TEXT: Mayday (M4.1)
  Sean Bayan Schoonmayer has developed the following starship combat rules 
  to replace the flawed set released in T4. The rules use the Classic Traveller 
  game 'Mayday' for their inspiration, and are written to be compatible with the 
  forthcoming revision of Traveller's playtest draft (released as T4.1). The system 
  relies on Bruce Alan Macintosh's Definitive Sensor Rules, the T4 version of Fire, 
  Fusion and Steel (FFS2) to provide the core design system. This Acrobat file 
  has been locked down to only allow printing, and was produced by 
  BITS - British Isles Traveller Support.
  Game Scale
  • Time: 1 hr. turns
  • Distance: 1 hex = 5.0 x 10^7 m = 1/6th of a light second
  • Thrust: 1 G = 10 m/s^2, rounded up from the actual value of 9.8 m/s^2.
  • Delta X: for 1G for 1 hr. = 6.48 x 10^7 m
  • Ships: Ships designed with FFS2.
  Ranges
  All ranges correspond to the normal T4 range bands, but only begin at the 
  Planetary scale.
  Range(km)
  Hexes
  Range Factor
  T4 Name
  Band
  5 x 10^4 
  1 
  9 
  Planetary 
  Point Blank
  1.5 x 10^5 
  3 
  9.5 
  (None) 
  Very Short
  5 x 10^5 
  10 
  10 
  Far Orbit 
  Short
  1.5 x 10^6 
  30 
  10.5 
  (None) 
  Medium
  5 x 10^6 
  100 
  11 
  (None) 
  Long
  1.5 x 10^7 
  300 
  11.5 
  (None) 
  Extreme
  5 x 10^7 
  1000 
  12 
  (None)
  If you've got a map over 1000 hexes wide, you really need to get a life.
  [NOTE: The oddball ranges may be eliminated, pending T4.1]
  Facing
  Ships do not have a facing in this game. Over the course of a turn, there is 
  ample time for the pilot to realign the ship in whatever direction necessary to 
  apply proper thrust, get off shots with weaponry, and any other tasks that 
  require a specific facing. For convenience, and to give a good idea of where a 
  ship is headed, the nose of the ship should be aligned approximately with its 
  future position marker.
  ©1998-1999 Sean Bayan Schoonmaker 
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  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Turn Sequence
  (1) Determine Initiative
  (2) Movement
  (3) Sensor Detection/Lock
  (4) Weapons Fire Phase
  (a) Declare Fire
  (b) Energy Weapons
  (c) Missile Launch/Detonation
  (d) Damage
  (5) Vehicle Launch/Recovery
  (6) End Phase
  (1) Initiative
  For each player subtract both Starship Tactics skill and highest ship G rating 
  from the total number of ships. If all the ships on one side are part of an 
  integrated military unit, the commander's Fleet Tactics skill may also be 
  subtracted from the total. The player with the lowest total has the initiative, 
  followed by the next lowest total, etc. If two players are tied, they each roll a die 
  to break the tie.
  For a slightly more detailed initiative process, roll for each ship, using 
  applicable modifiers for that ship only, then determine initiative order as above 
  for individual ships as opposed to each player.
  (2) Movement
  Movement follows in order of size class and initiative. Starting with the highest 
  size class, players move those vessels in reverse initiative order (from highest 
  initiative total to lowest). They then move all vessels of the next lower size class 
  in reverse initiative order, etc. All craft, including missiles, use a vectored 
  movement system. The distance and direction in which a vessel moves is 
  based partially on the previous game turn. Each vessel has a present position 
  counter, and both a past and future position marker. The following procedure is 
  used:
  (a) Past
  The past position marker is moved to the hex containing the present position 
  counter.
  (b) Present
  The present position counter is moved to the hex containing the future position 
  marker.
  (c) Future
  ©1998-1999 Sean Bayan Schoonmaker
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  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Count the hexes to the past position marker, keeping track of the exact 
  direction. Place the future position marker the same number of hexes in exactly 
  the opposite direction. Assuming the ship uses no thrust, this represents the 
  ship's next position.
  (d) Thrust
  The vessel now applies thrust, moving the future position counter one hex for 
  each G of thrust it wishes to apply, from zero up to the maximum G rating of the 
  vessel.
  (i) Gravity
  Worlds, stars, and other phenomenon with enough mass, have associated 
  gravity fields. The hexes surrounding the mass will have an arrow, or multiple 
  arrows, showing the intensity and direction of the field. The number within any 
  given arrow shows its strength, in G ratings. Any time a ship passes through a 
  gravity hex, apply the appropriate direction and distance to the ship's future 
  position marker before the ship applies thrust. Any body massive enough to 
  posses a gravity field will also have the 100 diameter radius, in hexes, marked 
  in the center of the counter, for purposes of determining jump elligibility in the 
  endphase (6).
  Example: A planet lies in hex 0610, and all the hexes surrounding the planet 
  have strength one gravity fields directed back to hex 0610. A ship's current 
  position counter lies in hex 0709, just outside the gravity field, and its future 
  position counter lies in hex 0711, next to the planet (thus giving the ship a 
  velocity of two hexes). If the ship applies no thrust on the next turn, it moves to 
  hex 0711, and its unmodified future position marker goes to hex 0713. The 
  ship, however, has moved into two gravity hexes, 0710 and 0711. The gravity 
  field in 0710 moves the ship's future position marker to 0613, and the field in 
  0711 moves it to 0513. On the following turn, also assuming no thrust is 
  applied, the ship moves into hex 0513, and its future position marker is moved 
  to an unmodified position of 0315. The ship has passed through one last gravity 
  hex moving away from the planet, 0611, which modifies the marker to its final 
  resting place of hex 0314.
