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Updated Classic Traveller Combat Sequence

Your Gun Combat Attack Options


So, to review: When you make an attack using these rules, you'll roll a standard 8+ attack throw using 2D.

Use Skill, weapon's DEX DM, and weapon's Range DM to modify the throw.




This is a normal Snapshot, which you can combine with movement (Speed 1 walking only--if you run at Speed 2, then no other actions are allowed) during the round.

Attacks assume the target is moving. If your target is Stationary, then you can use a +2 DM to hit.

If you want to give up your movement option, you can spend the whole round aiming before you fire. Making an Aimed Shot will net you a +2 DM bonus on your attack.

If you want to squeeze the trigger on your weapon rapidly, pumping out some lead into the direction of your enemy, you can do this (up to three times) as long as you take a -2DM penalty on each of the three attacks you choose to make. This is called Panic Fire, and it's particularly helpful with fully automatic weapons (because 1 autofire attack is performed with 2 attack roles under the CT autofire rule, that rule combined with Panic Fire will allow up to 6 attacks with a fully automatic weapon as long as enough ammo is available in the weapon's magazine).

Or, if you want to fire at more than one target in a combat round, you can do that as well. You can attack up to three different targets as long as they are in a 45 degree arc from the direction you are facing and you take a -4DM penalty on each of these attacks. This is called Rapid Fire.




Note that higher successful attack throws result in more of the weapon's damage being applied randomly on the enemy--therefore weapon expertise and beneficial DMs not only help you to hit, but they also help you apply more quality damage on your opponent.
 
Your Gun Combat Attack Options


So, to review: When you make an attack using these rules, you'll roll a standard 8+ attack throw using 2D.

Use Skill, weapon's DEX DM, and weapon's Range DM to modify the throw.




This is a normal Snapshot, which you can combine with movement (Speed 1 walking only--if you run at Speed 2, then no other actions are allowed) during the round.

Attacks assume the target is moving. If your target is Stationary, then you can use a +2 DM to hit.

If you want to give up your movement option, you can spend the whole round aiming before you fire. Making an Aimed Shot will net you a +2 DM bonus on your attack.

If you want to squeeze the trigger on your weapon rapidly, pumping out some lead into the direction of your enemy, you can do this (up to three times) as long as you take a -2DM penalty on each of the three attacks you choose to make. This is called Panic Fire, and it's particularly helpful with fully automatic weapons (because 1 autofire attack is performed with 2 attack roles under the CT autofire rule, that rule combined with Panic Fire will allow up to 6 attacks with a fully automatic weapon as long as enough ammo is available in the weapon's magazine).

Or, if you want to fire at more than one target in a combat round, you can do that as well. You can attack up to three different targets as long as they are in a 45 degree arc from the direction you are facing and you take a -4DM penalty on each of these attacks. This is called Rapid Fire.




Note that higher successful attack throws result in more of the weapon's damage being applied randomly on the enemy--therefore weapon expertise and beneficial DMs not only help you to hit, but they also help you apply more quality damage on your opponent.
 
Rolling Damage



Once you hit, your GM will roll hit location. The hit location chart will tell you if you've hit a part of your opponent's body that is covered by armor. The chart may also adjust the number of dice in your damage throw that is applied randomly on your target.




Once the hit location is known, you will roll your weapon's damage. You'll modify your damage throw by the kind of armor protection your target's hit location (and "no armor" typically means additional damage is applied).

Armor modification is applied via two DMs: one for the armor type's base armor value, and one for the weapon's penetration vs. that type of armor.
 
Rolling Damage



Once you hit, your GM will roll hit location. The hit location chart will tell you if you've hit a part of your opponent's body that is covered by armor. The chart may also adjust the number of dice in your damage throw that is applied randomly on your target.




Once the hit location is known, you will roll your weapon's damage. You'll modify your damage throw by the kind of armor protection your target's hit location (and "no armor" typically means additional damage is applied).

Armor modification is applied via two DMs: one for the armor type's base armor value, and one for the weapon's penetration vs. that type of armor.
 
