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Who's on first? And, who goes first to get there first?

(INITIATIVE in STRIKER and MERCENARY)


I've owned Striker for years--at least a decade, but other than thumbing through it occasionally, I've never read it.

I've been reading it lately--good stuff in that book, even if I never run a large battle using it.

Reading how initiative is done in Striker has caused me to change how I currently roll initiative in my game (see the thread on CT skills for how I'm currently throwing for initiative).

Here's what I'm going to use for my new Initiative rule....
 
(INITIATIVE in STRIKER and MERCENARY)


I've owned Striker for years--at least a decade, but other than thumbing through it occasionally, I've never read it.

I've been reading it lately--good stuff in that book, even if I never run a large battle using it.

Reading how initiative is done in Striker has caused me to change how I currently roll initiative in my game (see the thread on CT skills for how I'm currently throwing for initiative).

Here's what I'm going to use for my new Initiative rule....
 
(INITIATIVE in CLASSIC TRAVELLER)



================================================
--1-- MORALE
================================================



Each character gets a Morale rating, based on that listed in Striker Book 2 pg. 37 and 44-46 (also referenced in CT Book 4 pg. 28-29).

Characters with backgrounds not accustomed to firefights (pretty much all careers except Army and Marine characters....and Navy Ship's Troops [but not regular Navy characters]) receive a morale rating of:

1D + Tactics Skill

Army and Marine characters (and any others the GM deems has been battle hardened) receive a morale rating of:

1D + Tactics Skill + Number of Terms +1

The morale rating is listed on the character's sheet.



================================================
--2-- INITIATIVE
================================================



In order to determine initiative during a CT combat round, roll 2D for the character's Morale Rating or less.

INITIATIVE ... 2D < or = Morale Rating

If the roll is equal to or less than the character's Morale Rating, his initiative is equal to the throw. If the roll is higher than the character's morale rating, then his initiative is equal to the throw +10.

DMs to the Initiative Throw.
----------------------------
-1DM if Initiative throw is equal to or less than INT.

+1DM if one stat wounded.
+2DM if two stats wounded.
+3DM if three stats wounded.
 
(INITIATIVE in CLASSIC TRAVELLER)



================================================
--1-- MORALE
================================================



Each character gets a Morale rating, based on that listed in Striker Book 2 pg. 37 and 44-46 (also referenced in CT Book 4 pg. 28-29).

Characters with backgrounds not accustomed to firefights (pretty much all careers except Army and Marine characters....and Navy Ship's Troops [but not regular Navy characters]) receive a morale rating of:

1D + Tactics Skill

Army and Marine characters (and any others the GM deems has been battle hardened) receive a morale rating of:

1D + Tactics Skill + Number of Terms +1

The morale rating is listed on the character's sheet.



================================================
--2-- INITIATIVE
================================================



In order to determine initiative during a CT combat round, roll 2D for the character's Morale Rating or less.

INITIATIVE ... 2D < or = Morale Rating

If the roll is equal to or less than the character's Morale Rating, his initiative is equal to the throw. If the roll is higher than the character's morale rating, then his initiative is equal to the throw +10.

DMs to the Initiative Throw.
----------------------------
-1DM if Initiative throw is equal to or less than INT.

+1DM if one stat wounded.
+2DM if two stats wounded.
+3DM if three stats wounded.
 
(example INITIATIVE throw)


-------------------------------------------------
Example.

Giez has served in the Imperial Marines for 4 terms before mustering out. He has no Tactics skill. His Morale rating is 1D +5. I rolled a 3, so I write Morale 8- on Giez's sheet. Giez has INT-6.

In a combat situation, Giez will throw 2D for 8- when he throws for initiative.

---> If that roll is 6-, Giez will get a -1DM to lower his initiative. His initiative will be the amount of his throw minus 1.

---> If that roll is between 7-8, then his initiative will be either 7 or 8.

---> If that roll is 9+, his initiative will be 19 or higher (the total of the throw +10).

---> If Giez is wounded to where one of his three physical stats (STR, DEX, or END) has been decreased, then a +1DM is added to the throw.

---> If Giez is wounded to where two of his three physical stats have been reduced due to damage, then a +2DM is added to his initiative throw (increasing the likelyhood that +10 will be added to the throw).

---> If Giez is wounded to where all three of his physical stats have been impaired by damage, then a +3DM is added to his initiative throw.
 
