Supplement Four
SOC-14 5K
A Combat Example...
I'll use characters from my campaign and roll real dice as I write.
The Marquis Terran Tukera, autorifle tight against his shoulder, tracks his weapon at his target.
His target is Klue Gagarrin, not armored, 42 meters out, running for his life.
During initiative, Klue moves first, and since he knows Tukera is about to unload on him, he drops to the dirt, lying as flat as he can.
Tukera's target is at Medium Range. Typically, partial cover, covering about 1/2 the body, allows for a -4 DM to hit. Since even less of Klue's body exposed, presenting such a small target at this range, the GM has decided to allow Klue a -6 DM for attacks against him.
This is a tough shot. Terran switches from semi-automatic to burst fire. Terran is DEX C and has Combat Rifleman-1.
Since this is a full auto shot, two attack throws are made.
First attack: 2D resulting in 5, 3
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+8 Attack Throw
+1 Skill
+2 DEX bonus
+2 Medium Range
-6 Cover DM
---
7</pre>[/QUOTE]Second attack throw: 2D resulting in 4, 4.
With the same DMs, Tukera's entire burst fails.
ROUND 2
The turf ripped up in front of him, sending bits of grass and dirt sprayed in his face. That was too close. Klue has to move.
Initiative is rolled again. Klue wins. He gets up from his prone position and begins to run, top speed, away from Tukera, attempting to put distance between them.
Klue's player announces that Klue is evading and running at top speed (Speed 2). Since Klue is able to cover 16 combat squares during his 15 seconds running, Klue is able to increase range for Tukera. Terran's target is now at Long Range.
Given that, Terran switches back to semi-automatic. And, since he is doing nothing else this round but firing a single shot from his weapon, Terran's player announces that he is using the Aim Action. He'll recieve a +2 DM to hit.
Klue, evading at Long Range, gains a -4 DM for evasion and a -2 DM fo his speed, again for total of -6 DM on Terran's shot.
Terran fires his aimed shot: 2D resulting in 6, 1.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+7 Attack Throw
+1 Skill
+2 DEX bonus
-1 Long Range
+2 Aim bonus
-2 Target's Speed
-4 Evasion @ Long Range
---
5</pre>[/QUOTE]Again, Terran misses.
We're out of rounds now. Terran jumps in his air/raft and chases Klue down.
Klue manages to lose himself in the rocks at the base of mountain.
The sun is setting, and although light isn't an issue now, it will be shortly.
Terran, autorifle gripped in both hands, departs his grounded air/raft in search of Klue. The Marquis has seen where the Imperial entered the labrynth-like rocks at the base of Lewis' highest mountain.
There is a sound. It's a boot skidding on rock. Terran looks up and sees Klue, just as surprised to see him. Gagarrin flumbles with something at his waist. Terran's eyes go wide in the instant he realizes that it's a handgun holster that Klue is grabbing.
The GM declares this a Drawing situation, as described on pg. 43 of the Traveller Book.
Both characters roll for the draw. Klue wins. But, as the rule states, his shot is subject to a -3 DM since Klue's weapon wasn't "at hand" and ready to be fired (as Terran's is).
Range is 10 meters, just inside Medium Range.
Klue is DEX A but only has AutoPistol-0. He decides to go for broke, using Panic Fire, firing off three quick shots at Terran.
First attack roll: 2D resulting in 4, 2.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+6 Klue's attack roll
+0 Klue's skill
+1 Klue's DEX bonus
-4 Medium Range
-3 Draw Penalty
-2 Panic Fire Penalty
-1 Terran's Speed Rating (he was walking)
---
0</pre>[/QUOTE]Solid miss. That one richoets off the rocks.
Shot two: 2D resulting in 5, 2
Same outcome.
Shot three: 2D resulting in 1, 2
Laughable.
Klue hasn't moved yet, and you can move each round. So, he takes this opportunity to disappear around the side of the rock.
Terran's turn. He runs to cover the 10 meters that separated them, around the side of the big rock, and spots Klue running away from him, another 10 meters ahead.
Terran's player wants to go full auto on this one, but the GM rules that the weapon is still set for single semi-automatic fire. Terran may flip the selector for full auto and fire this round, but flipping the selector will cost Terran a -3DM, just like the draw penalty.
So, Terran decides to just raise the weapon to his shoulder and fire a single shot at Klue.
2D attack roll resulting in 4, 1.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+5 Terran's Attack Roll
+1 Terran's Skill
+1 Terran's DEX bonus
+0 Medium Range
-2 Klue's Speed (running away)
---
5</pre>[/QUOTE]Terran misses, and Klue disappears around another rock.
Next Round.
Terran moves first this time.
He's cautious, moving slowly between the rocks. He switches the autorifle back to full auto as he hugs the rock face, attempting to squeeze every bit of cover out of it he can.
Terran's player announces he's dong a Watch action as he moves down the rocks. If Klue pops up, he wants an opportunity to rock-n-roll with his autorile.
And, Klue does pop up. Using a boulder for as much cover as possible, he leans around it to get off a shot or two at Terran. Given that he's right handed, the GM determines that Klue is about half-way covered, granting a -4 DM if Terran fires at him like that.
