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Re-Thinking Classic Traveller Gun Combat

Originally posted by Supplement Four:
You might be surprised.

Average person has 777 physical stats.

Gauss Rifle does 4D damage.

Average of 4D is 14.

This means that only 50% of the time an average character shot by a Gauss Rifle will take a serious wound that takes out two stats.

That means, the other half of the time, the average person will walk away with a minor wound from a Gauss gunshot.

50% getting a trivial wound by a Gauss rifle seems a bit too high to me. [/QB]
I still think that Rifles, Assault Rifles and Autorifles (and related slugthrower rifles except for the ACR, which gets +3 or +4) should do a base of 4d, and Gauss Rifles should be like Laser Rifles and do 5d.

This does make Traveller combat more deadly, but that's the point - make it undesirable to fight against people with Gauss Rifles unless properly motivated.
 
Originally posted by Supplement Four:
You might be surprised.

Average person has 777 physical stats.

Gauss Rifle does 4D damage.

Average of 4D is 14.

This means that only 50% of the time an average character shot by a Gauss Rifle will take a serious wound that takes out two stats.

That means, the other half of the time, the average person will walk away with a minor wound from a Gauss gunshot.

50% getting a trivial wound by a Gauss rifle seems a bit too high to me. [/QB]
I still think that Rifles, Assault Rifles and Autorifles (and related slugthrower rifles except for the ACR, which gets +3 or +4) should do a base of 4d, and Gauss Rifles should be like Laser Rifles and do 5d.

This does make Traveller combat more deadly, but that's the point - make it undesirable to fight against people with Gauss Rifles unless properly motivated.
 
Interesting stuff, S4.

One idea I had was to use your evasion roll to also model a suppression effect.

In other words, there's a good news/bad news aspect to making your evasion roll. The good news is your not dead. The bad news is your hugging dirt and peeing your pants.

Maybe do something like if you want to make an evasion roll you have to immediately stop moving (granted, often you won't be moving anyway, but for the rare occasion it's useful to define).

Then, once you make your evasion roll, you are "pinned down". You continue to automatically succeed on all evasion rolls against fire coming from that same range band, but you can not return fire. You can move to expand range bands, but you can not move to narrow range bands.

Anyone firing at you from your own range band gains an advantage when you try to evade.

You can probably come up with better mechanics than I describe above, but the essence of what I'm trying to get at is when someone starts shooting at you hiding behind a log or something and you duck and bullets are flying off the bark and dirt. So long as that attacker continues to fire you're an absolute idiot to try and stand and shoot back at him. You can maybe turn around and crawl on your belly directly away from the incoming fire but you can't crawl toward it because you'll be shot dead. Meanwhile, the attacker's buddies are busy moving through the woods while he pins you down so that they can flank you and shoot you in the behind.
 
Interesting stuff, S4.

One idea I had was to use your evasion roll to also model a suppression effect.

In other words, there's a good news/bad news aspect to making your evasion roll. The good news is your not dead. The bad news is your hugging dirt and peeing your pants.

Maybe do something like if you want to make an evasion roll you have to immediately stop moving (granted, often you won't be moving anyway, but for the rare occasion it's useful to define).

Then, once you make your evasion roll, you are "pinned down". You continue to automatically succeed on all evasion rolls against fire coming from that same range band, but you can not return fire. You can move to expand range bands, but you can not move to narrow range bands.

Anyone firing at you from your own range band gains an advantage when you try to evade.

You can probably come up with better mechanics than I describe above, but the essence of what I'm trying to get at is when someone starts shooting at you hiding behind a log or something and you duck and bullets are flying off the bark and dirt. So long as that attacker continues to fire you're an absolute idiot to try and stand and shoot back at him. You can maybe turn around and crawl on your belly directly away from the incoming fire but you can't crawl toward it because you'll be shot dead. Meanwhile, the attacker's buddies are busy moving through the woods while he pins you down so that they can flank you and shoot you in the behind.
 
Originally posted by Supplement Four:

The Question: How do you reconcile this? Is there a way to make Traveller weapons both more deadly yet still keep the game playable? I have some thoughts on this....
Use Striker penetration rules and tables.

Under Striker, even a weapon with a Penetration 0 (such as a body pistol) will kill an unarmored human on a roll of 12 on 2D and seriously wound him on a roll of 8+ on 2D; an Assault Rifle (Penetration 3) in the semi-auto mode will kill an unarmored person with one shot on a roll of 9+ on 2D and seriously wound him on a roll of 5+ on 2D. Pretty reaistic lethality I think.

In order to keep your PC alive, let them wear Cloth armor (Armor 5); it will prevent one-shot death from most small arms (anything with Penetration 4 or less) and will greatly reduce the chances of serious injury from such weapons. If you want medium-range lethality, use Flack Jackets (Armor 3) instead, which will keep assault rifles (Penetration 3) lethal on a roll of 12 on 2D on the wound table, but will keep most pistols, submacineguns and carbines from killing the PCs with one shot.

