Combat in Traveller5
I seek the impossible combat system. The fact that is is impossible doesn't stop me from seeking it.
Traveller's rules are primarily about choice and consistency, more or less depending on which part of the system you're working with. So should be combat.
Who Are You?
Three different creative agendas are: consistency; nuanced characters; a good story. I tend to go for nuance and consistency, sometimes in that order of importance. You'll have a different order and emphasis. I am not "narrativist", but, I have no real knowledge of weapons, and have little time for gaming.
In short, I am a good play-tester for combat in some ways, but also an unsuitable play-tester for combat in other ways.
ROB'S CURRENT RULES (EDIT #7)
Setup: Tactics Mod (not a pool) rolled by character with highest Tactics skill, per T5.
This is the T5.09 section on Tactics.
WHO GOES FIRST? Is moved to here.
THE COMBAT ROUND
1. Sitrep by referee.
2. Decision. Each player states his characters' action:
- Evade. Character may not make any attacks or parries. +2D difficulty to being hit.
- Move. Character may open or close distance to opponents, and may attack or parry.
- Operate a Vehicle, Heavy Weapons, Explosives, etc. Character may not make other attacks or parries.
- Take Cover.
T5.09 Cover and Concealment, heavily modified for the following:
If taking cover behind sufficient protection, the character may be attacked at +2D difficulty. If cover is merely concealing him, then the character makes an average Stealth roll each turn to remain hidden. If the Stealth roll fails, he may be attacked that round at a +1D difficulty.
If taking cover before combat, he may not be attacked
until he reveals his position by making an attack.
3. Resolve Action.
THE COMBAT PROCESS
1. Roll to Hit. This is T5.09 Step 1, except for Melee Attack:
Melee Attack: 2D < Characteristic + Skill ( - Burden )
- 3D if the opponent has a longer reach.
- Lowest success hits.
- Use the weapon's Burden as a negative DM.
- If Unarmed, damage is equal to the Dice Rating for STR.
2. Roll for Damage and Penetration. This is T5.09 Step 3 with the following changes:
Armor is not destroyed when penetrated; rather, armor loses 10% of its original value. For example, when a hit penetrates Ar 42, it reduces to Ar 38. The second penetrating hit, it reduces to Ar 34, and so on.
For longer combat sessions, apply low die rolls to penetration first instead of high values.
3. Inflict Damage. This is T5.09 Step 4, with an additional note:
For longer combat sessions, allow players to allocate damage to characteristics.
T5.09's HITS AGAINST CHARACTERS is moved into this section.
THE ATTACK TASK
A summary is added at the top of this section:
Ranged Attack: Range [dice] < Characteristic + Skill ( - Burden )
- Attack not possible if Size < Range.
- If the weapon's Burden is not zero, use it as a negative DM.
- Minimum task 1D.Melee Attack: 2D < Characteristic + Skill ( - Burden ) - Defender's Characteristic - Defender's Skill
- 3D if the opponent has a longer reach.
- If the weapon's Burden is not zero, use it as a negative DM.
- If Unarmed, damage is equal to the Dice Rating for STR.
Ram/Impact Attack: 2D < Defender Dexterity - Impact Speed
Difficulty per T5.09.
The Target Number per T5.09.
Unskilled or Low Skill per T5.09.
Ranged Attack Modes drastically changed from T5.09 to support:
Burst Fire. Weapons capable of Burst Fire operate this way by default, making two attacks against the target. Single-fire mode may be specified instead. Types which fall into this category include Machine, Accelerator, Assault, Battle, Combat, and Gauss Guns.
Full Auto makes three attacks against the target.
Shotguns and Support Weapons also attack up to two adjacent targets. Support Weapons also typically use Burst Fire (see above).
[No Speed Mods section]
[Target Size mod moved to Special Considerations]
[Cover and Concealment moved to Decision mode]
[No "Cover Me"/Fire Suppression section]
Technological Means per T5.09.
[Tactics section moved in front of the combat round section.]
[Designator fire moved to Special Considerations]
[HITS AGAINST CHARACTERS is moved into the "Inflict Damage" section]
[HITS AGAINST OBJECTS is moved to Special Considerations]
[WHO GOES FIRST? is moved to the SETUP section]
SPECIAL CONSIDERATIONS
Ammunition Check. If the players want to track ammo, these guidelines can help. Reloading is typically done when evading or under cover; when Moving, however, there is no reloading possible. If ammunition is depleted, the character must stop and take cover for a round to reload. Make a Check Ammo (2D) task against the weapon's TL to verify that ammunition remains; +1D when in burst mode, and +1D for pistols and exotic weapons. On failure, the weapon is empty, and the character cannot fire this round. Alternately, the round capacity of the weapon under use can be decided before combat. To reload, the character must not take a Move action in the next round.
Blast and Frag damage attack everyone close to the target with the task roll Range [dice] < Weapon TL.
Cautious and Hasty. -1D when Cautious, but the attack is rolled in the next combat round, and a Hit Location may be specified. +1D when Hasty; on success, the target cannot attack or operate equipment for the rest of this combat round.
Designator Fire per T5.09.
Drawing a weapon increases an attack task by +1D.
Explosions per T5.09.
Falling. Per T5.09.
Hits Against Objects per T5.09.
Knockback. Per T5.09.
Parrying uses Skill level as a negative DM against the attacker.
Power Settings. Weapons which have Power Settings (P1, P2, and P3) modify damage as follows: P2 rolls twice damage, and rolls 2D < Quality to avoid a malfunction; P3 rolls thrice damage, and rolls 3D < Quality to avoid a malfunction.
