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Simple CT Combat

Eureka. I've done it.

I've finally come up with a simple CT combat system that fixes (what I perceive to be) some of vanilla CT's woes.

I've abandoned the idea of having a separate defense roll.

Here's how I'm going to modify vanilla CT in my game...
 
Eureka. I've done it.

I've finally come up with a simple CT combat system that fixes (what I perceive to be) some of vanilla CT's woes.

I've abandoned the idea of having a separate defense roll.

Here's how I'm going to modify vanilla CT in my game...
 
Gun Combat

This is very close to vanilla CT. Note the Armor modifier modifies the damage roll and not the attack roll.




STEP ONE: ROLL GUN COMBAT ATTACK.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gun Combat Attack: 2D for 8+ needed to hit
-------------------------------------------
+ Attacker's Skill
+/- Weapon's DEX Modifier
+/- Weapon's Range Modifier
- Target's Speed Rating (if moving)
- Cover/Concealment Modifier (if appropriate)
- Evasion Modifier (if appropriate)</pre>[/QUOTE]Speed: If a target is moving, subtract the target's speed rating from the attack roll. This modifier can be used in conjunction with the Evasion DM.

Evade: Evasion is discussed on page 35 of The Traveller Book. Note that if a target evades, the evading character surrenders all other actions during the round. The Evasion DM is used in conjunction with the Speed DM above.




STEP TWO: ROLL HIT LOCATION.

Use the Hit Location Chart.

Head hits = +1D Damage.
Torso hits = Normal Damage.
Arm or Leg hits = -1D Damage.




STEP THREE: ROLL DAMAGE.

Roll Damage.

If armor protects the target, and the hit location chart indicates a hit on an armor protected body location, then damage will be reduced.

Armor: Armor will reduce (and may increase) damage through two modifiers, its Armor Value and it's Armor Adjustment.

AV is taken directly from Striker (for example, Cloth armor is rated with AV 5).

AA is taken from the Defender's Armor Matrix (for example, a -3 DM is applied when an autopistol is fired at a target wearing Cloth armor).

Examples: An autopistol will do 3D -8 damage vs. Cloth Armor. An SMG will do 3D +5 damage vs. an unarmored target. A laser rifle will do 5D -14 vs. Combat Armor.
 
Gun Combat

This is very close to vanilla CT. Note the Armor modifier modifies the damage roll and not the attack roll.




STEP ONE: ROLL GUN COMBAT ATTACK.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gun Combat Attack: 2D for 8+ needed to hit
-------------------------------------------
+ Attacker's Skill
+/- Weapon's DEX Modifier
+/- Weapon's Range Modifier
- Target's Speed Rating (if moving)
- Cover/Concealment Modifier (if appropriate)
- Evasion Modifier (if appropriate)</pre>[/QUOTE]Speed: If a target is moving, subtract the target's speed rating from the attack roll. This modifier can be used in conjunction with the Evasion DM.

Evade: Evasion is discussed on page 35 of The Traveller Book. Note that if a target evades, the evading character surrenders all other actions during the round. The Evasion DM is used in conjunction with the Speed DM above.




STEP TWO: ROLL HIT LOCATION.

Use the Hit Location Chart.

Head hits = +1D Damage.
Torso hits = Normal Damage.
Arm or Leg hits = -1D Damage.




STEP THREE: ROLL DAMAGE.

Roll Damage.

If armor protects the target, and the hit location chart indicates a hit on an armor protected body location, then damage will be reduced.

Armor: Armor will reduce (and may increase) damage through two modifiers, its Armor Value and it's Armor Adjustment.

AV is taken directly from Striker (for example, Cloth armor is rated with AV 5).

AA is taken from the Defender's Armor Matrix (for example, a -3 DM is applied when an autopistol is fired at a target wearing Cloth armor).

Examples: An autopistol will do 3D -8 damage vs. Cloth Armor. An SMG will do 3D +5 damage vs. an unarmored target. A laser rifle will do 5D -14 vs. Combat Armor.
 
