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How do you offplay weaknesses in CT?

I'm slowly getting ready to run a game this summer, buying the books(again), etc, and it's been years since I played. Reading these threads here, I notice there seems to be consistent issues with vehicle combat. What are good ways to offset this?

Also, what other weaknesses need I look out for. I plan on running a game that includes striker rules as well as the standard rpg.

Heck, while I'm asking, what are your thoughts on Striker rules?

Thanks all.
 
I'm slowly getting ready to run a game this summer, buying the books(again), etc, and it's been years since I played. Reading these threads here, I notice there seems to be consistent issues with vehicle combat. What are good ways to offset this?

Also, what other weaknesses need I look out for. I plan on running a game that includes striker rules as well as the standard rpg.

Heck, while I'm asking, what are your thoughts on Striker rules?

Thanks all.
 
I like using STRIKER rules (slightly modified with house rules) as my combat system, although I usually don't bother much with detail about vehicles. I just let the PCs shoot (or be shot at) and use my own judgement on how much if any damage was done, based on the to-hit die roll, the geometry of the situation, and (most importantly) the needs of the adventure.

If I need their air/raft to have a grav module shot out, it's probably going to happen. If, on the other hand, I need that villain to get away, their HEAP RAM grenade will not hit anything related to mobility, but might get the main gun or something else visible but not important for the story.

Now, to do this in a manner I (and my players) feel is fair, I am very familiar with the STRIKER rules, how they resolve hits and vehicular damage, and I know what's reasonable and what isn't.
 
I like using STRIKER rules (slightly modified with house rules) as my combat system, although I usually don't bother much with detail about vehicles. I just let the PCs shoot (or be shot at) and use my own judgement on how much if any damage was done, based on the to-hit die roll, the geometry of the situation, and (most importantly) the needs of the adventure.

If I need their air/raft to have a grav module shot out, it's probably going to happen. If, on the other hand, I need that villain to get away, their HEAP RAM grenade will not hit anything related to mobility, but might get the main gun or something else visible but not important for the story.

Now, to do this in a manner I (and my players) feel is fair, I am very familiar with the STRIKER rules, how they resolve hits and vehicular damage, and I know what's reasonable and what isn't.
 
Ditto.
One "house rule" I use. Striker gives each weapon a penetration value. You subtract armor from penetration and any remaining penetration is applied as a DM to the damage roll. This means that a laser rifle is almost an automatic kill if you are lightly armored.

So I limit the DM to the number dice damage from Book 2 or 4. w
 
Ditto.
One "house rule" I use. Striker gives each weapon a penetration value. You subtract armor from penetration and any remaining penetration is applied as a DM to the damage roll. This means that a laser rifle is almost an automatic kill if you are lightly armored.

So I limit the DM to the number dice damage from Book 2 or 4. w
 
That's similar to how I work it, Uncle Bob, except that I work it as excess armor provides -DMs on each die of damage.

You can also get +DMs for damage by rolling higher than you needed to hit, reflecting placing your shot more accurately.
 
That's similar to how I work it, Uncle Bob, except that I work it as excess armor provides -DMs on each die of damage.

You can also get +DMs for damage by rolling higher than you needed to hit, reflecting placing your shot more accurately.
 
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