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CT Combat

Originally posted by Plankowner:
The question I have is if a High Power bullet blows through your armor, do you REALLY get less damage or is it about the same.

(snipety)

A high power weapon in Traveller is going to do more damage. Maybe 4D, or even 5D, compared to the Carbine's 3D.

So, I'd say, in Traveller terms, the answer to your question is: It's covered by the damage roll.

If you roll 4D and turn up 5 / 5 / 6 / 6, then that shot is surely going to do some damage to whoever it hits.

If you roll 4D amd turn up 3 / 2 / 1 / 1, then, of course, that shot is not as high powered.

I feel like what you're trying to do is getting a little too detailed. You could put a modifer in there, I'm thinking, that would accout for high powered weapons.

Also, remember that the CT armor modifiers, the way I'm using them, does wonders for different penetration of weapons against different armor.

For example. Cloth Armor is AV 5. That means, every weapon that is fired against Cloth receive a -5DM to damage (as a base).

Then ...

Every weapon is adjusted with the armor mods from the CT tables (which is why I call this the "armor adjustment").

So, if a person is wearing Cloth armor, different weapons will do different damage against it (have different penetration).

A couple of examples ...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon Damage Cloth AV Armor Adj.
------ ------ -------- -----------
Hands 1D -5 -4
Dagger 2D -5 -4
Cutlass 3D -5 -3
Revolver 3D -5 -3
Shotgun 4D -5 -3
Laser Rifle 5D -5 +1</pre>[/QUOTE]So, Hands and Dagger have the same damage DMs, but a dagger has 2D damage instead of 1D.

Cutlass and Revolver have the exact same damage DMs. But, a shotgun has the same DMs but does an extra D of damage.

A Laser Rifle is really 5D -4 damage.

To reference your point of "High Power bullets", I'd say that it's all worked into these rules with (A) the modifiers and (B) the result of the damage dice throw.


I LIKE your hit location system. Do you have different systems for different races?
I don't, but that doesn't mean I wouldn't work one up on the spot.

I mean, if a K'kree was in a fight, then obviously, you'd need another 1-6 hit location chart for him.

But, if you notice, the hit location chart does flow from the head to the feet, and odd numbers always represent the "left" side of a target while even number represent the "right" side of a target.

So, as a GM, you can do something like this: Your characters are fighting dog or wolf like creatures on an alien world. Impose a +1DM on the hit location chart (skewing the result to the legs and making head hits impossible).

Or, if the characters are battling flying avian bat-like creatures that swoop down and claw them, then impose a -1DM on the hit location chart making leg hits unlikely, but skewing the result to defender's heads.

And, it's always easy to figure where a character was hit with the odd/even thing.

FWIW, the percentage chance, on my hit location chart, that any body part will be hit is fairly accurate in Real Life.

I can't find it now, but I downloaded a gunshot report from the ATF a few years ago, and it provided percentages (of hits to body parts) of all gunshots reported in the US over a five year period.

The hit location chart (and system with the even roll hitting the Torso) is damn close to those real life numbers.

Also - I'm a huge proponent of realistic rules that "make sense" and are "logical". But, I'm also a huge proponent of quick and easy rules that speed gameplay.

I always try to find and/or create rules that have a foot in each theory.

Can you make more realistic rules? Sure. But, most times, this means slow, complicated play (a la TNE).

The key, imo, is to come up with the most realistic, most true-to-real-life rule that doesn't hinder or bog down gameplay.

I'll definitely sacrifice some realism to keep a fast paced, fun, exciting game.

I don't find that my players, after the game is over, sit around and talk about "How realistic was that? It was amazing realistic!"

What I see them saying is, "Damn! THAT was a fun game! Man, did you see what so-and-so did? I couldn't believe it. When do we play next?"

I always try to keep that in mind when I'm writing rules.

Which is why I like the hit location system so much. HALF the time, I don't even need to consult it (because EVEN throws mean Torso hits). And, I've got my foot in the realism-line of thinking because I based the percentages on RL gunshot reports.

That's the type of happy marriage between realism and gameplay that I strive for.

Ask Sig. He always keeps me in line. When I start getting too complicated about things, he'll straighten me up with a simple, "Yeah...but doesn't that bog down game play?"

Look at these threads. You'll see several ideas I've tossed because of Sig uttering that one line.
 
Originally posted by Plankowner:
The question I have is if a High Power bullet blows through your armor, do you REALLY get less damage or is it about the same.

(snipety)

A high power weapon in Traveller is going to do more damage. Maybe 4D, or even 5D, compared to the Carbine's 3D.

So, I'd say, in Traveller terms, the answer to your question is: It's covered by the damage roll.

If you roll 4D and turn up 5 / 5 / 6 / 6, then that shot is surely going to do some damage to whoever it hits.

If you roll 4D amd turn up 3 / 2 / 1 / 1, then, of course, that shot is not as high powered.

I feel like what you're trying to do is getting a little too detailed. You could put a modifer in there, I'm thinking, that would accout for high powered weapons.

Also, remember that the CT armor modifiers, the way I'm using them, does wonders for different penetration of weapons against different armor.

For example. Cloth Armor is AV 5. That means, every weapon that is fired against Cloth receive a -5DM to damage (as a base).

Then ...

Every weapon is adjusted with the armor mods from the CT tables (which is why I call this the "armor adjustment").

So, if a person is wearing Cloth armor, different weapons will do different damage against it (have different penetration).

A couple of examples ...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon Damage Cloth AV Armor Adj.
------ ------ -------- -----------
Hands 1D -5 -4
Dagger 2D -5 -4
Cutlass 3D -5 -3
Revolver 3D -5 -3
Shotgun 4D -5 -3
Laser Rifle 5D -5 +1</pre>[/QUOTE]So, Hands and Dagger have the same damage DMs, but a dagger has 2D damage instead of 1D.

Cutlass and Revolver have the exact same damage DMs. But, a shotgun has the same DMs but does an extra D of damage.

A Laser Rifle is really 5D -4 damage.

To reference your point of "High Power bullets", I'd say that it's all worked into these rules with (A) the modifiers and (B) the result of the damage dice throw.


I LIKE your hit location system. Do you have different systems for different races?
I don't, but that doesn't mean I wouldn't work one up on the spot.

I mean, if a K'kree was in a fight, then obviously, you'd need another 1-6 hit location chart for him.

But, if you notice, the hit location chart does flow from the head to the feet, and odd numbers always represent the "left" side of a target while even number represent the "right" side of a target.

So, as a GM, you can do something like this: Your characters are fighting dog or wolf like creatures on an alien world. Impose a +1DM on the hit location chart (skewing the result to the legs and making head hits impossible).

