The body pistol is 3d in Snapshot and damage 3 in MT.
I think the 2d is the error.
Looking at AHL the BP has the same penetration as the revolver and the autopistol, while in Striker it is pen 0 while the pistols are 1.
Don't you just love the consistency of this game of ours
Leaving aside the above for a moment... (though indeed a good point!)...
The thing I want to address I realize I probably don't have the wherewithal or the time to dig into. But it is an important point (I think!)
The results of the Damage Dice will be wonky. I
like the wonkiness -- it means the effects of damage will be unpredictable and thus combat is especially dangerous.
If one applies Damage in units of Damage Dice (which the rules either state or hint at, depending on how you read them and which text you read) then the there is a good chance you won't be applying all the damage you roll because some damage will be lost when applying against a stat.
For example:
UPP: 777777 takes a hit of 2D. The dice rolled are 6 and 6. A random roll is made for First Blood. The two dice are applied to Strength.
If both dice are applied as whole units (again, as I read the rules) then the total of 12 points reduces Strength to 0 and the remaining 5 points of damage are
lost.
If, however, the same character takes 2D of damage and the dice rolled are 4 and 2, then Strength is reduced to 1 and all six points roll are effective.
If a character is 444777 (which might be his base characteristics or his lowered characteristics because of damage from a previous fight) the 4 point die will drop his Strength to 0 from the random First Blood roll and the Player can assign the remaining 2 Die damage to either Dexterity or Endurance, dropping it to 2.
Notice that the smaller the damage value on a given Damage Die the more likely that all the damage will apply, where as rolls of 4, 5 and 6 are more likely to not apply fully against a character. The larger Damage rolls, then, are often smaller in damage than the actual roll.
Then there is the issue of surviving a First Blood hit. If this happens the character now already has a lowered value in one characteristic:
UPP: 777777 takes a hit of 2D. The dice rolled are 2 and 3. A random roll is made for First Blood. The two dice are applied to Strength.
The character is now 277777.
If the character takes a second hit the Player gets to distribute the Damage Dice as he wishes.
Let's say it is a 2 and a 5. The player is now faced with a Big Question.
He can apply them to his Dex and End and drop his UPP to this:
252777. But if he gets hit again with 2D odds are he won't just fall Unconscious but be Seriously Wounded.
If he wanted to he could roll apply the damage of the 2 and the 5 to his Dex or End to drop unconscious. This makes him useless in the fight, but creates a much shorter recover time until the next fight.
Now, if this same character with this same choice knows there is an additional enemy out there with a 3D attack he really has to consider what to do. Because if he decides to apply the dice from the 2D attack so he stays standing at 252777 the 3D attack could hit and he is going to
die. Whereas with a 2D attack he can at least risk continuing knowing he might become seriously wounded, but not risk death. (He'll drop to Seriously Wounded on most rolls, however.)
And note that a 252777 character going into battle could take a 13 point hit from 3D and still live. (Damage Dice: 6, 6, 1. Roll randomly: First Blood on Strength. Apply the 6 to drop Str to 0. The next two dice are applied randomly, and the results are 1 against Dex and 6 against End, dropping the character to 040777. Seriously Wounded but not dead. Notice that the damage roll in this example was for 13 points, but the character
only took 5 points of damage.)
As far as I can tell, while the total points do matter, the real key is the number of Dice rolled. That determines the risk the character is facing as the Player both distributes Damage Dice and decides how far to push his luck for the next possible hit.
In this the Damage system, like so much in Classic
Traveller, is it's own mini-game.
There are so many permutations to consider (the number of dice, the total rolls, the starting value of the UPP, the damage taken on First Blood, the damage points lost because of larger Dice Damage values) that I'm not sure how I'd model all this. But clearly there's a
lot going on.
Again, it's wonky. But I like the wonkiness. It offers a sense of control and lack of control at the same time. And the Players must make some tough choices during combat about whether to risk continuing the fight or drop themselves out to avoid the risk of death.
In my view: Good stuff!
Side note, given all of the above: Why foils? Because foils are used for
dueling. Because they only deal one Damage Die the two combatants can fight until the first hit... with no chance of killing the opponent.