originally posted by Ron:
As a matter of fact, your description of the range based space combat was one of the reasons why I am considering purchasing Starter Traveller -- the other being the tables booklet, which I think may be very useful during gameplay.
You'll dig it. It's a good set of rules for Traveller.

But, also remember that 99% of what you see in Starter Traveller is also available in the LBBs and the TB. I'm sure you've got some version of CT rules, and if you do, expect most of it to be duplicated with Starter Traveller.

Still, as I understand, the box set do not includes the Spinward Marches map. Too bad to me...
There's a bunch of maps on the net--not just the Spinward Marches.

Ever thought of downloading the one you want and taking it to Kinko's, having them print it out on one of those nice, big, pretty color laser printers?

Then, you could get it laminated as well.

It shouldn't cost you too much to do that, and you'd end up with a very nice map.

Also, have you considered the Heaven & Earth program? That's a great piece of fan-written Traveller software. I use it all the time.

It includes several canocal sector maps, include the Spinward Marches--complete with canocal UWPs.

Plus, it will detail an entire system, or world, using DGP's World Builder's Handbook (the absolute best world building supplement ever released for Traveller).

You can save info, change info, use canocal UWPs, or even create your own entire sectors from scratch.

I can't say enough about this program.

I use it all the time for many different types of things. Remember the encouter I used as an example for the Sensor Rules I posted? That took place in the Patinir system of the Aramis subsector (Spinward Marches).

I used H&E to develop the Patinir system. The program spit out a system map for me. I just printed this thing (you can get them in two versions) out and showed it to my players..."Here's the asteroid belt. The three stations are here, here and here. These are gas giants...etc"

Great program. Get it if you don't have it. Free download.
 
Originally posted by Ron:
As a matter of fact, your description of the range based space combat was one of the reasons why I am considering purchasing Starter Traveller -- the other being the tables booklet, which I think may be very useful during gameplay.
You'll dig it. It's a good set of rules for Traveller.

But, also remember that 99% of what you see in Starter Traveller is also available in the LBBs and the TB. I'm sure you've got some version of CT rules, and if you do, expect most of it to be duplicated with Starter Traveller.

Still, as I understand, the box set do not includes the Spinward Marches map. Too bad to me...
There's a bunch of maps on the net--not just the Spinward Marches.

Ever thought of downloading the one you want and taking it to Kinko's, having them print it out on one of those nice, big, pretty color laser printers?

Then, you could get it laminated as well.

It shouldn't cost you too much to do that, and you'd end up with a very nice map.

Also, have you considered the Heaven & Earth program? That's a great piece of fan-written Traveller software. I use it all the time.

It includes several canocal sector maps, include the Spinward Marches--complete with canocal UWPs.

Plus, it will detail an entire system, or world, using DGP's World Builder's Handbook (the absolute best world building supplement ever released for Traveller).

You can save info, change info, use canocal UWPs, or even create your own entire sectors from scratch.

I can't say enough about this program.

I use it all the time for many different types of things. Remember the encouter I used as an example for the Sensor Rules I posted? That took place in the Patinir system of the Aramis subsector (Spinward Marches).

I used H&E to develop the Patinir system. The program spit out a system map for me. I just printed this thing (you can get them in two versions) out and showed it to my players..."Here's the asteroid belt. The three stations are here, here and here. These are gas giants...etc"

Great program. Get it if you don't have it. Free download.
 
Originally posted by Berg:
Is there a thread here perhaps that summarizes this method, as I keep hearing about it and would like to use it....
Yes.

This came up in the old thread (under my old idea) of Sensors for Classic Traveller.

Click on this link:

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000310;p=3

If you've got Mayday, the system is basically the same.

Mayday is more slanted towards using range bands on a hex board while Starter Traveller is slanted towards using range bands like that described for personal combat in Book 1.

Both systems (mapping on a hex board, or just the GM keeping track of ranges using lined notebook paper).

I tend to default to the hex board method.

If using the hex board method, you basically need two counters for a ship: one counter to represent the ship, and one counter to represent the future position of the ship (provided the ship doesn't change its velocity).

A ship can change it's velocity by an amount equal to it's M-Drive each round. So, a ship with a 1G drive, from relative stop, that accelerates during the round, will have a velocity of 1 hex per round. This ship can accelerate another hex in the next round, and it's velocity will be two hexes in a round.

And so on...

