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Combat Example

aramis

Administrator
Administrator
Baronet
Some person asked for an example.

Here goes|

Protagonists| TPP=1
Fred A27876 T=0.5 L=20 H=3/4
ATV 1, Lg Blade 1, Tactics 1
Cutlass, Autopistol, Flack=3

Joe 792787 T=0.5 Lif=18 H=3/4
Lg Blade 1, Grav Vehicle 1
Cutlass, Air Raft, Cloth=5

Percy 64694A T=1 Lif=16 H=3/3 Spd 3
CRM 1, SMG 1, Lg Bld 1, Tracked Veh 1
SMG, Sabre (=Cutlass)


The opposition| TPP=0
THree thugs| AAA442 Lif=30 H=4/7
Cudgel 1, Brawling 1
Cudgels, T2 & 3 have Jack=(1) T1 has Cloth=5

All are movement speed 2 Except Percy; he's a human minor with speed 3.

Situation| on the tarmac, Neener Downs. Atm & Gravity Std.

Code:
Joe's Air Raft is this way 
         /\
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Turn 1 Start
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |(T1)|    |    |(T2)|(T3)|    |    |    |    |
+---------+ .. . .. +---------+ .. . .. . .. . .. .
|         |    |    |         |    |    |    |    |
+---------+ .. . .. +---------+ .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    | Jo | Fr |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    | Pe |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .

The bad guys know about the good guys, but not vice versa.

Joe moves forward.
Code:
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Turn 1
|    |    |    |    |    |    |    |    |    |    |  Joe
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |(T1)|    |    |(T2)|(T3)|    |    |    |    |
+---------+ .. . .. +---------+ .. . .. . .. . .. .
|         |    |    |         |    |    |    |    |
+---------+ .. . .. +---------+ .. . .. . .. . .. .
|    |    | Jo |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    | Fr |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    | Pe |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
Joe moving forward as can be seen
T2 wants to interrupt to get to him before he can raise an alarm.
Routine, Speed. Dice clatter, 7!
Joe is interrupted, it's now t2's turn
T2 moves to joe
Code:
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Turn 1
|    |    |    |    |    |    |    |    |    |    |  T2
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .   Joe
|    |(T1)|    | a  |    |(T3)|    |    |    |    |
+---------+ .. . .. +---------+ .. . .. . .. . .. .
|         | T2 |    |         |    |    |    |    |
+---------+ .. . .. +---------+ .. . .. . .. . .. .
|    |    | Jo |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    | Fr |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    | Pe |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
Fred is going to try to interrupt, as T2's surprise is lost, to shoot at T2 at point a. He rolls a 9... yes.
Range 4.5 meters Medium range {MT PM p74}, for Diff=Dif. Needing a 11+, he rolls a 9, DM+0... he misses.
Back to T2, who swings his cudgel at Joe. Joe can't interrupt (he's been interrupted, but drawing is free in MT.... T2 needs Routine, Dex, Oppsed by Dex to make an attack. He rolls a 6, +2 for his own dex A, -1 for Joe's 9. Total=7, a make.
Needs to hit| Routine Cudgel STR, Opposed Brawling & Block. So, Off=+3, Def=3 (L Bld 1 + Wpn Block 2); net DM+0. Roll is a 2! It has failed by more than 2, so it's a fumble. It's a natural 2, so it's an extra die. 3 dice get rolled. 18! OUCH! Destroyed Mishap. T2 has broken his cudgel uselessly.

Joe finally gets to finish his turn. He attacks T2. His attack opportunity is rolled| needs routine Dex vs Dex, net DM-2, rolls a 9. Good to go. Attacks with cutlass, routine LBld & str, vs Str & Block... Off=+2 (Str +1, LBld=1), def=-1 (Brawl 0, hands=1) net +1. Roll is a 12! Yow! 13 of 7, for made by 6... giving x4 damage (PM p71)
Cutlass has pen=3, and T2's jack has av 1 vs melee, for x1 damage. (PM p70)
Cutlass has damage 3. 3 x4 x1= 12 Hits.T2 has 4/7, or a mere 11 hits. He drops.
Joe's done.

Code:
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Turn 1
|    |    |    |    |    |    |    |    |    |    |  T2*
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Fr*
|    |    |    |    |    |(T3)|    |    |    |    |  Jo*
+---------+ .. . .. +---------+ .. . .. . .. . .. .  T1
|         |T2T1|    |         |    |    |    |    |
+---------+ .. . .. +---------+ .. . .. . .. . .. .
|    |    | Jo |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    | Fr |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    | Pe |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .

