far-trader
SOC-14 10K
Kept meaning to put this up but wasn't sure it was done. Given the late interest in CT+ I figured I'd throw it out now and you can use it for that discussion (if this hasn't already been covered) or as I had intended as a simple stand alone compilation for CT:
This is a consolidated partial list of Light and Medium Weapons and related skills for CT that attempts to correct what I see as some imbalance between Book 1 and the later Books 4, 5 and 7, and Supplement 4. This is reflected primarily in the changes to "cascade" and "included" breakdowns for the different weapons.
There are also a few MTU changes which I think are for the better. This list is by no means complete, but fairly so for the more common types of weapons PC's should have access to and be facing in most games.
If you created a character using the basic generation in Book 2 you can convert the weapon skills by finding your weapon choice(s) below and changing them as needed. For example a Book 2 Merchant with Gun Combat-Revolver 2 would have Gun Combat-Handgun 2, while a Book 2 Marine with Gun Combat-Automatic Rifle 1, Shotgun 1, and Laser Carbine 1 would have Gun Combat-Combat Rifleman 1, Shotgun 1, and Laser Weapons 1. This brings all weapon skills more into common balance.
If creating a character from scratch note the options now available if you roll Gun Combat. Options which include Bows, Crossbows, and even Sling. While Supp 4 required that these weapons use both Strength and Dexterity for the Characteristic DMs (see below) I use only Dexterity in MTU.
Cascade requires you to choose one from the selections indented (one tab) below that heading. Included means that you apply the skill level to each of the selections indented (one tab) below that heading.
The Characteristic DM, "Char DM" for short, lists the score and DM for the penalty or bonus to attack. The first number set is characteristic score or less that imposes the penalty shown and (separated by a slash) the second number set is the characteristic score or more that allows the bonus shown. For example: A Club/Baton is 4-4/8+2 and is read as "A characteristic score of 4 or less imposes a penalty of -4" and "A characteristic score of 8 or more allows a bonus of +2". The appropriate characteristic is usually Strength for Blade Combat and Brawling, and Dexterity for Ranged Combat.
The two exceptions I usually use are: i) Allowing Dexterity to be chosen as an alternative when learning Brawling but imposing a damage modifier of -1 on all attacks, possibly meaning no damage. ii) Allowing Dexterity as an option for Dagger and Foil but imposing a to hit penalty of -1 on all attacks.
An additional combat change I allow is bare Hands/Feet (using Brawling) parrying in defence. However this incurs an automatic point of damage to the defender whether successful or not.
There are a couple of name changes for more clarity. Automatic Pistol has been renamed simply Pistol to make the nomenclature fit better with Snub Pistol, which is itself now the combat version of the weapon, and to avoid the mistaken assumption by some that it is capable of full automatic fire. The Snub Revolver is now the basic version of the weapon type. The Military Crossbow is renamed as Heavy Crossbow and the Sporting Crossbow is renamed as Light Crossbow to remove the misleading names. I also added a Compound Bow to the list.
One change for simplification was to do away with the different ammo types for the weapons from Book 4. The Advanced Combat Rifle defaults to Discarding Sabot rounds and the Snub handguns default to HEAP rounds. Further any firearm may use Tranq rounds. Related to these simplifications is listing all weapons in an unenhanced state. That is, they are presented without accessories which may be added for the effects listed.
Another simplification is full automatic fire. The weapons capable of burst fire/full automatic fire are listed with a x# after the damage die indicating the number of dice for extra damage when the weapon is fired in this mode. If fired in single shot/semi-automatic mode use only one die for damage. In the case of the Gauss Rifle the x3 listed is for a 10 round burst, apply a x2 for a 4 round burst. In either case the range modifier is also simplified and uses the burst fire/full automatic fire adjustment for all modes.
Finally the "T" in the range columns indicates the weapon may be thrown from Short range up to the range noted in addition to it's normal use. There is a -1 to hit and -1 to damage for all ranges, and thrown attacks cannot be made at Close range.
