tbeard1999
SOC-14 1K
My Striker-derived combat system below. Weapon and Armor Charts at http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=15981
Combat Turn Sequence:
1. Initiative Roll. 2d6 per side. Add tactics skill of each side's *leader*. (If the character does not generally act as leader, the referee may deny the bonus).
2. Declare Cover, if necessary (initiative loser goes first).
3. Suppressive Fire. Side with initiative goes first, and results are applied immediately.
4. Movement & Snapshots. Side with initiative chooses which side goes first. Nonmoving side may make snapshots
5. Normal Fire. Initiative loser declares attacks first, but all results are applied simultaneously at the end of the phase. Figures who made snapshots, sprinted, or made suppression attacks cannot fire.
To Hit Rolls
Roll 8+ on 2D to hit a target. Add the modifiers below. A natural "2" always misses, a natural "12" always hits.
Firer:
+ weapon skill
+ autofire bonus if firing ½ clip
+1 if autoweapon firing 5 shot burst (+2 for SMGs; +4 autoshotguns)
+0 semiautoweapon firing 5 shot burst (+2 for shotguns)
+ DEX bonus with weapon
-2 firer evading
-2 firer making a snapshot
+1 using laser designator at 25m or less
+2 if suppressive fire
Target
-2 Long Range (n/a if scope or electronic sights)
-4 Extreme Range (-2 if scope; n/a if electronic sights)
-2 If target is evading
-1 Target is partially covered or prone
-2 Target is fully covered
+4 Target is Running
For every 2 points the roll exceeds 8, you score an extra hit.
Penetration
Roll penetration for each hit on 2d6, Add weapon penetration. The referee will subtract the armor value of the target. The maximum penetration bonus (after armor has been taken into account) is usually +3 (see Blowthrough below). The modified roll causes the following effects:
3-..........No effect
4-7.........Light Wound
8-11........Serious Wound
12+.........Dead
Note: Weapons that fire HE, (but *not* HEAP) rounds increase the damage level by one (no effect remains no effect).
Blowthrough
Penetration rolls against people have a maximum penetration bonus, depending on the calibre of the weapon:
...............Max
Cal............Pen
11mm-...........+3
18mm-...........+4
25mm-...........+5
Laser sm arms...+4
Plasma sm arms..+5
Fusion sm arms..+6
So, a TL13 laser rifle (pen 20) firing at an unarmored man adds 4 to its penetration roll. If that same man is wearing cloth, the roll is 2d6 + pen (20) - armor (5) = 15, which is reduced to the maximum of 4.
Special Rules
Automatic Weapons
Automatic weapons are weapons that have an autofire modifier (except non-auto shotguns). Each shot fires half a clip. If the weapon is fired on single shot, there is no autofire modifier. If the weapon fires a 5 shot burst, the autofire modifier is +1 (+2 for SMGs).
Semiautomatic Weapons
Semiautomatic weapons with a magazine of 5+ rounds can fire a 5 shot burst instead of a single shot. There's no bonus to hit, but multiple hits can be scored.
Extra Hits
If you score extra hits, you can choose to apply them either to the target or to adjacent targets.
Ammo
Each burst is 5 shots. If there are at least 2 bullets remaining in the magazine, you may fire a burst.
Suppressive Fire
A figure may use suppressive fire instead of normal aimed fire. Suppressive fire occurs before all other fire and movement in the combat phase and is primarily intended to cause the target to duck for cover. A figure making a suppressive fire attack may not move during the rest of the turn. Automatic weapons making suppressive attacks must fire at least half a clip (or ammo belt). Semiautomatic weapons must fire a 5 shot burst. Suppresive fire attacks are +2 to hit.
A figure making a suppressive fire attack rolls to hit normally. If he hits the target, the target takes a -2 to hit penalty on his next shot during this turn. Additional suppression hits add -1 to the to hit penalty. If a firing figure scores multiple hits, he can apply them to other targets per the normal rules.
A suppressed figure immediately may go prone if he wishes. Green troops will automatically go prone if suppressed.
Suppressive fire will score an actual hit on a target only on a to hit roll of natural 12 (and even then, only 1 hit will be scored).
Notes: Games seldom model suppressive fire well. This system attempts to address the problem. Combined with the sequence of play, these rules allow standard infantry tactics (bounding overwatch, cover fire, etc.).
