Traveller - The New Era - Striker II.pdf

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For Tessa and Devon
Design: Frank Chadwick
Additional Design and Development: David Nilsen
Art Direction: Bradley K. McDevitt
Cover and InteriorPhotography: Greg Novak
Typesetting and Proofreading: Michelle Sturgeon
Playtesting: Brennen Balesteiri, Rich Burk, Clayton Bush, JamesConner, Rich George,
JohnKinder, Sheenan Krosley, Brian Lassater, Dave Lesch, JohnMcCarthy, JoeyRubenstein,
Aaron Schmidt, Steve Schwartz, Graham Smith, Steve Swan, JerryWebster
Playtest Coordinators: Tom Harris, and Dave Hermann as The Beaver
Striker 11": Miniatures Warfare In the Far Future
Copyright@ 1994, CDW, Inc.
Striker llm is CDW's trademark for its game of science fiction combat.
Travellev33 is CDW's registered trademark for its science-fiction roleplaying game.
Made in USA. Printed in USA All rights reserved.
ISBN 1-55878-173-0
I
P.O. Box 1646
Bloomington, IL 61 702-1 646
801672126.004.png
Rule 1: The Fundamentals ...........................................
Ferry Table ............................................................
4
44
Rule 19 Electronic Warfare ........................................
Rule 2: MountingTroops ............................................
47
5
Communicators Table ...........................................
Rule 3: Unit Cards .......................................................
47
6
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Troop Quality Summary Table .................................
Rule 20 Meteoric &aulb
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7
Meteoric Assault Drop Height ................................
Rule 4 Command and Control ....................................
49
8
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Rule 5: Movement ....................................................
Rule 21: Nuclear Weapons
51
11
.......................................................
...............................................
L1-P
Terrain Effects Table
12
Rule 22: PSiOnics
51
Facing Diagram ............... ; .....................................
1 3
Rule 6 Visibility and Spotting ....................................
14
Rule 23: Force Composition ......................................
Obstacle Height Table ...........................................
52
15
Troop Quality Tables .............................................
Spotting Difficulty Modifiers Table ..........................
16
52
Leadership Level Table ...........................................
Rule 7 Direct Fire Combat ........................................
53
17
Equipment Level Table ..........................................
Orders Summary Table .......................................... 1 7
Sample Small Arms Hit Distribution Table ............... 18
Cover Saving Throw Number Table ........................
53
Rule 24 Support Personnel .......................................
54
Rule 25 Campaign Moves ........................................
19
56
Cover Explosive Power Modifier Table ....................
Detection Modifiers Table ......................................
19
56
Movement Allowances Table .................................
Counter Codes Table .............................................
56
21
Terrain Effects Table ...............................................
Rule 8 Indirect Fire ...................................................
57
22
Rule 9 Morale ..........................................................
Rule 26 Supply & Fatigue .........................................
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58
Morale Modifiers Table ..........................................
Supply Table .........................................................
25
58
Rule 27: Integration with Traveller ............................
I
Rule 10 Melees ........................................................
27
59
Melee Modifiers Table ...........................................
27
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Freedom's Call ..........................................................
60
Rule 11 :PlanetscaPes ................................................
........................................................
28
67
Say Good Night
Fortification Fire Modifiers Table .............................
Strength on Strength .................................................
30
75
Rule 12 Vehicular Transport ......................................
31
Rule 13: Advanced Direct Fire ....................................
32
Aerial Bombardment Table ....................................
33
A: Converting Traveller Equipment to Striker ............ 91
Rule 14 Advanced Artillery ........................................
35
Scatter Diagram ....................................................
B: Imperial/Regency Vehicles .....................................
35
93
Submunition Fire Modifiers Table ...........................
C Reformation Coalition Vehicles .............................
36
105
Rule 15 Advanced Visibility .......................................
D: Zhodani Vehicles ................................................
37
113
Distance to Horizon Table ......................................
E Other Vehicles .....................................................
37
120
Wind Table ...........................................................
F Missiles ................................................................
38
132
Rule 16 Advanced Weather ......................................
C: Infantry Equipment .............................................
39
134
Rainfall Table .........................................................
H: Unit Organizations ..............................................
39
138
Rain Ground Conditions Table ...............................
I: Design Sequence Updates ....................................
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152
Miring Table .........................................................