Taking Damage




Damage comes in two flavors: Non-lethal or Bruise Damage and Lethal Damage.

Damage that is applied randomly to your opponent's physical stats is Lethal Damage. All other damage is Bruise Damage.




Remember, on the attack throw, an 8+ is needed to hit. If your attack throw resulted in a sum (including DMs) of 10+, then you are allowed to apply one die of damage from your damage throw randomly (Random Damage) on your target's physical stats. If you rolled a 12+ on your attack, you can apply two damage dice randomly..and so on. For each two points you rolled above the basic number to hit (10+....12+....14+....16+...and so on), you are allowed to increase the number of damage dice that are applied randomly on your target.

Note that this rule does not increase the number of damage dice used in any way. The rule only dictates how the weapon's damage is applied to the target's physical stats. Thus, higher attack throws will provide more Lethal Damage to the target whereas lower attack throws will provide more Bruise Damage. (rolling 13 on your attack throw is better than rolling 8).

Highly skilled characters will dole out Lethal Damage more often than characters that are not as skilled.




Defenders can apply damage to their physical stats in any manner they see fit as long as the amount shown on a damage die is not "broken up" (applying damage in standard CT fashion).

Single damage points are always considered Bruise Damage, alway applied at the Defender's choosing, and are never applied randomly.

Damage does not "carry over" onto other physical stats. Once a stat is reduced to zero due to wounds, all other damage (as long as it's not random damage) can be "dumped" into that one stat--effectively ignoring any extra damage once one of the character's physical stats are reduced to zero. A defender never has a choice, though, where Random Damage is applied--it's always applied randomly to the defender's three physical stats.

Note that, when the successful attack roll resulted with the original die roll showing doubles (4-4, 6-6, etc), then all damage does carry over--but only when doubles are achieved with a successful attack roll.



When one stat is reduced to zero, the character will be incapacitated (stunned, knocked unconscious, or otherwise unable to function) for 3D minutes unless the Stun Check is successful. In order to perform the Stun Check, 2D for END or less is thrown. If the check succeeds, the character is stunned for one round, loosing his next action, but otherwise able to function normally thereafter. A character who succeeds on the Stun Check has his zero stat raised to Stat-1.




Minor Wounds occur when the character is damaged or only one stat is reduced to zero. This type of damage is typically fatigue, but it might also consist of damage such as minor cuts, abraisions, scrapes, bruises, being winded, and so on.

Minor Wounds heal naturally very rapidly. As long as the character never misses a Stun Check (meaning the character is never incapacitated for 3D minutes), then healing takes place at the rate of 1 point per combat round (1 point, at the defender's choosing, every 15 seconds).

If the character is incapaciated after having a single stat go to zero and failing the Stun Check, then healing takes slightly longer: healing at a rate of 1 point per minute.




Serious Wounds indicate that the character has taken significant damage in the form of a gunshot wound, stab wound, deep cut, internal injury, broken bone, bad burn, or the like. Serious Wounds are indicated when two of a character's stats are reduced to zero.

No natural healing is possible for characters with serious wounds until medical treatment is obtained (and, at the GM's discretion, wounds may deteriorate for loss of blood, infection, or some other reason). Under the care of a character (at the GM's discretion, this medical care may involve surgery) with a minimum Medical-1 skill, a character with serious wounds will heal at a rate of 1 point per day.
 
Taking Damage




Damage comes in two flavors: Non-lethal or Bruise Damage and Lethal Damage.

Damage that is applied randomly to your opponent's physical stats is Lethal Damage. All other damage is Bruise Damage.




Remember, on the attack throw, an 8+ is needed to hit. If your attack throw resulted in a sum (including DMs) of 10+, then you are allowed to apply one die of damage from your damage throw randomly (Random Damage) on your target's physical stats. If you rolled a 12+ on your attack, you can apply two damage dice randomly..and so on. For each two points you rolled above the basic number to hit (10+....12+....14+....16+...and so on), you are allowed to increase the number of damage dice that are applied randomly on your target.