Or, if the characters are battling flying avian bat-like creatures that swoop down and claw them, then impose a -1DM on the hit location chart making leg hits unlikely, but skewing the result to defender's heads.

And, it's always easy to figure where a character was hit with the odd/even thing.

FWIW, the percentage chance, on my hit location chart, that any body part will be hit is fairly accurate in Real Life.

I can't find it now, but I downloaded a gunshot report from the ATF a few years ago, and it provided percentages (of hits to body parts) of all gunshots reported in the US over a five year period.

The hit location chart (and system with the even roll hitting the Torso) is damn close to those real life numbers.

Also - I'm a huge proponent of realistic rules that "make sense" and are "logical". But, I'm also a huge proponent of quick and easy rules that speed gameplay.

I always try to find and/or create rules that have a foot in each theory.

Can you make more realistic rules? Sure. But, most times, this means slow, complicated play (a la TNE).

The key, imo, is to come up with the most realistic, most true-to-real-life rule that doesn't hinder or bog down gameplay.

I'll definitely sacrifice some realism to keep a fast paced, fun, exciting game.

I don't find that my players, after the game is over, sit around and talk about "How realistic was that? It was amazing realistic!"

What I see them saying is, "Damn! THAT was a fun game! Man, did you see what so-and-so did? I couldn't believe it. When do we play next?"

I always try to keep that in mind when I'm writing rules.

Which is why I like the hit location system so much. HALF the time, I don't even need to consult it (because EVEN throws mean Torso hits). And, I've got my foot in the realism-line of thinking because I based the percentages on RL gunshot reports.

That's the type of happy marriage between realism and gameplay that I strive for.

Ask Sig. He always keeps me in line. When I start getting too complicated about things, he'll straighten me up with a simple, "Yeah...but doesn't that bog down game play?"

Look at these threads. You'll see several ideas I've tossed because of Sig uttering that one line.
 
Now that you ask... ;)
file_23.gif


My favourite damage resolution system remains T4.

Weapons have a damage rating similar to CT, although higher TL ACRs and the like tend to go up to 6.

Most weapons can only transfer 3d of damage to a human target (e.g. the ACR with 5d will only inflict 3d on an unarmoured opponent).

Armour subtracts from damage dice, i.e. AV 3 subtracts 3 damage dice.

I add the rule, adapted from T20, that the damage dice are rolled and then armour subtracts from lowest die to highest.

Two rolls to resolve to hit and damage. From the way the damage is allocated either the player or myself can describe the wound's hit location and effects.

I don't have to change anything for animals or aliens either.

I used to use a more complicated system:
roll to hit
roll location
roll for penetration
roll damage

Less die rolling means faster game play.
 
Now that you ask... ;)
file_23.gif


My favourite damage resolution system remains T4.

Weapons have a damage rating similar to CT, although higher TL ACRs and the like tend to go up to 6.

Most weapons can only transfer 3d of damage to a human target (e.g. the ACR with 5d will only inflict 3d on an unarmoured opponent).

Armour subtracts from damage dice, i.e. AV 3 subtracts 3 damage dice.

I add the rule, adapted from T20, that the damage dice are rolled and then armour subtracts from lowest die to highest.

Two rolls to resolve to hit and damage. From the way the damage is allocated either the player or myself can describe the wound's hit location and effects.

I don't have to change anything for animals or aliens either.

I used to use a more complicated system:
roll to hit
roll location
roll for penetration
roll damage

Less die rolling means faster game play.
 
Once again, a great thread for me to absorb and use for my fledgling CT campaign! :D And super-kudos to WJP. I've already put together a word doc of the most savory parts of this thread. A couple of quick hits:

WJP, you mentioned earlier about the "Special Considerations" section in LBB1. I found it, but it doesn't have the info you stated. (I'm using the FFE Reprints). Could you post the remaining "Zero-G", reloading and combined armor mods? Is this "Traveller Book" the same book offered here by QLI?

Mainecoon, thank you for that link to Phoenixcommand.com. Been looking for soem up to date firearm info for that system. After I pulled it out the box, I was seriously considering using it as my default combat system for CT. But I gotta keep it "classic". After all, there's a reason it's still got support after almost 30 years out there


BTW, WEG's D6 system is a very sexy system indeed. I ran a "force"-less campaign of tramp frieghters remarkably similar to CT before I even heard of Traveller. When I first cracked open the FFE Reprints, I was like, "Holy Crap! Most of this stuff is in STAR WARS! The tramp freighters, the scouts, the starports, the planet/system generation, etc." If any system can be easily "ported" over, I think a D6 Traveller would be the best way. Honestly, all you have to say is "the force = psionics" and stretch out hyperspace to CT Jump times and you're 90% there, IMHO.
 
Once again, a great thread for me to absorb and use for my fledgling CT campaign! :D And super-kudos to WJP. I've already put together a word doc of the most savory parts of this thread. A couple of quick hits:

WJP, you mentioned earlier about the "Special Considerations" section in LBB1. I found it, but it doesn't have the info you stated. (I'm using the FFE Reprints). Could you post the remaining "Zero-G", reloading and combined armor mods? Is this "Traveller Book" the same book offered here by QLI?

Mainecoon, thank you for that link to Phoenixcommand.com. Been looking for soem up to date firearm info for that system. After I pulled it out the box, I was seriously considering using it as my default combat system for CT. But I gotta keep it "classic". After all, there's a reason it's still got support after almost 30 years out there


BTW, WEG's D6 system is a very sexy system indeed. I ran a "force"-less campaign of tramp frieghters remarkably similar to CT before I even heard of Traveller. When I first cracked open the FFE Reprints, I was like, "Holy Crap! Most of this stuff is in STAR WARS! The tramp freighters, the scouts, the starports, the planet/system generation, etc." If any system can be easily "ported" over, I think a D6 Traveller would be the best way. Honestly, all you have to say is "the force = psionics" and stretch out hyperspace to CT Jump times and you're 90% there, IMHO.
 
Originally posted by SOCOM242:
Once again, a great thread for me to absorb and use for my fledgling CT campaign! :D And super-kudos to WJP. I've already put together a word doc of the most savory parts of this thread.
Cool. Glad you found it useful.


If you need the Striker AVs, flip to the pages in your reprint that describes the various armor types and pencil in these Armor Values.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Type AV Note
---------- --- --------------------
Jack 0 AV1 vs. melee only.
Mesh 2
Cloth 5
Reflec 0 AV10 vs. laser only.
Ablat 1 AV6 vs. laser only.
Vacc Suit 5 Considered Cloth
Combat Armor 8
Battle Dress 10</pre>[/QUOTE]Note that these AVs are just a base. You may see someting like Cloth+1, which means Cloth armor that is one point easier to hit. You'll have to reduce Cloth armor when you see this. Cloth+2, or example, is AV3.