Snapshots
A figure making a snapshot is -2 to hit and can fire a normal shot -- 1 shot, 1 half clip or 1 full clip. A figure making a snapshot cannot have moved this turn nor may he fire or move in the rest of this turn. Weapons capable of engaging multiple targets (machineguns, typically) can make multiple snapshot attacks, as targets appear. The firing figure stops target figures during their move and resolves the attack.
Critical Hits
If you roll a natural 12 on a penetration roll, the target’s armor is halved, round down. This includes armor bonuses that large creatures get due to size.
Melee Combat
Roll to hit on 2d6. Add your attack and skill, subtract his defense and skill. An 8+ hits. +1 to hit if your melee weapon is longer than his.
Roll damage on 2d6. Add penetration and referee subtracts target's armor. Use the damage chart above. Damage is applied simultaneously.
Damage Effects
A light wound causes you to take a -1 penalty to all rolls. The modifiers are cumulative with other light wounds. You can take an unlimited number of light wounds.
A serious wound causes you to fall unconscious, unless you can roll 8+ (DM +1 if END 10+; +2 if END 12+). If you stay conscious, you're considered to have taken 2 light wounds and can only move ½. You will require Treatment (below).
A dead result will kill you, unless you make a Not Dead Yet Roll. The target number depends on what the final adjusted penetration roll was:
Pen
Roll NDY Roll
12-15...8+
16-20..10+
21-25..12+
26-30..14+
Etc.
DM +1 if END 10+
DM +2 if END 12+
If you're "Not Dead Yet", you'll still die in 3D-5 minutes. If a medic treats you for a round, you may stabilize for 15 minutes (roll 8+; medic cannot do anything else, DM+Medical skill, -1 if no first aid kit).
Treatment
If you suffered one or more serious wounds, you will die with a serious wound in 3d6 hours, unless you make a saving throw – 6+ (DM +1 if END 10+; +medical skill of any doctor treating you). Make the saving throw at the end of the 3d6 hour period. Only 1 roll is required, no matter how many serious wounds you've suffered.
If you survived one or more Dead results, you'll still die unless treated. A medic must treat you for d6x6 minutes and roll 8+ (DM + medical skill; -1 if no first aid kit; +1 if decent sick bay). If he misses his roll, you die.
Only 1 treatment roll is required, no matter how many wounds you've suffered (use the worst applicable roll).
Movement and Grids
This system is designed for fast play (believe it or not), so there will be no tactical movement system. The referee will be responsible for describing location. In complex situations, sketch maps and markers may be used. Figures can move 10 meters per turn and still fire. Figures can "sprint" and cover 30 meters. Sprinting figures can't fire or execute an action, but they are considered evading (-2 to hit). A figure can ignore all cover and run as far as reasonably necessary -- but they will be very easy to hit -- +4 to hit, no snapshot penalty and can perform no other actions.
Notes -- I have preferred tactical systems like GURPS and the Fantasy Trip, but recently discarding them because combats took too long. In my experience, fiddling with movement is the single biggest time waster, so I started there.
Scale
Traveller starship grids are an inconvenient 1.5 meters. Due to poor lighting, close quarters, etc., count each square as being 2 meters (3m diagonal) for combat and movement. Turns last (1D x 10) seconds. A figure will not typically know how long the combat has lasted until the combat is over.
Notes -- Real life combats typically take far longer than they take in games. The more tactical the system, the worse the distortion usually is. This system attempts to correct for that distortion. Also, combat veterans often report that they have a hard time keeping track of time. The variable turn length takes that into account as well.
Cover
Figures in cover must declare if they are going to be *completely* in cover. If so, then the cover will block any line of sight traced through it for all figures who declared themselves to be completely in cover. Otherwise, the cover will not block line of sight, but will instead give a defensive bonus (usually -1 or -2 to the attacker's to hit roll).
So...a figure behind a 3 foot wall declares that he's completely behind the wall. For tracing line of sight, he's assumed to be crouched behind the wall. He cannot be shot at by an enemy who has to trace a line of sight through the wall (and vice versa). He can shoot a guy who's on the same side of the wall and vice versa.
But if he doesn't declare that he's completely behind the wall, the wall will not block line of sight. Instead, he'll get a defensive benefit (usually -1 or -2 to the attacker's to hit roll).
Notes: This system prevents a clever player from exploiting the non-simultaneous sequence of play by requiring him to expose himself to fire if he intends to fire past his cover. It also requires the cowards to declare their cowardice...
