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The CT Personal Combat Round Experiment...

--First Segment of Round 1--


Klue moves first, but he decides to hold his action. For this round, Klue's initiative become 24.

Which means Dexter gets to act first. Dexter decides to run, and he is moved 8 squares (12 meters) for his first action.

Next it's Terran's turn. Terran fires his weapon at Dexter. This is a single snaphot (not panic fire), so no penalties are applied. Terran's shot is resolved. He fires and misses.

With initiative 19, Russlin moves next. Being Dexter's friend, he covers for Dexter to run away. Russlin fires at Terran, but Russlin uses panic fire. Russlin makes three attack throws against Terran, all three attacks assigned a -2DM.

One shot misses, but two hit, doing damage to Terran. But, damage is low. Terran is still standing, having been grazed by Russlin's fire. Terran has two of his physical stats reduced due to this damage, including his DEX, which is now DEX-A.

Now, finally, it's Klue's turn, who was holding his action. As one of Terran's compartiots, he decides to return fire at Russlin. It's a single shot. He fires and misses.


=========================
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.
 
--First Segment of Round 1--


Klue moves first, but he decides to hold his action. For this round, Klue's initiative become 24.

Which means Dexter gets to act first. Dexter decides to run, and he is moved 8 squares (12 meters) for his first action.

Next it's Terran's turn. Terran fires his weapon at Dexter. This is a single snaphot (not panic fire), so no penalties are applied. Terran's shot is resolved. He fires and misses.

With initiative 19, Russlin moves next. Being Dexter's friend, he covers for Dexter to run away. Russlin fires at Terran, but Russlin uses panic fire. Russlin makes three attack throws against Terran, all three attacks assigned a -2DM.

One shot misses, but two hit, doing damage to Terran. But, damage is low. Terran is still standing, having been grazed by Russlin's fire. Terran has two of his physical stats reduced due to this damage, including his DEX, which is now DEX-A.

Now, finally, it's Klue's turn, who was holding his action. As one of Terran's compartiots, he decides to return fire at Russlin. It's a single shot. He fires and misses.


=========================
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.
 
--Second Segment of Round 1--


That was the first segment of this round. All characters performed their first actions.

Now, in this second segment of the round, all characters will have an opportunity at a second action during the round provided they pass the Extra Action check.


-------------------
Initiative for the entire round remains the same, so we begin again with Dexter. He's attempting to flee around the corner. Since Dexter used a Run action during his first segment, the only action he can make this round is a second run action (if he decides to make a second action).

The second action check is DEX or less on 1D, and since Dexter's DEX is 6, this is automatic. Dexter can continue running if he wants to.

He does. He moves 8 more squares (12 more meters), taking him around the corner and out of the fight. He's going to get help.

Since Dexter has now performed two run actions, he is done for the round. He can perform no more actions this round.


------------------------
And this brings us to Terran. He wanted to fire at Dexter again, but Dexter is now out of sight, around the corner from the other side of the room. Terran decides to fire at Dexter's compatriot, Russlin (who wounded him a few seconds ago), but before he can take that shot, Terran must pass the second action check.

With his DEX-A, even reduced with damage, Terran is able to make a second action (10 or less is automatic on 1D), so Terran tries panic fire at Russlin.

Panic fire allows Terran three pulls of his weapon's trigger, but at a -2DM to each attack. And now, since this second action Terran is taking is an Extra Action, all Extra Actions are penalized with a -2DM. Stacking these two modifiers, all three of Terran's shots are penalized with a -4DM.

Terran fires all three times at Russlin, and all three shots miss.


--------------------
Now, it's Russlin's turn. Terran has just fired three shots at him, but, luckly, Terran missed all three times. Russlin knows Klue, Terran's buddy, will move last in the segment, so Russlin decides to drop down to one knee, disappearing behind some furniture, making himself not a target.

But, he cannot make another action without passing the Extra Action check. Since Russlin's DEX is 2, he will have to roll 2 or less on 1D in order to perform his intended action.

He rolls a 5.

That means Russlin can take no more actions this round. He's done. And, he was not able to drop down behind the furniture. He's standing right where he was.


--------------------
Klue is last to move in the round. He sees Russlin standing there. He decides to walk up next to Terran for his action this segment (walk is 4 squares or 6 meters per action, and only two walk actions can be performed in a round).

Since Klue's DEX is A, he automatically passes the Extra Action check of 1D.

Now, Klue is standing next to Terran.


=========================
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.
 