T1 goes. He tries to jump Joe. Percy tries to interrupt, but fails.
T1 tries to get an attack on Joe with a cudgel, rolls an 8, and does.
He rolls to hit, needing the same as T2 did, and rolls a 9, for a margin of 1. Normal damage x2, minimum 1 point.
Cudgel/Club is Pen 2, vs his armor 3, for x0.1 damage, and damage 2. So, normal damage would be 0.2 hits (which may be rounded or kept) but the minimum means Joe takes one of his 3/4, and now sits at 2/4.

Percey charges forward to shoot the guy (T1) with his SMG.

Code:
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Turn 1
|    |    |    |    |    |    |    |    |    |    |  T2*
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Fr*
|    |    |    |    |    |(T3)|    |    |    |    |  Jo*
+---------+ .. . .. +---------+ .. . .. . .. . .. .  T1*
|         |T2T1| Pe |         |    |    |    |    |  Pe
+---------+ .. . .. +---------+ .. . .. . .. . .. .
|    |    | Jo |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    | Fr |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .


He doesn't see T3, but t3 tries an interrupt. Rolls a 7... whoops, just Missed! (Percey's speed three versus T3's speed 2 caused a net DM-1)
Percey, at range close, needs a Routine, SMG, Dex to hit.SMG 1 and Dex 0. Roll is a 10, with the DM +1, makes an 11, for x4, min 2, damage. The SMG has no penetration, so that's x0.1... damage is a three. So, the minimum applies, and T1 takes 2 of his 4/7, and now sits at 2/7

T3 now goes. He comes up and swings at Percey from behind.
Code:
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Turn 1
|    |    |    |    |    |    |    |    |    |    |  T2*
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Fr*
|    |    |    |    |    |    |    |    |    |    |  Jo*
+---------+ .. . .. +---------+ .. . .. . .. . .. .  T1*
|         |T2T1|PeT3|         |    |    |    |    |  Pe*
+---------+ .. . .. +---------+ .. . .. . .. . .. .  T3
|    |    | Jo |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    | Fr |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .


Since Percey is unaware of him, the ruling is that he gets a free attack. He now needs to roll to hit, and Percey isn't helpless, just clueless. No defenses. T3 rolls a 6, with his DM+3, that's a 9, for a hit by two, for double damage. Percey's armor is NONE! Pen is 2, damage is base 2, so full pen is x1 damage, and hit by 2 is x2 damage, so Percey takes a 4 hit thump, dropping from 3/3 to 0/2

The round is now over. I check T2 for how bad he is.
5,1,3,2,1,1,2,6,1,2,1,2=29
He's alive. But I also know he may be less bad off that I hoped for
DD LR Stats after
5| 1 5AA (1-2| Str, 3-4 Dex, 5-6 End)
1| 4 59A
3| 3 56A
2| 5 565
1| 5 564
1| 6 564
2| 6 562
6| 6 560 Note excess lost! ( After| 1-3 Str, 4-6 Dex)
1| 2 460
2| 5 440
1| 5 430
2| 2 230

He's NOT dead, nor even close. (Rolled this randomly...) He's out for a few rounds.
Joe isn't yet hurt enough to stop.
Percey's down. We'll see his damage. 4 hits, is 4 dice..

4,3,6,6.
4| 3 606 (1-2| Str, 3-4 Dex, 5-6 End)
3| 3 306 (1-3 Str, 4-6 End)
6| 5 300
6| 6 100 Due to the "No Kill Rule" on P75, he's left with a point in his last remaining stat. (PM, 75, LCol, Para 3.)
 
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Turn 2
Fred starts to declare at the same time as Joe. WHile Joe has the tactics, and the dex, he lets fred go first.
Fred walks forward and shoots T3 with his autopistol.
Code:
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Turn 
|    |    |    |    |    |    |    |    |    |    |  T2*
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Pe*
|    |    |    |    |    |    |    |    |    |    |  Fred
+---------+ .. . .. +---------+ .. . .. . .. . .. .  
|         |T2T1|PeT3|         |    |    |    |    |  
+---------+ .. . .. +---------+ .. . .. . .. . .. . 
|    |    | Jo | Fr |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .

This gets an interrupt by T3... a 12, yup.
Melee attack on Fred... rolls a 5, so has no openings.
Back to fred. Fred now gets to blast him at close! Needs Routine to have an opening, and rolls a 8. So, he'll now roll the to-hit. Simple, Dex and Autopistol. Since He's a marine, he has Gun Combat 0, and gets to fire without a difficulty shift for unskilled. Net +0 for dex.
Rolls a 6. Needed a 3. Made by three, for x2 damage and minimum 1. Pen 2, vs armor 0 (Jack gets no AV vs firearms) for x2, doing 6 hits to T3, who drops from 4/7 to 0/5

Narrative goes "T3 and Fred charge at each other, and in the exchange, Fred manages to dump one through T3's chest... Much to T3's surprise!"

