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Simple CT Combat

Brawling or Blade Combat Swing

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Brawling or Blade Combat Choices
A. Combat Blow
B. Weakened Blow
C. Special Blow</pre>[/QUOTE]--COMBAT BLOW--
This is a normal Combat Blow as per CT rules.


--WEAKENED BLOW--
This is a normal Weakened Blow as per CT rules.


--SPECIAL BLOW--
This is a normal, GM defined, Special Blow as per CT rules.
 
Brawling or Blade Combat Swing

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Brawling or Blade Combat Choices
A. Combat Blow
B. Weakened Blow
C. Special Blow</pre>[/QUOTE]--COMBAT BLOW--
This is a normal Combat Blow as per CT rules.


--WEAKENED BLOW--
This is a normal Weakened Blow as per CT rules.


--SPECIAL BLOW--
This is a normal, GM defined, Special Blow as per CT rules.
 
HIT LOCATION


Successful attack throws that result in even numbers are considered to hit the target's torso. Successful attack throws that result in odd numbers indicate a roll is needed on the Hit Location chart.

Roll 2D (or 1D twice) on this chart to determine hit location.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Hit Location Chart
D6 Location Damage Arm/Leg Torso Head
-- -------- ------- --------- ------- ----
1 Leg -1D Foot/Hand Groin Neck
2 Leg -1D Lower Stomach Neck
3 Arm -1D Lower Stomach Face
4 Arm -1D Upper Chest Ear
5 Torso Upper Chest Eyes
6 Head +1D Upper Chest Nose</pre>[/QUOTE]Critical Success: If a CS is thrown on an attack roll, add an additional +1D to the damage roll.
 
HIT LOCATION


Successful attack throws that result in even numbers are considered to hit the target's torso. Successful attack throws that result in odd numbers indicate a roll is needed on the Hit Location chart.

Roll 2D (or 1D twice) on this chart to determine hit location.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Hit Location Chart
D6 Location Damage Arm/Leg Torso Head
-- -------- ------- --------- ------- ----
1 Leg -1D Foot/Hand Groin Neck
2 Leg -1D Lower Stomach Neck
3 Arm -1D Lower Stomach Face
4 Arm -1D Upper Chest Ear
5 Torso Upper Chest Eyes
6 Head +1D Upper Chest Nose</pre>[/QUOTE]Critical Success: If a CS is thrown on an attack roll, add an additional +1D to the damage roll.
 
ROBOT INITIATIVE


Robots, used in Traveller, use the same initiative system (see the initiative rule on the first page of this thread) as sophonts, but robots don't have morale.

A robot's initiative is determined by the robot's apparent INT score and any tactical programming the machine might have (Tactics skill).


Robot Initiative = INT + Tactics









-------------------------------------------------
Example

A Zhodani Warbot is listed on page 40 of Book 8. It's apparent INT is 3, and the warbot uses software sufficient to give the bot a skill of Tactics-1.

This warbot's initiative number is 4.

Using the Initiative Rule, 2D will be thrown for this bot's initiative during a combat encounter. If the roll is 4-, the bot's initiative is what is thrown. If the roll is 5+, then add 10 to the number thrown.

Roll 2D: 2, 3

The bot will go on an initiative of 15.
 
ROBOT INITIATIVE


Robots, used in Traveller, use the same initiative system (see the initiative rule on the first page of this thread) as sophonts, but robots don't have morale.

A robot's initiative is determined by the robot's apparent INT score and any tactical programming the machine might have (Tactics skill).


Robot Initiative = INT + Tactics









-------------------------------------------------
Example

A Zhodani Warbot is listed on page 40 of Book 8. It's apparent INT is 3, and the warbot uses software sufficient to give the bot a skill of Tactics-1.

This warbot's initiative number is 4.

Using the Initiative Rule, 2D will be thrown for this bot's initiative during a combat encounter. If the roll is 4-, the bot's initiative is what is thrown. If the roll is 5+, then add 10 to the number thrown.

Roll 2D: 2, 3

The bot will go on an initiative of 15.
 
