This is from some playtesting I did in February. Did I post this already?
COMBAT REPORT 1
Two characters shot at each other from a bit over 100 meters apart (R=3) with Standard Assault Rifles (TL8).
The Templar (C+S=12) was wearing a Vacc Suit with Ar=12. He has a Tactics mod of +16 for this combat session. At Range 3, this pretty much guarantees one hit per round.
The Thief (C+S=15) was wearing a Standard Vacc Suit with Ar=10. He does not have Tactics skill.
Both of them were standing in the open, High Noon-style.
If combat was conducted with, say, eight guys on a side, it would be hard to keep track of things. Although, the Knockdown rule helps reduce the number of conscious combatants each round. Which is a good thing.
ROUND ONE
Templar fired two shots, using the Tactics Mod on the second shot. The second shot hit. The rifle does two types of damage:
Thief shot next. He fired two shots, both of which hit:
ROUND TWO
Templar put his Tactics Mod on the first shot, which hit. Damage:
Templar is unconscious for 3 rounds, which means he basically lost.
COMBAT REPORT 1
Two characters shot at each other from a bit over 100 meters apart (R=3) with Standard Assault Rifles (TL8).
The Templar (C+S=12) was wearing a Vacc Suit with Ar=12. He has a Tactics mod of +16 for this combat session. At Range 3, this pretty much guarantees one hit per round.
The Thief (C+S=15) was wearing a Standard Vacc Suit with Ar=10. He does not have Tactics skill.
Both of them were standing in the open, High Noon-style.
If combat was conducted with, say, eight guys on a side, it would be hard to keep track of things. Although, the Knockdown rule helps reduce the number of conscious combatants each round. Which is a good thing.
ROUND ONE
Templar fired two shots, using the Tactics Mod on the second shot. The second shot hit. The rifle does two types of damage:
- Burn-3, resulting in 6, 6, and 2, Left Arm. Armor for the Left Arm was gone for the duration. The 2 was applied against a random characteristic -- the Thief's Strength.
- Blast-2, resulting in a 3 and a 2, a graze, no effect -- not enough to overcome armor or Knockdown the target.
Thief shot next. He fired two shots, both of which hit:
- Hit 1:
- Burn-3 was 10 points, no effect.
- Blast-2 was 9 points, no effect, and not enough for a Knockdown.
- Hit 2:
- Burn-3 was 11 points, no effect.
- Blast-2 was 7 points, no effect.
ROUND TWO
Templar put his Tactics Mod on the first shot, which hit. Damage:
- Burn-3. Rolled a 6, 4, 4. Roll for location = Right Arm. 4 more points to a random location -- Strength again.
- Blast-2 didn't penetrate armor and wasn't enough for Knockdown.
- Hit 1:
- Burn-3 didn't penetrate armor.
- Blast-2 was 6,4 - not enough to penetrate armor, but greater than Templar's DEX, so he suffers KNOCKDOWN for 1D-2 = 1 round.
- Hit 2:
- Burn-3 is 6, 4, 3 - location is Right Arm. Enough to nullify the armor on the Right Arm for combat, but not enough to do damage.
- Blast-2 is another 10 points, so Templar once again suffers KNOCKDOWN for 1D-2 = 2 more rounds.
Templar is unconscious for 3 rounds, which means he basically lost.