  (ii) Orbit
  A ship whose velocity is sufficient to enter it into a circular path around a planet 
  is considered to be in orbit. No thrust is required to maintain orbit, only to break 
  free. For a one hex planet with a standard 1 G gravity field in the surrounding 
  hexes, a ship need only move from one gravity hex to another to enter orbit. The 
  combination of gravity fields and movement will draw the ship around the 
  planet, completing one orbit every six turns.
  (iii) Space/Planetary Interface
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  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Planets are assumed to occupy their entire hex for simplicity's sake. A ship may 
  land on a world by moving into the planet's hex at a speed of 1. Any speed 
  greater than one will destroy the ship. If the planet has an atmosphere, the ship 
  must also be streamlined.
  Moons and asteroids occupy such a small portion of their hex that a ship may 
  pass through that hex without penalty. Thrusters can make the minor course 
  adjustments necessary to avoid the obstacles.
  Gas Giants usually take up more than one hex; the center hex of a gas giant is 
  treated as a normal planetary hex. The surrounding "fringe" hexes are 
  considered to be atmosphere hexes. A ship passing through one of these 
  hexes must be streamlined. Ships in orbit around a gas giant may count any 
  turn in orbit as "skimming" for purposes of fuelling.
  A ship spending its first turn in a gas giant's atmosphere is considered to be in 
  the Upper atmosphere. Each subsequent turn that the ship remains in the 
  atmosphere, either stationary or in orbit, it may ascend or descend one level. 
  The three possible levels are: Upper, Lower, and Deep, and impose different 
  modifiers on various tasks. Ships may not "land," per se, on a gas giant.
  (iv) Interception
  If, at the end of the movement phase, two ship counters occupy the same hex, 
  interception has occurred. Missiles will detonate during the weapons fire 
  phase (4)(c). Each hex actually represents a vast volume of space, so 
  unintentional collisions are virtually impossible. Ships that have made 
  interceptions may then match courses if they have sufficient thrust to do so.
  (v) Matched Courses
  When both ships' counters and future position markers are in the same hexes, 
  they have matched courses. Ships which have matched courses may 
  participate in boarding actions in the declare fire step (a) of the weapons fire 
  phase (4). Small craft which have matched courses with their parent ships may 
  land during the vehicle launch/recovery phase (5).
  (3) Sensor Detection / Lock
  NOTE: These sensor rules are based on "Definitive Sensor Rules" by Bruce 
  Alan Macintosh. See Appendix A for guidelines on determining a ship's 
  signature, or a ship's sensor sensitivity, when unknown.
  ©1998-1999 Sean Bayan Schoonmaker
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  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Each ship declares what sensors it will use over the course of the turn. At a 
  maximum, a ship may only use one active and one passive sensor system per 
  turn. If necessary, this can be done in writing to avoid players attempting to take 
  advantage of some ships' active scans.
  Each turn, a ship may make any number of new detection attempts, up to once 
  per opposing bogey marker. The ship may also make any number of attempts 
  to maintain detection, up to once per opposing vessel or missile counter. The 
  marker or counter must be within the maximum range of the ship's operating 
  sensors. Locks may then be immediately attempted on ships that have been 
  detected, allowing firing solutions.
  Though there is no practical limit to the number of detected ships that may be 
  tracked by a ship's sensors, a ship may only use one active and one pasive 
  sensor system over the course of a turn. (Those who don't mind the extra 
  record keeping or complexity may adopt the following limits for active/passive 
  sensors: TL8, 10/1; TL 9 10/3; TL 10-11, 20/10; TL 12-13, 40/20; TL14-15, 
  60/30.) The number of locks that a ship can maintain is limited by its fire control 
  rating.
  The procedure for determining detections and locks are as follows:
  (a) Signal Strength.
  Signal strength is calculated according to the following formula:
  Signal = S - RF + TS + Modifiers.
  S = Sensitivity of the sensors (from FFS2).
  RF = Range Factor (see above).
  TS = Target Signature, using active signature for active sensors, and either 
  visible or infrared signature for the appropriate types of passive sensors.
  Modifiers are taken from the following table. Optional modifiers should only be 
  used by those want added realism at the expense of some playability.
  ©1998-1999 Sean Bayan Schoonmaker
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  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Status
  Active Mod. Pass. Vis. Mod.
  Pass. IR Mod.
  No Thrust
  0
  -0.5
  0
  Shutdown
  0
  -1
  0
  Active Sensors
  +1
  +1
  +1
  Evading
  -0.5
  -0.5
  -0.5
  Surprise
  +0.5
  +1
  +0.5
  Planet/Asteroid
  -1
  -1
  -0.5
  Landed
  -2
  -1
  -0.5
  Atmosphere
  0
  -0.5
  0
  Atmosphere GG
  -1
  -2
  -1.5
  Detect Last Turn
  +1.5
  +1.5
  +1.5
  (i)
  Detect Last 5 Turns
  +0.5
  +0.5
  +0.5
  (i)
  Lock
  -1.5
  -1.5
  -1.5
  (ii)
  Jam
  -0.5
  -0.5
  -0.5
  Detect Handoff
  +0.5
  +0.5
  +0.5
  Lock Handoff
  +1
  +1
  +1
  (i) Not for Locks.
  (ii) Use only one depending on jammer.
  Basic Modifiers
  No Thrust: Target used none of its G rating in (2)(d).
  Shutdown: Target's power plant is shut down (excepting life support).
  Active Sensors: Target used active sensors last turn.
  Evading: Target used a portion of its G rating for evasion.
  Surprise: Target is unaware that there are other ships in the area.
  Planet/Asteroid: Target is in the same hex as a planet or asteroid counter.
  Landed: Target has landed on a planet or asteroid.
  Atmosphere: Target is within the atmosphere of a non-GG planet.
  Atmosphere GG: Target is within the atmosphere of a GG.
  Detect Last Turn: Vessel is rolling to maintain a previous detection.
  Detect Last 5 Turns: Vessel is rolling to reestablish a previous detection.