STUN


When one stat is reduced to 0, the damaged character may make a 2D END check. If successful, the character is stunned for 1 round, able to function normally after that penalty, and the stat reduced to 0 is raised to 1. If the check fails, then the character falls unconscious for 3D minutes (average of 10 minutes).

STUN CHECK = 2D for END or less








-------------------------------------------------
Example

Andy James 78A469

Andy is wounded in combat. His physical stats are reduced to 546 before he takes additional damage from a second enemy, making his stats 305.

Andy makes a 2D END check, rolling 2D for 5 or less. If Andy failes this check, he has been knocked unconscious for 3D minutes.

But, if Andy makes the check, he will loose his next turn but be able to act normally thereafter with his physical stats at 315.
 
STUN


When one stat is reduced to 0, the damaged character may make a 2D END check. If successful, the character is stunned for 1 round, able to function normally after that penalty, and the stat reduced to 0 is raised to 1. If the check fails, then the character falls unconscious for 3D minutes (average of 10 minutes).

STUN CHECK = 2D for END or less








-------------------------------------------------
Example

Andy James 78A469

Andy is wounded in combat. His physical stats are reduced to 546 before he takes additional damage from a second enemy, making his stats 305.

Andy makes a 2D END check, rolling 2D for 5 or less. If Andy failes this check, he has been knocked unconscious for 3D minutes.

But, if Andy makes the check, he will loose his next turn but be able to act normally thereafter with his physical stats at 315.
 
Using the LEADER skill.

A Leader leads.

(Leader, btw, is a default skill. Everybody's got it a level-0.)

In my game, I roll initiative to see who acts first. When initiative is being rolled, anybody with Leader-1 or better can attempt to lead. He does so just by the player stating that his character is attempting to lead. In effect, the character starts barking orders or acting in a fashion that will inspire others--especially in getting them to do as he commands.

The character attempting to lead rolls his initiative normally (It's a Morale check - 2D for Morale or less). If the character, in rolling his initiative, also makes the morale check (same roll, not two different rolls. This is based of his initiative throw.), then every one else gets a beneficial DM equal to the leader's skill level.

For example ...

Pauli has Leader-2. His Morale rating is 6 (Morale is determined in the standard Striker or Book 4 fashion).

When Pauli rolls initiative (lower is better), he throws 2D. Pauli's player announces that Pauli is attempting to lead. So, if the initiative roll is 6 or less, then every one else in Pauli's party (in effect, they are "under his command") receives a beneficial DM of -2 to their initiative throws.

In effect, Pauli is ordering people, "commanding them" or "leading them". Their initiative's will probably be lower than Pauli's, allowing them to go before Pauli in the game round (the "officer" is hanging back, overseeing and commanding the situation, ordering his troops into battle).




--------------------------------------




Leader expertise can also be used to modify a character's own Morale rating (as does Tactics), as long as the character's Morale rating does not exceed his INT score.

In this instance, a leader is leading by example.

A character with Leader skill cannot use his expertise in both fashions. He must choose to use his leadership DM to modify his own Initiative roll or that of the troops he is leading.
 
Using the LEADER skill.

A Leader leads.

(Leader, btw, is a default skill. Everybody's got it a level-0.)

In my game, I roll initiative to see who acts first. When initiative is being rolled, anybody with Leader-1 or better can attempt to lead. He does so just by the player stating that his character is attempting to lead. In effect, the character starts barking orders or acting in a fashion that will inspire others--especially in getting them to do as he commands.

The character attempting to lead rolls his initiative normally (It's a Morale check - 2D for Morale or less). If the character, in rolling his initiative, also makes the morale check (same roll, not two different rolls. This is based of his initiative throw.), then every one else gets a beneficial DM equal to the leader's skill level.

For example ...

Pauli has Leader-2. His Morale rating is 6 (Morale is determined in the standard Striker or Book 4 fashion).

When Pauli rolls initiative (lower is better), he throws 2D. Pauli's player announces that Pauli is attempting to lead. So, if the initiative roll is 6 or less, then every one else in Pauli's party (in effect, they are "under his command") receives a beneficial DM of -2 to their initiative throws.