Oh, and under Striker, TL13 Battledress (Armor 10) simply shrugs off anything with Penetration 0 or 1 and make most rifles (Peetration 3) cause any damage only on a roll of 11+ and even then only causing a light wound. A TL14 Battledress (Armor 18) will shrug off almost any small arm. But still, a direct hit by an RPG-7 (TL6 disposable ATGL, Penetration 31) will reduce any character to a bloody smear on the nearest wall, Battledress or not
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Originally posted by Supplement Four:

The Question: How do you reconcile this? Is there a way to make Traveller weapons both more deadly yet still keep the game playable? I have some thoughts on this....
Use Striker penetration rules and tables.

Under Striker, even a weapon with a Penetration 0 (such as a body pistol) will kill an unarmored human on a roll of 12 on 2D and seriously wound him on a roll of 8+ on 2D; an Assault Rifle (Penetration 3) in the semi-auto mode will kill an unarmored person with one shot on a roll of 9+ on 2D and seriously wound him on a roll of 5+ on 2D. Pretty reaistic lethality I think.

In order to keep your PC alive, let them wear Cloth armor (Armor 5); it will prevent one-shot death from most small arms (anything with Penetration 4 or less) and will greatly reduce the chances of serious injury from such weapons. If you want medium-range lethality, use Flack Jackets (Armor 3) instead, which will keep assault rifles (Penetration 3) lethal on a roll of 12 on 2D on the wound table, but will keep most pistols, submacineguns and carbines from killing the PCs with one shot.

Oh, and under Striker, TL13 Battledress (Armor 10) simply shrugs off anything with Penetration 0 or 1 and make most rifles (Peetration 3) cause any damage only on a roll of 11+ and even then only causing a light wound. A TL14 Battledress (Armor 18) will shrug off almost any small arm. But still, a direct hit by an RPG-7 (TL6 disposable ATGL, Penetration 31) will reduce any character to a bloody smear on the nearest wall, Battledress or not
toast.gif
file_23.gif
 
Originally posted by Employee 2-4601:
In order to keep your PC alive, let them wear Cloth armor (Armor 5); it will prevent one-shot death from most small arms
But what if you go a step further into reality and use a hit location chart? Let's say Cloth armor only covers the torso. Do you think the Striker system will be too deadly then?
 
Originally posted by Employee 2-4601:
In order to keep your PC alive, let them wear Cloth armor (Armor 5); it will prevent one-shot death from most small arms
But what if you go a step further into reality and use a hit location chart? Let's say Cloth armor only covers the torso. Do you think the Striker system will be too deadly then?
 
Awhile back, I posted my mods for using the Striker combat system in Traveller.

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000298

This system seems to hit the sweet spot for me and my players -- and we have LOTS of shooting in our games.

I've slowly come around to the idea that hit points are a pretty poor way to simulate what happens in a gun fight. My readings indicate that bullets tend to be rather binary in their effect -- they either stop the target cold (usually by hitting something critical) or they have comparatively little effect on the target's ability to continue the fight. Of course, the target may die in an hour or two from blood loss, or whatever, but he's not seriously impaired in the current fight.

So, the Striker system, with its series of "wounds" is a good starting point. One change that I made is that less serious wounds do not accumulate into more serious wounds -- this is really no different than hit points. Characters can theoretically take an unlimited number of light wounds, although the -1 modifiers are cumulative and the player character will ultimately be rendered useless. NPC rabble are knocked out by light wounds and killed by serious wounds, releiving me of having to hassle with them.

I am working on a new combat system that will work similarly to the modified Striker system above, but will use single d10 rolls for hitting, hit location and damage. This will allow "parallel processing" -- i.e., you can roll multiple shots at the same time -- which will speed things up.

I'm beginning to think that hit location is actually important, so I'll be testing that as well.

--Ty
 
Awhile back, I posted my mods for using the Striker combat system in Traveller.

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000298

This system seems to hit the sweet spot for me and my players -- and we have LOTS of shooting in our games.

I've slowly come around to the idea that hit points are a pretty poor way to simulate what happens in a gun fight. My readings indicate that bullets tend to be rather binary in their effect -- they either stop the target cold (usually by hitting something critical) or they have comparatively little effect on the target's ability to continue the fight. Of course, the target may die in an hour or two from blood loss, or whatever, but he's not seriously impaired in the current fight.

So, the Striker system, with its series of "wounds" is a good starting point. One change that I made is that less serious wounds do not accumulate into more serious wounds -- this is really no different than hit points. Characters can theoretically take an unlimited number of light wounds, although the -1 modifiers are cumulative and the player character will ultimately be rendered useless. NPC rabble are knocked out by light wounds and killed by serious wounds, releiving me of having to hassle with them.

I am working on a new combat system that will work similarly to the modified Striker system above, but will use single d10 rolls for hitting, hit location and damage. This will allow "parallel processing" -- i.e., you can roll multiple shots at the same time -- which will speed things up.

I'm beginning to think that hit location is actually important, so I'll be testing that as well.

