Post by makofan on Oct 31, 2016 22:14:44 GMT -5
TRAVELLER MELEE COMBAT AS UNDERSTOOD BY ME
All errors/corrections and discussion points are super-welcome. This is from Starter Traveller
Two PC's, Clint and Sly, are playing poker in a seedy cantina with three other gents - Fred, Slick and Stooge. It is a private game. Guns had to be left at the door with the bouncers.
Clint: 9CA (Str/Dex/End) Brawling-1 Gambling-4 Tactics-1 wears Mesh under his poncho
Sly: A8A Brawling-2 Tactics-1 Blade-3, has a sheathed Blade and Jack armor
Fred: 878 Brawling-1, has a sap and no armor
Slick: 696 Gambling-2 Body Pistol-1, derringer and Cloth (kevlar) vest
Stooge: 969 Brawling-1 Blade-1, blade and no armor
Beverage bottles, ash trays and e-cigars, and poker chips crowd a table of five players in a retro joint in Muskatoon spaceport. The game has been going for a while, for very high stakes, and now it is time to see who is winning money. Clint and Sly are teaming up, so Clint rolls with a +4 DM, needing an 8+ to win. I will subtract Slick's Gambling 2, giving a final DM of +2. Roll is 9+2=11, Clint wins 5000 CR, enough money for a normal person to live on for a year. As he is Gambling 4 he needs to roll to see if he is suspected of cheating (8- to avoid). He rolls a 9 and Slick accuses him of cheating, and they are going to beat the money out of him. Slick reaches for his hideout gun, Fred and Stooge get off their chairs, Fred pulling out a sap and Stooge a Bowie knife. Sly flips over the table to impede people, and grabs a bottle off the table (he does not wish to kill anybody so does not draw his commando knife). Clint gets ready to punch Fred
COMBAT STARTS
There is no surprise, as each party is aware of the other.
Combat round is movement (state intentions) then simultaneous resolution, followed by morale phase.
Movement and combat is abstracted to range bands. Since a range band is 25 metres, everybody is in the same range band and is considered close or short range (GM will need to adjudicate). GM has option to go to map-based combat. Here it is pretty clear that Fred and Clint are in Close contact, Stooge and Sly are in Close contact, and Slick is at Short range to Clint and Sly
A character may walk one movement band or run two movement bands. If he moves two movement bands, he may not attack. A character can Evade (make no attacks but get a -DM to be hit), Close Range, Open Range or Stand (not move). Characters need 8+ after modifiers for a successful attack causing damage
Clint chooses to Stand, attack Fred
Sly chooses to Stand, attack Stooge
Fred chooses to Stand, attack Clint
Stooge chooses to Stand, attack Sly
Slick chooses to Stand, Draw and attack Clint
GM rules on the fly that Sly's table flip was a great tactic, and on an 8+ will knock Slick off his chair and stop him from getting a shot off that turn.He gives Sly a +1 DM for his Tactics skill. Sly rolls 7+1=8 success and Slick will get his gun out but not get a shot off this round. GM rules that a sap will use Brawling skill and Club damage, as will Sly's beer bottle.
MECHANICS
It doesn't matter what order combat is resolved in, as it is simultaneous.
Clint, Brawling +1, Hands vs no armor +1, Hands at Close Range +2, Advantageous Str (9+) +1 = DM +5
Fred's defense is Brawling -1, so Clint gets +4. He rolls 2+4=6 MISS
With a 10 End, he now has 9 more full Str swings he can take this combat
Fred, Brawling +1, Club vs Mesh -2, Club at Close Range +1, Advantageous Str (8+) +2 = DM +2
Clint's defense is Brawling -1, so Fred gets +1. He rolls 7+1=8 HIT for 2D=7 damage
Fred, End 8, can make 7 more full Str swings this combat
GM rolls randomly for STAT affected (first blood rule) and gets Str.
Clint is now 2CA. For attacking purposes he is still Str 9
Sly, Brawling +2, Club vs no armor +0, Club at Close Range +1, Advantageous Str (8+) +2 = DM +5
Stooge's defense is Blade -1, so Sly gets +4. He rolls 6+4=10 HIT for 2D=7 damage
Sly, End 10, can make 9 more full Str swings this combat
GM rolls randomly for STAT affected (first blood rule) and gets Dex.
Stooge's Dex is 6-7=0, and 1 pt is taken off a randonly rolled stat (End)
Stooge is 908 and unconscious
Sly's bottle breaks and is now treated as a dagger due to its jagged edge
Stooge, Blade +1, Blade vs Jack +0, Blade at Close Range +1, Advantageous Str (9+) +1 = DM +3
Sly's Defense is Brawling -2, so Stooge gets +1. He rolls 9+1=10 HIT for 2D=5 damage
GM rolls randomly for STAT affected (first blood rule) and gets Str.