T1 gets to go next. Joe immediately interrupts, rolls a 4, and fails.
T1 steps in on Joe, rolls a 4 for melee opportunity, and gets nothing in close. "T1 steps in, and tries to get a good shot, but joe's just too wary.."
Joe, cutlass in hand, rolls an 8, just enough to get a shot off.
Rolling a 7, DM +1 for skill and +1 for Str, , versus a Block of 0 and
Skill 1... net is an 8, making by 1, and due to T1's cloth, doing 0.3 damage. I drop the fraction.

Code:
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  Turn 3
|    |    |    |    |    |    |    |    |    |    |  
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .  
|    |    |    |    |    |    |    |    |    |    |  
+---------+ .. . .. +---------+ .. . .. . .. . .. .  
|         | T2 |PeT3|         |    |    |    |    |  
+---------+ .. . .. +---------+ .. . .. . .. . .. . 
|    |    |JoT1| Fr |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .
|    |    |    |    |    |    |    |    |    |    |
. .. . .. . .. . .. . .. . .. . .. . .. . .. . .. .

Fred, tired of the melee, shoots T1. Needs Routine. Gets a 7. Does another .3 for a graze.
T1 tries again. Another 4. No opening.
Joe rolls for an opening, gets an 8, and makes it, but only just. Rolling an 11, he makes by 4. The Pen 3 vs armor 5 is x0.1, and the damage 3x4x0.1 is 1.2, so the minimum 2 applies. He drops to 0/7.

T3 takes 6 dice of damage| 5,5,5,5,2,2
5| 2 5AA
5| 3 55A
5| 2 05A
5| 5 055
2| 4 053
2| 6 051
Minor Wound.

T1 takes 4 dice| 6,6, 4, 4
6| 6 AA4
6| 4 A44
4| 2 644
4| 1 244
Superficial wound.

While the adrenaline wears off, we roll joe's
2/4 of 3/4 is 1 die.
Damage dice rolls| 5
Location is 5, End... this would drop Joe to 0, so we exclude End, and the 5 is instead dex. from 792 to 742. Again, this is due to the "No KO rule on PM p75.

Fred| No damage
Joe| 792787 L18 H3/4 -> 742787 L13 2/3
Percey| 64694A L16 H3/3 -> 10094A

Cops, with medics, respond to the gunshots.

THe boys just surrender. After treatment,
Joe is no better, but won't get worse
Percey is at 32394A during his bedrest... roll 1d for a 6=60 days. Plus he's had surgery.
Percey's "Victims" all also recover to stand trial. T2 is in the jail infirmary for 1d=5 days, and bedrest for 4 more (total of 2d days inactivity) and from 230 goes to 665.
 
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I'm following your example. I may have more questions later. A couple of things stick out right away, though.

Originally posted by Aramis:
Fred A27876 T=0.5 L=20 H=3/4
What does "T=0.5" mean?

And, isn't his life total 19? Not 20? 10 + 2 + 7 = 19. Right?

H=3/4. That means he can take 3 points of damage to incapacitate and 4 points will kill him, right?

Joe moves forward.
Why does Joe move forward first? How do you determine who acts first?

...Like I said, I'll keep reading, and I may have more questions later.
 
Originally posted by Aramis:
All are movement speed 2 Except Percy; he's a human minor with speed 3.
Oh yeah, another question...

Speed 3?

I thought humans can only move at Speed 1 (walking) or Speed 2 (running).

Speed 3 is faster than human speed, isn't it? Like a Vargr sprint?
 
Originally posted by Aramis:
Fred is going to try to interrupt, as T2's surprise is lost, to shoot at T2 at point a.
Hasn't T2 already moved to engage Joe in HTH? How can Fred shoot at him at point A?

How did you determine who had surprise. And, how did you determine it was lost?

I thought the PCs had surprise at the beginning--but T2 was able to interrupt. How was T2 able to interrupt if he didn't know about Joe moving?

Joe can't interrupt (he's been interrupted, but drawing is free in MT....
So..if you've been interrupted, you can't interrupt the person that interrupted you?

That makes sense.

Could Joe interrupt anybody else?
 
Originally posted by Aramis:
T2 needs Routine, Dex, Oppsed by Dex to make an attack. He rolls a 6, +2 for his own dex A, -1 for Joe's 9. Total=7, a make.
Needs to hit: Routine Cudgel STR, Opposed Brawling & Block. So, Off=+3, Def=3 (L Bld 1 + Wpn Block 2); net DM+0.
Why are there two rolls to attack?

Why does T2 need to roll to see if he can attack Joe?
 
So, in HTH combat, a character has to first roll to see if he can attack. Then, if successful, he gets to make the attack.