Continued
Combat Turn Sequence:
1. Initiative Roll. 2d6 per side. Add tactics skill of each side's *leader*. (If the character does not generally act as leader, the referee may deny the bonus).
2. Declare Cover, if necessary (initiative loser goes first).
3. Suppressive Fire. Side with initiative goes first, and results are applied immediately.
4. Movement & Snapshots. Side with initiative chooses which side goes first. Nonmoving side may make snapshots
5. Normal Fire. Initiative loser declares attacks first, but all results are applied simultaneously at the end of the phase. Figures who made snapshots, sprinted, or made suppression attacks cannot fire.
To Hit Rolls
Roll 8+ on 2D to hit a target. Add the modifiers below. A natural "2" always misses, a natural "12" always hits.
Firer:
+ weapon skill
+ autofire bonus if firing ½ clip
+1 if autoweapon firing 5 shot burst (+2 for SMGs; +4 autoshotguns)
+0 semiautoweapon firing 5 shot burst (+2 for shotguns)
+ DEX bonus with weapon
-2 firer evading
-2 firer making a snapshot
+1 using laser designator at 25m or less
+2 if suppressive fire
Target
-2 Long Range (n/a if scope or electronic sights)
-4 Extreme Range (-2 if scope; n/a if electronic sights)
-2 If target is evading
-1 Target is partially covered or prone
-2 Target is fully covered
+4 Target is Running
For every 2 points the roll exceeds 8, you score an extra hit.
Penetration
Roll penetration for each hit on 2d6, Add weapon penetration. The referee will subtract the armor value of the target. The maximum penetration bonus (after armor has been taken into account) is usually +3 (see Blowthrough below). The modified roll causes the following effects:
3-..........No effect
4-7.........Light Wound
8-11........Serious Wound
12+.........Dead
Note: Weapons that fire HE, (but *not* HEAP) rounds increase the damage level by one (no effect remains no effect).
Blowthrough
Penetration rolls against people have a maximum penetration bonus, depending on the calibre of the weapon:
...............Max
Cal............Pen
11mm-...........+3
18mm-...........+4
25mm-...........+5
Laser sm arms...+4
Plasma sm arms..+5
Fusion sm arms..+6
So, a TL13 laser rifle (pen 20) firing at an unarmored man adds 4 to its penetration roll. If that same man is wearing cloth, the roll is 2d6 + pen (20) - armor (5) = 15, which is reduced to the maximum of 4.
Special Rules
Automatic Weapons
Automatic weapons are weapons that have an autofire modifier (except non-auto shotguns). Each shot fires half a clip. If the weapon is fired on single shot, there is no autofire modifier. If the weapon fires a 5 shot burst, the autofire modifier is +1 (+2 for SMGs).
Semiautomatic Weapons
Semiautomatic weapons with a magazine of 5+ rounds can fire a 5 shot burst instead of a single shot. There's no bonus to hit, but multiple hits can be scored.
Extra Hits
If you score extra hits, you can choose to apply them either to the target or to adjacent targets.
Ammo
Each burst is 5 shots. If there are at least 2 bullets remaining in the magazine, you may fire a burst.
Suppressive Fire
A figure may use suppressive fire instead of normal aimed fire. Suppressive fire occurs before all other fire and movement in the combat phase and is primarily intended to cause the target to duck for cover. A figure making a suppressive fire attack may not move during the rest of the turn. Automatic weapons making suppressive attacks must fire at least half a clip (or ammo belt). Semiautomatic weapons must fire a 5 shot burst. Suppresive fire attacks are +2 to hit.
A figure making a suppressive fire attack rolls to hit normally. If he hits the target, the target takes a -2 to hit penalty on his next shot during this turn. Additional suppression hits add -1 to the to hit penalty. If a firing figure scores multiple hits, he can apply them to other targets per the normal rules.
A suppressed figure immediately may go prone if he wishes. Green troops will automatically go prone if suppressed.
Suppressive fire will score an actual hit on a target only on a to hit roll of natural 12 (and even then, only 1 hit will be scored).
Notes: Games seldom model suppressive fire well. This system attempts to address the problem. Combined with the sequence of play, these rules allow standard infantry tactics (bounding overwatch, cover fire, etc.).