In effect, Pauli is ordering people, "commanding them" or "leading them". Their initiative's will probably be lower than Pauli's, allowing them to go before Pauli in the game round (the "officer" is hanging back, overseeing and commanding the situation, ordering his troops into battle).




--------------------------------------




Leader expertise can also be used to modify a character's own Morale rating (as does Tactics), as long as the character's Morale rating does not exceed his INT score.

In this instance, a leader is leading by example.

A character with Leader skill cannot use his expertise in both fashions. He must choose to use his leadership DM to modify his own Initiative roll or that of the troops he is leading.
 
Using the TACTICS skill.

On any combat task that is failed by 1 point (barely failed), a character with Tactics can use his tactical expertise to attempt another task.

A check would be called for: Roll 1D for Tactics or less. Success means that another (free and quick) attack would be permitted. Failure means, well, failure. No extra attack and we move on.

Note that this Tactics check is only possible when a combat task roll fails by a single point. At no other time can a character attempt another attack using this method.








Example
--------

Leonardo is firing his AutoPistol at the Vargr Corsair. He needs 8+ to hit, but, with all DMs, ends up rolling a total of 7.

Leonardo misses his target. But, he does have Tactics-1, and Leonardo's player asks for the Tactics check.

1D is rolled. If the result is a "1", then the check succeeds, and Leonardo can take another shot at his enemy (provided he has enough ammo, of course)--effectively giving Leonardo a second attack during the round even though the first one missed.

If the result on the check is 2-6, then we're done with Leonardo and move on to the next character in initiative order.








Note that characters, using this rule, won't overpower their enemies with a hail of bullets--they have to miss their original attack by a total of 1 point and only one point. Attacks that miss by 2 or more points are not elligible for the Tactics check.

Also, the Tactics check is a relatively hard check unless a character has a high Tacitcs skill (rare). In that case, anytime the Tactics expert misses by 1 point, he'll probably get another opportunity to hit.







Also, some characters with high Tactics may want to roll the Tactics check using more dice (say, 2D or 3D). For each extra die they use to make the Tactics check, they'll get a +1 on their extra attack if the Tactics check is successful.

So....

The Vargr Corsair fires back at Leonardo. The Vargr needs an 8+, but he, too, rolls a 7 on his attack roll.

The Vargr, though, has Tactics-5.

When he Vargr makes his Tactics check, he can use either 1D, or 2D or more to make the check.

1D: A roll of 5- on 1D means an extra attack is granted.

2D: A roll of 5- on 2D means that an extra attack is granted, and that extra attack is made using a +1DM.

3D: A roll of 5- on 3D means that an extra attack is granged, and that extra attack is made using a +2DM.

And so on.
 
Using the TACTICS skill.

On any combat task that is failed by 1 point (barely failed), a character with Tactics can use his tactical expertise to attempt another task.

A check would be called for: Roll 1D for Tactics or less. Success means that another (free and quick) attack would be permitted. Failure means, well, failure. No extra attack and we move on.

Note that this Tactics check is only possible when a combat task roll fails by a single point. At no other time can a character attempt another attack using this method.








Example
--------

Leonardo is firing his AutoPistol at the Vargr Corsair. He needs 8+ to hit, but, with all DMs, ends up rolling a total of 7.

Leonardo misses his target. But, he does have Tactics-1, and Leonardo's player asks for the Tactics check.

1D is rolled. If the result is a "1", then the check succeeds, and Leonardo can take another shot at his enemy (provided he has enough ammo, of course)--effectively giving Leonardo a second attack during the round even though the first one missed.

If the result on the check is 2-6, then we're done with Leonardo and move on to the next character in initiative order.








Note that characters, using this rule, won't overpower their enemies with a hail of bullets--they have to miss their original attack by a total of 1 point and only one point. Attacks that miss by 2 or more points are not elligible for the Tactics check.

Also, the Tactics check is a relatively hard check unless a character has a high Tacitcs skill (rare). In that case, anytime the Tactics expert misses by 1 point, he'll probably get another opportunity to hit.







