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Simple CT Combat

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
 
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
 
UPDATE: Panic Fire and Rapid Fire




Just a note to anyone looking to use these rules: Since I've updated my version of CT combat (what you see in this thread), I've also made damage from gunfire extremely leathal--much more lethal than vanilla CT.

In an effort to balance this with a good gaming experience, I've made it harder for characters to achieve hits. The bullets will fly, using this system, but if characters are smart and use body armor and available cover, a PC won't be killed each game session. Players will have to respect gun combat, though (as when an NPC holds them hostage at gunpoint--under these rules, that will be a very dangerous and tricky situation).

In the spirit of these changes, I've made some alterations to the Panic Fire and Rapid Fire rules. No longer is it possible to roll six attacks at a character when using a fully automatic weapon and the Panic Fire rule. Now, the maximum any character will throw is three attacks during the actions of his combat round. Not only will this help keep Player Chracters alive, but it will also speed up gameplay.

I've edited the rule in this thread to reflect these changes.

Note: I didn't update the combat example, though. It still shows a fully auto weapon using Panic Fire throwing six attack throws.




To Review Some of the Changes I've Made...

* Damage from Gun Combat is now very deadly. When you get hit, you'll know you've been wounded by a firearm. You can even be killed now from a single shot (where as in vanilla CT, you'd typically be fully healed within half an hour after suffering a single gunshot).

* Damage from Blade or Brawling Combat is handled about the same as it is presented in vanilla CT.

* Thinking tactically is now very important for Travellers who wish to survive a firefight. Body Armor and slow, calculated advance using cover is key for successful combatants.

* A target's Speed rating now helps him defensively (because it's harder to hit a moving target).

* The Stun effect has been added so that not all nominally wounded characters are automatically knocked unconscious (as in vanilla CT).

* A character can now make a maxium of three attack rolls (with appropriate DMs) during a combat round--rather than six attack rolls before. This should also speed up gameplay.




If a character is carrying an autopistol and spots an enemy, these are his attack options:

1) He can fire his autopistol, making a single snapshot at the target, and he can move (run or walk) either before or after the shot.

2) He can remain stationary throughout the entire round, aim his weapon, and make a single aimed attack, gaining a +2 DM, as long as the target is at Short Range or greater.

3) He can move either before or after a Panic Fire attack, allowing him to fire his autopistol three times, making three attack rolls using a -3 DM, as long as the target is at Medium Range or less.



If a character is carrying an autorifle, he can make any of the attack choices listed above for the autopistol if the autorifle is in semi-automatic mode.

If the autorifle is fired using burst fire, then the attacker gains a few additional choices.

4) A fully automatic attack can be made against the target allowing the attacker two attack throws, with movement made either before or after the burst fire attack.

5) A fully automatic Panic Fire attack can be made against the target using three attack throws at a -2 DM, with movement made either before or after the three attacks.
 
UPDATE: Panic Fire and Rapid Fire




Just a note to anyone looking to use these rules: Since I've updated my version of CT combat (what you see in this thread), I've also made damage from gunfire extremely leathal--much more lethal than vanilla CT.

In an effort to balance this with a good gaming experience, I've made it harder for characters to achieve hits. The bullets will fly, using this system, but if characters are smart and use body armor and available cover, a PC won't be killed each game session. Players will have to respect gun combat, though (as when an NPC holds them hostage at gunpoint--under these rules, that will be a very dangerous and tricky situation).

In the spirit of these changes, I've made some alterations to the Panic Fire and Rapid Fire rules. No longer is it possible to roll six attacks at a character when using a fully automatic weapon and the Panic Fire rule. Now, the maximum any character will throw is three attacks during the actions of his combat round. Not only will this help keep Player Chracters alive, but it will also speed up gameplay.

I've edited the rule in this thread to reflect these changes.

Note: I didn't update the combat example, though. It still shows a fully auto weapon using Panic Fire throwing six attack throws.




To Review Some of the Changes I've Made...

* Damage from Gun Combat is now very deadly. When you get hit, you'll know you've been wounded by a firearm. You can even be killed now from a single shot (where as in vanilla CT, you'd typically be fully healed within half an hour after suffering a single gunshot).

