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combat - player vs vehicle

The AV's are based upon the exact same table from design. Almost every weapon matches. The ones that don't are 9mm slugthrowers (MT ups them by 1), TL7 recoillesses (very different), and a few artillery rounds. The Arty can all be seen as typos.

Ones that don't match Striker Effective Range Pen with MT base Pen from the striker Bk3 lists
9mm Rev (1 vs 2)
9mm Autopistol (1 vs 2)
9mm SMG (2 vs 3)
5mm Assault Rifle (3 vs 2)
TL7 6cm Recoiless HE (9 v 10) Heap (30 vs 20)
TL7 8cm RR HE (14 vs 13) HEAP (35 vs 30)
TL7 10cm RR HE (17 vs 16)
A handful of the artillery rounds.

That they use different formats for the layout is immaterial to the direct rip:
Striker Range(pen)+DmBonus
MegaTraveller Pen/Atten Dmg

This also means the missing weapons can be reverse engineered easily.

Then penetration among Striker and AHL don't match (aside from Striker having a wider selection of weapons, as most of them would not be usable inside a ship)?

As I told, I've never had the opportunity to read Striker, and that's why I used AHL as a base. There, GR has pen 6 (MT 7), as does laser rifle (MT 9/20 depending on TL); and Cloth has armor 6 (5 in MT), CA 8 (8-18. depending on TL in MT), and BD 10 (10-18 in MT), to give some examples.

EDIT: Note. All penetration factors are given for close range, as in AHL only handguns use to be used at greater ranges
 
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Interesting. Especially because no two players have the same idea of what "old school" is.

Hi Shonner,

++smiles++ very true – however, it can be argued by some – I personally noticed that new rpg material coming has lost a special feel that I grew up with. There was a time that rules provided a guideline and the rest was up to the players and GM to use their creative abilities, yet new material is ridged and regulated. Yet, maybe it is because I am a sucker for the art work used in the 80s and early 90s.

On another note – I missed Traveller the first time around in the 80/90s, but grew up with AD*D 1/2 and Gamma World.

Thanks
JJ
 
Hi Dragoner:
I am new to the books, so I do applogize; however, what rules and books are you refering to?

Classic Traveller Book 2 Starships if we are talking Little Black Books, the other rules have it in similar form, like The Traveller Book. Geerally you could apply a "to hit" for the player using a missile, like a TOW/HOT, but basically a tank is just a moving turret of one type or another. Role Playing scenarios rarely need the complexity of how Striker worked and is generally unworkable in online/pbp games, so the simplicity of the old rules actually works in their favor.
 
Classic Traveller Book 2 Starships if we are talking Little Black Books, the other rules have it in similar form, like The Traveller Book. Geerally you could apply a "to hit" for the player using a missile, like a TOW/HOT, but basically a tank is just a moving turret of one type or another. Role Playing scenarios rarely need the complexity of how Striker worked and is generally unworkable in online/pbp games, so the simplicity of the old rules actually works in their favor.

I believe we are talking about the same books, becuase I have 3 .pdfs and from what i can tell are what everyone refers to as "the little black books".

thanks
 
do not omit "Snapshot" from your considerations (classic traveller but with a map board with squares, and variable amount of actions depending on your stats)

Striker is an excellent way to go (IMO) but uses 30 second rounds and abstracts number of hits based on your roll (every 2 above the to-hit # yields another hit...with some of the auto area effect weapons this can be brutal, yielding TPK's unless they spread WAY out). better (IMO) is to just use the weapon to-hit and damage rules (keeping the CT rounds and movement). There is even a way to convert the "light" "serious" and "Kill" wound results into dice of damage. And there is a way to figure out what happens when a soldier in combat armor is inside a tank...as well as air to ground bombing (2 types!) as well as air-to-air combat (that works so-so, especially if you try to add a spaceship). as well as an answer about tac missiles and other heavy weapons (including nuclear rounds) ... all-in-all the "best" classic combat system for traveller roleplaying (IMO). others will no doubt disagree....
 
do not omit "Snapshot" from your considerations (classic traveller but with a map board with squares, and variable amount of actions depending on your stats)

Striker is an excellent way to go (IMO) but uses 30 second rounds and abstracts number of hits based on your roll (every 2 above the to-hit # yields another hit...with some of the auto area effect weapons this can be brutal, yielding TPK's unless they spread WAY out). better (IMO) is to just use the weapon to-hit and damage rules (keeping the CT rounds and movement). There is even a way to convert the "light" "serious" and "Kill" wound results into dice of damage.


I used it by keeping the 10-second rounds and eliminating the 2-over rule. I found it easy to figure out the ten-second burst ROF for weapons to make them fit into that time frame and they matched the Mercenary and LBB1 rules fine. I kept the damage level bump-up for energy and explosive weapon hits, though, and made "Killed" results 6D6 damage (Light Wound= 2D6, Serious= 4D6).

# of targets for autofire could also be used as the number of attempts to hit, so 4 targets means two chances each against two targets, or all four on one... That kept automatic weapons dangerous enough.
 
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I used Car Wars rules for most RPGs that didn't define it well enough.

Hi Shonner,
Long ago I did have a copy of Car Wars; however, I forget how this method of attacks were handled. On another note - I have some material from Mechwarrior and Battletech, which I have given some thought to use, but do not have the time to modify or adapt the system.

Thanks for the idea about Car Wars.
 
In Car Wars, the driver had three hit points. Well I just threw in a Traveller character and used Traveller weapons on the vehicles. The 3 hit points removed and were now the Traveller player's attributes instead.
 
In Car Wars, the driver had three hit points. Well I just threw in a Traveller character and used Traveller weapons on the vehicles. The 3 hit points removed and were now the Traveller player's attributes instead.

I used 2DTraveller=7damageTraveller=1DPCarWars. Worked great that way. All Traveller personal scale weapons did flat DP to vehicles... and all Car Wars weapons did their damages as bocks of 2d6 character damage.
 
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