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Updated Classic Traveller Combat Sequence

INITIATIVE = 2D for Morale or less

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">DMs
+1 One Stat Wounded
+2 Two Stats Wounded
+4 Three Stats Wounded</pre>[/QUOTE]If check passes, Initiative is the number thrown. If check fails, Initiative is the number thrown +10.

Characters with low initiative act earliest in the round.


============
NOTE

A Morale score is recorded on each character's sheet. Morale is determined using the Striker/Book 4 method:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Civilian Character Morale = 1D +Tactics Skill
Military Character Morale = 1D +Tactics Skill +1 +number of Terms</pre>[/QUOTE]Morale scores run 1-15, just like stats. And, a character's Morale score can never be higher than his INT score.
 
INITIATIVE = 2D for Morale or less

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">DMs
+1 One Stat Wounded
+2 Two Stats Wounded
+4 Three Stats Wounded</pre>[/QUOTE]If check passes, Initiative is the number thrown. If check fails, Initiative is the number thrown +10.

Characters with low initiative act earliest in the round.


============
NOTE

A Morale score is recorded on each character's sheet. Morale is determined using the Striker/Book 4 method:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Civilian Character Morale = 1D +Tactics Skill
Military Character Morale = 1D +Tactics Skill +1 +number of Terms</pre>[/QUOTE]Morale scores run 1-15, just like stats. And, a character's Morale score can never be higher than his INT score.
 
Combat Round Actions

A character acts on his initiative number. 1 Combat Round = 15 seconds of game time.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Combat Round Choices
A. Hold Action
B. Watch Action
C. Supressive Fire
D. Evade
E. Move
F. Gun Combat Attack
G. Brawling or Blade Combat Swing</pre>[/QUOTE]--HOLD ACTION--
Character elects to go later in the round. Add +20 to his Initiative score and resolve the character's actions at that point in the round.


--WATCH ACTION--
Character is focused on a specific location (typically, his weapon is trained on a doorway or corridor entry), and his action is tripped when/if someone moves through that location. The character's action is held until it is triggered by an event, and if that event doesn't occur, the character spends the entire round "watching" the location chosen.

When the watch action is triggered, a "draw" situation is created, using the draw rule from pg. 43 of the Traveller Book.

For example, a character states he is watching an entry hatch, pointing his weapon, and will blast anyone who comes through. This character's action is held until such time that someone moves through the hatch, triggering the watch action. If someone does come through the hatch, the watch action is triggered, and a draw situation occurs:

The watching charcter rolls 2D + DEX while the other character moving through the hatch rolls 1D + DEX. The character with the higher draw acts first.

Note that the Watch Action can be used creatively as in a character holding another captive, gun to his head, moving along using the captive character as a shield. What this character is basically doing is "watching" and will attempt to blow his captive's head off should the action be triggered.


--SUPRESSIVE FIRE--
Supressive Fire is akin to the Watch Action, except that the character conducting supressive fire is actually firing his weapon at least once per round at the intended location. Should anyone come through the area being supressed, then the character conducting supressive fire gains automatic initiative on them rather than having to draw with them (as with the Watch Action). Supressive Fire can eat up a character's ammo.


--EVADE--
Evade is handled just as described in the Traveller Book, page 35. No attacks allowed.


--MOVE--
If a character moves during the round, he must move before performing any other actions. A character may crawl, walk (Speed 1), or run (Speed 2) as per normal CT rules: Speed 1 is movement of up to 8 combat squares per round while Speed 2 is movement of up to 16 squares.

NOTE: That combat assumes moving targets. Allow a DM +2 to hit stationary targets (although the target may evade if he is aware of the attack).
 
Combat Round Actions

A character acts on his initiative number. 1 Combat Round = 15 seconds of game time.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Combat Round Choices
A. Hold Action
B. Watch Action
C. Supressive Fire
D. Evade
E. Move
F. Gun Combat Attack
G. Brawling or Blade Combat Swing</pre>[/QUOTE]--HOLD ACTION--
Character elects to go later in the round. Add +20 to his Initiative score and resolve the character's actions at that point in the round.


