FORGET ABOUT REALITY - IS IT FUN? IS IT CINEMATIC? Does Mark get killed?
A round of combat will be 15 minutes of time.
A quick list from memory, and some extra ones I thought of, up to you if you want to limit how many guns a ship can fire (fire arcs), but it helps to level out big ships vs small ships a bit if the big ships cant fire everything (ala opening chase in Star Wars). As we are only working in 2d with the chase rules you really only need forward and rear, although I suppose you could get creative with the chase templates and include left and right.
Normal maneuver roll at start of round allows + or - one area, with a raise they get 2 areas.
Movement controller is Shaken (Pilot): drop back 2 areas.
Push (She canna take the strain!): -2 to roll, gain 1 area extra ( a 1 on the skill dice results in a -1 to the Manoeuvre drives for rest of combat)
Extra Push: -4 to roll gain 2 extra areas. ( a 1 on the skill dice results in a -2 to the Manoeuvre drives for rest of combat)
Mods:
Faster than opponent: +1
2x as Fast +2
@ Base range increment less (unlikely to occur but maybe): -1
Handling mod: var, +1,2,3 to -1,2,3 Extra power ( if available) may be given to the manouevre drives to add +1( per 2 rating of the drives)
Damage: var
Surprise: +2
Got The Drop: +4
Size of ships: var targeting only.
Evasion Manoeuvres (Pilot) -2/-4 to be hit, -2 to shooting that round. Mod by SIZE.
Bring to Bear: (Pilot) bring the spinal gun in-line, if enemy ship is using Avoidance then a contested roll (Pilot vs Pilot) is made, otherwise a simple success is all that is required (could use handling mods if you wanted to).
Emergency Jump (Pilot) on a success you jump to safety if you have the fuel. On a fail you make a miss jump.
Run Silent: (Repair) opposing ship must make notice rolls vs the Engineer's Repair skill roll, to find you each round, each time they fail to do so you drift one area away from them. Once detected however the jig is up. Can only be done at greater than 5 areas.
Seek cover: (Pilot) on a success you can draw a card from the deck (on a raise 2 cards and pick one) and consult the cover table, the number of the card is the distance to the cover, the suit is the type of cover (see cover table below). Cover will be a two edged sword, but in true cinematic style, it should be an advantage to the person who finds it, so they get +1/+2 to all rolls to reach it, and the same for all defensive rolls within the cover. Also can apply ship size mods as a bonus here (small is good).
Sling Shot: requires a planetary body or gravity anomaly/warp (after surviving effects), gives +2 to pilot rolls on next round for Move or Push.
Close to Board: (Pilot) ships must begin the action in the same square. A success improves the chances (+2) of a boarding party making it across, AND reduces the move options of the opponent by -2 (Push, Extra Push etc).
Grapple: (Pilot) ships must in in the same square. This will be a contested roll (Pilot vs Pilot) . The ship must be equipped with tractor beams with a total equal to, or more than, the tonnage of the opponent( ie a 1200 ton ship would require a minimum 2*600 tractor beams to grappled). Treat this as the same as a melee grapple, except that no attacks are made by the grappling ship. Attacking vessel modifiers .... +/-1 per 2 lvl of maneuover drive difference, +/-1 per 2 lvl of computer difference and . + 1 per 100% of tractor beams above requirements. Grappled ships get +2 to be boarded and can only fire missiles and sandcasters
Creative use of the chase template: the basic chase template is line of areas 10 long (because once you get to 10 areas separation the fight is over). In a combat that is one vs many it is an advantage of the many that they can split up, to replicate this with the current chase rules you leave the single ship side at the origin square (it never moves, during its turn you adjust it moves by moving the other ships relative to it). When a breakaway occurs a new chase track is added based around the single ship (see attached doco for visualization). In this way you can have left and right sided weapons system, but I would suggest that a lot of them be front+left or front+right. Bringing the spinal gun the bear would result in the chase tables being pivoted around the single ship so that its target becomes the base template that the others reference off. When you have many to many encounters it probably isnt practical... but maybe not impossible.
Savage Traveller weapons are classified in three categories:
Energy and Missile: This category includes beam lasers, pulse lasers, plasma guns, fusion guns, and standard high explosive missiles. These weapons need to penetrate standard defences.
Nuclear Warheads: Missiles armed with tactical nuclear warheads and cause interior damage. They are subject to standard defence as well as nuclear dampers.
Particle accelerators ignore all armour and cause interior damage. USP of the weapon is the amount of the targets toughness that is reduced by a successful hit
All weapons, on ships under 10,000 tons, may brought to bear on a target each combat round.
Defences for starships include conventional armour as well as active defences and screens.
Starship Weapon Factors
From page 25 Classic Traveller Book 5 High Guard
Starship Toughness
Extra Internal Armour can be added to, or removed from,, any vessel over 100 tons
Ship Size
Starship Defences (Sandcaster, Nuclear Damper,)
Sandcasters reduce the AP of attacking Energy and Missile Weapons . Nuclear Damper reduce the AP of attacking nuclear warheads and particle accelerators.
Pulse and Beam Lasers batteries can be allocated to either attack an opponent or reduce the AP of any attacking Missile Weapons.