--Second Segment of Round 1--


That was the first segment of this round. All characters performed their first actions.

Now, in this second segment of the round, all characters will have an opportunity at a second action during the round provided they pass the Extra Action check.


-------------------
Initiative for the entire round remains the same, so we begin again with Dexter. He's attempting to flee around the corner. Since Dexter used a Run action during his first segment, the only action he can make this round is a second run action (if he decides to make a second action).

The second action check is DEX or less on 1D, and since Dexter's DEX is 6, this is automatic. Dexter can continue running if he wants to.

He does. He moves 8 more squares (12 more meters), taking him around the corner and out of the fight. He's going to get help.

Since Dexter has now performed two run actions, he is done for the round. He can perform no more actions this round.


------------------------
And this brings us to Terran. He wanted to fire at Dexter again, but Dexter is now out of sight, around the corner from the other side of the room. Terran decides to fire at Dexter's compatriot, Russlin (who wounded him a few seconds ago), but before he can take that shot, Terran must pass the second action check.

With his DEX-A, even reduced with damage, Terran is able to make a second action (10 or less is automatic on 1D), so Terran tries panic fire at Russlin.

Panic fire allows Terran three pulls of his weapon's trigger, but at a -2DM to each attack. And now, since this second action Terran is taking is an Extra Action, all Extra Actions are penalized with a -2DM. Stacking these two modifiers, all three of Terran's shots are penalized with a -4DM.

Terran fires all three times at Russlin, and all three shots miss.


--------------------
Now, it's Russlin's turn. Terran has just fired three shots at him, but, luckly, Terran missed all three times. Russlin knows Klue, Terran's buddy, will move last in the segment, so Russlin decides to drop down to one knee, disappearing behind some furniture, making himself not a target.

But, he cannot make another action without passing the Extra Action check. Since Russlin's DEX is 2, he will have to roll 2 or less on 1D in order to perform his intended action.

He rolls a 5.

That means Russlin can take no more actions this round. He's done. And, he was not able to drop down behind the furniture. He's standing right where he was.


--------------------
Klue is last to move in the round. He sees Russlin standing there. He decides to walk up next to Terran for his action this segment (walk is 4 squares or 6 meters per action, and only two walk actions can be performed in a round).

Since Klue's DEX is A, he automatically passes the Extra Action check of 1D.

Now, Klue is standing next to Terran.


=========================
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.
 
--Third Segment of Round 1--


Dexter can take no more actions during this round because he performed two run actions earlier.

Russlin cannot make any more moves this round because he bricked his Extra Action check during the second segment.

So now, it's Terran's turn. If he can roll 10 or less (DEX-A) on 2D, he will be able to make a third action this round.

Terran rolls a 7. He can make another action.

Terran wants to take aim and fire at Russlin, but an aim shot (with the aim bonuses) is only allowed when that character performs only the aim during the round. Terran has already performed two actions this round, so he cannot aim this round (not enough time).

Instead, Terran performs another another panic fire attack at Russlin. Terran squeezes the trigger three more times, and three more attack rolls are made. Each roll is made at a -4DM (-2DM for panic fire; -2DM for the Extra Action penalty).

And all three shots miss.


---------------------------
Last in the round is Klue. He can make a third action this round if he rolls his DEX or less on 2D.

His DEX is 10. He rolls 11.

Klue is done this round. All his actions are completed.


=========================
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.
 
--Third Segment of Round 1--


Dexter can take no more actions during this round because he performed two run actions earlier.

Russlin cannot make any more moves this round because he bricked his Extra Action check during the second segment.

So now, it's Terran's turn. If he can roll 10 or less (DEX-A) on 2D, he will be able to make a third action this round.

Terran rolls a 7. He can make another action.

Terran wants to take aim and fire at Russlin, but an aim shot (with the aim bonuses) is only allowed when that character performs only the aim during the round. Terran has already performed two actions this round, so he cannot aim this round (not enough time).

Instead, Terran performs another another panic fire attack at Russlin. Terran squeezes the trigger three more times, and three more attack rolls are made. Each roll is made at a -4DM (-2DM for panic fire; -2DM for the Extra Action penalty).

And all three shots miss.


---------------------------
Last in the round is Klue. He can make a third action this round if he rolls his DEX or less on 2D.

His DEX is 10. He rolls 11.

Klue is done this round. All his actions are completed.


=========================
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.
 
--Fourth Segment of Round 1--


Dexter, Russlin, and Klue have all completed their rounds. The only person left that can act during this round is Terran.

