tbeard1999
SOC-14 1K
The T4 damage/armor system is rather elegant. Essentially, weapons do x dice of damage and armor subtracts X dice. Higher penetration is handled well -- the weapon gets more dice. However, the maximum damage is 3 dice (4 dice for shotguns). A nice touch -- flexible armor doesn't completely elimate a die; it reduces it to 1 point.
My only problem with this system is that the referee has to disclose to the players how much armor the target has, and that's unacceptible to me.
If that doesn't bother you, then the T4 combat system is an easy retrofit. I'd suggest 8+ to hit with the following modifiers:
+Weapon Skill
+DEX DM (I'd still drop all of the +2 mods to a +1)
+1 if firing a burst
+2 if SMG or gauss rifle firing a burst
-2 pistols at long range, -6 pistols at very long
-2 rifles at close or very long range, -1 at long range
-3 target evadng
-3 for group hits if applicable
I'd ditch the fussy autofire rules in T4 and just let a burst use the group hits rule from CT. I would also ditch the CT rule letting autofire weapons hit twice. (Like CT, T4 grossly overstates the effectiveness of automatic weapons).
If, like me, you don't like telling the players how much armor the target is wearing, this is the best workaround I can come up with.
After scoring a hit, the player rolls the weapon's maximum damage (3 or 4 dice). If armor would have reduced the damage dice, the referee eliminates the player's damage dice in order from lowest to highest (if he wants to give the players the benefit). If he wants to give the players less of a benefit, he reduces the lowest, then the highest, then the lowest, etc. This means that the player should call out his individual rolls -- "I rolled a 3, a 4, and a 6". Doing so in ascending order would be a big help.
My only problem with this system is that the referee has to disclose to the players how much armor the target has, and that's unacceptible to me.
If that doesn't bother you, then the T4 combat system is an easy retrofit. I'd suggest 8+ to hit with the following modifiers:
+Weapon Skill
+DEX DM (I'd still drop all of the +2 mods to a +1)
+1 if firing a burst
+2 if SMG or gauss rifle firing a burst
-2 pistols at long range, -6 pistols at very long
-2 rifles at close or very long range, -1 at long range
-3 target evadng
-3 for group hits if applicable
I'd ditch the fussy autofire rules in T4 and just let a burst use the group hits rule from CT. I would also ditch the CT rule letting autofire weapons hit twice. (Like CT, T4 grossly overstates the effectiveness of automatic weapons).
If, like me, you don't like telling the players how much armor the target is wearing, this is the best workaround I can come up with.
After scoring a hit, the player rolls the weapon's maximum damage (3 or 4 dice). If armor would have reduced the damage dice, the referee eliminates the player's damage dice in order from lowest to highest (if he wants to give the players the benefit). If he wants to give the players less of a benefit, he reduces the lowest, then the highest, then the lowest, etc. This means that the player should call out his individual rolls -- "I rolled a 3, a 4, and a 6". Doing so in ascending order would be a big help.