Fast High Guard

The following notes summarize the abstract space combat system that expanded upon the tabletop system found in the 1978 Traveller basic set rules. High Guard first edition was by Marc Miller, second edition by Marc Miller, Frank Chadwick and John Harshman.

Code Classifications | Individual Actions | Stealth & Detection | Basic Starship Systems | Game-Turn Sequence | Missiles | Beam Weapons | Meson Guns | Particle Accelerators | Damage Tables | Damage Explained | Damage Control | Sample Starships

SCALE

1. Distance is represented by two indeterminate ranges which are labeled short and long. (Under Fast Traveller rules, “High Guard long” is equivalent to starship distant range, millions of kilometers.)
2. Time is represented by turns equal to 20 minutes each.
3. Units represented are individual ships, small craft and fighters.

CODE CLASSIFICATIONS

Traveller uses a special quasi-hexadecimal notation for numbers larger than 9. The letters “I” and “O” are not used in order to avoid confusion with the numbers 1 (one) and 0 (zero).

CODE CONVERSIONS
* 0 = 0
* 1 = 1
* 2 = 2
* 3 = 3
* 4 = 4
* 5 = 5
* 6 = 6
* 7 = 7
* 8 = 8
* 9 = 9
* A = 10
* B = 11
* C = 12
* D = 13
* E = 14
* F = 15
* G = 16
* H = 17
* J = 18
* K = 19
* L = 20
* M = 21
* N = 22
* P = 23
* Q = 24
* R = 25
* S = 26
* T = 27
* U = 28
* V = 29
* W = 30
* X = 31
* Y = 32
* Z = 33

HOUSE RULE: INDIVIDUAL CREW ACTION MODIFIERS

Skills of individual characters controlling a ship in combat have the following effects:
* Initiative Bonus: + best Tactics skill rating among bridge crew
* Agility Bonus: + 1/2 pilot’s Starship Ops skill rating (round down)
* Attack Bonus: + 1/2 gunner’s Heavy Weaponry skill rating (round down) for one battery/turret
* Damage Control And Repair Bonus: + 1/2 Engineering skill rating (round down)

HOUSE RULE: STEALTH & DETECTION

The original High Guard rules did not cover sensors or scanning to locate hidden targets. Use the following guidelines as a “Game Turn Sequence Step Zero” as needed.

* If neither side is attempting to avoid detection (using active sensors, firing weapons), then detection and tracking are automatic unless the vessel(s) move beyond reliable range (100,000s of kilometers for civilian sensors, millions of kilometers for military and scout sensors).

* If one side is attempting to hide from detection (shut down active sensors and power bleeds), the searching side must roll 2d6 + Starship Ops or Tactics (whichever better) equal to or greater than the hidden side’s Stealth Factor.

Stealth Factor = 6 + modifiers…

Tactics…
* + hiding commander’s Tactics skill

Size of largest ship on side…
* +2 … size 0 (zero) (99 tons or less)
* +1 … size 1 to A (100 to 1,000 tons)
* +0 … size B to K (1,001 to 10,000 tons)
* -1 … size L to P (10,001 to 50,000 tons)
* -2 … size Q + (more than 50,000 tons)

Enviromental factors…
* +1 … hidden fleet within atmosphere of a gas giant
* +2 … hidden fleet within gravity well of planet or moon
* +3 … hiding fleet within nebula or asteroid field

Note: A ship or fleet that is “running silent” cannot use active sensors to scan for other ships, else it would immediately give away its position. It is possible two hidden fleets in the same system could pass close to each other without either side noticing.