Also, some characters with high Tactics may want to roll the Tactics check using more dice (say, 2D or 3D). For each extra die they use to make the Tactics check, they'll get a +1 on their extra attack if the Tactics check is successful.

So....

The Vargr Corsair fires back at Leonardo. The Vargr needs an 8+, but he, too, rolls a 7 on his attack roll.

The Vargr, though, has Tactics-5.

When he Vargr makes his Tactics check, he can use either 1D, or 2D or more to make the check.

1D: A roll of 5- on 1D means an extra attack is granted.

2D: A roll of 5- on 2D means that an extra attack is granted, and that extra attack is made using a +1DM.

3D: A roll of 5- on 3D means that an extra attack is granged, and that extra attack is made using a +2DM.

And so on.
 
Using the Jack-o-Trades Skill.

Expertise in JOT is handled the same way the Tactics skill is used in the above description. Whereas Tactics is used for combat related tasks, JOT is used for non-combat-related tasks.




Example
-------

Leonardo is attempting to fix the busted ship's comm. The vessel's captain doesn't feel like getting blown out of the sky because he can't communicate with the idiots manning the traffic control towers at the ship's next port of call.

Leonardo needs a 10+ to fix the ship's comm, but ends up rolling a 9. He fails.

But, since he missed by one point, Leonardo can rely on his JOT skill to (maybe) jury-rig the sucker so that the comm is up an working again--at least for a little while.

Leonardo missed is communications repair roll by 1 point. But, he's got JOT-3.

This task is elligible for a JOT check.

Leonardo rolls 1D for 3-. If successful, Leonardo gets to attempt the exact same commuications repair roll a second time (another chance to fix the comm). If the JOT check fails, then the comm stays busted.

And, if Leonardo feels very risky, he could roll 2D for 3- on his JOT check. If successful, he'll get a +1DM on his second earned comm repair roll.
 
Using the Jack-o-Trades Skill.

Expertise in JOT is handled the same way the Tactics skill is used in the above description. Whereas Tactics is used for combat related tasks, JOT is used for non-combat-related tasks.




Example
-------

Leonardo is attempting to fix the busted ship's comm. The vessel's captain doesn't feel like getting blown out of the sky because he can't communicate with the idiots manning the traffic control towers at the ship's next port of call.

Leonardo needs a 10+ to fix the ship's comm, but ends up rolling a 9. He fails.

But, since he missed by one point, Leonardo can rely on his JOT skill to (maybe) jury-rig the sucker so that the comm is up an working again--at least for a little while.

Leonardo missed is communications repair roll by 1 point. But, he's got JOT-3.

This task is elligible for a JOT check.

Leonardo rolls 1D for 3-. If successful, Leonardo gets to attempt the exact same commuications repair roll a second time (another chance to fix the comm). If the JOT check fails, then the comm stays busted.

And, if Leonardo feels very risky, he could roll 2D for 3- on his JOT check. If successful, he'll get a +1DM on his second earned comm repair roll.
 
=================================================
COMMUNICATION RANGE
=================================================


Range - A starship comm's range is measured in range bands of one-half light second, and the base range for any starship is a number of these range bands equal to the ship's computer model number.


Comm Range = Computer Model Number x 150,000 km


Thus, a ship with a Model/1 computer has a comm range of 150,000 km. A ship with a Model-3 computer has a comm range of 450,000 km.

Typically, in a Traveller game, this base range can be used to determine if a ship is within comm distance of another vessel/planet/station/whatever.


A skilled comm operator, though, can coax more gain out of the ship's receivers if he is successful on a task:


Communications/EDU or Ship's TL/+2


This is a ROUTINE UGM task roll (in normal CT terms, this roll is: Roll 6+ on 2D using Communications skill as a DM).

If this task fails, comm range is restricted to the comm's base range.

If this task succeeds, comm range is increased by one-half light second (add 150,000 km to range).

For every two points rolled over the task target number, add another one-half light second range band to the comm's range.