Oops, one more note. It seems I changed the Dagger Short range DM. Seemed wrong that it was better than a Sword at sword to polearm range.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon/Skill and Damage Char DM Range Matrix Hit DM
C S M L V
Blade Combat(cascade)
Dagger = 2D 3-2/8+2 +1 -1 T / /
Cutlass = 2D 6-2/B+2 -4 +2 / / /
Foil = 1D 4-1/A+1 -1 +0 / / /
Sword = 2D 5-2/A+1 -2 +1 / / /
Brawling(includes)
Club/Baton = 2D 4-4/8+2 +1 +2 T / /
Hands/Feet = 1D 6-2/9+1 +2 +1 / / /
Improvised = 1D 5-3/9+2 +1 +1 T / /
Gun Combat(cascade)
*Accelerator Rifle = 3Dx2 5-1/9+1 -4 +0 +4 +2 +0
Body Pistol = 3D 7-3/B+1 +2 +1 -6 / /
Bow Weapons(includes)
Compound Bow = 3D 2-1/9+2 / +2 +1 -3 /
Long Bow = 2D 6-3/B+2 / +1 +1 -4 /
Short Bow = 1D 4-2/A+1 / +2 +1 -5 /
*Combat Rifleman(includes)
Advanced Combat Rifle = 3Dx2 5-2/8+2 -4 +1 +2 -3 -4
Assault Rifle = 3Dx2 4-1/8+2 -4 +1 +2 +0 -3
Automatic Rifle = 3Dx2 6-2/A+2 -8 +0 +2 +1 -2
Crossbows(includes)
Heavy Crossbow = 3D 5-2/B+1 -4 +0 -1 -8 /
Light Crossbow = 2D 3-2/9+1 -2 +0 -2 / /
Repeating Crossbow = 2D 7-2/C+1 -2 +0 -2 / /
*Gauss Rifle = 4Dx3 6-2/A+2 -4 +1 +4 +1 -3
Handgun(includes)
Pistol = 3D 6-2/A+1 +1 +2 -4 -6 /
Revolver = 3D 6-2/9+1 +1 +2 -3 -5 /
Snub Pistol = 4D 6-2/A+1 +1 +2 -8 / /
Snub Revolver = 4D 6-2/9+1 +1 +2 -6 / /
*Laser Weapons(includes)
Laser Carbine = 4D 5-3/A+2 -4 +1 +1 +1 +0
Laser Rifle = 5D 6-3/B+2 -8 +2 +2 +2 +1
Rifleman(includes)
Carbine = 3D 4-1/9+1 -4 +1 -2 -4 -5
Rifle = 3D 5-2/8+1 -8 +1 +0 -1 -3
Shotgun = 4D 3-1/9+1 -4 +1 +3 -6 /
Sling = 1D 2-2/B+1 / +3 +0 / /
*SubMachineGun = 3Dx2 5-2/9+2 -4 +3 +3 -6 -9
Accessories(optional)
1 Sights(choose one)
Long Range Optics / / / +4 +4
Short Range Optics / / +2 +2 /
Electronic Sights / / / +4 +4
2 Light Sights(choose one)
Light Long Range Optics / / +2 +2 /
Light Short Range Optics / +1 +1 / /
Light Electronic Sights / / +2 +2 /
1 Folding Stock +2 +1 -1 -1 -1
3 Detachable Stock -1 -1 +1 +1 /
1 Muzzle Suppressor -2 -2 -2 -2 -2
3 Muzzle Silencer -2 -2 -2 -2 /</pre>[/QUOTE]1 These accessories are only usable on long arms. Specifically the Accelerator Rifle, Advanced Combat Rifle, Assault Rifle, Automatic Rifle, Carbine, Gauss Rifle, Laser Carbine, Laser Rifle, Rifle, and SubMachineGun.
2 Light sights may be used on long arms in place of the standard sights and may also be used by the Pistols and Revolvers.
3 These accessories are only usable on small arms. Specifically the Pistols and Revolvers.
* These skill areas are only available to purely military soldier careers IMTU, specifically Army and Marines. This doesn't mean others can't use such weapons, only that they will be doing so at Skill 0 until picking up skill levels through experience. These weapons are also unavailable to all except Army and Marines as a mustering out benefit IMTU.
