Originally posted by Fritz88:
WJP, what about without the dagger, though? I thought that was your initial question.
You're right. That's was my initial question. I don't know why I picked dagger in the example. I opened up the Traveller Book, and it was the first hth weapon I saw.
But, what I wrote for dagger applies to "hands" as a weapon too--it's just different DMs.
We'd have to go with a STR-9 guy to get the Adv bonus, so the attack roll would go like this:
STR-9 Brawling-1
Opponent at Short Range, weaing Cloth armor. Opponent has Brawling-1.
2D +mods for 8+.
(UGM roll, Standard Difficulty)
Absolute To-hit Throw mods:
+1 Brawling skill level.
+1 Short Range mod.
-1 MT Block mod.
-1 Opponent's skill level.
Situational To-hit Throw mods:
+1 If STR is 9+ (could fall with wounds).
-2 If STR is 6- (could fall with wounds).
+1 If UGM natural ability (STR) mod made on natural throw.
-2 If this attack is a Weakened Blow.
-2 If this attack is an extra action (mutiple action penalty).
If this dude hits, his damge roll for "Hands" would be:
1D +mods
Situational Damage Throw mods:
+1 If attacker STR is 9+ (could fall with wounds).
-2 If attacker STR is 6- (could fall with wounds).
-5 If opponent hit where protected by armor (Base AV).
-4 If opponent hit where protected by armor (Cloth armor vs. Hands).
+1 If opponent hit where not protected by armor (Nothing vs. Hands).
-2 If this attack is a Weakened Blow.
I use a hit location chart. This opponent is where cloth armor that protects his torso. So, if the opponent is hit in the chest, our brawler could do no damage to him--his "hands" can't penetrate the protection provided by Cloth armor.
At best, his damage roll is:
1D -8
(+1 for STR, -9 for armor DMs)
(Hands cannot penetrate Cloth armor).
See...the "penetration" is built into the damage roll--no need for a second roll.
But, if our brawler can land a blow on a body part that is not protected by armor, damage is possible. The best roll he could have is:
1D +2
Damage range of 3-8.
(+1 for STR, +1 for no armor)
-----------------------------------------
-----------------------------------------
-----------------------------------------
Let's say the opponent had a heavy leather jacket on (Jack armor), covering his torso and arms. If the opponent is hit in the arm, the best our brawler could do with his hands is:
1D -1
Damage range: 0-5
(+1 for STR, -1 Jack armor, -1 Hands vs. Jack)
-----------------------------------------
-----------------------------------------
-----------------------------------------
And, what if everything goes against our brawler?
---> He's taken some blows himself, and his STR drops to STR-6. (-2 to damage)
---> He's tiring in the fight, having used all his combat swings. (-2 to damage)
---> Opponent is hit in the torso, and Jack armor protects him. (-2 to damage).
1D -6
As you can see, this guy can't "penetrate" jack armor in order to hurt the opponent when our brawler is both wounded (STR 6-) and tired (all combat blows expended).
What he can do is (1) try to hit the guy in a non-protected body area (or roll head or legs on the hit location chart), or (2) he can save his energy an not attempt any more than one action during the round (one roll to-hit).