Note that this rule does not increase the number of damage dice used in any way. The rule only dictates how the weapon's damage is applied to the target's physical stats. Thus, higher attack throws will provide more Lethal Damage to the target whereas lower attack throws will provide more Bruise Damage. (rolling 13 on your attack throw is better than rolling 8).

Highly skilled characters will dole out Lethal Damage more often than characters that are not as skilled.




Defenders can apply damage to their physical stats in any manner they see fit as long as the amount shown on a damage die is not "broken up" (applying damage in standard CT fashion).

Single damage points are always considered Bruise Damage, alway applied at the Defender's choosing, and are never applied randomly.

Damage does not "carry over" onto other physical stats. Once a stat is reduced to zero due to wounds, all other damage (as long as it's not random damage) can be "dumped" into that one stat--effectively ignoring any extra damage once one of the character's physical stats are reduced to zero. A defender never has a choice, though, where Random Damage is applied--it's always applied randomly to the defender's three physical stats.

Note that, when the successful attack roll resulted with the original die roll showing doubles (4-4, 6-6, etc), then all damage does carry over--but only when doubles are achieved with a successful attack roll.



When one stat is reduced to zero, the character will be incapacitated (stunned, knocked unconscious, or otherwise unable to function) for 3D minutes unless the Stun Check is successful. In order to perform the Stun Check, 2D for END or less is thrown. If the check succeeds, the character is stunned for one round, loosing his next action, but otherwise able to function normally thereafter. A character who succeeds on the Stun Check has his zero stat raised to Stat-1.




Minor Wounds occur when the character is damaged or only one stat is reduced to zero. This type of damage is typically fatigue, but it might also consist of damage such as minor cuts, abraisions, scrapes, bruises, being winded, and so on.

Minor Wounds heal naturally very rapidly. As long as the character never misses a Stun Check (meaning the character is never incapacitated for 3D minutes), then healing takes place at the rate of 1 point per combat round (1 point, at the defender's choosing, every 15 seconds).

If the character is incapaciated after having a single stat go to zero and failing the Stun Check, then healing takes slightly longer: healing at a rate of 1 point per minute.




Serious Wounds indicate that the character has taken significant damage in the form of a gunshot wound, stab wound, deep cut, internal injury, broken bone, bad burn, or the like. Serious Wounds are indicated when two of a character's stats are reduced to zero.

No natural healing is possible for characters with serious wounds until medical treatment is obtained (and, at the GM's discretion, wounds may deteriorate for loss of blood, infection, or some other reason). Under the care of a character (at the GM's discretion, this medical care may involve surgery) with a minimum Medical-1 skill, a character with serious wounds will heal at a rate of 1 point per day.
 
EXAMPLE ...of the last couple of posts (dated today)


Klue Gagarrin is a "crazy", and he's determined, on his own, that the Marquis Terran Tukera must die.

Klue Gagarrin 6A5E46
Medical-2 Electronics-1 Mechanical-2 Gunnery-1 Carousing-3 Brawling-1 Interrogation-1 Admin-1 Recruiting-1


He's managed to sneak an autopistol into the compound where the Marquis is addressing his subjects. The Marquis likes to "mix it up" with the commoners, trying to keep his popularity high, so often, after making speeches, he typically walks the gauntlet shaking hands, if weather permits.

Klue has noticed that tonight, it's a full moon with clear skies.

As the Marquis walks on the other side of the barricade, shaking hands, Klue pierces his way through the crowd, pistol hidden by his long coat. Just as Tukera approaches, Klue raises the pistol and fires, point blank range....




The autopistol has a 15 round mag. Klue chooses Panic Fire, quickly emptying half the clip at the Marquis from Close Range.

Klue needs an 8+ to hit. A DM of +2 is added to the roll due to the target's range.


Attack 1: 2D results in 6, 1 HIT
Attack 2: 2D results in 6, 5 HIT with 2 Random dice
Attack 3: 2D results in 5, 5 HIT with 2 Random dice and damage carries over.




