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Re-Thinking Classic Traveller Gun Combat

Originally posted by Outsider:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Armour Values

Armour Defensive values Dexterity
Ballistic Energy Piercing Impact Explosive Modifier

None * 0 0 0 0 0 0
Jacket * 0 0 1 1 0 0
Mesh/Flak * 1 0 1 1 1 0
Cloth * 2 0 1 2 1 -1
Reflective * 0 4 0 0 0 0
Ablat * 0 4 1 2 1 -2
Combat 3 2 4** 4 3 -1
Battle Dress 4 3 5** 5** 4 -1
Helmet 2 1 3 2 1 0</pre>
This table replaces the Weapon vs. Armour type section of the original Traveller combat table.

Each time a hit is received, each dice of incoming damage has its value reduced by the appropriate amount from the table above.
[/quote]What about a hit location chart? A guy wears a helmet and automatically all damage against him is reduced by 2 dice?

I saw your note that hits to specific locations are allowed, but what if no steps are taken? What if a guy takes a snapshot at a target wearing a helmet and hits?

Is that -2D damage? So that an autopistol only does 1D damage?
 
Originally posted by Outsider:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Armour Values

Armour Defensive values Dexterity
Ballistic Energy Piercing Impact Explosive Modifier

None * 0 0 0 0 0 0
Jacket * 0 0 1 1 0 0
Mesh/Flak * 1 0 1 1 1 0
Cloth * 2 0 1 2 1 -1
Reflective * 0 4 0 0 0 0
Ablat * 0 4 1 2 1 -2
Combat 3 2 4** 4 3 -1
Battle Dress 4 3 5** 5** 4 -1
Helmet 2 1 3 2 1 0</pre>
This table replaces the Weapon vs. Armour type section of the original Traveller combat table.

Each time a hit is received, each dice of incoming damage has its value reduced by the appropriate amount from the table above.
[/quote]What about a hit location chart? A guy wears a helmet and automatically all damage against him is reduced by 2 dice?

I saw your note that hits to specific locations are allowed, but what if no steps are taken? What if a guy takes a snapshot at a target wearing a helmet and hits?

Is that -2D damage? So that an autopistol only does 1D damage?
 
Originally posted by Outsider:
Aha, not so. I did say if they were hit by a gauss burst, which could be up to three hits by standard rules, so the unlucky target would actually be taking:
Point taken.

But my argument has been that a gauss rifle firing single shot should be enough to down an individual.

Not really so in Classic Traveller.

For the matter of my rules here, it's still "not really so" but only a "little more so".

I'm trying to balance playability and dangerous damage.
 
Originally posted by Outsider:
Aha, not so. I did say if they were hit by a gauss burst, which could be up to three hits by standard rules, so the unlucky target would actually be taking:
Point taken.

But my argument has been that a gauss rifle firing single shot should be enough to down an individual.

Not really so in Classic Traveller.

For the matter of my rules here, it's still "not really so" but only a "little more so".

I'm trying to balance playability and dangerous damage.
 
ATTACK Throw = 2D for 8+




</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> ATTACK Throw DMs
-------------------------------------------------
Brawling/Blade Combat Gun Combat
===================== ======================
+ Skill + Skill
+/- STR Bonus/Penalty +/- DEX Bonus/Penalty
+/- Range DM +/- Range DM
- Weakened Blow DM -2 Panic Fire
-4 Rapid Fire</pre>[/QUOTE]
 
ATTACK Throw = 2D for 8+




</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> ATTACK Throw DMs
-------------------------------------------------
Brawling/Blade Combat Gun Combat
===================== ======================
+ Skill + Skill
+/- STR Bonus/Penalty +/- DEX Bonus/Penalty
+/- Range DM +/- Range DM
- Weakened Blow DM -2 Panic Fire
-4 Rapid Fire</pre>[/QUOTE]
 
EVASION Throw = 2D for Attack-Throw or better.




</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> EVASION Throw DMs
-------------------------------------------------
Brawling/Blade Combat Gun Combat
===================== ======================
+ Parry (Skill) + Cover/Concealment
+ Weapon Block DM + Speed Rating
+ Evasion DM + Evasion DM
</pre>[/QUOTE]
 
EVASION Throw = 2D for Attack-Throw or better.




</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> EVASION Throw DMs
-------------------------------------------------
Brawling/Blade Combat Gun Combat
===================== ======================
+ Parry (Skill) + Cover/Concealment
+ Weapon Block DM + Speed Rating
+ Evasion DM + Evasion DM
</pre>[/QUOTE]
 
OK, the more I look at this system, the more I like it.

I've played through a few scenarios by myself. I thought in adding an additional roll that the system would be slower than what I'm currently using (and "slower" is a bad thing).

But, it's not. It's actually quicker.

Why? Less DMs on the roll. No single random dice to allocate. Hits happen less often. And, when a gun shot wound is scored, all the dice are added up into a single whole number--time is not spent taking the damage at the defender's choice. All this adds up, making it a quicker, sleeker combat system.