The opposite is true when you see something like Jack-1. Regular Jack is AV0 /AV1 vs. melee. So, Jack-1 would be AV1 /AV2 vs. melee.


Here are the Weapon Block numbers from Striker. I would pencil these in on the page that lists brawling, Animal Weapons, and Blades.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon Block
--------- ------
Hands -1
Claws -1
Horns -1
Thrasher -1
Club -1
Dagger -1
Blade -2
Foil -2
Cutlass -2
Sword -3
Broadsword -2
Bayonet -1
Spear -1
Halberd -2
Cudgel -1</pre>[/QUOTE]Those weapons not mentioned in the chart have a Block of 0.


I found it, but it doesn't have the info you stated. (I'm using the FFE Reprints). Could you post the remaining "Zero-G", reloading and combined armor mods?
I'll do that for you, but I've got to run right now. If no one else copies that for you, I'll try to get it later this weekend.

Is this "Traveller Book" the same book offered here by QLI?
No. There is a CT Traveller Book, written by Marc Miller, published in 1982. You can find it in both hardback and softback.

It's the "revised & expanded" version of the CT rules.


After all, there's a reason it's still got support after almost 30 years out there
That, there is.

CT is a GREAT game.
 
Originally posted by SOCOM242:
Once again, a great thread for me to absorb and use for my fledgling CT campaign! :D And super-kudos to WJP. I've already put together a word doc of the most savory parts of this thread.
Cool. Glad you found it useful.


If you need the Striker AVs, flip to the pages in your reprint that describes the various armor types and pencil in these Armor Values.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Type AV Note
---------- --- --------------------
Jack 0 AV1 vs. melee only.
Mesh 2
Cloth 5
Reflec 0 AV10 vs. laser only.
Ablat 1 AV6 vs. laser only.
Vacc Suit 5 Considered Cloth
Combat Armor 8
Battle Dress 10</pre>[/QUOTE]Note that these AVs are just a base. You may see someting like Cloth+1, which means Cloth armor that is one point easier to hit. You'll have to reduce Cloth armor when you see this. Cloth+2, or example, is AV3.

The opposite is true when you see something like Jack-1. Regular Jack is AV0 /AV1 vs. melee. So, Jack-1 would be AV1 /AV2 vs. melee.


Here are the Weapon Block numbers from Striker. I would pencil these in on the page that lists brawling, Animal Weapons, and Blades.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon Block
--------- ------
Hands -1
Claws -1
Horns -1
Thrasher -1
Club -1
Dagger -1
Blade -2
Foil -2
Cutlass -2
Sword -3
Broadsword -2
Bayonet -1
Spear -1
Halberd -2
Cudgel -1</pre>[/QUOTE]Those weapons not mentioned in the chart have a Block of 0.


I found it, but it doesn't have the info you stated. (I'm using the FFE Reprints). Could you post the remaining "Zero-G", reloading and combined armor mods?
I'll do that for you, but I've got to run right now. If no one else copies that for you, I'll try to get it later this weekend.

Is this "Traveller Book" the same book offered here by QLI?
No. There is a CT Traveller Book, written by Marc Miller, published in 1982. You can find it in both hardback and softback.

It's the "revised & expanded" version of the CT rules.


After all, there's a reason it's still got support after almost 30 years out there
That, there is.

CT is a GREAT game.
 
My system (reposted into one post rather than 3 pages of fragmanted posts on the original thread:

This combat system uses the UGM task system (Universal Game Mechanic), which was devised by WJP and revised by me; you could download the system in PDF-form here. In a nutshell, you roll 2D for 8+; DM+Skill and DM+/-Difficulty. If the "natural" (i.e. before applying the skill or difficulty DMs) 2D roll is equal or lower than the linked acharacteristic, add another DM of +1. A UGM task is listed like this: SKILL/CHARACTERISTIC/DIFFICULTY, for example Pistol/DEX/-2 means:

1) Roll 2D;
2) If the 2D roll is equal or lower to your Dexterity score, add DM+1;
3) Add your Pistol skill as a +DM;
4) Apply the Difficulty DM-2;
5) If the total is equal or greater than 8, you succeed; if it is lower than 8, you fail.

Hitting a target in ranged combat is a Skill/DEX/DM task, where Skill is the skill relevant to the weapon being used, DEX is the character's Dexterity score and DM is the DM to hit at the specific range, taken from the LBB1 or LBB4 Range Matrixes (copy the DMs appropriate to your weapons to your character sheet).

Hitting a target in melee combat is a Skill/STR/DM task, where Skill is the skill relevant to the weapon being used, STR is the character's Strength score and DM is the DM to hit at the specific range, taken from the LBB1 or LBB4 Range Matrixes (copy the DMs appropriate to your weapons to your character sheet).

Basic damage is done in the same way as LBB1 or LBB4 (i.e. Rifle 3D, Gauss Rifle 4D and so on). If you hit an unarmored target, you roll damage and apply each die to either STR, DEX or END (defender's choice). If you roll a Spectacular Success, YOU (i.e. the attacker) get to apply all damage to ONE characteristic - and if it is reduced beneath zero, to another and so on; this replaces the "first blood" rule.

Armor does not affect chances to hit, and instead absorbs damage. Armor is rated in dice - the amount of damage dice it absorbs:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ARMOR ABSORBS
Jack 1*
Mesh 1
Flak Jacket 2
Cloth 3
Combat/BD 5
Reflec 6**</pre>[/QUOTE]* Against melee weapons only.
** Reflec "absorbs" only Laser fire; it is ineffective against any other kind of attack.

However, some weapons have an Armor Piercing ability (AP), expressed in dice as well. It is the number of armor reduction ignored by the weapon; note that AP cannot reduce Armor below zero. A few examples:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon AP
Pistols/SMGs 0
Shotguns 0
Carbines/ARs 1
Rifles 2
Laser Carbines 2
Laser Rifles 3
Gauss Rifle 3</pre>[/QUOTE]Sounds complicated? Here's an example. Assume you use your Laser Carbine (Damage 4, AP 2) to attack an enemy trooper (who's wearing Cloth Armor, Absorb 3. If you hit, you'll do 4D-(3D-2D)=3D damage.

Bypassing armor is possible in two ways - either Spectacular Success (which, in addition to the damage rule noted above, halves effective armor BEFORE applying AP) or by sniping. Sniping require the following conditions:
1) No active enemies are within Close range of the sniper.
2) The sniper must not move (not even evade) during the turn in which she snipes.
3) Target must be within Short range (for pistols/SMGs) or Medium range (for scope-less rifles) of the sniper; an optical or electronic scope allows this restriction to be ignored.
4) The sniper must have atleast Skill-1 with the weapon AND be elligible (sp?) for the weapon's DEX bonus.
5) A -4 DM is applied to hit.

