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PostPosted: Mon Sep 04, 2017 5:09 pm 
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Eleven months ago, I posted simple Classic Traveller vehicle combat rules on my blog. Following feedback and playtesting, especially by Robert Weaver of Ancient Faith in the Far Future fame, I revised the rules and added a few clarifications. Enjoy!

I have written these rules with the typical Books 1-3 Proto-Traveller spirit in mind. That is, for the purpose of including vehicles in the various adventures and mishaps of interstellar travellers, traders, scouts, and misfits, as well as small-scale mercenaries. I did not aim in any way to simulate large-scale armored warfare but rather to provide some basic rules for what happens when your Scout empties his Submachinegun at a hovering Air/Raft or, at most when a mercenary shoots a RAM grenade at an AFV.

I drew inspiration for these rules from the Book 2 ship damage rules, the ATV rules in Double Adventure 2: Mission to Mithril/Across the Bright Face, and for a much lesser degree, the Striker wargame.

The rules are attached to this post.


Attachments:
CT-Vehicles v1.1.docx [19.1 KiB]
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PostPosted: Wed Sep 06, 2017 4:43 pm 
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Any reason you couldn't modify them slightly and put them out as a CE supplement?

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PostPosted: Wed Sep 06, 2017 7:55 pm 
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Cyborg IM1 wrote:
Any reason you couldn't modify them slightly and put them out as a CE supplement?

I definitely consider this.

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