First, is this the forum where we discuss CT? If not, moddies, please move it to the correct forum.
In another thread, I mentioned that I would use the Starter Traveller Range Bands on a hex map. It is very easy to do. Every hex represents 10,000 km. A ship can move change its velocity by 1 hex per Maneuver Drive level each starship combat round (each round is 1,000 seconds, as it says in the book). Thus a ship with an M-1 Drive can go from relative stop to 1 hex per round by accelerating at full thrust for 1,000 seconds or 1 starship combat round.
Think of the M-Drive number as movement points.
A Beowulf Free Trader would be at relative rest--maybe docked to an orbital starport, and then be 1 hex away 1 combat round later. If the ship fired its drive for one round and then shut them off, then the ship would continually move one hex each round.
Of course, Traveller ships usually move at full thrust until midpoint to their destination, flip, then decelerate on the second half of the journey. So, a Free Trader can increase his velocity (velocity = number of hexes moved each round) by 1 each combat round.
From a relative stop, a Free Trader with an M-1 drive would move 1 hex on round one, then 2 hexes on round 2, then three hexes on round 3, and so on. Each round, the ship is still accelerating, so if on round three the ship is moving at 3 hexes per round (has a velocity of 3), then it would accelerate to a velocity of 4 hexes per round on round 4.
If a ship has an M-3 drive: from a relative stop, it moves 3 hexes on round one, increased to 6 hexes per round on round two, increased to 9 hexes per round on round three, and so on.
What I think is neat is that this really shows your players the difference in M-Drives. They see how much faster a M-3 ship can be, compared to a M-1 ship. It's right there in their face as the M-1 ship slowly increases velocity each round, but the M-3 ship takes off like a bat out of hell when compared to the much slower vessel.
M-Drive number tells you how many hexes the ship can add or subtract from its velocity per round.
Velocity is the number of hexes a ship moves per round.
Each round is 1,000 seconds.
Each hex represents 10,000 km.
MANERVERABILITY
Up until now, we've only been discussing the ship moving in straight lines across a hex map. We've seen acceleration, which is equal to the ship's M-Drive number (how many hexes a ship can add or subtract from its velocity). Velocity is the number of hexes a ship moves each round.
If a Free Trader with an M-1 drive has a velocity of 9 (that's 9 hexes per round achieved by accelerating at full drive thrust for 9 rounds or 9,000 seconds, which is 2.5 hours), the ship can cut its drive and continue at a velocity of 9 hexes per round. Or, it can slap the M-Drive on full and increase velocity to 10. Or, the ship can flip and throw its drive on against its direction of movement, slowing velocity by 1 hex (the level of M-Drive), spending that round to decelerate from a velocity of 9 to 8.
But, ships don't just move in straight lines. How do you handle this momentum? You count out the ship's velocity in hexes, and from that last hex, allow your ship to move in any direction by an amount equal to the ship's M-Drive.
Thus, picture a Free Trader on a hex map at a velocity of 9. On the next round, move the ship 9 hexes in a straight line in the direction of its thrust. Then, on the last hex, allow the ship to move into any touching hex (since it's a M-1 ship).
Again, this shows players how weak or strong a ship can be when fighting its momentum that its built up over rounds and rounds of acceleration.
If a Free Trader has spent 9 combat rounds accelerating to a velocity of 9 (moving 90,000 km in 1000 seconds, or 90 km per second), then its going to take another 9 rounds to decelerate so that it can dock at a starport.
You don't have to use the Traveller equation if the destination is on the hex map. Just count the number of hexes to the destination (let's say an orbital starport) and cut that number in half. That will tell you how many hexes the ship will have to cover at max thrust, and do the same distance to decelerate so that the vessel doesn't fly past the starport (or crash into it).
A ship with an M-3 drive can get to velocity 9 in just three starship combat rounds--3,000 seconds. If you move the M-3 ship 9 hexes for the next round, you can then find the last hex and adjust position in any direction by 3 hexes. This will show players how much more maneuverable an M-3 ship is when compared to a M-1 ship.
Does this sound complicated? It's really not. It's easier to understand when seeing it on a hex map. The concept is really super easy.
