MayDay PDF
MayDay PDF
1)
Sean Bayan Schoonmayer has developed the following starship combat rules
to replace the flawed set released in T4. The rules use the Classic Traveller
game 'Mayday' for their inspiration, and are written to be compatible with the
forthcoming revision of Traveller's playtest draft (released as T4.1). The system
relies on Bruce Alan Macintosh's Definitive Sensor Rules, the T4 version of Fire,
Fusion and Steel (FFS2) to provide the core design system. This Acrobat file
has been locked down to only allow printing, and was produced by
BITS - British Isles Traveller Support.
Game Scale
Time: 1 hr. turns
Distance: 1 hex = 5.0 x 10^7 m = 1/6th of a light second
Thrust: 1 G = 10 m/s^2, rounded up from the actual value of 9.8 m/s^2.
Delta X: for 1G for 1 hr. = 6.48 x 10^7 m
Ships: Ships designed with FFS2.
Ranges
All ranges correspond to the normal T4 range bands, but only begin at the
Planetary scale.
If you've got a map over 1000 hexes wide, you really need to get a life.
[NOTE: The oddball ranges may be eliminated, pending T4.1]
Facing
Ships do not have a facing in this game. Over the course of a turn, there is
ample time for the pilot to realign the ship in whatever direction necessary to
apply proper thrust, get off shots with weaponry, and any other tasks that
require a specific facing. For convenience, and to give a good idea of where a
ship is headed, the nose of the ship should be aligned approximately with its
future position marker.
(1) Initiative
For each player subtract both Starship Tactics skill and highest ship G rating
from the total number of ships. If all the ships on one side are part of an
integrated military unit, the commander's Fleet Tactics skill may also be
subtracted from the total. The player with the lowest total has the initiative,
followed by the next lowest total, etc. If two players are tied, they each roll a die
to break the tie.
For a slightly more detailed initiative process, roll for each ship, using
applicable modifiers for that ship only, then determine initiative order as above
for individual ships as opposed to each player.
(2) Movement
Movement follows in order of size class and initiative. Starting with the highest
size class, players move those vessels in reverse initiative order (from highest
initiative total to lowest). They then move all vessels of the next lower size class
in reverse initiative order, etc. All craft, including missiles, use a vectored
movement system. The distance and direction in which a vessel moves is
based partially on the previous game turn. Each vessel has a present position
counter, and both a past and future position marker. The following procedure is
used:
(a) Past
The past position marker is moved to the hex containing the present position
counter.
(b) Present
The present position counter is moved to the hex containing the future position
marker.
(c) Future
1998-1999 Sean Bayan Schoonmaker Page 2 of 27
Traveller is a registered trademark of FarFuture Enterprises. All rights reserved.
Portions of this material may be copyright FarFuture Enterprises 1977 to 1999.
Count the hexes to the past position marker, keeping track of the exact
direction. Place the future position marker the same number of hexes in exactly
the opposite direction. Assuming the ship uses no thrust, this represents the
ship's next position.
(d) Thrust
The vessel now applies thrust, moving the future position counter one hex for
each G of thrust it wishes to apply, from zero up to the maximum G rating of the
vessel.
(i) Gravity
Worlds, stars, and other phenomenon with enough mass, have associated
gravity fields. The hexes surrounding the mass will have an arrow, or multiple
arrows, showing the intensity and direction of the field. The number within any
given arrow shows its strength, in G ratings. Any time a ship passes through a
gravity hex, apply the appropriate direction and distance to the ship's future
position marker before the ship applies thrust. Any body massive enough to
posses a gravity field will also have the 100 diameter radius, in hexes, marked
in the center of the counter, for purposes of determining jump elligibility in the
endphase (6).
Example: A planet lies in hex 0610, and all the hexes surrounding the planet
have strength one gravity fields directed back to hex 0610. A ship's current
position counter lies in hex 0709, just outside the gravity field, and its future
position counter lies in hex 0711, next to the planet (thus giving the ship a
velocity of two hexes). If the ship applies no thrust on the next turn, it moves to
hex 0711, and its unmodified future position marker goes to hex 0713. The
ship, however, has moved into two gravity hexes, 0710 and 0711. The gravity
field in 0710 moves the ship's future position marker to 0613, and the field in
0711 moves it to 0513. On the following turn, also assuming no thrust is
applied, the ship moves into hex 0513, and its future position marker is moved
to an unmodified position of 0315. The ship has passed through one last gravity
hex moving away from the planet, 0611, which modifies the marker to its final
resting place of hex 0314.