  Lock: Vessel is rolling for lock after a successful detection roll.
  Jam: Target made a successful jamming task roll.
  Detect Handoff: A friendly vessel with detection on the target is in 
  communication with the sensing vessel.
  Lock Handoff: A friendly vessel with lock on the target is in communication with 
  the sensing vessel.
  (i) Jamming
  There are two different types of jammers, deceptive and area. A target unit may 
  attempt to jam the detecting ship if it is equipped with one of these jamming 
  systems. The sensing ship must be within the jammer's maximum range.
  For active area jammers, a 60 degree arc must be chosen as the target arc. 
  ©1998-1999 Sean Bayan Schoonmaker
  Page 6 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Any sensing vessel attempting detection and/or lock within the arc may be 
  effected. The success or failure of the task roll effects all such detection and 
  lock attempts made on the ship.
  To jam detection and lock with active area jammer
  (Range Factor) > Staggering (4D)
  Adjust the difficulty down one for every TL higher the jamming system is than 
  the sensing system. Jamming sensors one TL higher is Impossible (6D); 
  sensors more than two TLs higher cannot be area jammed.
  For deceptive jammers, before any lock rolls, roll the appropriate task from the 
  two given below:
  To jam active lock with deceptive jammer
  (Range Factor) > Formidable (3D)
  Adjust the difficulty down one for every TL higher the jamming system is than 
  the sensing system. Jamming sensors one TL higher is Impossible (6D); 
  sensors more than two TLs higher cannot be area jammed.
  To jam passive lock with deceptive jammer
  (Range Factor) > Impossible (6D)
  Adjust the difficulty down one for every TL higher the jamming system is than 
  the sensing system. Jamming sensors of a TL higher is not possible.
  Effects of a successful roll are the same for all jammer types. Apply a -0.5 
  modifier to the jamming ship's signal strength.
  (b) Task Difficulty
  The difficulty of the sensor task varies with both the signal strength and the type 
  of sensors being used.
  Signal
  Active Difficulty
  Passive Difficulty
  <0
  [No Detect/Lock]
  [No Detect/Lock]
  0
  Impossible (6D)
  Impossible (6D)
  0.5
  Average (2D)
  Staggering (4D)
  1
  [Auto Detect/Lock]
  Average (2D)
  1.5
  [Auto Detect/Lock]
  Easy (1D)
  2
  [Auto Detect/Lock]
  [Auto Detect/Lock]
  (c) Task Roll
  The target number for the roll is the unit's size rating
  ©1998-1999 Sean Bayan Schoonmaker
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  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  To detect/lock a unit
  (Ship Size) > Difficulty (see above)
  (i) Bogeys, Detection, and Lockons
  All ships, small craft, or other vessels are initially represented as bogey 
  markers. When the bogey markers are successfully detected, they are replaced 
  with the appropriate unit counter. Detected ships may then be locked onto to 
  allow firing resolutions.
  Any small craft or missiles launched from a detected ship are automatically 
  detected. Any missile fire from a locked ship is automatically locked, within the 
  numerical limits of the vessel's fire control rating.
  (4) Weapons Fire Phase
  There are four steps within each weapons fire phase.
  (a) Declare Fire
  Each ship declares what weapons it will fire and their targets. If necessary this 
  can be done secretly in writing to avoid "me too" firing situations. Laser 
  batteries may be assigned to point defense for missiles which will detonate 
  during step (c)
  Any boarding actions are played out for the next hour during this step. A ship 
  involved in offensive boarding action may not fire during this turn.
  (i) Boarding Actions
  (NOTE: These boarding acxtion rules are essentially a modified BL system.)
  Only ships without functional drives or weapons may be boarded. The boarding 
  ship must first intercept and match courses with the disabled vessel. On the 
  turn after this has been accomplished, the ship may send boarders into the 
  disabled ship.
  Divide the displacement tonnage of the disabled ship by 500 (FRN, excepting 
  results less than 1, which are rounded to 1) to determine the number of hull 
  areas.
  Establish if each player is selecting an offensive of defensive posture for the 
  course of the turn. This decision effects the number of dice that a player will 
  use, and if it is possible for them to take hull areas. It is possible that both 
  sides may select offensive or defensive postures, depending on the stuation.
  Each player generates a total based on the number of his boarding parties, 
  receiving +1 for every Marine, and +1 for every 2 other troops. Players with 
  ©1998-1999 Sean Bayan Schoonmaker
  Page 8 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  offensive posture get one die and players with defensive posture get two dice, 
  plus another die for every 3 points in his total. Any remainder results act as a 
  DM on the roll.
  Example: If an attacking player had three Marines and four regular troops, he 
  would roll two dice with a +2 DM.
  The player with the higher total captures one hull area, assuming they opted for 
  an offensive posture. The result of the roll is the number of casualties on the 
  other side. The victorious side may ignore one casualty per full die of the player 
  with the lower total.
  If the "defenders" of a boarding action are able to win a hull area on the 
  "attackers" ship, on the next turn they may cut the cables (release the grapples, 
  etc.). The attacker may not then reboard the ship till the following turn (i.e. if the 
  defender "won" a hull area of the attacking ship on turn three, the attacker could 
  not send more troops until turn five).
  (b) Energy Weapons
  Energy weapons are fired by vessels with a lock, in order of initiative, one ship's 
  batteries at a time. A successful task roll indicates a hit. The damage of any 
  hits may be reduced by any appropriate defense or screens. Damage points 
  are applied immediately. See (d) for detailed damage procedure.
  NOTE: It is important to adjust the battery numbers for standard T4 ships to 
  reflect the increased rate of fire due to 1 hour turns. A ship with a RoF of 10, has 
  an effective Rof of 60 for one Mayday turn. However, remember that a weapon's 
  damage may never be increased more than double its unmodified rating by the 
  rate of fire. Modify the battery numbers according to the following table:
  RoF Modifier
  10
  -1
  50
  0
  100 +1
  200 +2
  400 +3
  800 +4
  The RoF Modifier may alternately be used as a DM on the to hit task, 
  representing the spread of fire over an area, as opposed to putting all the shots 
  on one point.