Hit Location:
Attack 1 hits Marquis' lower left leg
Attack 2 hits Marquis' upper left arm (-1 RANDOM DIE)
Attack 3 hits Marquis' upper left leg




The autopistol does 3D damage. The Marquis is wearing diplo armor under his robes--a thin ballistic weave equivalent to Cloth +2.

Diplo Armor: AV3
AutoPistol vs Diplo: -1


The armor covers the Marquis, head-to-foot, except for the lord's head.




Damage from Attack 1: 3D -4 (That's 3D for the autopistol, reduced by the AV 3 Diplo, reduced another -1 by the autopistol's penetration vs. Diplo.)

Roll 3D: 1, 3, 6 (-4)

The defender (the Marquis) is allowed to reduce any of the dice by the 4 points. The Marquis chooses to reduce the largest die by the full amount, making the final damage roll: 1, 3, 2.

The Marquis' three physical stats are: 4C8. Since there are no Random Dice in this hit, all damage in Attack #1 is considered Bruise Damage, and the Marquis can take the damage dice any way he sees fit as long as he doesn't break up any of the dice.

The Marquis chooses to reduce his DEX by the full amount of damage. Now, after attack #1, the Marquis' stats are reduced to: 468.




Damage from Attack 2: 3D -4, but one of the dice will be applied randomly to the Marquis' stats. (Originally, two of the dice were to be applied randomly, but the hit location reduced this to one random die.)

Roll 3D: 4R, 1, 6 (-4)

Before the dice are applied randomly, the Marquis gets to reduce the die by the alotted points (-4).

This is where players will have a hand in their fates. The Marquis must choose wisely where to take the damage.

The Marquis wants to keep his END high in case he needs to make a Stun Check when he deals with the third hit. And, he wants to get rid of the 4 point random die (the first damage die thrown) in this hit so that it doesn't end up screwing him by the end of the encounter.

So, the Marquis decides to reduce the random die by 2 points. And, that now (now totaling "2" and not "4" is applied randomly to the Marquis' STR score, making the Marquis' stats 268.

The Marquis reduces the "6" die by the remaining 2 points, making the additional damage to him: 1, 4. And, the Marquis will take the "1" die on his STR, and he'll take the "4" die on his DEX.

After attack #2, the Marquis' stats are: 128.



Damage from Attack 3: 3D -4, but two dice are applied randomly. AND, the damage "carries over" in this hit because doubles were thrown in the attack throw.

The Marquis better hope that damage dice roll low.

Roll 3D: 2R, 4R, 2 (-4)

With the "-4" to play with, the Marquis could wipe out the random "4" die alltogether, leaving only the "2" random die to content with. The problem, though, is that the Marquis' stats are so low, at: 128. There's a 2/3 chance that the random "2" die will take him out (he needs for that to fall randomly on his END.

On the other hand, there's the Stun check if only one stat goes to zero. The Marquis has a pretty good shot of making that roll and simply skipping one action.

The Marquis decides to take a chance. He'll use his armor points to reduce the "4" random die all the way, leaving damage at: 2R, 2.

The 2R die is applied randomly, going to the Marquis' DEX. This reduces the Marquis' DEX to zero, but the Marquis is allowed the Stun Check (which is why he's been protecting his END score from damage).

Typically, the Marquis would dump the extra 2 points of damage into his zero stat, since damage normally doesn't carry over.

But, on this attack, damage does carry over. Either way, Stun Check or no, the Marquis will have to take those 2 points of damage.

Marquis' Stun Check: 2D for 8-. The Marquis makes it with a total of 5.

With the remaining 2 points of damage, the Marquis has no choice but to take them on his END.

The Marquis ends the round, stunned, unable to act this round, with stats of 1, 1, 6.








So, what happened during this 15 seconds of game time?