This is a consolidated partial list of Light and Medium Weapons and related skills for CT that attempts to correct what I see as some imbalance between Book 1 and the later Books 4, 5 and 7, and Supplement 4. This is reflected primarily in the changes to "cascade" and "included" breakdowns for the different weapons.
There are also a few MTU changes which I think are for the better. This list is by no means complete, but fairly so for the more common types of weapons PC's should have access to and be facing in most games.
If you created a character using the basic generation in Book 2 you can convert the weapon skills by finding your weapon choice(s) below and changing them as needed. For example a Book 2 Merchant with Gun Combat-Revolver 2 would have Gun Combat-Handgun 2, while a Book 2 Marine with Gun Combat-Automatic Rifle 1, Shotgun 1, and Laser Carbine 1 would have Gun Combat-Combat Rifleman 1, Shotgun 1, and Laser Weapons 1. This brings all weapon skills more into common balance.
If creating a character from scratch note the options now available if you roll Gun Combat. Options which include Bows, Crossbows, and even Sling. While Supp 4 required that these weapons use both Strength and Dexterity for the Characteristic DMs (see below) I use only Dexterity in MTU.
Cascade requires you to choose one from the selections indented (one tab) below that heading. Included means that you apply the skill level to each of the selections indented (one tab) below that heading.
The Characteristic DM, "Char DM" for short, lists the score and DM for the penalty or bonus to attack. The first number set is characteristic score or less that imposes the penalty shown and (separated by a slash) the second number set is the characteristic score or more that allows the bonus shown. For example: A Club/Baton is 4-4/8+2 and is read as "A characteristic score of 4 or less imposes a penalty of -4" and "A characteristic score of 8 or more allows a bonus of +2". The appropriate characteristic is usually Strength for Blade Combat and Brawling, and Dexterity for Ranged Combat.
The two exceptions I usually use are: i) Allowing Dexterity to be chosen as an alternative when learning Brawling but imposing a damage modifier of -1 on all attacks, possibly meaning no damage. ii) Allowing Dexterity as an option for Dagger and Foil but imposing a to hit penalty of -1 on all attacks.
An additional combat change I allow is bare Hands/Feet (using Brawling) parrying in defence. However this incurs an automatic point of damage to the defender whether successful or not.
There are a couple of name changes for more clarity. Automatic Pistol has been renamed simply Pistol to make the nomenclature fit better with Snub Pistol, which is itself now the combat version of the weapon, and to avoid the mistaken assumption by some that it is capable of full automatic fire. The Snub Revolver is now the basic version of the weapon type. The Military Crossbow is renamed as Heavy Crossbow and the Sporting Crossbow is renamed as Light Crossbow to remove the misleading names. I also added a Compound Bow to the list.
One change for simplification was to do away with the different ammo types for the weapons from Book 4. The Advanced Combat Rifle defaults to Discarding Sabot rounds and the Snub handguns default to HEAP rounds. Further any firearm may use Tranq rounds. Related to these simplifications is listing all weapons in an unenhanced state. That is, they are presented without accessories which may be added for the effects listed.
Another simplification is full automatic fire. The weapons capable of burst fire/full automatic fire are listed with a x# after the damage die indicating the number of dice for extra damage when the weapon is fired in this mode. If fired in single shot/semi-automatic mode use only one die for damage. In the case of the Gauss Rifle the x3 listed is for a 10 round burst, apply a x2 for a 4 round burst. In either case the range modifier is also simplified and uses the burst fire/full automatic fire adjustment for all modes.
Finally the "T" in the range columns indicates the weapon may be thrown from Short range up to the range noted in addition to it's normal use. There is a -1 to hit and -1 to damage for all ranges, and thrown attacks cannot be made at Close range.