The net AP value of an attacking weapon is the difference between it's USP (Factor) plus is base AP, and the USP of the appropiate screens . (A fusion gun battery with a USP of 6 has an AP of 11 (5+6). If the defending ship has sandcasters with a USP of 4, the AP of the battery is reduced (by 4 ) to 7AP. It is possible to have a negative net AP value.
Cost and weight of sand per combat round
Weapon Damage rolls
For each success on a damage roll by Energy or Missile weapons, a roll is made on the Surface Damage table and the results applied.
For each success on a damage roll by Nuclear Warheads or Particle Accelerators, a roll is made on the Radiation Damage table and the results applied.
For every three damage rolls applied in a single combat turn, a roll can be made on the critial hit table.
Where the Net AP is a negative number, subtract 2 to the die roll on each table
Results
Damage effects are cumulative. 2 x Manoeuvre -1 results will reduce a Ships Manoeuvre drive by 2 etc
A damaged ship can make a jump equal to the lowest value of its Computer, Jump drive, or Power Plant rating. A ship can never jump a distance greater than its normal maximum jump capability. a ship with out a Manoeuvre is drifting helpless until it is restored.
Repairing ships system in combat.
A starship's system may be temporarily repaired, while in combat.
Where a ships system is reduced by combat damage, or fire, then a success full Repair skill roll will fix 1 level of damage, and a raise 2 levels. ( ie if jump drive has been reduce by 2 level from jump 6 to jump 4, a success will return it to jump 5 and a raise back to jump 6 ).
Where a ship's system is disabled by combat damage then a raise on the Repair skill roll is required to fix the system. A successful repair roll is then required each combat turn to use the damaged system until it is repaired at a startport. Repair cost is:
Weapons and destroyed systems cannot be repaired in combat. it may be wise to have a spares
Fire on Board
A fire may be started by combat damage and each turn the fire is left to burn there is a 1in 6 chance of it increasing in intensity and /or spreading to another area of the ship.
A fire will start at level 1 and when it reaches level 4, the system will be considered destroyed and the fire will spread to an adjacent area of the ship. If the system is not destroyed by the fire it can be repaired.
Unprotected crew/passengers within the burning section of the ship will need to make a vigor roll each turn with a negative modifier of the level of the fire. A failure means they take fatigue damage from smoke inhalation, at 1D4 fatigue points per turn.
Crew options:
1. once per combat use the automatic fire system to reduce a fire by 1 level and treat any unprotected crew/passengers as for smoke inhalation (further -2 modifier);
2. open the area to space. All unprotected crew/passengers are kill and any further use of the area ( until it you can replace the atmosphere) must be in protective suits. This may affect cargo and passengers;
3. send in crew/passengers to manually fight the fire;
To manually fight the fire, you will need 3 firefighters plus firefighters equal to, or more than, the level of the level of the fire and the overseer will use their repair skill and other firefighters can assist.
Results
failure (1 on the skill dice or wild dice) fire will increase by two levels and spread to an adjacent area
at least 1 success fire will not spread or increase in level
for each raise fire will decrease buy one level
Obstacles: although space is empty, it would also be boring. When a starship is dealt a Club for initiative the Pilot must make a roll to avoid an obstacle:
Value of Card Mod
2-6 0
7-10 -1
J-Q -2
K -4
A -6
A new card is drawn to identify the obstacle
Spades 2-10 - Gravity anomaly, all Pilot or shooting rolls are at -2.
Spades J-K - Gravity warps, all Pilot rolls are at -2, and shooting rolls are at -4, fail will result in a random critical hit.
Spades A - Displacement wave (like the big one that Kirk disappears into), avoid or be displaced (combat is over).
Clubs 2-10 - meteor storm, avoid or suffer surface damage, Pushing is at -2
Clubs J-K - asteroid field, avoid or suffer surface damage, handling mods apply, Pushing is at -2
Clubs A - Spaceship Graveyard, avoid or suffer a surface damage, handling mods apply, Pushing is at -2. (possible salvage)
Diamonds 2-10 - Planetary body (moon), is placed at 10 distance, if moved to then can be landed apon to hide?
Diamonds J-K - Planetary body (gas giant), swooping close to the atmosphere can be used.All Pilot rolls are at -2, -2 to notice.
Diamonds A - Planetary body (world), sanctuary, hiding, intervention?
Hearts 2-10 - Plasma field small, plasma fields will damage the main drives one level each round unless avoided, Pilot roll vs 4 using handling.
Hearts J-K - Plasma field large, same as small, but drops drive two levels each fail.
Hearts - A Solar Flare, hinder sensor arrays adding a -1d6 to shooting rolls and notice rolls each round. If Run Silent is used this is added as a penalty to detecting the hidden ship.
Joker Red - Worm Hole, placed at 10 squares, transport to unknown.
Joker Black - Black Hole, placed at 10 squares, all ships will be dragged toward it 1 square every round, actions must be committed to cancel its effects.
Obstacles will remain present for the battle once they appear but will recede one area each turn (run them on their own track), once they get to 10 areas they are left behind. If a ship wants to make use of one it must bring them back into range.