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CT Only: Dual weapons

jaz0nj4ckal

SOC-12
I have a player who wants to have like a cowboy type character from a low tech planet, which is not a big deal. However, the main issue is - they want to dual wield pistols.

Now - in the past I have started a thread about Fanning SAA; however, never gave dual wielding much thought.

Has anyone done this? If so how did it work and what method did you use?

Thank you
 
I've never done it, but I would keep it simple and just assign a -2 to hit with each weapon when using two pistols ... a simple step harder in difficulty (8+ becomes 10+).
 
I've never done it, but I would keep it simple and just assign a -2 to hit with each weapon when using two pistols ... a simple step harder in difficulty (8+ becomes 10+).

Sounds good by me... Thinking that it matches the penalty for doing two things at once.... I think, gonna go look for that.
 
I've never done it, but I would keep it simple and just assign a -2 to hit with each weapon when using two pistols ... a simple step harder in difficulty (8+ becomes 10+).

I don't have the books right now with me (at work), but do you think that will limit or discount weapon with auto fire? I can't remember how auto fire weapons work.
 
Hmm, I am working a similar issue, although more in my mutant Striker system, and was more focused on shield and one handed weapon then two pistols/swords.

The basic principle I am working from is that everything from melee weapons to rifles are normally wielded two handed, and that going one-handed means cutting the available STR/DEX in half per weapon.

I'm not big on the STR/DEX mods, but using this system you can divide the relevant stat in half (or even half STR for a blade in one hand and half DEX for a gun in the other) and then apply the stat mod.

For an odd number, figure whether the character is left or right-handed and the weapon in the favored hand gets the 'higher' stat.

Of course, this will result in a range of characteristics more typically 2-5 then an average or high, and in most cases each weapon will get negative mods.

For an additional limitation, limit each hand to 1kg per 1/2 STR. This might limit weaker characters from using bigger guns or even blades.
 
I don't have the books right now with me (at work), but do you think that will limit or discount weapon with auto fire? I can't remember how auto fire weapons work.

I don't think there are any one-handed full auto weapons. Those that exist in the real world (machine pistols) can either be fired single shot with one hand or short bursts with two hands. I would assign an additional non-proficiency penalty [-4] on top of everything else to reflect wildly spraying an area with two out of control SMGs fired one-handed instead of two-handed.

If I remember correctly, that will exactly negate the +4 auto fire bonus. So same chance to hit the target, just LOTS more collateral damage as he shoots up the room and any bystanders.
 
Hmm, I am working a similar issue, although more in my mutant Striker system, and was more focused on shield and one handed weapon then two pistols/swords.

The basic principle I am working from is that everything from melee weapons to rifles are normally wielded two handed, and that going one-handed means cutting the available STR/DEX in half per weapon.

I'm not big on the STR/DEX mods, but using this system you can divide the relevant stat in half (or even half STR for a blade in one hand and half DEX for a gun in the other) and then apply the stat mod.

For an odd number, figure whether the character is left or right-handed and the weapon in the favored hand gets the 'higher' stat.

Of course, this will result in a range of characteristics more typically 2-5 then an average or high, and in most cases each weapon will get negative mods.

For an additional limitation, limit each hand to 1kg per 1/2 STR. This might limit weaker characters from using bigger guns or even blades.
A little fussy for a 68A guy like me, but a pretty slick idea from a game mechanic standpoint. For a 'swashbuckling' campaign where such detail was worth the effort, that would be a lot of fun.

I could even see other than a 50/50 split ... like 75/25 for a large sword and a small shield or a skilled buckler (75% dex) and a small dagger (25% str).

Sounds like room for 'Fighting styles'.
 
I've never done it, but I would keep it simple and just assign a -2 to hit with each weapon when using two pistols ... a simple step harder in difficulty (8+ becomes 10+).

I'd simply use the -1 for using two skills (in fact, the same skill twice) at once, and add to that a -2 on the non-dominant hand (none if ambidextrous).
 
I'd simply use the -1 for using two skills (in fact, the same skill twice) at once, and add to that a -2 on the non-dominant hand (none if ambidextrous).

Without some sort of mechanic to divine handedness all characters will suddenly become ambidextrous.
 
I have a player who wants to have like a cowboy type character from a low tech planet, which is not a big deal. However, the main issue is - they want to dual wield pistols.

Now - in the past I have started a thread about Fanning SAA; however, never gave dual wielding much thought.

Has anyone done this? If so how did it work and what method did you use?

Thank you
It all comes down to reloads, is all. How easy/quick can pistols be reloaded with one hand? The same goes for milk-drinkers. They typically have a pistol in one hand, and a jug of milk in the other. How easy/quick can they reload?
 
Without some sort of mechanic to divine handedness all characters will suddenly become ambidextrous.

The rule we use (and not only for Traveller):

  • You roll 1d10 (representing right hand) and 1d6 (representing left hand)
  • Higher roll determines dominant hand. Tie means ambidextrous
Tis was thought for common humans (Solomani in Traveller), where left handed is uncommon and ambidextrous quite rare. Other species may use diferent dice, from 1d20/1d4 (left handed and ambidextrous very rare), to 1d20/1d20 (not usually dominant hand, but ambidextrous very rare) to 1d4/1d4 (no no usually dominant hand, ambidextrous common).

It is a simple but efective rule.
 
The rule we use (and not only for Traveller):

  • You roll 1d10 (representing right hand) and 1d6 (representing left hand)
  • Higher roll determines dominant hand. Tie means ambidextrous
Tis was thought for common humans (Solomani in Traveller), where left handed is uncommon and ambidextrous quite rare. Other species may use diferent dice, from 1d20/1d4 (left handed and ambidextrous very rare), to 1d20/1d20 (not usually dominant hand, but ambidextrous very rare) to 1d4/1d4 (no no usually dominant hand, ambidextrous common).

It is a simple but efective rule.

What about for eyeballs when used for aiming?
 
Some people aim their rifles better with their left or right eye. Then the kicking. Some people kick better with one foot than the other.
 
Some people aim their rifles better with their left or right eye. Then the kicking. Some people kick better with one foot than the other.

OK, now I understand, but I don't believe CT enters in such details...

Just knowing what is de dominant side (usually we talk about handedness, but it involves more) will sufice, and most times this is not even needed.

It can be needed (or at least useful) if you have some sort of criticals where you can have an arm broken, etc...

Even for the case in this thread, only being ambidextrous affects, as for any other case, one weapon has a -1 (using two skills at once) and the other -3 (same plus non-dominant hand), the exact detail of wich one is each one being just colorful.
 
If you pay close attention, you will observe that it often aligns with their handedness. Once in a while you get someone who is different and that is usually due to training out a previous habit.

If you pay closer attention, corrective lenses may be needed to even use an eyeball.
 
If you pay closer attention, corrective lenses may be needed to even use an eyeball.

I was, for the first 25 years of my life, left-eye dominant, but generally right handed. I'm now functionally right-eye dominant - left is uncorrectable at present, and rather nearsighted. I still (and always have) shot left handed.
 
I would make the character take a level of "2-handed combat" with one of their blade or gun combat slots. If trying to fight 2-handed without 2-handed skill, you take the -5 unskilled penalty for attacks with the off-hand weapon. I would also halve STR and DEX for the purpose of calculating bonuses (which means you need DEX D+ to avoid a penalty on using two autopistols or 2 revolvers). For dual blades, 2 swings per round will eat up your Endurance allowance and get you into weakened blows sooner.
 
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