But first, the Watch action will have to be resolved. Given that both characters know the situation well, the GM decides that the Watch action will not be weighted. Both characters will simply roll 2D and add DEX, just like a draw.
Klue rolls 2D +10.
Terran rolls 2D +12.
Terran wins.
It's rock-n-roll time. Terran is going to use Panic Fire with his fully automatic rifle. He's got the ammo for it.
Terran will suffer a -2 DM on each attack, but he'll be rolling six attacks (3 fully automatic bursts).
Here we go.
Attack 1: 2D of 5, 3.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+8 Terran's 1st attack
+1 Terran's Skill
+2 Terran's DEX bonus
+2 Medium Range
-2 Panic Fire
-4 Klue's Cover
---
7</pre>[/QUOTE]Miss.
Attack 2: 6, 2.
Miss.
Attack 3: 4, 2.
Miss.
Attack 4: 4, 4.
Miss.
Attack 5: 2, 6.
Miss.
Attack 6: 5, 3.
Miss.
The sound of the extended fully automatic burst is enough to burst ear drums. Bullets rake havoc all around Klue. Rock shrapnel bites his skin.
But, miraculously, he's still alive.
Terran has both moved and acted this turn. He's done.
Klue's turn.
Given the uneven nature of the rock wall, the GM is unsure just how much cover is being provided. He decides to let the dice decide. He'll roll 1D, the result indicating how much cover Terran is afforded from Klue's pistol attack.
Roll 1D: 6.
Lucky Terran.
And, it makes sense why Terran couldn't hit. He so cramed so tightly up against the rock face that he can't see well around the boulder from which Klue is peeking.
But, Klue sure knew where that hail of gunfire just erupted from, and he's about to return fire.
Klue has moved this round, so aimed fire is out of the question. It's either a single snapshot at Terran, or three quick shots using Panic Fire.
Given the extreme negative, Klue opts for Panic Fire. That's three chances to roll Critical Success.
Attack 1: 2D for 3, 4.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+7 Klue's attack roll
+0 Klue's skill
+1 Klue's DEX bonus
-4 Medium Range
-1 Terran's Speed
-6 Terran's Cover
---
0</pre>[/QUOTE]Miss.
Panic Fire 2: 2D of 4, 5
Miss.
Panic Fire 3: 2D of 5, 5
Miss.
And, I've got to leave you here in limbo. It's time for me to go to bed.
I think you can see how easily the system works though.
With the damage the way it is, if either of these guys scores a hit, it's going to be curtains for whomever takes it.
S4
I'll use characters from my campaign and roll real dice as I write.
The Marquis Terran Tukera, autorifle tight against his shoulder, tracks his weapon at his target.
His target is Klue Gagarrin, not armored, 42 meters out, running for his life.
During initiative, Klue moves first, and since he knows Tukera is about to unload on him, he drops to the dirt, lying as flat as he can.
Tukera's target is at Medium Range. Typically, partial cover, covering about 1/2 the body, allows for a -4 DM to hit. Since even less of Klue's body exposed, presenting such a small target at this range, the GM has decided to allow Klue a -6 DM for attacks against him.
This is a tough shot. Terran switches from semi-automatic to burst fire. Terran is DEX C and has Combat Rifleman-1.
Since this is a full auto shot, two attack throws are made.
First attack: 2D resulting in 5, 3
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+8 Attack Throw
+1 Skill
+2 DEX bonus
+2 Medium Range
-6 Cover DM
---
7</pre>[/QUOTE]Second attack throw: 2D resulting in 4, 4.
With the same DMs, Tukera's entire burst fails.
ROUND 2
The turf ripped up in front of him, sending bits of grass and dirt sprayed in his face. That was too close. Klue has to move.
Initiative is rolled again. Klue wins. He gets up from his prone position and begins to run, top speed, away from Tukera, attempting to put distance between them.
Klue's player announces that Klue is evading and running at top speed (Speed 2). Since Klue is able to cover 16 combat squares during his 15 seconds running, Klue is able to increase range for Tukera. Terran's target is now at Long Range.
Given that, Terran switches back to semi-automatic. And, since he is doing nothing else this round but firing a single shot from his weapon, Terran's player announces that he is using the Aim Action. He'll recieve a +2 DM to hit.
Klue, evading at Long Range, gains a -4 DM for evasion and a -2 DM fo his speed, again for total of -6 DM on Terran's shot.
Terran fires his aimed shot: 2D resulting in 6, 1.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+7 Attack Throw
+1 Skill
+2 DEX bonus
-1 Long Range
+2 Aim bonus
-2 Target's Speed
-4 Evasion @ Long Range
---
5</pre>[/QUOTE]Again, Terran misses.
We're out of rounds now. Terran jumps in his air/raft and chases Klue down.
Klue manages to lose himself in the rocks at the base of mountain.
The sun is setting, and although light isn't an issue now, it will be shortly.
Terran, autorifle gripped in both hands, departs his grounded air/raft in search of Klue. The Marquis has seen where the Imperial entered the labrynth-like rocks at the base of Lewis' highest mountain.