--WATCH ACTION--
Character is focused on a specific location (typically, his weapon is trained on a doorway or corridor entry), and his action is tripped when/if someone moves through that location. The character's action is held until it is triggered by an event, and if that event doesn't occur, the character spends the entire round "watching" the location chosen.

When the watch action is triggered, a "draw" situation is created, using the draw rule from pg. 43 of the Traveller Book.

For example, a character states he is watching an entry hatch, pointing his weapon, and will blast anyone who comes through. This character's action is held until such time that someone moves through the hatch, triggering the watch action. If someone does come through the hatch, the watch action is triggered, and a draw situation occurs:

The watching charcter rolls 2D + DEX while the other character moving through the hatch rolls 1D + DEX. The character with the higher draw acts first.

Note that the Watch Action can be used creatively as in a character holding another captive, gun to his head, moving along using the captive character as a shield. What this character is basically doing is "watching" and will attempt to blow his captive's head off should the action be triggered.


--SUPRESSIVE FIRE--
Supressive Fire is akin to the Watch Action, except that the character conducting supressive fire is actually firing his weapon at least once per round at the intended location. Should anyone come through the area being supressed, then the character conducting supressive fire gains automatic initiative on them rather than having to draw with them (as with the Watch Action). Supressive Fire can eat up a character's ammo.


--EVADE--
Evade is handled just as described in the Traveller Book, page 35. No attacks allowed.


--MOVE--
If a character moves during the round, he must move before performing any other actions. A character may crawl, walk (Speed 1), or run (Speed 2) as per normal CT rules: Speed 1 is movement of up to 8 combat squares per round while Speed 2 is movement of up to 16 squares.

NOTE: That combat assumes moving targets. Allow a DM +2 to hit stationary targets (although the target may evade if he is aware of the attack).
 
Gun Combat Attack

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gun Combat Choices
A. Snapshot
B. Aimed Shot
C. Panic Fire
D. Rapid Fire</pre>[/QUOTE]--SNAPSHOT--
A snapshot is a normal gun combat attack. No bonuses, and no penalties. One attack per round.


--AIMED SHOT--
A snapshot is considered an aimed shot if the character does not move during the round. A DM +2 aiming bonus applies, and the aim bonus cannot be used at Close Range. Likewise, an Aimed Shot cannot be combined with either Panic Fire or Rapid Fire.


--PANIC FIRE--
Any weapon that can be fired rapidly can be used for Panic Fire (SMG, AutoPistol, Revolver, Shotgun...but not a bolt action carbine, crossbow/bow, or musket). Panic Fire allows for three attacks at a single target using a DM -2.

Note that the autofire rule allows for two attack throws per single autofire attack, so the Panic Fire rule allows for six attacks, at a DM -2, when using fully-automatic weapons.


--RAPID FIRE--
The Rapid Fire rule is akin to the Panic Fire rule except that Rapid Fire allows for an attack against three separate targets as long as the targets are within a 45 degree arc of the character conducting Rapid Fire. All Rapid Fire attacks are made at a penalty of DM -4.


=========================================


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">GUN COMBAT ATTACK DMs
DM
add Gun Combat Skill
add/sub DEX DM
add/sub Range DM
-2 Panic Fire
-4 Rapid Fire</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">GUN COMBAT DAMAGE DMs
DM
sub AV (Armor Value)
add/sub Armor Adjustment</pre>[/QUOTE]
 
Gun Combat Attack

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gun Combat Choices
A. Snapshot
B. Aimed Shot
C. Panic Fire
D. Rapid Fire</pre>[/QUOTE]--SNAPSHOT--
A snapshot is a normal gun combat attack. No bonuses, and no penalties. One attack per round.


--AIMED SHOT--
A snapshot is considered an aimed shot if the character does not move during the round. A DM +2 aiming bonus applies, and the aim bonus cannot be used at Close Range. Likewise, an Aimed Shot cannot be combined with either Panic Fire or Rapid Fire.


--PANIC FIRE--
Any weapon that can be fired rapidly can be used for Panic Fire (SMG, AutoPistol, Revolver, Shotgun...but not a bolt action carbine, crossbow/bow, or musket). Panic Fire allows for three attacks at a single target using a DM -2.

