Untouchables Rule #1 - Never bring a knife to a gun fight.
From: [] On Behalf Of
Sent: Sunday, July 29, 2012 5:07 PM
To:
Subject: RE: [Traveller_TNE] Struggling with combat mechanics in TNE
Let's say they're in discussion that goes south and violence ensues:
1) roll initiative. Go in descending order high to low
Your Marine shooting at the primitives depends if he's aiming or not. If combat just started, he may decide to use that round to aim or face higher difficulty. weapon draw should take a round, as would taking it from sling to ready position.
2) Let's say he had weapon at ready but wasn't sighting in (which wouldn't be friendly, obviously), so takes a
Quick Shot at the nearest enemy say within 20 meters. Quick shot in short range is Difficult so base target is roll 13 or less to hit. Say he rolls an 8, it's a hit. Normal NPC don't bother with location, but detailed NPC you do. None of their enemy armor will have an effect or reduce any damage. Roll damage. 7D (TL9 DEI carbine) isn't likely to kill outright unless it's outstanding s uccess or head shot (double damage). Say it's 24, you'd be on the second row of hit boxes, so it's a serious wound. In this case though, Quick Kill means that guy is toast on any roll but a 20. Roll 14, yip he's dead.
3) Go through initiative. Say Enemy leader is next. Assume they were close enough to be talking, though they're mounted. Call it 5-10m? Long melee range needs 3m or closer, so they need to close in or use actions to draw missile weapons. He spurs forward. Being Elite with Initiative 5, he'll get a second action this round
4) bounty hunter probably shots another horseman to similar effect. Say he rolls a one, gets instant success and kills him outright.
5) mechanic and martial artist use their actions to draw weapons
6) rest of horsemen close
7) leader attacks Bounty Hunter. Armed Melee is difficult, so had to roll 15 or less to hit with sword. Rolls 4, for a hit. Bounty Hunter tries to parry with rifle. Roll Formidable armed martial arts. Cascade asset is probably about 12, so a 6 or less, which means he's probably hit. Say he rolls 10, yip still hit. Roll location, 4 to chest. His BW weave suit will reduce damage, though. Rolls 7+(str 8/2) =11 damage - 2 for armor is 9 damage. Compare against agility for knockdown compare against severity (pg 288).
8) Marine and maybe Bounty hunter would get their second actions
9) next round
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from my T989
From: [] On Behalf Of
Sent: Sunday, July 29, 2012 5:07 PM
To:
Subject: RE: [Traveller_TNE] Struggling with combat mechanics in TNE
Let's say they're in discussion that goes south and violence ensues:
1) roll initiative. Go in descending order high to low
Your Marine shooting at the primitives depends if he's aiming or not. If combat just started, he may decide to use that round to aim or face higher difficulty. weapon draw should take a round, as would taking it from sling to ready position.
2) Let's say he had weapon at ready but wasn't sighting in (which wouldn't be friendly, obviously), so takes a
Quick Shot at the nearest enemy say within 20 meters. Quick shot in short range is Difficult so base target is roll 13 or less to hit. Say he rolls an 8, it's a hit. Normal NPC don't bother with location, but detailed NPC you do. None of their enemy armor will have an effect or reduce any damage. Roll damage. 7D (TL9 DEI carbine) isn't likely to kill outright unless it's outstanding s uccess or head shot (double damage). Say it's 24, you'd be on the second row of hit boxes, so it's a serious wound. In this case though, Quick Kill means that guy is toast on any roll but a 20. Roll 14, yip he's dead.
3) Go through initiative. Say Enemy leader is next. Assume they were close enough to be talking, though they're mounted. Call it 5-10m? Long melee range needs 3m or closer, so they need to close in or use actions to draw missile weapons. He spurs forward. Being Elite with Initiative 5, he'll get a second action this round
4) bounty hunter probably shots another horseman to similar effect. Say he rolls a one, gets instant success and kills him outright.
5) mechanic and martial artist use their actions to draw weapons
6) rest of horsemen close
7) leader attacks Bounty Hunter. Armed Melee is difficult, so had to roll 15 or less to hit with sword. Rolls 4, for a hit. Bounty Hunter tries to parry with rifle. Roll Formidable armed martial arts. Cascade asset is probably about 12, so a 6 or less, which means he's probably hit. Say he rolls 10, yip still hit. Roll location, 4 to chest. His BW weave suit will reduce damage, though. Rolls 7+(str 8/2) =11 damage - 2 for armor is 9 damage. Compare against agility for knockdown compare against severity (pg 288).
8) Marine and maybe Bounty hunter would get their second actions
9) next round
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from my T989