We use the actions and reactions from Mongoose, but rely on Classic Traveller mixed with Striker to handle combat and scaled movement. Striker was much better for combat, but it can be really deadly in the case of auto-fire, because each effect is another bullet out of that bust, which hits! That does not translate into just a couple of plus points (maximum) added to the damage, rather each extra hit means that you inflict the weapon's damage AGAIN! This makes combat very deadly, but if you do not like that you can always use the Mongoose system where each effect gets you a couple extra points of damage. We like Striker, because it also handles armor and the penetration of a weapon counts. If you shoot someone wearing a flak jacket with a pistol they might get knocked off their feet and be bruised, but shooting them with a rifle is a whole different ball game!
13:01 I'm quite amused. I'm about to start a campaign (my 1st in a couple decades) and will be using some of the same Clix as the former crew of the High N Dry. Aphrodite IX seemed a good choice.
If your Travellers want to improve their mobility and you want to keep them out of Battle Dress, you might allow them access to Grav Enhanced Powered Plate. It adds +3 to STR and increases speed by 50% but reduces DEX by 1. Similarly, p44 of the Central Supply Catalogue states "Some battle dress options may be available for other types of armour" Add the Enhanced Mobility modification to any suit of powered armor for Cr35000 and they'll get DEX +3 and +50% to their movement rate.
The armor doesn't need to individually specify how it effects movement, the weight of each armor needs to be applied to each characters encumbrance and that will determine if the armor has any effect on movement.
Michael's right here. UNpowered combat armor doesn't improve movement speed, but just adds encumbrance. Some suits, like the EOD suit are so bulky they reduce movement by 1/2. POWERED armor improves STR by 2 or 3 or so, which raises the Traveller's load capacity ("kilograms equal to their combined STR and END without penalty, plus any levels in Athletics (strength and/or endurance)."). Also note that "Travellers can carry up to twice this amount but will suffer DM-2 on all physical actions while they do so.", but don't seem to suffer reduced movement speed. Battle Dress can INCREASE their movement rate by 50% with the Enhanced Mobility modification. The Muscular Bridging or Enhanced Mobility AUGMENTS increase move by +3 or +6 meters respectively.
I found a similar problem, but I come from the snapshot/ahl background (which used 1.5m per square, but a square could hold up to 4 characters) so I changed the scale for my maps to 75cm to 1" and have all the ranges calculated for the character sheet. This also works for VTT
Battle dress is effectively weightless and doesn't effect encumbrance, so the other armors you need to rely on encumbrance on how the armor effects movement
Movement = 6 + END DM + DEX DM. If END is 9 and DEX is 7, Movement = 7. If END is 5 and Dex is 7, Movement is 5. If END is 2 and Dex is 4, Movement is 3.
There is a bigger problem than figuring out that each hex is 1.5m. That problem being that vehicles and even grav assisted battle dress do not list their movement in meters but in range bands. If you have six players and one of them is in grav assisted battle dress, you suddenly have to make the decision on exactly how far it is that they can move. And realistically, this pretty much translates to anywhere on the map because even at their slowest flight speed it will be nearly triple that of people on foot.
Best overall is probably Battlesystem 2nd edition for mass combat, but admittedly I have not played a ton of mas combat game systems. As for combat systems in game, they all have their quirks you need to work out for your style of play.
1.5m is also real close to the 5' squares that most people are used to using already... You could almost say that it is a 5' square and not be too far off. (5 feet = 1.524 meters)
I did the same thing with Hero Clix's for Star Trek Adventures. Great minds think alike. Great video, thanks for the walk thru.
The fact your doing means it will go off great
Would love to see you do some high guard fleet combat and discuss strategy and tactics.
This video is so helpful!
We use the actions and reactions from Mongoose, but rely on Classic Traveller mixed with Striker to handle combat and scaled movement.