I want to run a few more numbers, look at some more stats.

But, right now, I'm looking at changing my game over to this system.

-S4
 
OK, the more I look at this system, the more I like it.

I've played through a few scenarios by myself. I thought in adding an additional roll that the system would be slower than what I'm currently using (and "slower" is a bad thing).

But, it's not. It's actually quicker.

Why? Less DMs on the roll. No single random dice to allocate. Hits happen less often. And, when a gun shot wound is scored, all the dice are added up into a single whole number--time is not spent taking the damage at the defender's choice. All this adds up, making it a quicker, sleeker combat system.

I want to run a few more numbers, look at some more stats.

But, right now, I'm looking at changing my game over to this system.

-S4
 
Originally posted by Supplement Four:
It's actually quicker.
And, "playability" looks good. With the evasion roll, characters tend not to get hit.

This keeps the main characters alive, yet allows for the bullets to fly in an exciting game.

Attackers who roll very high typically do hit because it's hard to meet that number when rolling the evasion roll--so there is a real benefit to rolling high.

And, gun combat damage is very quick, leathal, and nasty. When a character is hit, he's looking at that total damage being taken randomly from one of his physical stats. Also, damage dice can be increased by Critical Success throws or head hits.

A single shot of an autopistol now has the ability to drop a character in a single shot (unlikely in vanilla CT).

The game remains balanced and playable, though, because of the evasion roll....most gun shot hits will be evaded (if the character is using cover).

And, like real life, cover will be very important to the Traveller character engaged in combat using this system. That +4 DM to the evasion roll is just too important to pass up. No more running out into the middle of he cargo bay when it's a player's turn, his character screaming and taunting the enemy. This type of play will typically result in dead characters real fast.

I like it. I think it's shaping up into a good combat system.

Fast. Quick. Deadly yet playable.

-S4
 
Originally posted by Supplement Four:
It's actually quicker.
And, "playability" looks good. With the evasion roll, characters tend not to get hit.

This keeps the main characters alive, yet allows for the bullets to fly in an exciting game.

Attackers who roll very high typically do hit because it's hard to meet that number when rolling the evasion roll--so there is a real benefit to rolling high.

And, gun combat damage is very quick, leathal, and nasty. When a character is hit, he's looking at that total damage being taken randomly from one of his physical stats. Also, damage dice can be increased by Critical Success throws or head hits.

A single shot of an autopistol now has the ability to drop a character in a single shot (unlikely in vanilla CT).

The game remains balanced and playable, though, because of the evasion roll....most gun shot hits will be evaded (if the character is using cover).

And, like real life, cover will be very important to the Traveller character engaged in combat using this system. That +4 DM to the evasion roll is just too important to pass up. No more running out into the middle of he cargo bay when it's a player's turn, his character screaming and taunting the enemy. This type of play will typically result in dead characters real fast.

I like it. I think it's shaping up into a good combat system.

Fast. Quick. Deadly yet playable.

-S4
 
Originally posted by Supplement Four:
ATTACK Throw = 2D for 8+




</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> ATTACK Throw DMs
-------------------------------------------------
Brawling/Blade Combat Gun Combat
===================== ======================
+ Skill + Skill
+/- STR Bonus/Penalty +/- DEX Bonus/Penalty
+/- Range DM +/- Range DM
- Weakened Blow DM -2 Panic Fire
-4 Rapid Fire</pre>
[/quote]I think one more thing should be added to the Gun Combat DMs, and that's a Recoil DM.

Something like this....

(Remember, with Panic Fire, a character firing an automatic rifle can make six attacks in one round due to the AutoFire Rule.)






</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> AUTOFIRE Attack Throw DMs
-------------------------------------------------
Attack # Recoil DM
---------- -----------
1 +0
2 +0
3 -1
4 -2
5 -3
6 -4</pre>[/QUOTE]This way, if a character fires off a single burst from a fully automatic weapon (two attack throws), there is no Recoil penalty.

And, the Recoil penalty will only kick in when the Panic Fire or Rapid Fire option is used.

The longer you hold the trigger, the worse the recoil is.

-S4
 
Originally posted by Supplement Four:
ATTACK Throw = 2D for 8+




</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> ATTACK Throw DMs
-------------------------------------------------
Brawling/Blade Combat Gun Combat
===================== ======================
+ Skill + Skill
+/- STR Bonus/Penalty +/- DEX Bonus/Penalty
+/- Range DM +/- Range DM
- Weakened Blow DM -2 Panic Fire
-4 Rapid Fire</pre>
[/quote]I think one more thing should be added to the Gun Combat DMs, and that's a Recoil DM.

Something like this....

(Remember, with Panic Fire, a character firing an automatic rifle can make six attacks in one round due to the AutoFire Rule.)






