View Full Version : How to make ship combat enjoyable/good?
moonracer20000
February 20th, 2026, 15:06
I'm looking for tips on how to run a game with ship combat and the limited mechanics in FGU. I'd love a good tutorial covering this, but for now I'll just throw a bunch of questions out.
FGU doesn't track distance between ships. Even if you put them on a map with 1000 km per grid square. So effective range of different weapons doesn't matter. How do you work around this?
How do you set the skill level of an enemy ship's gunner?
Are there any ways for the ship pilot to add modifiers during combat? Outside of FGU the pilot can make defensive maneuvers or help the gunner(s) aim, but I don't believe anything like that exists or is doable in FGU.
This is more abstract, but how do you involve other crew members in combat? Mechanically, only the gunner(s) and pilot have roles as far as I know. As a new referee, how do you keep everyone engaged?
anstett
February 20th, 2026, 18:22
For help with showing ranges (still have to add the DM yourself)
Animated Radar Bands - FG Forge - View Item (https://forge.fantasygrounds.com/shop/items/2020/view) - Pharoid (FG Forge - Crafter Profile (https://forge.fantasygrounds.com/crafter/66/view-profile)) has amazing assets for Traveller.
Also a nice space combat map here FG Forge - View Item (https://forge.fantasygrounds.com/shop/items/1162/view) with several different backgrounds.
I know those do not directly help with answers but I use them to help keep the DMs organized for me.
Toko Loshe
February 23rd, 2026, 08:33
I'm looking for tips on how to run a game with ship combat and the limited mechanics in FGU. I'd love a good tutorial covering this, but for now I'll just throw a bunch of questions out.
FGU doesn't track distance between ships. Even if you put them on a map with 1000 km per grid square. So effective range of different weapons doesn't matter. How do you work around this?
How do you set the skill level of an enemy ship's gunner?
Are there any ways for the ship pilot to add modifiers during combat? Outside of FGU the pilot can make defensive maneuvers or help the gunner(s) aim, but I don't believe anything like that exists or is doable in FGU.
This is more abstract, but how do you involve other crew members in combat? Mechanically, only the gunner(s) and pilot have roles as far as I know. As a new referee, how do you keep everyone engaged?
1. I have tried to use direct km readings from a map in the past, but with space combat its difficult to visualise as ships are moving at different vectors in 3D space. I have found it much easier to use the abstracted range bands and then the thrust rating for each ship to change range. This is problematic though, any ship with at least 2 thrust points more than the opponent will have a massive advantage once in range to engage - the lower thrust ship will have no option but to engage, or come up with a creative evasion. I'm still trying to see if I can come up with an abstracted vector system compatable with FG to assist, but as in most RPGs the rules should assist storytelling, they are not meant to model reality. I've not bought the new high guard yet, so have not looked at the variant rules there.
2. I use 0 for green crew, 1 for experienced, 2 for veteran and 3 or more for Elite. Don't forget to add the bonuses due to software and task chain from matching vector. I either set the bonus in the mod section of the spacecraft record or use situational bonuses.
3. There are task chains that you can set up to assist gunners but its not integrated, I usually ask the pilot to roll on the task chain then the gunners have a situational modifier for that round's combat. Please note that this does not affect smart weapons! FG does automate the double and triple turret as well as beam vs pulse lasers if the weapon traits have been populated in the spacecraft record.
4. I have a small group, but any person not directly interacting with sensors, weapons or piloting can assist with damage control and/or medical assitance if a crew member takes a hit. In general I ask the Captain what the orders are for the turn, then he will indicate what the pilot, sensor operator and gunners should focus on. However, the game I'm in is a sort of naval campaign with clear ranks, It may be more fun as a pirate to have your gunner blast the wrong ship 'by mistake' just to have the opportunity to loot it later! In general the captain usually has the highest naval tactics so should have a better idea of what to do in specific situations. Firefly had some good examples of this especially since not all the crew got along all the time!
OBG70
March 29th, 2026, 18:57
Hey folks. So I am new to Traveller and my game master warned us "coming up you need to understand space combat so read up on it". I have whatever learning disability it is where I can't retain or understand things just *reading*. I need demonstrations. For that reason I use a.i. to help me make a web page with a Traveller 2e combat simulator. But.. I have to assume it did it correctly because I do not know enough about it to actually test it correctly.
https://krakenunbound.com/arkade/games/traveller-combat/
The purpose is ONLY to simulate some space combat conditions. This thread, being about space combat, I thought would be a great place to ask for feedback.
Egheal
March 29th, 2026, 20:31
Very nice! I only tried "The chase". You should rename it Kobayashi Maru. It is impossible to win by fleeing even with a full Elite team at full speed (I tried many times). If possible, can you make the bottom window (with textual description of the scene) bigger and let us be able to read it even after loosing (or wining if it is possible). Perhaps make the chase scenario the last one, I hope that the other ones are easier.
OBG70
March 30th, 2026, 23:59
The Chase is now winnable — starts at Very Long range with 15/25 thrust already accumulated toward fleeing, so you need ~10 rounds at net +1 to reach Distant
The Chase moved to last in the scenario list (was first)
Tutorial hints persist — no more auto-dismiss in tutorial mode, they stay until the next hint replaces them
Combat log enlarged to 160px with bigger font (0.95rem)
All bottom panel fonts increased — thrust labels, range info, explanation text
Combat log visible after win/loss — result screen only covers the top 55% of the viewport, leaving the log readable underneath
Let me know if you run into any other issues.
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