Feel free to help me improve the system. These are the current rules Ben Webb is using to clear out pirates on the Abandonment.
Rule 68A Conflict Resolution
I prefer fewer charts and such during the running of a game. Preferably all I need is the details at hand and then go from there. This process aims to scratch that itch. It also aims to integrate Rule 68A and some ideas from Striker combat.
In Traveller, characters have skills. In Striker they have Morale. The ability to focus under stress seems important in the majority of combat and skill performance. Reference Lanny Bassham’s “With Winning in Mind”.
With Rule 68A, if a task is easy you need a 6+. Medium difficulty an 8+, and very difficult a 10+ on 2d6. The “A” represents the hexidecimal notation for 10. Shooting while active, or being shot at, is a Medium Difficulty task.
Let’s start with a combat baseline. A character who knows the basics of a gun can shoot someone at effetive range on an 8+. That assumes they have a Skill-0 in that weapon type and that there are no modifiers. For shooting we’re going to have three ranges and the required roll to hit: Effective (8+), Long (10+), and Extreme (12+). Take that further if necessary. To make things simple, we’re going to use the range twice. Actual Range (AR) is the physical distance between shooter and target. Effective Range (ER) is the adjusted sense of range based on AR and modifiers.
For example, if a target is physically at Effective Range (8+) but is fairly well hidden by a solid object that would stop the shot, then the roll treats them at Long Range (10+). Think about that for just a second. It eliminates a lot of the math and trying to remember if something is a +1 or a +3. It suggests, but needs to be tested, if you want something to slide off the scale as becoming impossible. Or the results actions shift down.
Aiming, or “Called Shots”
Shooters can declare "Aiming" for X amount of "shots". If the shots aimed for exceed the "hits rolled" that round, no shot is taken. As long as the same target is trackable the Aiming builds from one turn to the next. For each X, add +2 to the Damage Roll.
Example: A pirate is hiding behind a wall of slaves, for two shifts of Difficulty. "To Hit" due to cover. Ben "Aims" for 2 "shots" and pulls the trigger on a third. As long as his total "To Hit" roll gives three shots he does a normal hit that round. Otherwise the shot is taken when Ben has a total of 3 shots.
Ben rolls a total of 10 the first round. Too much movement, too risky. In the next round Ben rolls another 10. Two shots. His first one hits the pirate cowering behind the slaves and he has a second shot for another pirate.
Let’s make some more generalizations. How are weapons supported? Generally by one of four ways. Appendage, Body, Ground, or Permanent. Someone holding a pistol has an appendage mounted weapon. They can only shoot at Effective Range. A rifle that is used normally is more supported and can go to Long Range. Using a rifle with a bipod is Ground supported and can go to Extreme range. A pintle mounted .50 caliber can also go to extreme range but it does more damage. People who game the system and try to mount a pistol onto a vehicle need to not do that.
Mixing Skills and Morale
Skill from CT is the ability to understand the weapon system and extrapolate about it. A person with a Rifle-1 skill can break the weapon down, clean it, and make some rough guesses on bullet drop based on range, gravity, and ammo selection.
Ability to inflict damage is based off Morale for all weapons a character is familiar with. The weapon systems don't require a lot of thought to operate.
"To Know" is Skill. "To Hit" is Morale.
Rule 68A Conflict Resolution
I prefer fewer charts and such during the running of a game. Preferably all I need is the details at hand and then go from there. This process aims to scratch that itch. It also aims to integrate Rule 68A and some ideas from Striker combat.
In Traveller, characters have skills. In Striker they have Morale. The ability to focus under stress seems important in the majority of combat and skill performance. Reference Lanny Bassham’s “With Winning in Mind”.
With Rule 68A, if a task is easy you need a 6+. Medium difficulty an 8+, and very difficult a 10+ on 2d6. The “A” represents the hexidecimal notation for 10. Shooting while active, or being shot at, is a Medium Difficulty task.
Let’s start with a combat baseline. A character who knows the basics of a gun can shoot someone at effetive range on an 8+. That assumes they have a Skill-0 in that weapon type and that there are no modifiers. For shooting we’re going to have three ranges and the required roll to hit: Effective (8+), Long (10+), and Extreme (12+). Take that further if necessary. To make things simple, we’re going to use the range twice. Actual Range (AR) is the physical distance between shooter and target. Effective Range (ER) is the adjusted sense of range based on AR and modifiers.
For example, if a target is physically at Effective Range (8+) but is fairly well hidden by a solid object that would stop the shot, then the roll treats them at Long Range (10+). Think about that for just a second. It eliminates a lot of the math and trying to remember if something is a +1 or a +3. It suggests, but needs to be tested, if you want something to slide off the scale as becoming impossible. Or the results actions shift down.
Aiming, or “Called Shots”
Shooters can declare "Aiming" for X amount of "shots". If the shots aimed for exceed the "hits rolled" that round, no shot is taken. As long as the same target is trackable the Aiming builds from one turn to the next. For each X, add +2 to the Damage Roll.
Example: A pirate is hiding behind a wall of slaves, for two shifts of Difficulty. "To Hit" due to cover. Ben "Aims" for 2 "shots" and pulls the trigger on a third. As long as his total "To Hit" roll gives three shots he does a normal hit that round. Otherwise the shot is taken when Ben has a total of 3 shots.
Ben rolls a total of 10 the first round. Too much movement, too risky. In the next round Ben rolls another 10. Two shots. His first one hits the pirate cowering behind the slaves and he has a second shot for another pirate.
Let’s make some more generalizations. How are weapons supported? Generally by one of four ways. Appendage, Body, Ground, or Permanent. Someone holding a pistol has an appendage mounted weapon. They can only shoot at Effective Range. A rifle that is used normally is more supported and can go to Long Range. Using a rifle with a bipod is Ground supported and can go to Extreme range. A pintle mounted .50 caliber can also go to extreme range but it does more damage. People who game the system and try to mount a pistol onto a vehicle need to not do that.
Mixing Skills and Morale
Skill from CT is the ability to understand the weapon system and extrapolate about it. A person with a Rifle-1 skill can break the weapon down, clean it, and make some rough guesses on bullet drop based on range, gravity, and ammo selection.
Ability to inflict damage is based off Morale for all weapons a character is familiar with. The weapon systems don't require a lot of thought to operate.
"To Know" is Skill. "To Hit" is Morale.