I wrote these rules inspired by the spirit of Classic Traveller's three little books and by my Classic Traveller vehicle house-rules
. They focus on vehicles involved in the various adventures and mishaps of interstellar travelers, traders, scouts, and misfits, as well as small-scale mercenaries. I did not aim in any way to simulate large-scale armored warfare but rather to provide some basic rules for what happens when your Scout empties his Submachinegun at a hovering Air/Raft or, at most when a mercenary shoots a RAM grenade at an AFV. I drew inspiration for these rules from the Book 2 ship damage rules, the ATV rules in Double Adventure 2: Mission to Mithril/Across the Bright Face, and to a much lesser degree, the Striker wargame.
The main change from the Core Cepheus Engine rules is the way armor and damage work. I have never been a fan of the default armor system in OGL 2D6 Sci-Fi and I prefer a simpler hit and penetration system. I also clarified the chase rules and made several other (relatively minor) changes to the rules.
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