Terran wants to use this opportunity to close distance on Russlin. His last several shots at Russlin have missed (plus, Terran is not a good shot with Skill-0), so Terran wants to perform a walk action this segment (he cannot perform a run action because he has performed other actions earlier in the round--when performing a run action, the only actions a character can make during the round are up to two run actions with no other type of actions allowed).

In order to be able to perform his walk action (and close distance with Russlin), Terran must make the Extra Action check for this fourth action. He must roll his DEX-A or less on 3D.

He rolls 12.

Terran does not get a fourth action.

The round is complete.


=========================
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.
 
--Fourth Segment of Round 1--


Dexter, Russlin, and Klue have all completed their rounds. The only person left that can act during this round is Terran.

Terran wants to use this opportunity to close distance on Russlin. His last several shots at Russlin have missed (plus, Terran is not a good shot with Skill-0), so Terran wants to perform a walk action this segment (he cannot perform a run action because he has performed other actions earlier in the round--when performing a run action, the only actions a character can make during the round are up to two run actions with no other type of actions allowed).

In order to be able to perform his walk action (and close distance with Russlin), Terran must make the Extra Action check for this fourth action. He must roll his DEX-A or less on 3D.

He rolls 12.

Terran does not get a fourth action.

The round is complete.


=========================
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.
 
--Initiative for Round 2--


Now, we move into round two. All four characters (because they're all four still alive and conscious) roll for initiative again.

Dexter (around the corner), rolls 6, -1 for INT, resulting in Initiative 5.

Russlin rolls 8, -1 for INT, but +10 for Morale, resulting in Initiative 17.

Terran rolls 2, +2 for two stats being wounded, -1 for INT, resulting in Initiative 3.

Klue rolls 5, -1 for INT, resulting in Initiative 4.


Terran acts first, followed by Klue, followed by Dexter, followed by Russlin.

I'm going to end this example here, but with both Terran and Klue going before Russlin (and Dexter out of sight around the corner), I don't have high hopes for Russlin making it out of this scenario alive.

Let's hope Terran and Klue have a change of heart and want to capture him.
 
--Initiative for Round 2--


Now, we move into round two. All four characters (because they're all four still alive and conscious) roll for initiative again.

Dexter (around the corner), rolls 6, -1 for INT, resulting in Initiative 5.

Russlin rolls 8, -1 for INT, but +10 for Morale, resulting in Initiative 17.

Terran rolls 2, +2 for two stats being wounded, -1 for INT, resulting in Initiative 3.

Klue rolls 5, -1 for INT, resulting in Initiative 4.


Terran acts first, followed by Klue, followed by Dexter, followed by Russlin.

I'm going to end this example here, but with both Terran and Klue going before Russlin (and Dexter out of sight around the corner), I don't have high hopes for Russlin making it out of this scenario alive.

Let's hope Terran and Klue have a change of heart and want to capture him.
 
--MELEE COMBAT--


Since I'm describing how I'm running the combat round, it's probably appropriate to also describe the changes I've made to melee combat.

The standard 8+ throw is needed to hit, but I am using DMs to both the attack throw and the damage throw (and I'm using a hit location chart).

(Simply ignore the UGM Natural Ability DM if you do not use the UGM task system. Likewise, you can ignore the Weapon Block penalty I adapted from MT.)


DMs to the Melee Attack Throw
------------------------------

+DM ... Skill
-DM ... Defender's Skill (if appropriate)

+/-DM ... STR DM (from CT weapon charts)
+1DM ... Natural Ability DM (from UGM)

-DM ... Weakened Blow DM (from CT)
-DM ... Defender's Block DM (from MT)

+/-DM ... Range DM (from CT weapon charts)
-2DM ... Extra Action Penalty


DMs to the Melee Damage Throw
-----------------------------

-AV ... Armor Value (from Striker/MT)
+/-DM ... Armor Adjustment DM (from CT weapon charts)

+/-DM ... STR DM (from CT weapon charts)

-DM ... Weakened Blow DM (from CT)

-2DM ... Extra Action Penalty
 
--MELEE COMBAT--


Since I'm describing how I'm running the combat round, it's probably appropriate to also describe the changes I've made to melee combat.

The standard 8+ throw is needed to hit, but I am using DMs to both the attack throw and the damage throw (and I'm using a hit location chart).

(Simply ignore the UGM Natural Ability DM if you do not use the UGM task system. Likewise, you can ignore the Weapon Block penalty I adapted from MT.)