  A vessel must have a lock on its target in order to accurately engage it. Vessels 
  may attempt to fire at detected targets with no lock, but the difficulty level is 
  modified upward by three levels. Difficulties modified above Impossible may 
  not be attempted.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 9 of 27
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  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  The following task must be successfully accomplished to hit the target. 
  Difficulty is based on range band.
  To hit with an energy weapon at Point Blank range
  (Ship Size) > Difficult (2.5D)
  [NOTE: Increased difficulty is due to tracking problems at a high rate of closure.]
  To hit with an energy weapon at Very Short range
  (Ship Size) > Average (2D)
  To hit with an energy weapon at Short range
  (Ship Size) > Difficult (2.5D)
  To hit with an energy weapon at Medium range
  (Ship Size) > Formidable (3D)
  To hit with an energy weapon at Long range
  (Ship Size) > Staggering (4D)
  To hit with an energy weapon at Extreme range
  (Ship Size) > Impossible (6D)
  DMs:
  + Target's thrust rating
  - Fire control rating
  - Predict program DM (see below)
  + Evasion DM (see below)
  +/- Crew Gunnery DM (see below)
  - RoF Bonus
  (c) Missile Launch / Detonation
  Missile batteries may be fired by any ship with a lock, in order of initiative, one 
  battery at a time. For each new volley of missiles, the firing ship must place a 
  counter in the same hex as the firing ship, along with a past position marker in 
  the same hex as the marker of the firing ship, and a future position marker, 
  which is placed according to step (d) of the movement rules, using the 
  missile's thrust rating to adjust its position. All missiles of equal thrust rating 
  fired in this step, up to the maximum rating of the launcher, are considered a 
  volley. A player may voluntarily reduce the thrust rating of some missiles to 
  create a larger volley of a variety of missile types, but the thrust ratings thus 
  reduced may not be increased back to original specifications.
  The requirement of maintaining a lock on the target vessel depends on the type 
  ©1998-1999 Sean Bayan Schoonmaker
  Page 10 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  of homing system in the missiles fired. The most basic system, controlled (C), 
  requires a lock for the entire flight time of the missile, but if the ship has locks 
  on multiple vessels, the target of the missile may be switched between locked 
  targets. 
  For the semi-independent (SI) tracking system, the ship must also maintain a 
  constant lock on the target ship, but may use the missile's sensors for lock 
  modifiers if the target is within range. Use of the missile's on board sensors is 
  not mandatory. The target of a SI missile may be switched if the same 
  condictions for switching the target of a C missile are met. 
  The most advanced homing system, fully independent (FI), only requires a lock 
  on the turn the missiles are fired, after which the missiles are either on a 
  balistic tragectory or maintain their own lock. When launched, the player must 
  specify a number of turns, and a set accelleration, if desired, that the missile 
  will follow a set course, at which point the missile turns on its sensors and 
  aquires its target, so long as the target remains within the missile's sensor 
  range. If the vessel has locks on multiple targets at the time of launch, the 
  missile may be given a prioritised list of targets for when its sensors come on 
  line. FI missiles only count against their ship's control limits on the turn of 
  launch. Failure to meet any of the missile lock parameters causes the missile 
  to go inert.
  A note must be made for each volley, stating its exact composition and the 
  targets of the missiles within it.
  A ship may control a number of missiles equal to the MFD's control number 
  times the number of MFDs dedicated to missile control (2 for TL9, 3 for TL10-
  11, 4 for TL12-13, 5 for TL14, and 6 for TL15).
  When a missile's movement takes it into the same hex as the target ship, or 
  the proper designated range for advance TL missiles, it will detonate in this 
  step. A missile which is scheduled to detonate still counts against the ship's 
  control limits for the remainder of the turn. Any missile which survives 
  countermeasures and successfully detonates rolls the following task. Proximity 
  detonation missiles, available at higher tech levels, avoid most 
  countermeasures by detonating farther away from the ship, usually one to three 
  hexes. Hitting the ship at range, however, is slightly more difficult.
  To "hit" with a missile at Point Blank range
  (Ship Size) > Average (2D)
  To "hit" with a missile at Very Short range
  ©1998-1999 Sean Bayan Schoonmaker
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  (Ship Size) > Formidable (3D)
  DMs:
  + (Target's thrust rating - missile thrust rating)
  - Fire Control Rating
  - Predict program DM (see below)
  + Evasion DM (see below)
  +/- Crew Gunnery DM
  Success indicates that the missile's laser has hit the target, inflicting the 
  appropriate number of damage points. Damage points are applied 
  immediately. See (d) for detailed damage procedure.
  (i) Evasion
  Ships with the proper evasion software and a skilled pilot may use some of 
  their thrust for evasive action, making the ship harder to hit. A military ship will 
  have the program appropriate to its TL. The default Pilot skill level is 2, and the 
  default modifier follows the fraction of pilot skill allowable for the various 
  programs. The programs available are:
  (TL9) Evade 1
  Allows 1/4(FRN) of pilot skill to be used(0)
  (TL10) Evade 2
  Allows 1/2(FRN) of pilot skill to be used(1)
  (TL11) Evade 3
  Allows 3/4(FRN) of pilot skill to be used(2)
  (TL12) Evade 4
  Allows pilot skill to be used
  (2)
  By sacrificing 1G of thrust, the ship may take advantage of the -DM, but the 
  bonus may never be greater than the total G rating of the ship. Not even the 
  most skilled pilot can do much with a tub that turns like a cow.