BASIC STARSHIP SYSTEMS AND TERMS

* Bridge: Central control of manuever and jump drive functions.
* Configuration: A description of a ship’s overall shape.
* Computer: Core data processing system for all ship operations.
* Crew: Personel on board maintaining systems.
* Defenses: Armor (hull plating), lasers and missiles (counter-missiles), repulsors (tractor beams to deflect missiles), sandcasters (clouds of particles to deflect lasers), meson screens (nuclear damper “force fields”).
* Fire Control: System to control all non-spinal mount weapon systems.
* Frozen Watch/Ship’s Troops: Personel held in suspended animation until needed.
* Fuel: Used for FTL jump drive, stored in massive tanks.
* Hangars/Boat Deck: Used to dock and launch small craft.
* Hardpoint: Space reserved to install a sandcaster or weapon turret.
* Jump: Jump drive used for faster-than-light travel.
* Maneuver: Drive used for movement as sublight speeds.
* Power: Used to move ship, engage jump drive and fire beam weapons.
* Screen: A “force field” that suppresses nuclear activity; the extreme “black globe generator” artifacts absorb and convert all all energy.
* Ship’s Boat: Any small craft from 10 to 99 tons that can be launched from the starship. (Attack craft are instead called “fighters.”)
* Spinal Mount: A massive weapon system running the length of the ship.
* Tonnage: Mass and volume of the ship.
* Weapons: Nuclear missiles, high explosive missiles, beam lasers, pulse lasers, energy fusion beam, energy plasma beams, meson guns and particle accelerators.

GAME-TURN SEQUENCE

1. Battle Formation Step. Both players determine their line of battle and reserve positions. Craft are launched and recovered.

2. Initiative Determination Step. Dice determine who has the initiative. The player with the initiative is called the attacker for the turn.

Roll 2d6 + optional modifiers (Agility, Fleet Size, Tactics). Highest numbers go first.

* Agility Modifier: +1 bonus to the side whose least agile ship has the highest agility.
* Fleet Size Bonus: +1 bonus to the side with the most ships on the line.
* Fleet Tactics: + Tactics skill rating.

Unlike with personal combat fights, in High Guard starship battles initiative is re-rolled every turn.

3. Range Determination Step. The attacker decides the range for the turn.

On the first round of starship combat, range is automatically long. On the second and further rounds, the side with the winning initiative decides if the range is short or long.

4. Pre-Combat Decision Step. Each player decides for each ship…
* whether to break off this turn
* whether to use emergency agility
* if black globe (ultimate force field) will be on

The defending player announces all such decisions before the attacker.

Emergency Agility: Reroute power for one turn from weapons (lasers, energy beams, meson beams, particle accelerators), ship gains a Agility rating for that turn equal to its current maneuver-drive rating or power plant rating (whichever is lower). Missiles and sandcasters may still be used. Computer functionality not affected.

5. Combat Step. Players arrange their battle lines by size with largest ship first. Attacker then presents his first ship as a target for the combat procedure. Then the defender presents his first ship.

Combat continues with players alternating until all ships in both battle lines have been presented as targets.

For each ship, the combat procedure is:
A. Fire Allocation. Firing player indicates which batteries will fire.
B. Hit Procedure. Firing player determines which batteries have scored hits.
C. Defensive Fire. Target uses its defensive batteries to prevent enemy weapons from penetrating.
D. Passive Defense. Passive defensive screens must be penetrated.
E. Damage Determination. Batteries which hit and penetrate all defenses must determine the damage they inflict. Damage is recorded but does not apply until step 6.
F. Fire procedure begins for the next ship.

6. Damage Step. Damage inflicted during combat (step 5.E. above) takes effect.

7. Breakthrough Step. If one player’s line of battle has been broken, ships in the line of battle of the victorious player may fire again at any ships in the enemy reserve position. Go through steps 5 and 6 again; ships in the enemy reserve position may not fire except defensively.

8. Pursuit Step. Ships which are breaking off may be pursued by enemy ships.

9. Terminal Step. Planetary bombardment, refuelling, revival of the frozen watch, and other non-battle operations are performed.

MISSILE ATTACKS

Roll 2d6 +/- modifiers with a total equal to or higher than the “to hit” numbers listed on the following tables to hit.

Missiles must be designated nuclear or high explosive (HE) before the attack. HE (non-nuclear) missiles ignore dampers; nuclear missiles stopped by dampers have no effect.

If a hit is achieved, then defensive countermeasures including sandcasters, beam weapons (laser and energy; each type uses the beam section), repulsors, and dampers must be overcome (throw the number shown or greater on 2d6).

If all throws succeed for a high explosive missile, roll once under the “Surface Explosion” column on the Ship Damage Tables.

If all throws succeed for a nuclear missile, roll once under the “Surface Explosion” column AND roll once under the “Radiation Damage” column on the Ship Damage Tables.