A sniper who successfully hits her mark may choose ONE of two things:
1) Halve effective armor before applying AP.
OR
2) Apply all damage to one characteristic, sniper's choice.

---

Vehicles in Combat
My idea about vehicle damage absorption (for non-armored vehicles; armor would add to that) is something along the following lines:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">VEHICLE DAMAGE
SIZE ABSORPTION
Small (motorcycle) 1
Medium (car or jeep) 3
Large (van or small truck) 5
Huge (ATV or large truck) 7</pre>[/QUOTE]AP applies as normal, so a Gauss Rifle or a Laser Carbine will still be able to cause one damage roll a van (but not an ATV) and a Laser Rifle would inflict one damage roll on an ATV per hit. Specialized ammo will make things even easier.

I'll work up a series of modifications to Piper's excellent CT vehicle system to adapt it to the UGM and to my damage system; this will also allow the addition of armor in the form of more damage absorption points.

For each remaining die of damage after Absorption, roll once on the Surface table below; roll on the Interior table only if the Surface Table indicates so; Any Interior hit also causes a pressure breach if the vehicle is pressurized. Roll on the Critical table instead if you get a UGM "spectacular success"; note that if the vehicle's Armor is twice or more than the weapon's amount of damage dice, even a Spectacular Success won't penetrate it.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">D6 SURFACE INTERIOR CRITICAL
1 Weapon Integrity Fuel
2 Weapon Transmission All Crew
3 Suspension Transmission LSS
4 Misc One Crew Control
5 Interior One Crew Power Plant
6 Interior Power Plant Explosion</pre>[/QUOTE]Weapon: One weapon becomes inoperative; the gunner (if he operates the weapon directly) recieves 3D damage (absorbable by armor); if no weapons are installed or no intact weapons remain, ignore the result.

Suspension: The vehicle's suspension (wheels, tracks, legs, ACV-skirt or grav-module) is damaged; the first time it is hit, reduce speed by half; at the second, the vehicle grinds to a halt. Every time the suspension is hit, if the vehicle is moving at more than 30kph (speed 3 in LBB1 terms), and/or if the vehicle is airborne, the driver/pilot must roll a Routine (Skill/DEX) UGM task using the appropriate vehicle skill; failure means that the vehicle crashes (speed at zero; roll twice on the table).

Misc: Roll 1D6; on 1 or 2, the vehicle's external lights are rendered inoperative; on 3 or 4, the vehicle's external sensors (if any, othewise ignore) are rendered inoperative; on 5 or 6, one of the vehicle's doors is stuck (Difficult (STR Only) UGM task to open).

Integrity: Pressure integrity is lost. If the vehicle is not pressurized, or if pressure has already been lost, ignore this result.

Transmission: The vehicle's transmission (drive train or ACV-fans) is damaged; reduce speed by half in the first hit, total speed loss in the second. Every time the transmission is hit, if the vehicle is moving at more than 30kph (speed 3 in LBB1 terms), and/or if the vehicle is airborne, the driver/pilot must roll a Standard (Skill/DEX) UGM task using the appropriate vehicle skill; failure means that the vehicle crashes (speed at zero; roll twice on the table). Grav vehicles do not have transmission, so treat this result for them as an Integrity Loss.

One Crew: One crewmember is hit; apply the entire penetrating damage (i.e. after absorption by the vehicle and the character's armor) to the character.

Power Plant: The vehicle's power plant is rendered inoperative; the vehicle grinds to a halt, and all power-dependent weapons cease to function; life support continues to work on backup batteries. If the vehicle is moving at more than 30kph (speed 3 in LBB1 terms), and/or if the vehicle is airborne, the driver/pilot must roll a Standard (Skill/DEX) UGM task using the appropriate vehicle skill; failure means that the vehicle crashes (speed at zero; roll twice on the table).

Fuel: At the first hit, half of the vehicle's fuel leaks (but does not ignite immidiately). At the second, the entire fuel tank is breached and the vehicle slows down and then grinds to a halt. If an explosive weapon scores any kind of an Interior hit at a vehicle leaking flammable fuel, the fuel ignites; inflict 3D burn damage at the crew every turn they are still in the vehicle.

All Crew: An explosion (3D, AP 1) has occured that effects the whole crew (personal armor absorbs as normal).

LSS: The vehicle's Life Support System is rendered inoperative. If there is no such system onboard, or if it was already disabled, treat as an Integrity Loss result.

Control: The vehicle's control system and/or computer fails; If the vehicle is moving at more than 30kph (speed 3 in LBB1 terms), and/or if the vehicle is airborne, the vehicle crashes (speed at zero; roll twice on the table).

Explosion: The vehicle's fuel tank or ammunition storage ewxplodes; inflict 5D damage (AP 3, absorbable only by personal armor that covers the entire body) on all crew members; the vehicle is totally inoperative, ofcourse, and might burn.

---

Starships in Personal Combat
While, in most cases, starships would be handeled using the LBB2 (or HG) combat system, sometimes you'd like to shoot down a Free Trader with your PGMP-12. For this purpose, treat every FULL 10D of personal-combat damage (ignore fractions) as ONE LBB2 hit. Ship Armor (which I'll add to LBB2 later on) absorbs one hit per point of armor, so most personal-scale weapons wouldn't be able to damage an armored starship (unless they do atleast 20D).

Similarly, ship weapons do 10D per LBB2 hit.

---

Surprise
At the beginning of every encounter, make an opposed Recon (or Leader)/INT task using the skill and the stat of the character with the highest Recon or Leader skill in each side. If no such skill is present, use a skill rating of 0 and no INT DM. Animals that aren't Pouncers or Trappers have an effective skill of 1D-4; Pouncers or Trappers have an effective skill of 1D. Under normal circumstances, if one side rolls 6 or more above the other side, surprise is achieved (see LBB1 pp.30-31 for effects). If an ambush has been laid out, the ambusher may achieve surprise at any roll higher than the roll of the quarry.

Encounter Range
Indoors, encounter range is usually determined by the Referee; outdoors, it should either be decided upon by the referee or determined by the rules presented in LBB1 p.31.

Avoiding an Encounter
A party that has surprise my avoid an encounter at will; Otherwise, roll a Recon/INT/-2 task to do so, with the following DMs:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">RANGE DM
Close N/A
Short -1
Medium +1
Long +2
Very Long +3</pre>[/QUOTE]Initiative
Initiative is an Opposed Tactics/INT task; use the stats of the character with the highest Tactics skill on each side; the winner's side goes first. If no Tactics skill is present, use a skill rating of 0, but no INT DM.

