Traveller - The New Era - Striker II.pdf
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Miniatures
Warfare
in
the
,
'
far futu-re
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t
0,.
.
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
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
........................................
Troop Quality Summary Table
.................................
Rule
20
Meteoric &aulb
-49
7
Meteoric Assault Drop Height
................................
Rule
4
Command and Control
....................................
49
8
........................................
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
.........................................
25
58
Morale Modifiers Table
..........................................
Supply Table
.........................................................
25
58
Rule
27:
Integration with Traveller
............................
I
Rule
10
Melees
........................................................
27
59
Melee Modifiers Table
...........................................
27
.,
'e
0
I
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
....................................
39
152
Miring Table
.........................................................
J:
Blank Unit Cards
...................................................
39
154
Snowfall Table
.......................................................
k
Blank Vehicle Cards
.............................................
40
155
..............
Snow Ground Conditions Table
.............................
40
Rule
17
Alien Atmospheres
.......................................
41
Atmosphere
Effects
Tables
.....................................
41
Maintenance Point Multiplier Table
........................
42
3
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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