* Damage from Blade or Brawling Combat is handled about the same as it is presented in vanilla CT.

* Thinking tactically is now very important for Travellers who wish to survive a firefight. Body Armor and slow, calculated advance using cover is key for successful combatants.

* A target's Speed rating now helps him defensively (because it's harder to hit a moving target).

* The Stun effect has been added so that not all nominally wounded characters are automatically knocked unconscious (as in vanilla CT).

* A character can now make a maxium of three attack rolls (with appropriate DMs) during a combat round--rather than six attack rolls before. This should also speed up gameplay.




If a character is carrying an autopistol and spots an enemy, these are his attack options:

1) He can fire his autopistol, making a single snapshot at the target, and he can move (run or walk) either before or after the shot.

2) He can remain stationary throughout the entire round, aim his weapon, and make a single aimed attack, gaining a +2 DM, as long as the target is at Short Range or greater.

3) He can move either before or after a Panic Fire attack, allowing him to fire his autopistol three times, making three attack rolls using a -3 DM, as long as the target is at Medium Range or less.



If a character is carrying an autorifle, he can make any of the attack choices listed above for the autopistol if the autorifle is in semi-automatic mode.

If the autorifle is fired using burst fire, then the attacker gains a few additional choices.

4) A fully automatic attack can be made against the target allowing the attacker two attack throws, with movement made either before or after the burst fire attack.

5) A fully automatic Panic Fire attack can be made against the target using three attack throws at a -2 DM, with movement made either before or after the three attacks.
 
UPDATE: Damage




Damage, under these rules, comes in two flavors: That used for Gun Combat, and that used for Blade Combat.

Gun Combat Damage is taken as a whole, the entire sum of damage applied to a single stat at the defender's choosing.

For Example: An shotgun is fired at a target wearing no armor and obtains a hit. Shotgun damage vs. No Armor is 4D +5. The dice come up 2, 6, 5, 5. Total damage is 23 points. A target must apply these 23 points to one of his three physical stats at his choosing. If the target's physical stats are A8C, then the defender may choose to reduce to STR-0 first, leaving 13 points to apply to another stat. The defender may choose to then reduce to END-0, leaving the last point to be applied to the defender's DEX. After this shot, the defender will be shot, with a Serious Wound and stats 070.

Blade Combat Damage is taken in groups of wound dice in the normal fashion used in Classic Traveller. All single points added to the Damage roll may be taken at the defender's discretion as well.

For Example: A Broadsword is used to hit an opponent wearing no armor. Damage is 4D +5. Dice are rolled resulting in 2, 6, 5, 5. The defender's physical stats are A8C, and he may choose to take the two "5" dice and reduce END, resulting in stats of A82. The "2" and "6" dice might be used to reduce STR, leaving the stats at 282. Remember, there are also 5 more points of damage to apply due to the weapon's effectiveness vs. a target in no armor, and these 5 points can be applied any way the defender sees fit: Maybe 1 point reduces STR, 1 point reduces END, and 3 points are used to reduce DEX. The defender ends up with physical stats of 151.




Notice how much more deadly Gun Combat Damage is compared to Blade Combat Damage.

Also note that no damage is applied randomly. All damage is applied at the defender's discretion. And, a defender will many times take damage in a way as to keep the character alive and conscious. Sometimes, a defender may take damage with the intention of using the Stun Rule.

For Example: A Broadsword is used to hit an opponent wearing no armor. Damage is 4D +5. Dice are rolled resulting in 2, 6, 5, 5. The defender's physical stats are A8C, and he may choose to take one "5" die on STR and one "5" die on END. The "6" he takes from DEX, and the "2" he takes from STR. Physical stats are now 327. For the remaining 5 damage points, the defender choose to lower STR by 3 points and DEX by 1 point, placing the last point on END. Physical stats are now 016, and the target will now fall unconscious (because one stat is at zero) unless the Stun check is made. 2D are rolled for END or less. If the character's roll is 7+, the character falls unconscious. But, if the character's check results in 6-, the Stun check is successful, and the character's STR is raised 1 point. The character would then be stunned for 1 combat round, thereafter with stats 116.