Making Attacks
Characters using melee weapons, hand-thrown weapons or single-fire ranged weapons may attack once per combat round; characters using most personal auto-fire weapons may attack twice per combat round (but both attacks must be on the same target OR on another target within Close range to it); characters using the Gauss Rifle, LMG, HMG or VRF Gauss Gun on auto-fire may attack three times per combat round (but both attacks must be on the same target OR on another target within Close range to it).

A Melee attack is a Skill/DEX/Range-DM task.

A ranged attack is a Skill/STR/Range-DM task.

"Skill" is the skill relevant to the weapon; Range-DM is the range-matrix DM. DMs for high or low Strength or Dexterity (LBB1 pp.34-350 apply as normal.

Autofire
Autofire-capable weapons are shown on the weapons charts with the two DMs in each column separated by a slash. The first DM is used when the weapon is fired semi-automatically; the second is used on full automatic fire settings. Characters using most personal auto-fire weapons may attack twice per combat round (but both attacks must be on the same target OR on another target within Close range to it); characters using the Gauss Rifle, Autocannon, LMG, HMG or VRF Gauss Gun on auto-fire may attack three times per combat round (but both attacks must be on the same target OR on another target within Close range to it).

Group Hits by Autofire
Non-evading targets within close range (1.5m) of the original target area are also attacked by the weapon's burst of fire. A DM of -3 is imposed to hit. From a normal four round burst, no more than two adjacent targets may be hit. From a ten round burst or greater (fired by Gauss Rifles, Autocannons, LMGs, HMGs and VRF Gauss Guns), four targets may be hit.

Group Hits By Shotguns
Each shot by a shotgun may attack up to three individuals within Close range to the original target. In addition, when firing against flying targets (winged animals, flying vehicles) within range, a DM of +2 is allowed. Note that this rule also applies to Flechette rounds fired in Long, Very Long and Extreme ranges and to High Energy Weapons (PGMPs and FGMPs) fired in Very Long and Extreme ranges.

Blast Damage
The High Explosive (HE) rounds of the LAG, ACR and Snub Pistol also damage all targets within Close range (up to 1.5m) of the main target with the regular AP, but only half the rolled damage. The High Explosive (HE) rounds of the Autocannon and all grenades also damage all targets within Short range (up to 6m) of the main target with the regular AP, but only half the rolled damage. Blast Damage and group hits (by shotguns/energy weapons/flechette/autofire) are cumulative.

Hand Grenades
Hand Grenades have no Range DMs; they may only be thrown at target in Medium range (or less if the character is suicidically heroic :toast: ). Hitting the target is a Throwing/DEX/+2 task to hit, have an AP of 4 and 6D damage, and do Blast Damage as described above to all targets within Short Range (6m0 of the primary target. If the task fails, the grenade scatters [mechanism?].

Throwing Blades and other Objects
Small blades (Dagger or Blade), spears, stones and other objects may be thrown on targets within Short or Medium ranges using a Throwing/DEX/+2 task in Short Range or a Throwing/DEX/-2 task at Medium Range. Stones (or similar small blunt objects) have an AP of 0 and cause 2D damage. Blades and spears use their regular AP and damage.

Tac Missiles
A Tac Missile is a TV-guided, man-portable missile; it uses a Launchers/DEX/0 task to hit anything within its range; DM -1 to -4 for a moving target (depending on speed), DM -2 for targets with ECM and DM -4 for targets with Extensive ECM. I'll create a table of Tac Missiles by TL, providing AP, damage and range.

Indirect Fire
Indirect Fire requires TWO task-throws: the gunner throws a Field Artillery/INT/0 task while the spotter rolls a Forward Obs/INT/0 task. If both succeed, the attack hits the target accurately; if only one succeeds, the shot scatters [mechanism?], unless he has rolled a Spectacular Success; if both fail, the shot hits an irrelevant location and is wasted. I'll detail artillery weapons later (along the lines of LBB4 pp.48-49).

---

A unified weapon table for use with my combat system is available here.
 
My system (reposted into one post rather than 3 pages of fragmanted posts on the original thread:

This combat system uses the UGM task system (Universal Game Mechanic), which was devised by WJP and revised by me; you could download the system in PDF-form here. In a nutshell, you roll 2D for 8+; DM+Skill and DM+/-Difficulty. If the "natural" (i.e. before applying the skill or difficulty DMs) 2D roll is equal or lower than the linked acharacteristic, add another DM of +1. A UGM task is listed like this: SKILL/CHARACTERISTIC/DIFFICULTY, for example Pistol/DEX/-2 means:

1) Roll 2D;
2) If the 2D roll is equal or lower to your Dexterity score, add DM+1;
3) Add your Pistol skill as a +DM;
4) Apply the Difficulty DM-2;
5) If the total is equal or greater than 8, you succeed; if it is lower than 8, you fail.

Hitting a target in ranged combat is a Skill/DEX/DM task, where Skill is the skill relevant to the weapon being used, DEX is the character's Dexterity score and DM is the DM to hit at the specific range, taken from the LBB1 or LBB4 Range Matrixes (copy the DMs appropriate to your weapons to your character sheet).

Hitting a target in melee combat is a Skill/STR/DM task, where Skill is the skill relevant to the weapon being used, STR is the character's Strength score and DM is the DM to hit at the specific range, taken from the LBB1 or LBB4 Range Matrixes (copy the DMs appropriate to your weapons to your character sheet).

Basic damage is done in the same way as LBB1 or LBB4 (i.e. Rifle 3D, Gauss Rifle 4D and so on). If you hit an unarmored target, you roll damage and apply each die to either STR, DEX or END (defender's choice). If you roll a Spectacular Success, YOU (i.e. the attacker) get to apply all damage to ONE characteristic - and if it is reduced beneath zero, to another and so on; this replaces the "first blood" rule.

Armor does not affect chances to hit, and instead absorbs damage. Armor is rated in dice - the amount of damage dice it absorbs:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ARMOR ABSORBS
Jack 1*
Mesh 1
Flak Jacket 2
Cloth 3
Combat/BD 5
Reflec 6**</pre>[/QUOTE]* Against melee weapons only.
** Reflec "absorbs" only Laser fire; it is ineffective against any other kind of attack.

However, some weapons have an Armor Piercing ability (AP), expressed in dice as well. It is the number of armor reduction ignored by the weapon; note that AP cannot reduce Armor below zero. A few examples:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon AP
Pistols/SMGs 0
Shotguns 0
Carbines/ARs 1
Rifles 2
Laser Carbines 2
Laser Rifles 3
Gauss Rifle 3</pre>[/QUOTE]Sounds complicated? Here's an example. Assume you use your Laser Carbine (Damage 4, AP 2) to attack an enemy trooper (who's wearing Cloth Armor, Absorb 3. If you hit, you'll do 4D-(3D-2D)=3D damage.