DMs to the Melee Attack Throw
------------------------------

+DM ... Skill
-DM ... Defender's Skill (if appropriate)

+/-DM ... STR DM (from CT weapon charts)
+1DM ... Natural Ability DM (from UGM)

-DM ... Weakened Blow DM (from CT)
-DM ... Defender's Block DM (from MT)

+/-DM ... Range DM (from CT weapon charts)
-2DM ... Extra Action Penalty


DMs to the Melee Damage Throw
-----------------------------

-AV ... Armor Value (from Striker/MT)
+/-DM ... Armor Adjustment DM (from CT weapon charts)

+/-DM ... STR DM (from CT weapon charts)

-DM ... Weakened Blow DM (from CT)

-2DM ... Extra Action Penalty
 
--ARMOR--

I am using the Armor Value provided in Striker (and MT) to reduce damage (as noted above). And, since different weapons and different types of amunition have varying penetration capability, I apply the positive or negative Armor DM shown on the CT weapon charts to the Damage roll (not the attack throw).

Here's an example of why I am doing this:

Cloth Armor is AV5. No Armor is AV0.

An animal's thrasher, a fixed bayonet, a body pistol, an autopistol, and an autorifle all do 3D damage.

But...when you apply the DMs from the CT Armor Chart, these weapons all end up doing various damage vs. Cloth (different penetration value) or vs. an unarmed target.

Thrasher does 3D -1 vs. Cloth and 3D +7 vs. an unarmed man.

A fixed bayonet does 3D -6 vs. Cloth and 3D +2 vs. an unarmed man.

A body pistol does 3D -9 vs. Cloth and 3D vs. an unarmed man.

An autopistol does 3D -8 vs. Cloth and 3D +1 vs. an unarmed man.

An autorifle does 3D -6 vs. Cloth and 3D +6 vs. an unarmed man.


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

If you want to use this method in your game, here are the Armor Values for all armor listed in LBB1.

Jack is AV1 vs. melee weapons only (AV0 vs. all other types of damage).

Mesh is AV2.

Cloth is AV5.

Reflec is AV 10 vs. laser only (AV0 vs. all other types of damage).

Ablat is AV6 vs. laser and AV1 vs. all other types of damage.

A Vacc Suit is AV5.

Combat Armor is AV8.

Battle Dress is AV10.
 
--ARMOR--

I am using the Armor Value provided in Striker (and MT) to reduce damage (as noted above). And, since different weapons and different types of amunition have varying penetration capability, I apply the positive or negative Armor DM shown on the CT weapon charts to the Damage roll (not the attack throw).

Here's an example of why I am doing this:

Cloth Armor is AV5. No Armor is AV0.

An animal's thrasher, a fixed bayonet, a body pistol, an autopistol, and an autorifle all do 3D damage.

But...when you apply the DMs from the CT Armor Chart, these weapons all end up doing various damage vs. Cloth (different penetration value) or vs. an unarmed target.

Thrasher does 3D -1 vs. Cloth and 3D +7 vs. an unarmed man.

A fixed bayonet does 3D -6 vs. Cloth and 3D +2 vs. an unarmed man.

A body pistol does 3D -9 vs. Cloth and 3D vs. an unarmed man.

An autopistol does 3D -8 vs. Cloth and 3D +1 vs. an unarmed man.

An autorifle does 3D -6 vs. Cloth and 3D +6 vs. an unarmed man.


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

If you want to use this method in your game, here are the Armor Values for all armor listed in LBB1.

Jack is AV1 vs. melee weapons only (AV0 vs. all other types of damage).

Mesh is AV2.

Cloth is AV5.

Reflec is AV 10 vs. laser only (AV0 vs. all other types of damage).

Ablat is AV6 vs. laser and AV1 vs. all other types of damage.

A Vacc Suit is AV5.

Combat Armor is AV8.

Battle Dress is AV10.
 
--Melee Example--

Terran Tukera
STR-4
Cutlass-1


Terran is swinging his cutlass at an opponent in Jack armor. Terran will need a 8+ to succeed in hitting his opponent.

He rolls 8.

+1DM ... for skill
+0DM ... no appropriate opponent skill
-2DM ... cutlass STR penalty
+0DM ... no UGM Natural Ability bonus
+0DM ... no weakened blow DM.
-1DM ... Defender's Block DM.
+2DM ... Short Range DM (CT charts)
+0DM ... no Extra Action Penalty
----
+0DM

Terran hits, barely, with an 8.

