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MT Combat clarifications needed.

theSea

SOC-12
A couple of questions came up in my last session:

Tranq rounds - um how does this work? I see a few paragraphs deliniating the various types of tranq rounds,but nowhere have I found an explination of how to apply tranq damage.

Initiative - again I read over the relevant passages serveral times and all I come away with is "that party with the largest tac point pool gets initiative." Great! And when both parties have a tac point pool of zero? Being the bright boy that I am, we just rolled a d6 each round to determine who got initiative but I am curious as to what we should be doing 'officially.'

Finally- just to see if understand something right. We're playing Death Station... I'm hyping the surviving lab animals as Pythonesque Vorpal Bunnie wannabees (screech and leap). My party is wearing TL 8 vacc suits - armor value '5.' (As has been noted - rather bullet proof) The 'vorpal bunnies' are attacking with Teeth+1 (Damage 1 Pen 0). The 'Vorpal Bunnies' can *only* do damage on extradinary success (beat their to hit roll by 2 or more). Is that correct?

Thanks- I think the MT combat system is starting to 'gel' for me - although I'm ignoring the interrupt rules for now.

--michael
 
A couple of questions came up in my last session:

Tranq rounds - um how does this work? I see a few paragraphs deliniating the various types of tranq rounds,but nowhere have I found an explination of how to apply tranq damage.

Initiative - again I read over the relevant passages serveral times and all I come away with is "that party with the largest tac point pool gets initiative." Great! And when both parties have a tac point pool of zero? Being the bright boy that I am, we just rolled a d6 each round to determine who got initiative but I am curious as to what we should be doing 'officially.'

Finally- just to see if understand something right. We're playing Death Station... I'm hyping the surviving lab animals as Pythonesque Vorpal Bunnie wannabees (screech and leap). My party is wearing TL 8 vacc suits - armor value '5.' (As has been noted - rather bullet proof) The 'vorpal bunnies' are attacking with Teeth+1 (Damage 1 Pen 0). The 'Vorpal Bunnies' can *only* do damage on extradinary success (beat their to hit roll by 2 or more). Is that correct?

Thanks- I think the MT combat system is starting to 'gel' for me - although I'm ignoring the interrupt rules for now.

--michael
 
A couple of questions came up in my last session:

Tranq rounds - um how does this work? I see a few paragraphs deliniating the various types of tranq rounds,but nowhere have I found an explination of how to apply tranq damage.

Initiative - again I read over the relevant passages serveral times and all I come away with is "that party with the largest tac point pool gets initiative." Great! And when both parties have a tac point pool of zero? Being the bright boy that I am, we just rolled a d6 each round to determine who got initiative but I am curious as to what we should be doing 'officially.'

Finally- just to see if understand something right. We're playing Death Station... I'm hyping the surviving lab animals as Pythonesque Vorpal Bunnie wannabees (screech and leap). My party is wearing TL 8 vacc suits - armor value '5.' (As has been noted - rather bullet proof) The 'vorpal bunnies' are attacking with Teeth+1 (Damage 1 Pen 0). The 'Vorpal Bunnies' can *only* do damage on extradinary success (beat their to hit roll by 2 or more). Is that correct?

Thanks- I think the MT combat system is starting to 'gel' for me - although I'm ignoring the interrupt rules for now.

--michael
 
Tranq effects - see drug section. If you can't find it after looking, I'll dig you out a page ref.

Vorpal Bunnies - yes. They could use pinpoint fire to get half armour from the target, but really, half of 5 is 2 or 3 and that still beats 0 pen. So exceptional success is your only option. Or make some sort of rule that if they swarm, they all attack as some collective with larger P and D values....

I'm trying to work up workable hit locations rules just because knowing someone is wearing a flak jacket shouldn't make them immune to the vorpal bunnies of the work (Armour 3). Why? Plenty of them is actually *exposed*! Even pinpoint fire, given the bunnies crappy penetration, won't help. So again, only exceptional success, when half the body is uncovered.... that's just silly.

As to the intiative thing:
I think you have it (the random roll).

I'm beginning to think that I'd rather have my players roll D10 or D6 or 2D6 each and add their own tactics pool (or, if on a side, they may loan their points to other players to simulate giving them instruction). This leads to individualized iniatives and a 'count down'. Why do I like this? It is less player controlled (combat is chaotic) and it reflects the fact many of my battles have N sides where N is the number of participants....
 
Tranq effects - see drug section. If you can't find it after looking, I'll dig you out a page ref.

Vorpal Bunnies - yes. They could use pinpoint fire to get half armour from the target, but really, half of 5 is 2 or 3 and that still beats 0 pen. So exceptional success is your only option. Or make some sort of rule that if they swarm, they all attack as some collective with larger P and D values....

I'm trying to work up workable hit locations rules just because knowing someone is wearing a flak jacket shouldn't make them immune to the vorpal bunnies of the work (Armour 3). Why? Plenty of them is actually *exposed*! Even pinpoint fire, given the bunnies crappy penetration, won't help. So again, only exceptional success, when half the body is uncovered.... that's just silly.

As to the intiative thing:
I think you have it (the random roll).

I'm beginning to think that I'd rather have my players roll D10 or D6 or 2D6 each and add their own tactics pool (or, if on a side, they may loan their points to other players to simulate giving them instruction). This leads to individualized iniatives and a 'count down'. Why do I like this? It is less player controlled (combat is chaotic) and it reflects the fact many of my battles have N sides where N is the number of participants....
 
Tranq effects - see drug section. If you can't find it after looking, I'll dig you out a page ref.