  — Attacking Missile Factor —
  1 2 3 4 5 6 7 8 9
Initial To Hit: 6 6 5 5 4 4 3 3 2
Sand or Beam – Roll To Bypass Sandcaster Or Beam Weapon Defenses —
1 5 4 3 2 1 0 0 0 0
2 6 5 4 3 2 1 0 0 0
3 7 6 5 4 3 2 1 0 0
4 8 7 6 5 4 3 2 1 0
5 9 8 7 6 5 4 3 2 1
6 10 9 8 7 6 5 4 3 2
7 11 10 9 8 7 6 5 4 3
8 12 11 10 9 8 7 6 5 4
9 13 12 11 10 9 8 7 6 5
Repulsor – Roll To Bypass Repulsor Defenses —
1 15 14 13 12 11 10 9 8 7
2 16 15 14 13 12 11 10 9 8
3 17 16 15 14 13 12 11 10 9
4 18 17 16 15 14 13 12 11 10
5 19 18 17 16 15 14 13 12 11
6 20 19 18 17 16 15 14 13 12
7 21 20 19 18 17 16 15 14 13
8 22 21 20 19 18 17 16 15 14
9 23 22 21 20 19 18 17 16 15
Nuclear Damper – Roll To Bypass Nuclear Damper Field (Nuclear Missiles Only) —
1 10 9 8 7 6 5 4 3 2
2 11 10 9 8 7 6 5 4 3
3 12 11 10 9 8 7 6 5 4
4 13 12 11 10 9 8 7 6 5
5 14 13 12 11 10 9 8 7 6
6 15 14 13 12 11 10 9 8 7
7 16 15 14 13 12 11 10 9 8
8 17 16 15 14 13 12 11 10 9
9 18 17 16 15 14 13 12 11 10
MISSILE ATTACK MODIFIERS
General Modifiers…
* + relative computer size (attacker’s Computer rating – target’s Computer rating)
* – target’s Agility rating this turn

Modifiers to Penetrate Past Sandcasters, Beam Weapons or Repulsors…
* + relative computer size (attacker’s Computer rating – target’s Computer rating)

Range for Missiles: –1 at short range

Target size…
* -2 … size 0 (zero) (99 tons or less)
* -1 … size 1 to A (100 to 1,000 tons)
* +0 … size B to K (1,001 to 10,000 tons)
* +1 … size L to P (10,001 to 50,000 tons)
* +2 … size Q + (more than 50,000 tons)

BEAM WEAPON ATTACKS (LASERS, FUSION AND PLASMA ENERGY)

Roll 2d6 +/- modifiers with a total equal to or higher than the “to hit” numbers listed on the following tables to hit.

Beam weapons include lasers and energy (fusion and plasma) guns. All use the same table (with modifiers shown below).

If a hit is achieved, then defensive countermeasures such as sandcasters must be overcome.

If all throws succeed for a laser or energy weapon, roll once under the “Surface Explosion” column on the Ship Damage Tables.

  — Attacking Beam Factor —
  1 2 3 4 5 6 7 8 9
Initial To Hit: 8 7 7 6 6 5 5 4 4
Sand – Roll To Bypass Sandcaster Defenses —
1 6 5 4 3 2 1 0 0 0
2 7 6 5 4 3 2 1 0 0
3 8 7 6 5 4 3 2 1 0
4 9 8 7 6 5 4 3 2 1
5 10 9 8 7 6 5 4 3 2
6 11 10 9 8 7 6 5 4 3
7 12 11 10 9 8 7 6 5 4
8 13 12 11 10 9 8 7 6 5
9 14 13 12 11 10 9 8 7 6
BEAM ATTACK MODIFIERS
General Modifiers…
* + relative computer size (attacker’s Computer rating – target’s Computer rating)
* – target’s Agility rating this turn

Modifiers to Penetrate Past Sandcasters…
* + relative computer size (attacker’s Computer rating – target’s Computer rating)
* +2 for Energy Weapons (fusion and plasma)

Range for Lasers: –1 at long range
Range for Energy Weapons (fusion and plasma): not allowed at long range

Target size…
* -2 … size 0 (zero) (99 tons or less)
* -1 … size 1 to A (100 to 1,000 tons)
* +0 … size B to K (1,001 to 10,000 tons)
* +1 … size L to P (10,001 to 50,000 tons)
* +2 … size Q + (more than 50,000 tons)

MESON GUN ATTACKS

Roll 2d6 +/- modifiers with a total equal to or higher than the “to hit” numbers listed on the following tables to hit.

