Thread: Struggling with combat mechanics in TNE

8 posts.

I have read and re-read the combat sections in the TNE core book and i am flummoxed, i need an intervention.

Here are the scenarios i expect to happen in the next game, i'll start with the PCs:

PC1: Former Marine with a Laser Rifle: energy weapon - laser rifle asset is about 13. Also has armed martial arts - large blade asset of about 10. Combat environment suit

PC2: Former Bounty hunter with a Gauss Rifle: slug weapon - slug rifle asset is about 12. Also has armed martial arts - small blade asset of about 14. BW body suit

PC3: Former Martial artist with a bow: archaic weapon - bow asset is about 14. Also has unarmed martial arts asset of about 16. BW body suit

PC4: Former Mechanic with RCV asset of 14 and Machine Gun: slug weapon - slug rifle asset is about 10. Flak Jacket

The first encounter is with the natives of a TL2 world: a horse mounted patrol with 6 experienced guys in Leather vest and bows and large blades, with an elite leader in Full mail, with bow and large blade.

If i understand the rules, the The experienced NPCs have 40 hit points, asset of 11 with their bows and swords and will do 3 points of damage on a successful attack. The elite leader has 40 hit points, asset of 15 on attacks and does 5 points of damage on a successful attack.

What i am confused about is how attack, defense and damage actually work: is there a defense roll at all? How the <bleep> does armour work?

What is need is a round by round explanation of what would happen when the PCs fight the NPCs above (assuming things become hostile and fighting breaks out). Break it down completely: how hits are determined, how damage is determined, how damage is avoided (if possible) and how armour affects all this.

Thanks so very much,
BB


> PC2: Former Bounty hunter with a Gauss Rifle: slug weapon - slug rifle asset is about 12. Also has armed martial arts - small blade asset of about 14. BW body suit
>
> PC3: Former Martial artist with a bow: archaic weapon - bow asset is about 14. Also has unarmed martial arts asset of about 16. BW body suit
>

Rats! i knew i would forget something:
PC2 has acrobatics asset 14
PC3 has acrobatics asset 16

Why make it so complicated? Even so, it's pretty simple.
Melee is a task like any other. Page 271 for modifiers. Basically
difficult roll except target can try to block/parry. If hit, roll
location and subtract damage from double armor rating. I use
blunt trauma for melee, too, but that's a house rule. Then go to
page 289.
Direct fire (modern slug thrower, high energy, or archaic like
archery) are done with page 273-275. rolls are not opposed:
target at best can make it harder to predict movement by juking,
etc but it's mostly factor of: skill vs range with circumstances
adding diff mods to difficulty. This is realistic, not the
Matrix. If a marksman is good, you're not going to get out if the
way.
When there's a hit, go to page 285 and check penetration. Usually
some, but not all, damage will be absorbed/reduced by armor, but
even with good armor don't forget about blunt trauma. Then go to
289.
My house rule from TNE-RCES days has been D8 for pistol/smg
calibers and D10 for long arms, D12 for heavy weapons. D8 for
large melee weapons (swords, etc) though regular D6 for smaller
(knives, etc).
---
from my T989

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 success 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




---
from my T989
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

---
from my T989


OK, i guess my last decade in d20 games is throwing me off.

So combat is just a difficult task, defender cannot affect it (unless its melee then defender can make a formidable task to block).

The weapon dice versus armour penetration (and range for lasers) still has my head spinning though.



--- In , "Derek Stanley" <nightrim@...> wrote:
>
> Untouchables Rule #1 - Never bring a knife to a gun fight.
>
>

I can't find thsi in the TNE book. What sort of rule is this?


If one side had guns, it's maybe 2 rounds before the side that
doesn't is dead or routed. (don't forget Panic), unless that side
has a huge numerical superiority and have high enough Morale
and/or numbers to absorb the casualties.
It's not always Difficult. Marine took a turn to aim, it's
average and he'll hit on anything but a 20 until perhaps the last
fleeting horseman got to a farther range category... At 500m,
it's Formidable (6 or less) aimed or Impossible (3 or less) to
hit on a quick shot.




---
from my T989

Bardbear wrote:




--- In
<> , "Derek Stanley"
<nightrim@...> wrote:
>
> Untouchables Rule #1 - Never bring a knife to a gun fight.
>
>

I can't find thsi in the TNE book. What sort of rule is this?