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Initiative

I've perfected my Initiative rule in my game.


Morale
Here's how it works: Initiative is a character's Morale Rating. The Morale Rating is that determined by the Book 4 (and Striker) methods: Civilians roll 1D + Tactics skill; Military personnel roll 1D +1 + Tactics skill + terms in military service.

Figure a character's Morale Rating when the character is generated, and record this on the character's sheet.

Slight tweak to the Morale Rating from Book 4 (and Striker): a character's Morale Rating runs 1-15, just like a characteristic (Morale cannot exceed 15). And, a character's Morale Rating can never be higher than the character's INT score.


Initiative
When Initiative is thrown during a combat round, 2D is tossed for Morale or less.

If the roll is equal to or less than the character's Morale Rating, then the result of the throw is the character's initiative total.

If the roll is greater than the character's Morale Rating, then add 10 to the throw to find the character's initiative total.

Characters with lower initiative numbers act earliest in the round (lower is better).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">DMs

+1 If one stat reduced due to wounds
+2 If two stats reduced due to wounds
+4 If three stats reduced due to wounds</pre>[/QUOTE]========================

Examples

Sydi, Morale 9, rolls 2D for 9-. The result on the dice roll is 8. Sydi's initiative is 8.


Garm, Morale 6, rolls 2D for 6-. The result on the dice roll is 10. Garm's initiative is 20.


Trallion, Morale 4, is wounded. Both STR and DEX have been reduced due to wounds. Trallion will act slower as he is wounded. 2D +2 are thrown for 4-. Trallion rolls snake eyes, so his initiative is 4.
 
I've perfected my Initiative rule in my game.


Morale
Here's how it works: Initiative is a character's Morale Rating. The Morale Rating is that determined by the Book 4 (and Striker) methods: Civilians roll 1D + Tactics skill; Military personnel roll 1D +1 + Tactics skill + terms in military service.

Figure a character's Morale Rating when the character is generated, and record this on the character's sheet.

Slight tweak to the Morale Rating from Book 4 (and Striker): a character's Morale Rating runs 1-15, just like a characteristic (Morale cannot exceed 15). And, a character's Morale Rating can never be higher than the character's INT score.


Initiative
When Initiative is thrown during a combat round, 2D is tossed for Morale or less.

If the roll is equal to or less than the character's Morale Rating, then the result of the throw is the character's initiative total.

If the roll is greater than the character's Morale Rating, then add 10 to the throw to find the character's initiative total.

Characters with lower initiative numbers act earliest in the round (lower is better).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">DMs

+1 If one stat reduced due to wounds
+2 If two stats reduced due to wounds
+4 If three stats reduced due to wounds</pre>[/QUOTE]========================

Examples

Sydi, Morale 9, rolls 2D for 9-. The result on the dice roll is 8. Sydi's initiative is 8.


Garm, Morale 6, rolls 2D for 6-. The result on the dice roll is 10. Garm's initiative is 20.


Trallion, Morale 4, is wounded. Both STR and DEX have been reduced due to wounds. Trallion will act slower as he is wounded. 2D +2 are thrown for 4-. Trallion rolls snake eyes, so his initiative is 4.
 
*makes a note to read Book 4 soon*

Morale could be used as an interesting stat during chargen. Starts off at 1D. If you are drafted, morale-1. Each term you finish, morale+1 (or perhaps, morale +1 if 1D > # of terms served). If you are denied re-enlistment (or fail the survival check but don't die?) morale-1.
 
*makes a note to read Book 4 soon*

Morale could be used as an interesting stat during chargen. Starts off at 1D. If you are drafted, morale-1. Each term you finish, morale+1 (or perhaps, morale +1 if 1D > # of terms served). If you are denied re-enlistment (or fail the survival check but don't die?) morale-1.
 
CHEAT SHEET stuff from my game...


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">MELEE COMBAT Attack DMs
----------------------------------
add Skill
sub Defender's Skill

add/sub STR DM
add UGM Natural Ability DM

sub Weak DM
sub Defender's Block DM

add/sub Range DM</pre>[/QUOTE]NOTE: Defender's Block DM refers to that in Striker.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">MELEE COMBAT Damage DMs
----------------------------------
sub Armor Value
add/sub Armor Adjustment

add/sub STR DM
sub Weak DM</pre>[/QUOTE]NOTE: Armor Value refers to that in Striker. Armor Adjustment refers to the Armor DM from CT.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">FIRE COMBAT Attack DMs
----------------------------------
add Skill

add/sub DEX DM
add UGM Natural Ability DM

add/sub Range DM</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">FIRE COMBAT Damage DMs
----------------------------------
sub Armor Value
add/sub Armor Adjustment</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">HIT LOCATION
------------------------------------------------
D6 Location Random Arm/Leg Torso Head
-- -------- ------- --------- ------- -----
1 Leg Foot/Hand Groin Neck
2 Leg Lower Stomach Neck
3 Arm -1 Lower Stomach Face
4 Arm -1 Upper Chest Ear
5 Torso Upper Chest Eyes
6 Head +1 Upper Chest Nose</pre>[/QUOTE]NOTE: Throw 2D on this chart. On die indicates location. The other indicates sub-location.

