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Striker

With my CT games I don't use miniatures at all and the narrative only nature of it really appeals to my group but since I got Striker it has got me a little curious about using minis for combat.
Thanks again

There are some threads about using Striker with Range Bands. You may want to check those out for using Striker without a map.
 
And note that with TNE came Striker-II, a very different game by the same designer but modeled on his Command Decision WW2 miniatures rules.

I'm a fan of CD, is there a version for the far future, as it works for modern warfare as well as WW2?

Regards

David
 
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I'm a fan of CD, is there a version for the far future, as it works for modern warfare as well as WW2?

Regards

David

Yes, Striker-II (available on the TNE CDROM from FFE, or as a pdf from Wargame Vault).

Be aware that it drops down from the 1 stand = 1 platoon of Command Decision to 1 stand = 1 vehicle/1 fireteam in Striker-II.

It is otherwise essentially Command Decision v2.5, with the TNE quality ratings superimposed.

Although superficially a TNE product, Striker-II is actually perfectly useable in any Traveller era. In fact, one of the scenarios in the rulebook is set in the Fifth Frontier War. And there are organisation charts for many of the classic TRaveller military units such as Duke of Regina's Own Huscarles, Zhodani Lift Infantry and Commando, etc.
 
Although superficially a TNE product, Striker-II is actually perfectly useable in any Traveller era. In fact, one of the scenarios in the rulebook is set in the Fifth Frontier War. And there are organisation charts for many of the classic TRaveller military units such as Duke of Regina's Own Huscarles, Zhodani Lift Infantry and Commando, etc.


Which do you feel is the better system, Striker I or Striker II? If you were going to play out a striker-operation with PCs in an ongoing Traveller RPG (any ruleset), which would you go with?
 
Which do you feel is the better system, Striker I or Striker II? If you were going to play out a striker-operation with PCs in an ongoing Traveller RPG (any ruleset), which would you go with?

Striker-I. You'd have to suck it up and do the prep as referee, designing any vehicles and heavy weapons using Book 3 (well, I'd use the spreadsheet I designed to do them in a couple of minutes each) and organising the forces. But for people used to roleplaying, Striker-I should come naturally as the PCs are the officers/NCOs and the grunts are just NPCs on a large scale. If you want the NPCs/grunts to do something you have to personally lead them to do it or give them pretty explicit instructions.

To be clear, CT/Striker has some problems as a wargame - the spotting system and line-of-sight determination is arcane and far too complicated by modern standards; the morale system gets weird in places; you can't really suppress an enemy stand with weight of fire in their direction unless you cause casualties; the order of play makes traditional fire-and-movement tactics hard to replicate; and so on.

But for a military-oriented Traveller adventure, its pretty darn useful.
 
Which do you feel is the better system, Striker I or Striker II? If you were going to play out a striker-operation with PCs in an ongoing Traveller RPG (any ruleset), which would you go with?

Striker 1.

I'd ignore the command and control rules unless absolutely vital to the situation.

Jec10 has the right of it.


(MT is closely related - it handles damage a little differently, but in a way that means you don't need units sized to match each other. And MT is my preference.)
 
From what I remember, the first book is the rules you really need, the second book is optional rules and the rest is about creating stuff.

So it can be played with a minimum of rules.
You can use the 'Stuff' rules to create more stuff for regular Classic Traveller.

Good luck.

I found the vehicle section to be missing a few things, primarily sensors (I dont' really remember what as it's been a year and a half since I tried).

If I used it I'd also modify the TL rules too.
 
sensors are in the equipment book 3. Rules for their use are in book 2

Cheers
Richard

When I was using the design-book to put the sensors in, I couldn't find the sensors in the design-book (no, I don't know what number the design book is). That turned me off of vehicle design.
 
When I was using the design-book to put the sensors in, I couldn't find the sensors in the design-book (no, I don't know what number the design book is). That turned me off of vehicle design.
Yeah, I also found it a bit of a hassle to have all of the rules for how to design stuff in Book 3, and all of the data tables that you need to design stuff in Book 4.