  (ii)Predict Programs
  Ships with proper predict software, which help anticipate the future course of a 
  target, greatly simplifying the gunner's task. A military ship will have the 
  program appropriate to its TL. The programs available are:
  (TL10) Predict 2
  +2DM for one target
  (TL11) Predict 3
  +3DM for one target
  (TL12) Predict 4
  +4DM for one target
  (TL13) Predict 5
  +5DM for one target
  (d) Damage
  Sandcasters may be employed to reduce damage before it is applied. A 
  successful sandcaster hit reduces laser or NPAW damage by 1 point or a 
  missile salvo by 1 missile. The defending ship fires any allowable number of 
  sandcasters at each battery's or volley's hit, rolling once for all the potential 
  ©1998-1999 Sean Bayan Schoonmaker
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  damage in it. The following task is used:
  To "hit" with a sandcaster
  (7) > Average(2D)
  DMs:
  The DM is based solely on range to the firing unit.
  Range Band DM
  Point Blank
  +2
  Very Short
  +1
  Short
  0
  Medium
  -1
  Long
  -2
  Extreme
  -4
  If the roll is successful, the damage, or number of missiles is reduced by the 
  number of canisters used. If the roll is unsuccessful, the canisters are still 
  used, as is their launch capacity from the vessel's sandcasters, leaving fewer 
  to deal with future hits in the turn. Damage for all remaining hits are applied 
  following the sandcaster roll, reducing first armor points, and then structure 
  points when all armor has been eliminated. For a hit causing armor damage, 
  roll once on that ship's external explosions table. For a hit causing structural 
  damage, roll once on that ship's internal explosions table. If a hit damages 
  both armor and structure, roll once on each table. (see below)
  Sandcasters which have expended their ready supply of ammunition may 
  replenish it from ship's stores (if carried) in two turns.
  When a ship has no structure points left, it has totally lost structural integrity, 
  and breaks up.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 13 of 27
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  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Damage Charts
  (i) Generic Starship
  External Explosions (2D)
  2 - Internal Explosion - bypass armor
  3 - Launch Capacity Hit - launch system destroyed
  4 - Maneuver Drive Hit - loose 1G thrust rating
  5 - Battery Hit - 1 offensive destroyed
  6 - No Effect
  7 - No Effect
  8 - No Effect
  9 - Battery Hit - 1 offensive destroyed
  10 - Defensive Screen Hit - reduce screen or sandcaster by 3
  11 - Spinal Mount Hit - inoperable
  12 - Internal Explosion - bypass armor
  Internal Explosions (2D)
  2 - Bridge Hit - No maneuver, jump, jam, detect, screens; +1DM lock
  3 - Fire Control Hit - All MFDs out
  4 - Power Plant Hit - no maneuver, evade, jam, jump, e-weap., act sensors, screens; pass 
  sensors +1DM
  5 - Sensors Hit - no jam, detect; +2DM lock
  6 - Battery Hit - 1 offensive destroyed
  7 - No Effect
  8 - Fuel Hit - no maneuver, jump; loose all fuel; roll again
  9 - Crew/Passengers/Cargo Hit - 25% killed/destroyed
  10 - Maneuver Drive Hit - loose 1G thrust rating
  11 - Jump Drive Hit - no jump
  12 - Ship Explodes
  (ii) Generic Fighter/Small Craft
  External Explosions (1D)
  1 - Maneuver Drive Hit - loose 1G thrust rating
  2 - Battery Hit - 1 offensive destroyed
  3 - No Effect
  4 - No Effect
  5 - Battery Hit - 1 offensive destroyed
  6 - Internal Explosion
  Internal Explosions (1D)
  1 - Pilot Hit - pilot killed/wounded
  2 - Fire Control Hit - All MFDs out
  3 - Power Plant Hit - no maneuver, evade, jam, jump, e-weap., act sensors, screens; pass 
  sensors +1DM
  4 - Battery Hit - 1 offensive destroyed
  5 - Maneuver Drive Hit - loose 1G thrust rating
  6 - Ship Explodes
  If the ship in question doesn't have the listed system, treat it as No Effect.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 14 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  (5) Vehicle Launch / Recovery
  Small craft, fighters, and battle riders may be either launched or recovered in 
  this phase in accordance to the launch rates of the "mother" ship.
  Launched craft receive counters, and past and future position markers, in the 
  same manner as missiles from step (c) of phase (4). Each launch facility may 
  launch or recover up to six times its normal T4 launch rate over the course of a 
  turn (6 craft per turn, with the exception of launch tubes, which may launch or 
  recover up to 240[!!] craft per turn).
  In order to land, the craft must have intercepted and matched courses with it's 
  carrier. It must be in the same hex, and its future position marker must also lie 
  in the same hex as that of the parent ship.
  (6) End Phase
  During the end phase, players take care of any necessary record keeping, and 
  ships which qualify may disengage or jump.
  To qualify to disengage, a ship must have a G rating equal to of higher than any 
  opposing ship on the board. If the G rating is equal, then its velocity must be 
  higher than any of the opposing ships. No enemy ships may be within 
  weapons range, and no missiles may be targeted on the disengaging ship. 
  The ship may also depart if the opposing player agrees to waive any or all of 
  these conditions.
  (a) Jump Drive
  Jump capable ships past the 100 diameter limit may attempt to jump out of the 
  system. The ship cannot have applied any thrust for the current turn, and must 
  still have a functional jump drive by the end of the turn. It cannot have taken any 
  structural damage during the weapons fire phase. The 100 diameter limit for 
  planets will be printed in the center of the counter. For general purposes 
  however, most planets have a 100 diameter limit of 24 hexes. The limit for gas 
  giants may be generalised as approximately 240 hexes, meaning that if there's 
  a gas giant on the playing surface - forget it !