</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> AUTOFIRE Attack Throw DMs
-------------------------------------------------
Attack # Recoil DM
---------- -----------
1 +0
2 +0
3 -1
4 -2
5 -3
6 -4</pre>[/QUOTE]This way, if a character fires off a single burst from a fully automatic weapon (two attack throws), there is no Recoil penalty.

And, the Recoil penalty will only kick in when the Panic Fire or Rapid Fire option is used.

The longer you hold the trigger, the worse the recoil is.

-S4
 
Originally posted by Supplement Four:
What about a hit location chart?
What about it? The table I posted pertains to armour values; if you want to use a hit location chart, feel free to use your favourite method.

A guy wears a helmet and automatically all damage against him is reduced by 2 dice?
Not at all. It's covered in the section where is says:
"Certain armour types (marked with a single asterisk) may have helmets worn with them in addition to the basic armour type. Unless a head hit is specified, or deemed appropriate by circumstances, rule incoming hits to be against the body."
Therefore a head head hit is reduced by the amount of armour covering the head, and a body hit is reduced by the amount of armour covering the (relevant part of the) body. It makes no sense to suggest a helmet protects from shots to the chest, or vice versa.

I saw your note that hits to specific locations are allowed, but what if no steps are taken? What if a guy takes a snapshot at a target wearing a helmet and hits?

Is that -2D damage? So that an autopistol only does 1D damage?
Don't know where that idea comes from, it's not one of mine!
"Each time a hit is received, each dice of incoming damage has its value reduced by the appropriate amount from the table above. Except where noted by a double asterisk, the dice may not be reduced below 1. Armour types noted by a double asterisk may reduce the incoming damage dice to zero, but not below."
If a worked-through example is needed, then using your autopistol vs. helmet reference:

Shooter hits and rolls 4, 1 and 6 (normally 11 points of damage, right in the average area). A helmet, from the chart, has 2 points of ballistic protection.

The 4 is reduced to 2 (4-2=2)
The 1 is not reduced (since in most cases, no dice can be reduced below 1)
The 6 is reduced to 4 (6-2=4)

New damage, delivered to the player is 2, 1 and 4 (7 points, still painful, but less severe). Splitting the dice of damage among the attributes would still be done according to normal CT damage distribution rules.
 
Originally posted by Supplement Four:
What about a hit location chart?
What about it? The table I posted pertains to armour values; if you want to use a hit location chart, feel free to use your favourite method.

A guy wears a helmet and automatically all damage against him is reduced by 2 dice?
Not at all. It's covered in the section where is says:
"Certain armour types (marked with a single asterisk) may have helmets worn with them in addition to the basic armour type. Unless a head hit is specified, or deemed appropriate by circumstances, rule incoming hits to be against the body."
Therefore a head head hit is reduced by the amount of armour covering the head, and a body hit is reduced by the amount of armour covering the (relevant part of the) body. It makes no sense to suggest a helmet protects from shots to the chest, or vice versa.

I saw your note that hits to specific locations are allowed, but what if no steps are taken? What if a guy takes a snapshot at a target wearing a helmet and hits?

Is that -2D damage? So that an autopistol only does 1D damage?
Don't know where that idea comes from, it's not one of mine!
"Each time a hit is received, each dice of incoming damage has its value reduced by the appropriate amount from the table above. Except where noted by a double asterisk, the dice may not be reduced below 1. Armour types noted by a double asterisk may reduce the incoming damage dice to zero, but not below."
If a worked-through example is needed, then using your autopistol vs. helmet reference:

Shooter hits and rolls 4, 1 and 6 (normally 11 points of damage, right in the average area). A helmet, from the chart, has 2 points of ballistic protection.

The 4 is reduced to 2 (4-2=2)
The 1 is not reduced (since in most cases, no dice can be reduced below 1)
The 6 is reduced to 4 (6-2=4)

New damage, delivered to the player is 2, 1 and 4 (7 points, still painful, but less severe). Splitting the dice of damage among the attributes would still be done according to normal CT damage distribution rules.
 
Originally posted by Supplement Four:
Good God. I wonder who else on this list knows who Foxy Brown is. ;)
Foxy Brown may refer to:
Foxy Brown, an American hip-hop MC
Foxy Brown (film), a 1974 film starring Pam Grier
Foxy Brown (singer), a Jamaican reggae singer

I assume the reference is to the 1974 film: “Foxy Brown, a sexy African American woman, seeks revenge when her government-agent boyfriend is shot down by The Man, vowing revenge on the pushers and pimps that have ruled her community.”
 
Originally posted by Supplement Four:
Good God. I wonder who else on this list knows who Foxy Brown is. ;)
Foxy Brown may refer to:
Foxy Brown, an American hip-hop MC
Foxy Brown (film), a 1974 film starring Pam Grier
Foxy Brown (singer), a Jamaican reggae singer

I assume the reference is to the 1974 film: “Foxy Brown, a sexy African American woman, seeks revenge when her government-agent boyfriend is shot down by The Man, vowing revenge on the pushers and pimps that have ruled her community.”
 
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