#TravellerRPG Ship Combat (Mongoose 2nd Edition)

Continuing my exploration of the new Mongoose Traveller RPG 2nd Edition (MgT2.0), today I experimented with ship combat. Using my previously generated character, Channing M’rrfeld, I laid out a simple scenario where Channing, in his Pinnace now outfitted with a Beam Laser in a fixed mount, is being pursued by a Light Fighter (p. 189). The Light Fighter mounts a Pulse Laser that has a maximum range of Long (p. 159) so this seems a good range to start the combat.

Before moving into Space Combat (Chapter 8, p. 155), I resolved Sensor actions (p. 150). This requires an Electronics (Sensors) check. Channing does not have this skill so he automatically suffers a DM -3 (Skills and Tasks, p. 56). His Pinnace outfitted with only Basic Sensors giving him a further DM -4 (p. 190). The Light Fighter is radiating using Radar/Lidar which gives him a DM +2 for counter detection (p. 151). With a roll 0f 8 and a final DM -5, Channing fails to detect the fighter (though he likely knows he is being radiated). The Light Fighter pilot has Electronics 0 (no unskilled DM) and is using Military Grade Sensors with DM 0 (p. 188) against a target running with its transponder on (DM +4, p. 146). The fighter pilot rolls 7 with a DM +4 and successful detects the Pinnace. At Long Range he has Minimal Sensor Detail (p. 150) which gives him the basic outline of the target. We now move to the Space Combat system.

Initiative: The first step in Space Combat is to determine Initiative (p. 155). Though Channing has not detected the fighter, he does know he was radiated by something so he is not surprised (p. 154). Channing possesses the skill Tactics (Naval) 1 which allows him to make a check to influence his Initiative. His roll gives him Effect +1. He will also use his Pilot (Small Craft) 1 skill and add his Thrust 5 from the Pinnace. His roll of 10 gives him a final Initiative number of 17. The Light Fighter has only Pilot (Small Craft) 1 and Thrust 6, which added to a roll of 7 gives a final Initiative number of 14.

Maneuver Step: Channing hedges his bets and spends 4 thrust on movement (p. 155) and reserves 1 thrust for Combat Maneuvering (p. 156). The fighter, trying to close range, spends all 6 points for movement. Assuming the fighter is in a stern chase, this closes the range by 2 points, meaning there are 8 more thrust points needed to change the range from Long to Medium (p. 156).

Attack Step: Channing has not detected the fighter so he cannot attack. The fighter attacks. This requires a roll of 2D + Gunner + DEX DM. Assume the fighter pilot has Gunner 0 and a DEX DM +1. He is also using Fire Control/1 in his Ships Computer meaning the fighter can conduct one automated attack with DM 0 OR grant a DM +1 to the Gunner – the fighter pilot decides to let the computer handle the attack (p. 151). Other Common Modifiers (p. 156) are Using a Pulse Laser +2, Long Range -2. Channing can react (p. 160) and try Evasive Action (Pilot) which gives the fighter pilot a DM -1 (Channing’s Pilot (Small Craft) rating). Final DM is -1. The pilot,s attack roll is 12, making his Effect +3. Pulse Lasers roll 2D for damage (roll 10) to which the Effect of the attack is added (p. 158). The result is 13 points of damage. Channing’s Pinnace has 8 Hull Points (not found in the Core Rulebook…had to reference the High Guard Beta document – FOUL!). This reduces Channing to zero Hull, meaning his Pinnace is wrecked, totally inoperable, and beyond repair (p. 158). Channing now finds himself without power or life support….

Actions Step: Given the Pinnace is “beyond repair,” none of the Actions in the Actions Step (p. 160) seem to apply. Let’s hope Channing already has a Vacc Suit on or his future will be very short!

After Action Comment: That’s it? One shot from a light fighter totally wrecks a small craft? No chance to even get into Close Range Combat (p. 162)? The out-of-combat Sensors detection is cumbersome with so many modifiers spread around the book, some in the Encounters and Sensors section and others in the Space Combat chapter. The same goes for the attack modifiers with some found in Spacecraft Operations and others in Space Combat. Finally, the fact that Hull Points are not defined in the Core Rulebook is a clear foul – to use the Core Collection of ships should NOT require purchase of High Guard!

In retrospect, the fact that the fighter had a sensor detection and Channing only had limited awareness of the threat would of made the attack roll a good candidate to use the Boon mechanic (p. 59). This could of represented the “advantage” the fighter had with its detection. Not that it would of made much of a difference….

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7 thoughts on “#TravellerRPG Ship Combat (Mongoose 2nd Edition)

  1. Bob k

    Also, since you don’t have High Guard 2e you wouldn’t know that since their weapons are in a fixed mount they are limited to close range or closer so they would use the close combat rules.

    1. Ah yes…the Close Combat rules. Was that the Dogfight rules for something like under 10km range? If I want my Traveller ships to be like Star Wars there are many other games to play that out with, like X-Wing. IMHO another ridiculous rule and another reason I stay away from Mongoose 2E.

  2. Bob k

    Great break down, didn’t remember those other sensor modifiers. The printer friendly version has the pinnacle hull points, and they are 16 not 8 (hull tonnage / 2.5). Still the shot would have almost destroyed the pinnacle and inflict like 6 critical hits. Well, it is was a good shot and kind of like a tank vs a sedan fight anyway. Thanks again for the walk thru!

  3. Pingback: #TravellerRPG and #OGL | Bravo Zulu

  4. Daveb

    How does this compare to 1st ed Mongoose traveller…..or other versions? (not sure how far 1st ed deviates from other versions in this regard).

    1. Mechanics-wise it is the basically the same game as 1st Ed but with the addition of the Boon/Bane Mechanic.
      Character Generation looks basically the same but with a slightly streamlined skills list.
      Personal Combat is streamlined a bit – I feel there are less DMs involved.
      Spacecraft Operations and Space Combat are more character oriented. The Actions Step in Space Combat attempts to formally give every PC something to do.
      Equipment is still there. World Generation appears to be very similar. I haven’t delved deep in Trade or Psionics yet.
      The Core Rulebook lacks any Ship Construction rules. That will be in High Guard. There is also very little setting-fluff; again that will be a separate product.

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