Stripped-Down Test Rules 'Alpha'
No crew rating or leadership rules.
No tactical matrix.
No differentiation between ship designs.
A strong advantage to superior TL.
Ship data:
- TL.
- Movement rating.
- Jump/Hop/Skip rating.
Vector movement on a hexmat.
Attacks are nearly completely generalized, and defenses are assumed to be complete.
Attack task: nD < Attack value [+ target's damage level]
Attack difficulty

is range, minus the attacker's TL, plus the defender's TL, with a minimum of 1D. Example: a unit attacks an adjacent hex at 1D difficulty, regardless of how much more advanced it is than its target.
The main guns' Attack value equals TL, and typically point in the direction of the nose. A ship cannot accelerate when firing its main gun.
The secondary guns' Attack value is 2. Secondary batteries are omnidirectional.
A successful attack adds 1 to the target's damage level. Each damage level represents -1 to movement and jump, as well as a reduction in defenses.
I played about six turns, maybe 20 minutes total, with three TL15 ships (M4, M2, and M1) against four TL14 ships (M6, M6, M6, and M1).
For "vector" movement, I plotted the ships' "next position" using a small coin (Cr25 coins for the TL15 ships, 1 yen pieces for the TL14's), and the ships would change the marker based on their current maneuver capability. I would let a ship turn freely one hex for 1 maneuver rating.
The skirmish proper took place within about a 16 x 16 hex area on the hexmat. The ship pieces were oversized, being maybe 2.5" long compared with 1" hexes. I "centered" the movement based on the hex the cockpit was in, and used the entire ship when calculating distances to other ships. So each ship had a bit of an extra "reach", which I found nice.
The TL14 ships were just plain outgunned; superior maneuver didn't help them, although if I had played another session they might have figured out some sort of tactic. The M1 ship was disabled, and would have drifted off the stage in three turns.
Stay at least *four* hexes from a superior enemy; at 3 hexes distance, a TL15 ship attacks a TL14 ship with 2D, guaranteed to hit.
Better, get BEHIND a superior enemy. I should have seen this at the outset; it would be the only way they'd have a chance. But even then, they might only get one free attack.
The secondary weapons came in handy for the TL15 fleet once, and only once -- but where one damage point lowers your maneuver AND defenses, once hurts plenty and pays for itself.
Anyway,superior TL is more important than numbers AND maneuver combined. I'm not sure if TL is supposed to trump everything combined in a "conforming" Traveller wargame.
Good:
- Acceptably fast.
- The "next position" movement seemed to work okay. Plotting vector-like movement is the number one time consuming element of these rules.
- "Main gun fires nose-ward" works well.
- The damage mechanic seemed to work well.
- The TL difference as a difficulty mod worked GREAT.
- The minor but occasionally useful rule for secondary batteries worked.
- Maneuver essentially equals Hit Points: once your damage equals maneuver, you're adrift.
Possible Additions and Changes:
- Use TL only in the design phase.
- Leadership and Morale factors -- an Admiral for each side, and Veteran/Green crew.
- Main weapon strength varies based on the spine's selected strength and ship TL.
- Not All Secondaries Are Created Equal.
- Defense ratings need a "type" or "limitation" when figuring attacks. E.G. ineffective versus certain weapon types (MESON GUNS).
- Fighter rules.
- Missile salvo rules.
- TL might not TRUMP maneuver rating (i.e. "tactical rules").
- Repair rules.
- Collision rules (for fun).
- Gravity rules.
- Jump Scatter rules.
- Jump Arrival Time rules.
- Rules for "outsystem" part of hexmat ("all hexes count double").
- Tactical rules -- flanking and screening.
- Task forces?
- POINT-BUY SYSTEM for building ships of various classes (Dreadnought > Cruiser).
The first few elements there shows how the "ship card" can develop. If I use all of those elements, the ship card grows to:
- Ship Strength (Attack/Defense value)
- Jump
- Maneuver
- Crew Experience
- Main weapon type (or maybe just Effect)
- Secondary weapons Effect
- Defensive type/Effect
- [Fighters, if any]
- [etc]
That's a minimum of 7 points of data. An example, with corresponding Zhodani lower-TL counterparts, might be:
Code:
Tigress (16) J3 M6 Vet / Spine Meson / PA 2- / Screens +4 HF
Kokirrak (15) J3 M6 / Spine Meson / PA 2- / Globe +1000 T
Plankwell (15) J4 M5 / Spine Meson / PA 2- / Globe
Nolikian (13) J0 M6 / Spine Meson / PA 3- / Screens
Antiama (15) J4 M2 / No Spine / G 3- / Screens +4 HF
Wind (14) J3 M6 / Spine Meson / PA 2- / Screens +1 HF
Lightning (13) J5 M2 Vet / Spine PA / Q 2- / Dampers
Zho 500k (15) J3 M6 Vet / Spine Meson / PA 2- / Screens +2 HF
Zho 200k (14) J3 M6 / Spine Meson / PA 2- / Screens +500 T
Zho 200k (14) J4 M5 / Spine Meson / PA 2- / Screens
Zho 20k (12) J0 M6 / Spine Meson / PA 2- / Screens
Zho 100k (14) J4 M2 / No Spine / G 2- / Screens +2 HF
Zho 75k (13) J3 M6 / Spine Meson / PA 2- / Screens
Zho 60k (12) J5 M2 Vet / Spine PA / Q 2- / Dampers
The Tigress is a big ship indeed; it'll have a big spine (= TL+1, and same goes for defenses). Cruisers have TL-1 on main weapons and defenses. Long-ranged weapons cost more but add 1 to the attack value. Short-ranged weapons are cheaper and subtract 1 from the attack value.
I think "Ship Strength" is going to be 10 through 33, corresponding to TL and size, and there are alternate configurations that could split weapon strength: a "hedgehog" configuration, for example. And there are multiple-barrel main guns for special purposes. That's also how I would like to handle secondaries: lump all of them into one type, but allow a wide variety of effects. Same with defenses.
Jump is the most expensive item. Defenses are the cheapest. All items max out, probably based on TL.
The "Point Buy" thought occurred to me when I was thinking about the different ship types we have in the OTU. The Plankwell and Kokirrak are both 200k ships, with about the same defenses (well not quite, but they should). Their difference is how they trade off drives for armor and weapons. Giving those elements a generic value gives us a point-buy system... in fact, it gets us a meta-design system. As it develops, I suspect what I think of as "points" will actually be BCr.