Gun Combat Damage

Gun Combat is deadly. Unlike vanilla CT, any damage taken from a gunshot wound is summed together and taken from a random physical stat. If that physical stat is reduced to 0, then the extra damage is carried over to the stat to it's right.

Example: If STR is rolled randomly, then any extra damage is applied to DEX before it is applied to END. If DEX is rolled randomly, the order is DEX, then END, then STR. If END is rolled randomly, then the order is END, STR, DEX.

Vanilla CT disucces applying wound damage this way (on pg. 35 and pg. 47 of The Traveller Book) but only for the first time a character is wounded. The difference here is that Gun Combat damage is applied this way every time a target is shot.

Firearms are dangerous.
 
Gun Combat Damage

Gun Combat is deadly. Unlike vanilla CT, any damage taken from a gunshot wound is summed together and taken from a random physical stat. If that physical stat is reduced to 0, then the extra damage is carried over to the stat to it's right.

Example: If STR is rolled randomly, then any extra damage is applied to DEX before it is applied to END. If DEX is rolled randomly, the order is DEX, then END, then STR. If END is rolled randomly, then the order is END, STR, DEX.

Vanilla CT disucces applying wound damage this way (on pg. 35 and pg. 47 of The Traveller Book) but only for the first time a character is wounded. The difference here is that Gun Combat damage is applied this way every time a target is shot.

Firearms are dangerous.
 
Blade and Brawling Damage

Damage sustained from Blade and Brawling attacks are applied as normal CT damage would be, where damage can be applied at the defender's choosing as long as damage from a single D6 is not broken up. Any extra points of damage can be applied as if they were D6 dice showing 1 point of damage (applied at the defender's choice).

Thus, a hand-to-hand brawling attack using an attacker's fists, swinging at an unarmored opponent, would do 1D +1 damage. Whatever was rolled on the single die would have to be taken from a single physical stat of the defender's choosing while the extra point of damage can be taken at the defender's choosing as well.
 
Blade and Brawling Damage

Damage sustained from Blade and Brawling attacks are applied as normal CT damage would be, where damage can be applied at the defender's choosing as long as damage from a single D6 is not broken up. Any extra points of damage can be applied as if they were D6 dice showing 1 point of damage (applied at the defender's choice).

Thus, a hand-to-hand brawling attack using an attacker's fists, swinging at an unarmored opponent, would do 1D +1 damage. Whatever was rolled on the single die would have to be taken from a single physical stat of the defender's choosing while the extra point of damage can be taken at the defender's choosing as well.
 
ARMOR


Each armor type listed in CT has an associated Armor Value, taken from Striker.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Armor Value
Armor Type AV Note
Jack 0 AV1 vs. Brawling and Blade Combat weapons
Mesh 2
Cloth 5
Reflec 0 AV10 vs. Laser attacks
Ablat 1 AV6 vs. Laser attacks
Vacc Suit 5
Combat Armor 8
Battle Dress 10</pre>[/QUOTE]When the armor is struck by a weapon, the AV indicates how many damage points will be absorbed by the armor. Any damage in excess of the AV score indicates the armor has been penetrated.

In the game, defending players can decrease damage applied to their characters by an amount equal to the armor's AV score.

For example, a character wearing cloth armor is shot by a revolver. A revolver does 3D damage and is -3 against Cloth Armor.

3D damage roll: 5, 4, 1

The defending player can reduce damage by 8 points (AV5 Cloth Armor and -3DM Armor Adjustment due to Revolver vs. Cloth).

The defending player chooses to reduce the "5" die completely and the "4" by the remaining 3 points, leaving damage totalling: 1, 1.

Since this is damage caused by a Gun Combat attack, total damage is summed together and applied to the target's physical stats randomly.

If DEX was rolled randomly on the target, the remaining 2 points of damage would be applied to the character's DEX score. If the target's stat had already been reduced to DEX 1, then the remaining point of damage would be applied to the target's END score.