Note that the autofire rule allows for two attack throws per single autofire attack, so the Panic Fire rule allows for six attacks, at a DM -2, when using fully-automatic weapons.


--RAPID FIRE--
The Rapid Fire rule is akin to the Panic Fire rule except that Rapid Fire allows for an attack against three separate targets as long as the targets are within a 45 degree arc of the character conducting Rapid Fire. All Rapid Fire attacks are made at a penalty of DM -4.


=========================================


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">GUN COMBAT ATTACK DMs
DM
add Gun Combat Skill
add/sub DEX DM
add/sub Range DM
-2 Panic Fire
-4 Rapid Fire</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">GUN COMBAT DAMAGE DMs
DM
sub AV (Armor Value)
add/sub Armor Adjustment</pre>[/QUOTE]
 
Brawling or Blade Combat Swing

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Brawling or Blade Combat Choices
A. Combat Blow
B. Weakened Blow
C. Special Blow</pre>[/QUOTE]--COMBAT BLOW--
This is a normal Combat Blow as per CT rules.


--WEAKENED BLOW--
This is a normal Weakened Blow as per CT rules.


--SPECIAL BLOW--
This is a normal, GM defined, Special Blow as per CT rules.


=========================================


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Brawling and Blade Combat Attack DMs
DM
add Brawling or Blade Combat Skill
sub Defender's Skill
add/sub STR DM
sub Weakened Blow DM
sub Defender's Weapon Block DM
add/sub Range DM</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Brawling and Blade Combat Damage DMs
DM
sub AV (Armor Value)
add/sub Armor Adjustment
add/sub STR DM
sub Weakened Blow DM</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Defender's Weapon Block DM
DM Weapon
-1 Hands
-1 Claws
+0 Teeth
-1 Horns
+0 Hooves
+0 Stinger
-1 Thrasher
-1 Club
-1 Dagger
-2 Blade
-2 Foil
-2 Cutlass
-3 Sword
-2 Broadsword
-1 Bayonet
-1 Spear
-2 Halberd
+0 Pike
-1 Cudgel</pre>[/QUOTE]
 
Brawling or Blade Combat Swing

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Brawling or Blade Combat Choices
A. Combat Blow
B. Weakened Blow
C. Special Blow</pre>[/QUOTE]--COMBAT BLOW--
This is a normal Combat Blow as per CT rules.


--WEAKENED BLOW--
This is a normal Weakened Blow as per CT rules.


--SPECIAL BLOW--
This is a normal, GM defined, Special Blow as per CT rules.


=========================================


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Brawling and Blade Combat Attack DMs
DM
add Brawling or Blade Combat Skill
sub Defender's Skill
add/sub STR DM
sub Weakened Blow DM
sub Defender's Weapon Block DM
add/sub Range DM</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Brawling and Blade Combat Damage DMs
DM
sub AV (Armor Value)
add/sub Armor Adjustment
add/sub STR DM
sub Weakened Blow DM</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Defender's Weapon Block DM
DM Weapon
-1 Hands
-1 Claws
+0 Teeth
-1 Horns
+0 Hooves
+0 Stinger
-1 Thrasher
-1 Club
-1 Dagger
-2 Blade
-2 Foil
-2 Cutlass
-3 Sword
-2 Broadsword
-1 Bayonet
-1 Spear
-2 Halberd
+0 Pike
-1 Cudgel</pre>[/QUOTE]
 
ARMOR


Each armor type listed in CT has an associated Armor Value, taken from Striker.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Armor Value
Armor Type AV Note
Jack 0 AV1 vs. Brawling and Blade Combat weapons
Mesh 2
Cloth 5
Reflec 0 AV10 vs. Laser attacks
Ablat 1 AV6 vs. Laser attacks
Vacc Suit 5
Combat Armor 8
Battle Dress 10</pre>[/QUOTE]When the armor is struck by a weapon, the AV indicates how many damage points will be absorbed by the armor. Any damage in excess of the AV score indicates the armor has been penetrated.

In the game, defending players can decrease damage applied to their characters by an amount equal to the armor's AV score.

For example, a character wearing cloth armor is shot by a revolver. A revolver does 3D damage and is -3 against Cloth Armor.