Vorpal Bunnies - yes. They could use pinpoint fire to get half armour from the target, but really, half of 5 is 2 or 3 and that still beats 0 pen. So exceptional success is your only option. Or make some sort of rule that if they swarm, they all attack as some collective with larger P and D values....

I'm trying to work up workable hit locations rules just because knowing someone is wearing a flak jacket shouldn't make them immune to the vorpal bunnies of the work (Armour 3). Why? Plenty of them is actually *exposed*! Even pinpoint fire, given the bunnies crappy penetration, won't help. So again, only exceptional success, when half the body is uncovered.... that's just silly.

As to the intiative thing:
I think you have it (the random roll).

I'm beginning to think that I'd rather have my players roll D10 or D6 or 2D6 each and add their own tactics pool (or, if on a side, they may loan their points to other players to simulate giving them instruction). This leads to individualized iniatives and a 'count down'. Why do I like this? It is less player controlled (combat is chaotic) and it reflects the fact many of my battles have N sides where N is the number of participants....
 
From my experience - if you can get the interrupt rule into your players heads it works really well. Having just got Troika's Temple of Elemental Evil (which is about as far as I go with D&D 3rd edition.5) interrupt works rather like the 'Attack of Convenience/Opportunity' rule. I remember that once players got the hang of it, it made combat real tense!!!

As to vacc suits - they are quite tough - I don't know if that was by design or mistake - why don't you ask Joe

Glad the MT board is gathering momentum

EV
 
From my experience - if you can get the interrupt rule into your players heads it works really well. Having just got Troika's Temple of Elemental Evil (which is about as far as I go with D&D 3rd edition.5) interrupt works rather like the 'Attack of Convenience/Opportunity' rule. I remember that once players got the hang of it, it made combat real tense!!!

As to vacc suits - they are quite tough - I don't know if that was by design or mistake - why don't you ask Joe

Glad the MT board is gathering momentum

EV
 
From my experience - if you can get the interrupt rule into your players heads it works really well. Having just got Troika's Temple of Elemental Evil (which is about as far as I go with D&D 3rd edition.5) interrupt works rather like the 'Attack of Convenience/Opportunity' rule. I remember that once players got the hang of it, it made combat real tense!!!

As to vacc suits - they are quite tough - I don't know if that was by design or mistake - why don't you ask Joe

Glad the MT board is gathering momentum

EV
 
Originally posted by kaladorn:
Tranq effects - see drug section. If you can't find it after looking, I'll dig you out a page ref.
Looked - can't find. Page ref much appreciated for my old skull.


Vorpal Bunnies - yes. They could use pinpoint fire to get half armour from the target,
Hmmmm there's something about "pinpoint fire" and "teeth" that doesn't quite go together.... but you're right - if the Vorpal Bunnies are even remotely with it, they will go for exposed face if the visor is open.


I'm beginning to think that I'd rather have my players roll D10 or D6 or 2D6 each and add their own tactics pool (or, if on a side, they may loan their points to other players to simulate giving them instruction). This leads to individualized iniatives and a 'count down'.
I *like* that. 2D6 will bell things appropriately so the Tactics pool will have a strong effect but can still be countered by luck on either side.

New 'house rule!'

I will be adding the interrups later - but both the players and I are learning the system so I want to ramp up the complexity gradually.


thanks,

--michael
 
Originally posted by kaladorn:
Tranq effects - see drug section. If you can't find it after looking, I'll dig you out a page ref.
Looked - can't find. Page ref much appreciated for my old skull.


Vorpal Bunnies - yes. They could use pinpoint fire to get half armour from the target,
Hmmmm there's something about "pinpoint fire" and "teeth" that doesn't quite go together.... but you're right - if the Vorpal Bunnies are even remotely with it, they will go for exposed face if the visor is open.


I'm beginning to think that I'd rather have my players roll D10 or D6 or 2D6 each and add their own tactics pool (or, if on a side, they may loan their points to other players to simulate giving them instruction). This leads to individualized iniatives and a 'count down'.
I *like* that. 2D6 will bell things appropriately so the Tactics pool will have a strong effect but can still be countered by luck on either side.

New 'house rule!'

I will be adding the interrups later - but both the players and I are learning the system so I want to ramp up the complexity gradually.


thanks,

--michael
 
Originally posted by kaladorn:
Tranq effects - see drug section. If you can't find it after looking, I'll dig you out a page ref.
Looked - can't find. Page ref much appreciated for my old skull.


Vorpal Bunnies - yes. They could use pinpoint fire to get half armour from the target,
Hmmmm there's something about "pinpoint fire" and "teeth" that doesn't quite go together.... but you're right - if the Vorpal Bunnies are even remotely with it, they will go for exposed face if the visor is open.


I'm beginning to think that I'd rather have my players roll D10 or D6 or 2D6 each and add their own tactics pool (or, if on a side, they may loan their points to other players to simulate giving them instruction). This leads to individualized iniatives and a 'count down'.
I *like* that. 2D6 will bell things appropriately so the Tactics pool will have a strong effect but can still be countered by luck on either side.

New 'house rule!'

I will be adding the interrups later - but both the players and I are learning the system so I want to ramp up the complexity gradually.


thanks,

--michael
 
A thought just occurs, don't have time to check now, will later: Perhaps the Tranq stuff is in the errata! You may want to find the MT errata and check there.
 
A thought just occurs, don't have time to check now, will later: Perhaps the Tranq stuff is in the errata! You may want to find the MT errata and check there.
 
A thought just occurs, don't have time to check now, will later: Perhaps the Tranq stuff is in the errata! You may want to find the MT errata and check there.
 
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