Like so much in Traveller, it comes with hard to follow instructions, but is actually pretty neat once you figure it out (and create a spreadsheet).

[PS. If you ever want to walk through a Striker design here on COTI, just start a topic and I'd love to help and get input from other gearheads.]
 
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Thanks for the offer! I may request a few things if you're willing to do design. :)
Let's start with one design to see how the process goes.
Pick a vehicle (since you talked about sensors, I assume that it was a vehicle that you had in mind), and tell me what you have in mind as a starting point.
 
Let's start with one design to see how the process goes.
Pick a vehicle (since you talked about sensors, I assume that it was a vehicle that you had in mind), and tell me what you have in mind as a starting point.

Hi,

How about an APC for a TL7 thin atmosphere world? Needs to be cheap and reliable and carry a dozen troops. I'm not sure if the internal combustion engine would work though...

Regards

David
 
Striker 1.

I'd ignore the command and control rules unless absolutely vital to the situation.

The C&C rules were an attempt to impose real-world restrictions on players and defeat the omniscience that was/is common in wargames. A noble failure in my opinion.

Rather than ditch the C&C system, you might play around with activation rolls, or use cohesion rules (as I did in "A Fistful of TOWs"). Remember that commanders who can see their stands should get a bonus of some kind.

Striker is a very good start on a skirmish/rpg combat system. I used a variant of it for decades. I did not like MegaTraveller's variant FWIW. (The single biggest problem with Striker as a combat system is that penetration and damage are combined. That creates serious issues in RPGs. Fortunately, my system below has a very simple fix (that does not require adding damage ratings).

Here's a link to my Striker derived combat system http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=10755

Ranged weapon charts http://www.travellerrpg.com/CotI/Discuss/attachment.php?attachmentid=237&d=1212184952
Melee Weapon charts http://www.travellerrpg.com/CotI/Discuss/attachment.php?attachmentid=239&d=1212192258 (multiply prices by 20 to get CT equivalents)

Given the military orientation of my campaigns, you might find the following threads useful for Striker:

Striker errata - http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=17644

6mm miniatures suitable for Striker - http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=30433

Early COTI musings on using Striker for CT combat - http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=10743

Neo-Anglian Campaign background (used a lot of Striker for large combats) http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=14183

Player Orientation Speech - http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=11082

Campaign Log - included some large scale fighting http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=15098

Commonwealth Starships - Book 2 designs for a military oriented campaign (and info on TL10-11 forces suitable for Striker) -
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=19305
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=11099

Commonwealth airmobile infantry battalion - http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=18473

Insurgencies in Traveller (Mao meets CT) - http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=17241
 
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Hi,

How about an APC for a TL7 thin atmosphere world? Needs to be cheap and reliable and carry a dozen troops. I'm not sure if the internal combustion engine would work though...

Regards

David

Here you go (the engine works fine, see the rules in CT Striker Book 2 page 20 "Air Breathing Engines"):

http://www.travellerrpg.com/CotI/Discuss/attachment.php?attachmentid=1156&d=1391895172

I've created a thread in the COTI File Library - Misc folder for Striker designs. There is a TL8 light tank as well as this TL7 APC. THe APC is pretty simple, although it does have an intake compressor for the powerplant so it can operate on very thin atmosphere worlds. It only costs Cr 46,697. Just note, the five ammo is actually five 100-round belts for the HMG.
 
Striker is a very good start on a skirmish/rpg combat system. I used a variant of it for decades. I did not like MegaTraveller's variant FWIW. (The single biggest problem with Striker as a combat system is that penetration and damage are combined. That creates serious issues in RPGs. Fortunately, my system below has a very simple fix (that does not require adding damage ratings).
Here's a link to my Striker derived combat system [/QUOTE] Hi, Thanks for the info,... & damage speed up play? Kind Regards David
 
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