He just posted the second edition of his rules:
> From - Thu Feb 21 14:34:23 2002
Newsgroups: sjgames.gurps.traveller
Subject: Simple Starship Combat 2nd Edition
They are copyrighted, and you need a password to enter the site, I suspect he
would take a dim view of my distributing them. Simple, straightforward,
clean... look like fun, too.
Does he have an open web site? (ie: un passworded? info, ect.)
> Edward Lipsett wrote:
> He just posted the second edition of his rules:
Thanks!
Donald Hosford
> Edward Lipsett wrote:
> The rules are very short, and were in the body of the post itself.
The rules are very short, and were in the body of the post itself. I don't
know of a website, sorry. I'll be happy to ask him if they are available for
general consumption, tho. Lemme get back to you.
> Donald Hosford wrote:
David Pulver has said it's fine to distribute his rules:
> Subject: Re: Simple Starship Combat 2nd Edition
> From - Thu Feb 21 14:34:23 2002
Newsgroups: sjgames.gurps.traveller
Subject: Simple Starship Combat 2nd Edition
Date: Wed, 20 Feb 2002 08:13:51 +0000 (UTC)
Simple Fleet Combat Game
This is inspired by various fast-play miniatures games. It incorporates
suggestions from Tom Bont. This version has two major changes. First, it
alters point totals. Second, it increases the potency of large ships. Third,
elements cannot be damaged or destroyed while making their own attacks.
Element Types and Point Values Suggested point total is 100 points per side. *
Dreadnought: One large or two smaller dreadnoughts and 1 embarked fighter
element, if any. 24 points. * Cruisers: A squadron of several cruisers
including any escorting fighters; a few heavy cruisers, or more lighter ones.
8 points.
* Carrier: 3-5 carriers and room for 3 embarked fighter elements. 4
points. * Fighter: A wing of a couple of hundred fighters. 2 points. * Tender:
A battle tender capable of carrying a rider squadron. 3 points.
* SDBs: A wing of 50+ System Defense Boats, mostly Dragon-sized but with
a few larger command vessels and monitors. 3 points. * Escorts: A squadron of
three or four dozen destroyers and destroyer escorts. 4 points. * Assault
Transports: A squadron of assault ships loaded with
jump-capable marines and grav armor. 2 points.
* Transports: A squadron of assault or merchant transports, possibly
carrying non-jump capable troops that must land to deploy. 1 point.
* Riders: A squadron of several riders. 12 points. * Deep Meson Gun: A complex
of buried meson guns on a planet plus
above-board sensors. The sensors are what are being damaged by attacks.
12 points. All but SDBs, fighters, and riders are jump capable. Higher costs
for SDBs and fighters reflect pilot training. Point costs are for TL10
designs. For TL11 designs, multiply by 1.5. For TL12 designs, multiply by 2.
For TL9 designs, by 0.5.
Scale A rough scale of 1" = 50,000 miles, one turn = an hour.
Setup Put a planet counter down. Set up a bunch of miniatures representing
defending elements around it. Set up an attacking force outside the jump
distance. Start playing. Defender sets up first but moves second.
Turn Sequence Alternating turns. In a turn: 1. Command: Roll 1d6 for command
points and pay command points. Add
+1
to command points if your force has a higher average TL, or +2 if it's
two or more higher. Halve (round down) if flagship is destroyed. 2. Movement:
All elements whose turn it is may move. 3. Firing: All ships whose turn it is
may fire.
Flagship Designate one vessel as flagship.
Group A group is a number of elements that form a line or column and are
facing in the same direction.
Command 1 command point can be used to do ONE of the following: (a) Alter the
facing of one or more elements in a group, or one element not in a group, as
desired. (b) Change one or more elements in a group, or one element not in a
group, from cruising toãstationary status. (c) Transfer flag to another
ship. (d) Have one element not in a group, or any or all elements in a group,
go into jump, if jump-capable, fuelled and outside jump limits.
Double command point requirements if flagship is more than 12" away from the
element or any element in the group in question, or is destroyed.
Status Elements may be stationary or cruising. If stationary, place a counter
next to them. Movement
Cruising: Elements move 1-3" in the direction they're facing. The
distance is up to the fleet commander. Stationary: element does not move. Off
board: elements that move off board have left the battle and may not return.
Stacking: Riders and fighters may stack with tenders and carriers respectively
by moving onto them and having the same facing. When so stacked they are
"inside" the other vessel (until they move off), will jump with it, and share
any combat outcomes, but cannot be attacked separately. Otherwise, no stacking
is allowed. Deep Meson Guns: Can't move; remain on a world.
Firing Elements may fire in their own turn, except for tenders and transports,
which cannot initiate combat. Range is 4" for dreadnoughts, riders, deep meson
guns, and cruisers, otherwise 2". Firing is resolved one element at a time and
fire of an element is determined before another element need fire. To fire,
specify firing element and target(s). Roll 1d6 for the firing element and add
its Combat Factor. Roll 1d6 for the target element and add its Combat Factor.
This the combat roll; the total is the combat score. Combining Fire: Elements
that count as a group may combine fire against a single target in range of all
of them. Use their "supporting" combat factor. Each element can only fire or
support another's fire once in a turn, unless permitted otherwise by
successive fire rule. Successive Fires: If an attack succeeds in destroying a
target, a second attack may be immediately made by the same element and
supporting vessels against any other target that is within range and within 2"
of the last target. Successive fires are made at a penalty.
Combat Factors
* Deep Meson Gun or Dreadnought: +16 (+4).
* Battle Riders: +12 (+3).
* Cruisers: +8 (+2).
* Escorts: +4 (+1).
* SDBs: +4 (+1).
* Fighters: +2 (+1).
* Tender or Carrier: +2 (+1)
* Transport: +1.
* Assault Transport: +1.
This is combat factor (supporting factor).
Modifiers: -1 if damaged. Assault transport factor changed to +12 (+3)
bonus if on world and attacking deep meson gun complex there.
-1 if attacking SDBs and fighters that are within 1" of a world with
non-SDB/non-fighters.
If making successive attacks, -1 per successive attack.
TL Effects: If one TL inferior, treat any "6" you rolled as a 1.
If two TLs inferior, treat any 5-6 you rolled as a 1. If 3+ TLs
inferior, treat any 4-6 you roll as a 1. This applies to attack and
defense.
Combat Outcomes * Equal score: No effect. * Score more than opponent: He is
damaged.
* Score 5+ over opponent: He is destroyed.
Damage Effects A damaged target has a damage marker (use another counter)
placed next
to it. If damaged, the element has a -1 to its Combat Factor (no effect
on supporting factor).
A vessel can sustain a number of damage markers before being destroyed as
follows: * Deep Meson Gun or Dreadnought: 4 damage results = kill. * Cruisers,
Carriers, Battle Riders: 3 damage results = kill. * Others: 2 damage results =
kill.
Worlds Represent these with a small counter no more than an inch in diameter.
This represents the world and its orbital zone. Vessels can stack on worlds up
to any limit desired. Meson guns do not interfere with enemy stacking on the
world.