Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > Traveller

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 01-23-2013, 11:35 PM   #1
Toltrin
 
Toltrin's Avatar
 
Join Date: Mar 2008
Location: Oregon
Default Starship battles - is there a simpler way?

I think I have found a simpler way to resolve large numbers of ships.
Simplified stats:
Attack: M1 E1 Missile attack and radioactive energy attack (Meson)
Attack: M3 E2 Nuclear missile attack and energy attack (beam or pulse)
Defense: (4)7 (Energy Shield) Hull
Hull = rounded up(tons of ship / 50.
Attack = rounded up(tons of ship / 40), divided among missiles and energy
Shields = rounded down(tons of ship) / 200
Thrust = original design thrust and jump as well
Movement: 2,000 km / 6 minute turn or 1 hex / turn. Thrust = hexes / turn.

Example:
100 ton Imperial Scout
Shields: 0 (100/200 = .5)
Hull: 2
Attack: 3
Movement: 2 Thrust and Jump 2.

800 ton Mercenary Cruiser
Shields: 4 (sand casters & repulsors)
Hull: 16
Attack: 20 (8 att missiles and 12 att energy weaponry)
Movement: 3 Thrust and Jump 3.

Range of weaponry: For missiles = (attack) x 2 / turn (max 6 / turn)
Range of weaponry: Energy weaponry = (attack) x 3
Notes on weaponry: Missiles are interceptable with energy weaponry with the missile's dodge defense equal to double it's attack rating. Nuclear missiles and energy weapons do crew hits and crew hits decrease the entire ship's ability.
Crew health decreased by 1/4 = No effect ... yet.
Crew health decreased by 1/2 = All systems, Thrust, Att and Def at 1/4.
Crew health decreased by 3/4 = All systems, Thrust, Att and Def at 1/2.
Crew health decreased by 1 = All systems, Thrust, Att and Def at 3/4.
The Att, Def and Mov can be decreased by 1/4, 1/2, 3/4 and 100%.

The attacks and defense are resolved by an odds table

Yes, I know using a d12 dice will make people run out and have to buy a few more of these.
Never the less, the spread given by a d12 is just right for a 14 odd spread on a CRT table.
Explained:
(x1) 1/2 = One random location reduced by 1/2 (Att, Def or Mov) resolved by this dice roll:
1-2 = Attack hit (CRT against result rounded up)
3-4 = Defense hit (CRT against result rounded up)
5-6 = Mov hit (Thrust & Jump) (CRT against result rounded up)
On an attack hit all weapon systems are effected.
On a defense hit, the shields decrease any attack value by the shields value. If this decreases the attack to 0, then the attack does not have enough strength to penetrate the shields of the ship. In Travellers, the shields represent Meson screens, sand casters, black globes, nuclear dampeners or repulsors to effect missiles.
For defense, the shield strength will be 1/4 (rounded down) the Hull of the ship.
A 7 hull ship will be (1) 7 Corsair.
The attack hits the shields first and is reduced. The resulting attack odds are resolved against the Hull. All CRT results go to the Hull and other stats are effected, like Att, Def and Mov. The hull, structure and armor are combined into one stat, the Hull.
Maneuver may be used to increase the defense. For each 2 Thrust movement dedicated to maneuvering, decrease the CRT result against your ship by that number. The maneuvering ship loses that much Thrust next turn recovering from the evasive maneuvers (everything has a cost ... in space)
A 0 valued system is non-functioning or destroyed. If all three stats of a ship (Att, Def and Mov) are all 0, the ship is destroyed.

What do you guys think? I have play tested this and it's fun!

Last edited by Toltrin; 01-24-2013 at 09:22 PM.
Toltrin is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:28 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.