(example INITIATIVE throw)


-------------------------------------------------
Example.

Giez has served in the Imperial Marines for 4 terms before mustering out. He has no Tactics skill. His Morale rating is 1D +5. I rolled a 3, so I write Morale 8- on Giez's sheet. Giez has INT-6.

In a combat situation, Giez will throw 2D for 8- when he throws for initiative.

---> If that roll is 6-, Giez will get a -1DM to lower his initiative. His initiative will be the amount of his throw minus 1.

---> If that roll is between 7-8, then his initiative will be either 7 or 8.

---> If that roll is 9+, his initiative will be 19 or higher (the total of the throw +10).

---> If Giez is wounded to where one of his three physical stats (STR, DEX, or END) has been decreased, then a +1DM is added to the throw.

---> If Giez is wounded to where two of his three physical stats have been reduced due to damage, then a +2DM is added to his initiative throw (increasing the likelyhood that +10 will be added to the throw).

---> If Giez is wounded to where all three of his physical stats have been impaired by damage, then a +3DM is added to his initiative throw.
 
(example INITIATIVE throw)


-------------------------------------------------
Example.

Jonns Durez has mustered out as an Engineer aboard an Imperial Naval vessel. He doesn't have a Tactics skill. His intelligence is INT-10. And, I rolled 5 on 1D, making his Morale rating a 5-.

During a combat situation, initiative is rolled to see who goes first.

Durez rolls a 9.

This roll is below Durez's INT-10, so a -1DM is used.

The roll is not equal to or below Durez's Morale rating, so a +10DM is used.

Durez's initiative is 18.
 
(example INITIATIVE throw)


-------------------------------------------------
Example.

Jonns Durez has mustered out as an Engineer aboard an Imperial Naval vessel. He doesn't have a Tactics skill. His intelligence is INT-10. And, I rolled 5 on 1D, making his Morale rating a 5-.

During a combat situation, initiative is rolled to see who goes first.

Durez rolls a 9.

This roll is below Durez's INT-10, so a -1DM is used.

The roll is not equal to or below Durez's Morale rating, so a +10DM is used.

Durez's initiative is 18.
 
(Being a LEADER)


Characters with Leader skill may attempt to lead. A player indicates that his character is attempting to lead simply by stating so before initiative is thrown.

If the character's initiative throw is equal to or less than the leader's morale rating, then the leader's skill can be applied as a beneficial -DM to the initiative throws of all other members in the party (but not the leader's). He's leading them.

If the character, while trying to lead, rolls initiative above his own Morale rating (getting the +10DM to his own initiative roll), then the character's Leader skill level is applied as a penalty +DM to the initiaive throws of all other members in the party (but not the leader's own roll). He's caused them to hesitate


Whether a character with leadership expertise attempts to lead others or not is completely up to the player playing the character.
 
(Being a LEADER)


Characters with Leader skill may attempt to lead. A player indicates that his character is attempting to lead simply by stating so before initiative is thrown.

If the character's initiative throw is equal to or less than the leader's morale rating, then the leader's skill can be applied as a beneficial -DM to the initiative throws of all other members in the party (but not the leader's). He's leading them.

If the character, while trying to lead, rolls initiative above his own Morale rating (getting the +10DM to his own initiative roll), then the character's Leader skill level is applied as a penalty +DM to the initiaive throws of all other members in the party (but not the leader's own roll). He's caused them to hesitate


Whether a character with leadership expertise attempts to lead others or not is completely up to the player playing the character.
 
(example of LEADERSHIP)


-------------------------------------------------
Example.

Giez picked up Leader-3 during his time in the Marines.

During a firefight, Giez's player annouces that Giez will attempt to exert his leadership ability and lead the group against the enemies.

INT-6
Morale 8-

Giez rolls a 4 on his initiave roll. This is reduced to a 3 because of his INT.

All other members in Giez's party benefit from a -3DM applied to thir initiaive throws.


Some time later, Giez is in another firefight, and again, he attempts to lead is party to victory.

Giez rolls 10 on his initiative throw, which is increased to 20 because he didn't roll his Morale or less.

The party's confidence in Giez's leadership is shaken, and they hesitate. Each party member (but not Giez himself) received a +3DM penalty to their initiaive throws.
 
(example of LEADERSHIP)


-------------------------------------------------
Example.

Giez picked up Leader-3 during his time in the Marines.