As the Marquis approached the crazy person, he was shot at (not shot...shot at), three times, from an autopistol. All three rounds missed him, but the Marquis is understandably scared. He's shocked--so stunned he can't think clearly and will miss his action for the round (can't even run away--he doesn't know what the ⌧ is going on!).

But, the Marquis was not shot. His damage will heal very quickly. At the beginning of next round, he'll heal 1 point already (and, the Marquis will probably put that point into his END).

Every round (every 15 seconds), he'll regain 1 point to his damaged stats until they are fully healed (in effect, he's resting, getting his wind back, overcoming being shocked and stunned he was shot at).

Now, if crazy Klue gets another shot off at the Marquis next round, before the Marquis' body guards and stomp him, then things may change for the Marquis. 9 points of damage that "carries over" could outright kill the Marquis. It's very likely that the Marquis will be incapacitated for 3D minutes should Klue fire again, and it's also very likely that the Marquis will actually be shot (two stats at zero) by the gunman because two of the Marquis' stats are so low--2 random damage dice is all it would take.

But, for now, we'll leave the Marquis the way he is...shaken, dazed, on the ground...but alive and relatively unhurt (in the long run).




That's a pretty good representation for how this combat system works.
 
EXAMPLE ...of the last couple of posts (dated today)


Klue Gagarrin is a "crazy", and he's determined, on his own, that the Marquis Terran Tukera must die.

Klue Gagarrin 6A5E46
Medical-2 Electronics-1 Mechanical-2 Gunnery-1 Carousing-3 Brawling-1 Interrogation-1 Admin-1 Recruiting-1


He's managed to sneak an autopistol into the compound where the Marquis is addressing his subjects. The Marquis likes to "mix it up" with the commoners, trying to keep his popularity high, so often, after making speeches, he typically walks the gauntlet shaking hands, if weather permits.

Klue has noticed that tonight, it's a full moon with clear skies.

As the Marquis walks on the other side of the barricade, shaking hands, Klue pierces his way through the crowd, pistol hidden by his long coat. Just as Tukera approaches, Klue raises the pistol and fires, point blank range....




The autopistol has a 15 round mag. Klue chooses Panic Fire, quickly emptying half the clip at the Marquis from Close Range.

Klue needs an 8+ to hit. A DM of +2 is added to the roll due to the target's range.


Attack 1: 2D results in 6, 1 HIT
Attack 2: 2D results in 6, 5 HIT with 2 Random dice
Attack 3: 2D results in 5, 5 HIT with 2 Random dice and damage carries over.




Hit Location:
Attack 1 hits Marquis' lower left leg
Attack 2 hits Marquis' upper left arm (-1 RANDOM DIE)
Attack 3 hits Marquis' upper left leg




The autopistol does 3D damage. The Marquis is wearing diplo armor under his robes--a thin ballistic weave equivalent to Cloth +2.

Diplo Armor: AV3
AutoPistol vs Diplo: -1


The armor covers the Marquis, head-to-foot, except for the lord's head.




Damage from Attack 1: 3D -4 (That's 3D for the autopistol, reduced by the AV 3 Diplo, reduced another -1 by the autopistol's penetration vs. Diplo.)

Roll 3D: 1, 3, 6 (-4)

The defender (the Marquis) is allowed to reduce any of the dice by the 4 points. The Marquis chooses to reduce the largest die by the full amount, making the final damage roll: 1, 3, 2.

The Marquis' three physical stats are: 4C8. Since there are no Random Dice in this hit, all damage in Attack #1 is considered Bruise Damage, and the Marquis can take the damage dice any way he sees fit as long as he doesn't break up any of the dice.

The Marquis chooses to reduce his DEX by the full amount of damage. Now, after attack #1, the Marquis' stats are reduced to: 468.




Damage from Attack 2: 3D -4, but one of the dice will be applied randomly to the Marquis' stats. (Originally, two of the dice were to be applied randomly, but the hit location reduced this to one random die.)

Roll 3D: 4R, 1, 6 (-4)

Before the dice are applied randomly, the Marquis gets to reduce the die by the alotted points (-4).

