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Power Projection Fleet Conversions

I have Traveller's Aide 7 and 9 Imperial and Solomani ships. Would there be any issues with me converting some ships to PP Fleet for gaming purposes? Don't want to wake up with a horse's head on my bed or similar.
 
Cheers. Have done. To my non-legal brain it appears I can use the ships data. Ships in the Image Gallery.

I think the same from my non-legal brain.

A conversation with Hunter supported this thought, as I replicated ships for my T20 campaign.
 
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Hi,
You can use P.P.: Fleet conversion rules for EVERY ship in the CT cannon..On pages 56-59 of power Projection : Fleet you will find conversion tables.........All you need are the High Guard statistics for the ship .

I've done the conversions for the Gazelle close escort and the Vargr corsair.
 
Hi,
You can use P.P.: Fleet conversion rules for EVERY ship in the CT cannon..On pages 56-59 of power Projection : Fleet you will find conversion tables.........All you need are the High Guard statistics for the ship .

I've done the conversions for the Gazelle close escort and the Vargr corsair.

Please do share. It would be great to have conversions available on COTI.
 
What is, "power projection"?

Power Projection is a variant of Jon Tuffley's excellent Full Thrust starship miniatures rules, which adapts CT High Guard (2E) ship designs, and has special rules for Traveller weapons in place of the FT standard ones.

I play FT from time to time. It's own setting is exquisite for a space minis game; it's groundside components (Dirtside II and Stargrunt II supposedly use the same setting, but the books for them have not been expanded to match the official setting.)

Note that PP will not replace the systems in the Traveller RPGs for adventure class ships - due to scale, it's pretty much worthless for anything less than 5000Td, and everything below 1000Td looks pretty much the same.

You can get their line for free in PDF from Ground Zero Games online catalogue, so if you want to see how FT works, you can. (But I'm not direct linking because they are the competition.)
 
PPF

Power projection: Fleet is produced by BITS UK. It combines HG, Full Thrust and Book 2 rules for space combat. It is designed for the larger sized ships - Plankwells etc. As has been pointed out - lower tonnage vessels get smashed up very quickly and don't really do much damage.

There can be lots of dice rolling I wrote a dice rolling programme (with help) - it's in the software section.
 
It's a fairly east task to re-scale it to LBB2 sized craft for a PC level game - I started a thread on it donkeys years ago.

Note that if you scale it to PC sized craft then you shouldn't try to involve HG 10kt+ ships at the same time :)
 
Power Projection uses a damage system that has a somewhat better feel to it in some ways...most weapons do 1 or 2 points, some do 1d6....damage is checked of rows ("hull points")...depending on total hull points they are in 2 or 3 rows...as a row is completely checked off, you must roll a system check for every major system on the ship...for bigger ships with 3 rows the first roll is a 5+ for each system to be destroyed (1d6). The next row is 4+ for each system (those already destroyed take no additional damage)...the last row is ship destroyed (this is from memory, I may not have gotten it exactly correct). Maneuver is vector based, turn or accelerate (or both if you have enough thrust).

Speeds can get pretty high, and if you are not careful you will float off the table (especially if your drive is lost). But then, this is a problem in Traveller book 2 also (using the vector rules).

Unfortunately, Power Projection (and Power Projection Fleet, which is really the set of rules you want as it goes beyond the escort classes) are both out of print....
 
All vector systems have the overshoot problem. You get used to thinking ahead fairly quickly. I've seen a player spend a game wildly overshooting his effective ranges and frantically coming back around only to do it again, and then be enthusiastic about trying it again once he figured out what he did wrong. It's like giving your brain a massage with spaceships and explosions and math.

PP:Fleet is still in print and available in limited quantities from Ad Astra:
http://www.adastragames.com/products/power-projection-fleet
 
All vector systems have the overshoot problem. You get used to thinking ahead fairly quickly. I've seen a player spend a game wildly overshooting his effective ranges and frantically coming back around only to do it again, and then be enthusiastic about trying it again once he figured out what he did wrong. It's like giving your brain a massage with spaceships and explosions and math.

PP:Fleet is still in print and available in limited quantities from Ad Astra:
http://www.adastragames.com/products/power-projection-fleet

That's what I expect to happen in space battles by using acceleration drives (against speed ones, with chieve constant speeds, as warp drives would be).

I've often compared with medieval jousts, where the knights rode against each other, made their lace attack and stoped at some distance for anothr pass (of course, unless hteir opponent was down).
 
Brilliant Lances was very aptly named. There are a lot of symmetries between BL and SS:T that I am very pleased about.
 
That's what I expect to happen in space battles by using acceleration drives (against speed ones, with chieve constant speeds, as warp drives would be).

I've often compared with medieval jousts, where the knights rode against each other, made their lace attack and stoped at some distance for anothr pass (of course, unless hteir opponent was down).

This depends on the weapons and ship designs, and on whether or not the players grasp good tactics.

In Attack Vector: Tactical, the "baseline duelists" are the Wasp, armed with devastating short-ranged lasers, an the Rafik, armed with less powerful, but faster-firing, medium-range lasers. The Wasp is a "trash can with a cast iron lid" (in J.D. Webster's immortal words): it's a cylinder with very heavy nose armor and paper-thin flanks. Its heavy lasers have very restricted firing arcs. The Rafik is a spheroid with lighter, but more evenly distributed armor and its lasers have much wider firing arcs (although they don't overlap everywhere, particularly way off on the flanks.

Inexperienced players will charge in, or drift in, exchanging fire with few possible tactics apparent. But that's a sucker's game for the Rafik. The Rafik needs to thrust *laterally*, turning the approach into a slow spiral, so that it can fire again and again before the Wasp gets into effective range (the Wasp really needs to get to point-blank range because it can't afford to waste the limited power that it has available). Once you get this down, then the *real* tactics begin.

What you don't see in this sort of spiral is a high-speed overshoot. Most of the Rafik's efforts are focused on keeping the closing rate down. The Rafik will often choose to thrust increase the overshoot rate at the end, to ensure that it doesn't get stuck at point-blank when the Wasp's lasers cool it can fire again (assuming that it gets enough batteries recharged).

In Squadron Strike: Traveller, you're going to see these sort of tactics used against the Aslan with their heavy plasma/fusion batteries that are also short-ranged. Spinal mounts complicate the question, but you're going to find that they work much better at long range than a short range due to plotting and their very restricted firing arcs.
 
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