NOTE: All even numbered attack throws hit the torso. When an attack throw totals to an odd number, use this chart (otherwise skip it).

NOTE: Some of the dice in a damage throw can be applied randomly to a target's stats. For every 2+ points thrown over the target number of 8, allow for a damage die to be applied randomly to the victim (10+ allows 1 random die; 12+ allows 2 random dice; 14+ allows 3 random dice; and so on). The Hit Location chart may indicate additional random dice. Note that the total damage dice from an attack is never increased--this only designates which of those damage dice are applied randomly to the target.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">INITIATIVE = 2D for Morale or less

DMs +1 One Stat Wounded
+2 Two Stats Wounded
+4 All Three Stats Wounded</pre>[/QUOTE]NOTE: If the Initiative throw is greater than the character's Morale rating, then Initiative equals the total of the throw +10.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">MOVE ACTIONS 1.5 meter squares
Speed 0 Crawl 2 squares per Action
Speed 1 Walk 4 squares per Action
Speed 2 Run 8 squares per Action</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">COMBAT ROUND ACTIONS
First Action Typically no penalty.
Extra Action -2DM Any action after the First Action is an Extra Action.
Move Action If RUN, then only Move Actions allowed during the round.
Long Action Starts on Initiative. Ends on Initiative +20.
Double Action -2DM Only 1 attack plus one other quick action. No Panic Fire.
Watch Action Triggered by event.
Hold Action Initiative +20.
Panic Fire -2DM 3 attacks = 1 Action. Semi-automatic and Fully-automatic only.</pre>[/QUOTE]NOTE: All DMs are cumulative and penalize the character for all throws for the rest of the round.
 
CHEAT SHEET stuff from my game...


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">MELEE COMBAT Attack DMs
----------------------------------
add Skill
sub Defender's Skill

add/sub STR DM
add UGM Natural Ability DM

sub Weak DM
sub Defender's Block DM

add/sub Range DM</pre>[/QUOTE]NOTE: Defender's Block DM refers to that in Striker.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">MELEE COMBAT Damage DMs
----------------------------------
sub Armor Value
add/sub Armor Adjustment

add/sub STR DM
sub Weak DM</pre>[/QUOTE]NOTE: Armor Value refers to that in Striker. Armor Adjustment refers to the Armor DM from CT.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">FIRE COMBAT Attack DMs
----------------------------------
add Skill

add/sub DEX DM
add UGM Natural Ability DM

add/sub Range DM</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">FIRE COMBAT Damage DMs
----------------------------------
sub Armor Value
add/sub Armor Adjustment</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">HIT LOCATION
------------------------------------------------
D6 Location Random Arm/Leg Torso Head
-- -------- ------- --------- ------- -----
1 Leg Foot/Hand Groin Neck
2 Leg Lower Stomach Neck
3 Arm -1 Lower Stomach Face
4 Arm -1 Upper Chest Ear
5 Torso Upper Chest Eyes
6 Head +1 Upper Chest Nose</pre>[/QUOTE]NOTE: Throw 2D on this chart. On die indicates location. The other indicates sub-location.

NOTE: All even numbered attack throws hit the torso. When an attack throw totals to an odd number, use this chart (otherwise skip it).

NOTE: Some of the dice in a damage throw can be applied randomly to a target's stats. For every 2+ points thrown over the target number of 8, allow for a damage die to be applied randomly to the victim (10+ allows 1 random die; 12+ allows 2 random dice; 14+ allows 3 random dice; and so on). The Hit Location chart may indicate additional random dice. Note that the total damage dice from an attack is never increased--this only designates which of those damage dice are applied randomly to the target.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">INITIATIVE = 2D for Morale or less

DMs +1 One Stat Wounded
+2 Two Stats Wounded
+4 All Three Stats Wounded</pre>[/QUOTE]NOTE: If the Initiative throw is greater than the character's Morale rating, then Initiative equals the total of the throw +10.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">MOVE ACTIONS 1.5 meter squares
Speed 0 Crawl 2 squares per Action
Speed 1 Walk 4 squares per Action
Speed 2 Run 8 squares per Action</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">COMBAT ROUND ACTIONS
First Action Typically no penalty.
Extra Action -2DM Any action after the First Action is an Extra Action.
Move Action If RUN, then only Move Actions allowed during the round.
Long Action Starts on Initiative. Ends on Initiative +20.
Double Action -2DM Only 1 attack plus one other quick action. No Panic Fire.
Watch Action Triggered by event.
Hold Action Initiative +20.
Panic Fire -2DM 3 attacks = 1 Action. Semi-automatic and Fully-automatic only.</pre>[/QUOTE]NOTE: All DMs are cumulative and penalize the character for all throws for the rest of the round.
 
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