Armor is handled as indicated previously in these rules, with this change: Gun Combat Damage becomes Blade Combat Damage if the damage is applied to a target wearing armor. But, this only applies to kinetic weapons. Lasers and plasma tend to burn holes in their targets rather than inflict damage due to kinetic energy, and as such, laser and plasma damage is always considered Gun Combat Damage.

For Example: A shotgun is fired at a target wearing Cloth armor, and a hit is obtained. Damage of a shotgun vs. Cloth is 4D -8. Dice are rolled, resulting in 2, 3, 5, 1. The defender can then immediately reduce damage by the indicated amount (8 points), and he decides to eliminate the "3" and "5" die. Now, since the shotgun burst struck armor (and the armor is abosorbing some of the shotgun's kinetic energy), the damage is handled as if it were Blade Combat Damage. The defender can take the remaining damage of the "2" and the "1" as he sees fit as long as the dice are not broken.

For Example: A laser carbine is fired at a target wearing Cloth armor, and a hit is obtained. Damage of a laser carbine vs. Cloth is 4D -4. Dice are rolled, resulting in 2, 3, 5, 1. Total damage is (11 -4 = 7) 7 points, and the defender must take this damage as a whole, reducing his physical stats as described under the Gun Combat Damage example above.




Hit Location The Chart shown in these rules is not the only chart possible. GMs may wish to make charts for aliens or animals. Apply -1D damage to less vulnerable areas (such as Arms and Legs on a human, or maybe the tail and legs on a dinosaur). Vulnerable areas should receive normal damage (such as the torso of a human, or maybe the body and neck of a dinosaur). And, +1D damage should be applied to extremely vulnerable areas (such as the head and neck on a human, or the head of a dinosaur).
 
UPDATE: Damage




Damage, under these rules, comes in two flavors: That used for Gun Combat, and that used for Blade Combat.

Gun Combat Damage is taken as a whole, the entire sum of damage applied to a single stat at the defender's choosing.

For Example: An shotgun is fired at a target wearing no armor and obtains a hit. Shotgun damage vs. No Armor is 4D +5. The dice come up 2, 6, 5, 5. Total damage is 23 points. A target must apply these 23 points to one of his three physical stats at his choosing. If the target's physical stats are A8C, then the defender may choose to reduce to STR-0 first, leaving 13 points to apply to another stat. The defender may choose to then reduce to END-0, leaving the last point to be applied to the defender's DEX. After this shot, the defender will be shot, with a Serious Wound and stats 070.

Blade Combat Damage is taken in groups of wound dice in the normal fashion used in Classic Traveller. All single points added to the Damage roll may be taken at the defender's discretion as well.

For Example: A Broadsword is used to hit an opponent wearing no armor. Damage is 4D +5. Dice are rolled resulting in 2, 6, 5, 5. The defender's physical stats are A8C, and he may choose to take the two "5" dice and reduce END, resulting in stats of A82. The "2" and "6" dice might be used to reduce STR, leaving the stats at 282. Remember, there are also 5 more points of damage to apply due to the weapon's effectiveness vs. a target in no armor, and these 5 points can be applied any way the defender sees fit: Maybe 1 point reduces STR, 1 point reduces END, and 3 points are used to reduce DEX. The defender ends up with physical stats of 151.




Notice how much more deadly Gun Combat Damage is compared to Blade Combat Damage.

Also note that no damage is applied randomly. All damage is applied at the defender's discretion. And, a defender will many times take damage in a way as to keep the character alive and conscious. Sometimes, a defender may take damage with the intention of using the Stun Rule.

For Example: A Broadsword is used to hit an opponent wearing no armor. Damage is 4D +5. Dice are rolled resulting in 2, 6, 5, 5. The defender's physical stats are A8C, and he may choose to take one "5" die on STR and one "5" die on END. The "6" he takes from DEX, and the "2" he takes from STR. Physical stats are now 327. For the remaining 5 damage points, the defender choose to lower STR by 3 points and DEX by 1 point, placing the last point on END. Physical stats are now 016, and the target will now fall unconscious (because one stat is at zero) unless the Stun check is made. 2D are rolled for END or less. If the character's roll is 7+, the character falls unconscious. But, if the character's check results in 6-, the Stun check is successful, and the character's STR is raised 1 point. The character would then be stunned for 1 combat round, thereafter with stats 116.