This is where players will have a hand in their fates. The Marquis must choose wisely where to take the damage.

The Marquis wants to keep his END high in case he needs to make a Stun Check when he deals with the third hit. And, he wants to get rid of the 4 point random die (the first damage die thrown) in this hit so that it doesn't end up screwing him by the end of the encounter.

So, the Marquis decides to reduce the random die by 2 points. And, that now (now totaling "2" and not "4" is applied randomly to the Marquis' STR score, making the Marquis' stats 268.

The Marquis reduces the "6" die by the remaining 2 points, making the additional damage to him: 1, 4. And, the Marquis will take the "1" die on his STR, and he'll take the "4" die on his DEX.

After attack #2, the Marquis' stats are: 128.



Damage from Attack 3: 3D -4, but two dice are applied randomly. AND, the damage "carries over" in this hit because doubles were thrown in the attack throw.

The Marquis better hope that damage dice roll low.

Roll 3D: 2R, 4R, 2 (-4)

With the "-4" to play with, the Marquis could wipe out the random "4" die alltogether, leaving only the "2" random die to content with. The problem, though, is that the Marquis' stats are so low, at: 128. There's a 2/3 chance that the random "2" die will take him out (he needs for that to fall randomly on his END.

On the other hand, there's the Stun check if only one stat goes to zero. The Marquis has a pretty good shot of making that roll and simply skipping one action.

The Marquis decides to take a chance. He'll use his armor points to reduce the "4" random die all the way, leaving damage at: 2R, 2.

The 2R die is applied randomly, going to the Marquis' DEX. This reduces the Marquis' DEX to zero, but the Marquis is allowed the Stun Check (which is why he's been protecting his END score from damage).

Typically, the Marquis would dump the extra 2 points of damage into his zero stat, since damage normally doesn't carry over.

But, on this attack, damage does carry over. Either way, Stun Check or no, the Marquis will have to take those 2 points of damage.

Marquis' Stun Check: 2D for 8-. The Marquis makes it with a total of 5.

With the remaining 2 points of damage, the Marquis has no choice but to take them on his END.

The Marquis ends the round, stunned, unable to act this round, with stats of 1, 1, 6.








So, what happened during this 15 seconds of game time?

As the Marquis approached the crazy person, he was shot at (not shot...shot at), three times, from an autopistol. All three rounds missed him, but the Marquis is understandably scared. He's shocked--so stunned he can't think clearly and will miss his action for the round (can't even run away--he doesn't know what the ⌧ is going on!).

But, the Marquis was not shot. His damage will heal very quickly. At the beginning of next round, he'll heal 1 point already (and, the Marquis will probably put that point into his END).

Every round (every 15 seconds), he'll regain 1 point to his damaged stats until they are fully healed (in effect, he's resting, getting his wind back, overcoming being shocked and stunned he was shot at).

Now, if crazy Klue gets another shot off at the Marquis next round, before the Marquis' body guards and stomp him, then things may change for the Marquis. 9 points of damage that "carries over" could outright kill the Marquis. It's very likely that the Marquis will be incapacitated for 3D minutes should Klue fire again, and it's also very likely that the Marquis will actually be shot (two stats at zero) by the gunman because two of the Marquis' stats are so low--2 random damage dice is all it would take.

But, for now, we'll leave the Marquis the way he is...shaken, dazed, on the ground...but alive and relatively unhurt (in the long run).




That's a pretty good representation for how this combat system works.
 
I agree that the first blood rule isn't realistic for pistol rounds and low powered rifles - google real gunshot wounds, casualty reports, battlefield reports etc.

I ignore the first blood rule and only allocate all damage to one characteristic on an exceptional success (I define this as a roll 4+ greater than the needed to hit roll, but rolling a double on a successful to hit roll or just box cars is something I've tried in the past).

Another system I've toyed with is to allocate individual damage dice in the sequence Str-Dex-End (colour coded damage dice make this pretty easy blue-green-red, and white for extra damage which can be allocated to any stat).
 
