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MT Penetration & Damage

Originally posted by kaladorn:
No fractional hits, methinks.

If you're having trouble getting at these guys, use pinpoint fire to half their armour value. (+1 diff level). This represents shooting at vulnerable points.
I usually change three aspects of MT combat.

Initiative is individual. Traveller Central has nice initiative rules but I treat it like CT quickdraw rules 2D6+Dex attribute+Tactics. Order is completely dependant on that so it could be Pc, NPC, PC, NPC, NPC etc.. but I keep interrupts in place which makes for lively and chaotic fun.

Damage is dealt out immediately.

Hit location system used. Pinpoint shots matter more if you can aim at the opponents un-armored gourd head.

_
 
I use individual initiative, but I don't tie it so closely to dex/tactics. Great tacticians can still be slow off the mark (but you can use your tactics pool points here, so somewhat the effect is there). We often have N sided gunbattles.

Interrupts are in use too. Sounds like we do very similar things.

I also do damage immediately, though I think it was theDS (a paramedic, IIRC) gave a long digression on some prior thread that convinces me that maybe MT did have it right. It seems if you don't score crippling hits (to major blood regions or through the brain or CNS) immediately, the body can often compensate for up to an hour, leaving you a fair degree of function. This suggests MT might not have been that far from the truth.

I use hit locations to. Pinpoint fire in the classic MT is a way to simulate abstractly those fine shots. Me, I prefer to make you roll and your success level determines how many degrees of adjustment there is on the hit location table. If you can pull the round onto someplace vital, like the face, generally that'll be bad even for most armoured guys.
 
I use individual initiative, but I don't tie it so closely to dex/tactics. Great tacticians can still be slow off the mark (but you can use your tactics pool points here, so somewhat the effect is there). We often have N sided gunbattles.

Interrupts are in use too. Sounds like we do very similar things.

I also do damage immediately, though I think it was theDS (a paramedic, IIRC) gave a long digression on some prior thread that convinces me that maybe MT did have it right. It seems if you don't score crippling hits (to major blood regions or through the brain or CNS) immediately, the body can often compensate for up to an hour, leaving you a fair degree of function. This suggests MT might not have been that far from the truth.

I use hit locations to. Pinpoint fire in the classic MT is a way to simulate abstractly those fine shots. Me, I prefer to make you roll and your success level determines how many degrees of adjustment there is on the hit location table. If you can pull the round onto someplace vital, like the face, generally that'll be bad even for most armoured guys.
 
I use individual initiative, but I don't tie it so closely to dex/tactics. Great tacticians can still be slow off the mark (but you can use your tactics pool points here, so somewhat the effect is there). We often have N sided gunbattles.

Interrupts are in use too. Sounds like we do very similar things.

I also do damage immediately, though I think it was theDS (a paramedic, IIRC) gave a long digression on some prior thread that convinces me that maybe MT did have it right. It seems if you don't score crippling hits (to major blood regions or through the brain or CNS) immediately, the body can often compensate for up to an hour, leaving you a fair degree of function. This suggests MT might not have been that far from the truth.

I use hit locations to. Pinpoint fire in the classic MT is a way to simulate abstractly those fine shots. Me, I prefer to make you roll and your success level determines how many degrees of adjustment there is on the hit location table. If you can pull the round onto someplace vital, like the face, generally that'll be bad even for most armoured guys.
 
Initiative-wise I have always liked the TRNE/Twilight 2000 way. Initiative is seperate to all other stats and represents your experience and natural talent at acting in combat situations. Military typically have higher initiative, but it is random at the start to allow for that x-factor that some folks have. Your skills, dex, and whatever then determine what you can do and how well you can do it in a combat situation.

Shane
 
Initiative-wise I have always liked the TRNE/Twilight 2000 way. Initiative is seperate to all other stats and represents your experience and natural talent at acting in combat situations. Military typically have higher initiative, but it is random at the start to allow for that x-factor that some folks have. Your skills, dex, and whatever then determine what you can do and how well you can do it in a combat situation.

Shane
 
Initiative-wise I have always liked the TRNE/Twilight 2000 way. Initiative is seperate to all other stats and represents your experience and natural talent at acting in combat situations. Military typically have higher initiative, but it is random at the start to allow for that x-factor that some folks have. Your skills, dex, and whatever then determine what you can do and how well you can do it in a combat situation.

Shane
 
That isn't so bad actually. I may have to look that up in T2K (2nd ed) to see if a version of it is transferable. The only problem was the granularity in T2K v 1.0 was pretty low - a 1 point difference was fairly significant. A coolness of zero (the best wasn't it?) was pretty handy.
 
That isn't so bad actually. I may have to look that up in T2K (2nd ed) to see if a version of it is transferable. The only problem was the granularity in T2K v 1.0 was pretty low - a 1 point difference was fairly significant. A coolness of zero (the best wasn't it?) was pretty handy.
 
That isn't so bad actually. I may have to look that up in T2K (2nd ed) to see if a version of it is transferable. The only problem was the granularity in T2K v 1.0 was pretty low - a 1 point difference was fairly significant. A coolness of zero (the best wasn't it?) was pretty handy.
 