Armor is handled as indicated previously in these rules, with this change: Gun Combat Damage becomes Blade Combat Damage if the damage is applied to a target wearing armor. But, this only applies to kinetic weapons. Lasers and plasma tend to burn holes in their targets rather than inflict damage due to kinetic energy, and as such, laser and plasma damage is always considered Gun Combat Damage.

For Example: A shotgun is fired at a target wearing Cloth armor, and a hit is obtained. Damage of a shotgun vs. Cloth is 4D -8. Dice are rolled, resulting in 2, 3, 5, 1. The defender can then immediately reduce damage by the indicated amount (8 points), and he decides to eliminate the "3" and "5" die. Now, since the shotgun burst struck armor (and the armor is abosorbing some of the shotgun's kinetic energy), the damage is handled as if it were Blade Combat Damage. The defender can take the remaining damage of the "2" and the "1" as he sees fit as long as the dice are not broken.

For Example: A laser carbine is fired at a target wearing Cloth armor, and a hit is obtained. Damage of a laser carbine vs. Cloth is 4D -4. Dice are rolled, resulting in 2, 3, 5, 1. Total damage is (11 -4 = 7) 7 points, and the defender must take this damage as a whole, reducing his physical stats as described under the Gun Combat Damage example above.




Hit Location The Chart shown in these rules is not the only chart possible. GMs may wish to make charts for aliens or animals. Apply -1D damage to less vulnerable areas (such as Arms and Legs on a human, or maybe the tail and legs on a dinosaur). Vulnerable areas should receive normal damage (such as the torso of a human, or maybe the body and neck of a dinosaur). And, +1D damage should be applied to extremely vulnerable areas (such as the head and neck on a human, or the head of a dinosaur).
 
UPDATE: Running




Reference the rule on pg. 33 of Book 1. Characters who run during the round cannot attack or perform other actions.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gun Combat Actions
-----------------------------------
Attack Aimed Shot (+2 DM); Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Attack & Walk Snapshot; Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Walk & Attack Snapshot; Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Run or Crawl No Attacks Allowed
Evade No Attacks Allowed; Can be combined with movement</pre>[/QUOTE]EDIT: This rule was changed in the Traveller Book and Starter Traveller so that no brawling or blade attacks are possible if the character runs during the round, but a gun combat attack is possible.

You decide what's best for your game.

My suggestion is to go with the updated rule from the Traveller Book. Allow a single pull of the trigger if a character runs during the round (which means Panic Fire and Rapid Fire are not possible).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gun Combat Actions
-----------------------------------
Attack Aimed Shot (+2 DM); Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Attack & Walk Snapshot; Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Walk & Attack Snapshot; Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Run Snapshot
Crawl No Attacks Allowed
Evade No Attacks Allowed; Can be combined with movement</pre>[/QUOTE]
 
UPDATE: Running




Reference the rule on pg. 33 of Book 1. Characters who run during the round cannot attack or perform other actions.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gun Combat Actions
-----------------------------------
Attack Aimed Shot (+2 DM); Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Attack & Walk Snapshot; Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Walk & Attack Snapshot; Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Run or Crawl No Attacks Allowed
Evade No Attacks Allowed; Can be combined with movement</pre>[/QUOTE]EDIT: This rule was changed in the Traveller Book and Starter Traveller so that no brawling or blade attacks are possible if the character runs during the round, but a gun combat attack is possible.

You decide what's best for your game.

My suggestion is to go with the updated rule from the Traveller Book. Allow a single pull of the trigger if a character runs during the round (which means Panic Fire and Rapid Fire are not possible).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gun Combat Actions
-----------------------------------
Attack Aimed Shot (+2 DM); Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Attack & Walk Snapshot; Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Walk & Attack Snapshot; Panic Fire (-2/-3 DM); Rapid Fire (-4/-6 DM)
Run Snapshot
Crawl No Attacks Allowed
Evade No Attacks Allowed; Can be combined with movement</pre>[/QUOTE]
 
EXAMPLE of Gun Combat Damage

An AutoPistol does base 3D damage.