Bypassing armor is possible in two ways - either Spectacular Success (which, in addition to the damage rule noted above, halves effective armor BEFORE applying AP) or by sniping. Sniping require the following conditions:
1) No active enemies are within Close range of the sniper.
2) The sniper must not move (not even evade) during the turn in which she snipes.
3) Target must be within Short range (for pistols/SMGs) or Medium range (for scope-less rifles) of the sniper; an optical or electronic scope allows this restriction to be ignored.
4) The sniper must have atleast Skill-1 with the weapon AND be elligible (sp?) for the weapon's DEX bonus.
5) A -4 DM is applied to hit.

A sniper who successfully hits her mark may choose ONE of two things:
1) Halve effective armor before applying AP.
OR
2) Apply all damage to one characteristic, sniper's choice.

---

Vehicles in Combat
My idea about vehicle damage absorption (for non-armored vehicles; armor would add to that) is something along the following lines:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">VEHICLE DAMAGE
SIZE ABSORPTION
Small (motorcycle) 1
Medium (car or jeep) 3
Large (van or small truck) 5
Huge (ATV or large truck) 7</pre>[/QUOTE]AP applies as normal, so a Gauss Rifle or a Laser Carbine will still be able to cause one damage roll a van (but not an ATV) and a Laser Rifle would inflict one damage roll on an ATV per hit. Specialized ammo will make things even easier.

I'll work up a series of modifications to Piper's excellent CT vehicle system to adapt it to the UGM and to my damage system; this will also allow the addition of armor in the form of more damage absorption points.

For each remaining die of damage after Absorption, roll once on the Surface table below; roll on the Interior table only if the Surface Table indicates so; Any Interior hit also causes a pressure breach if the vehicle is pressurized. Roll on the Critical table instead if you get a UGM "spectacular success"; note that if the vehicle's Armor is twice or more than the weapon's amount of damage dice, even a Spectacular Success won't penetrate it.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">D6 SURFACE INTERIOR CRITICAL
1 Weapon Integrity Fuel
2 Weapon Transmission All Crew
3 Suspension Transmission LSS
4 Misc One Crew Control
5 Interior One Crew Power Plant
6 Interior Power Plant Explosion</pre>[/QUOTE]Weapon: One weapon becomes inoperative; the gunner (if he operates the weapon directly) recieves 3D damage (absorbable by armor); if no weapons are installed or no intact weapons remain, ignore the result.

Suspension: The vehicle's suspension (wheels, tracks, legs, ACV-skirt or grav-module) is damaged; the first time it is hit, reduce speed by half; at the second, the vehicle grinds to a halt. Every time the suspension is hit, if the vehicle is moving at more than 30kph (speed 3 in LBB1 terms), and/or if the vehicle is airborne, the driver/pilot must roll a Routine (Skill/DEX) UGM task using the appropriate vehicle skill; failure means that the vehicle crashes (speed at zero; roll twice on the table).

Misc: Roll 1D6; on 1 or 2, the vehicle's external lights are rendered inoperative; on 3 or 4, the vehicle's external sensors (if any, othewise ignore) are rendered inoperative; on 5 or 6, one of the vehicle's doors is stuck (Difficult (STR Only) UGM task to open).

Integrity: Pressure integrity is lost. If the vehicle is not pressurized, or if pressure has already been lost, ignore this result.

Transmission: The vehicle's transmission (drive train or ACV-fans) is damaged; reduce speed by half in the first hit, total speed loss in the second. Every time the transmission is hit, if the vehicle is moving at more than 30kph (speed 3 in LBB1 terms), and/or if the vehicle is airborne, the driver/pilot must roll a Standard (Skill/DEX) UGM task using the appropriate vehicle skill; failure means that the vehicle crashes (speed at zero; roll twice on the table). Grav vehicles do not have transmission, so treat this result for them as an Integrity Loss.

One Crew: One crewmember is hit; apply the entire penetrating damage (i.e. after absorption by the vehicle and the character's armor) to the character.

Power Plant: The vehicle's power plant is rendered inoperative; the vehicle grinds to a halt, and all power-dependent weapons cease to function; life support continues to work on backup batteries. If the vehicle is moving at more than 30kph (speed 3 in LBB1 terms), and/or if the vehicle is airborne, the driver/pilot must roll a Standard (Skill/DEX) UGM task using the appropriate vehicle skill; failure means that the vehicle crashes (speed at zero; roll twice on the table).

Fuel: At the first hit, half of the vehicle's fuel leaks (but does not ignite immidiately). At the second, the entire fuel tank is breached and the vehicle slows down and then grinds to a halt. If an explosive weapon scores any kind of an Interior hit at a vehicle leaking flammable fuel, the fuel ignites; inflict 3D burn damage at the crew every turn they are still in the vehicle.

All Crew: An explosion (3D, AP 1) has occured that effects the whole crew (personal armor absorbs as normal).

LSS: The vehicle's Life Support System is rendered inoperative. If there is no such system onboard, or if it was already disabled, treat as an Integrity Loss result.

Control: The vehicle's control system and/or computer fails; If the vehicle is moving at more than 30kph (speed 3 in LBB1 terms), and/or if the vehicle is airborne, the vehicle crashes (speed at zero; roll twice on the table).

Explosion: The vehicle's fuel tank or ammunition storage ewxplodes; inflict 5D damage (AP 3, absorbable only by personal armor that covers the entire body) on all crew members; the vehicle is totally inoperative, ofcourse, and might burn.

---

Starships in Personal Combat
While, in most cases, starships would be handeled using the LBB2 (or HG) combat system, sometimes you'd like to shoot down a Free Trader with your PGMP-12. For this purpose, treat every FULL 10D of personal-combat damage (ignore fractions) as ONE LBB2 hit. Ship Armor (which I'll add to LBB2 later on) absorbs one hit per point of armor, so most personal-scale weapons wouldn't be able to damage an armored starship (unless they do atleast 20D).

Similarly, ship weapons do 10D per LBB2 hit.

---

Surprise
At the beginning of every encounter, make an opposed Recon (or Leader)/INT task using the skill and the stat of the character with the highest Recon or Leader skill in each side. If no such skill is present, use a skill rating of 0 and no INT DM. Animals that aren't Pouncers or Trappers have an effective skill of 1D-4; Pouncers or Trappers have an effective skill of 1D. Under normal circumstances, if one side rolls 6 or more above the other side, surprise is achieved (see LBB1 pp.30-31 for effects). If an ambush has been laid out, the ambusher may achieve surprise at any roll higher than the roll of the quarry.

Encounter Range
Indoors, encounter range is usually determined by the Referee; outdoors, it should either be decided upon by the referee or determined by the rules presented in LBB1 p.31.

