tbeard1999
SOC-14 1K
Mentioned this in another thread, but it's worthy of its own thread.
IMHO, it is way too easy in CT to get (effectively) automatic hits.
The CT combat system is so fragile is that the skill, armor & range modifiers are too numerous and too high for a 2d6 system. With a base "to hit" number of 8+ (41% chance), a net +4 modifier raises this to a 4+ (91% chance). So, you wind up with weapons that have an effectively 100% chance of hitting.
Automatic weapons seem particularly prone to this. An ACR on auto at medium range needs a 1+ (!) to hit an unarmored target. And this is before skill modifiers and attribute modifiers. Even against combat armor, it needs a 7+. A Gauss Rifle on auto at medium range needs a -3 or better (!!) against an unarmored target and a 4+ against combat armor.
Even the humble SMG and Automatic Rife are really too accurate -- at medium range, 0+ vs no armor; 8+ (SMG) or 7+ (AR) vs Cloth; 9+ vs Combat armor.
To mitigate this, I propose the "Double Tap (tm)" system:
Require 2 rolls (base 8+ on each).
One to hit, with weapon range modifiers, electronic/telescopic sights, attribute DMs and skill level modifiers applied.
One to penetrate, with weapon armor modifiers applied.
I'd also make a natural 2 or 3 an automatic fail, so that any attack has a 16% chance of missing.
So, compare a man with Auto Rifle-2 firing at a cloth armored target at medium range. Assume no to hit mods for attributes.
In straight CT, he needs a 5+ to hit and cause damage (83% chance). +2 for skill, +2 for range, -1 for cloth.
But using the Double Tap system, he would need a 4+ to hit and a 9+ to penetrate. A 25.4% chance of causing damage.
Against a target with no armor, in CT he'd need a -2 or better. +2 for skill, +2 for range, +6 for no armor.
Using the Double Tap system, he'd need a 4+ to hit and a 4+ to penetrate -- 84% chance.
Against a target with combat armor, in CT he'd need a 7 or better (58%). +2 for skill, +2 for range, -3 for combat armor.
Using the Double Tap system, he'd need a 4+ to hit and a 10+ to penetrate -- 15% chance, which seems more reasonable given that combat armor is the best armor available.
If he had a Book 4 ACR, in CT he'd need a 5+ to hit a target in combat armor (72%) -- +2 for skill, +2 for range, -1 for combat armor.
Using the Double Tap system, he'd need a 4+ to hit and a 9+ to penetrate -- 25% chance, which seems more reasonable given that combat armor is at least 1 TL above the ACR.
If he had a Book 4 Gauss Rifle, in CT he'd need a 2+ to hit a target in combat armor (100%) -- +2 for skill, +4 for range, +0 for combat armor.
Using the Double Tap system, he'd need a 4+ to hit and a 8+ to penetrate -- 38% chance. You'll need a plasma or fusion gun to consistently penetrate combat armor, which seems about right to me.
IMHO, it is way too easy in CT to get (effectively) automatic hits.
The CT combat system is so fragile is that the skill, armor & range modifiers are too numerous and too high for a 2d6 system. With a base "to hit" number of 8+ (41% chance), a net +4 modifier raises this to a 4+ (91% chance). So, you wind up with weapons that have an effectively 100% chance of hitting.
Automatic weapons seem particularly prone to this. An ACR on auto at medium range needs a 1+ (!) to hit an unarmored target. And this is before skill modifiers and attribute modifiers. Even against combat armor, it needs a 7+. A Gauss Rifle on auto at medium range needs a -3 or better (!!) against an unarmored target and a 4+ against combat armor.
Even the humble SMG and Automatic Rife are really too accurate -- at medium range, 0+ vs no armor; 8+ (SMG) or 7+ (AR) vs Cloth; 9+ vs Combat armor.
To mitigate this, I propose the "Double Tap (tm)" system:
Require 2 rolls (base 8+ on each).
One to hit, with weapon range modifiers, electronic/telescopic sights, attribute DMs and skill level modifiers applied.
One to penetrate, with weapon armor modifiers applied.
I'd also make a natural 2 or 3 an automatic fail, so that any attack has a 16% chance of missing.
So, compare a man with Auto Rifle-2 firing at a cloth armored target at medium range. Assume no to hit mods for attributes.
In straight CT, he needs a 5+ to hit and cause damage (83% chance). +2 for skill, +2 for range, -1 for cloth.
But using the Double Tap system, he would need a 4+ to hit and a 9+ to penetrate. A 25.4% chance of causing damage.
Against a target with no armor, in CT he'd need a -2 or better. +2 for skill, +2 for range, +6 for no armor.
Using the Double Tap system, he'd need a 4+ to hit and a 4+ to penetrate -- 84% chance.
Against a target with combat armor, in CT he'd need a 7 or better (58%). +2 for skill, +2 for range, -3 for combat armor.
Using the Double Tap system, he'd need a 4+ to hit and a 10+ to penetrate -- 15% chance, which seems more reasonable given that combat armor is the best armor available.
If he had a Book 4 ACR, in CT he'd need a 5+ to hit a target in combat armor (72%) -- +2 for skill, +2 for range, -1 for combat armor.
Using the Double Tap system, he'd need a 4+ to hit and a 9+ to penetrate -- 25% chance, which seems more reasonable given that combat armor is at least 1 TL above the ACR.
If he had a Book 4 Gauss Rifle, in CT he'd need a 2+ to hit a target in combat armor (100%) -- +2 for skill, +4 for range, +0 for combat armor.
Using the Double Tap system, he'd need a 4+ to hit and a 8+ to penetrate -- 38% chance. You'll need a plasma or fusion gun to consistently penetrate combat armor, which seems about right to me.