Sly is now 58A. For attacking purposes he is still Str A
Morale: Side has taken 25%+ losses, needs 7+ to stand, rolls 11
DESCRIPTION
Sly flips over the table, cards and poker chips scattering everywhere, sending Slick to the floor before he can finish drawing a gun from his shoulder holster. The noise draws attention, as patrons of this fine emporium look around at all the money scattered on the floor. Clint launches a wild swing at Fred, misses, and gets whapped across the face with a vicious sap slap. Meanwhile Stooge opens up a cash in Sly's side, but comes too close to Sly's reach. Sly's smash is so strong it breaks the beer bottle in his hand, and sends Stooge unconscious. Sly notices Clint in trouble, and Slick drawing a bead on him with an illegal pistol. This fight isn't over yet!
Clint chooses to Stand, attack Fred
Sly chooses to Evade
Fred chooses to Stand, attack Clint
Slick chooses to Stand, shoot Sly
MECHANICS
It doesn't matter what order combat is resolved in, as it is simultaneous.
Clint, Brawling +1, Hands vs no armor +1, Hands at Close Range +2, Advantageous Str (9+) +1 = DM +5
Fred's defense is Brawling -1, so Clint gets +4. He rolls 12+4=16 HIT for 1D=3 damage
With a 10 End, he now has 8 more full Str swings he can take this combat
GM rolls randomly for STAT affected (first blood rule) and gets Str.
Fred is now 578
Fred, Brawling +1, Club vs Mesh -2, Club at Close Range +1, Advantageous Str (8+) +2 = DM +2
Clint's defense is Brawling -1, so Fred gets +1. He rolls 3+1=4 MISS
Fred, End 8, can make 6 more full Str swings this combat
Sly dodges behind the upturned table
Slick can not hit the concealed and covered Sly. His bullet thunks into the table. He has 5 shots left
Morale: Side has taken 25%+ losses, needs 7+ to stand, rolls 6
DESCRIPTION
Clint launches a glancing blow on Fred, and Slick misses his shot as Sly dives under cover. The two thugs decide to cut their losses and flee, leaving their helpless compatriot behind. Clint and Sly gather up as many chips as they can, and then hightail it before the authorities come. Clint's Str recovers to halfway between 2 (current) and 9 (normal), rounded down so he is Str 5 until he gets Medical care
All errors/corrections and discussion points are super-welcome. This is from Starter Traveller
Two PC's, Clint and Sly, are playing poker in a seedy cantina with three other gents - Fred, Slick and Stooge. It is a private game. Guns had to be left at the door with the bouncers.
Clint: 9CA (Str/Dex/End) Brawling-1 Gambling-4 Tactics-1 wears Mesh under his poncho
Sly: A8A Brawling-2 Tactics-1 Blade-3, has a sheathed Blade and Jack armor
Fred: 878 Brawling-1, has a sap and no armor
Slick: 696 Gambling-2 Body Pistol-1, derringer and Cloth (kevlar) vest
Stooge: 969 Brawling-1 Blade-1, blade and no armor
Beverage bottles, ash trays and e-cigars, and poker chips crowd a table of five players in a retro joint in Muskatoon spaceport. The game has been going for a while, for very high stakes, and now it is time to see who is winning money. Clint and Sly are teaming up, so Clint rolls with a +4 DM, needing an 8+ to win. I will subtract Slick's Gambling 2, giving a final DM of +2. Roll is 9+2=11, Clint wins 5000 CR, enough money for a normal person to live on for a year. As he is Gambling 4 he needs to roll to see if he is suspected of cheating (8- to avoid). He rolls a 9 and Slick accuses him of cheating, and they are going to beat the money out of him. Slick reaches for his hideout gun, Fred and Stooge get off their chairs, Fred pulling out a sap and Stooge a Bowie knife. Sly flips over the table to impede people, and grabs a bottle off the table (he does not wish to kill anybody so does not draw his commando knife). Clint gets ready to punch Fred
COMBAT STARTS
There is no surprise, as each party is aware of the other.
Combat round is movement (state intentions) then simultaneous resolution, followed by morale phase.