Avoiding an Encounter
A party that has surprise my avoid an encounter at will; Otherwise, roll a Recon/INT/-2 task to do so, with the following DMs:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">RANGE DM
Close N/A
Short -1
Medium +1
Long +2
Very Long +3</pre>[/QUOTE]Initiative
Initiative is an Opposed Tactics/INT task; use the stats of the character with the highest Tactics skill on each side; the winner's side goes first. If no Tactics skill is present, use a skill rating of 0, but no INT DM.

Making Attacks
Characters using melee weapons, hand-thrown weapons or single-fire ranged weapons may attack once per combat round; characters using most personal auto-fire weapons may attack twice per combat round (but both attacks must be on the same target OR on another target within Close range to it); characters using the Gauss Rifle, LMG, HMG or VRF Gauss Gun on auto-fire may attack three times per combat round (but both attacks must be on the same target OR on another target within Close range to it).

A Melee attack is a Skill/DEX/Range-DM task.

A ranged attack is a Skill/STR/Range-DM task.

"Skill" is the skill relevant to the weapon; Range-DM is the range-matrix DM. DMs for high or low Strength or Dexterity (LBB1 pp.34-350 apply as normal.

Autofire
Autofire-capable weapons are shown on the weapons charts with the two DMs in each column separated by a slash. The first DM is used when the weapon is fired semi-automatically; the second is used on full automatic fire settings. Characters using most personal auto-fire weapons may attack twice per combat round (but both attacks must be on the same target OR on another target within Close range to it); characters using the Gauss Rifle, Autocannon, LMG, HMG or VRF Gauss Gun on auto-fire may attack three times per combat round (but both attacks must be on the same target OR on another target within Close range to it).

Group Hits by Autofire
Non-evading targets within close range (1.5m) of the original target area are also attacked by the weapon's burst of fire. A DM of -3 is imposed to hit. From a normal four round burst, no more than two adjacent targets may be hit. From a ten round burst or greater (fired by Gauss Rifles, Autocannons, LMGs, HMGs and VRF Gauss Guns), four targets may be hit.

Group Hits By Shotguns
Each shot by a shotgun may attack up to three individuals within Close range to the original target. In addition, when firing against flying targets (winged animals, flying vehicles) within range, a DM of +2 is allowed. Note that this rule also applies to Flechette rounds fired in Long, Very Long and Extreme ranges and to High Energy Weapons (PGMPs and FGMPs) fired in Very Long and Extreme ranges.

Blast Damage
The High Explosive (HE) rounds of the LAG, ACR and Snub Pistol also damage all targets within Close range (up to 1.5m) of the main target with the regular AP, but only half the rolled damage. The High Explosive (HE) rounds of the Autocannon and all grenades also damage all targets within Short range (up to 6m) of the main target with the regular AP, but only half the rolled damage. Blast Damage and group hits (by shotguns/energy weapons/flechette/autofire) are cumulative.

Hand Grenades
Hand Grenades have no Range DMs; they may only be thrown at target in Medium range (or less if the character is suicidically heroic :toast: ). Hitting the target is a Throwing/DEX/+2 task to hit, have an AP of 4 and 6D damage, and do Blast Damage as described above to all targets within Short Range (6m0 of the primary target. If the task fails, the grenade scatters [mechanism?].

Throwing Blades and other Objects
Small blades (Dagger or Blade), spears, stones and other objects may be thrown on targets within Short or Medium ranges using a Throwing/DEX/+2 task in Short Range or a Throwing/DEX/-2 task at Medium Range. Stones (or similar small blunt objects) have an AP of 0 and cause 2D damage. Blades and spears use their regular AP and damage.

Tac Missiles
A Tac Missile is a TV-guided, man-portable missile; it uses a Launchers/DEX/0 task to hit anything within its range; DM -1 to -4 for a moving target (depending on speed), DM -2 for targets with ECM and DM -4 for targets with Extensive ECM. I'll create a table of Tac Missiles by TL, providing AP, damage and range.

Indirect Fire
Indirect Fire requires TWO task-throws: the gunner throws a Field Artillery/INT/0 task while the spotter rolls a Forward Obs/INT/0 task. If both succeed, the attack hits the target accurately; if only one succeeds, the shot scatters [mechanism?], unless he has rolled a Spectacular Success; if both fail, the shot hits an irrelevant location and is wasted. I'll detail artillery weapons later (along the lines of LBB4 pp.48-49).

---

A unified weapon table for use with my combat system is available here.
 
Originally posted by Sigg Oddra:
My favourite damage resolution system remains T4.
I agree with Sig that T4's combat system (in spite of all of T4's faults) is probably one of the better combat systems ever devised for Traveller.

It's definitely better than MT. But, I like CT (especially my revised CT) quite a lot. So, I'm not going to switch back to T4's system (used to use it a lot).

But, if anybody picks T4's system over CT's, there are a lot worse decisions a person could make.

T4 has a very good, viable system.
 
Originally posted by Sigg Oddra:
My favourite damage resolution system remains T4.
I agree with Sig that T4's combat system (in spite of all of T4's faults) is probably one of the better combat systems ever devised for Traveller.

It's definitely better than MT. But, I like CT (especially my revised CT) quite a lot. So, I'm not going to switch back to T4's system (used to use it a lot).

But, if anybody picks T4's system over CT's, there are a lot worse decisions a person could make.

T4 has a very good, viable system.
 
Originally posted by SOCOM242:
Once again, a great thread for me to absorb and use for my fledgling CT campaign! :D And super-kudos to WJP. I've already put together a word doc of the most savory parts of this thread.
I bet if you ask Sig nicely, he'll post his very cool take on damage in CT - what a reduction in STR really means ... what DEX damage really means ... what END damage really means ...
 
Originally posted by SOCOM242:
Once again, a great thread for me to absorb and use for my fledgling CT campaign! :D And super-kudos to WJP. I've already put together a word doc of the most savory parts of this thread.
I bet if you ask Sig nicely, he'll post his very cool take on damage in CT - what a reduction in STR really means ... what DEX damage really means ... what END damage really means ...
 
Do you mean this? ;)
Any damage remaining is applied to the physical characteristics of the wounded party, with the controlling player deciding how the points are allocated.

Strength - damage to muscle
Dexterity - damage to sensory and nervous system
Endurance - organ damage, blood loss

Most muscle tissue and bone that is damaged to reduce Strength is found in the arms and legs, or a grazing wound to the torso that rips muscle and cracks ribs but doesn't penetrate to the internal organs.

A blood vessel or organ hit that reduces Endurance represents a strike to a major vein, artery, or penetration of an organ.

A senses or coordination hit to reduce Dexterity is either a hit to a sensory organ - usually indicating a head hit - or minor damage to the spine, or a hit to the hands or feet.