I agree that the first blood rule isn't realistic for pistol rounds and low powered rifles - google real gunshot wounds, casualty reports, battlefield reports etc.

I ignore the first blood rule and only allocate all damage to one characteristic on an exceptional success (I define this as a roll 4+ greater than the needed to hit roll, but rolling a double on a successful to hit roll or just box cars is something I've tried in the past).

Another system I've toyed with is to allocate individual damage dice in the sequence Str-Dex-End (colour coded damage dice make this pretty easy blue-green-red, and white for extra damage which can be allocated to any stat).
 
Concerning the LBB1/LBB4 group-hit and HE-damage rules, do you think that they should be use as-is (that is, rolling a seperate attack roll for each potential target) or do you think that it'll be easier to automatically hit adjuscent targets to the primary one when autofire is used?

A possible compromise is to automatically hit non-evading "grunt" NPCs while rolling for group-hits on PCs and significant NPCs.
 
Concerning the LBB1/LBB4 group-hit and HE-damage rules, do you think that they should be use as-is (that is, rolling a seperate attack roll for each potential target) or do you think that it'll be easier to automatically hit adjuscent targets to the primary one when autofire is used?

A possible compromise is to automatically hit non-evading "grunt" NPCs while rolling for group-hits on PCs and significant NPCs.
 
Originally posted by Employee 2-4601:
Concerning the LBB1/LBB4 group-hit and HE-damage rules, do you think that they should be use as-is (that is, rolling a seperate attack roll for each potential target) or do you think that it'll be easier to automatically hit adjuscent targets to the primary one when autofire is used?
I use those rules "as is" in my game. I find my players like the extra roll provided with auto fire. They switch that weapoin to full out, and then get two chances at attack rather than just one really makes 'em feel like, "What out bad guys! We're going full auto!"

I like the T4 autofire rule too, and it would work with CT. But, when I tried to change it, my players just flat out wanted to keep the two attacks associated with CT autofire.

Rolling twice, instead of rolling once, just feels more powerful. Since this is a good thing in my game (and keeping CT rules is always better than changing things--if logic doesn't force a change), I've kept the rules you mention "as is".


Note about this combat system: Since I'm not using the Armor mods on the to-hit attack roll, characters hit more often (especially since options are available that allow more than one attack per round--like Panic Fire).

This is balanced in the game in the fact that (A) When a hit is made, damage can be reduced due to armor, and (B) Damage doesn't typically "carry over" onto other stats (there's the stun check that allows much damage to be dumped into one stats, bring it to zero, then make the stun check to raise the stat to 1).

My rules system here is actually more deadly than vanilla CT (especially with Random Damage possible in every hit). But, those two factors above (armor reducing damage, and the Stun check/Damage dump aspects of allocating damage) keep the game balanced (and characters alive).

It also proves for a fun game (as we've had over the last year).

Bullets fly. Dangerous combat. But, still playable by not killing PCs everytime a gunfight errupts.
 
Originally posted by Employee 2-4601:
Concerning the LBB1/LBB4 group-hit and HE-damage rules, do you think that they should be use as-is (that is, rolling a seperate attack roll for each potential target) or do you think that it'll be easier to automatically hit adjuscent targets to the primary one when autofire is used?
I use those rules "as is" in my game. I find my players like the extra roll provided with auto fire. They switch that weapoin to full out, and then get two chances at attack rather than just one really makes 'em feel like, "What out bad guys! We're going full auto!"

I like the T4 autofire rule too, and it would work with CT. But, when I tried to change it, my players just flat out wanted to keep the two attacks associated with CT autofire.

Rolling twice, instead of rolling once, just feels more powerful. Since this is a good thing in my game (and keeping CT rules is always better than changing things--if logic doesn't force a change), I've kept the rules you mention "as is".


Note about this combat system: Since I'm not using the Armor mods on the to-hit attack roll, characters hit more often (especially since options are available that allow more than one attack per round--like Panic Fire).

