Originally posted by Uncle Bob:
</font><blockquote>quote:</font><hr />Originally posted by Takei:
Three rolls is too many. However, I thought the generally agreed system was to be;
1/ Roll to hit.
2/ Roll damage (reduced by armour as per T20).
I think the sequence is,
1) Initiative
2) To hit
3) Damage </font>[/QUOTE]
My Approach:
A) Initiative rolled once per participant per combat at the beginning of the combat; roll Tactics Skill+Initiative DM+1d6; Leadership skill allows a character with both Tactics and Leadership to bestow his initiative to three people besides him per level in Leadership skill. Initiative DM should be listed on the character sheet and calculated as following during chargen/stat changes:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Condition DM
DEX 4- -2
DEX 5-7 -1
DEX 8-11 +1
DEX 12+ +2
INT 4- -2
INT 5-7 -1
INT 8-11 +1
INT 12+ +2</pre>[/QUOTE]Initiative is re-rolled if codtitions warrant it (i.e. a new group enters the combat, troops dismount from vehicle etc).
B) Attack Sequence (one per round):
B-1) Attack Roll as per my task system.
B-2) Damage Roll on the appropriate (Personnel or Vehicle) Damage Table.
I am also in favor of abandoning the "first hit in combat is more deadly than other hits" LBB1 rule; instead, shooting/swinging at a surprised target should give a positive DM to the attacker.
Penetration and Armor values are from Striker and should fall within "proper use" guidelines; I use the "effective range" values as longer range attenuation is subsumed into negative range DMs.
Attack Roll:
Positive DMs+2d6-Negative DMs; roll 8+ to hit.
Range modifiers are according to LBB1 p.46 and might be either positive or negative, depending on weapon and range.
Positive DMs:
+Weapon Skill
+1 if DEX (ranged) or STR (melee) is 8+
+2 if DEX (ranged) or STR (melee) is 12+
+1 if the target is large (from horse to light tank size)
+2 if the target is huge (MBT to 200 dton ship).
+3 if the target is a 200+ dton ship.
Negative DMs:
-2 if Obscuration/Smoke exists
-4 if in darkness without night vision/thermo/light source
-2 if the target is evading
-1 if DEX (ranged) or STR (melee) is 8-
-2 if DEX (ranged) or STR (melee) is 4-
-2 if the attacker is running
-1 if the target is small (dog sized or less)
Damage Roll:
2d6+Penetration+Skill-Armor; then consult the following table:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">2 or less No Effect
3 exactly Scratch
4-6 Light Wound
7-8 Medium Wound
9-11 Serious Wound
12-15 Death
16+ Utterly Destroyed</pre>[/QUOTE]
Penetration
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Laser Pistol 4
Laser Carbine 7
Laser Rifle 9
PGMP-12 20
PGMP-13 25
PGMP-14 25
FGMP-14 34
FGMP-15 34
Revolver 1
Autopistol 1
Body Pistol 0
Snub P. (HE) 1
Snub P. (HEAP) 6
Gauss Pistol 4
SMG 2
Shotgun 1 (additional damage rules needed)
Carbine 2
Rifle 3
Auto-Rifle 3
Assault Rifle 3
Accelerator R. 1
ACR (Slugs) 4
ACR (DS) 6
ACR (HE) 3
Gauss Rifle 7
LAG (HE) 3
LAG (KEAP) 8
LAG (Flechette) 2 (additional damage rules needed)
LMG 3
MMG 3
HMG 6
VRF Gauss Gun 21
Claws 3
Teeth 4
Horns 5
Hooves 4
Stinger 5
Thrasher 8
Hands 1
Club 2
Dagger 2
Blade 3
Foil 3
Cutlass 3
Sword 4
Broadsword 7
Hand Axe 6
Battleaxe 8
Bayonet 3
Spear 3
Halberd 5
Pike 2
Staff/Cudgel 2</pre>[/QUOTE]
Armor Values
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Jack 1 (against melee only)
Mesh 2
Cloth 5
Flak Jacket 3
Ablat 1 (6 against lasers)
Reflec 10 (against lasers only)
CES 6
Vacc Suit 5
Combat armor 10
Battledress 10</pre>[/QUOTE]