The amount of damage can then be used by the referee or player to describe the severity of the wound.


As an optional variant, an exceptional success cause all damage to a single characteristic, determined randomly. This represents the massive trauma that can occur if something vital is hit:
Strength - bone hit
Dexterity - head/spine hit
Endurance - major organ punctured/nicked artery
 
Do you mean this? ;)
Any damage remaining is applied to the physical characteristics of the wounded party, with the controlling player deciding how the points are allocated.

Strength - damage to muscle
Dexterity - damage to sensory and nervous system
Endurance - organ damage, blood loss

Most muscle tissue and bone that is damaged to reduce Strength is found in the arms and legs, or a grazing wound to the torso that rips muscle and cracks ribs but doesn't penetrate to the internal organs.

A blood vessel or organ hit that reduces Endurance represents a strike to a major vein, artery, or penetration of an organ.

A senses or coordination hit to reduce Dexterity is either a hit to a sensory organ - usually indicating a head hit - or minor damage to the spine, or a hit to the hands or feet.

The amount of damage can then be used by the referee or player to describe the severity of the wound.


As an optional variant, an exceptional success cause all damage to a single characteristic, determined randomly. This represents the massive trauma that can occur if something vital is hit:
Strength - bone hit
Dexterity - head/spine hit
Endurance - major organ punctured/nicked artery
 
There is an excellent article in JTAS #16 about combining Striker and CT combat systems.
It has 2 suggestions:
-seperate penetration and damage rolls, then use pen and armor values on a modified striker damage table:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Die Roll Damage DM per Die
3 or less -6 (No Damage)
4 -5
5 -4
6 -3
7 -2
8 -1
9 or more 0 </pre>[/QUOTE]This modifier is then used to reduce damage per die rolled. Also use the damage values from Traveller and Mercenary.
 
There is an excellent article in JTAS #16 about combining Striker and CT combat systems.
It has 2 suggestions:
-seperate penetration and damage rolls, then use pen and armor values on a modified striker damage table:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Die Roll Damage DM per Die
3 or less -6 (No Damage)
4 -5
5 -4
6 -3
7 -2
8 -1
9 or more 0 </pre>[/QUOTE]This modifier is then used to reduce damage per die rolled. Also use the damage values from Traveller and Mercenary.
 
Originally posted by SOCOM242:
WJP, you mentioned earlier about the "Special Considerations" section in LBB1. I found it, but it doesn't have the info you stated. (I'm using the FFE Reprints). Could you post the remaining "Zero-G", reloading and combined armor mods?
Finally getting around to this, SOCOM...

(Word for word from the Traveller Book)


Zero Gravity: Virtually all weapons have recoil (except laser carbines and laser rifles) and in a zero-G environment this recoil can disorient or render helpless individuals not trained to compensate for it. When fighting in a zero-G environment, any individual has a chance of loosing control of his or her movement/position each combat round. Throw 10+ to avoid loosing control. DMs: -4 if firing a weapon. +5 if using a handhold. -6 if performing a swing or blow. +2 if DEX 9+. Additional +2 if DEX 11+. Using a handhold reduces DEX (for the above DMs and for required or advantageous dexterity) by -4.

Individuals who lose control may not fire until they have reoriented themselves and regained control. Roll 10+ in each subsequent combat round; DMs as above except handholds and weapons may not be used.


Reloading: Technically, guns reload themselves after each shot. However, when the magazine capacity of a gun is exhausted, then the shooter must reload the gun with a fully loaded magazine. Unless otherwise stated, the process of reloading a gun with a full magazine takes one combat round, during which time the shooter is treated as evading.

Revolvers do not use magazines, and so take two combat rounds (one combat round if not simultaneously evading) to reload. Laser carbines and laser rifles do not use cartridges; their power packs must be recharged upong being exhausted. Such a laser weapon may be returned to service by replacing the power pack. Recharging a spent power pack requires approximately an hour at a power source.

Empty magazines are, of course, resusable. Ammunition for such magazines can be purchased for approximately half the price of a full magazine. the tedium of reloading empty magazines requires that it be done at leisure, rather than combat. The process takes several minutes for each magazine.

Laser rifles and laser carbines require recharging of their power packs at a power source. When cone commercially, there is a cost of Cr200 to Cr300 for the service. Generally, such power packs can be recharged at a ship's power plant at no cost.


Armor: With the exception of reflec, no armor may be worn with another armor. If reflec is worn in conjunction with antoher armor type and the wearer is attacked, the better type of armor provides the DM.
 
Originally posted by SOCOM242:
WJP, you mentioned earlier about the "Special Considerations" section in LBB1. I found it, but it doesn't have the info you stated. (I'm using the FFE Reprints). Could you post the remaining "Zero-G", reloading and combined armor mods?
Finally getting around to this, SOCOM...

(Word for word from the Traveller Book)


Zero Gravity: Virtually all weapons have recoil (except laser carbines and laser rifles) and in a zero-G environment this recoil can disorient or render helpless individuals not trained to compensate for it. When fighting in a zero-G environment, any individual has a chance of loosing control of his or her movement/position each combat round. Throw 10+ to avoid loosing control. DMs: -4 if firing a weapon. +5 if using a handhold. -6 if performing a swing or blow. +2 if DEX 9+. Additional +2 if DEX 11+. Using a handhold reduces DEX (for the above DMs and for required or advantageous dexterity) by -4.

Individuals who lose control may not fire until they have reoriented themselves and regained control. Roll 10+ in each subsequent combat round; DMs as above except handholds and weapons may not be used.


Reloading: Technically, guns reload themselves after each shot. However, when the magazine capacity of a gun is exhausted, then the shooter must reload the gun with a fully loaded magazine. Unless otherwise stated, the process of reloading a gun with a full magazine takes one combat round, during which time the shooter is treated as evading.

Revolvers do not use magazines, and so take two combat rounds (one combat round if not simultaneously evading) to reload. Laser carbines and laser rifles do not use cartridges; their power packs must be recharged upong being exhausted. Such a laser weapon may be returned to service by replacing the power pack. Recharging a spent power pack requires approximately an hour at a power source.

Empty magazines are, of course, resusable. Ammunition for such magazines can be purchased for approximately half the price of a full magazine. the tedium of reloading empty magazines requires that it be done at leisure, rather than combat. The process takes several minutes for each magazine.

Laser rifles and laser carbines require recharging of their power packs at a power source. When cone commercially, there is a cost of Cr200 to Cr300 for the service. Generally, such power packs can be recharged at a ship's power plant at no cost.


Armor: With the exception of reflec, no armor may be worn with another armor. If reflec is worn in conjunction with antoher armor type and the wearer is attacked, the better type of armor provides the DM.
 
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