we use index cards in my game. stats on the front gear on the back.Originally posted by Olschoolgamer:
Does anyone have a good CT character sheet?
we use index cards in my game. stats on the front gear on the back.Originally posted by Olschoolgamer:
Does anyone have a good CT character sheet?
we use index cards in my game. stats on the front gear on the back.Originally posted by Olschoolgamer:
Does anyone have a good CT character sheet?
Ok, here is what i came up with, tell me what you think, this is based on what Sigg does, which is similar to the armor drops dice and penetration rules, but what Sigg does is simpler and more playable becasue you dont have to worry about the weapons pentration versus range versus the armor. My variation on what Sigg's armor rules is this. Each armor set has 4 ratings Blunt, Cut, Kinetic, energy. Each armor rating is a negative number that is then subtracted from each dice that is rolled. So in the example Sigg uses, with the Gauss rifle doing 2,4,3,4 with its 4D damage, and the flack vest has a Cut value of -2( using cut value instead of kinetic because the gauss round is more needle like then ball like) the damage would become 0,2,1,2. The 0 would be dropped and the other 3 would be distributed as written. I am working on the stats for all the armor from the Mega Traveller book. The 4 ratings are for Blunt: clubs, hand, hooves, falling down a well; Cutting: Most of of the melee and creature attacks; Kinetic: bullets; Energy; lasers, plasma and fusion weapons.Originally posted by Takei:
This is a good thread for basic CT combat.
Ok, here is what i came up with, tell me what you think, this is based on what Sigg does, which is similar to the armor drops dice and penetration rules, but what Sigg does is simpler and more playable becasue you dont have to worry about the weapons pentration versus range versus the armor. My variation on what Sigg's armor rules is this. Each armor set has 4 ratings Blunt, Cut, Kinetic, energy. Each armor rating is a negative number that is then subtracted from each dice that is rolled. So in the example Sigg uses, with the Gauss rifle doing 2,4,3,4 with its 4D damage, and the flack vest has a Cut value of -2( using cut value instead of kinetic because the gauss round is more needle like then ball like) the damage would become 0,2,1,2. The 0 would be dropped and the other 3 would be distributed as written. I am working on the stats for all the armor from the Mega Traveller book. The 4 ratings are for Blunt: clubs, hand, hooves, falling down a well; Cutting: Most of of the melee and creature attacks; Kinetic: bullets; Energy; lasers, plasma and fusion weapons.Originally posted by Takei:
This is a good thread for basic CT combat.
Yes, it will. We used a similar rule for a while in the Runequest II days, and the extra book-keeping wasn't intrusive at all. However, the rule sort of faded away, because it wasn't really adding much to the game in our collective opinion.Originally posted by Olschoolgamer:
Each armor set has 4 ratings Blunt, Cut, Kinetic, energy.
(...) Please let me know if you think this will work.
Again, something similar we developed for our RQ-based Traveller games. Each weapon has a "pen" number, which is subtracted from the target's armour. Any remaining armour points reduce damage. Most melee weapons and handguns have a zero-rated pen, so this only affects high-powered weapons like rifles and energy weapons.Originally posted by Sigg Oddra:
MT works really well - each weapon has a penetration rating and a damage rating.
Yes, it will. We used a similar rule for a while in the Runequest II days, and the extra book-keeping wasn't intrusive at all. However, the rule sort of faded away, because it wasn't really adding much to the game in our collective opinion.Originally posted by Olschoolgamer:
Each armor set has 4 ratings Blunt, Cut, Kinetic, energy.
(...) Please let me know if you think this will work.
Again, something similar we developed for our RQ-based Traveller games. Each weapon has a "pen" number, which is subtracted from the target's armour. Any remaining armour points reduce damage. Most melee weapons and handguns have a zero-rated pen, so this only affects high-powered weapons like rifles and energy weapons.Originally posted by Sigg Oddra:
MT works really well - each weapon has a penetration rating and a damage rating.