Supplement Four
SOC-14 5K
TYPICAL ACTIONS
This section of the rules is often overlooked or ignored by CT Refs. It's an extremely helpful rule, though. It boils combat down into its basics.
When a player tells the Ref what he wants his character to do--
--the Ref can break down any action the player describes into the few worlds that are mentioned in the Typical Actions rule.
Remember that each character should be able to attack and move during the 15 second combat round.
Looking at the above player description, and considering the Typical Actions rule, the Jinn character is going to Draw. Shoot. And, Run to Open Range.
"Run" describes how far to Open Range--how far to move the character. Run means move the character 50 meters, or two range bands.
"Draw" is a modifier to the "Shoot" action. Jinn fires his AutoPistol with a -3 modifier because it is being drawn.
SIMULTANEOUS ACTION
Most of us are used to non-simultaneous action. We're used to combat rounds with initiative to decide which character's actions take precedence.
But, in Classic Traveller, damage is not applied to the end of the round. If you shoot a foe and kill him, he still gets to shoot back at you this round (he'll be dead at the end of the round after all the action has taken place).
This can sometimes confuse the Ref, especially if he is used to other types of games.
Here's what I suggest: The Ref should have character moves in the most logical sense, and since the action is simultaneous, it doesn't really matter what order the characters act.
When I Ref CT, I focus on the action as I see it in my head and play it out as logically as I can make it.
In the above example, Jinn draws his weapon, fires it at the Black clad foe, and then runs around the corner.
Let's say the Ref decides that the foe drops flat, to be a smaller target, and fires from the prone position.
I use the Typical Actions rule, breaking them up into two components (Attack and Movement) and then play it out logically.
In this encounter, we've got...
So, I would run this round like this....
1. Jinn fires at Black Clad Foe. I'd impose a penalty DM* on the shot due to the target being prone.
2. Regardless of damage done, if any, Black Clad Foe fires from the prone position at Jinn, who is running away from him. Range is original range +1 Range Band (because Jinn was moving while Black Clad Foe was dropping and aiming in the first part of the round). If 25 meters of movement puts Jinn around the corner of the wall, then no shot is possible for the Foe.
Damage is applied after both characters have finished their actions for the round.
PRONE PENALTY
In the past, I've used this House Rule. The DM is applied to the attacker based on the attacker's rang to the prone target.
This section of the rules is often overlooked or ignored by CT Refs. It's an extremely helpful rule, though. It boils combat down into its basics.
When a player tells the Ref what he wants his character to do--
Jinn is going to draw and squeeze off a shot from his AutoPistol at the target wearing black, and then zip around the corner, out of sight, and make a run for it.
--the Ref can break down any action the player describes into the few worlds that are mentioned in the Typical Actions rule.
Remember that each character should be able to attack and move during the 15 second combat round.
Looking at the above player description, and considering the Typical Actions rule, the Jinn character is going to Draw. Shoot. And, Run to Open Range.
"Run" describes how far to Open Range--how far to move the character. Run means move the character 50 meters, or two range bands.
"Draw" is a modifier to the "Shoot" action. Jinn fires his AutoPistol with a -3 modifier because it is being drawn.
SIMULTANEOUS ACTION
Most of us are used to non-simultaneous action. We're used to combat rounds with initiative to decide which character's actions take precedence.
But, in Classic Traveller, damage is not applied to the end of the round. If you shoot a foe and kill him, he still gets to shoot back at you this round (he'll be dead at the end of the round after all the action has taken place).
This can sometimes confuse the Ref, especially if he is used to other types of games.
Here's what I suggest: The Ref should have character moves in the most logical sense, and since the action is simultaneous, it doesn't really matter what order the characters act.
When I Ref CT, I focus on the action as I see it in my head and play it out as logically as I can make it.
In the above example, Jinn draws his weapon, fires it at the Black clad foe, and then runs around the corner.
Let's say the Ref decides that the foe drops flat, to be a smaller target, and fires from the prone position.
I use the Typical Actions rule, breaking them up into two components (Attack and Movement) and then play it out logically.
In this encounter, we've got...
Code:
[B] Black Clad Foe vs Jinn
1. Stand (Prone) vs 1. Shoot/Draw
2. Shoot vs 2. Open Range (Run)[/B]
So, I would run this round like this....
1. Jinn fires at Black Clad Foe. I'd impose a penalty DM* on the shot due to the target being prone.
2. Regardless of damage done, if any, Black Clad Foe fires from the prone position at Jinn, who is running away from him. Range is original range +1 Range Band (because Jinn was moving while Black Clad Foe was dropping and aiming in the first part of the round). If 25 meters of movement puts Jinn around the corner of the wall, then no shot is possible for the Foe.
Damage is applied after both characters have finished their actions for the round.
PRONE PENALTY
In the past, I've used this House Rule. The DM is applied to the attacker based on the attacker's rang to the prone target.
Code:
[B]PRONE MODIFIER
+4 Close Range
+0 Short Range
-2 Medium Range
-4 Long Range
-8 Very Long Range[/B]