3D damage roll: 5, 4, 1

The defending player can reduce damage by 8 points (AV5 Cloth Armor and -3DM Armor Adjustment due to Revolver vs. Cloth).

The defending player chooses to reduce the "5" die completely and the "4" by the remaining 3 points, leaving damage totalling: 1, 1.

These two points are taken off the defending character's stats in the normal CT fashion.
 
ARMOR


Each armor type listed in CT has an associated Armor Value, taken from Striker.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Armor Value
Armor Type AV Note
Jack 0 AV1 vs. Brawling and Blade Combat weapons
Mesh 2
Cloth 5
Reflec 0 AV10 vs. Laser attacks
Ablat 1 AV6 vs. Laser attacks
Vacc Suit 5
Combat Armor 8
Battle Dress 10</pre>[/QUOTE]When the armor is struck by a weapon, the AV indicates how many damage points will be absorbed by the armor. Any damage in excess of the AV score indicates the armor has been penetrated.

In the game, defending players can decrease damage applied to their characters by an amount equal to the armor's AV score.

For example, a character wearing cloth armor is shot by a revolver. A revolver does 3D damage and is -3 against Cloth Armor.

3D damage roll: 5, 4, 1

The defending player can reduce damage by 8 points (AV5 Cloth Armor and -3DM Armor Adjustment due to Revolver vs. Cloth).

The defending player chooses to reduce the "5" die completely and the "4" by the remaining 3 points, leaving damage totalling: 1, 1.

These two points are taken off the defending character's stats in the normal CT fashion.
 
RANDOM DAMAGE DICE


Damage is applied, in blocks of single die rolls, at the defender's choosing, in the normal CT fashion. But, some damage dice may be applied randonly to the defending character's stats.

The higher a character throws on his attack roll, the more likely his damage will be applied randomly to the target.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Random Dice Attack throw total
0 8+
1 10+
2 12+
3 14+
4 16+
5 18+
6 20+
...etc...</pre>[/QUOTE]So, if a 13 is rolled on an attack throw, then up to two dice of damage will be applied randomly to the target.

Note that the random damage dice chart does not add damage dice to a damage roll--it only designates which of the damage dice rolled will be applied randomly to the target. If an attack roll of 22 is rolled for a brawling attack (the character using his hands as a weapon), then the single 1D of damage is applied randomly to the target's physical stats (no extra damage dice is applied). On the other hand, if an 11 is rolled to-hit with a shotgun, then only 1 of the shotgun's 4D of damage will be applied randomly to the target. The number of Damage Dice used is not increased with this rule--this rule only dictates which of the Damage Dice already being rolled will be applied randomly.

Also note that the hit location chart may indicate an increase or decrease to the number of damage dice rolled randomly on a target as well.
 
RANDOM DAMAGE DICE


Damage is applied, in blocks of single die rolls, at the defender's choosing, in the normal CT fashion. But, some damage dice may be applied randonly to the defending character's stats.

The higher a character throws on his attack roll, the more likely his damage will be applied randomly to the target.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Random Dice Attack throw total
0 8+
1 10+
2 12+
3 14+
4 16+
5 18+
6 20+
...etc...</pre>[/QUOTE]So, if a 13 is rolled on an attack throw, then up to two dice of damage will be applied randomly to the target.

Note that the random damage dice chart does not add damage dice to a damage roll--it only designates which of the damage dice rolled will be applied randomly to the target. If an attack roll of 22 is rolled for a brawling attack (the character using his hands as a weapon), then the single 1D of damage is applied randomly to the target's physical stats (no extra damage dice is applied). On the other hand, if an 11 is rolled to-hit with a shotgun, then only 1 of the shotgun's 4D of damage will be applied randomly to the target. The number of Damage Dice used is not increased with this rule--this rule only dictates which of the Damage Dice already being rolled will be applied randomly.

Also note that the hit location chart may indicate an increase or decrease to the number of damage dice rolled randomly on a target as well.
 
HIT LOCATION


Successful attack throws that result in even numbers are considered to hit the target's torso. Successful attack throws that result in odd numbers indicate a roll is needed on the Hit Location chart.