(ii) Orbit
A ship whose velocity is sufficient to enter it into a circular path around a planet
is considered to be in orbit. No thrust is required to maintain orbit, only to break
free. For a one hex planet with a standard 1 G gravity field in the surrounding
hexes, a ship need only move from one gravity hex to another to enter orbit. The
combination of gravity fields and movement will draw the ship around the
planet, completing one orbit every six turns.
Moons and asteroids occupy such a small portion of their hex that a ship may
pass through that hex without penalty. Thrusters can make the minor course
adjustments necessary to avoid the obstacles.
Gas Giants usually take up more than one hex; the center hex of a gas giant is
treated as a normal planetary hex. The surrounding "fringe" hexes are
considered to be atmosphere hexes. A ship passing through one of these
hexes must be streamlined. Ships in orbit around a gas giant may count any
turn in orbit as "skimming" for purposes of fuelling.
(iv) Interception
If, at the end of the movement phase, two ship counters occupy the same hex,
interception has occurred. Missiles will detonate during the weapons fire
phase (4)(c). Each hex actually represents a vast volume of space, so
unintentional collisions are virtually impossible. Ships that have made
interceptions may then match courses if they have sufficient thrust to do so.
NOTE: These sensor rules are based on "Definitive Sensor Rules" by Bruce
Alan Macintosh. See Appendix A for guidelines on determining a ship's
signature, or a ship's sensor sensitivity, when unknown.
Each turn, a ship may make any number of new detection attempts, up to once
per opposing bogey marker. The ship may also make any number of attempts
to maintain detection, up to once per opposing vessel or missile counter. The
marker or counter must be within the maximum range of the ship's operating
sensors. Locks may then be immediately attempted on ships that have been
detected, allowing firing solutions.
Though there is no practical limit to the number of detected ships that may be
tracked by a ship's sensors, a ship may only use one active and one pasive
sensor system over the course of a turn. (Those who don't mind the extra
record keeping or complexity may adopt the following limits for active/passive
sensors: TL8, 10/1; TL 9 10/3; TL 10-11, 20/10; TL 12-13, 40/20; TL14-15,
60/30.) The number of locks that a ship can maintain is limited by its fire control
rating.
Signal = S - RF + TS + Modifiers.
Basic Modifiers
No Thrust: Target used none of its G rating in (2)(d).
Shutdown: Target's power plant is shut down (excepting life support).
Active Sensors: Target used active sensors last turn.
Evading: Target used a portion of its G rating for evasion.
Surprise: Target is unaware that there are other ships in the area.
Planet/Asteroid: Target is in the same hex as a planet or asteroid counter.
Landed: Target has landed on a planet or asteroid.
Atmosphere: Target is within the atmosphere of a non-GG planet.
Atmosphere GG: Target is within the atmosphere of a GG.
Detect Last Turn: Vessel is rolling to maintain a previous detection.
Detect Last 5 Turns: Vessel is rolling to reestablish a previous detection.
Lock: Vessel is rolling for lock after a successful detection roll.
Jam: Target made a successful jamming task roll.
Detect Handoff: A friendly vessel with detection on the target is in
communication with the sensing vessel.
Lock Handoff: A friendly vessel with lock on the target is in communication with
the sensing vessel.
(i) Jamming
There are two different types of jammers, deceptive and area. A target unit may
attempt to jam the detecting ship if it is equipped with one of these jamming
systems. The sensing ship must be within the jammer's maximum range.
For active area jammers, a 60 degree arc must be chosen as the target arc.
1998-1999 Sean Bayan Schoonmaker Page 6 of 27
Traveller is a registered trademark of FarFuture Enterprises. All rights reserved.
Portions of this material may be copyright FarFuture Enterprises 1977 to 1999.
Any sensing vessel attempting detection and/or lock within the arc may be
effected. The success or failure of the task roll effects all such detection and
lock attempts made on the ship.
Adjust the difficulty down one for every TL higher the jamming system is than
the sensing system. Jamming sensors one TL higher is Impossible (6D);
sensors more than two TLs higher cannot be area jammed.