--Ty
 
Oh, I forgot one thing. A major problem with Striker's combat system is that it equates damage and penetration. While there is some relationship there, the system is incredibly lethal when high penetration weapons (lasers) are matched up against lightly armored foes.

The roll is 2d + weapon penetration less armor protection. 4-7 is a light wound, 8-11 is heavy wound, 12+ is dead.

So when an unarmored target is shot with (say) a pen 7 4mm gauss rifle, he is virtually certain to be killed. I don't think that a low calibre projectile like that would be any more likely to kill an unarmored target than a good old penetration 3 5.5mm bullet. But the system makes it unreasonably deadly. (GURPS, by the way, has this same problem and its "blowthrough" rule is a clumsy patch).

Turns out that there's a very simple solution -- just limit the maximum modifier to the penetration roll. +3 is what I use for small arms, +4 for big stuff (or lasers, if you want them to be really lethal). This lets you create high penetration weapons without making them unusually deadly. (I like to let players have custom rebuilt weapons and special ammo loads, which are terribly expensive and give a +1 or +2 to penetration, plus some modest range advantages).

--Ty
 
Oh, I forgot one thing. A major problem with Striker's combat system is that it equates damage and penetration. While there is some relationship there, the system is incredibly lethal when high penetration weapons (lasers) are matched up against lightly armored foes.

The roll is 2d + weapon penetration less armor protection. 4-7 is a light wound, 8-11 is heavy wound, 12+ is dead.

So when an unarmored target is shot with (say) a pen 7 4mm gauss rifle, he is virtually certain to be killed. I don't think that a low calibre projectile like that would be any more likely to kill an unarmored target than a good old penetration 3 5.5mm bullet. But the system makes it unreasonably deadly. (GURPS, by the way, has this same problem and its "blowthrough" rule is a clumsy patch).

Turns out that there's a very simple solution -- just limit the maximum modifier to the penetration roll. +3 is what I use for small arms, +4 for big stuff (or lasers, if you want them to be really lethal). This lets you create high penetration weapons without making them unusually deadly. (I like to let players have custom rebuilt weapons and special ammo loads, which are terribly expensive and give a +1 or +2 to penetration, plus some modest range advantages).

--Ty
 
Originally posted by tbeard1999:
Turns out that there's a very simple solution -- just limit the maximum modifier to the penetration roll. +3 is what I use for small arms, +4 for big stuff (or lasers, if you want them to be really lethal). This lets you create high penetration weapons without making them unusually deadly.
Nice. That's my kind of rule. Simple. Easy to implement. Makes sense. Gets the job done.

-S4
 
Originally posted by tbeard1999:
Turns out that there's a very simple solution -- just limit the maximum modifier to the penetration roll. +3 is what I use for small arms, +4 for big stuff (or lasers, if you want them to be really lethal). This lets you create high penetration weapons without making them unusually deadly.
Nice. That's my kind of rule. Simple. Easy to implement. Makes sense. Gets the job done.

-S4
 
Originally posted by tbeard1999:
One change that I made is that less serious wounds do not accumulate into more serious wounds -- this is really no different than hit points. Characters can theoretically take an unlimited number of light wounds, although the -1 modifiers are cumulative and the player character will ultimately be rendered useless.
This is the Azhanti High Lightning system and to be honest it drives me nuts. By the end of the fight everyone's running around with -3 modifiers but no one's actually been incapacitated. Even a gauss rifle versus lowly cloth armor requires an eight or better to incapacitate. Granted, this is a wargame, not an RPG where, as you mention, the referee can wave his hands and say all the NPC's are out for the count. And, also, AHL doesn't allow for multiple hits from automatic weapons, so maybe that changes things, too.
 
Originally posted by tbeard1999:
One change that I made is that less serious wounds do not accumulate into more serious wounds -- this is really no different than hit points. Characters can theoretically take an unlimited number of light wounds, although the -1 modifiers are cumulative and the player character will ultimately be rendered useless.
This is the Azhanti High Lightning system and to be honest it drives me nuts. By the end of the fight everyone's running around with -3 modifiers but no one's actually been incapacitated. Even a gauss rifle versus lowly cloth armor requires an eight or better to incapacitate. Granted, this is a wargame, not an RPG where, as you mention, the referee can wave his hands and say all the NPC's are out for the count. And, also, AHL doesn't allow for multiple hits from automatic weapons, so maybe that changes things, too.
 
A Woman Scorned




Aboard the Far Trader Adroit Persuit in jumpspace....

Jenn Thurgood-Bastion, 858AA8, AutoPistol-0, lies in wait. She hears her target moving down the ship's starboard long-corridor, his footsteps clanking on the deckplates.

From her hip, she draws the heavy automatic pistol, and with a two-handed grip, she inches backwards until she feels her back rub up agains the bulkhead.

The corridor access from engineering is open. Jenn had set the hatch that way when she planned her attack. Now, as the footsteps get louder, she swings around pointing her weapon down the length of the corridor, but checks her fire.

Salmon Jones, 888478, is surprised. He raises his hands and doesn't blink at his fellow crewman leveling the weapon at him.