Hitting an unarmored target, it does 3D +5 damage. 3D +5 is rolled and summed, and the entire amount must be subtracted from one physical stat at the defender's choice. Left over damage, after the first stat is reduced to 0, is applied to the next stat at the defender's options until it is reduced to 0, and so on.




Hitting a less vital target area reduces damage by 1D. Hitting a more vital target area increases damage by 1D. On humans, the AutoPistol does 2D +5 on unarmored arms and legs, 3D +5 damage on the unarmored torso, and 4D +5 damage when a head hit is scored.




The Stun rule should be considered when a defender is selecting damage. The Stun rule states that once one of the defender's stats have been reduced to zero (and only one stat), then a check vs. the character's END can be made. Roll 2D for END or less. If successful, the "0" stat is raised to "1" but the character is stunned for one combat round. Failing the stun check means the character falls unconscious as per normal CT rules when one stat falls to zero.




Armor protects its wearer in two ways. It absorbs damage, and it changes the type of damage applied to the character from Gun Combat Damage to Blade Combat Damage. Blade Combat Damage is still lethal. It's just easier to survive given the way damage is applied to the target.

Gun Combat Damage is applied as a total lump sum against a target's physical stats (at the chosing of the defender).

Blade Combat Damage is applied in groups of hits equal to the amounts shown on the dice (applied like normal CT damage).

When a kinetic weapon strikes a target protected by armor, the armor absorbs some of that kinetic energy which is reflected in the game through the change in damage type. Laser and plasma weapons always remain as Gun Combat Damage because the type of damage those weapons deliver doesn't rely as much on kinetic damage as they do heat.




An AutoPistol, striking a target protected by Cloth Armor, will do 3D -8 damage. Three dice are rolled, and the defender can reduce those dice by 8 points in any manner the defender chooses. Any damage that is left is applied to the defender's physical stats in groups of whole die.




IN USING THIS DAMAGE MODEL...
-------------------------------------
In using this damage model, firearms are powerful weapons that can kill with a single shot. (This type of thing is very unlikely in vanilla CT.)

With the omission of Armor DMs and the addition of the Movement DM on the attack roll, successful attacks are much harder to obtain using this system rather than vanilla CT. When a hit is made, massive damage occurs. Players should take fire combat seriously, move tacticaly, and make use of available cover when in gun combat engagements (similar to real life).

But, this is also a role playing game where gun fights are fun. Characters who make use of armor or get hit in less vital areas will find gun combat to be more than survivable.

In some ways, this combat model is more realistic than vanilla CT. In some ways, it's deadlier than vanilla CT, and in other ways, it's not as deadly.

The First Blood rule from vanilla CT is not used, and under this combat model, the defender always chooses how damage is applied to his character. With the addition of the Stun rule, there are sometimes some tough choices to be made.
 
EXAMPLE of Gun Combat Damage

An AutoPistol does base 3D damage.




Hitting an unarmored target, it does 3D +5 damage. 3D +5 is rolled and summed, and the entire amount must be subtracted from one physical stat at the defender's choice. Left over damage, after the first stat is reduced to 0, is applied to the next stat at the defender's options until it is reduced to 0, and so on.




Hitting a less vital target area reduces damage by 1D. Hitting a more vital target area increases damage by 1D. On humans, the AutoPistol does 2D +5 on unarmored arms and legs, 3D +5 damage on the unarmored torso, and 4D +5 damage when a head hit is scored.




The Stun rule should be considered when a defender is selecting damage. The Stun rule states that once one of the defender's stats have been reduced to zero (and only one stat), then a check vs. the character's END can be made. Roll 2D for END or less. If successful, the "0" stat is raised to "1" but the character is stunned for one combat round. Failing the stun check means the character falls unconscious as per normal CT rules when one stat falls to zero.




Armor protects its wearer in two ways. It absorbs damage, and it changes the type of damage applied to the character from Gun Combat Damage to Blade Combat Damage. Blade Combat Damage is still lethal. It's just easier to survive given the way damage is applied to the target.

Gun Combat Damage is applied as a total lump sum against a target's physical stats (at the chosing of the defender).

Blade Combat Damage is applied in groups of hits equal to the amounts shown on the dice (applied like normal CT damage).