If a hit is achieved, then the meson screen and configuration must be penetrated (throw the indicated number or greater on two dice).

If all throws succeed for a meson gun, roll once under the “Radiation” column AND roll once under the “Interior Explosion” column on the Ship Damage Tables.

  — Attacking Meson Gun Factor —
  1 2 3 4 5 6 8 9 A B C D E F G H J K L M N P Q R S T
Initial To Hit: 9 9 8 7 7 7 6 6 5 5 5 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4
Msn.Scn. — Roll To Bypass Meson Screen Factor Defenses —
1 16 15 15 14 14 13 12 12 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1
2 16 16 15 15 14 14 13 12 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1
3 17 16 16 15 15 14 13 13 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2
4 17 17 16 16 15 15 14 13 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2
5 18 17 17 16 16 15 14 14 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3
6 18 18 17 17 16 16 15 14 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3
7 19 18 18 17 17 16 15 15 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4
8 19 19 18 18 17 17 16 15 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4
9 20 19 19 18 18 17 16 16 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5
Config. — Roll To Hit Target’s Configuration —
1 12 12 12 11 11 11 10 10 8 8 8 7 7 7 6 6 6 5 5 5 4 4 4 3 3 3
2 11 11 10 10 10 9 9 8 7 7 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1
3 10 9 9 9 8 8 7 7 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1 0 0
4 7 7 6 6 6 5 5 4 3 3 2 2 2 1 1 1 0 0 0 0 0 0 0 0 0 0
5 6 5 5 5 4 4 3 3 2 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
6 8 8 8 7 7 7 6 6 5 5 5 4 4 4 3 3 2 1 1 1 0 0 0 0 0 0
7 15 15 14 14 14 13 13 12 11 11 10 10 10 9 9 9 8 8 8 7 7 7 6 6 6 5
8 4 4 4 3 3 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
9 14 13 13 13 12 12 11 11 10 9 9 9 8 8 8 7 7 7 6 6 6 5 5 5 4 4
MESON GUN MODIFIERS
General Modifiers…
* + relative computer size (attacker’s Computer rating – target’s Computer rating)
* – target’s Agility rating this turn

Modifiers to Penetrate Past Sandcasters…
* + relative computer size (attacker’s Computer rating – target’s Computer rating)

Range for Meson Gun: +2 at short range

Target size…
* -2 … size 0 (zero) (99 tons or less)
* -1 … size 1 to A (100 to 1,000 tons)
* +0 … size B to K (1,001 to 10,000 tons)
* +1 … size L to P (10,001 to 50,000 tons)
* +2 … size Q + (more than 50,000 tons)

STARSHIP CONFIGURATION CODES
Describes the general shape of the target.
* 1 … Needle/Wedge
* 2 … Cone
* 3 … Cylinder
* 4 … Close Structure
* 5 … Sphere
* 6 … Flattened Sphere
* 7 … Dispersed Structure
* 8 … Planetoid
* 9 … Buffered Planetoid

PARTICLE ACCELERATOR ATTACKS

Roll 2d6 +/- modifiers with a total equal to or higher than the “to hit” numbers listed on the following tables to hit.

There are no starship defenses against a particle accelerator beam.

If the initial “to hit” throw is successful, roll once under the “Surface Explosion” column AND roll once under the “Radiation” column on the Ship Damage Tables.