Situational modifiers may apply to this roll. Comm Relays, Comm Beacons, and Comm Buoys all may add a positive DM to the roll. Some starports are responsible for powerful transmission signals, or aid may be had by communication satellites. Sunspots, or a planet's atmosphere may provide comm interference, etc.








-------------------------------------------------
Example

The ADROIT PURSUIT is engaged with a pirate vessel in the Patinir asteroid belt. The ship's navigator sends out a Signal GK.

The PURSUIT has a Model/1 computer, therefore, base comm range is 150,000 km. But, the PURSUIT's captain, wants the SOS to be as strong and as "loud" as possible, increasing the chance their cry for help will be heard by a passing vessel.

The navigator makes the roll:

Communications/EDU or Ship's TL/+2

Since the "corridor" (the standard approach pattern for Patinir's Station "C") is lined with comm relays attached some some of the asteroids, the GM allows a positive DM on this roll equal to 1D. He rolls and gets a "6", meaning that a +6 DM situational modifier is used on this roll.

The Navigator rolls the task, and when all DMs are applied, the total of the throw is 15.

This means that comm range is extended 3 range bands (due, mainly, to the relay comm repeaters).

The ship's SOS can be picked up out to 600,000 km (two light seconds).
 
=================================================
COMMUNICATION RANGE
=================================================


Range - A starship comm's range is measured in range bands of one-half light second, and the base range for any starship is a number of these range bands equal to the ship's computer model number.


Comm Range = Computer Model Number x 150,000 km


Thus, a ship with a Model/1 computer has a comm range of 150,000 km. A ship with a Model-3 computer has a comm range of 450,000 km.

Typically, in a Traveller game, this base range can be used to determine if a ship is within comm distance of another vessel/planet/station/whatever.


A skilled comm operator, though, can coax more gain out of the ship's receivers if he is successful on a task:


Communications/EDU or Ship's TL/+2


This is a ROUTINE UGM task roll (in normal CT terms, this roll is: Roll 6+ on 2D using Communications skill as a DM).

If this task fails, comm range is restricted to the comm's base range.

If this task succeeds, comm range is increased by one-half light second (add 150,000 km to range).

For every two points rolled over the task target number, add another one-half light second range band to the comm's range.

Situational modifiers may apply to this roll. Comm Relays, Comm Beacons, and Comm Buoys all may add a positive DM to the roll. Some starports are responsible for powerful transmission signals, or aid may be had by communication satellites. Sunspots, or a planet's atmosphere may provide comm interference, etc.








-------------------------------------------------
Example

The ADROIT PURSUIT is engaged with a pirate vessel in the Patinir asteroid belt. The ship's navigator sends out a Signal GK.

The PURSUIT has a Model/1 computer, therefore, base comm range is 150,000 km. But, the PURSUIT's captain, wants the SOS to be as strong and as "loud" as possible, increasing the chance their cry for help will be heard by a passing vessel.

The navigator makes the roll:

Communications/EDU or Ship's TL/+2

Since the "corridor" (the standard approach pattern for Patinir's Station "C") is lined with comm relays attached some some of the asteroids, the GM allows a positive DM on this roll equal to 1D. He rolls and gets a "6", meaning that a +6 DM situational modifier is used on this roll.

The Navigator rolls the task, and when all DMs are applied, the total of the throw is 15.

This means that comm range is extended 3 range bands (due, mainly, to the relay comm repeaters).

The ship's SOS can be picked up out to 600,000 km (two light seconds).
 
THROW

There are three different ways in Traveller to throw items.

The first is to use the Throwing Blades rule on pg. 43 of the Traveller Book. Use this rule for throwing things like spears, javelins, and daggers.

The second is the Hand Grenade rule listed on pg. 32 of Book 4. Use this rule for throwing hand grenades and baseballs at narrow targets.

The third rule to do a simple DEX check of 2D or 3D for DEX or less. GMs should implement this rule when characters need to toss an item at an easy target. Tossing a rifle to a crewmember or tossing a flashbang grenade into an open doorway are good examples for this rule.
 
THROW

There are three different ways in Traveller to throw items.

The first is to use the Throwing Blades rule on pg. 43 of the Traveller Book. Use this rule for throwing things like spears, javelins, and daggers.