"You piece of scarp." Jenn says through clinched teeth. "You fracked her. I know you fracked her. Did you think I wouldn't find out?"

Salmon manages a nervous smile, "Baby, what are you talking about? Put the gun down."

"Frack you! You hurt me. Now, I'm going to hurt you!"






...A little situation set-up to test these rules. I like to run little encounters like this, roll real dice, use real characters from my campaign, just to see how things pan out.

I haven't changed my campaign combat system yet as I'm just brainstorming this new system. I don't like to rush into anything. I want to make sure it "works" first. Besides, I like the system I'm using now A LOT. I just want to see if this one is "better".

So, let's see what happens with Jenn and Salmon...





In game terms, Jenn is using a Watch Action. She's covering Salmon with the weapon. Should Salmon attempt to flee, Jenn automatically gets initiative during the round to allow her to fire first.

In the story, Salmon knows Jenn well enough to know she's serious. He also knows what he did: Yeah, I fracked her. OK? Yep, that's right. But, baby...Jenn...I make love to you...

Since we have no example without Salmon making a run for it, let's have him bolt and see how this combat system works.




Salmon can see it in her eyes. Jenn's really going to do it. He focuses on her trigger finger. It's flushed white on the trigger.

Behind him, the hatch to the starbard cargo airlock remains open. If he makes a run for it, he can make it to the airlock in one combat round.

There's a quick flash of momement, and he's gone. His legs pump will all their power trying to get him to safety inside the airlock.

Jenn had her weapon leveled at Salmon. The Watch Action gives her first action as soon as Salmon moves. Jenn decides to use Panic Fire, squeezing off three rounds in Salmon's direction.

-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.

Her roll:
2D of 1, 4

Her DMs:
+0 for Skill-0
-2 for DEX DM
-4 for Medium Range
-2 for Panic Fire
---
-8

Shot #1 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #2
Using the same DMs

Her roll:
2D of 1, 6

Shot #2 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #3
Using the same DMs

Her roll:
2D of 3, 2

Shot #3 misses. No need for Salmon's Evasion roll.

ROUND 1 ends with Salmon making it to the airlock. Jenn is 9 meters aft of him, just inside engineering. Frantically, he slaps the red button to seal the airlock hatch then taps in a code to engage the locking mechanism.

ROUND 2 begins. Initiative is rolled. Salmon moves first.

The airlock sealed on the engineering side, he moves to open the lock to the bow-side corridor. As his fingers run over the emergency open code, the lock controls read "DENIED".

He taps them again.

DENIED.

The green glow from the LED letters play across his confused face. There's nothing he can do. He's trapped. Trapped inside the starboard cargo airlock.

Combat rounds now cease. We're back into regular role-play time.

Jenn casually moves through the starboard long-corridor, her weapon still held with both hands, smoke forming at its barrel.

Out of instinct, she raises her gaze towards the ceiling, although it's not necessary, when she speaks. "Computer, recogize Jenn Thurgood-Bastion, ship's Steward."

She doesn't wait for a response from the computer because it has been programmed not to verbalize acknowledgement of commands--only to carry them out.

"Sal, you predictable frack. I thought you'd run off with proverbial pants between your knees. Didn't cha think that I'd have the airlock covered? I mean, there's only two ways out of his corridor. Well, three, once I open the outer lock. You wonder about what every skirt between here and Aramis has between her legs. I wonder what you're going to think about the mother crotch of jumpspace."

Salmon's voice breaks over the comm, "Jenn...please. What's the crew going to think? You know there's a dummy light that just blinked on the bridge. They're going to be here in a few seconds. What do you think they'll do to you when they see you've murdered one of their own?"

"I don't care you frack! Why'd you have to frack her? Her, of all people! She's my mother for gods sakes!" Jenn's voice cracks as tears stream down her face. "Computer, open outer airlock, override safties."

But, it's the inner airlock door that opens.

"Computer. Recognize Jenn Thurgood-Bastion. Open outer--"

Those on station on the bridge had obviously caught the alarm before the computer could comply. Both Salmon and Jenn recognized this at the same time.

We're back into combat rounds. Initiative is rolled. Jenn moves first this time.

ROUND 1

She sees both inner airlock access doors opening. If Salmon bolts through the far hatch, he'll hide among the other crewmembers like the coward he is.

In a combat round, a character is allowed to move and act. Jenn moves down the corridor, through the airlock hatch, and fires at Salmon, point blank.

Because she's not the best of shots (Skill-0), she'll use Panic Fire again, suffering the negative DM in order to receive three chances to hit.

The weapon explodes in the confines of the cargo lock, deafing the two of them momentarily.

-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.

Her roll:
2D of 1, 6

Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2

Shot #1 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #2
Using the same DMs

Her roll:
2D of 3, 4

Shot #2 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #3
Using the same DMs

Her roll:
2D of 4, 2

Shot #3 misses. No need for Salmon's Evasion roll.

Three more shots. Three more misses. Bullets ricochet in the airlock.

Salmon's turn.

