Space Combat rules

ac3raven

Mongoose
I've only run one space combat encounter so far, but from what I can tell the core rulebook's rules for space combat are geared toward one-on-one. I got the feeling that keeping track of distances between lots of individual ships is not practical at all, but I don't want to treat the combat like fleet versus fleet (because its not).

Any suggestions?
 
As long as you have models/stand-ins you can use the rules in the back of high guard. It's vector tracking, and is pretty basic, but it does allow for multiple ships in the combat. As long as you can keep track its fine :)
 
One other option is to identify one ship on each side as the 'reference point' and then work it from there.

See here for a nicely done multiple combat (okay, it's only 2-on-2 but there are quite a few fighters and small craft involved as well).
 
If you're so inclined, for larger battles, I'd look at Power Projection (http://www.powerprojection.net/). It's the well respected and easy to play Full Thrust starship minis rules tweaked for use with Traveller.

It's not Traveller's starship combat system in the slightest, but it is an easy to play/learn system that handles combat between multiple ships quite well.
 
I've had some luck by simplifying the range system into a linear scale and 1 reference point (star-base, planet, star).

Then, relative motion can be described based on the fixed (or pseudo-fixed) point of reference, and also in relation to each other.

"change heading towards the star, and head away from the attacker"

Then, using a linear scale for range changes makes for simplified combat as well. (e.g. range changes happen at 5ls per G, or some other linear scale)
 
ac3raven said:
I've only run one space combat encounter so far, but from what I can tell the core rulebook's rules for space combat are geared toward one-on-one. I got the feeling that keeping track of distances between lots of individual ships is not practical at all, but I don't want to treat the combat like fleet versus fleet (because its not).

Any suggestions?

Just how many ships are we talking about and what size are they?

.
 
JRoss said:
Does the Mass Battles article in S&P 90 help at all?

Just read the mass combat article in SP90. It is very quick. If you are looking for handium-wavium and some roleplaying/tactical incidents within the engagement it is OK (thinking fiddlers green for ground combat). For ship-to-ship, what is wrong with high guard?

Do not get too carried away by the distance between A ans B, B and C and A and C, treat everthing as a line and it works very well for mass combat, same techniques work with the core rulebook system.
 
I just came across Shannon's series of "Fifth Imperium" articles on RPG.net about his Traveller campaign. Article 11 contains some sensible looking extensions to the space combat rules in HG. They're mainly to do with giving different characetrs stuff to do rather than movement though.

Simon Hibbs
 
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