Oops, one more note. It seems I changed the Dagger Short range DM. Seemed wrong that it was better than a Sword at sword to polearm range.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon/Skill and Damage Char DM Range Matrix Hit DM
C S M L V
Blade Combat(cascade)
Dagger = 2D 3-2/8+2 +1 -1 T / /
Cutlass = 2D 6-2/B+2 -4 +2 / / /
Foil = 1D 4-1/A+1 -1 +0 / / /
Sword = 2D 5-2/A+1 -2 +1 / / /
Brawling(includes)
Club/Baton = 2D 4-4/8+2 +1 +2 T / /
Hands/Feet = 1D 6-2/9+1 +2 +1 / / /
Improvised = 1D 5-3/9+2 +1 +1 T / /
Gun Combat(cascade)
*Accelerator Rifle = 3Dx2 5-1/9+1 -4 +0 +4 +2 +0
Body Pistol = 3D 7-3/B+1 +2 +1 -6 / /
Bow Weapons(includes)
Compound Bow = 3D 2-1/9+2 / +2 +1 -3 /
Long Bow = 2D 6-3/B+2 / +1 +1 -4 /
Short Bow = 1D 4-2/A+1 / +2 +1 -5 /
*Combat Rifleman(includes)
Advanced Combat Rifle = 3Dx2 5-2/8+2 -4 +1 +2 -3 -4
Assault Rifle = 3Dx2 4-1/8+2 -4 +1 +2 +0 -3
Automatic Rifle = 3Dx2 6-2/A+2 -8 +0 +2 +1 -2
Crossbows(includes)
Heavy Crossbow = 3D 5-2/B+1 -4 +0 -1 -8 /
Light Crossbow = 2D 3-2/9+1 -2 +0 -2 / /
Repeating Crossbow = 2D 7-2/C+1 -2 +0 -2 / /
*Gauss Rifle = 4Dx3 6-2/A+2 -4 +1 +4 +1 -3
Handgun(includes)
Pistol = 3D 6-2/A+1 +1 +2 -4 -6 /
Revolver = 3D 6-2/9+1 +1 +2 -3 -5 /
Snub Pistol = 4D 6-2/A+1 +1 +2 -8 / /
Snub Revolver = 4D 6-2/9+1 +1 +2 -6 / /
*Laser Weapons(includes)
Laser Carbine = 4D 5-3/A+2 -4 +1 +1 +1 +0
Laser Rifle = 5D 6-3/B+2 -8 +2 +2 +2 +1
Rifleman(includes)
Carbine = 3D 4-1/9+1 -4 +1 -2 -4 -5
Rifle = 3D 5-2/8+1 -8 +1 +0 -1 -3
Shotgun = 4D 3-1/9+1 -4 +1 +3 -6 /
Sling = 1D 2-2/B+1 / +3 +0 / /
*SubMachineGun = 3Dx2 5-2/9+2 -4 +3 +3 -6 -9
Accessories(optional)
1 Sights(choose one)
Long Range Optics / / / +4 +4
Short Range Optics / / +2 +2 /
Electronic Sights / / / +4 +4
2 Light Sights(choose one)
Light Long Range Optics / / +2 +2 /
Light Short Range Optics / +1 +1 / /
Light Electronic Sights / / +2 +2 /
1 Folding Stock +2 +1 -1 -1 -1
3 Detachable Stock -1 -1 +1 +1 /
1 Muzzle Suppressor -2 -2 -2 -2 -2
3 Muzzle Silencer -2 -2 -2 -2 /</pre>[/QUOTE]1 These accessories are only usable on long arms. Specifically the Accelerator Rifle, Advanced Combat Rifle, Assault Rifle, Automatic Rifle, Carbine, Gauss Rifle, Laser Carbine, Laser Rifle, Rifle, and SubMachineGun.
2 Light sights may be used on long arms in place of the standard sights and may also be used by the Pistols and Revolvers.
3 These accessories are only usable on small arms. Specifically the Pistols and Revolvers.
* These skill areas are only available to purely military soldier careers IMTU, specifically Army and Marines. This doesn't mean others can't use such weapons, only that they will be doing so at Skill 0 until picking up skill levels through experience. These weapons are also unavailable to all except Army and Marines as a mustering out benefit IMTU.