For deceptive jammers, before any lock rolls, roll the appropriate task from the
two given below:
Adjust the difficulty down one for every TL higher the jamming system is than
the sensing system. Jamming sensors one TL higher is Impossible (6D);
sensors more than two TLs higher cannot be area jammed.
Adjust the difficulty down one for every TL higher the jamming system is than
the sensing system. Jamming sensors of a TL higher is not possible.
Effects of a successful roll are the same for all jammer types. Apply a -0.5
modifier to the jamming ship's signal strength.
Any small craft or missiles launched from a detected ship are automatically
detected. Any missile fire from a locked ship is automatically locked, within the
numerical limits of the vessel's fire control rating.
Any boarding actions are played out for the next hour during this step. A ship
involved in offensive boarding action may not fire during this turn.
Only ships without functional drives or weapons may be boarded. The boarding
ship must first intercept and match courses with the disabled vessel. On the
turn after this has been accomplished, the ship may send boarders into the
disabled ship.
Divide the displacement tonnage of the disabled ship by 500 (FRN, excepting
results less than 1, which are rounded to 1) to determine the number of hull
areas.
Example: If an attacking player had three Marines and four regular troops, he
would roll two dice with a +2 DM.
The player with the higher total captures one hull area, assuming they opted for
an offensive posture. The result of the roll is the number of casualties on the
other side. The victorious side may ignore one casualty per full die of the player
with the lower total.
If the "defenders" of a boarding action are able to win a hull area on the
"attackers" ship, on the next turn they may cut the cables (release the grapples,
etc.). The attacker may not then reboard the ship till the following turn (i.e. if the
defender "won" a hull area of the attacking ship on turn three, the attacker could
not send more troops until turn five).
RoF Modifier
10 -1
50 0
100 +1
200 +2
400 +3
800 +4
A vessel must have a lock on its target in order to accurately engage it. Vessels
may attempt to fire at detected targets with no lock, but the difficulty level is
modified upward by three levels. Difficulties modified above Impossible may
not be attempted.
DMs:
+ Target's thrust rating
- Fire control rating
- Predict program DM (see below)
+ Evasion DM (see below)
+/- Crew Gunnery DM (see below)
- RoF Bonus
The requirement of maintaining a lock on the target vessel depends on the type
1998-1999 Sean Bayan Schoonmaker Page 10 of 27
Traveller is a registered trademark of FarFuture Enterprises. All rights reserved.
Portions of this material may be copyright FarFuture Enterprises 1977 to 1999.
of homing system in the missiles fired. The most basic system, controlled (C),
requires a lock for the entire flight time of the missile, but if the ship has locks
on multiple vessels, the target of the missile may be switched between locked
targets.
For the semi-independent (SI) tracking system, the ship must also maintain a
constant lock on the target ship, but may use the missile's sensors for lock
modifiers if the target is within range. Use of the missile's on board sensors is
not mandatory. The target of a SI missile may be switched if the same
condictions for switching the target of a C missile are met.
The most advanced homing system, fully independent (FI), only requires a lock
on the turn the missiles are fired, after which the missiles are either on a
balistic tragectory or maintain their own lock. When launched, the player must
specify a number of turns, and a set accelleration, if desired, that the missile
will follow a set course, at which point the missile turns on its sensors and
aquires its target, so long as the target remains within the missile's sensor
range. If the vessel has locks on multiple targets at the time of launch, the
missile may be given a prioritised list of targets for when its sensors come on
line. FI missiles only count against their ship's control limits on the turn of
launch. Failure to meet any of the missile lock parameters causes the missile
to go inert.
A note must be made for each volley, stating its exact composition and the
targets of the missiles within it.
A ship may control a number of missiles equal to the MFD's control number
times the number of MFDs dedicated to missile control (2 for TL9, 3 for TL10-
11, 4 for TL12-13, 5 for TL14, and 6 for TL15).
When a missile's movement takes it into the same hex as the target ship, or
the proper designated range for advance TL missiles, it will detonate in this
step. A missile which is scheduled to detonate still counts against the ship's
control limits for the remainder of the turn. Any missile which survives
countermeasures and successfully detonates rolls the following task. Proximity
detonation missiles, available at higher tech levels, avoid most
countermeasures by detonating farther away from the ship, usually one to three
hexes. Hitting the ship at range, however, is slightly more difficult.