This is balanced in the game in the fact that (A) When a hit is made, damage can be reduced due to armor, and (B) Damage doesn't typically "carry over" onto other stats (there's the stun check that allows much damage to be dumped into one stats, bring it to zero, then make the stun check to raise the stat to 1).

My rules system here is actually more deadly than vanilla CT (especially with Random Damage possible in every hit). But, those two factors above (armor reducing damage, and the Stun check/Damage dump aspects of allocating damage) keep the game balanced (and characters alive).

It also proves for a fun game (as we've had over the last year).

Bullets fly. Dangerous combat. But, still playable by not killing PCs everytime a gunfight errupts.
 
Originally posted by Employee 2-4601:
Concerning the LBB1/LBB4 group-hit and HE-damage rules, do you think that they should be use as-is (that is, rolling a seperate attack roll for each potential target) or do you think that it'll be easier to automatically hit adjuscent targets to the primary one when autofire is used?
Omer,

BTW, if you like the "random die" mechanic in these rules (where random damage is lethal damage, and random damage occurs when the attack roll is high), you might want to use a variant of these rules taking a que from Striker and Azhanti High Lightning.

In those rules, there is a modifier used on the damage roll. For example, a +1DM, +3Dm, or +4DM could be used on the damage roll depending on range to the target.

This type of thing would be very easy to implement using these combat rules...and still keep any attack, whether it is autofire or not, to one attack roll.

To do so, simply allow a modifier to hit (instead of allowing a second autofire attack throw).

You could base this on range. Maybe something like (if autofire is used): +4DM to hit at Close and Short Range; +3DM to hit at Medium Range; +2DM to hit at Long Range; +1DM to hit at Very Long Range.

Those numbers are off the top of my head, so you may want to play around with them.

But, the point is...

Instead of rolling two attack throws, simply allow a DM modifier on the to-hit throw when autofire is used.

That way, under these rules, it will be more likely random damage occurs.

Under these rules, random damage is what kills. (The other type of damage, non-lethal damage, will stop effecting a character once one stat goes to zero).

One roll, with DMs, makes autofire more likely to result in lethal damage to the target. (Remember, a random damage die is indicated for every 2+ rolled over the target of 8 to hit...at 10+...at 12+...at 14+...and so on. +DMs to hit for autofire makes random damage more likely).

Just a thought...
 
Originally posted by Employee 2-4601:
Concerning the LBB1/LBB4 group-hit and HE-damage rules, do you think that they should be use as-is (that is, rolling a seperate attack roll for each potential target) or do you think that it'll be easier to automatically hit adjuscent targets to the primary one when autofire is used?
Omer,

BTW, if you like the "random die" mechanic in these rules (where random damage is lethal damage, and random damage occurs when the attack roll is high), you might want to use a variant of these rules taking a que from Striker and Azhanti High Lightning.

In those rules, there is a modifier used on the damage roll. For example, a +1DM, +3Dm, or +4DM could be used on the damage roll depending on range to the target.

This type of thing would be very easy to implement using these combat rules...and still keep any attack, whether it is autofire or not, to one attack roll.

To do so, simply allow a modifier to hit (instead of allowing a second autofire attack throw).

You could base this on range. Maybe something like (if autofire is used): +4DM to hit at Close and Short Range; +3DM to hit at Medium Range; +2DM to hit at Long Range; +1DM to hit at Very Long Range.

Those numbers are off the top of my head, so you may want to play around with them.

But, the point is...

Instead of rolling two attack throws, simply allow a DM modifier on the to-hit throw when autofire is used.

That way, under these rules, it will be more likely random damage occurs.

Under these rules, random damage is what kills. (The other type of damage, non-lethal damage, will stop effecting a character once one stat goes to zero).

One roll, with DMs, makes autofire more likely to result in lethal damage to the target. (Remember, a random damage die is indicated for every 2+ rolled over the target of 8 to hit...at 10+...at 12+...at 14+...and so on. +DMs to hit for autofire makes random damage more likely).

Just a thought...
 
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