Jenn is two meters away from him. He can run, but he decides to go hand-to-hand with Jenn. Maybe he can knock her out.

A step or two, then Salmon throws his Brawling attack.

-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.

His roll:
2D of 5, 6

His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1

He hits! His attack totals 12. Jenn is allowed her Evasion Roll to avoid damage.

Jenn's Evasion
She must roll 12+ on 2D to evade damage.

Her roll:
2D of 5, 1

Her DMs:
+1 for Brawling Parry (Skill)
+0 for Weapon's Block DM
+1 for Evasion at Short Range
---
+2

Jenn does not evade Salmon's swing. Now, Salmon rolls damage.

Using the Hit Location Chart that does not require an additional roll, it's easy to see that Salmon hit Jenn flat in the torso.

Jenn is wearing a shipsuit, which does not count as armor (AV 0). According to the Weapon Penetration Chart, Hands vs. No Armor results in a +1 DM to the damage throw.

Hands do 1D damage, and this is modified to 1D +1.

Salmon's Damage: 6 + 1

Since this is a Brawling Combat attack, Jenn can take this damage anyway she sees fit as long as the "6" die is not broken. She can take 6 points from one of her physical stats and 1 point from another, or she can take 7 points, all from one stat. It's her option.

Guessing that she might need her STR stat for a Brawling encounter, Jenn's best allocation of damage is to take all 7 points from her END stat. Saving her DEX doesn't help her much since she is already being penalized when using her autopistol, she keeps DEX at full for now in order to be able to absorb more damage with that stat later. Besides, having only one stat damaged is better for the penalties to her initiative.

Jenn's stats are now: 851AA8.

ROUND 2
Initiative is thrown again. Despite her wound, Jenn acts first again.

The autopistol holds 15 rounds. So far, six have been fired. As the two of them scrape around the cargo lock, she lifts her pistol in order to kill Salmon.

It's Panic Fire again. Three more shots at -2 DM each.

-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.

Her roll:
2D of 3, 5

Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2

Shot #1 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #2
Using the same DMs

Her roll:
2D of 4, 2

Shot #2 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #3
Using the same DMs

Her roll:
2D of 1, 5

Shot #3 misses. No need for Salmon's Evasion roll.

That crazy bitch with her pistol spitting fire all over the gods damned airlock.... Salmon slapped her once. Now, it's time to put her down.

Salmon's turn. His Brawling attack continues.

-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.

His roll:
2D of 3, 3

His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1

This time, Salmon misses. There's no need for Jenn's evasion roll.




ROUND 3
We're going round-n-round. Salmon ducking and trying to land a punch that will deck Jenn, Jenn waving that pistol around and squeezing its trigger every time she can even though she can't hit the broad side of a barn (Skill-0).

Initiative is rolled: Jenn moves first.

She fires three more shots at that unfaithful frack of a man, Salmon.

-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.

Her roll:
2D of 6, 2

Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2

Shot #1 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #2
Using the same DMs

Her roll:
2D of 2, 2

Shot #2 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #3
Using the same DMs

Her roll:
2D of 1, 4

Shot #3 misses. No need for Salmon's Evasion roll.

Salmon attemps Brawling again.

-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.

His roll:
2D of 1, 6

His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1

He hits! Since the attack is an even number, hit location is automatically the "torso". Damage, if she doesn't evade, is the same as above: 1D +1.

Jenn's Evasion
She must roll 8+ on 2D to evade damage.

Her roll:
2D of 5, 6

Her DMs:
+1 for Brawling Parry (Skill)
+0 for Weapon's Block DM
+1 for Evasion at Short Range
---
+2

She evades! She slaps the blow to the side.



ROUND 4
Initiative: Salmon moves first this time.

He keeps on the offensive, looking for his "in", slapping the bitch around.

-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.

His roll:
2D of 5, 5

His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1

He hits!

In order to evade damage, Jenn must make her throw.

Jenn's Evasion
She must roll 11+ on 2D to evade damage.

Her roll:
2D of 6, 1

Her DMs:
+1 for Brawling Parry (Skill)
+0 for Weapon's Block DM
+1 for Evasion at Short Range
---
+2

Nope. This time she's hit. She didn't evade Salmon's blow.

Because the attack throw is odd, we'll use the no-roll Hit Chart, easily seeing that, yet again, Salmon has landed a blow on her torso.

Damage is as it is above: 1D +1

Salmon's Damage: 5 +1

Jenn's only choice is to reduce her STR by "5". Wanting to keep one of her stats "high" to absorb future damage, she leaves her DEX alone. All 6 points of damage are applied to her STR.

Jenn's stats are now: 251AA8.

And, she now takes a further penalty to initiative.

Jenn's turn.

She's only got three more bullets in her autopistol, having fired 12 rounds previously in the encounter.

As a last ditch effort, she uses Panic Fire one last time.

-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.

Her roll:
2D of 6, 6

Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2

She HIT!

But not so fast. Salmon gets a chance to evade the shot.

Salmon's Evasion
He must roll 10+ on 2D to evade damage.