Note that, with DEX 0, and only one stat at zero, this character would be allowed to roll a Stun check, as outlined below.
 
ARMOR


Each armor type listed in CT has an associated Armor Value, taken from Striker.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Armor Value
Armor Type AV Note
Jack 0 AV1 vs. Brawling and Blade Combat weapons
Mesh 2
Cloth 5
Reflec 0 AV10 vs. Laser attacks
Ablat 1 AV6 vs. Laser attacks
Vacc Suit 5
Combat Armor 8
Battle Dress 10</pre>[/QUOTE]When the armor is struck by a weapon, the AV indicates how many damage points will be absorbed by the armor. Any damage in excess of the AV score indicates the armor has been penetrated.

In the game, defending players can decrease damage applied to their characters by an amount equal to the armor's AV score.

For example, a character wearing cloth armor is shot by a revolver. A revolver does 3D damage and is -3 against Cloth Armor.

3D damage roll: 5, 4, 1

The defending player can reduce damage by 8 points (AV5 Cloth Armor and -3DM Armor Adjustment due to Revolver vs. Cloth).

The defending player chooses to reduce the "5" die completely and the "4" by the remaining 3 points, leaving damage totalling: 1, 1.

Since this is damage caused by a Gun Combat attack, total damage is summed together and applied to the target's physical stats randomly.

If DEX was rolled randomly on the target, the remaining 2 points of damage would be applied to the character's DEX score. If the target's stat had already been reduced to DEX 1, then the remaining point of damage would be applied to the target's END score.

Note that, with DEX 0, and only one stat at zero, this character would be allowed to roll a Stun check, as outlined below.
 
Blade and Brawling Combat

Blade and Brawling Combat follows the same three steps used in Gun Combat, although damage is applied differently. Also note that different modifiers apply to the Blade or Brawling attack (and damage) rolls.




</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Blade or Brawling Attack: 2D for 8+ needed to hit
----------------------------------------------------
+ Attacker's Skill
- Defender's Skill
+/- Weapon's STR Modifier
- Defender's Block Modifier
+/- Weapon's Range Modifier
- Weakened Blow Modifier (if appropriate)</pre>[/QUOTE]Block: This is a DM taken from Striker. It relies on the principle that it is easier to defend yourself when you hold a sword and your opponent holds a knife.

Weakened Blow: To avoid the bookeeping involved in using this DM with vanilla CT, under these rules, this DM will only be applied once the attacker has been hurt (one of his three physical stats damaged).




Blade or Brawling Combat Damage Roll

Besides the damage adjustment provided by the target's armor (Armor Value and Armor Adjustment), two other modifiers act upon damage made from Blade or Brawling swings.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Blade or Brawling Combat Damage DMs
------------------------------------
- Armor Value
+/- Armor Adjustment
+/- Weapon's STR Modifier
- Weakened Blow Modifier</pre>[/QUOTE]
 
Blade and Brawling Combat

Blade and Brawling Combat follows the same three steps used in Gun Combat, although damage is applied differently. Also note that different modifiers apply to the Blade or Brawling attack (and damage) rolls.




</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Blade or Brawling Attack: 2D for 8+ needed to hit
----------------------------------------------------
+ Attacker's Skill
- Defender's Skill
+/- Weapon's STR Modifier
- Defender's Block Modifier
+/- Weapon's Range Modifier
- Weakened Blow Modifier (if appropriate)</pre>[/QUOTE]Block: This is a DM taken from Striker. It relies on the principle that it is easier to defend yourself when you hold a sword and your opponent holds a knife.

Weakened Blow: To avoid the bookeeping involved in using this DM with vanilla CT, under these rules, this DM will only be applied once the attacker has been hurt (one of his three physical stats damaged).