  — Particle Accelerator Factor —
  1 2 3 4 5 6 8 9 A B C D E F G H J K L M N P Q R S T
To Hit: 9 8 7 7 6 6 5 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1 0 0 0
PARTICLE ACCELERATOR MODIFIERS
General Modifiers…
* + relative computer size (attacker’s Computer rating – target’s Computer rating)
* – target’s Agility rating this turn

Modifiers to Penetrate…
* n/a

Range: No modifiers

Target size…
* -2 … size 0 (zero) (99 tons or less)
* -1 … size 1 to A (100 to 1,000 tons)
* +0 … size B to K (1,001 to 10,000 tons)
* +1 … size L to P (10,001 to 50,000 tons)
* +2 … size Q + (more than 50,000 tons)

SHIP DAMAGE TABLES

Roll 2d6 per hit under one or more columns, per the weapon type. Spinal mount weapons gain multiple rolls with the same modifiers.

  Surface Explosion Radiation Interior Explosion
2d6 + modifiers Energy Weapons, Lasers, HE and Nuclear Missiles, and Particle Weapons Particle Accelerators, Nuclear Missiles, and Meson Guns Meson Guns
2 Critical Critical Critical
3 Interior Explosion Crew-1 Critical
4 Interior Explosion Computer-4 Critical
5 Interior Explosion Crew-1 Fuel Tanks Shattered
6 Maneuver-2 Computer-3 Computer-2
7 Fuel-3 Crew-1 Screens-3
8 Weapon-3 Computer-2 Jump-2
9 Maneuver-1 Computer-2 Power Plant-2
10 Fuel-2 Weapon-4 Crew-1
11 Weapon-2 Computer-2 Computer-1
12 Maneuver-1 Weapon-3 Screens-2
13 Fuel-1 Computer-1 Jump-1
14 Weapon-1 Weapon-2 Power Plant-1
15 Weapon-1 Computer-1 Computer-1
16 Fuel-1 Weapon-2 Screens-1
17 Weapon-1 Weapon-1 Jump-1
18 Weapon-1 Weapon-1 Power Plant-1
19 Fuel-1 Weapon-1 Screens-1
20 Weapon-1 Weapon-1 Jump-1
21 Weapon-1 Weapon-1 Power Plant-1
22+ No Effect No Effect No Effect
Ship Damage Modifiers
Armor Rating (Hull Plating): +1 modifier per rating of target’s Armor against all weapons on the “Surface Explosions” column and all but meson guns on the “Radiation” column.

Smaller Weapons: If the weapon inflicting the hit has a factor of 9 or less, apply a modifier of +6 to any damage roll.

Nukes: If the weapon inflicting the hit was a nuclear missile, apply a DM of –6 on “Surface Explosion” column.

Limited Energy Lasers: If the weapon inflicting the hit was a pulse laser, apply a DM of –2.

Upgraded Damage: Rolls resulting from other rolls (for example, interior explosion caused by surface explosion) are unmodified.

Critical Hits: In addition to rolled damage, each critical hit reduces a target’s Armor factor by 1. A ship’s Armor factor may not be reduced to less than zero.

Roll 2d6 CRITICAL HIT TABLE
2 Ship Vaporized.
3 Bridge Destroyed and Armor-1.
4 Computer Destroyed and Armor-1.
5 Maneuver Drive Disabled and Armor-1.
6 One Screen Disabled and Armor-1.
7 Jump Drive Disabled and Armor-1.
8 Hangars/Boat Deck Destroyed and Armor-1.
9 Power Plant Disabled and Armor-1.
10 Crew-1 and Armor-1.
11 Spinal Mount/Fire Control Out and Armor-1.
12 Frozen Watch/Ship’s Troops Dead and Armor-1.
Spinal Mount Extra Damage Rolls

For spinal mount weapons (except meson guns), subtract the target’s Armor from the weapon rating and see the below list for additional damage table rolls made for a hit. Net ratings of 9 or less get only the normal single damage roll per appropriate column.

Spinal mount meson guns follow this same scale, but the weapon factor ratings are not reduced by target Armor.