His roll:
2D of 2, 6

Her DMs:
+1 for Evasion at Short Range
+0 for Cover or Concealment
+0 for Speed
---
+1

Uh-oh! Salmon's been shot! Since the attack roll was even, it's a torso hit.

But, too, Jenn rolled boxcars on the attack. Normally I'd check for a UGM Critical Success, but since this is a regular CT example, I'll use the suggestion to where, if 6-6 is rolled on the attack throw, an extra die of damage is added to the damage throw.

Salmon wears no armor (AV 0). The autopistol vs. Nothing provides +1 damage. Doing a usual 3D damage, now that a 12 was roll on the dice to hit, that is modified to 4D damage.

Jenn's total damage is: 4D +1.

And, this damage is taken as a whole, reducing Salmon's stats randomly, because this is a gun shot wound.

Jenn's damage roll: 3, 1, 2, 3 +1

Total damage is 10 points.

Salmon lucked out. She rolled low.

Applying this damage randomly, it looks like it will be applied to Salmons....END attribute. But, we have 2 points left over after END is reduced to zero, so that's applied to his STR.

This combat is over.

Salmon's stats are reduced to 680478.

They must have been wrestling with the gun. The gun went off and flash-burned his chest. He's incapacitated from the incident.

Jenn walks up to Salmon as he quivers on the ground. She lifts the weapon to his head--two bullets remaining. Her hand tightens as she begins to squeeze the trigger.

"Hold it right, Jenn! What the hell are you doing?!"

It's the captain and the rest of the crew. It's been a minute and a half since this encounter started. They've come rushing to investigate the loud gunshots.

"I'm gonna kill 'em, the fracker. He deserves it!"

"No, Jenn, don't! It's not worth it. He's not worth it!"

"Don't come any closer! I mean it! I'll kill him!"

She's panting, sweating, her face flushed from the fight.

"Jenn--"

BOOM!

BLAM!

And, Jenn's two remaining bullets are spent.
 
A Woman Scorned




Aboard the Far Trader Adroit Persuit in jumpspace....

Jenn Thurgood-Bastion, 858AA8, AutoPistol-0, lies in wait. She hears her target moving down the ship's starboard long-corridor, his footsteps clanking on the deckplates.

From her hip, she draws the heavy automatic pistol, and with a two-handed grip, she inches backwards until she feels her back rub up agains the bulkhead.

The corridor access from engineering is open. Jenn had set the hatch that way when she planned her attack. Now, as the footsteps get louder, she swings around pointing her weapon down the length of the corridor, but checks her fire.

Salmon Jones, 888478, is surprised. He raises his hands and doesn't blink at his fellow crewman leveling the weapon at him.

"You piece of scarp." Jenn says through clinched teeth. "You fracked her. I know you fracked her. Did you think I wouldn't find out?"

Salmon manages a nervous smile, "Baby, what are you talking about? Put the gun down."

"Frack you! You hurt me. Now, I'm going to hurt you!"






...A little situation set-up to test these rules. I like to run little encounters like this, roll real dice, use real characters from my campaign, just to see how things pan out.

I haven't changed my campaign combat system yet as I'm just brainstorming this new system. I don't like to rush into anything. I want to make sure it "works" first. Besides, I like the system I'm using now A LOT. I just want to see if this one is "better".

So, let's see what happens with Jenn and Salmon...





In game terms, Jenn is using a Watch Action. She's covering Salmon with the weapon. Should Salmon attempt to flee, Jenn automatically gets initiative during the round to allow her to fire first.

In the story, Salmon knows Jenn well enough to know she's serious. He also knows what he did: Yeah, I fracked her. OK? Yep, that's right. But, baby...Jenn...I make love to you...

Since we have no example without Salmon making a run for it, let's have him bolt and see how this combat system works.




Salmon can see it in her eyes. Jenn's really going to do it. He focuses on her trigger finger. It's flushed white on the trigger.

Behind him, the hatch to the starbard cargo airlock remains open. If he makes a run for it, he can make it to the airlock in one combat round.

There's a quick flash of momement, and he's gone. His legs pump will all their power trying to get him to safety inside the airlock.

Jenn had her weapon leveled at Salmon. The Watch Action gives her first action as soon as Salmon moves. Jenn decides to use Panic Fire, squeezing off three rounds in Salmon's direction.

-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.

Her roll:
2D of 1, 4

Her DMs:
+0 for Skill-0
-2 for DEX DM
-4 for Medium Range
-2 for Panic Fire
---
-8

Shot #1 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #2
Using the same DMs

Her roll:
2D of 1, 6

Shot #2 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #3
Using the same DMs

Her roll:
2D of 3, 2

Shot #3 misses. No need for Salmon's Evasion roll.

ROUND 1 ends with Salmon making it to the airlock. Jenn is 9 meters aft of him, just inside engineering. Frantically, he slaps the red button to seal the airlock hatch then taps in a code to engage the locking mechanism.

ROUND 2 begins. Initiative is rolled. Salmon moves first.