Blade or Brawling Combat Damage Roll

Besides the damage adjustment provided by the target's armor (Armor Value and Armor Adjustment), two other modifiers act upon damage made from Blade or Brawling swings.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Blade or Brawling Combat Damage DMs
------------------------------------
- Armor Value
+/- Armor Adjustment
+/- Weapon's STR Modifier
- Weakened Blow Modifier</pre>[/QUOTE]
 
BLOCK DM

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Defender's Weapon Block DM
DM Weapon
-1 Hands
-1 Claws
+0 Teeth
-1 Horns
+0 Hooves
+0 Stinger
-1 Thrasher
-1 Club
-1 Dagger
-2 Blade
-2 Foil
-2 Cutlass
-3 Sword
-2 Broadsword
-1 Bayonet
-1 Spear
-2 Halberd
+0 Pike
-1 Cudgel</pre>[/QUOTE]
 
BLOCK DM

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Defender's Weapon Block DM
DM Weapon
-1 Hands
-1 Claws
+0 Teeth
-1 Horns
+0 Hooves
+0 Stinger
-1 Thrasher
-1 Club
-1 Dagger
-2 Blade
-2 Foil
-2 Cutlass
-3 Sword
-2 Broadsword
-1 Bayonet
-1 Spear
-2 Halberd
+0 Pike
-1 Cudgel</pre>[/QUOTE]
 
INITIATIVE = 2D for Morale or less

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">DMs
+1 One Stat Wounded
+2 Two Stats Wounded
+4 Three Stats Wounded</pre>[/QUOTE]If check passes, Initiative is the number thrown. If check fails, Initiative is the number thrown +10.

Characters with low initiative act earliest in the round.


============
NOTE

A Morale score is recorded on each character's sheet. Morale is determined using the Striker/Book 4 method:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Civilian Character Morale = 1D +Tactics Skill
Military Character Morale = 1D +Tactics Skill +1 +number of Terms</pre>[/QUOTE]Morale scores run 1-15, just like stats. And, a character's Morale score can never be higher than his INT score.
 
INITIATIVE = 2D for Morale or less

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">DMs
+1 One Stat Wounded
+2 Two Stats Wounded
+4 Three Stats Wounded</pre>[/QUOTE]If check passes, Initiative is the number thrown. If check fails, Initiative is the number thrown +10.

Characters with low initiative act earliest in the round.


============
NOTE

A Morale score is recorded on each character's sheet. Morale is determined using the Striker/Book 4 method:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Civilian Character Morale = 1D +Tactics Skill
Military Character Morale = 1D +Tactics Skill +1 +number of Terms</pre>[/QUOTE]Morale scores run 1-15, just like stats. And, a character's Morale score can never be higher than his INT score.
 
Combat Round Actions

A character acts on his initiative number. 1 Combat Round = 15 seconds of game time.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Combat Round Choices
A. Hold Action
B. Watch Action
C. Supressive Fire
D. Evade
E. Move
F. Gun Combat Attack
G. Brawling or Blade Combat Swing</pre>[/QUOTE]--HOLD ACTION--
Character elects to go later in the round. Add +20 to his Initiative score and resolve the character's actions at that point in the round.


--WATCH ACTION--
Character is focused on a specific location (typically, his weapon is trained on a doorway or corridor entry), and his action is tripped when/if someone moves through that location. The character's action is held until it is triggered by an event, and if that event doesn't occur, the character spends the entire round "watching" the location chosen.

When the watch action is triggered, a "draw" situation is created, using the draw rule from pg. 43 of the Traveller Book.

For example, a character states he is watching an entry hatch, pointing his weapon, and will blast anyone who comes through. This character's action is held until such time that someone moves through the hatch, triggering the watch action. If someone does come through the hatch, the watch action is triggered, and a draw situation occurs:

The watching charcter rolls 2D + DEX while the other character moving through the hatch rolls 1D + DEX. The character with the higher draw acts first.

Note that the Watch Action can be used creatively as in a character holding another captive, gun to his head, moving along using the captive character as a shield. What this character is basically doing is "watching" and will attempt to blow his captive's head off should the action be triggered.