There is a sound. It's a boot skidding on rock. Terran looks up and sees Klue, just as surprised to see him. Gagarrin flumbles with something at his waist. Terran's eyes go wide in the instant he realizes that it's a handgun holster that Klue is grabbing.
The GM declares this a Drawing situation, as described on pg. 43 of the Traveller Book.
Both characters roll for the draw. Klue wins. But, as the rule states, his shot is subject to a -3 DM since Klue's weapon wasn't "at hand" and ready to be fired (as Terran's is).
Range is 10 meters, just inside Medium Range.
Klue is DEX A but only has AutoPistol-0. He decides to go for broke, using Panic Fire, firing off three quick shots at Terran.
First attack roll: 2D resulting in 4, 2.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+6 Klue's attack roll
+0 Klue's skill
+1 Klue's DEX bonus
-4 Medium Range
-3 Draw Penalty
-2 Panic Fire Penalty
-1 Terran's Speed Rating (he was walking)
---
0</pre>[/QUOTE]Solid miss. That one richoets off the rocks.
Shot two: 2D resulting in 5, 2
Same outcome.
Shot three: 2D resulting in 1, 2
Laughable.
Klue hasn't moved yet, and you can move each round. So, he takes this opportunity to disappear around the side of the rock.
Terran's turn. He runs to cover the 10 meters that separated them, around the side of the big rock, and spots Klue running away from him, another 10 meters ahead.
Terran's player wants to go full auto on this one, but the GM rules that the weapon is still set for single semi-automatic fire. Terran may flip the selector for full auto and fire this round, but flipping the selector will cost Terran a -3DM, just like the draw penalty.
So, Terran decides to just raise the weapon to his shoulder and fire a single shot at Klue.
2D attack roll resulting in 4, 1.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+5 Terran's Attack Roll
+1 Terran's Skill
+1 Terran's DEX bonus
+0 Medium Range
-2 Klue's Speed (running away)
---
5</pre>[/QUOTE]Terran misses, and Klue disappears around another rock.
Next Round.
Terran moves first this time.
He's cautious, moving slowly between the rocks. He switches the autorifle back to full auto as he hugs the rock face, attempting to squeeze every bit of cover out of it he can.
Terran's player announces he's dong a Watch action as he moves down the rocks. If Klue pops up, he wants an opportunity to rock-n-roll with his autorile.
And, Klue does pop up. Using a boulder for as much cover as possible, he leans around it to get off a shot or two at Terran. Given that he's right handed, the GM determines that Klue is about half-way covered, granting a -4 DM if Terran fires at him like that.
But first, the Watch action will have to be resolved. Given that both characters know the situation well, the GM decides that the Watch action will not be weighted. Both characters will simply roll 2D and add DEX, just like a draw.
Klue rolls 2D +10.
Terran rolls 2D +12.
Terran wins.
It's rock-n-roll time. Terran is going to use Panic Fire with his fully automatic rifle. He's got the ammo for it.
Terran will suffer a -2 DM on each attack, but he'll be rolling six attacks (3 fully automatic bursts).
Here we go.
Attack 1: 2D of 5, 3.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+8 Terran's 1st attack
+1 Terran's Skill
+2 Terran's DEX bonus
+2 Medium Range
-2 Panic Fire
-4 Klue's Cover
---
7</pre>[/QUOTE]Miss.
Attack 2: 6, 2.
Miss.
Attack 3: 4, 2.
Miss.
Attack 4: 4, 4.
Miss.
Attack 5: 2, 6.
Miss.
Attack 6: 5, 3.
Miss.
The sound of the extended fully automatic burst is enough to burst ear drums. Bullets rake havoc all around Klue. Rock shrapnel bites his skin.
But, miraculously, he's still alive.
Terran has both moved and acted this turn. He's done.
Klue's turn.
Given the uneven nature of the rock wall, the GM is unsure just how much cover is being provided. He decides to let the dice decide. He'll roll 1D, the result indicating how much cover Terran is afforded from Klue's pistol attack.
Roll 1D: 6.
Lucky Terran.
And, it makes sense why Terran couldn't hit. He so cramed so tightly up against the rock face that he can't see well around the boulder from which Klue is peeking.
But, Klue sure knew where that hail of gunfire just erupted from, and he's about to return fire.
Klue has moved this round, so aimed fire is out of the question. It's either a single snapshot at Terran, or three quick shots using Panic Fire.
Given the extreme negative, Klue opts for Panic Fire. That's three chances to roll Critical Success.
Attack 1: 2D for 3, 4.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+7 Klue's attack roll
+0 Klue's skill
+1 Klue's DEX bonus
-4 Medium Range
-1 Terran's Speed
-6 Terran's Cover
---
0</pre>[/QUOTE]Miss.
Panic Fire 2: 2D of 4, 5
Miss.
Panic Fire 3: 2D of 5, 5
Miss.
And, I've got to leave you here in limbo. It's time for me to go to bed.
I think you can see how easily the system works though.
With the damage the way it is, if either of these guys scores a hit, it's going to be curtains for whomever takes it.
S4