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The CT Personal Combat Round Experiment...

--MORALE--


We throw initiative each round, but each round is divided into segments. The entire round lasts the official 15 seconds, and the round segments last 3-5 seconds each.

MORALE - Each character is rated with a morale number as detailed in Book 4 (also described in Striker).

Basically, characters from non-military careers have a morale rating of: 1D + Tactics skill.

Characters from military careers have a morale rating of: 1D +1 + Tactics skill + Number of Terms.

After initiative is thrown, the character with the lowest initiative number moves first.
 
--MORALE--


We throw initiative each round, but each round is divided into segments. The entire round lasts the official 15 seconds, and the round segments last 3-5 seconds each.

MORALE - Each character is rated with a morale number as detailed in Book 4 (also described in Striker).

Basically, characters from non-military careers have a morale rating of: 1D + Tactics skill.

Characters from military careers have a morale rating of: 1D +1 + Tactics skill + Number of Terms.

After initiative is thrown, the character with the lowest initiative number moves first.
 
=============================================
THROWING INITITIAVE


INITIATIVE = 2D for Morale or less

DMs
---
-1DM ... if throw equal to or less than INT.
+1DM ... if one physical stat lowered due to wnds.
+2DM ... if two physical stats lowered due to wnds.
+4DM ... if all three physical stats lowered due to wnds.


----------------------------------------------
Results...

INIT = Throw ... if Morale or less is thrown.

INIT = Throw +10 ... if throw is greater than Morale.


Add +20 to a character's initiative number if the Hold Action is used.

A character "holding his action" is electing to move later in the round (on his new initiative number), giving up the opportunity to move first in favor of waiting to see what others will do.
 
=============================================
THROWING INITITIAVE


INITIATIVE = 2D for Morale or less

DMs
---
-1DM ... if throw equal to or less than INT.
+1DM ... if one physical stat lowered due to wnds.
+2DM ... if two physical stats lowered due to wnds.
+4DM ... if all three physical stats lowered due to wnds.


----------------------------------------------
Results...

INIT = Throw ... if Morale or less is thrown.

INIT = Throw +10 ... if throw is greater than Morale.


Add +20 to a character's initiative number if the Hold Action is used.

A character "holding his action" is electing to move later in the round (on his new initiative number), giving up the opportunity to move first in favor of waiting to see what others will do.
 
--THE COMBAT ROUND--

STEP 1: Throw initiative for each participant in the combat round.

STEP 2: In initiative order, resolve first actions during the round.

STEP 3: In initiative order, resolve second actions during the round.

STEP 4: In initiative order, resolve third actions during the round.

STEP 5: Continue in this manner until all characters have exhaused all actions.
 
--THE COMBAT ROUND--

STEP 1: Throw initiative for each participant in the combat round.

STEP 2: In initiative order, resolve first actions during the round.

STEP 3: In initiative order, resolve second actions during the round.

STEP 4: In initiative order, resolve third actions during the round.

STEP 5: Continue in this manner until all characters have exhaused all actions.
 
--MULTIPLE ACTIONS--


Any character can make perform one action (first action) during the round with no penalty and no check.

Any action attempted after the first is considered an Extra Action (second, third, and any other actions are all Extra Actions). Extra Actions require a check and are penalized with a -2DM.

Thus...

First Action ... a character makes does not require a check and is free of penalty.

Second Action ... a character makes can only be attempted if the character rolls his DEX or less on 1D. If successful, this Extra Action is penalized with a -2DM.

Third Action ... a character makes can only be attempted if the character rolls his DEX or less on 2D. If successful, this Extra Action is penalized with a -2DM.

Fourth Action ... a character makes can only be attempted if the character rolls his DEX or less on 3D. If successful, this Extra Action is penalized with a -2DM.

Fifth Action ... a character makes can only be attempted if the character rolls his DEX or less on 4D. if successful, this Extra Action is penalized with a -2DM.

ETC...