The second is the Hand Grenade rule listed on pg. 32 of Book 4. Use this rule for throwing hand grenades and baseballs at narrow targets.

The third rule to do a simple DEX check of 2D or 3D for DEX or less. GMs should implement this rule when characters need to toss an item at an easy target. Tossing a rifle to a crewmember or tossing a flashbang grenade into an open doorway are good examples for this rule.
 
DRAWING ON EXPERIENCE


During a game session, players are rewarded for great ideas and great play. Immediately, when I see something worthy, I throw the player an experience point. Typically, a good player will rack up 3-5 of these XP on some game sessions. It depends on their input and their play that night.

What does a player do with these experience points?

Well, during a game session, whenever it is important for a character to make a roll, the character can draw on his experience . If he's successful, he'll receive a positive DM on the roll.


How to draw on experience...

Drawing on experience is a simple roll. The player rolls 2D, and if that roll is equal to or less than the number of XP the character has, the character is rewarded with a +1DM that can be used on the roll.

EXAMPLE--

One of the characters from above, Da Bien-Hua, has racked up 9 XP over the last six game sessions. The ship has been hit, and power is fluctuating. Da, the ship's medic, is desperately trying to revive someone from low berth before the ship completely looses power.

Da decides to draw on his experience. 2D are thrown. If the total is 9 or less, then Da will receive a +1DM he can use on his throw to revive the low berth patient. If the roll is 10+, then no bonus is received.

NOTE that whatever number is thrown on the 2D roll when drawing on experience is the number of XP that are "used up" in the attempt.

So, if Da, above, throws a total of 7, then he will get is +1DM he needs for his low berth recovery roll, but his XP will be reduced from 9 to 2.

=====================================


That's the basics of how this is done. Below, I'll go into a couple of other situations that are a variation on this theme.


What if a player wants a +2DM instead of a +1DM? This is possible. The character simply throws 1 extra D6 for every extra point he's trying for.

For example, if Da, above, wanted to try for a +2DM rather than a +1DM when he drew on his experience, then he would roll 3D for 9-. If successful, he would recieve a +2DM instead of the usual +1DM.

If Da wanted a +3DM, he would roll 4D for 9-, and so on.
 
DRAWING ON EXPERIENCE


During a game session, players are rewarded for great ideas and great play. Immediately, when I see something worthy, I throw the player an experience point. Typically, a good player will rack up 3-5 of these XP on some game sessions. It depends on their input and their play that night.

What does a player do with these experience points?

Well, during a game session, whenever it is important for a character to make a roll, the character can draw on his experience . If he's successful, he'll receive a positive DM on the roll.


How to draw on experience...

Drawing on experience is a simple roll. The player rolls 2D, and if that roll is equal to or less than the number of XP the character has, the character is rewarded with a +1DM that can be used on the roll.

EXAMPLE--

One of the characters from above, Da Bien-Hua, has racked up 9 XP over the last six game sessions. The ship has been hit, and power is fluctuating. Da, the ship's medic, is desperately trying to revive someone from low berth before the ship completely looses power.

Da decides to draw on his experience. 2D are thrown. If the total is 9 or less, then Da will receive a +1DM he can use on his throw to revive the low berth patient. If the roll is 10+, then no bonus is received.

NOTE that whatever number is thrown on the 2D roll when drawing on experience is the number of XP that are "used up" in the attempt.

So, if Da, above, throws a total of 7, then he will get is +1DM he needs for his low berth recovery roll, but his XP will be reduced from 9 to 2.

=====================================


That's the basics of how this is done. Below, I'll go into a couple of other situations that are a variation on this theme.


What if a player wants a +2DM instead of a +1DM? This is possible. The character simply throws 1 extra D6 for every extra point he's trying for.

For example, if Da, above, wanted to try for a +2DM rather than a +1DM when he drew on his experience, then he would roll 3D for 9-. If successful, he would recieve a +2DM instead of the usual +1DM.

If Da wanted a +3DM, he would roll 4D for 9-, and so on.
 
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