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Simple Book2 Space Combat

Let me have another look, it would make it an elegant system. Would combatants 'stand off' around 7-8 hexes do you think. Thus preventing their enemies from getting too easy a shot?



Sensors! I'm one of those people who believe you can't really hide, and what is more, such a system makes for open easier and faster play. Looking at Book 2, High Guard and some comments in TCS about hiding in the outer system, it seems there is no real way to remain 'undetected'.

So my instinct is to assume, much as Book 2 and Mongoose Traveller does, that combat assumes detection. I love the idea of integrating some sensor rules as an additional to tactical choice, but do hesitate. What do you think?

If'n a ship has sensors good enough to target a known enemy, odds are it has sensors good enough to detect that enemy past the point of lock-on.

And, after all, Bk2 gives HUGE sensor ranges that are still well below what can be done with a 1m telescope from the surface....

Sensor rules are best left for "What is it?" rather than "Where is it and can I hit it?"
 
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If you are moving squadrons around a system then sensor rules can become an interesting add on - move the game time scale to an hour or two and then borrow the sensor rules from the Traveller 2300 space combat system.

At the PC scale of engagement LBB2 sensors work as Aramis says.
 
No problem with keeping ordinary detection a given.

I was thinking of Mayday, where a planet could mask the signature of a ship. This implies either an all-or-nothing rule, or a detection roll, which may or may not depend on the presence of an abnormally sensitive or flexible sensor suite.

More generally, a Type S has to have something that the Type A lacks, for the purpose of doing a system survey. Maybe it just has more skilled personnel? So a Type A2 with the right crew can perform the function of a Type S?

Thoughts?
 
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Well Book 2 does talk about military ships having longer detection ranges than civillian. Lets call that given. Add Navigation skill to that, maybe even computer model and perhaps you can pull off a number of 'tricks'.

I'm going to look at this, this weekend.

I had a few trials of the combat system and came up with a basic flaw, ships only slightly mismatched become wildly disparate in their attack chances. I the battle between a Type T and Type S the type S was looking for 11+ the Patrol cruiser 2+. The Type S got pulverized every time.

It makes Type A Beowulfs dodging hits, running from the Navy long enough to jump fairly impossible. But I've made a simple fix that worked and seemed much more in tune with 'leveling' style of play Book 2 seems to promote. Instead of adding your computer & G rating, subtracting your enemy's G and computer rating, you only add the difference if yours is higher. The to hit roll now being 8+.

Range I've reduced to 'typical', 'very short' +2 and 'very long' (no lasers) -2. I'm going to look at some tasks for changing range, hiding, detecting and jumping away.
 
My ranges tend to be "Typical", "Boarding", and "Running Away".

Now that's the terms I had in my head, but fingers typed something else! Smugglers want to get to Running Away range, next stop jumpspace!

If I had to put figures to my ranges, very short would be 500km or less ('visual'); very long would be 50,000 km to 150,000 ('planetary'), making typical range from 500 - 50,000km. 150,000km is the figure from Bk2 that civillian ships can detect other craft.
 
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No problem with keeping ordinary detection a given.

I was thinking of Mayday, where a planet could mask the signature of a ship. This implies either an all-or-nothing rule, or a detection roll, which may or may not depend on the presence of an abnormally sensitive or flexible sensor suite.

More generally, a Type S has to have something that the Type A lacks, for the purpose of doing a system survey. Maybe it just has more skilled personnel? So a Type A2 with the right crew can perform the function of a Type S?

Thoughts?

Mostly software, I suspect, and software not made available to civilians nor detached duty scouts.

Air Search Radars are, in essence, different from weather radars and space imaging radio mostly in the software running and exposure times, and exactly just how sensitive the receiver is.
 
More generally, a Type S has to have something that the Type A lacks, for the purpose of doing a system survey. Maybe it just has more skilled personnel? So a Type A2 with the right crew can perform the function of a Type S?

Thoughts?

All strictly IMTU for ages...

Computer model number factors detection range, resolution, and capability. Even the decommissioned (aka Detached Duty) Type S with its minimal Model/1bis is superior to the basic Type A with a Model/1 (non-bis). The bis factors as next higher.

But what really gives the Type S even more superior ranges etc. imtu is the Model/3 or Model/4 that a Type S on Scout duty will carry.

When on simple Courier duty and most Detached Duty missions, they strip the extra electronics for that 3tons of cargo space and run with the minimal Model/1bis.
 
