Friday 30 May 2014

Traveller - The Mesh & Equipment

I've said before that this is a mesh-up of Mega Traveller and Classic Traveller rules.  Mostly using Mega Traveller for character generation (since there are more options) and then using the CT rules.

Task Resolution
We will be using the Mega Traveller concept of Task Difficulty, slightly modified.

Simple = 4+
Routine = 8+
Difficult = 12+
Formidable = 16+
Impossible = 20+

Characters can perform the Task as either a Hasty Task (halving the time to perform), or as a Cautious Task (doubling or quadrupling the time).  Hasty Tasks increase the Difficulty 1 step, whilst Cautions Tasks reduce it by 1 or 2 steps (depending upon how much extra time the character spends).

Characteristics are often used as a DM when attempting a Task Resolution, and the requisite characteristic is divided by 5 (drop fractions) when used this way.

Combat
We will be predominantly using the CT rules for this.
An attack has a Required Attribute and an Advantageous Attribute, both of which will give a DM.  If the RA is not met, then the DM is a negative, if the AA is met, then the DM is a positive.

Armour provides a negative DM to hit, as does range.  For each range band that an attack is made at greater than it's base range, a DM of -3 applies.  For each range band closer than the base range, a DM of +1 applies.  Guns cannot be used at Close Range.  A rifle used at Short range has a DM of -3 regardless of range due to the cumbersome size of the weapon.

Range
Distance
Close
1m
Short
5m
Medium
50m
Long
250m
Very Long
500m
Distant
5km

Weapons
Most guns in the game are ballistic weapons.  Energy Weapons are restricted to those systems with High Stellar Tech Levels.  Energy Weapons require a backpack, which is heavy and cumbersome but provides a large shot capacity.  It takes 5 minutes per shot to recharge a backpack.

Ballistic Weapons

Weapon
Base Range
Max Range
Damage
-DM
+DM
Clip
1. Snub Pistol
Short
Medium
2D
8 (-3)
B (+1)
5
2. Auto Pistol
Short
Medium
3D
7 (-2)
A (+1)
20
3. Machine Pistol
Short
Medium
3D
6 (-2)
9 (+2)
30
4. Carbine
Medium
Long
3D
5 (-1)
9 (+1)
20
5. Gauss Rifle
Medium
Very Long
4D
8 (-2)
B (+2)
40
6. Assault Rifle
Medium
Long
4D
7 (-2)
A (+2)
30
7. Sub Machine Gun
Short
Long
3D
6 (-2)
9 (+2)
40
8. Shotgun
Short
Long
4D
4 (-1)
9 (+1)
10
9. Bolter
Medium
Long
3D
6 (-2)
A (+2)
50
10. Anti-Material Rifle
Long
Distant
7D
6 (-2)
A (+1)
5
11. Laser Carbine
Medium
Distant
4D
6 (-3)
A (+2)
200
12. Laser Rifle
Medium
Distant
5D
7 (-3)
B (+2)
150
13. Plasma Rifle
Medium
Long
8D
8 (-3)
C (+2)
50

Weapon
Damage
-DM
+DM
Weakened Blow
1. Dagger
2D
4 (-2)
8 (+1)
-2
2. Blade
2D
5 (-2)
9 (+2)
-2
3. Cutlass
3D
7 (-2)
B (+2)
-4
4. Foil
1D
5 (-1)
A (+1)
-2
5. Sword
3D
6 (-2)
A (+1)
-3
6. Broadsword
4D
8 (-4)
C (+2)
-4
7. Axe
4D
9 (-4)
C (+3)
-4
8. Hand-Axe
3D
7 (-3)
B (+3)
-3
9. Cudgel
2D
5 (-1)
8 (+1)
-1
10. Spear
3D
5 (-1)
9 (+1)
-3
11. Halberd
3D
6 (-2)
A (+2)
-3
12. Macro Blade
2D
5 (-2)
9 (+2)
-1

Armour
Balistic
Energy
Melee
Jack
-1
0
-2
Mesh
-1
0
-4
Cloth
-4
-1
-1
Reflec
0
-8
0
Ablative
0
-7
0
Combat Armour
-5
-5
-8
Battle Dress
-7
-6
-10

Armour Piercing Weapons
Anti-Material Rifles, Bolters, Macro Blades and Plasma Rifles are extremely effective at punching through armour, halving the protection available from armour (round down).

Sights and Stocks
Telescopic Sights reduce the penalty to hit at ranges by 2, making the DM -1 for each range band greater than the gun's base range.  Only Rifles may have sights.  Sights can be fitted with different visibility spectrums such as Infra-Red.

Laser Sights, also known as Laser Pointers, provide a +1 DM at all ranges out to Long Range.

Stocks are used for small arms such as pistols to turn provide greater stability.  Stocks reduce the penalty to hit at ranges by 1, making the DM -2 for each range band greater than the gun's base range.

Use of a Sight or Stock prevents the combatant from making rapid fire attacks.

Automatic Fire
Weapons capable of automatic fire include the SMG, Machine Pistol, Carbine, Assault Rilfe and Bolter.  These weapons can be set to automatic fire, resulting in 4 bullets fired per pull of the trigger.  This can be used to spray an area, providing cover fire or to hose a single target.

When spraying an area, adjacent targets to the primary target may also be struck.  If the first bullet hits the primary target, the combatant may choose to target another enemy within 1/10th the range (round down).  Each shot, excluding the first has a -2 DM.  The combatant may continue until all shots have been fired. If any shots miss, then no more may be made.  A character may Rapid Fire and Spray at the same time.

When attempting Covering Fire, a combatant hoses an area in an attempt to force the enemy to take cover.  Any enemy not taking cover when covering fire is in place is struck on a 8+ (modified by range and armour, but not skill).

Hosing fire is targeting a burst fire against a single opponent.  This fire results in a -1 DM to the attack, but increases damage by half (round up).  So a Bolter for eg, hosing a single target will be at -1 DM to hit, use 4 bullets in the attack, but cause 5D damage.  A character may Rapid Fire and Hose at the same time.

Rapid Fire
Rapid fire weapons are capable of firing off a number of single rounds in quick succession.  Snub Pistols, Auto Pistols, Machine Pistols, Carbines, Gauss Rifles, Assault Rifles, SMGs, Shotguns and Bolters may all Rapid Fire.  A combatant may fire an additional time for their DEX bonus, however each shot suffers a cumulative -1 DM.

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