The ship can alter it's future position marker by a number of hexes equal to it's M-Drive (either accelerating, decelerating, or turning "banking").

Some Traveller combat systems use three markers when using the Range Band method with a hex map: 1 marker is past postion along with the other two markers I already described.

That third marker is used so that the player remembers the direction of his travel (so that a ship doesn't move into a new hex and, on the next round, start automatically moving off in a direction that would be impossible given the ship's current direction and inertia).

This isn't Star Wars - it's hard to turn using the more realistic Range Band method that considers inertia and velocity.

Is it that different, easy to convert?
It's a very easy system.

If you've got Mayday, you've got all you need to covert Book 2 to the Range Band method.

1 Range Band = 10,000 km.

So, one hex, or one square on a grid, will equal 10,000 km.

Your M-Drive will tell you how many hexes you can alter your future position. Your speed can build each round if you keep accelerating.

When you convert from Book 2, just remember the scale: 100mm = 1 Range Band = 1 hex.

Divide all the ranges you see in Book 2 by 100, and that's how many Range Bands we're talking about.

For example, look at the Defender's DMs table for space combat in Book 2. It says use a -2DM for range greater than 2500mm when using laser fire.

That's 25 range bands. Simply use the -2DM when a target is 25 hexes away from your ship.

Range greater than 5000mm is -5 to hit. That's 50 hexes. Etc.


Is it like High Guard?
No.

HG is an abstract combat system. Book 2 combat is much less abstract, and it focuses more on role playing (if, for example, damage to the ship indicates that a crew member has been wounded, then your ship's medic will be helping that charcter, inside the ship, during the combat).

When I run Book 2 combat, I switch, back and forth, between what's going on inside the ship (the Engineer trying to repair damage, for example) and what's happening on the hex board between the combatants.

With my new sensor rules, this type of gaming just got "cooler" because my players are now saying, all the time, "What's on the sensors! Check the sensors!"

Now, as I said above, Starter Traveller is more geared to Range Band movement without a hex board. You can use a hex board, like I do, but you don't have to at all.

The GM will keep track of range on a simple piece of lined notebook paper. All he has to do is keep the distance between the two vessels accurate--he's not worried about actual position on a hex map.

If two ships are docked, and then one accelerates away, using it's 3G drive, then the two ships are now 3 Range Bands apart.

Let's say that ship keep accelerating at it's fastest pace, on round two, it will have a velocity of 6 Range Bands--but the distance might not be 6 RBs...because the other vessel, with a 1G drive, went after it.

So, we've got a ship that accelerated for two rounds, using it's 3G drive. And, we've got a ship with a 1G drive chasing it.

The two ships are now 4 RBs apart.

Simple.

If you like the abstract HG method, then I'd use Range Bands the Starter Traveller way.

If you like to plot movement on a hex board, then I'd use the Mayday method of using Range Bands.
 
Originally posted by Berg:
Is there a thread here perhaps that summarizes this method, as I keep hearing about it and would like to use it....
Yes.

This came up in the old thread (under my old idea) of Sensors for Classic Traveller.

Click on this link:

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000310;p=3

If you've got Mayday, the system is basically the same.

Mayday is more slanted towards using range bands on a hex board while Starter Traveller is slanted towards using range bands like that described for personal combat in Book 1.

Both systems (mapping on a hex board, or just the GM keeping track of ranges using lined notebook paper).

I tend to default to the hex board method.

If using the hex board method, you basically need two counters for a ship: one counter to represent the ship, and one counter to represent the future position of the ship (provided the ship doesn't change its velocity).

A ship can change it's velocity by an amount equal to it's M-Drive each round. So, a ship with a 1G drive, from relative stop, that accelerates during the round, will have a velocity of 1 hex per round. This ship can accelerate another hex in the next round, and it's velocity will be two hexes in a round.

And so on...

The ship can alter it's future position marker by a number of hexes equal to it's M-Drive (either accelerating, decelerating, or turning "banking").

Some Traveller combat systems use three markers when using the Range Band method with a hex map: 1 marker is past postion along with the other two markers I already described.

That third marker is used so that the player remembers the direction of his travel (so that a ship doesn't move into a new hex and, on the next round, start automatically moving off in a direction that would be impossible given the ship's current direction and inertia).

This isn't Star Wars - it's hard to turn using the more realistic Range Band method that considers inertia and velocity.

Is it that different, easy to convert?
It's a very easy system.