* 1 = 1 roll
* 2 = 1 roll
* 3 = 1 roll
* 4 = 1 roll
* 5 = 1 roll
* 6 = 1 roll
* 7 = 1 roll
* 8 = 1 roll
* 9 = 1 roll
* A (10) = 2 rolls
* B (11) = 3 rolls
* C (12) = 4 rolls
* D (13) = 5 rolls
* E (14) = 6 rolls
* F (15) = 7 rolls
* G (16) = 8 rolls
* H (17) = 9 rolls
* J (18) = 10 rolls
* K (19) = 11 rolls
* L (20) = 12 rolls
* M (21) = 13 rolls
* N (22) = 14 rolls
* P (23) = 15 rolls
* Q (24) = 16 rolls
* R (25) = 17 rolls
* S (26) = 18 rolls
* T (27) = 19 rolls
* U (28) = 20 rolls
* V (29) = 21 rolls
* W (30) = 22 rolls
* X (31) = 23 rolls
* Y (32) = 24 rolls
* Z (33) = 25 rolls

EXPLANATION OF DAMAGE RESULTS

If an indicated damage location on a ship does not exist, the damage is ignored.

Bridge Destroyed: The ship may not maneuver or jump. It fires and is fired upon as if its computer were half its actual factor (rounding down). If the ship has an auxiliary bridge then command may be transferred to it, negating all penalties.

Computer-n: The ship’s computer factor is reduced by n. If this result is rolled on the radiation damage table and the computer has a fibre-optic backup, it is ignored.

Computer Destroyed: The ship’s computer factor is reduced to zero; the ship may not jump, although it may continue to fire weapons and maneuver.

Crew-n: The ship’s crew factor is reduced by n. Upon reduction of the crew factor from its initial level, the ship may no longer fire its weapons or attempt repair, although it may use its passive defenses, maneuver, or jump. This result does not affect the frozen watch or ship’s troops.

Critical: Roll again on the critical hit table. Reduce the ship’s ship’s armor factor by one for each critical hit received.

Frozen Watch/Ship’s Troops Dead: On a die roll of 1-3, all personnel in low berths or the frozen watch are dead; on a roll of 4-6, all ship’s troops (including marines and security troops) are dead.

Fuel-n: Current fuel is reduced by n% of total fuel capacity (at least 10 tons).

Fuel Tanks Shattered: All fuel on the ship is lost and the ship may not be refueled. No ship systems requiring energy points may operate.

Hangars/Boat Deck Destroyed: Craft carried by the ship are destroyed, up to 600 tons in aggregate displacement of small craft, or one craft of 600 tons or more. One launch facility or launch tube is also destroyed. The specific craft and facilities destroyed are determined by the referee or random die rolls.

Interior Explosion: Roll again on the interior explosion table.

Jump-n: The ship’s jump factor is reduced by the indicated amount.

Jump Drive Disabled: The ship’s jump factor is reduced to zero.

Maneuver-n: The ship’s maneuver factor is reduced by the indicated amount.

Maneuver Drive Disabled: The ship’s maneuver factor is reduced to zero.

One Screen Disabled: One screen (nuclear damper, meson screen, or black globe) of the firing player’s choice has its ship’s factor reduced to zero.

Power-n: The ship’s power plant factor is reduced by the indicated amount.

Power Plant Disabled: The ship’s power plant factor is reduced to zero.

Screen-n: The ship’s factor for one screen (nuclear damper, meson screen, or black globe) selected by the firing player is reduced by the indicated amount. Damage must be divided as evenly as possible: no screen may receive two hits until all other screens have at least one, or three hits until all others have at least two.

Ship Vaporized: The ship is utterly destroyed.

Spinal Mount/Fire Control Out: On a die roll of 1-3, the ship’s spinal mount factor is reduced to zero; on a roll of 4-6, fire control is out, and no weapons except the spinal mount may fire.

Weapon-n: Each hit destroys one battery of weapons, either offensive (laser, energy weapon, meson gun, particle accelerator, or missile) or defensive (sandcasters, or repulsors). If the ship has only one battery of a type (including spinal mounts), a hit reduces its ship’s factor by the indicated amount. As with screens, the firing player chooses which weapons are affected, but damage must be divided as evenly as possible.

DAMAGE CONTROL AND REPAIR

Each turn, a crew may attempt to repair damage done to weapons (both offensive and defensive), screens, drives and power plants, and computers.

One system may be attempted to be jury rigged back into service per 10,000 tons of ship.
* 10,000 tons or less … One damaged system per turn
* 10,001 to 20,000 tons … Two damaged systems per turn
* 20,001 to 30,000 tons … Three damaged systems per turn
etc.