The airlock sealed on the engineering side, he moves to open the lock to the bow-side corridor. As his fingers run over the emergency open code, the lock controls read "DENIED".

He taps them again.

DENIED.

The green glow from the LED letters play across his confused face. There's nothing he can do. He's trapped. Trapped inside the starboard cargo airlock.

Combat rounds now cease. We're back into regular role-play time.

Jenn casually moves through the starboard long-corridor, her weapon still held with both hands, smoke forming at its barrel.

Out of instinct, she raises her gaze towards the ceiling, although it's not necessary, when she speaks. "Computer, recogize Jenn Thurgood-Bastion, ship's Steward."

She doesn't wait for a response from the computer because it has been programmed not to verbalize acknowledgement of commands--only to carry them out.

"Sal, you predictable frack. I thought you'd run off with proverbial pants between your knees. Didn't cha think that I'd have the airlock covered? I mean, there's only two ways out of his corridor. Well, three, once I open the outer lock. You wonder about what every skirt between here and Aramis has between her legs. I wonder what you're going to think about the mother crotch of jumpspace."

Salmon's voice breaks over the comm, "Jenn...please. What's the crew going to think? You know there's a dummy light that just blinked on the bridge. They're going to be here in a few seconds. What do you think they'll do to you when they see you've murdered one of their own?"

"I don't care you frack! Why'd you have to frack her? Her, of all people! She's my mother for gods sakes!" Jenn's voice cracks as tears stream down her face. "Computer, open outer airlock, override safties."

But, it's the inner airlock door that opens.

"Computer. Recognize Jenn Thurgood-Bastion. Open outer--"

Those on station on the bridge had obviously caught the alarm before the computer could comply. Both Salmon and Jenn recognized this at the same time.

We're back into combat rounds. Initiative is rolled. Jenn moves first this time.

ROUND 1

She sees both inner airlock access doors opening. If Salmon bolts through the far hatch, he'll hide among the other crewmembers like the coward he is.

In a combat round, a character is allowed to move and act. Jenn moves down the corridor, through the airlock hatch, and fires at Salmon, point blank.

Because she's not the best of shots (Skill-0), she'll use Panic Fire again, suffering the negative DM in order to receive three chances to hit.

The weapon explodes in the confines of the cargo lock, deafing the two of them momentarily.

-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.

Her roll:
2D of 1, 6

Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2

Shot #1 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #2
Using the same DMs

Her roll:
2D of 3, 4

Shot #2 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #3
Using the same DMs

Her roll:
2D of 4, 2

Shot #3 misses. No need for Salmon's Evasion roll.

Three more shots. Three more misses. Bullets ricochet in the airlock.

Salmon's turn.

Jenn is two meters away from him. He can run, but he decides to go hand-to-hand with Jenn. Maybe he can knock her out.

A step or two, then Salmon throws his Brawling attack.

-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.

His roll:
2D of 5, 6

His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1

He hits! His attack totals 12. Jenn is allowed her Evasion Roll to avoid damage.

Jenn's Evasion
She must roll 12+ on 2D to evade damage.

Her roll:
2D of 5, 1

Her DMs:
+1 for Brawling Parry (Skill)
+0 for Weapon's Block DM
+1 for Evasion at Short Range
---
+2

Jenn does not evade Salmon's swing. Now, Salmon rolls damage.

Using the Hit Location Chart that does not require an additional roll, it's easy to see that Salmon hit Jenn flat in the torso.

Jenn is wearing a shipsuit, which does not count as armor (AV 0). According to the Weapon Penetration Chart, Hands vs. No Armor results in a +1 DM to the damage throw.

Hands do 1D damage, and this is modified to 1D +1.

Salmon's Damage: 6 + 1

Since this is a Brawling Combat attack, Jenn can take this damage anyway she sees fit as long as the "6" die is not broken. She can take 6 points from one of her physical stats and 1 point from another, or she can take 7 points, all from one stat. It's her option.

Guessing that she might need her STR stat for a Brawling encounter, Jenn's best allocation of damage is to take all 7 points from her END stat. Saving her DEX doesn't help her much since she is already being penalized when using her autopistol, she keeps DEX at full for now in order to be able to absorb more damage with that stat later. Besides, having only one stat damaged is better for the penalties to her initiative.

Jenn's stats are now: 851AA8.

ROUND 2
Initiative is thrown again. Despite her wound, Jenn acts first again.

The autopistol holds 15 rounds. So far, six have been fired. As the two of them scrape around the cargo lock, she lifts her pistol in order to kill Salmon.

It's Panic Fire again. Three more shots at -2 DM each.

-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.

Her roll:
2D of 3, 5

Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2

Shot #1 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #2
Using the same DMs

Her roll:
2D of 4, 2

Shot #2 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #3
Using the same DMs

Her roll:
2D of 1, 5

Shot #3 misses. No need for Salmon's Evasion roll.

That crazy bitch with her pistol spitting fire all over the gods damned airlock.... Salmon slapped her once. Now, it's time to put her down.

Salmon's turn. His Brawling attack continues.

-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.