Interesting mechanic.

I like it in that it's a neat way to keep combat deadly but not always allow a character to attack. That means weapons can be realisticly deadly and still playable.

I don't like the fact that two dice rolls are needed to attack. But, I guess it's a wash since damage isn't rolled until later.

I see that the opportunity attack doesn't fly for gun combat.

I wonder...that'd be a nice mechanic to use for all forms of combat. First, roll to see if you can get a shot. Maybe force it with a big negative if you fail (an attack can be made at a negative so large that you'll probably fail it anyway). Maybe make it harder for HTH attacks, but also use it for Gun Combat.

I kinda like it.
 
Originally posted by Aramis:
The round is now over. I check T2 for how bad he is.
5,1,3,2,1,1,2,6,1,2,1,2=29
He's alive. But I also know he may be less bad off that I hoped for
DD LR Stats after
5: 1 5AA (1-2: Str, 3-4 Dex, 5-6 End)
1: 4 59A
3: 3 56A
2: 5 565
1: 5 564
1: 6 564
2: 6 562
6: 6 560 Note excess lost! ( After: 1-3 Str, 4-6 Dex)
1: 2 460
2: 5 440
1: 5 430
2: 2 230

He's NOT dead, nor even close.
Now this...this is a mess. I don't know why anyone would want to game this way.

Doing all that is just busy work that will intrude on the game. It's like stopping to figure experience point right at the end of a fight.

Nope. Don't like that at all.

I'm amazed most people don't house rule this somehow or go with CT's damage method.
 
Originally posted by Aramis:
T1 gets to go next. Joe immediately interrupts, rolls a 4, and fails.
Is there a penalty to failing an interrupt?

Aren't the actions by different characters considered simultaneous instead of instantaneous?

If so, acting last is a huge advantage, especially if you can interrupt easily. You'll let the enemy go first, see what he does, and if you want to interrupt him, you can try. And, even if he does go first and incapacitates you, you still get to go because you get to have your turn.

No penalty for failing interrupt? Doesn't count as your action that round, does it?

That's how I'd house rule this. You go on your turn, or you try to interrupt. But, if you fail your interrupt, you lose your turn that round.
 
T is terms.

Yes, I made an error, the difference in life 18-19-20 is not relevant.

No, you can not interrupt once interrupted.

An action interrupted is not changed; it is merely resolved after the interrupt (and its subsequent interrupts by others, if any).

The penalty for failing an interrupt is "you go next with the declared action", which is often (but not always) no real penalty.

Speed 3: Note that I mentioned the character is a human minor race, an alien for our purposes, with speed three.

Hand to hand: yes, a two roll system; roll for an opening, then roll to exploit it. Having fenced for several years, yes, that is realistic.

Damage example: Since I don't write it out normally, just roll in pairs of Big Die/Little Die of same color, I use Big for damage, and little for which stat. It's actually NO different that doing so in CT, except that it is concentrated rather than done each hit, and the penalties to stats don't apply until "post combat."

I'm not required to roll it until someone first-aid's him, or combat is over, or other such. HOWEVER, many GM's allow "fit the dice by whim."

Inititative: Highest tactics pool goes first, on a side by side basis. (There can be 2, 3 or more sides, just for reference.) Tactics pool is the total of all the tactics skill levels in the side's characters. It also can be used for DM's, but there was little point in the example.

Why Joe before the others? He declared first.

As to surprise? In the example, because I felt like it! In actual play, I'd have allowed an Int+Recon vs Dex+Stealth at routine, bumped up to difficult becuase of the crates they hid behind, and again to formidable due to Joe & friends talking away as they crossed the tarmac.
 
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Note that in the errata, the two hand-to-hand tasks are changed to a single task...

Page 69, right column, Hand-to-Hand Combat Tasks: If the referee prefers, the two hand-to-hand combat tasks may be combined into this single task:

To hit another unit with a hand-to-hand attack:
Routine, Off=Weapon skill, Str; Def=Weapon skill, Weapon Def (confrontation)
Referee: If the attacker is unskilled, increase the difficulty of this task by one level; if the defender is unskilled, decrease the difficulty of this task by one level.
The defender may use his weapon (whatever weapon he currently has) for defense. Note that the defender may later conduct a hand-to-hand attack with his weapon if he has not yet taken his turn. The defender may attempt to preempt the attack by interrupting the attacker (NOTE: Use Dex in place of movement speed as the DM when interrupting a hand-to-hand attack in this manner). The defender may not attempt to interrupt anyone other than the attacker.
Failure means defender blocked or avoided the attack.

I'll admit to having never played with a group that used the two-roll mechanism for hand-to-hand combat, so the example was very interesting to me :)
 
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