I've included the modifications into the rules to create V4.

Traveller Space Combat VERSION 4

These rules are greatly simplified from those appearing in Book 2 of Classic Traveller, and use a modified set of bonuses than VERSION 3.

1. Establish the initial range of the encounter; begin at either Very Short (500km or less), Typical (out to 50,000km) or Very Long (from 50,000km-150,000km).
2. Ships act in order of G maneuver rating.
3. Attacker's crew may make skill rolls (optional, but recommended if player-characters).
4. Attacker decides if any lasers will be held back for anti-missile protection.
5. Attacker launches any missiles at an opponent. Sand may also be launched.
6. Attacker can resolve his laser fire. Attacks can be grouped by type and share an attack roll. Roll 8+ for each laser attack (beam/pulse) firing on a target. There are various modifiers to this number:

+2 if Very Short range (for all weapons)
-2 if beam laser firing Very Long Range (pulse lasers cannot reach Very Long Range)
+1 if target has launched sand (versus lasers only)
+ the difference between attacker’s and defender’s Computer (if positive)
+ the difference between attacker’s and defender’s G drive (if positive)

7. Total all hits from all lasers in the attack. Figure the damage done (see below)
8. Missiles arrive. Roll 8+ for the flight of missiles as above. If they succeed and are are about to hit the target, the target can attempt to shoot them down at point-blank range. He can use lasers he has used in combat this turn, or ones set aside for this task. All weapons in one turret must fire at the same missile. To shoot down a missile, roll 8+ if dedicated; roll 10+ if the laser has already fired this turn. Apply a -2 if the defender has a better computer than the missile-firing attacker.
9. Total all hits from all missiles in the attack. Figure the damage done (see below)
10. Address movement. The ship with the highest G rating can close or extend the range by 1 range band (or maintain the current distance).
11. Go to 1 > It is now the opponent’s turn.


Range Bands
Very Short (Up to 500km) +2
Typical (Up to 50,000km) 0
Very Long (Up to 150,000km) -2
Distant (Up to 600,000km) no
Extreme (Up to 900,000km)-5 no

Weapon Hits
Beam Laser 1 hit
Pulse Laser 1 hit
Missile 3 hits
Nuclear Missile 6 hits

Figuring Damage
What are the total number of weapon 'hits' done by the laser or missile attack? This is the optimal number of hits. Usually less hits are applied to a target based on how high the successful attack roll was.

Exact roll One tenth of optimal hits
1-2 More One quarter of optimal hits
3-4 More One half of optimal hits
5-6 More Three quarters of optimal hits
7+ Full number of hits

Minimum number of applied hits is always 1. Every 10 applied hits should be traded in for a free critical hit.

Character Skill Rolls
• If Pilots make an 10+ roll, they can add +1 to the ship's G rating
• If Navigators make an 10+ roll, they can add +1 to the ship's computer rating
• If chief gunners make an 10+ roll, they can add +1 to one ship's to-hit roll in a turn
• If Engineers make an 10+ roll, incoming damage can be reduced that turn (??).

All rolls must be made at the start of a ship's turn.

Armour
Armour seems to be absent from the Book 2 universe altogether. The mercenary and patrol cruiser have no armour, neither do the 800 ton frigates and 1000 ton cruisers that feature in some of the Alien Modules. Perhaps we can postulate that in some way all ships, even civillian ones, are incredibly armoured to survive jump. The immense toughness of bulkheads in Traders & Gunboats would seem to support this idea. No rules for armour are thus provided. I do have a method to integrate a simple armour rule, though.

Sandcasters
Sand can be launched early in the ship's turn and stays in effect for one turn of incoming laser fire only. It provides either a -1 or -2 penalty on an attacker's incoming laser fire. That may not seem like much, but on a 2D scale it is, especially considering that even if hit that -1 may reduce the damage suffered. The DM used depends on the number of sandcaster weapons the ship mounts.

Less than 1 sandcaster per 200 tons …….. ineffectual
1 sandcaster per 200 tons ……………..............……. -1
2 sancasters per 200 tons …………..............………. -2
 
Just popping in - this thread is just wonderful! Definitely a fix of LBB2 combat. The only change I'd make to it is to make ships act in order of their computer ratings (highest first, of course) - add the captain's Tactics skill to that rating.

Have you playtested it yet in its newest (v4) form?
 
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