Roll 2d6 + 1/2 Engineering skill of individual characters working on a damaged system. Results of 9 or more succeed in negating the effect of one non-critical hit.

* Repaired system regains one lost factor.
* Weapons batteries knocked out with one hit are restored to full function.

The crew may not attempt to repair the same system more than once in a turn (although different batteries of the same weapon type may be repaired).

The effects of critical hits may not be repaired.

SAMPLE STARSHIPS

From Traveller Supplement 9: Fighting Ships by Tim Brown, Frank Chadwick and Marc W. Miller.

The Kinunir Battle Cruiser
BC-9514 Kinunir BC-A2447G2-000510-50202-0 MCr 1336.63 1250 tons
batteries bearing 2 2 2 Crew=45.
batteries 2 2 2 TL=15.
Passengers=O. Low=O. Cargo=63. Fuel=587.5. EP=87.5. Agility=1. Marines=35.
INFO DEFENSES WEAPONS
Tonnage Code: A
Configuration: 2
Jump: 4
Maneuver: 4
Power Plant: 7
Computer: G
Crew: 2
Hull Armor: 0
Sandcasters: 0
Meson Screen: 0
Nuclear Dampers: 5
Force Field: 1
Repulsors: 0
Lasers: 5 (with 2 batteries bearing, 2 batteries)
Energy Weapons: 0
Particle Accelerator: 2 (with 2 batteries bearing, 2 batteries)
Meson Gun: 0
Missiles: 2 (with 2 batteries bearing, 2 batteries)
Fighter Squadrons: 0
Scout/Courier
Scout/Courier S-12222R1-000000-00000-0 MCr29.43 100 tons
Book 2 Design TL=9.
One (empty) dual turret installed. Crew=1.
Passengers=7. Cargo=3. Fuel=40. EP=2. Agility=2. Hardpoints=1. Air/raft=1.
INFO DEFENSES WEAPONS
Tonnage Code: 1
Configuration: 2
Jump: 2
Maneuver: 2
Power Plant: 2
Computer: R
Crew: 1
Hull Armor: 0
Sandcasters: 0
Meson Screen: 0
Nuclear Dampers: 0
Force Field: 0
Repulsors: 0
Lasers: 0
Energy Weapons: 0
Particle Accelerator: 0
Meson Gun: 0
Missiles: 0
Fighter Squadrons: 0
Broadsword-class Mercenary Cruiser
Mercenary Cruiser CP-8533352-000000-30004-0 MCr445.95 800 tons
batteries bearing 4 1 TL=12.
Book 2 Design batteries 4 1 Crew=l3.
Passengers=1. Low=O. Fuel=278. Cargo=80. EP=24. Agility=1. Troops=31.
INFO DEFENSES WEAPONS
Tonnage Code: 8
Configuration: 5
Jump: 3
Maneuver: 3
Power Plant: 3
Computer: 5
Crew: 2
Hull Armor: 0
Sandcasters: 0
Meson Screen: 0
Nuclear Dampers: 0
Force Field: 0
Repulsors: 0
Lasers: 3 (batteries bearing 4, batteries 4)
Energy Weapons: 0
Particle Accelerator: 0
Meson Gun: 0
Missiles: 4 (batteries bearing 1, batteries 4)
Fighter Squadrons: 0
Destroyer Escort
Destroyer Escort DE-A4469J2-150000-05034-0 MCr729.18 1000 tons
batteries bearing 5 111 TL=15.
batteries 5 111 Crew=l6.
Passengers=0. Cargo=0. Fuel=490. EP=90. Agility=6. Troops=0. One cutter.
INFO DEFENSES WEAPONS
Tonnage Code: A
Configuration: 4
Jump: 4
Maneuver: 6
Power Plant: 9
Computer: J
Crew: 2
Hull Armor: 1
Sandcasters: 5 (batteries bearing 5, batteries 5)
Meson Screen: 0
Nuclear Dampers: 3
Force Field: 4
Repulsors: 0
Lasers: 3 (batteries bearing 1, batteries 1)
Energy Weapons: 0
Particle Accelerator: 5 (batteries bearing 1, batteries 1)
Meson Gun: 0
Missiles: 3 (batteries bearing 1, batteries 1)
Fighter Squadrons: 4