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Love Traveller, hate the starships

  • Thread starter Thread starter gloriousbattle
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gloriousbattle

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I never found a set of Traveller ship combat rules that I really liked. The original rules were no fun. High Guard s****d. Mayday was okay, but not very tactical, and was only useful for smaller ships anyway. By the time Brilliant Lances came out, I was so demoralized that I never bought it.

But I found something that I think was well worth it. Ground Zero Games' Full Thrust was fun, tactical, and simple, and somehow just had a better science fiction "feel" (to me, YMMV) than sandcasters and spinal mounted meson guns.

Full Thrust is still available for free at GZG's website http://www.groundzerogames.net/index.php?option=com_content&task=view&id=31&Itemid=50

Here are my conversion rules, which are very simple. Maybe a better set exists somewhere:

Traveller(C) and Full Thrust: Combining the Systems(C)

Introduction

The following rules will allow a simple integration of the Full Thrust(c) starship combat game as a set of starship creation and combat rules within a Traveller(c) campaign. For all purposes other than those listed below, all Traveller rules for space travel (such as fuel, mis-jumps, etc.) remain in force.

Ship Design, Cost and Creation

All Full Thrust rules are used for creation of Traveller vessels. The only conversion needed is that 1 Full Thrust Point Cost = 200,000 Traveller Imperial Credits. All of the ships listed in the rules are considered standard designs, and allowed the appropriate Traveller discount. Traveller weapon systems are replaced with Full Thrust weapon systems.

FTL Travel

Full Thrust ships that possess an FTL drive have a jump number equal to their thrust rating.

Player Characters Affecting Ship Performance

Each player character can roll once per turn in any battle to "boost" the system to which he is assigned. The boost has different effects, based on the system:

Firecons: Roll Dexterity (bonus equal to gunnery skill level) or less on 2d6 to reroll all attack dice controlled by one firecon this turn (second roll is final, even if it is worse than the first). Failure to make the roll causes the character 1d6 damage and causes critical damage to one firecon.

Normal Space Drive: Roll Dexterity (bonus equal to pilot skill level) or less on 2d6 to gain a bonus of 1 to the ship's thrust rating this turn. Failure to make the roll causes the character 1d6 damage and causes critical damage to the normal space drives.

FTL Drive: Roll Intelligence (bonus equal to navigation skill level) or less on 2d6 to reroll damage checks for ships entering or leaving the table under FTL. Failure to make the roll causes the character 1d6 damage and causes critical damage to the FTL drives.

Hull: Roll Intelligence (bonus equal to one of engineering, mechanical, OR electronics skill level) or less on 2d6 to repair one critically damaged system. Failure to make the roll causes the character 2d6 damage and the system on which the repair was attempted cannot be repaired other than at a class A or B starport.

Player Character Battle Damage and Ship Destruction

In addition to damage for failed ship performance rolls, all player characters must make an Endurance check to avoid 1d6 damage when their ship hits a threshold level. In addition, if their ship is destroyed, all player characters must make an Endurance check each round to make it to a life pod. Each round of failure causes 1d6 decompression damage, though he can keep trying until he either makes it to a pod or goes unconscious.

The fate of lifepods is completely within the referee's discretion.
 
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I, too, have been considering this recently and some things aren't working for me.

Mostly, its the size of ships and the weapons they mount. Where does a C battery line up with a Traveller weapon. Is it a laser, a missile, a Particle Beam or a Fusion Beam?

My gut reaction is to dismiss any Traveller hull size below a certain value as "small craft" and either handwave it as an interpretation of Fighter Rules (from More Thrust) or ignore the small ships as 'too small to make a difference'

Alas, that makes most PC craft redundant or invisible.

But if you come up with a better solution, tell me 'cause that would be glorious.
 
For me, it seemed best just to make a break with the Traveller weapons altogether. While the FT systems are fairly standard SF, Traveller weapons like the aforementioned sandcasters, meson guns, black globes, white globes, etc., really look like nothing other than Traveller, and I really wanted a starship combat simulation that mirrors something more like Trek, Babylon-5, Farscape, Star Wars, etc.

However, it really doesn't matter much, as whether or not your ships are defended by lasers and sandcasters or C beams and level-1 screens is not going to effect whether Strephon retains the throne, vampire fleets eat the Imperium, or Grandfather gets bored and just comes back intent on wiping out the remnants of his old experiments (us). So, for me, the system is pretty workable unchanged.

If you really feel the need for conversion, just take a point value equivalent to the credit cost of the Traveller ship, and build something fairly close.

My solution, anyway.
 
when I looked at FT-Traveller interfacing, I came to the conclusion that 1 FT mass unit is between 10 and 20 tons... as are most MegaTrav fighters, and the default FT fighters are 2 space, including bay, so that means the fighter itself is 1 space...

This works well with the 10 tons per mass unit used in the FTFB books... if those units are in dtons...

Also, the Earthforce Sourcebook weapons work REALLY well... and someone reverse engineered the design specs (which Jon acknowledged as close enough at one point).

I never cared for the huge scale of the conversion that evolved into Power Projection... but that is officially a Traveller-Full Thrust hybrid.
 
I never cared for the huge scale of the conversion that evolved into Power Projection... but that is officially a Traveller-Full Thrust hybrid.

I think I remember that one, from years ago. Have you got a link? Thanks!
 
Not for theirs; it's now in print. I'll sell you my copy...

That made it into print? Huh. Who'd a thunk it? Not that it's a bad product, but it is very much a niche interest.
 
My first go at substituting something else in place of Traveller's ship system was to use the rules from the Microgame Warp War with some additions of my own. Later I experimented with using a hacked version of Stellar Conquest combat, then mixed SC technology levels with Warpwar shipbuilding to get something more Travellerish.

In the end I went with another system when I decided to base interstellar travel tech on Doc Smith's books, both the Lensman series and Skylark (as differing technology bases.) I made my own build system, then borrowed some ideas from Starforce's tactical combat on resolution, along with damage ideas from SFB.

Then I played that for about 20+ years with tweaks to simplify or complexify depending on my players. If they were the sort that liked spending dawn to dusk Saturday resolving a space combat, we'd do it with tables, charts, tape measures and minis. Otherwise, combat complexity was about the same as a game of Ogre (which was still too much for those who prefer abstracted combat.)
 
My first go at substituting something else in place of Traveller's ship system was to use the rules from the Microgame Warp War with some additions of my own. Later I experimented with using a hacked version of Stellar Conquest combat, then mixed SC technology levels with Warpwar shipbuilding to get something more Travellerish.

In the end I went with another system when I decided to base interstellar travel tech on Doc Smith's books, both the Lensman series and Skylark (as differing technology bases.) I made my own build system, then borrowed some ideas from Starforce's tactical combat on resolution, along with damage ideas from SFB.

Then I played that for about 20+ years with tweaks to simplify or complexify depending on my players. If they were the sort that liked spending dawn to dusk Saturday resolving a space combat, we'd do it with tables, charts, tape measures and minis. Otherwise, combat complexity was about the same as a game of Ogre (which was still too much for those who prefer abstracted combat.)

I did the same thing with the Ogre microgame, for ground combat (as, incidentally, did many people, Ogre and Traveller have a long history together). Striker was too complicated.

I guess, when it comes right down to it, though I like the basic Traveller system, I never liked any of the complexity that GDW was forever throwing into it. YMMV.
 
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