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Initiative
Initiative is not an equipment issue, but it
is calculated for every unit in the game. Initiative is based on the NPC
experience level of the troops making up the unit, as shown below. In the
case of player characters, the actual initiative value is used.
Initiative can be reduced due to body armor.
This subtraction is made from the numeric initiative value before it is recorded
on the unit card.
| Level |
Initiative |
| Elite |
5 |
| Veteran |
4 |
| Experienced |
3 |
| Novice |
1 |
Direct Fire Weapons
Most information on direct fire is contained
in the four range columns of the card and the final comments column
Range: Calculate short range in
Striker (in centimeters) by dividing the Traveller/FF&S range (in meters) by 10,
rounding to the nearest whole number. Note that this will mean some
weapons with very poor range performance might not have a short range at all.
Medium, long and extreme ranges are calculated by progressive doubling of the
short range.
Thrown grenades have a short range of 1cm,
medium of 2 cm, long of 3 cm and extreme of 4 cm.
Number of Dice: Each weapon has a
specified number of dice which are rolled for it at close range. This
number is reduced by 1 for each additional increment of range, but is never
reduced to less than 1.
Existing weapons from Traveller may be rated
using the following table.
| ROF |
Dice |
| 1/2, reload, etc. |
1 |
| SS, BA, LA, DAR, SAR, SA-1 |
2 |
| PA, SA, SA-2+ |
3 |
| 5 or 10, handheld, 3
(all) |
4 |
| 5 or 10, mounted |
5 |
| 50+ |
7 |
Penetration: The Striker
penetration is the Traveller penetration value. To calculate the
penetration value for small arms, divide their damage value by their penetration
rating, rounding to the nearest whole number. Note that a separate
penetration value is calculated for each range band unless the weapon has
constant penetration.
For weapons whose penetration is the printed
value plus a 2D6 roll, write a "+" sign after the penetration
Comments: In this column, write F
if the weapon uses the fire control bonus listed on the card and S if the weapon
is stabilized, then write the value for the explosion of the warhead (if it is
an exploding round.
Explosive Power: The explosive
power of a round in Striker is twice the square root of its Traveller/FF&S
concussion value, rounding to the nearest whole number. However, the
maximum explosive value allowed in the game is 18.
Burst: To find the Striker burst
radius in centimeters, divide the Traveller primary burst radius (in meters) by
10, rounding all fractions up.
Nuclear Burst: The Striker
destruction and burst radii in centimeters are calculated by dividing the
Traveller destruction and primary burst radii in meters by 10. All nuclear
explosions have an explosive power of 18 in their burst radius.
Towed Weapons
Calculate the mass class the same as for
vehicles.
Indirect Fire Weapons
Range: Indirect fire weapons have
only a single range listed (in the comments column) which is its maximum
indirect fire range in kilometers. Each kilometer is one meter (100 cm) on
the gaming table.
Rocket Salvoes: To find the burst
radius of a rocket salvo, multiply the burst radius of a single round by the
square root of the number of rounds in the salvo, rounding the final value to
the nearest whole number.
Towed Weapons
Calculate the mass class the same as for
vehicles.
Electronics
Sensors
Range is recorded the same as for direct-fire
weapons. Some sensors with very long ranges have them listed in kilometers
instead of centimeters. Each kilometer is one meter on the table (which
will make most detection tasks in the game carried out at close range).
Sensor jammers are listed under other ECM.
Sensors with direction finding capability are noted in the comments column.
Communicators
Range is recorded the same as for direct-fire
weapons. Some communicators with very long ranges have them listed in
kilometers instead of centimeters. Each kilometer is one meter on the
table. Extreme range of communicators is the maximum distance at which the
can be used on the table or when calling fire. Other range bands are used
with determining the chance of locating the communicator with a direction
finder. Communication jammers are listed under communicators.
Personnel
Armor
Note the type of armor and its save number.
The same number is the same as for Traveller armor. If the armor has two
different values, use the lower of the two. If the armor covers only part
of the target, average the values, rounding to the nearest whole number.
If it is melee armor only, record its save value in parentheses.
Movement
To find the movement allowance in centimeters
for personnel, take the Traveller walking speed in meters and multiply by 2.
Some types of body armor reduce the movement
allowance due to their agility reductions. Subtract two centimeters from
the movement allowance for every agility reduction due to body armor.
Vehicles
By using the blank vehicle form and examining
the sample vehicles already rated in Striker, it should be easy to rate your own
FF&S or other Traveller vehicles. The following notes should answer any
questions.
Movement: To find the cross-country movement
allowance for ground vehicles, in centimeters, take the safe cross-country
combat speed (in meters) and multiply by 2. A vehicle with a cross-country
safe combat speed of 10 meters would have a striker cross-country movement
allowance of 20 centimeters.
For road speed, follow the same procedure, but use safe road
speed instead.