Size of Target. +1D if the target is smaller than human (e.g. Size 4 or less). -1D if the target is larger than human (e.g. Size 6 or greater).
Throwing Blades, Grenades, or Improvised Weapons is a 3D task.
Unaware Targets. -1D if the target is unaware, unconscious, or unsuspecting.
I seek the impossible combat system. The fact that is is impossible doesn't stop me from seeking it.
Traveller's rules are primarily about choice and consistency, more or less depending on which part of the system you're working with. So should be combat.
Who Are You?
Three different creative agendas are: consistency; nuanced characters; a good story. I tend to go for nuance and consistency, sometimes in that order of importance. You'll have a different order and emphasis. I am not "narrativist", but, I have no real knowledge of weapons, and have little time for gaming.
In short, I am a good play-tester for combat in some ways, but also an unsuitable play-tester for combat in other ways.
ROB'S CURRENT RULES (EDIT #7)
Setup: Tactics Mod (not a pool) rolled by character with highest Tactics skill, per T5.
This is the T5.09 section on Tactics.
WHO GOES FIRST? Is moved to here.
THE COMBAT ROUND
1. Sitrep by referee.
2. Decision. Each player states his characters' action:
- Evade. Character may not make any attacks or parries. +2D difficulty to being hit.
- Move. Character may open or close distance to opponents, and may attack or parry.
- Operate a Vehicle, Heavy Weapons, Explosives, etc. Character may not make other attacks or parries.
- Take Cover.
T5.09 Cover and Concealment, heavily modified for the following:
If taking cover behind sufficient protection, the character may be attacked at +2D difficulty. If cover is merely concealing him, then the character makes an average Stealth roll each turn to remain hidden. If the Stealth roll fails, he may be attacked that round at a +1D difficulty.
If taking cover before combat, he may not be attacked
until he reveals his position by making an attack.
3. Resolve Action.
THE COMBAT PROCESS
1. Roll to Hit. This is T5.09 Step 1, except for Melee Attack:
Melee Attack: 2D < Characteristic + Skill ( - Burden )
- 3D if the opponent has a longer reach.
- Lowest success hits.
- Use the weapon's Burden as a negative DM.
- If Unarmed, damage is equal to the Dice Rating for STR.
2. Roll for Damage and Penetration. This is T5.09 Step 3 with the following changes:
Armor is not destroyed when penetrated; rather, armor loses 10% of its original value. For example, when a hit penetrates Ar 42, it reduces to Ar 38. The second penetrating hit, it reduces to Ar 34, and so on.
For longer combat sessions, apply low die rolls to penetration first instead of high values.
3. Inflict Damage. This is T5.09 Step 4, with an additional note:
For longer combat sessions, allow players to allocate damage to characteristics.
T5.09's HITS AGAINST CHARACTERS is moved into this section.
THE ATTACK TASK
A summary is added at the top of this section:
Ranged Attack: Range [dice] < Characteristic + Skill ( - Burden )
- Attack not possible if Size < Range.
- If the weapon's Burden is not zero, use it as a negative DM.
- Minimum task 1D.Melee Attack: 2D < Characteristic + Skill ( - Burden ) - Defender's Characteristic - Defender's Skill
- 3D if the opponent has a longer reach.
- If the weapon's Burden is not zero, use it as a negative DM.
- If Unarmed, damage is equal to the Dice Rating for STR.
Ram/Impact Attack: 2D < Defender Dexterity - Impact Speed
Difficulty per T5.09.
The Target Number per T5.09.
Unskilled or Low Skill per T5.09.
Ranged Attack Modes drastically changed from T5.09 to support:
Burst Fire. Weapons capable of Burst Fire operate this way by default, making two attacks against the target. Single-fire mode may be specified instead. Types which fall into this category include Machine, Accelerator, Assault, Battle, Combat, and Gauss Guns.
Full Auto makes three attacks against the target.
Shotguns and Support Weapons also attack up to two adjacent targets. Support Weapons also typically use Burst Fire (see above).
[No Speed Mods section]
[Target Size mod moved to Special Considerations]
[Cover and Concealment moved to Decision mode]
[No "Cover Me"/Fire Suppression section]
Technological Means per T5.09.
[Tactics section moved in front of the combat round section.]
[Designator fire moved to Special Considerations]
[HITS AGAINST CHARACTERS is moved into the "Inflict Damage" section]
[HITS AGAINST OBJECTS is moved to Special Considerations]
[WHO GOES FIRST? is moved to the SETUP section]
SPECIAL CONSIDERATIONS
Blast and Frag damage attack everyone close to the target with the task roll Range [dice] < Weapon TL.
Cautious and Hasty. -1D when Cautious, but the attack is rolled in the next combat round, and a Hit Location may be specified. +1D when Hasty; on success, the target cannot attack or operate equipment for the rest of this combat round.
Designator Fire per T5.09.
Drawing a weapon increases an attack task by +1D.
Explosions per T5.09.
Falling. Per T5.09.
Hits Against Objects per T5.09.
Knockback. Per T5.09.
Parrying uses Skill level as a negative DM against the attacker.
Power Settings. Weapons which have Power Settings (P1, P2, and P3) modify damage as follows: P2 rolls twice damage, and rolls 2D < Quality to avoid a malfunction; P3 rolls thrice damage, and rolls 3D < Quality to avoid a malfunction.
Size of Target. +1D if the target is smaller than human (e.g. Size 4 or less). -1D if the target is larger than human (e.g. Size 6 or greater).
Throwing Blades, Grenades, or Improvised Weapons is a 3D task.
Unaware Targets. -1D if the target is unaware, unconscious, or unsuspecting.
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