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Reflec Revisited

[*]Give the weapon a penetration and a damage die. Targets would only absorb up to a certain number of penetration units (say: 3 for a human or 6 for a large creature). Armour absorbed penetration units. For example, if a weapon had a penetration of 6 and a damage of 1D6+1, it would do 3D6+3 to an unarmoured character or 1D6+1 to a character with armour value 5. Everything else would carry on out the other side, perhaps also damaging items behind the target.

I have to admit it took me a couple of go arounds to Grok this option. It's kinda amusing. It's on the list to see how it works for vehicles as well.

Right now the idea that has caught is rating a weapons damage in Penetration and wounding dice, All rolled together with the total used for armor penetration and only the wounding dice for damage.

A thought occurs while I am writing this shouldn't reflec provide some protection vs plasma weapons as well?
 
[ . . . ] It's on the list to see how it works for vehicles as well. [ . . . ]

If you do something like the tables for vehicle damage in Striker or Twilight:2000, then you get a list of things that get hit. Each can absorb damage dice until the weapon runs out of penetration. It also works with cover for much the same reason.
 
If you do something like the tables for vehicle damage in Striker or Twilight:2000, then you get a list of things that get hit. Each can absorb damage dice until the weapon runs out of penetration. It also works with cover for much the same reason.

Which Edition of Twilight?
 
A thought occurs while I am writing this shouldn't reflec provide some protection vs plasma weapons as well?

Ya, thought about that too especially with my heat interpretation, but the PGs/FGs are more like getting hit with a kinetic weapon with secondary heat effects.

In my system they get both the high penetration die AND blunt trauma die, so likely autokill most of the time unless it lops off an arm.

So no effect in my system, it just punches through, might even be worse as sort of a 'cook in the shell' effect might occur.
 
IIRC the later versions used a game mechanic based off T2300, but I've never looked at those versions.

Actually, not derived from 2300... well, not more so than it was simplification of 1E.

3 mechanical editions of T2K

1E: Percentiles. Separate CD at FFE
2.0E: 1d10 vs skill in manner similar to percentiles. Atts rescaled to 2d.
2.2E: 1d20 vs stat+skill. Atts same as 2.0E.

Frank has said in the past that T2K2 was primarily a simplification of T2K 1, not an implementation of 2300's system.

Note the following
ItemDGP-CT & MT2300T2K 1.0T2K2.0T2K 2.0
Dice2d6
(+3d6 time)
1d10
(+3d6 time)
1d1001d101d20
DirectionHighHighLowLowLow
ModsRollrollSkillSkillAsset
TNDifficultyDifficultySkillSkillAtt+Skill
MishapsYesYesNoNoNo
Number of Difficulties55335
T2K has very few modifiers to the TNs in any of the 3 editions.
2300 has some, in addition to always using 2 "assets" each of which is either an (att/5) or a skill.
T2K uses exceptional success as a time factor mod, not a separate time roll.
 
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