His roll:
2D of 3, 3

His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1

This time, Salmon misses. There's no need for Jenn's evasion roll.




ROUND 3
We're going round-n-round. Salmon ducking and trying to land a punch that will deck Jenn, Jenn waving that pistol around and squeezing its trigger every time she can even though she can't hit the broad side of a barn (Skill-0).

Initiative is rolled: Jenn moves first.

She fires three more shots at that unfaithful frack of a man, Salmon.

-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.

Her roll:
2D of 6, 2

Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2

Shot #1 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #2
Using the same DMs

Her roll:
2D of 2, 2

Shot #2 misses. No need for Salmon's Evasion roll.

-------------
Panic Fire #3
Using the same DMs

Her roll:
2D of 1, 4

Shot #3 misses. No need for Salmon's Evasion roll.

Salmon attemps Brawling again.

-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.

His roll:
2D of 1, 6

His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1

He hits! Since the attack is an even number, hit location is automatically the "torso". Damage, if she doesn't evade, is the same as above: 1D +1.

Jenn's Evasion
She must roll 8+ on 2D to evade damage.

Her roll:
2D of 5, 6

Her DMs:
+1 for Brawling Parry (Skill)
+0 for Weapon's Block DM
+1 for Evasion at Short Range
---
+2

She evades! She slaps the blow to the side.



ROUND 4
Initiative: Salmon moves first this time.

He keeps on the offensive, looking for his "in", slapping the bitch around.

-------------
Brawling Attack
Salmon must roll 8+ on 2D to hit.

His roll:
2D of 5, 5

His DMs:
+0 for Skill-0
+0 for STR DM
+1 for Short Range
+0 for Weakened Blow
---
+1

He hits!

In order to evade damage, Jenn must make her throw.

Jenn's Evasion
She must roll 11+ on 2D to evade damage.

Her roll:
2D of 6, 1

Her DMs:
+1 for Brawling Parry (Skill)
+0 for Weapon's Block DM
+1 for Evasion at Short Range
---
+2

Nope. This time she's hit. She didn't evade Salmon's blow.

Because the attack throw is odd, we'll use the no-roll Hit Chart, easily seeing that, yet again, Salmon has landed a blow on her torso.

Damage is as it is above: 1D +1

Salmon's Damage: 5 +1

Jenn's only choice is to reduce her STR by "5". Wanting to keep one of her stats "high" to absorb future damage, she leaves her DEX alone. All 6 points of damage are applied to her STR.

Jenn's stats are now: 251AA8.

And, she now takes a further penalty to initiative.

Jenn's turn.

She's only got three more bullets in her autopistol, having fired 12 rounds previously in the encounter.

As a last ditch effort, she uses Panic Fire one last time.

-------------
Panic Fire #1
Jenn must roll 8+ on 2D to hit.

Her roll:
2D of 6, 6

Her DMs:
+0 for Skill-0
-2 for DEX DM
+2 for Short Range
-2 for Panic Fire
---
-2

She HIT!

But not so fast. Salmon gets a chance to evade the shot.

Salmon's Evasion
He must roll 10+ on 2D to evade damage.

His roll:
2D of 2, 6

Her DMs:
+1 for Evasion at Short Range
+0 for Cover or Concealment
+0 for Speed
---
+1

Uh-oh! Salmon's been shot! Since the attack roll was even, it's a torso hit.

But, too, Jenn rolled boxcars on the attack. Normally I'd check for a UGM Critical Success, but since this is a regular CT example, I'll use the suggestion to where, if 6-6 is rolled on the attack throw, an extra die of damage is added to the damage throw.

Salmon wears no armor (AV 0). The autopistol vs. Nothing provides +1 damage. Doing a usual 3D damage, now that a 12 was roll on the dice to hit, that is modified to 4D damage.

Jenn's total damage is: 4D +1.

And, this damage is taken as a whole, reducing Salmon's stats randomly, because this is a gun shot wound.

Jenn's damage roll: 3, 1, 2, 3 +1

Total damage is 10 points.

Salmon lucked out. She rolled low.

Applying this damage randomly, it looks like it will be applied to Salmons....END attribute. But, we have 2 points left over after END is reduced to zero, so that's applied to his STR.

This combat is over.

Salmon's stats are reduced to 680478.

They must have been wrestling with the gun. The gun went off and flash-burned his chest. He's incapacitated from the incident.

Jenn walks up to Salmon as he quivers on the ground. She lifts the weapon to his head--two bullets remaining. Her hand tightens as she begins to squeeze the trigger.

"Hold it right, Jenn! What the hell are you doing?!"

It's the captain and the rest of the crew. It's been a minute and a half since this encounter started. They've come rushing to investigate the loud gunshots.

"I'm gonna kill 'em, the fracker. He deserves it!"

"No, Jenn, don't! It's not worth it. He's not worth it!"

"Don't come any closer! I mean it! I'll kill him!"

She's panting, sweating, her face flushed from the fight.

"Jenn--"

BOOM!

BLAM!

And, Jenn's two remaining bullets are spent.
 
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