Supplement Four
SOC-14 5K
- TACTICAL COMBAT -
Problem: Many have voiced concern over the game's use of an abstract combat round. Problems have been identified with the STAMP combat procedure and with other issues, like firing at multiple targets.
Solution: T5 actually contains just about all the information a Ref would need to run a game using tactical combat rounds rather than the abstract combat rounds detailed in the Personal Combat chapter. If you want to run a game with tactical combat akin to most other roleplaying games and previous editions of Traveller, then ignore the T5 abstact combat round and read the notes below. You can easily create a combat round procedure to fit your taste.
Combat Round Length? A Ref can easily lower the level of abstraction in a T5 combat round by shortening the average time of a combat round. Classic Traveller uses a 15 second combat round. Many rpgs today use a 5 or 6 second combat round. For these rules, I'm going to create a Combat procedure using 6 second combat rounds. You can duplicate this with any round length that you desire.
Movement: Ignore the T5 combat movement rules presented on page 219. Page 295 tells us that Speed 1 is equivalent to 5 kph and Speed 2 represents a speed of 10 kph. Use these baseline numbers to figure how far a character can move in one combat round.
Speed 1, human walking speed, is 5000 meters per hour, 83.33 meters per minute, 1.39 meters per second. With a six second combat around, Speed 1 means a distance of 8.3 meters. Speed 2 means a distance of 16.67 meters.
Remember in Classic Traveller, a character could move 25 meters at Speed 1 in one 15 second combat round and twice that if moving at Speed 2. The T5 numbers are about the same.
MegaTraveller uses a six second combat round but is very generous in the amount of movement it allows characters to take during that time: Speed 1 = 15 meters per round and Speed 2 = 30 meters per round.
T5 uses a 1.5 meters square for interior mapping (with 3m height between starship decks), and thus we want our Speed ratings to fit into squares easily.
For our six second combat round, let's pick an easy, round number:
Speed 1 = 5 squares per round (7.5 meters)
Speed 2 = 10 squares per round (15 meters)
Considering that this makes counting range in Tactical Combat easy by just counting squares, knowing that it's easy to remember, and figuring that a character can also do some other action during the round, the numbers above are fair. Note that MegaTraveller is very generous with distance and allow double what I'm suggesting here.
Action: Each combat round, a character can move and perform an action. Per the rule on page 214, Aimed Fire can only be attempted if the character does not move during the round. If a character moves at Speed 1, then only SnapShots or AutoFire is possible. If a characer moves at Speed 2, then only Snapshots are possible.
Snapshots
I suggest that you change the rule on page 214 to allow Single fire weapons to perform Snapshots (as written, on weapons capable of burst or Full Fire can perform Snapshots) if the weapon is fired at least three times. This will become a special attack type for SingleFire weapons where one attack throw is equivalent to three quick pulls of the trigger.
Also, you will notice a discrepancy between the definition of the Snapshot attack type on page 214 and the table on page 218. I suggest that you consider page 218 correct and allow Snapshots while a character is moving at Speed 2 (otherwise, there is no reason to use Snapshots over AutoFire).
Actions
Referee judgement is used for character actions during the round. Remember that a combat round is about six seconds, give or take, and part of that time may be devoted solely to movement. So, can a character move at Speed 1, fire his weapon once, and then reload, all in the same six second combat round? That's up to the Referee, but I would rule that the character can move at Speed 1 and either fire his weapon or reload, but not both. Of course, some actions will take an entire combat round or more to complete. For example, using the Medical skill to heal a wounded character can take several minutes or longer (and a single minute is 10 combat rounds).
Problem: Many have voiced concern over the game's use of an abstract combat round. Problems have been identified with the STAMP combat procedure and with other issues, like firing at multiple targets.
Solution: T5 actually contains just about all the information a Ref would need to run a game using tactical combat rounds rather than the abstract combat rounds detailed in the Personal Combat chapter. If you want to run a game with tactical combat akin to most other roleplaying games and previous editions of Traveller, then ignore the T5 abstact combat round and read the notes below. You can easily create a combat round procedure to fit your taste.
Combat Round Length? A Ref can easily lower the level of abstraction in a T5 combat round by shortening the average time of a combat round. Classic Traveller uses a 15 second combat round. Many rpgs today use a 5 or 6 second combat round. For these rules, I'm going to create a Combat procedure using 6 second combat rounds. You can duplicate this with any round length that you desire.
Movement: Ignore the T5 combat movement rules presented on page 219. Page 295 tells us that Speed 1 is equivalent to 5 kph and Speed 2 represents a speed of 10 kph. Use these baseline numbers to figure how far a character can move in one combat round.
Speed 1, human walking speed, is 5000 meters per hour, 83.33 meters per minute, 1.39 meters per second. With a six second combat around, Speed 1 means a distance of 8.3 meters. Speed 2 means a distance of 16.67 meters.
Remember in Classic Traveller, a character could move 25 meters at Speed 1 in one 15 second combat round and twice that if moving at Speed 2. The T5 numbers are about the same.
MegaTraveller uses a six second combat round but is very generous in the amount of movement it allows characters to take during that time: Speed 1 = 15 meters per round and Speed 2 = 30 meters per round.
T5 uses a 1.5 meters square for interior mapping (with 3m height between starship decks), and thus we want our Speed ratings to fit into squares easily.
For our six second combat round, let's pick an easy, round number:
Speed 1 = 5 squares per round (7.5 meters)
Speed 2 = 10 squares per round (15 meters)
Considering that this makes counting range in Tactical Combat easy by just counting squares, knowing that it's easy to remember, and figuring that a character can also do some other action during the round, the numbers above are fair. Note that MegaTraveller is very generous with distance and allow double what I'm suggesting here.
Action: Each combat round, a character can move and perform an action. Per the rule on page 214, Aimed Fire can only be attempted if the character does not move during the round. If a character moves at Speed 1, then only SnapShots or AutoFire is possible. If a characer moves at Speed 2, then only Snapshots are possible.
Snapshots
I suggest that you change the rule on page 214 to allow Single fire weapons to perform Snapshots (as written, on weapons capable of burst or Full Fire can perform Snapshots) if the weapon is fired at least three times. This will become a special attack type for SingleFire weapons where one attack throw is equivalent to three quick pulls of the trigger.
Also, you will notice a discrepancy between the definition of the Snapshot attack type on page 214 and the table on page 218. I suggest that you consider page 218 correct and allow Snapshots while a character is moving at Speed 2 (otherwise, there is no reason to use Snapshots over AutoFire).
Actions
Referee judgement is used for character actions during the round. Remember that a combat round is about six seconds, give or take, and part of that time may be devoted solely to movement. So, can a character move at Speed 1, fire his weapon once, and then reload, all in the same six second combat round? That's up to the Referee, but I would rule that the character can move at Speed 1 and either fire his weapon or reload, but not both. Of course, some actions will take an entire combat round or more to complete. For example, using the Medical skill to heal a wounded character can take several minutes or longer (and a single minute is 10 combat rounds).
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