  ©1998-1999 Sean Bayan Schoonmaker
  Page 15 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Additional Sensor Modifiers (Optional)
  Fired Beam
  +0.5
  +1
  +0.5
  Fired Missile
  +0.5
  0
  +0.5
  HEPlaR 1-2 G
  0
  +0.5
  0
  HEPlaR 3-20 G
  0
  +1
  0
  HEPlaR 21+ G
  0
  +1.5
  0
  Alert
  0
  +0.5
  0
  Battle Stations
  0
  0
  0
  Shadow
  0
  0
  -2
  Landed/Cammo
  -2
  -1
  -1
  Planet/GG
  -0.5
  -0.5
  0
  Atmosphere 6-7
  0
  -0.5
  0
  Atmosphere 8-9
  -0
  -1
  -0.5
  Atmosphere A+
  -0.5
  -1.5
  -1
  Atmosphere GG Upper
  -1
  -2
  -1.5
  Atmosphere GG Lower
  -1.5
  -2.5
  -2.5
  Atmosphere GG Deep
  -2.5
  -4.5
  -4.5
  Optional Modifiers
  Fired Beam: Target fired beam weapons last turn.
  Fired Missile: Target fired missiles last turn.
  HEPlaR 1-2 G: Target used the indicated G rating using a HEPlaR drive.
  HEPlaR 3-20 G: Target used the indicated G rating using a HEPlaR drive.
  HEPlaR 21+ G: Target used the indicated G rating using a HEPlaR drive.
  Alert: Target is aware that other vessels may be in the area.
  Battle Stations: Target is aware that other hostile vessels may be in the area.
  Shadow: Target lies in the shadow of a planet or asteroid.
  Landed/Cammo: Target has landed on a planet or asteroid and cammoflaged 
  itself.
  Planet/GG: Target is within one hex of a GG
  Atmosphere #: Target is within the UPP coded atmosphere of a non-GG planet.
  Atmosphere GG [__]: Target is at the indicated depth of a GG's atmosphere.
  NOTE: The optional atmosphere modifiers are used in place of the basic 
  modifiers. Do not combine them.
  Crew Modifiers (Optional)
  The crew for a ship are rated in both quality and skill. Quality is the equivalent of 
  an attribute, and skill is equivalent to training in various tasks. This way a crew 
  of characters can easily be integrated into the game. The crew quality and skill 
  DMs are combined to give a general crew DM.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 16 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Crew quality has the same potential range as a character's primary 
  characteristics, 2 through 15, though one would be hard pressed to find 
  examples at either extreme of the spectrum. The larger an empire is, the larger 
  pool of personnel they have to draw from for their military, and the better 
  general quality of their crews. As conflicts draw on, empires may be forced to 
  accept a lower quality individual to keep their ships manned. Crew quality is a 
  number from 2 to 15, which then generates a DM. The DM is determined by 
  subtracting 8 from the crew quality; the following categories are provided for 
  reference.
  Quality
  Attribute
  Modifier
  Incompetant
  5-
  +3DM or more
  Poor
  6-7
  +2 or +1DM
  Average 
  8
  0
  Competent
  9-10
  -1 or-2DM
  Excellent 
  11+
  -3DM or "less"
  Crew skill is rated in four areas, Ship Tactics, Pilot, Gunnery, and Sensors. For 
  fleet engagements, Fleet Tactics is also used, but will only be noted for the 
  flagship of the fleet. Various militaries are trained to different standards, often 
  irrespective of the empire's size. As conflicts drag on, empires are often forced 
  to curtail the training of their personnel This, along with casualties among 
  veterans, results in a lower general level of skill. Skill levels range from 1 to 6, 
  which then generate a DM. The DM is determined by subtracting 2 from the skill 
  level; the following categories are provided for reference.
  QualitySkill
  Modifier
  Green
  1-
  +1 or +2 DM
  Average
  2
  0
  Experienced 3
  -1DM
  Veteran
  4
  -2DM
  Crack
  5
  -3DM
  Elite
  6+
  -4DM or "less"
  NOTE: Crew skill levels of 5+ will be extremely rare.
  These two DMs are combined to find the total Crew DM for any given task.
  Example: A crew quality of 6 combined with a sensor skill of 3 combines to give 
  a +1 Crew DM.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 17 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  To integrate Mayday with T4, simply substitute the character's attributes and 
  skills into the appropriate crew DM calculation for sensors, starship tactics, 
  gunnery, or pilot.
  Mayday 3D (Optional)
  As the Delta X equation works equally well up and down as it does for two 
  dimensional movement, this system is easily adaptable for three dimensional 
  movement. Assign the map a level of "Zero," and simply use markers to keep 
  track of how far above or below the plane any given counter or marker is. Thus, 
  if a ship's past position marker is in hex (0601,-1) and the present position 
  counter is in (0604,1), the future position marker would be placed in (0607,3) 
  before any thrust was applied.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 18 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Appendix A
  (Taken from "Definitive Sensor Rules" by ©1998-1999 Bruce Alan Macintosh)
  Signatures
  A ship's active signature (Active Mod.) is calculated based on its surface area 
  using the following table. A rough approximation of hull displacement ton 
  equivalents is provided for those who have no way of determining the surface 
  area of a pregenerated design.
  Surface Area
  Signature
  dTon Equiv.
  0.1-9m^2
  -0.5
  <1
  10-999m^2
  0
  1-199
  10^3-99999m^2
  +0.5
  200-99999
  10^5-9999999m^2
  +1
  10^5+
  EMM decreases radar signature by 0.5.
  The passive emitted (Pass. IR Mod.) signature is calculated based on a ship's 
  power plant output. For those who have no way of determining a ship's power 
  plant output, use (Power Plant Rating x dTons / 2).)
  Power(MW)
  Signature
  0-0.009
  -2.5
  0.01-0.09
  -2.