--SUPRESSIVE FIRE--
Supressive Fire is akin to the Watch Action, except that the character conducting supressive fire is actually firing his weapon at least once per round at the intended location. Should anyone come through the area being supressed, then the character conducting supressive fire gains automatic initiative on them rather than having to draw with them (as with the Watch Action). Supressive Fire can eat up a character's ammo.


--EVADE--
Evade is handled just as described in the Traveller Book, page 35. No attacks allowed.


--MOVE--
A character may crawl, walk (Speed 1), or run (Speed 2) as per normal CT rules: Speed 1 is movement of up to 8 combat squares per round while Speed 2 is movement of up to 16 squares. Running or crawling characters cannot attack or perform other actions during the round.
 
Combat Round Actions

A character acts on his initiative number. 1 Combat Round = 15 seconds of game time.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Combat Round Choices
A. Hold Action
B. Watch Action
C. Supressive Fire
D. Evade
E. Move
F. Gun Combat Attack
G. Brawling or Blade Combat Swing</pre>[/QUOTE]--HOLD ACTION--
Character elects to go later in the round. Add +20 to his Initiative score and resolve the character's actions at that point in the round.


--WATCH ACTION--
Character is focused on a specific location (typically, his weapon is trained on a doorway or corridor entry), and his action is tripped when/if someone moves through that location. The character's action is held until it is triggered by an event, and if that event doesn't occur, the character spends the entire round "watching" the location chosen.

When the watch action is triggered, a "draw" situation is created, using the draw rule from pg. 43 of the Traveller Book.

For example, a character states he is watching an entry hatch, pointing his weapon, and will blast anyone who comes through. This character's action is held until such time that someone moves through the hatch, triggering the watch action. If someone does come through the hatch, the watch action is triggered, and a draw situation occurs:

The watching charcter rolls 2D + DEX while the other character moving through the hatch rolls 1D + DEX. The character with the higher draw acts first.

Note that the Watch Action can be used creatively as in a character holding another captive, gun to his head, moving along using the captive character as a shield. What this character is basically doing is "watching" and will attempt to blow his captive's head off should the action be triggered.


--SUPRESSIVE FIRE--
Supressive Fire is akin to the Watch Action, except that the character conducting supressive fire is actually firing his weapon at least once per round at the intended location. Should anyone come through the area being supressed, then the character conducting supressive fire gains automatic initiative on them rather than having to draw with them (as with the Watch Action). Supressive Fire can eat up a character's ammo.


--EVADE--
Evade is handled just as described in the Traveller Book, page 35. No attacks allowed.


--MOVE--
A character may crawl, walk (Speed 1), or run (Speed 2) as per normal CT rules: Speed 1 is movement of up to 8 combat squares per round while Speed 2 is movement of up to 16 squares. Running or crawling characters cannot attack or perform other actions during the round.
 
Gun Combat Attack

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gun Combat Choices
A. Snapshot
B. Aimed Shot
C. Panic Fire
D. Rapid Fire</pre>[/QUOTE]--SNAPSHOT--
A snapshot is a normal gun combat attack. No bonuses, and no penalties. One attack per round.


--AIMED SHOT--
A snapshot is considered an aimed shot if the character does not move during the round. A DM +2 aiming bonus applies, and the aim bonus cannot be used at Close Range. Likewise, an Aimed Shot cannot be combined with either Panic Fire or Rapid Fire.


--PANIC FIRE--
Any weapon that can be fired rapidly can be used for Panic Fire (SMG, AutoPistol, Revolver, Shotgun...but not a bolt action carbine, crossbow/bow, or musket). Panic Fire can only be used at Medium Range or less (see the rule on pg. 32 of Book 4), but Panic Fire does allow for three attacks at a single target using a DM -2 if burst fire is used. A DM -3 is applied if the weapon is being fired semi-autmatically/single shots.

Example: An autopistol could be fired three times at the same target during the combat round if a -3 DM is applied to each attack roll. An autorifle could also be fired at a single target during the round. If the autorifle is fired semi-automatically, then three attack throws are made using a -3 DM. If the autorifle is fired in fully automatic mode, then only three attack throws are made (not six attacks), each at a DM -2.

