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Megatraveller combat questions

Mike left out one other element: it's a difficulty shift up to target non-structure systems.
I didn't leave it out, i just expressed it as needing a +2 exceptional success, which is what it says in the rules.

"Pinpoint Location: If desired, a unit can specify that he is going for a pinpoint location on a target in an effort to hit a more vulnerable location. If an exceptional success hit is achieved (see Penetration and Damage, below), treat the target’s armor as one half of normal when computing
penetration and apply all the usual effects of exceptional success.
Otherwise, the shot failed to hit the intended location and is resolved as normal.
A pinpoint location attack may also be used on vehicles or robots in an attempt to deliberately achieve a power plant, locomotion, or crew hit (if the crew member is visible), rather than a structure hit. A pinpoint hit on a vehicle’s locomotion or visible crew member uses one-half the vehicle’s normal armor when computing penetration; a pinpoint hit on a vehicle’s power plant must use the vehicle’s full armor when computing penetration."

No mention of a difficulty change, just a requirement for a +2 exceptional success.
 
This means that an MBGT should have armor above 71.
Quite, but that is only possible at TL-15, with a max of 75.
A low-tech anti-materiel rifle (LAG), or TL-9 laser rifle will still achieve "zero penetration" and some damage on a max armour TL-15 vehicle.
Any vehicle mounted plasma or fusion gun will turn it into scrap regardless of armour, so the armour is only to protect against small arms fire.


The nice thing about MT combat for me is the combination of one-roll resolution and scaling to any scale military action on the ground.
Great idea, sloppy implementation. CT Striker was better...
 
The pin-point shot rule is bad - you should always make pin-point shots because there's no downside. I just ruled that you took a step up in difficulty, which wipes out a lot of damage, so it's only worth it if you really need the penetration or to hit a particular spot.
Such a rule exists for shooting at a small target, so to rule that a pinpoint attempt is also a small target makes sense, it's what I did too.
 
I draw the line a two dice rolls to resolve anything. One to hit roll and one damabe roll. Hit location can be determined by using different colored dice and either using the T2k4e method or use the dice as a d66 roll to get a hit location. Different dice colour can also be used to determine penetration and damage dice or damage reduction depending on how you want to do it.

Since grav vehicles can be hit from any direction every face has to be armoured to glacis standard.
I would think that one roll to hit should be enough in most cases. Once you hit the target in some location, the damage done should be, more or less, automatic based on what hit it. That goes from a small arm to some massive weapon hitting a vehicle of some sort. The only time a roll for damage might be called for is in a close call. That is, for example, an armor piercing weapon barely penetrating or a grazing hit with a small arm.

Otherwise, the round impacts as designed, and the target takes the damage resulting from that pretty much as designed.

Armored vehicles have armor designed to take on what are considered the typical threat with direction of fire taken into consideration. Grav vehicles don't have to move in any particular direction relative to what is the "front" of the vehicle. That is, they could just be a flying turret so-to-speak. An assault gun that rotates towards the target and moves in whatever direction it wants regardless of that positioning of the 'front' of the vehicle.
 
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