J: Blank Unit Cards ...................................................
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154
Snowfall Table .......................................................
k Blank Vehicle Cards .............................................
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155
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Snow Ground Conditions Table .............................
40
Rule 17 Alien Atmospheres .......................................
41
Atmosphere Effects Tables .....................................
41
Maintenance Point Multiplier Table ........................
42
3
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RULE 1: THE FUNDAREWALS
Striker is a tacticalminiaturesgame of ground combat inthe far
future. It is designed to emphasize the two salient aspects of
combat at this levekapidlychanging tactical situations and the
importance of leadership and troop quality-whileallowing for a
wide variety of weapons and vehicles from all tech levelscovered
by the Travellen3 science-fiction roleplaying game.
Striker is set in the universe of Traveller: The New Era, but
its rules can as easily be used for resolving science-fiction
battles inany milieu. Game informationfor vehicles, weapons
and personnel are listed in the equipment data charts. The
appendices to these rules contain the organization charts of
typical main force units (primarily battalions) for the Reforma-
tion Coalition, the Regency of Deneb and a variety of smaller
states. Equipment data for these units is included in another
appendix. The game reference charts contain information
most frequently used during the play of the game.
troops available for play and the time that can be devoted to
the game. The referee has the right to alter rules, ratings and
organizations so as to best suit the scenario he is attempting
to run. Victory conditions, if needed, and any other informa-
tion necessary for the scenario should be given to players. As
a general rule, the more organized the scenario, the better the
actual game will be for the players.
1.3 Sequence of Play
1.31 Phases: Each game turn isplayed in a series of phases.
In general, these phases are resolved in sequence, with all
action in one phase being resolved before another phase
begins. The phases, in order, are:
Command Phase
Movement Phase
Fire Phase
Morale Phase
Melee Phase
The details of what occursin each phase will be taken up later
in these rules. It isthe job of the referee to see that each phase
is carried out quickly and in its proper sequence.
1.1 Scale
These rules are written with 25mm miniatures in mind, but
may be used with any scale desired. Each vehicle or heavy
weapon representsone actual vehicleor heavyweapon of that
type. Single-figure stands represent single individuals, while
multiple-figure stands represent four-person fireteams.
Ground scale is 1 :1000, which means that each millimeter
on the gaming table represents one meter of actual distance.
All movement and rangesinthe game are given incentimeters
on the playing surface (each representing 10 meters of real
distance). For players without access to metric rulers, one inch
equals 25 meters.
Each game turn represents five minutes of elapsed time.
1.4 Task Rolls
The central game mechanic in Striker isa D20 task roll. This
rollismade todetermineiftargetsareseenorhitbyfire, among
other things.
The target number for the roll is usually determined by the
range and quality of troops making the attempt. This will then
be modified by difficulty modifiers, abbreviated "diff mods,"
in the rules. A +diff mod makes the task more difficult by
halving the target number (rounding fractions down), while a
-diff mod makes it easier, doubling the target number.
All applicable diff mods are combined into a single compos-
ite modifier, which is then applied to the task. As a practical
matter, diff mods serve to shift the range column used to the
right (+diff mod) or the left (4ff mod).
Once the target number is determined, roll 1D20. If the
number rolled is less than or equal to the target number, the
task succeeds; otherwise, it fails.
1.2 The Referee
Striker may be played with or without a referee. A referee
should be a player who knows the rules well and is willing to
supervise the game beingplayed, butnotplay. A referee's tasks
are to generate the scenario, determine the terrain and the
makeup of both sides, and keep track of hidden units. In
addition, the referee is responsible for keeping the game
moving and adjudicating any dispute of the rules that may
occur. This leads us to the following ironclad statement:
The referee's word is low during the come of the game, even
if the ruling is directly contray to the printed rules.
Each group of players will have varying opinions about
values of specific weapons, the best way to represent specific
battlefield activitiesand so on. The middle of a game is notthe
best time to debate such points. The best way to avoid this is
to make the referee'srulingsfinal forthescenario being played.
Discussion should wait until after the game is over (indeed, a
post-game "debriefing" can be very rewarding).
A referee can be dispensed with if a group consists of
cooperative, well-experienced players who can agree upon a
scenario ahead of time.
A well-planned scenario takes into account the number of
players, their experience with the rules, the table space and
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