From: Neil McGurk <Nellkyn@n...>
Date: Mon, 15 Dec 2003 22:09:37 -0000
Subject: Power Projection: Fleet
Power Projection: Fleet In my hands I have a copy of Power Projection: Fleet (PP:F), well, not when I'm typing. What follows is a run-down of the contents of the book, rather than an actual review. I'm probably not the best person to review the game as I've helped-out with playtesting and demoing Power Projection: Escorts (PP:E), PP:F's little cousin, for the past two years. Physically the book is made up of 60 pages of rules. In the centre are two A4 pages of colour counters, 49 ships and three planets. A number of the ships are identifiable as known Traveller ships. Next are two A4 pages of game counters. These are the same as supplied in PP:E and are black ink printed on yellow paper. They are available for download in colour at the Power Projection website. Finally, there are 12 pages of Ship Status Diagrams (SSD's). These cover 31 ships, of which six are fighters and a blank system map. The cover is another Jesse De Graff picture, different to the one used on Power Projection: Escorts. It shows a number of Third Imperium ships giving fire in defence of a planet. I can recognise a Tigress, a PF Sloan, a Plankwell and there are a number of ships too small to identify. I like it, but I'm a big fan of Jesse De Graff's work. The rules are broken down into a number of sections, and in fact there are two games here, the miniatures game and the strategic game. I have described each section in the order they appear in the book. The rulebook kicks off with an introduction section, starting with a piece of fiction. This is the same piece as in PP:E. It then moves onto what is required to play, some Traveller background, a full introduction to the concepts behind the rules and fairly thorough designers' notes. (7pp) Next up are details on fleets, task forces, their composition and structure. Rules for their command and control are also here. Crew quality gets covered here as well. (2pp) Individual component symbols and SSD's take up the next section. Each component symbol is accompanied by a short description of what it represents. A few of the components symbols have changed from PP:E, and spinal mounts and black globes have now been added. (3pp) The vector movement system section is next. This looks to be very similar to the section presented in PP:E, and I would have expected the authors to have made changes in light of the publication of PP:E. (7pp) The combat section adds to the rules previously presented in PP:E. The new additions are spinal mounts, black globes, boarding actions and psionics. (14pp) Jump operations are covered with rules for entry/exit during a game and also the affects of misjumps. (2pp) A completely new section on planets supplies a means of recording their details in a similar manner to the SSD called Planetary Status Diagrams (PSD). Assaulting them and their surrender is also covered in this section. (4pp) A scenario engine for one-off games is presented with game and table set-up instructions. The heart of this section is 22 missions, 11 for the attacker and 11 for the defender. (4pp) Next up are rules for the strategic game. It would require a fair amount of effort to set-up a game, but all areas needed are covered, from ship construction to logistics. I expect parts of this section would be useful for smaller campaigns where a number of connected games are played out. (12pp) The ship conversion rules are aimed at ships originally designed with the second edition of High Guard. Due to similarities, MegaTraveller and Traveller 20 ships are also easily converted. Ships designed with Traveller: The Next Era and Gurps: Traveller would require more (guess)work. (4pp) The rules finish with a comprehensive run-down of gravity levels at various radiuses, for a cross section of planets and stars of various sizes and types. (1pp) Be lucky,