  0.1-0.9
  -1.5
  1 -9
  -1
  10
  -0.5
  100
  0
  1000
  0.5
  10^4
  1
  10^5
  1.5
  10^6
  2
  Ships with Stealth reduce their emitted signature by 0.5. Ships with EMM 
  reduce their signature by 1.0
  The passive reflected (Pass. Vis. Mod.) signature is calculated based on a 
  ship's surface area. Once again, a rough approximation of hull displacement 
  ton equivalents is provided for those who have no way of determining the 
  surface area of a pregenerated design.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 19 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Surface Area
  Signature
  dTon Equiv.
  1-9m^2
  -2
  1
  10-99m^2
  -1.5
  1-99
  100-999m^2
  -1
  100-299
  1000-9999m^2
  -0.5
  300-3999
  10^5-99999m^2
  0
  4000-199999
  10^6-999999m^2
  0.5
  200000-10^6
  10^7-9999999m^2
  1.0
  >10^6
  Ships with TL10+ EMM reduce their reflected signature by 0.5
  These base signatures are for normal TL10+ starships, which are assumed to 
  have "chameleon" hulls that can change color and pattern. In a combat 
  situation the hull is adjusted to be as black as possible. Starships without this 
  color-changing coating (i.e. TL9- ships, or civilian ships where the coating was 
  not applied for economic reasons) increase their reflected signature by +1. 
  TL8-9 ships with Stealth ignore this penalty.
  Example: A TL-12 100 dTon scoutship with a spherical hull (surface area of 600 
  m2), and a power plant output of 150 MW has an active (Active Mod.) signature 
  of 0. It has a reflected signature (Pass. Vis. Mod.) of -1, and an emitted signature 
  (Pass. IR Mod.) of 0.
  If the ship were equipped with EMM, the emitted signature(Pass. IR Mod.) would 
  be reduced to-1.0, and the active (Active Mod.) and reflected (Pass. Vis. Mod.) 
  would be -0.5 and -2.0 respectively.
  Sensor Sensitivity
  Passive sensors from the QSDS or SSDS can be converted to the new system 
  using the following table:
  T4 Rating
  Sensitivity
  <1
  13
  1-2
  13.5
  3-4
  14
  5-6
  14.5
  7-8
  15.0
  ©1998-1999 Sean Bayan Schoonmaker
  Page 20 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Active sensors from the QSDS or SSDS can be converted to the new system 
  using the following table:
  T4 Rating
  Sensitivity
  <1
  11.5
  1-7
  12.0
  8-16
  12.5
  LADAR sensors also the following table, but remember that LADARs cannot 
  make new detection rolls, only reestablishing detection and locks.
  T4 Rating
  Sensitivity
  <1
  12.0
  1-7
  12.5
  8-16
  13.0
  ©1998-1999 Sean Bayan Schoonmaker
  Page 21 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Appendix B
  Missile Data
  The following table provides some standard missile types. Any successful hit 
  is sufficient to destroy a missile. All missiles use HEPlaR drives unless 
  otherwise specified.
  Type
  Size
  G Rating
  G Turns
  Controlled
  6
  12
  76
  Semi-independent 6
  6
  30
  (14.5 Sensitivity, 10 hex range)
  Fully Independent
  6
  6
  32
  (14.5 Sensitivity, 10 hex range)
  Jammer
  6
  9
  36
  (Effective in same hex only)
  Decoy Missile 
  (TBD)
  ©1998-1999 Sean Bayan Schoonmaker
  Page 22 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Appendix C
  New Damage System (Under Development - DO NOT USE YET)
  •Charts need to reflect %Surface area (for External) or %Internal volume (for 
  Internal) from design process as closely as possible.
  •Charts parallel size class with # of dice used (1D) for size 7, (2D) for size 8, 
  (3D) for size 9, etc. to allow for larger # of systems.
  •Give all components a hit value based on volume. A hit that destroys one 
  component completely with damage left over rolls again for the next system hit.
  •Damage control is task roll to remove one effect
  [After sandcaster sequence]
  After sandcaster fire has been resolved, if there are any hits still remaining, they 
  will strike the vessel's armor, and possibly cause external and internal hits.
  Laser fire is reduced by armor at a rate equal to its penetration value (FRU), so 
  a laser with a penetration value of 1/7 which hits 20 points of armor has its 
  damage reduced by 3 points before damaging ship's systems. Other weapons, 
  excepting meson guns, have their damage reduced by the full value of the 
  armor before damaging systems. Meson weapons are not reduced by armor, 
  but may be reduced by screens.
  Ships roll on the damage table which most closely corresponds to their size 
  class and internal structure (i.e. a cargo vessel would roll on the appropriate 
  sized freighter table, while warships would use military tables). A single roll 
  determines hit location on both external and internal tables. When rolling on the 
  chart, if the ship doesn't have the listed system, shift one result towards the 
  center of the chart (marked with a •). If the ship does not posess that system, 
  then treat the hit as Hull or Fuel. If that shot does internal damage, however, 
  use the original die roll for determining internal location. When rolling on a 
  subtable and the ship does not have the listed system, the defender may 
  choose to adjust the roll either up or down until the result is valid.
  Each result specifies how many hits a system can take, and the effects of hits 
  insufficient to completely destroy the system.