The cutlass does 3D damage.

He rolls 8 points of damage.

-1AV ... Jack is AV1 vs. melee weapons
+3DM ... Cutlass vs. Jack (CT charts)
-2DM ... Cutlass STR penalty (CT charts)
+0DM ... no weakened blow penalty
+0DM ... no Extra Action penalty
----
+0DM

Terran does 8 points of damage to his opponent.
 
--Melee Example--

Terran Tukera
STR-4
Cutlass-1


Terran is swinging his cutlass at an opponent in Jack armor. Terran will need a 8+ to succeed in hitting his opponent.

He rolls 8.

+1DM ... for skill
+0DM ... no appropriate opponent skill
-2DM ... cutlass STR penalty
+0DM ... no UGM Natural Ability bonus
+0DM ... no weakened blow DM.
-1DM ... Defender's Block DM.
+2DM ... Short Range DM (CT charts)
+0DM ... no Extra Action Penalty
----
+0DM

Terran hits, barely, with an 8.

The cutlass does 3D damage.

He rolls 8 points of damage.

-1AV ... Jack is AV1 vs. melee weapons
+3DM ... Cutlass vs. Jack (CT charts)
-2DM ... Cutlass STR penalty (CT charts)
+0DM ... no weakened blow penalty
+0DM ... no Extra Action penalty
----
+0DM

Terran does 8 points of damage to his opponent.
 
--Hit Location--


Since trained combatants generally aim for the center of mass, all successful attack rolls that result in an EVEN number are considered to hit their opponents torso.

This means, 50% of the time, you don't have to roll on the hit location chart--when the attack roll is even, you know the target's torso was hit.

When the attack is odd (the other half of the time) we roll 1D on the hit location chart to see where the blow landed (or bullet struck).

1. Head
2. Torso
3. L. Arm
4. R. Arm
5. L. Leg
6. R. Leg


Notice that even numbers on the chart represent the right side of the body while odd numbers represent the left side of the body.

Also note that it is possible to skew results on this table. A negative DM will skew results to the upper part of the body, and a positive DM will skew results to the lower part of the body.

When fighting animals, for example, the GM may want to add a +1 to the hit location chart making it more likely the lowerpart of the body (especially the legs--with three chances to hit them) will be hit.
 
--Hit Location--


Since trained combatants generally aim for the center of mass, all successful attack rolls that result in an EVEN number are considered to hit their opponents torso.

This means, 50% of the time, you don't have to roll on the hit location chart--when the attack roll is even, you know the target's torso was hit.

When the attack is odd (the other half of the time) we roll 1D on the hit location chart to see where the blow landed (or bullet struck).

1. Head
2. Torso
3. L. Arm
4. R. Arm
5. L. Leg
6. R. Leg


Notice that even numbers on the chart represent the right side of the body while odd numbers represent the left side of the body.

Also note that it is possible to skew results on this table. A negative DM will skew results to the upper part of the body, and a positive DM will skew results to the lower part of the body.

When fighting animals, for example, the GM may want to add a +1 to the hit location chart making it more likely the lowerpart of the body (especially the legs--with three chances to hit them) will be hit.
 
--FIRE COMBAT--


Fire Combat is similar to Melee Combat--there's just less DMs to contend with.

Fire Combat succeeds on the usual 8+ attack throw.


DMs to the Fire Combat Attack Throw
------------------------------------

+DM ... Skill

+/-DM ... DEX DM (from CT weapon charts)
+DM ... Natural Ability DM (from UGM)

+/-DM ... Range DM (from CT weapon charts)
-2DM ... Extra Action Penalty
-2DM ... Panic Fire DM


DMs to the Fire Combat Damage Throw
-----------------------------------

-AV ... Armor Value (from Striker/MT)
+/-DM ... Armor Adjustment (from CT weapon charts)
 
--FIRE COMBAT--


Fire Combat is similar to Melee Combat--there's just less DMs to contend with.

Fire Combat succeeds on the usual 8+ attack throw.


DMs to the Fire Combat Attack Throw
------------------------------------

+DM ... Skill

+/-DM ... DEX DM (from CT weapon charts)
+DM ... Natural Ability DM (from UGM)

+/-DM ... Range DM (from CT weapon charts)
-2DM ... Extra Action Penalty
-2DM ... Panic Fire DM


DMs to the Fire Combat Damage Throw
-----------------------------------

-AV ... Armor Value (from Striker/MT)
+/-DM ... Armor Adjustment (from CT weapon charts)
 
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