Roll 2D (or 1D twice) on this chart to determine hit location.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Hit Location Chart
D6 Location Random Arm/Leg Torso Head
1 Leg Foot/Hand Groin Neck
2 Leg Lower Stomach Neck
3 Arm -1 Lower Stomach Face
4 Arm -1 Upper Chest Ear
5 Torso Upper Chest Eyes
6 Head +1 Upper Chest Nose</pre>[/QUOTE]
 
HIT LOCATION


Successful attack throws that result in even numbers are considered to hit the target's torso. Successful attack throws that result in odd numbers indicate a roll is needed on the Hit Location chart.

Roll 2D (or 1D twice) on this chart to determine hit location.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Hit Location Chart
D6 Location Random Arm/Leg Torso Head
1 Leg Foot/Hand Groin Neck
2 Leg Lower Stomach Neck
3 Arm -1 Lower Stomach Face
4 Arm -1 Upper Chest Ear
5 Torso Upper Chest Eyes
6 Head +1 Upper Chest Nose</pre>[/QUOTE]
 
Combat Rules Example


Salmon Jones has his weapon pointed at the airlock hatch. He can see that someone is cycling in from the starport beyond. Too late to dash to the scanners and watch the display, Salmon raises his SMG at the hatch and waits for whomever it is to enter.

The hatch cycles open, and Lt. Col Jenn Thurgood-Bastion appears, Imperial Army, Customs detachment. She knows Jones is a smuggler, and she enters the ship, SMG raised, protected by Cloth armor.

Salmon has been conducting a Watch Action. At this point, we go to the draw to consider who will act first, Salmon or Jenn.

The draw is weighted in Salmon's favor since he is conducting the Watch Action.

The draw is nD + DEX.

Salmon rolls: 2D + 8 = 15
Jenn rolls: 1D + 5 = 6

Salmon acts first.

Salmon moves to a crate in the ship's hold, using it for partial cover. He's protected from the waist down. If a character moves during the round, it must be his first action.

But, since Salmon did move, he cannot conduct aimed fire (and cannot gain the aim bonus to hit). He could attempt a single snapshot, but Salmon decides to conduct Panic Fire, using the DM -2 penalty.

Since Salmon is armed with an SMG, each pull of the trigger from this fully-automatic weapon allows Salmon two attack throws. And, the Panic Fire option of Gun Combat allows for up to three attacks at a single target using a DM -2 penalty.

Salmon is about to make six attack throws (provided his SMG has enough ammo in the clip), hosing down the airlock entrance where the customs officer has entered the vessel. All six attacks will be made at a DM -2.

Lt. Col. Thurgood-Bastion is at Medium Range.

Attack #1: Salmon rolls 2D. 6 , 2

8
+1 for SMG-1
+0 for DEX bonus
+3 for SMG at Medium Range
-2 for Panic Fire
---
10 A Torso hit!

Attack #2: 12, another Torso hit!
Attack #3: 9, another hit!
Attack #4: 11, another hit!
Attack #5: 11, another hit!
Attack #6: 9, another hit!

All 6 shots hit.

Two hits (even) hit Jenn's torso. The other four hits (all odd) must be rolled on the hit location chart.

Note that hits # 1, 4, 5 all indicate 1 random damage die.

Hit #2 indicates 2 random dice.

Hits #3, 6 indicate no random damage dice.


Damage: SMG does 3D damage (-3 vs. Cloth).

(I will always list the random dice first.)

Attack #1 (Torso Hit): 3D of 1, 2, 5

Jenn's Cloth armor is AV 5, and the SMG vs. Cloth is -3, meaning Jenn can reduce the damage against her by 8 points. Jenn's Cloth armor absorbs all damage from the first attack.

Attack #2 (Torso Hit): 3D of 5, 5, 4

Attack #2 is another torso hit with two random dice. Jenn can reduce damage by 8 points, so she reduces both random dice by 4 point each, making damage against her: 1, 1, 4.

We apply 1 point randomly to Jenn: DEX reduced 1 point.

We apply 1 point randomly to Jenn: DEX reduced 1 point.

Jenn decides to take the 4 points of damage on her END stat. Jenn's physical stats, at this point, are: 834.