DMs:
+ (Target's thrust rating - missile thrust rating)
- Fire Control Rating
- Predict program DM (see below)
+ Evasion DM (see below)
+/- Crew Gunnery DM
Success indicates that the missile's laser has hit the target, inflicting the
appropriate number of damage points. Damage points are applied
immediately. See (d) for detailed damage procedure.
(i) Evasion
Ships with the proper evasion software and a skilled pilot may use some of
their thrust for evasive action, making the ship harder to hit. A military ship will
have the program appropriate to its TL. The default Pilot skill level is 2, and the
default modifier follows the fraction of pilot skill allowable for the various
programs. The programs available are:
By sacrificing 1G of thrust, the ship may take advantage of the -DM, but the
bonus may never be greater than the total G rating of the ship. Not even the
most skilled pilot can do much with a tub that turns like a cow.
(ii)Predict Programs
Ships with proper predict software, which help anticipate the future course of a
target, greatly simplifying the gunner's task. A military ship will have the
program appropriate to its TL. The programs available are:
(d) Damage
Sandcasters may be employed to reduce damage before it is applied. A
successful sandcaster hit reduces laser or NPAW damage by 1 point or a
missile salvo by 1 missile. The defending ship fires any allowable number of
sandcasters at each battery's or volley's hit, rolling once for all the potential
1998-1999 Sean Bayan Schoonmaker Page 12 of 27
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Portions of this material may be copyright FarFuture Enterprises 1977 to 1999.
damage in it. The following task is used:
DMs:
The DM is based solely on range to the firing unit.
Range Band DM
Point Blank +2
Very Short +1
Short 0
Medium -1
Long -2
Extreme -4
When a ship has no structure points left, it has totally lost structural integrity,
and breaks up.
If the ship in question doesn't have the listed system, treat it as No Effect.
Launched craft receive counters, and past and future position markers, in the
same manner as missiles from step (c) of phase (4). Each launch facility may
launch or recover up to six times its normal T4 launch rate over the course of a
turn (6 craft per turn, with the exception of launch tubes, which may launch or
recover up to 240[!!] craft per turn).
In order to land, the craft must have intercepted and matched courses with it's
carrier. It must be in the same hex, and its future position marker must also lie
in the same hex as that of the parent ship.
To qualify to disengage, a ship must have a G rating equal to of higher than any
opposing ship on the board. If the G rating is equal, then its velocity must be
higher than any of the opposing ships. No enemy ships may be within
weapons range, and no missiles may be targeted on the disengaging ship.
The ship may also depart if the opposing player agrees to waive any or all of
these conditions.
Optional Modifiers
Fired Beam: Target fired beam weapons last turn.
Fired Missile: Target fired missiles last turn.
HEPlaR 1-2 G: Target used the indicated G rating using a HEPlaR drive.
HEPlaR 3-20 G: Target used the indicated G rating using a HEPlaR drive.
HEPlaR 21+ G: Target used the indicated G rating using a HEPlaR drive.
Alert: Target is aware that other vessels may be in the area.
Battle Stations: Target is aware that other hostile vessels may be in the area.
Shadow: Target lies in the shadow of a planet or asteroid.
Landed/Cammo: Target has landed on a planet or asteroid and cammoflaged
itself.
Planet/GG: Target is within one hex of a GG
Atmosphere #: Target is within the UPP coded atmosphere of a non-GG planet.
Atmosphere GG [__]: Target is at the indicated depth of a GG's atmosphere.
NOTE: The optional atmosphere modifiers are used in place of the basic
modifiers. Do not combine them.
Crew skill is rated in four areas, Ship Tactics, Pilot, Gunnery, and Sensors. For
fleet engagements, Fleet Tactics is also used, but will only be noted for the
flagship of the fleet. Various militaries are trained to different standards, often
irrespective of the empire's size. As conflicts drag on, empires are often forced
to curtail the training of their personnel This, along with casualties among
veterans, results in a lower general level of skill. Skill levels range from 1 to 6,
which then generate a DM. The DM is determined by subtracting 2 from the skill
level; the following categories are provided for reference.
These two DMs are combined to find the total Crew DM for any given task.