Once a character fails to make a check for an Extra Action, his round ends. He can perform no more actions until his initiative on the following round.


=========================
EDIT: As noted later in this thread, I made a mistake in that Extra Action checks are made against END score, not the DEX score.
 
--MULTIPLE ACTIONS--


Any character can make perform one action (first action) during the round with no penalty and no check.

Any action attempted after the first is considered an Extra Action (second, third, and any other actions are all Extra Actions). Extra Actions require a check and are penalized with a -2DM.

Thus...

First Action ... a character makes does not require a check and is free of penalty.

Second Action ... a character makes can only be attempted if the character rolls his DEX or less on 1D. If successful, this Extra Action is penalized with a -2DM.

Third Action ... a character makes can only be attempted if the character rolls his DEX or less on 2D. If successful, this Extra Action is penalized with a -2DM.

Fourth Action ... a character makes can only be attempted if the character rolls his DEX or less on 3D. If successful, this Extra Action is penalized with a -2DM.

Fifth Action ... a character makes can only be attempted if the character rolls his DEX or less on 4D. if successful, this Extra Action is penalized with a -2DM.

ETC...

Once a character fails to make a check for an Extra Action, his round ends. He can perform no more actions until his initiative on the following round.


=========================
EDIT: As noted later in this thread, I made a mistake in that Extra Action checks are made against END score, not the DEX score.
 
--MOVEMENT--

Characters can perform movement as any of their allowed actions, but only two movement actions can be undertaken in any one combat round.

Walking characters can move up to 5 squares (7.5 meters) in a movement action.

Running characters can move up to 10 squares (15 meters) in a movement action, but any character who runs during a round cannot perform any other action during that round except the second run action.


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


I used movement parameters from MT (15 meters per round walking and 30 meters per round running).

Should you only want to use CT movement, then simply replace the last two paragraphs above to this--

Walking characters can move up to 4 squares (6 meters) in a movement action.

Running characters can move up to 8 squares (12 meters) in a movement action, but any character who runs during a round cannot perform any other action during that round except the second run action.
 
--MOVEMENT--

Characters can perform movement as any of their allowed actions, but only two movement actions can be undertaken in any one combat round.

Walking characters can move up to 5 squares (7.5 meters) in a movement action.

Running characters can move up to 10 squares (15 meters) in a movement action, but any character who runs during a round cannot perform any other action during that round except the second run action.


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


I used movement parameters from MT (15 meters per round walking and 30 meters per round running).

Should you only want to use CT movement, then simply replace the last two paragraphs above to this--

Walking characters can move up to 4 squares (6 meters) in a movement action.

Running characters can move up to 8 squares (12 meters) in a movement action, but any character who runs during a round cannot perform any other action during that round except the second run action.
 
--PANIC FIRE--

This is a version of the rule found in Book 4.

A character using panic fire can pull the trigger on his weapon up to three times during one action. A -2DM is applied to each pull of the trigger. (If the action used for panic fire is an Extra Action, the penalties will combine for a -4DM to each of the three panic fire shots).

For example, one action can be used to pull the trigger of a revolover three times (three attack throws). Or, panic fire can be used to fire three bursts from an SMG (resulting in SIX! attack throws using the CT autofire rule--you don't want to screw with automatic weapons!).

Just remember that a -2DM is applied to each panic fire shot on top of other penalties (like the -2DM imposed for Extra Actions).
 
--PANIC FIRE--

This is a version of the rule found in Book 4.

A character using panic fire can pull the trigger on his weapon up to three times during one action. A -2DM is applied to each pull of the trigger. (If the action used for panic fire is an Extra Action, the penalties will combine for a -4DM to each of the three panic fire shots).

For example, one action can be used to pull the trigger of a revolover three times (three attack throws). Or, panic fire can be used to fire three bursts from an SMG (resulting in SIX! attack throws using the CT autofire rule--you don't want to screw with automatic weapons!).

Just remember that a -2DM is applied to each panic fire shot on top of other penalties (like the -2DM imposed for Extra Actions).
 