When a kinetic weapon strikes a target protected by armor, the armor absorbs some of that kinetic energy which is reflected in the game through the change in damage type. Laser and plasma weapons always remain as Gun Combat Damage because the type of damage those weapons deliver doesn't rely as much on kinetic damage as they do heat.




An AutoPistol, striking a target protected by Cloth Armor, will do 3D -8 damage. Three dice are rolled, and the defender can reduce those dice by 8 points in any manner the defender chooses. Any damage that is left is applied to the defender's physical stats in groups of whole die.




IN USING THIS DAMAGE MODEL...
-------------------------------------
In using this damage model, firearms are powerful weapons that can kill with a single shot. (This type of thing is very unlikely in vanilla CT.)

With the omission of Armor DMs and the addition of the Movement DM on the attack roll, successful attacks are much harder to obtain using this system rather than vanilla CT. When a hit is made, massive damage occurs. Players should take fire combat seriously, move tacticaly, and make use of available cover when in gun combat engagements (similar to real life).

But, this is also a role playing game where gun fights are fun. Characters who make use of armor or get hit in less vital areas will find gun combat to be more than survivable.

In some ways, this combat model is more realistic than vanilla CT. In some ways, it's deadlier than vanilla CT, and in other ways, it's not as deadly.

The First Blood rule from vanilla CT is not used, and under this combat model, the defender always chooses how damage is applied to his character. With the addition of the Stun rule, there are sometimes some tough choices to be made.
 
When to use WHICH damage type...

Blade and brawling weapons always deliver Blade Combat Damage.

Laser and plasma weapons always deliver Gun Combat Damage.

Slugthrowers deliever Gun Combat Damage when the Armor modifier from the Weapon's Matrix is 0 or a positive number. When the Armor modifier is negative, slugthrowers deliver Blade Combat Damage.

Thus, an AutoPistol will deliver Blade Combat Damage when it's shot strikes a target protected by Cloth armor. But, when a target protected by Reflec armor is shot, the AutoPistol delivers Gun Combat Damage.
 
When to use WHICH damage type...

Blade and brawling weapons always deliver Blade Combat Damage.

Laser and plasma weapons always deliver Gun Combat Damage.

Slugthrowers deliever Gun Combat Damage when the Armor modifier from the Weapon's Matrix is 0 or a positive number. When the Armor modifier is negative, slugthrowers deliver Blade Combat Damage.

Thus, an AutoPistol will deliver Blade Combat Damage when it's shot strikes a target protected by Cloth armor. But, when a target protected by Reflec armor is shot, the AutoPistol delivers Gun Combat Damage.
 
GRENADES




Grenades deliver Gun Combat Damage unless a saving throw is made by any target in the blast radius. A successful saving throw changes the damage type the grenade delivers to Blade Combat Damage.

The saving throw is made by rolling the grenade's damage code against the defender's DEX score. For example, a TL 7 hand grenade from Book 4 does 6D damage. The saving throw for this grenade will be to roll 6D for DEX or less.

A successful saving throw to protect one's self from a grenade blast is an action that takes the entire round. It simulates the character hitting the deck and diving for cover. If a character has already acted during the round, then the saving throw is not possible. For this reason, it is sometimes wise to go late in the round if it is known the enemy will be throwing grenades.

Armor is typically ignored unless the defender is completely encased (as with Combat Armor or BattleDress, helmet included). The GM may alter this depending on the specific situation as illustrated in the example below.





-------------------------------------------------
Example.


A Zhodani soldier lobs a grenade over some rubble at Zan and Stan. The Zho makes his attack throw, so the grenade lands where he intended it, right between the two Imperials.

The grenade is a TL 5 Hand Grenade listed in Book 4. It does 4D damage.

Both Zan and Stan want to dive away, to the sides, away from the grenade in an attempt to save their lives. But, since Zan has already acted earlier in the round, the GM rules that Zan is inellible for the saving throw check.

Stan, on the other hand, may attempt the saving throw check, but if he does so, he's giving up any other action he might perform during the round. Since the grenade blast could mean Stan's life, his player is OK with that.

Stan is wearing a flak jacket that provides +1 Cloth protection, but since Stan isn't fully encased in armor, the GM rules that the armor will be ignored.