Snapshots
A figure making a snapshot is -2 to hit and can fire a normal shot -- 1 shot, 1 half clip or 1 full clip. A figure making a snapshot cannot have moved this turn nor may he fire or move in the rest of this turn. Weapons capable of engaging multiple targets (machineguns, typically) can make multiple snapshot attacks, as targets appear. The firing figure stops target figures during their move and resolves the attack.
Critical Hits
If you roll a natural 12 on a penetration roll, the target’s armor is halved, round down. This includes armor bonuses that large creatures get due to size.
Melee Combat
Roll to hit on 2d6. Add your attack and skill, subtract his defense and skill. An 8+ hits. +1 to hit if your melee weapon is longer than his.
Roll damage on 2d6. Add penetration and referee subtracts target's armor. Use the damage chart above. Damage is applied simultaneously.
Damage Effects
A light wound causes you to take a -1 penalty to all rolls. The modifiers are cumulative with other light wounds. You can take an unlimited number of light wounds.
A serious wound causes you to fall unconscious, unless you can roll 8+ (DM +1 if END 10+; +2 if END 12+). If you stay conscious, you're considered to have taken 2 light wounds and can only move ½. You will require Treatment (below).
A dead result will kill you, unless you make a Not Dead Yet Roll. The target number depends on what the final adjusted penetration roll was:
Pen
Roll NDY Roll
12-15...8+
16-20..10+
21-25..12+
26-30..14+
Etc.
DM +1 if END 10+
DM +2 if END 12+
If you're "Not Dead Yet", you'll still die in 3D-5 minutes. If a medic treats you for a round, you may stabilize for 15 minutes (roll 8+; medic cannot do anything else, DM+Medical skill, -1 if no first aid kit).
Treatment
If you suffered one or more serious wounds, you will die with a serious wound in 3d6 hours, unless you make a saving throw – 6+ (DM +1 if END 10+; +medical skill of any doctor treating you). Make the saving throw at the end of the 3d6 hour period. Only 1 roll is required, no matter how many serious wounds you've suffered.
If you survived one or more Dead results, you'll still die unless treated. A medic must treat you for d6x6 minutes and roll 8+ (DM + medical skill; -1 if no first aid kit; +1 if decent sick bay). If he misses his roll, you die.
Only 1 treatment roll is required, no matter how many wounds you've suffered (use the worst applicable roll).
Movement and Grids
This system is designed for fast play (believe it or not), so there will be no tactical movement system. The referee will be responsible for describing location. In complex situations, sketch maps and markers may be used. Figures can move 10 meters per turn and still fire. Figures can "sprint" and cover 30 meters. Sprinting figures can't fire or execute an action, but they are considered evading (-2 to hit). A figure can ignore all cover and run as far as reasonably necessary -- but they will be very easy to hit -- +4 to hit, no snapshot penalty and can perform no other actions.
Notes -- I have preferred tactical systems like GURPS and the Fantasy Trip, but recently discarding them because combats took too long. In my experience, fiddling with movement is the single biggest time waster, so I started there.
Scale
Traveller starship grids are an inconvenient 1.5 meters. Due to poor lighting, close quarters, etc., count each square as being 2 meters (3m diagonal) for combat and movement. Turns last (1D x 10) seconds. A figure will not typically know how long the combat has lasted until the combat is over.
Notes -- Real life combats typically take far longer than they take in games. The more tactical the system, the worse the distortion usually is. This system attempts to correct for that distortion. Also, combat veterans often report that they have a hard time keeping track of time. The variable turn length takes that into account as well.
Cover
Figures in cover must declare if they are going to be *completely* in cover. If so, then the cover will block any line of sight traced through it for all figures who declared themselves to be completely in cover. Otherwise, the cover will not block line of sight, but will instead give a defensive bonus (usually -1 or -2 to the attacker's to hit roll).
So...a figure behind a 3 foot wall declares that he's completely behind the wall. For tracing line of sight, he's assumed to be crouched behind the wall. He cannot be shot at by an enemy who has to trace a line of sight through the wall (and vice versa). He can shoot a guy who's on the same side of the wall and vice versa.
But if he doesn't declare that he's completely behind the wall, the wall will not block line of sight. Instead, he'll get a defensive benefit (usually -1 or -2 to the attacker's to hit roll).
Notes: This system prevents a clever player from exploiting the non-simultaneous sequence of play by requiring him to expose himself to fire if he intends to fire past his cover. It also requires the cowards to declare their cowardice...
Continued
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