To find the NOE movement allowance in centimeters for flying
vehicles, multiply the Traveller safe NOE speed in 10-meter grid squares by 20.
To find the high-altitude travel movement for flying vehicles
in centimeters. multiply the Traveller high movement rating in 10-meter grid
squares by 60.
Agility: Agility is also based on the
combat movement allowance. To find the cautious advance agility of any
movement allowance, find the Striker Cautious Advance speed on the Agility table
below, and find its corresponding Agility. Double the speed to find the
rapid advance agility and triple it to find the travel move agility.
To find the travel move agility of aircraft,
find their high altitude movement allowance in the Striker High Move column of
the Agility table and read its corresponding Agility.
See the Agility Table below.
|
Traveller Meters per Combat Turn |
kph |
Striker Cautious Advance |
Striker High Move |
Agility |
| up to 29 |
up to 21 |
up to 119 |
up to 179 |
— |
|
30-59 |
22-42 |
120-239 |
180-359 |
1 |
| 60-119 |
43-85 |
240-479 |
360-719 |
2 |
|
120-239 |
86-171 |
480-959 |
720-1439 |
3 |
| 240-479 |
172-343 |
960-1919 |
1440-2879 |
4 |
|
480-959 |
344-687 |
1920-3839 |
2880-5759 |
5 |
| 960-1919 |
688-1375 |
3840-7679 |
5760-11,519 |
6 |
|
1920-3839 |
1376-2751 |
7680-15,359 |
11,520-23,039 |
7 |
| 3840-7679 |
2752-5503 |
15,360-30,719 |
23,040-33,023 |
8 |
|
7680+ |
5504+ |
30,720+ |
33,024+ |
9 |
Armor: Vehicle
armor is transferred directly from Traveller values.
Mass Class: Compare the vehicle's
loaded mass to the following table.
| Loaded Mass |
Mass Class |
| up to 1.499 tonnes |
I |
| 1.50 - 2.99 tonnes |
II |
| 3.00 - 8.99 tonnes |
III |
| 9.00 - 19.99 tonnes |
IV |
| 20.00 - 35.99 tonnes |
V |
| 36+ tonnes |
VI |
Explosive Damage Modifier:
The vehicle's explosive damage modifier is based on the thinnest armor face or
the vehicle's mass class, whichever is less. Add 1 to the correct value,
and express the result as a negative number: this is the explosive damage
modifier. For purposes of this calculation, refigure the mass class of
flying vehicles by dividing their mass by 10.
For example, a vehicle has a mass class of III
and is open-topped. The lower value of the two is its thinnest armor
(which is 0 on the top). Adding 1 results in an explosive damage modifier
of -1.
Cargo Capacity: List both the
number of fireteam stands carried and the cargo tonnage. The number of
stands carried is the total number of passengers divided by 4, rounding down.
If the final value is less than 1, record the total number of passengers, but
append the note "single-figure stands."
Environment: This covers two
criteria: crew life support and power plant. For crew life support, a
vehicle is considered to be sealed, overpressure, or unsealed. Sealed
includes any pressurized vehicle with basic or extended life support;
overpressure includes vehicles equipped with an overpressure system; and
unsealed includes all other vehicles, including all open-topped vehicles.
Power plants can be listed as air-breathing,
non air-breathing, and filtered air-breathing. Non air-breathing power
plants are fuel cells, nuclear power plants, matter-antimatter power plants,
solar arrays, batteries, explosive power generators, rockets, and
liquid-hydrogen burning power plants that have been modified to carry their own
liquid oxygen. Air-breathers are all other types of power plants.
Air-breathing plants may be designated as equipped with filters during the FF&S
design sequence.
Electronic Warfare: Note here whether
the vehicle is a stealth design or has electro-magnetic masking. If the
vehicle has decoys, note that fact. For the number of turns of decoys
carried, divide the number of decoys by 15 and round to the nearest whole
number.
Ammunition: Note the number of
game shots carried for all non-small arms (2cm and larger in bore) weapons.
Game shots are based on the number of rounds
carried in Traveller.
-
For missiles, divide the number of
missiles carried by 2 to determine game shots.
-
For heavy weapons with a Traveller rate of
fire of less than 3, divide the number of rounds carried by 4 to determine
the number of game shots.
-
For heavy weapons with a Traveller rate of
fire of 3 or more, divide the number of rounds carried by 10 to determine
the number of game shots.
Maintenance Points: Maintenance
points from Traveller and FF&S are transferred directly to Striker.
Notes
The following abbreviations are used in the
vehicle and equipment data tables in this book:
· A: Agility
· BF: Burst radius
· DR: Destruction radius
· DS: Danger space ·
ED: EMS designated · EP: Explosive power
· F: Fire control benefit applies to
weapon · H: Hull mount weapons
· IFR: Indirect fire range
· LD: Laser designated
· N: Rate of fire varies depending on
starship · R: Range
· S: Stabilization benefit applies to
weapon
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