During a firefight, Giez's player annouces that Giez will attempt to exert his leadership ability and lead the group against the enemies.

INT-6
Morale 8-

Giez rolls a 4 on his initiave roll. This is reduced to a 3 because of his INT.

All other members in Giez's party benefit from a -3DM applied to thir initiaive throws.


Some time later, Giez is in another firefight, and again, he attempts to lead is party to victory.

Giez rolls 10 on his initiative throw, which is increased to 20 because he didn't roll his Morale or less.

The party's confidence in Giez's leadership is shaken, and they hesitate. Each party member (but not Giez himself) received a +3DM penalty to their initiaive throws.
 
I gathered (but I don't think you specified) that lowest initiative roll goes first.

Also, I would give initiative benefits to Law Enforcement; and, maybe a lesser one to Barbarians, Pirates (treat same as Navy), Flyers, Hunters and Scouts.
 
I gathered (but I don't think you specified) that lowest initiative roll goes first.

Also, I would give initiative benefits to Law Enforcement; and, maybe a lesser one to Barbarians, Pirates (treat same as Navy), Flyers, Hunters and Scouts.
 
Originally posted by Fritz88:
I gathered (but I don't think you specified) that lowest initiative roll goes first.
Quite correct, Fritz.


On a character's initiative, I go around the table and ask the player, "What do you want to do". And, we play out his 15 seconds (using my multiple action rule from the other thread).

A character must go on his action except in two circumstances--

Circumstance 1: Hold Action. I allow a character to "hold his action" and go later in the round, if he wants. On his initiative, if he wants to hold his action, I add 20 points to his initiaive roll. An initiative of 9 becomes 29. An initiative of 15 becomes 35.

The higher your initiative number is, the later you go in the round.


Circumstance 2: Watch Action. I also allow 'watch actions' where a character's actions are delayed until triggered by some event.

A gunner, for example, would watch a doorway. If/when anybody comes through that doorway, the watch action is triggered, and the gunner can blow those people away before they can go on with their actions for the round (kinda like interrupts in MT).


Also, I would give initiative benefits to Law Enforcement; and, maybe a lesser one to Barbarians, Pirates (treat same as Navy), Flyers, Hunters and Scouts.
I just went, pretty much, with what was recorded in Striker and Mercenary. I added the INT bonus and the "if the character is wounded" penalties. Other than that, it's pretty much straight Striker/Mercenary.

I can see your argument--makes a lot of sense.

You would need to give them less of a bonus than the Army/Marine guys.

We could go three levels of this--

First level is as I detailed above about those careers who haven't seen action.

Second level would need to be created--something in between the two rolls I noted above for those careers you cite.

Third level would be the one listed above for the Army/Marine dudes.

What would you recommend?
 
Originally posted by Fritz88:
I gathered (but I don't think you specified) that lowest initiative roll goes first.
Quite correct, Fritz.


On a character's initiative, I go around the table and ask the player, "What do you want to do". And, we play out his 15 seconds (using my multiple action rule from the other thread).

A character must go on his action except in two circumstances--

Circumstance 1: Hold Action. I allow a character to "hold his action" and go later in the round, if he wants. On his initiative, if he wants to hold his action, I add 20 points to his initiaive roll. An initiative of 9 becomes 29. An initiative of 15 becomes 35.

The higher your initiative number is, the later you go in the round.


Circumstance 2: Watch Action. I also allow 'watch actions' where a character's actions are delayed until triggered by some event.

A gunner, for example, would watch a doorway. If/when anybody comes through that doorway, the watch action is triggered, and the gunner can blow those people away before they can go on with their actions for the round (kinda like interrupts in MT).


Also, I would give initiative benefits to Law Enforcement; and, maybe a lesser one to Barbarians, Pirates (treat same as Navy), Flyers, Hunters and Scouts.
I just went, pretty much, with what was recorded in Striker and Mercenary. I added the INT bonus and the "if the character is wounded" penalties. Other than that, it's pretty much straight Striker/Mercenary.

I can see your argument--makes a lot of sense.

You would need to give them less of a bonus than the Army/Marine guys.

We could go three levels of this--

First level is as I detailed above about those careers who haven't seen action.

Second level would need to be created--something in between the two rolls I noted above for those careers you cite.

Third level would be the one listed above for the Army/Marine dudes.

What would you recommend?
 
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