Mayday 3D (Optional)
As the Delta X equation works equally well up and down as it does for two
dimensional movement, this system is easily adaptable for three dimensional
movement. Assign the map a level of "Zero," and simply use markers to keep
track of how far above or below the plane any given counter or marker is. Thus,
if a ship's past position marker is in hex (0601,-1) and the present position
counter is in (0604,1), the future position marker would be placed in (0607,3)
before any thrust was applied.
Signatures
A ship's active signature (Active Mod.) is calculated based on its surface area
using the following table. A rough approximation of hull displacement ton
equivalents is provided for those who have no way of determining the surface
area of a pregenerated design.
Power(MW) Signature
0-0.009 -2.5
0.01-0.09 -2.
0.1-0.9 -1.5
1 -9 -1
10 -0.5
100 0
1000 0.5
10^4 1
10^5 1.5
10^6 2
Ships with Stealth reduce their emitted signature by 0.5. Ships with EMM
reduce their signature by 1.0
These base signatures are for normal TL10+ starships, which are assumed to
have "chameleon" hulls that can change color and pattern. In a combat
situation the hull is adjusted to be as black as possible. Starships without this
color-changing coating (i.e. TL9- ships, or civilian ships where the coating was
not applied for economic reasons) increase their reflected signature by +1.
TL8-9 ships with Stealth ignore this penalty.
Example: A TL-12 100 dTon scoutship with a spherical hull (surface area of 600
m2), and a power plant output of 150 MW has an active (Active Mod.) signature
of 0. It has a reflected signature (Pass. Vis. Mod.) of -1, and an emitted signature
(Pass. IR Mod.) of 0.
If the ship were equipped with EMM, the emitted signature(Pass. IR Mod.) would
be reduced to-1.0, and the active (Active Mod.) and reflected (Pass. Vis. Mod.)
would be -0.5 and -2.0 respectively.
Sensor Sensitivity
Passive sensors from the QSDS or SSDS can be converted to the new system
using the following table:
T4 Rating Sensitivity
<1 13
1-2 13.5
3-4 14
5-6 14.5
7-8 15.0
T4 Rating Sensitivity
<1 11.5
1-7 12.0
8-16 12.5
LADAR sensors also the following table, but remember that LADARs cannot
make new detection rolls, only reestablishing detection and locks.
T4 Rating Sensitivity
<1 12.0
1-7 12.5
8-16 13.0
Missile Data
The following table provides some standard missile types. Any successful hit
is sufficient to destroy a missile. All missiles use HEPlaR drives unless
otherwise specified.
After sandcaster fire has been resolved, if there are any hits still remaining, they
will strike the vessel's armor, and possibly cause external and internal hits.
Laser fire is reduced by armor at a rate equal to its penetration value (FRU), so
a laser with a penetration value of 1/7 which hits 20 points of armor has its
damage reduced by 3 points before damaging ship's systems. Other weapons,
excepting meson guns, have their damage reduced by the full value of the
armor before damaging systems. Meson weapons are not reduced by armor,
but may be reduced by screens.
Ships roll on the damage table which most closely corresponds to their size
class and internal structure (i.e. a cargo vessel would roll on the appropriate
sized freighter table, while warships would use military tables). A single roll
determines hit location on both external and internal tables. When rolling on the
chart, if the ship doesn't have the listed system, shift one result towards the
center of the chart (marked with a ). If the ship does not posess that system,
then treat the hit as Hull or Fuel. If that shot does internal damage, however,
use the original die roll for determining internal location. When rolling on a
subtable and the ship does not have the listed system, the defender may
choose to adjust the roll either up or down until the result is valid.
Each result specifies how many hits a system can take, and the effects of hits
insufficient to completely destroy the system.
If an internal system has been destroyed and there are still hits left to resolve,
reroll on the damage table for the next system hit, and apply the remaining
damage points to that system. Multiple systems, like sandcasters or offensive
batteries, only have the listed portion destroyed before rerolling for the next
system.
Roll External
1 Airlock
2 Launch
3 Launch
4 Launch
5 Launch
6 Launch
Roll Internal
1 Corridor
2 Stateroom
3 Stateroom
4 Stateroom
5 Shops
6 Other
Comments
"ShipSheet" design should have graphic representation of damage
Possibly add modifier for large numbers of missiles coordinating attacks for
bonus.
Look for possible TL bonus DMs.
Tactics
Design Notes
Now that T4.1 uses FFS2 ranges and material, I've drastically rewritten to
make use of all the new toys.