Movement and combat is abstracted to range bands. Since a range band is 25 metres, everybody is in the same range band and is considered close or short range (GM will need to adjudicate). GM has option to go to map-based combat. Here it is pretty clear that Fred and Clint are in Close contact, Stooge and Sly are in Close contact, and Slick is at Short range to Clint and Sly
A character may walk one movement band or run two movement bands. If he moves two movement bands, he may not attack. A character can Evade (make no attacks but get a -DM to be hit), Close Range, Open Range or Stand (not move). Characters need 8+ after modifiers for a successful attack causing damage
Clint chooses to Stand, attack Fred
Sly chooses to Stand, attack Stooge
Fred chooses to Stand, attack Clint
Stooge chooses to Stand, attack Sly
Slick chooses to Stand, Draw and attack Clint
GM rules on the fly that Sly's table flip was a great tactic, and on an 8+ will knock Slick off his chair and stop him from getting a shot off that turn.He gives Sly a +1 DM for his Tactics skill. Sly rolls 7+1=8 success and Slick will get his gun out but not get a shot off this round. GM rules that a sap will use Brawling skill and Club damage, as will Sly's beer bottle.
MECHANICS
It doesn't matter what order combat is resolved in, as it is simultaneous.
Clint, Brawling +1, Hands vs no armor +1, Hands at Close Range +2, Advantageous Str (9+) +1 = DM +5
Fred's defense is Brawling -1, so Clint gets +4. He rolls 2+4=6 MISS
With a 10 End, he now has 9 more full Str swings he can take this combat
Fred, Brawling +1, Club vs Mesh -2, Club at Close Range +1, Advantageous Str (8+) +2 = DM +2
Clint's defense is Brawling -1, so Fred gets +1. He rolls 7+1=8 HIT for 2D=7 damage
Fred, End 8, can make 7 more full Str swings this combat
GM rolls randomly for STAT affected (first blood rule) and gets Str.
Clint is now 2CA. For attacking purposes he is still Str 9
Sly, Brawling +2, Club vs no armor +0, Club at Close Range +1, Advantageous Str (8+) +2 = DM +5
Stooge's defense is Blade -1, so Sly gets +4. He rolls 6+4=10 HIT for 2D=7 damage
Sly, End 10, can make 9 more full Str swings this combat
GM rolls randomly for STAT affected (first blood rule) and gets Dex.
Stooge's Dex is 6-7=0, and 1 pt is taken off a randonly rolled stat (End)
Stooge is 908 and unconscious
Sly's bottle breaks and is now treated as a dagger due to its jagged edge
Stooge, Blade +1, Blade vs Jack +0, Blade at Close Range +1, Advantageous Str (9+) +1 = DM +3
Sly's Defense is Brawling -2, so Stooge gets +1. He rolls 9+1=10 HIT for 2D=5 damage
GM rolls randomly for STAT affected (first blood rule) and gets Str.
Sly is now 58A. For attacking purposes he is still Str A
Morale: Side has taken 25%+ losses, needs 7+ to stand, rolls 11
DESCRIPTION
Sly flips over the table, cards and poker chips scattering everywhere, sending Slick to the floor before he can finish drawing a gun from his shoulder holster. The noise draws attention, as patrons of this fine emporium look around at all the money scattered on the floor. Clint launches a wild swing at Fred, misses, and gets whapped across the face with a vicious sap slap. Meanwhile Stooge opens up a cash in Sly's side, but comes too close to Sly's reach. Sly's smash is so strong it breaks the beer bottle in his hand, and sends Stooge unconscious. Sly notices Clint in trouble, and Slick drawing a bead on him with an illegal pistol. This fight isn't over yet!
Clint chooses to Stand, attack Fred
Sly chooses to Evade
Fred chooses to Stand, attack Clint
Slick chooses to Stand, shoot Sly
MECHANICS
It doesn't matter what order combat is resolved in, as it is simultaneous.
Clint, Brawling +1, Hands vs no armor +1, Hands at Close Range +2, Advantageous Str (9+) +1 = DM +5
Fred's defense is Brawling -1, so Clint gets +4. He rolls 12+4=16 HIT for 1D=3 damage
With a 10 End, he now has 8 more full Str swings he can take this combat
GM rolls randomly for STAT affected (first blood rule) and gets Str.
Fred is now 578
Fred, Brawling +1, Club vs Mesh -2, Club at Close Range +1, Advantageous Str (8+) +2 = DM +2
Clint's defense is Brawling -1, so Fred gets +1. He rolls 3+1=4 MISS
Fred, End 8, can make 6 more full Str swings this combat
Sly dodges behind the upturned table
Slick can not hit the concealed and covered Sly. His bullet thunks into the table. He has 5 shots left
Morale: Side has taken 25%+ losses, needs 7+ to stand, rolls 6
DESCRIPTION
Clint launches a glancing blow on Fred, and Slick misses his shot as Sly dives under cover. The two thugs decide to cut their losses and flee, leaving their helpless compatriot behind. Clint and Sly gather up as many chips as they can, and then hightail it before the authorities come. Clint's Str recovers to halfway between 2 (current) and 9 (normal), rounded down so he is Str 5 until he gets Medical care