Don McKinney told me that the first thing is to design the combat system, and only THEN can you effectively design the ship design system.
So first thing is a quick overview of Traveller5's small ship combat system. This is pulled from several pages in the Traveller5 Core Rules: Combat tasks and phases are from pp406-408; Battery fire is from p408. Weapon attack ranges are on p413.
Theory
Combat theory in High Guard 2 and Traveller5 have some abstract similarities, though the way they work differ: defensive weapons and passive defenses must be overcome, while armor soaks up certain hits. In both systems, the combat round is about 20 minutes. There are also similar aspects to the combat order and actions, but there are also plenty of differences.
Phases
In Traveller5, the combat round has five phases. The phases are simultaneous for all participants, and is completed by everyone involved before proceeding to the next phase.
The first phase is for sensor tasks, boarding, and jump.
Phase two is missile launch/move. Anti-missile defenses may stop missiles at this phase, before the missiles attack, and in this respect T5 combat is backwards from HG combat. Anti-Missile tasks are "easy", but have heavy DMs:
1D < Missile Size.
Typical missiles are Size 5, but range from 2 to 6. Mods range from -2 to +high values (when launched at uncomfortably close ranges and operator guided). I believe this is potentially the "Death Star" scenario.
Phase three is for non-missile attacks. Similar to phase two, anti-beam attacks attempt to neutralize these attacks in this phase. Anti-Beam attacks are "easy", but the Devil's in the DMs:
1D < TL Delta
TL Delta is, of course, defender's TL minus the attacker's TL. This is modified by the mount for the defense, which typically ranges from -2 to +2 but can range further.
Beams that are not blocked then make their attacks:
nD < Target Number
n = range bands to target.
Target number = TL + [characteristic + skill] + [target size - range to target].
Battery Fire. Any number of weapons of the same type may share an attack roll. One weapon is the lead weapon; if it hits, the others hit as well. Total hit is the sum of the weapons. Batteries can span multiple ships by establishing a Commcaster connection during phase one.
Phase four is the ship movement phase.
Phase five is where all weapons which were not blocked, hit. Damage and damage control is done here.
So first thing is a quick overview of Traveller5's small ship combat system. This is pulled from several pages in the Traveller5 Core Rules: Combat tasks and phases are from pp406-408; Battery fire is from p408. Weapon attack ranges are on p413.
Theory
Combat theory in High Guard 2 and Traveller5 have some abstract similarities, though the way they work differ: defensive weapons and passive defenses must be overcome, while armor soaks up certain hits. In both systems, the combat round is about 20 minutes. There are also similar aspects to the combat order and actions, but there are also plenty of differences.
Phases
In Traveller5, the combat round has five phases. The phases are simultaneous for all participants, and is completed by everyone involved before proceeding to the next phase.
The first phase is for sensor tasks, boarding, and jump.
Phase two is missile launch/move. Anti-missile defenses may stop missiles at this phase, before the missiles attack, and in this respect T5 combat is backwards from HG combat. Anti-Missile tasks are "easy", but have heavy DMs:
1D < Missile Size.
Typical missiles are Size 5, but range from 2 to 6. Mods range from -2 to +high values (when launched at uncomfortably close ranges and operator guided). I believe this is potentially the "Death Star" scenario.
Phase three is for non-missile attacks. Similar to phase two, anti-beam attacks attempt to neutralize these attacks in this phase. Anti-Beam attacks are "easy", but the Devil's in the DMs:
1D < TL Delta
TL Delta is, of course, defender's TL minus the attacker's TL. This is modified by the mount for the defense, which typically ranges from -2 to +2 but can range further.
Beams that are not blocked then make their attacks:
nD < Target Number
n = range bands to target.
Target number = TL + [characteristic + skill] + [target size - range to target].
Battery Fire. Any number of weapons of the same type may share an attack roll. One weapon is the lead weapon; if it hits, the others hit as well. Total hit is the sum of the weapons. Batteries can span multiple ships by establishing a Commcaster connection during phase one.
Phase four is the ship movement phase.
Phase five is where all weapons which were not blocked, hit. Damage and damage control is done here.
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