Converting Traveller to Striker II

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Last Updated:  2008-08-30

Equipment rated in Traveller or designed using Fire, Fusion & Steel may be used in Striker games very easily.  Use the following guides for fill out the unit data card.

· Initiative
· Direct Fire Weapons
· Indirect Fire Weapons
· Electronics
· Personnel
· Vehicles
· Notes

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