Note that the autofire rule allows for two attack throws per single autofire attack. This would indicate a total of 6 attack throws (at a DM -2) if burst fire and Panic Fire are combined. Due to the effects of recoil, though, a maximum of 3 attack throws are allowed when fully automatic weapons are used with Panic Fire, as described in the autorifle example above.


--RAPID FIRE--
The Rapid Fire rule is akin to the Panic Fire rule except that Rapid Fire allows for an attack against three separate targets as long as the targets are within a 45 degree arc of the character conducting Rapid Fire. All Rapid Fire attacks made from fully automatic weapons are made at a penalty of DM -4. Rapid Fire attacks made from semi-automatic or single shot weapons, though, are penalized with a DM -6.

Due to the effects of recoil and inaccuracy, a fully automatic weapon will be allowed only one attack throw per target (not two attack throws for automatic burst fire).

Example: An autopistol, used to fire at two separate targets during the same combat round, is accomplished by throwing one attack throw at each target using a -6 DM. An autorifle, firing in fully automatic mode, could be used to fire at the same two targets, but only one attack throw per target is allow using a -4 DM.

Rapid Fire is typically used to "hose" or "spray" a hail of bullets at targets within a 45 degree arc of the attacker.
 
Gun Combat Attack

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gun Combat Choices
A. Snapshot
B. Aimed Shot
C. Panic Fire
D. Rapid Fire</pre>[/QUOTE]--SNAPSHOT--
A snapshot is a normal gun combat attack. No bonuses, and no penalties. One attack per round.


--AIMED SHOT--
A snapshot is considered an aimed shot if the character does not move during the round. A DM +2 aiming bonus applies, and the aim bonus cannot be used at Close Range. Likewise, an Aimed Shot cannot be combined with either Panic Fire or Rapid Fire.


--PANIC FIRE--
Any weapon that can be fired rapidly can be used for Panic Fire (SMG, AutoPistol, Revolver, Shotgun...but not a bolt action carbine, crossbow/bow, or musket). Panic Fire can only be used at Medium Range or less (see the rule on pg. 32 of Book 4), but Panic Fire does allow for three attacks at a single target using a DM -2 if burst fire is used. A DM -3 is applied if the weapon is being fired semi-autmatically/single shots.

Example: An autopistol could be fired three times at the same target during the combat round if a -3 DM is applied to each attack roll. An autorifle could also be fired at a single target during the round. If the autorifle is fired semi-automatically, then three attack throws are made using a -3 DM. If the autorifle is fired in fully automatic mode, then only three attack throws are made (not six attacks), each at a DM -2.

Note that the autofire rule allows for two attack throws per single autofire attack. This would indicate a total of 6 attack throws (at a DM -2) if burst fire and Panic Fire are combined. Due to the effects of recoil, though, a maximum of 3 attack throws are allowed when fully automatic weapons are used with Panic Fire, as described in the autorifle example above.


--RAPID FIRE--
The Rapid Fire rule is akin to the Panic Fire rule except that Rapid Fire allows for an attack against three separate targets as long as the targets are within a 45 degree arc of the character conducting Rapid Fire. All Rapid Fire attacks made from fully automatic weapons are made at a penalty of DM -4. Rapid Fire attacks made from semi-automatic or single shot weapons, though, are penalized with a DM -6.

Due to the effects of recoil and inaccuracy, a fully automatic weapon will be allowed only one attack throw per target (not two attack throws for automatic burst fire).

Example: An autopistol, used to fire at two separate targets during the same combat round, is accomplished by throwing one attack throw at each target using a -6 DM. An autorifle, firing in fully automatic mode, could be used to fire at the same two targets, but only one attack throw per target is allow using a -4 DM.

Rapid Fire is typically used to "hose" or "spray" a hail of bullets at targets within a 45 degree arc of the attacker.
 
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