Striker was much better for combat, but it can be really deadly in the case of auto-fire, because each effect is another bullet out of that bust, which hits! That does not translate into just a couple of plus points (maximum) added to the damage, rather each extra hit means that you inflict the weapon's damage AGAIN! This makes combat very deadly, but if you do not like that you can always use the Mongoose system where each effect gets you a couple extra points of damage. We like Striker, because it also handles armor and the penetration of a weapon counts. If you shoot someone wearing a flak jacket with a pistol they might get knocked off their feet and be bruised, but shooting them with a rifle is a whole different ball game!
Perfect timing! Gonna watch it now!
13:01 I'm quite amused. I'm about to start a campaign (my 1st in a couple decades) and will be using some of the same Clix as the former crew of the High N Dry. Aphrodite IX seemed a good choice.
If your Travellers want to improve their mobility and you want to keep them out of Battle Dress, you might allow them access to Grav Enhanced Powered Plate. It adds +3 to STR and increases speed by 50% but reduces DEX by 1.
Similarly, p44 of the Central Supply Catalogue states "Some battle dress options may be available for other types of armour"
Add the Enhanced Mobility modification to any suit of powered armor for Cr35000 and they'll get DEX +3 and +50% to their movement rate.
We keep the Imperium alive when we use Imperial measurements
The armor doesn't need to individually specify how it effects movement, the weight of each armor needs to be applied to each characters encumbrance and that will determine if the armor has any effect on movement.
Bingo!
Michael's right here. UNpowered combat armor doesn't improve movement speed, but just adds encumbrance.
Some suits, like the EOD suit are so bulky they reduce movement by 1/2.
POWERED armor improves STR by 2 or 3 or so, which raises the Traveller's
load capacity ("kilograms equal to their combined STR and END without penalty, plus any levels in Athletics (strength and/or endurance)."). Also note that "Travellers can carry up to twice this amount but will suffer DM-2 on all physical actions while they do so.", but don't seem to suffer reduced movement speed.
Battle Dress can INCREASE their movement rate by 50% with the Enhanced Mobility modification.
The Muscular Bridging or Enhanced Mobility AUGMENTS increase move by +3 or +6 meters respectively.
I found a similar problem, but I come from the snapshot/ahl background (which used 1.5m per square, but a square could hold up to 4 characters) so I changed the scale for my maps to 75cm to 1" and have all the ranges calculated for the character sheet. This also works for VTT
I wonder if it would just be easeir to create pie templates and custom rulers. Kinda like X-wing and warhammer did.
The blurb there at the bottom of page 100 says they are effectively weightless.
Battle dress is effectively weightless and doesn't effect encumbrance, so the other armors you need to rely on encumbrance on how the armor effects movement
Oh thought we had a bit more time for jump point not making this one
Maybe next time.
Movement = 6 + END DM + DEX DM.
If END is 9 and DEX is 7, Movement = 7.
If END is 5 and Dex is 7, Movement is 5.
If END is 2 and Dex is 4, Movement is 3.
There is a bigger problem than figuring out that each hex is 1.5m. That problem being that vehicles and even grav assisted battle dress do not list their movement in meters but in range bands. If you have six players and one of them is in grav assisted battle dress, you suddenly have to make the decision on exactly how far it is that they can move. And realistically, this pretty much translates to anywhere on the map because even at their slowest flight speed it will be nearly triple that of people on foot.
What's the best miniature combat system you've used?
Best overall is probably Battlesystem 2nd edition for mass combat, but admittedly I have not played a ton of mas combat game systems. As for combat systems in game, they all have their quirks you need to work out for your style of play.
Why not work with a scale of 1mt square/hexes?
Because that shrinks all the scale terrain, like starships etc...By itself, that can get confusing.
@@page121tabletoproleplaying4 I was thinking that was probably the reason. I personally choose to ignore that fact to improve playability.
1.5m is also real close to the 5' squares that most people are used to using already... You could almost say that it is a 5' square and not be too far off. (5 feet = 1.524 meters)