• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Looking for a combat system

One of the later Traveller's Digests has a better (simpler, and more memorable) hit location system. On Target was too detailed.
 
Did it? Can you point me at it please Will? because I can't find it.

Best regards,

Ewan

I cant get to my TD's (My back's out, and they're not in the top crate in the stack)...

It's in one of the issues with the medical articles,, somewhere between TD 14 and TD 19.

IIRC, it looked something like...

2: L hand
3: L foot
4: L arm
5: L leg
6 Abdomen
7 Chest
8: Head
9: R Leg
10: R arm
11: R Foot
12: R hand

And then there were a couple small paragraphs of rules. One of which mentioned that head hits could mark damage to Int...

I don't even use it much - only when players want to know where they got hit... and then I fudge it from there
 
Thanks Will.

It's in No 13 page 33.

In addition to what Will posts above there is also aditonal (d6) rolls for more detail in the head upper torso and lower torso.

Best regards,

Ewan
 
I'm also trying to decide on a combat system, and have more or less decided to use a modified Striker system. What I did was to make the Personal Wound Table a little more granular, thus dampening the effects of the explosive round rule, while still letting it operate:


Die roll Wound Effect
3 or less None No effect
4 Graze Morale check or must evade next turn
5-7 Light Wound -1 wound penalty to skills, movement and morale
8 Moderate Wound -2 wound penalty to skills, movement, and morale
9-11 Serious Wound Out of battle and unconscious
12 Mortal Wound Out of battle, unconscious and likely to die
13-15 Dead Out if battle, probably permanently dead
18+ Destroyed Out of battle, body blown to bits

Hits caused by explosive rounds (HE, HEAP, KEAPER, CBM, laser and energy weapons) are increased one wound level after die roll with PEN/ARMOR modifiers are made, unless the result is No effect.


I haven't quite worked out the rules for healing up from wounds, but do imagine that high tech medical care should have at least a chance of fixing mortal wounds and probably a chance of repairing even a "Dead" result, but not obviously a "Destroyed" one.
 
I'm also trying to decide on a combat system, and have more or less decided to use a modified Striker system. What I did was to make the Personal Wound Table a little more granular, thus dampening the effects of the explosive round rule, while still letting it operate:


Die roll Wound Effect
3 or less None No effect
4 Graze Morale check or must evade next turn
5-7 Light Wound -1 wound penalty to skills, movement and morale
8 Moderate Wound -2 wound penalty to skills, movement, and morale
9-11 Serious Wound Out of battle and unconscious
12 Mortal Wound Out of battle, unconscious and likely to die
13-15 Dead Out if battle, probably permanently dead
18+ Destroyed Out of battle, body blown to bits

Hits caused by explosive rounds (HE, HEAP, KEAPER, CBM, laser and energy weapons) are increased one wound level after die roll with PEN/ARMOR modifiers are made, unless the result is No effect.


I haven't quite worked out the rules for healing up from wounds, but do imagine that high tech medical care should have at least a chance of fixing mortal wounds and probably a chance of repairing even a "Dead" result, but not obviously a "Destroyed" one.

This table does not cover the range 16-17.
 
Back
Top