--AIMING--

Most attacks are snapshots. Should a character (a sniper, for example) take his time and aim, he will use the entire round (15 seconds) to aim and fire a single shot (no other actions allowed during the round).

Characters who aim benefit (attack throw and damage throw) from these bonuses based on range to the target:

+1DM ... Short or Close Range.
+2DM ... Medium Range.
+4DM ... Long or Very Long Range.
 
--AIMING--

Most attacks are snapshots. Should a character (a sniper, for example) take his time and aim, he will use the entire round (15 seconds) to aim and fire a single shot (no other actions allowed during the round).

Characters who aim benefit (attack throw and damage throw) from these bonuses based on range to the target:

+1DM ... Short or Close Range.
+2DM ... Medium Range.
+4DM ... Long or Very Long Range.
 
--LEADERSHIP--

Characters may try to "take command", using their Leader skill.

A player can indicate his character is asserting his leadership ability simply by stating so before initiative is thrown for the round.

The character with Leader skill throws initiative normally, and if his initiative throw is equal to or less than his own Morale rating, then that character's Leader skill level can be applied as a negative DM (beneficial) to the other initiative throws that follow.

For example, Bien has Leader-1, and it is stated that Bien is attempting to take command. Bien throws initiative normally. If his initiative throw results in a number that is equal to or less than Bien's morale rating, then a -1DM is applied to all other friendly inititiave throws that follow Bien.

In effect, Bien is leading other members of his party.

Only one leader is allowed per initiative throw--two leaders will not net multiple bonuses.
 
--LEADERSHIP--

Characters may try to "take command", using their Leader skill.

A player can indicate his character is asserting his leadership ability simply by stating so before initiative is thrown for the round.

The character with Leader skill throws initiative normally, and if his initiative throw is equal to or less than his own Morale rating, then that character's Leader skill level can be applied as a negative DM (beneficial) to the other initiative throws that follow.

For example, Bien has Leader-1, and it is stated that Bien is attempting to take command. Bien throws initiative normally. If his initiative throw results in a number that is equal to or less than Bien's morale rating, then a -1DM is applied to all other friendly inititiave throws that follow Bien.

In effect, Bien is leading other members of his party.

Only one leader is allowed per initiative throw--two leaders will not net multiple bonuses.
 
--COMBAT ROUND EXAMPLE--

Here's an example of a combat round using the rules I have outlined above.


Dexter: INT-B, Morale-B DEX-6.
Russlin: INT-A, Morale-3, DEX-2.
Terran: INT-A, Morale-9, DEX-C.
Klue: INT-E, Morale-5, DEX-A.


We're starting a combat round with these four characters.

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

We throw for initiative:

Dexter ... Throw 6 (-1 for INT). Initiative 5.

Russlin ... Throw 10 (-1 for INT, +10 for Morale). Initiave 19.

Terran ... Throw 9 (-1 for INT). Initiative 8.

Klue ... Throw 5 (-1 for INT). Initiative 4.

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


=========================
EDIT: As noted later in this thread, I made a mistake in that Extra Action checks are made against END score, not the DEX score.
 
--COMBAT ROUND EXAMPLE--

Here's an example of a combat round using the rules I have outlined above.


Dexter: INT-B, Morale-B DEX-6.
Russlin: INT-A, Morale-3, DEX-2.
Terran: INT-A, Morale-9, DEX-C.
Klue: INT-E, Morale-5, DEX-A.


We're starting a combat round with these four characters.

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

We throw for initiative:

Dexter ... Throw 6 (-1 for INT). Initiative 5.

Russlin ... Throw 10 (-1 for INT, +10 for Morale). Initiave 19.

Terran ... Throw 9 (-1 for INT). Initiative 8.

Klue ... Throw 5 (-1 for INT). Initiative 4.

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


=========================
EDIT: As noted later in this thread, I made a mistake in that Extra Action checks are made against END score, not the DEX score.
 
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