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Old 02-23-2006, 11:41 PM   #1
sn0wball
 
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Default Modifications to Space Combat System

This is my modification of the GT Space Combat system. Vector based sapce combat is really fun once you get used to it, but some parts required some streamlining. I wanted to eliminate as much dice rolls and calculations during combat as possible. You can see the table here.


I. Initiative

To determine the sequence of declaring maneuvers there is a roll of (Tactics+Acceleration) where the looser declares first.

It may seem strange, that a 1 G craft can outmaneuver a 3 G craft, but it is as strange if the 3 G craft can completely outmaneuver the slower opponent. And this is a game, after all, thus I prefer rolling the dice.

II. Detection and Communications

I changed the range table into a linear progression at the longer ranges. This is easier to use and more intuitive than the progression derived from the basic set range table. This leads to a formula of Modifier= -(Range/20+10) for ranges over 40.

Also, my table begins with a modifier of ZERO for the same hex. I calculate the - 39 right into effective skills, this eases calculation during combat.

I eliminated Radscanners. These are a kind of passive sensor, thus they are part of the PESA. With active and passive sensors only, there is one roll less.

V. Direct Fire

Attacks are only possible on targets detected, BUT any craft firing at you in this phase is detected automatically with PASSIVE sensors only. It felt too strange that you can completely surprise another vessel ready for combat in a hit an run attack because of your better sensors in a 20 minute round.

Attacks are by turret (battery), that means one to-hit-roll, one dodge for the whole salvo, one damage roll for every hit.

Multiple weapons (in a turret) can either double/triple damage (by firing simultaneously) or get a to hit bonus of +1 or +2 (by raising rate of fire).

There is no roll for random hit location.

I try to mimimize the number of dice rolls. Also, partly I am not sure wether these are actually changes or just personal clarifications.

VI. Collision

To hit with a missile requires a roll of Gunnery to hit (the given formula is far too complex and the missile hits most of the time anyway).

In point defense you can only use weapons not used yet in the direct fire phase. Sand Casters are not effective against missiles.

Please comment this. Also, what personal modifications do you use, or another system altogether ?
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Old 02-24-2006, 02:08 AM   #2
rintropy
 
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Default Re: Modifications to Space Combat System

I like it.

And now I'll be a jerk and ask a bunch of questions about it...

What about missiles? Do they use artillery rules? Are they piloted? Are they guided? What's the story?

Given the new rules for indirect fire, are there other combat options? Emplaced mirror-satellites for beam lasers? What about mass-drivers? In space or vehicle/vehicle combat, DR100 isn't that much. Particularly if you're working with munitions which have armor divisors.

On your PDF, what's the "Effective Gunnery x 2 - 37"? That's not clear.

"Loser declares first"? Is that to reflect that the slower ship is assumed to start out in a defensive posture? Does that mean that the faster ship is forced into a reactionary position based on relative acceleration advantages? I understand what you mean by the fact that you want to roll the dice, but frankly fighters will totally own when it comes down to the Small Ship Traveller Universe. I'm afraid I'm just not "getting it". Is there another way to explain, or perhaps a little more detail than is provided with your PDF?

This is just the base of my questions. I'm sure more may (read: will) pop up later.
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Old 02-24-2006, 08:02 AM   #3
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Default Re: Modifications to Space Combat System

Okay. It is a modification to the system provided on GURPS Traveller, p. 163. Thus unless noted I keep to that system. I use 3e, but I guess that does not change much.

Quote:
Originally Posted by rintropy
What about missiles? Do they use artillery rules? Are they piloted? Are they guided? What's the story?
Missiles are guided as per p. 158. The missile has to be guided into the targets hex. I only changed the to-hit roll from a contest between <Gunner - 3/hex + Size Modifier + 1/2 G-difference vs. Piloting>, which the missile will usually win anyway, to a straight Gunner roll.

Quote:
Originally Posted by rintropy
Given the new rules for indirect fire, are there other combat options? Emplaced mirror-satellites for beam lasers? What about mass-drivers? In space or vehicle/vehicle combat, DR100 isn't that much. Particularly if you're working with munitions which have armor divisors.
No, direct fire stays the same, that means mostly Laser weapons with a bit of Fusion for extra fun. Combat is quite destructive, but the ships have a lot of Hitpoints.

Quote:
Originally Posted by rintropy
On your PDF, what's the "Effective Gunnery x 2 - 37"? That's not clear.
Well, I calculate effektive Gunnery thus :

Gunnery + Accuracy limited by Gunnery, that is effectively Gunnery x2. You add +7 for ROF (as usual) and the Targeting Program bonus (usually TL -2).

This is as per the usual rules. Then I subtract - 37, including the - 39 for the same hex (range) and +2 for active sensor lock, for I assume that. You get - 2 with passive sensors only.

The formula is the same as in GT, only I calculate in the basic range modifier.

Quote:
Originally Posted by rintropy
"Loser declares first"? Is that to reflect that the slower ship is assumed to start out in a defensive posture? Does that mean that the faster ship is forced into a reactionary position based on relative acceleration advantages?
As per the rules on p. 166, slowest Acceleration DECLARES first. All movement HAPPENS simultaneously. The faster craft has the advantage of being able to react to the slower vessels movement. I only changed this fix order with a more random one. While this adds another roll, it is a more fun this way and the commander of the ship (with the tactic skill) gets to roll during combat.
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