Attack #3: 3D of 2, 6, 5

There are no random dice in attack #3, but since it was an odd attack throw, we must throw on the hit location table.

We throw: 6, 4 for hit location.

This indicates Jenn was hit in the head, next to one of her ears. Luckily, Jenn is wearing a storm helmet (AV8) that is considered Combat Armor vs. SMG (-4).

But, a head hit also indicates +1 random damage die.

Jenn has 12 points of armor protection on her head. She wipes out the "6" die all-together, and the "1" random die, using the rest of her point to reduce the remaining die. She now chooses to reduce her STR by 1 point for the remaining die of damage.

Jenn's stats are now: 734.

Attack #4: 3D of 5, 2, 6

This attack indicates 1 random die and a roll on the hit location chart: 2, 2.

Jenn is hit with this attack in the lower leg. Unfortunately, Jenn is not protected by armor on her legs. And, the SMG gets bonus damage vs. "Nothing" of +5.

It doesn't look good for Jenn.

The "5" random die is applied to Jenn's END, and Jenn is now unconscious, shot in the leg. Jenn decides to apply all remaining points to her END score (a total of 13 more points!) because it is already, now, at 0.

She's lying there, bleeding, gunshot to the leg, in the airlock of the smuggler's craft. Her stats: 730.


=======================================

And, that's the end of the combat example. Brawling and Blade Combat are handled much the same way.
 
Combat Rules Example


Salmon Jones has his weapon pointed at the airlock hatch. He can see that someone is cycling in from the starport beyond. Too late to dash to the scanners and watch the display, Salmon raises his SMG at the hatch and waits for whomever it is to enter.

The hatch cycles open, and Lt. Col Jenn Thurgood-Bastion appears, Imperial Army, Customs detachment. She knows Jones is a smuggler, and she enters the ship, SMG raised, protected by Cloth armor.

Salmon has been conducting a Watch Action. At this point, we go to the draw to consider who will act first, Salmon or Jenn.

The draw is weighted in Salmon's favor since he is conducting the Watch Action.

The draw is nD + DEX.

Salmon rolls: 2D + 8 = 15
Jenn rolls: 1D + 5 = 6

Salmon acts first.

Salmon moves to a crate in the ship's hold, using it for partial cover. He's protected from the waist down. If a character moves during the round, it must be his first action.

But, since Salmon did move, he cannot conduct aimed fire (and cannot gain the aim bonus to hit). He could attempt a single snapshot, but Salmon decides to conduct Panic Fire, using the DM -2 penalty.

Since Salmon is armed with an SMG, each pull of the trigger from this fully-automatic weapon allows Salmon two attack throws. And, the Panic Fire option of Gun Combat allows for up to three attacks at a single target using a DM -2 penalty.

Salmon is about to make six attack throws (provided his SMG has enough ammo in the clip), hosing down the airlock entrance where the customs officer has entered the vessel. All six attacks will be made at a DM -2.

Lt. Col. Thurgood-Bastion is at Medium Range.

Attack #1: Salmon rolls 2D. 6 , 2

8
+1 for SMG-1
+0 for DEX bonus
+3 for SMG at Medium Range
-2 for Panic Fire
---
10 A Torso hit!

Attack #2: 12, another Torso hit!
Attack #3: 9, another hit!
Attack #4: 11, another hit!
Attack #5: 11, another hit!
Attack #6: 9, another hit!

All 6 shots hit.

Two hits (even) hit Jenn's torso. The other four hits (all odd) must be rolled on the hit location chart.

Note that hits # 1, 4, 5 all indicate 1 random damage die.

Hit #2 indicates 2 random dice.

Hits #3, 6 indicate no random damage dice.


Damage: SMG does 3D damage (-3 vs. Cloth).

(I will always list the random dice first.)

Attack #1 (Torso Hit): 3D of 1, 2, 5

Jenn's Cloth armor is AV 5, and the SMG vs. Cloth is -3, meaning Jenn can reduce the damage against her by 8 points. Jenn's Cloth armor absorbs all damage from the first attack.

Attack #2 (Torso Hit): 3D of 5, 5, 4

Attack #2 is another torso hit with two random dice. Jenn can reduce damage by 8 points, so she reduces both random dice by 4 point each, making damage against her: 1, 1, 4.