  If an internal system has been destroyed and there are still hits left to resolve, 
  reroll on the damage table for the next system hit, and apply the remaining 
  damage points to that system. Multiple systems, like sandcasters or offensive 
  batteries, only have the listed portion destroyed before rerolling for the next 
  system.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 23 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Damage Charts
  Military Size 8 (2D)
  Roll
  External
  Internal
  2
  Electronics (T)
  Electronics (T)
  3
  Power Plant
  Power Plant
  4
  Fuel Scoops
  Purification
  5
  Drives (T)
  Drives (T)
  6
  Hull
  Drives (T)
  •7
  Hull
  Fuel
  8
  Hull
  Hanger
  9
  Offensive (A)
  Offensive
  10
  Defensive (T, A)
  Defensive (T)
  11
  Access (T)
  Crew Area (T)
  12
  Internal Hits
  Bridge
  Electronics Subtable (1D)
  Roll
  External
  Internal
  1
  Jammer
  Jammer
  2
  Passive
  Passive
  3
  Active
  Active
  4
  MFD
  MFD
  5
  Communication
  Communication
  6
  Communication
  Computer
  () Drives Subtable (1D)
  Roll
  External
  Internal
  1
  Maneuver
  Maneuver
  2
  Jump
  Maneuver
  3
  Jump
  Maneuver
  4
  CG Lift
  Jump
  5
  CG Lift
  Jump
  6
  CG Lift
  CG Lift
  ©1998-1999 Sean Bayan Schoonmaker
  Page 24 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  () Defensive Subtable (1D)
  Roll
  External
  Internal
  1
  SandcastersSandcasters
  2
  Screens
  Screens
  3
  Screens
  Screens
  4
  Screens
  Screens
  5
  Screens
  Screens
  6
  Screens
  Screens
  () Access Subtable (1D)
  Roll
  External
  1
  Airlock
  2
  Launch
  3
  Launch
  4
  Launch
  5
  Launch
  6
  Launch
  () Crew Area Subtable (1D)
  Roll
  Internal
  1
  Corridor
  2
  Stateroom
  3
  Stateroom
  4
  Stateroom
  5
  Shops
  6
  Other
  Each starship system has a number of hits required to degrade its 
  performance (1 reduction), and a number of reductions it can sustain before 
  destruction, in the format "x / y" (where x = hits per reduction and y = number of 
  reductions to destroy). Thus, a power plant might be listed as 6 / 4, or a jump 
  drive as 10 / 2. In general, each reduction degrades the performance of the 
  system by a percentage corresponding to the number of reductions required to 
  destroy the system. So the 10 / 2 jump drive above has its performance 
  reduced by 50% with each reduction.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 25 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Damage Effects
  •Active (External) 1 point destroys antenna (Internal) 1 point destroys one active sensor 
  system.
  •Airlock (External) 1 point destroys one airlock.
  •Bridge (Internal) [Size - 5] points destroys bridge; hull breach.
  •CG Lift (External) [Size - 5] points reduce the ship's CG rating by .5 G (Internal) [Size - 7] 
  points reduce the ship's CG rating by .5 G; destroyed when CG rating reaches zero. 
  External rating reduction does not effect internal rating.
  •Communication (External) 1 point destroys antenna (Internal) 1 point destroys one 
  communication system.
  •Computer (Internal) 1 point destroys one computer
  •Corridor (Internal) 2 points renders one corridor section impassable; hull breach.
  •Fuel (Internal) 1 point reduces fuel by 28 m^3; maximum [Size - 3] hits before rerolling 
  location.
  •Fuel Scoops (External) [Size - 5] points reduce scoops by 5% hull m^2.
  •Hanger (Internal) [Hanger dTons/10] hits destroys hanger; hull breach.
  •Internal Hits (External) reroll on internal table, bypassing armor.
  •Jammer (External) 1 point destroys antenna (Internal) 1point destroys jammer.
  •Jump (External) [Size - 6] points destroy a portion of the jump grid, reducing the ship's 
  jump range by 1 (Internal) [Size - 7] points reduce the ship's jump rating by 1; destroyed 
  when jump rating reaches zero. External rating reduction does not effect internal rating.
  •Launch (External) 2 points disables one launch facility.
  •Maneuver (External) 2 points destroy one thruster plate, reducing the ship's G rating by 
  [100%/(Size - 6)] (Internal) [Size - 4] points reduce the ship's G rating by 1 G; destroyed 
  when G rating reaches zero. External rating reduction does not effect internal rating.
  •MFD (External) 1 point destroys antenna (Internal) 1 point destroys one MFD system.
  •Offensive (External) 2 points disable 1 battery or [Size - 3] points disable spinal mount 
  (Internal) 5 points destroy 1 battery or [Size +2] points destroys spinal mount.
  •Other (Internal) 1 point destroys Galley, Brig, Recreation room, Meeting room, or other 
  crew related facility; hull breach.
  •Passive (External) 1 point destroys antenna (Internal) 1 point destroys one passive 
  sensor system.
  •Power Plant (External) [Size - 7] hits destroy heat baffles, increasing IR Pass. signiature 
  by 1 (Internal) 1 hit reduces power output by 50 MW; destroyed when output reaches 
  zero.
  •Purification (Internal) [Size - 4] points increase purification time by 1 hour; destroyed 
  when time reaches 12 hours.
  •Sandcasters (External) 1 point destroys ports for 2 sandcasters (Internal) 1 point 
  destroys 2 sandcasters)
  •Screens (External) [Size - 6] points reduce screen rating by 1 (Internal) [Size - 6] points 
  reduce screen rating by 1; destroyed when screen rating reaches zero. External rating 
  reduction does not effect internal rating.
  •Shops (Internal) 1 point destroys Engineering shop, Machine shop, Sickbay, or other 
  repair facility; hull breach.
  •Stateroom (Internal) 1 point destroys one stateroom; hull breach.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 26 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
  Appendix D
  Comments
  •"ShipSheet" design should have graphic representation of damage
  •Possibly add modifier for large numbers of missiles coordinating attacks for 
  bonus.
  •Look for possible TL bonus DMs.
  Tactics
  Design Notes
  •Now that T4.1 uses FFS2 ranges and material, I've drastically rewritten to 
  make use of all the new toys.
  ©1998-1999 Sean Bayan Schoonmaker
  Page 27 of 27
  Traveller is a registered trademark of FarFuture Enterprises. All rights reserved. 
  Portions of this material may be copyright FarFuture Enterprises 1977 to 1999. 
  
SOURCE: textdata/thevault/Traveller/04 - Traveller (T4 Marc Miller's)/Traveller - T4 - Mayday.pdf