If you've got Mayday, you've got all you need to covert Book 2 to the Range Band method.

1 Range Band = 10,000 km.

So, one hex, or one square on a grid, will equal 10,000 km.

Your M-Drive will tell you how many hexes you can alter your future position. Your speed can build each round if you keep accelerating.

When you convert from Book 2, just remember the scale: 100mm = 1 Range Band = 1 hex.

Divide all the ranges you see in Book 2 by 100, and that's how many Range Bands we're talking about.

For example, look at the Defender's DMs table for space combat in Book 2. It says use a -2DM for range greater than 2500mm when using laser fire.

That's 25 range bands. Simply use the -2DM when a target is 25 hexes away from your ship.

Range greater than 5000mm is -5 to hit. That's 50 hexes. Etc.


Is it like High Guard?
No.

HG is an abstract combat system. Book 2 combat is much less abstract, and it focuses more on role playing (if, for example, damage to the ship indicates that a crew member has been wounded, then your ship's medic will be helping that charcter, inside the ship, during the combat).

When I run Book 2 combat, I switch, back and forth, between what's going on inside the ship (the Engineer trying to repair damage, for example) and what's happening on the hex board between the combatants.

With my new sensor rules, this type of gaming just got "cooler" because my players are now saying, all the time, "What's on the sensors! Check the sensors!"

Now, as I said above, Starter Traveller is more geared to Range Band movement without a hex board. You can use a hex board, like I do, but you don't have to at all.

The GM will keep track of range on a simple piece of lined notebook paper. All he has to do is keep the distance between the two vessels accurate--he's not worried about actual position on a hex map.

If two ships are docked, and then one accelerates away, using it's 3G drive, then the two ships are now 3 Range Bands apart.

Let's say that ship keep accelerating at it's fastest pace, on round two, it will have a velocity of 6 Range Bands--but the distance might not be 6 RBs...because the other vessel, with a 1G drive, went after it.

So, we've got a ship that accelerated for two rounds, using it's 3G drive. And, we've got a ship with a 1G drive chasing it.

The two ships are now 4 RBs apart.

Simple.

If you like the abstract HG method, then I'd use Range Bands the Starter Traveller way.

If you like to plot movement on a hex board, then I'd use the Mayday method of using Range Bands.
 
Originally posted by philippe tromeur:
The Range Band system will be the one used in the French version of CT... it's more playable, so that people can concentrate on the real fun (choosing programs and rolling dice).
And, if you take away the "work" of having to measure mm in the Book 2 space combat system--that system is dynamite.

It is so freakin' fun.

It's got a great balance between the ship combat and the focus on role playing.

Book 2 space combat, used with Range Bands, is definitely my favorite space combat system (of any game).
 
Originally posted by philippe tromeur:
The Range Band system will be the one used in the French version of CT... it's more playable, so that people can concentrate on the real fun (choosing programs and rolling dice).
And, if you take away the "work" of having to measure mm in the Book 2 space combat system--that system is dynamite.

It is so freakin' fun.

It's got a great balance between the ship combat and the focus on role playing.

Book 2 space combat, used with Range Bands, is definitely my favorite space combat system (of any game).
 
Hey Ron:

I own a few different versions of Traveller, but Starter is probably my favorite for CT. If the Starter Traveller is listed as GDW #251, and has the art seen above, you should be pleased...this is the Deluxe Starter Traveller. A complete Deluxe Starter Traveller boxed set should include the two rule/table books, Introduction to Traveller, the adventure: The Imperial Fringe and....a map of the Spinward Marches!

Hope the helps!

RR
 
Hey Ron:

I own a few different versions of Traveller, but Starter is probably my favorite for CT. If the Starter Traveller is listed as GDW #251, and has the art seen above, you should be pleased...this is the Deluxe Starter Traveller. A complete Deluxe Starter Traveller boxed set should include the two rule/table books, Introduction to Traveller, the adventure: The Imperial Fringe and....a map of the Spinward Marches!

Hope the helps!

RR
 
Some printings included an 8x11 shadows/(some other DA but NOT annic nova). I wound up with the adventure booklet for those, but not the rest, in trade for a duplicate of Shadows/AnnicNova.
 
Some printings included an 8x11 shadows/(some other DA but NOT annic nova). I wound up with the adventure booklet for those, but not the rest, in trade for a duplicate of Shadows/AnnicNova.
 
Back
Top