Originally posted by tbeard1999:
But let's go back to what the situation described "says". Are you really saying you have no problem with a barely trained person (skill-0) hitting and wounding 4 people with a single 4-shot burst >95% of the time? Because that's what will happen statistically with the SMG. And it will happen 100% of the time if he has a skill level of only 1.
The "4" people you cite above is referencing the Group Hits rule, yes?
Quick note: In order to use that rule, you can only hit up to three targets including the main target, and all three have to be bunched together.
Also note: The Group Hits rule for automatic fire can only be used if the adjacent targets are not evading.
So, let's put this in game terms....
You've got three guards standing in a circle, talking to each other, smoking cigarets.
I'm going to pull out Supplement 1, 1001 Characters, and use the first Army character as the SMG attacker (except I'll ignore the SMG-1 skill for that character), and the other three guards will be the Army characters 2-4.
So, if you don't have that Supplement handy, here are the stats:
Ewe (SMG-0 attacker): A4B454
Guard 1 (Primary Target): 478658
Guard 2 (Adjacent Target): B37C66
Guard 3 (Adjacent Target): A98AA7
Ewe pops around the corner and sees the three guards, bunched together, at about 10 meters away. So, he raises his SMG, squeezes the trigger, and lets 'em have it.
Resolve the main target first...
Roll 8+, on 2D, to hit. Fully automatic fire allows you to roll this twice, with two chances to damage the main target.
DMs
----
+0 SMG-0
-2 DEX Penalty
+3 Short Range
+5 vs No Armor
---
+6
Both attack throws are automatic hits.
But
NOTE that none of the three targets are expecting the attack. If they were, then the adjacent targets would not be ellible targets because Group Fire is not allowed with the adjacent targets are evading. And, the main character could possibly evade and/or find cover, which would apply some negative DMs to hit him.
I'm using random characters pulled straight out of 1001 Characters--the first four Army characters. And, I'll roll real dice as I write.
Let's see how this scenario turns out.
Damage for the first hit: 2, 3, 6.
Damage for the second hit: 5, 5, 5.
Now, let's not forget the deadly
First Blood rule. It's worded confusingly, but if you follow the example on pg. 36 of the Traveller Book, you'll see how the designers wanted this rule used.
So, from above, Guard 1 has physical stats of 478.
We've got 11 points of damage to apply randomly, due to the First Blood rule. I roll a 2, meaning that the First Blood damage will be applied to the Guard's STR. So, his STR is wiped out. 078
Now, we have a "1" and a "6" to apply randomly (applying damage from the First Blood rule as indicated in the example). The 1 point of damage will be applied to the Guards END, and the 6 points will be applied to the Guard's END.
So, now, the Guard's stats are 071.
Now, it's up to the Guard to apply the rest of the damage from the second hit. He's got to take it in 5 point lumps, but he can apply it as he sees fit (First Blood Rule no longer applies). Poor bastard, though. I rolled really high for damage.
This character is dead.
Resolve the first adjacent target...
OK, the main target took the SMG spray, and he's dead. Remember, had the adjacent guard (this target) been aware of the attack, he made have evaded. If he had evaded, then he would not be attacked right now.
But, since that was TBeard's example, I'll roll with it.
The Group Hits by autofire rule allows one to-hit throw from the SMG at Guard 2.
Roll 2D, for 8+, rolling only one time.
DMs
---
+0 SMG-0
-2 DEX Penalty
+3 Short Range
+5 vs. No Armor
-3 Group Hit Penalty
---
+3
A 2D roll of 5+ is needed to hit the adjacent target. Remember, I'm rolling real dice as I write.
2D...6. A hit.
Damage is 3D: 1, 6, 4.
Guard 2's physical stats: B37
The
First Blood rule plays. 11 points of damage is applied randomly to STR (Yes, I really rolled that). So, Guard 2 is unconscious with stats: 037.
Resolve hit to second adjacent target...
Same DMs and notes as Guard 2.
Guard 3's physical stats: A98
Roll 2D for 5+ to-hit: Rolled a 9. A hit.
Damage is: 3, 5, 5.
First Blood rule plays.
13 points taken randomly from Guard 3's DEX.
Damage left (all rolled randomly in groups): 4. Randomly applied to END.
So, Guard 3 ends up with stats: A04.
He's unconscious as well.
So...what happened here, using vanilla CT rules...
Like I said, you have to "extrapolate" after damage is applied.
Ewe came from around the corner, hefted his SMG, and let it spray at the circle of unsuspecting guards.
The one in the center, the main target, took the main force of the burst. He's dead.
The other two guards were not "shot". If a medic sees to them, hits 'em with smelling salts, then they'll be good as new in about half an hour.
Right now, though, they're unconcious, at the mercy of Ewe.
OK, Tbeard, what's wrong with that? You really think that's broken?
It's not broken. It's just abstract vs. literal.
The vanilla CT system works fine, even with SMGs and fully automatic weapons.