Stan has DEX-8. In order to succeed on the saving throw, a tough roll of 4D for 8- must be thrown. Stan makes the roll but ends up with a total of 10. The save fails. This means that the grenade damage applied to Stan will be taken as Gun Combat Damage.

As for Zan, since he acted earlier in the round, before the grenade was thrown, he is not allowed to attempt the saving throw. "But, wait a minute," Zan's player says, "Zan isn't encased in armor, but he's wearing a helmet and a flak jacket. All of his vital areas are protected. Just his arms and legs are exposed without protection. Shouldn't you adjust the grenade damage based on that?"

The GM agrees. Since only the least vital areas on Zan's body are unprotected from the grenade blast, the GM subtracts 1D from damage, rolling 3D (instead of 4D). But, the damage is still delivered as Gun Combat Damage.

Had either Zan or Stan been encased completely in armor, such as Combat Armor, then armor would be used to absorb some of the grenade's damage.

The only way to change the type of damage a grenade delivers from Gun Combat Damage to Blade Combat Damage, though, is to succeed on the saving throw check outlined above.

Typically, grenades deliver Gun Combat Damage. It's only in rare ocurrences (as illustrated by the low propability of success on the saving throw) that dropping to the ground while close to a grenade will make any difference.
 
GRENADES




Grenades deliver Gun Combat Damage unless a saving throw is made by any target in the blast radius. A successful saving throw changes the damage type the grenade delivers to Blade Combat Damage.

The saving throw is made by rolling the grenade's damage code against the defender's DEX score. For example, a TL 7 hand grenade from Book 4 does 6D damage. The saving throw for this grenade will be to roll 6D for DEX or less.

A successful saving throw to protect one's self from a grenade blast is an action that takes the entire round. It simulates the character hitting the deck and diving for cover. If a character has already acted during the round, then the saving throw is not possible. For this reason, it is sometimes wise to go late in the round if it is known the enemy will be throwing grenades.

Armor is typically ignored unless the defender is completely encased (as with Combat Armor or BattleDress, helmet included). The GM may alter this depending on the specific situation as illustrated in the example below.





-------------------------------------------------
Example.


A Zhodani soldier lobs a grenade over some rubble at Zan and Stan. The Zho makes his attack throw, so the grenade lands where he intended it, right between the two Imperials.

The grenade is a TL 5 Hand Grenade listed in Book 4. It does 4D damage.

Both Zan and Stan want to dive away, to the sides, away from the grenade in an attempt to save their lives. But, since Zan has already acted earlier in the round, the GM rules that Zan is inellible for the saving throw check.

Stan, on the other hand, may attempt the saving throw check, but if he does so, he's giving up any other action he might perform during the round. Since the grenade blast could mean Stan's life, his player is OK with that.

Stan is wearing a flak jacket that provides +1 Cloth protection, but since Stan isn't fully encased in armor, the GM rules that the armor will be ignored.

Stan has DEX-8. In order to succeed on the saving throw, a tough roll of 4D for 8- must be thrown. Stan makes the roll but ends up with a total of 10. The save fails. This means that the grenade damage applied to Stan will be taken as Gun Combat Damage.

As for Zan, since he acted earlier in the round, before the grenade was thrown, he is not allowed to attempt the saving throw. "But, wait a minute," Zan's player says, "Zan isn't encased in armor, but he's wearing a helmet and a flak jacket. All of his vital areas are protected. Just his arms and legs are exposed without protection. Shouldn't you adjust the grenade damage based on that?"

The GM agrees. Since only the least vital areas on Zan's body are unprotected from the grenade blast, the GM subtracts 1D from damage, rolling 3D (instead of 4D). But, the damage is still delivered as Gun Combat Damage.

Had either Zan or Stan been encased completely in armor, such as Combat Armor, then armor would be used to absorb some of the grenade's damage.

The only way to change the type of damage a grenade delivers from Gun Combat Damage to Blade Combat Damage, though, is to succeed on the saving throw check outlined above.

Typically, grenades deliver Gun Combat Damage. It's only in rare ocurrences (as illustrated by the low propability of success on the saving throw) that dropping to the ground while close to a grenade will make any difference.
 
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