In another thread, I mentioned that I would use the Starter Traveller Range Bands on a hex map. It is very easy to do. Every hex represents 10,000 km. A ship can move change its velocity by 1 hex per Maneuver Drive level each starship combat round (each round is 1,000 seconds, as it says in the book). Thus a ship with an M-1 Drive can go from relative stop to 1 hex per round by accelerating at full thrust for 1,000 seconds or 1 starship combat round.
Think of the M-Drive number as movement points.
A Beowulf Free Trader would be at relative rest--maybe docked to an orbital starport, and then be 1 hex away 1 combat round later. If the ship fired its drive for one round and then shut them off, then the ship would continually move one hex each round.
Of course, Traveller ships usually move at full thrust until midpoint to their destination, flip, then decelerate on the second half of the journey. So, a Free Trader can increase his velocity (velocity = number of hexes moved each round) by 1 each combat round.
From a relative stop, a Free Trader with an M-1 drive would move 1 hex on round one, then 2 hexes on round 2, then three hexes on round 3, and so on. Each round, the ship is still accelerating, so if on round three the ship is moving at 3 hexes per round (has a velocity of 3), then it would accelerate to a velocity of 4 hexes per round on round 4.
If a ship has an M-3 drive: from a relative stop, it moves 3 hexes on round one, increased to 6 hexes per round on round two, increased to 9 hexes per round on round three, and so on.
What I think is neat is that this really shows your players the difference in M-Drives. They see how much faster a M-3 ship can be, compared to a M-1 ship. It's right there in their face as the M-1 ship slowly increases velocity each round, but the M-3 ship takes off like a bat out of hell when compared to the much slower vessel.
M-Drive number tells you how many hexes the ship can add or subtract from its velocity per round.
Velocity is the number of hexes a ship moves per round.
Each round is 1,000 seconds.
Each hex represents 10,000 km.
MANERVERABILITY
Up until now, we've only been discussing the ship moving in straight lines across a hex map. We've seen acceleration, which is equal to the ship's M-Drive number (how many hexes a ship can add or subtract from its velocity). Velocity is the number of hexes a ship moves each round.
If a Free Trader with an M-1 drive has a velocity of 9 (that's 9 hexes per round achieved by accelerating at full drive thrust for 9 rounds or 9,000 seconds, which is 2.5 hours), the ship can cut its drive and continue at a velocity of 9 hexes per round. Or, it can slap the M-Drive on full and increase velocity to 10. Or, the ship can flip and throw its drive on against its direction of movement, slowing velocity by 1 hex (the level of M-Drive), spending that round to decelerate from a velocity of 9 to 8.
But, ships don't just move in straight lines. How do you handle this momentum? You count out the ship's velocity in hexes, and from that last hex, allow your ship to move in any direction by an amount equal to the ship's M-Drive.
Thus, picture a Free Trader on a hex map at a velocity of 9. On the next round, move the ship 9 hexes in a straight line in the direction of its thrust. Then, on the last hex, allow the ship to move into any touching hex (since it's a M-1 ship).
Again, this shows players how weak or strong a ship can be when fighting its momentum that its built up over rounds and rounds of acceleration.
If a Free Trader has spent 9 combat rounds accelerating to a velocity of 9 (moving 90,000 km in 1000 seconds, or 90 km per second), then its going to take another 9 rounds to decelerate so that it can dock at a starport.
You don't have to use the Traveller equation if the destination is on the hex map. Just count the number of hexes to the destination (let's say an orbital starport) and cut that number in half. That will tell you how many hexes the ship will have to cover at max thrust, and do the same distance to decelerate so that the vessel doesn't fly past the starport (or crash into it).
A ship with an M-3 drive can get to velocity 9 in just three starship combat rounds--3,000 seconds. If you move the M-3 ship 9 hexes for the next round, you can then find the last hex and adjust position in any direction by 3 hexes. This will show players how much more maneuverable an M-3 ship is when compared to a M-1 ship.
Does this sound complicated? It's really not. It's easier to understand when seeing it on a hex map. The concept is really super easy.