We apply 1 point randomly to Jenn: DEX reduced 1 point.

We apply 1 point randomly to Jenn: DEX reduced 1 point.

Jenn decides to take the 4 points of damage on her END stat. Jenn's physical stats, at this point, are: 834.

Attack #3: 3D of 2, 6, 5

There are no random dice in attack #3, but since it was an odd attack throw, we must throw on the hit location table.

We throw: 6, 4 for hit location.

This indicates Jenn was hit in the head, next to one of her ears. Luckily, Jenn is wearing a storm helmet (AV8) that is considered Combat Armor vs. SMG (-4).

But, a head hit also indicates +1 random damage die.

Jenn has 12 points of armor protection on her head. She wipes out the "6" die all-together, and the "1" random die, using the rest of her point to reduce the remaining die. She now chooses to reduce her STR by 1 point for the remaining die of damage.

Jenn's stats are now: 734.

Attack #4: 3D of 5, 2, 6

This attack indicates 1 random die and a roll on the hit location chart: 2, 2.

Jenn is hit with this attack in the lower leg. Unfortunately, Jenn is not protected by armor on her legs. And, the SMG gets bonus damage vs. "Nothing" of +5.

It doesn't look good for Jenn.

The "5" random die is applied to Jenn's END, and Jenn is now unconscious, shot in the leg. Jenn decides to apply all remaining points to her END score (a total of 13 more points!) because it is already, now, at 0.

She's lying there, bleeding, gunshot to the leg, in the airlock of the smuggler's craft. Her stats: 730.


=======================================

And, that's the end of the combat example. Brawling and Blade Combat are handled much the same way.
 
Originally posted by WJP:
HIT LOCATION


Successful attack throws that result in even numbers are considered to hit the target's torso. Successful attack throws that result in odd numbers indicate a roll is needed on the Hit Location chart.

Roll 2D (or 1D twice) on this chart to determine hit location.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Hit Location Chart
D6 Location Random Arm/Leg Torso Head
1 Leg Foot/Hand Groin Neck
2 Leg Lower Stomach Neck
3 Arm -1 Lower Stomach Face
4 Arm -1 Upper Chest Ear
5 Torso Upper Chest Eyes
6 Head +1 Upper Chest Nose</pre>
[/quote]Interesting. I'm always looking to improve/verify my house rules. Welp, I don't know how scientific or accurate it is, but I was just messing around with the computer game MEDAL OF HONOR. It's a WWII first person shooter, and I had just completed a level. In between levels, the game gives you stats on how you did, including hit location on your enemies.

This first level of MOH broke down like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Head 13.4%
Torso 59.9%
Arms 12.6%
Legs 14.2%</pre>[/QUOTE]Of course, I saw those stats and compared 'em to my hit location chart for Traveller. Damn close, I was surised/pleased to see. Those numbers are damn close to what the chart above provides.

Nice little check.
 
Originally posted by WJP:
HIT LOCATION


Successful attack throws that result in even numbers are considered to hit the target's torso. Successful attack throws that result in odd numbers indicate a roll is needed on the Hit Location chart.

Roll 2D (or 1D twice) on this chart to determine hit location.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Hit Location Chart
D6 Location Random Arm/Leg Torso Head
1 Leg Foot/Hand Groin Neck
2 Leg Lower Stomach Neck
3 Arm -1 Lower Stomach Face
4 Arm -1 Upper Chest Ear
5 Torso Upper Chest Eyes
6 Head +1 Upper Chest Nose</pre>
[/quote]Interesting. I'm always looking to improve/verify my house rules. Welp, I don't know how scientific or accurate it is, but I was just messing around with the computer game MEDAL OF HONOR. It's a WWII first person shooter, and I had just completed a level. In between levels, the game gives you stats on how you did, including hit location on your enemies.

This first level of MOH broke down like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Head 13.4%
Torso 59.9%
Arms 12.6%
Legs 14.2%</pre>[/QUOTE]Of course, I saw those stats and compared 'em to my hit location chart for Traveller. Damn close, I was surised/pleased to see. Those numbers are damn close to what the chart above provides.

Nice little check.
 
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