Originally posted by kaladorn:
That isn't so bad actually. I may have to look that up in T2K (2nd ed) to see if a version of it is transferable. The only problem was the granularity in T2K v 1.0 was pretty low - a 1 point difference was fairly significant. A coolness of zero (the best wasn't it?) was pretty handy.
Actually I think it is so bad. It's one of the gripes I have with TNE and T2k 2nd ed. Your initiative dictates when you act in an order of combat, call it munchkinism if you like but all my players want a high initiative cause there's nothing worse than waiting for your initiative turn when NPC's are shooting at you! Especially when damage is implemented immediately at each initiative phase. But to get a high initiative it's simply the luck of the dice. Specifically a one time, one roll, of one d6, to base your whole characters military capabilities upon. Screw up that one roll and you're screwed for combat for all time. (until the GM lets you gain on your iniative rating that is) Specifically in T2k military(serving) roll 1d6, reservist roll 1d6/2 round up, and civvies or drafties (all chars were "in service" in t2k)roll 1d6/2 round down.
TNE is essentially the same system. My, and that of my players, problem with this is it takes no consideration of the characters dexterity (physical speed of action) or their intelligence.
(mental speed of thought to action)My work around for this is posted somewhere else but it is essentially; add dex and int and your d6 roll result and divide by 5. round up if ever served, down if never served, and add one to final result if one or more terms in a special forces equivelent military career. Joe Average of dex 7 int 7 and d6 result of 3 and served 2 terms as a gropo will therefore have an initiative of 4 , equivalent to a "Veteran" npc and meaning he'll generally have to wait till after initiative 6 and 5 pc/npc's have had actions. Still it's better than his rolled 3 and reflective of his Dex 7 and int 7.
On a side note I'm thinking of changing to the 3d6 stat/3 + skill level task system I've found posted on these boards somewhere. Where task difficulty target numbers are set at 3/7/11/15/19 or whatever it was, because I'm starting to not like how heavily stats over/under balance skill levels (Assets) in TNE. My player's lost their medical doctor NPC in a fire fight in last mondays session, her strength stat of 5 and slug pistol skill of 1 required roll under 6 on d20 which she missed with all 5 shots :( Meanwhile the scientist who was stronger, str 9 also with slug pistol 1 only had to roll under 10 on D20.
The Doctor was military drafted and had therefore undergone Basic training with Pistol whilst the scientist had picked up pistol 1 as a hobby. This divergence in applied skill levels is annoying me!
 
Originally posted by kaladorn:
That isn't so bad actually. I may have to look that up in T2K (2nd ed) to see if a version of it is transferable. The only problem was the granularity in T2K v 1.0 was pretty low - a 1 point difference was fairly significant. A coolness of zero (the best wasn't it?) was pretty handy.
Actually I think it is so bad. It's one of the gripes I have with TNE and T2k 2nd ed. Your initiative dictates when you act in an order of combat, call it munchkinism if you like but all my players want a high initiative cause there's nothing worse than waiting for your initiative turn when NPC's are shooting at you! Especially when damage is implemented immediately at each initiative phase. But to get a high initiative it's simply the luck of the dice. Specifically a one time, one roll, of one d6, to base your whole characters military capabilities upon. Screw up that one roll and you're screwed for combat for all time. (until the GM lets you gain on your iniative rating that is) Specifically in T2k military(serving) roll 1d6, reservist roll 1d6/2 round up, and civvies or drafties (all chars were "in service" in t2k)roll 1d6/2 round down.
TNE is essentially the same system. My, and that of my players, problem with this is it takes no consideration of the characters dexterity (physical speed of action) or their intelligence.
(mental speed of thought to action)My work around for this is posted somewhere else but it is essentially; add dex and int and your d6 roll result and divide by 5. round up if ever served, down if never served, and add one to final result if one or more terms in a special forces equivelent military career. Joe Average of dex 7 int 7 and d6 result of 3 and served 2 terms as a gropo will therefore have an initiative of 4 , equivalent to a "Veteran" npc and meaning he'll generally have to wait till after initiative 6 and 5 pc/npc's have had actions. Still it's better than his rolled 3 and reflective of his Dex 7 and int 7.
On a side note I'm thinking of changing to the 3d6 stat/3 + skill level task system I've found posted on these boards somewhere. Where task difficulty target numbers are set at 3/7/11/15/19 or whatever it was, because I'm starting to not like how heavily stats over/under balance skill levels (Assets) in TNE. My player's lost their medical doctor NPC in a fire fight in last mondays session, her strength stat of 5 and slug pistol skill of 1 required roll under 6 on d20 which she missed with all 5 shots :( Meanwhile the scientist who was stronger, str 9 also with slug pistol 1 only had to roll under 10 on D20.
The Doctor was military drafted and had therefore undergone Basic training with Pistol whilst the scientist had picked up pistol 1 as a hobby. This divergence in applied skill levels is annoying me!
 
Originally posted by kaladorn:
That isn't so bad actually. I may have to look that up in T2K (2nd ed) to see if a version of it is transferable. The only problem was the granularity in T2K v 1.0 was pretty low - a 1 point difference was fairly significant. A coolness of zero (the best wasn't it?) was pretty handy.
Actually I think it is so bad. It's one of the gripes I have with TNE and T2k 2nd ed. Your initiative dictates when you act in an order of combat, call it munchkinism if you like but all my players want a high initiative cause there's nothing worse than waiting for your initiative turn when NPC's are shooting at you! Especially when damage is implemented immediately at each initiative phase. But to get a high initiative it's simply the luck of the dice. Specifically a one time, one roll, of one d6, to base your whole characters military capabilities upon. Screw up that one roll and you're screwed for combat for all time. (until the GM lets you gain on your iniative rating that is) Specifically in T2k military(serving) roll 1d6, reservist roll 1d6/2 round up, and civvies or drafties (all chars were "in service" in t2k)roll 1d6/2 round down.
TNE is essentially the same system. My, and that of my players, problem with this is it takes no consideration of the characters dexterity (physical speed of action) or their intelligence.
(mental speed of thought to action)My work around for this is posted somewhere else but it is essentially; add dex and int and your d6 roll result and divide by 5. round up if ever served, down if never served, and add one to final result if one or more terms in a special forces equivelent military career. Joe Average of dex 7 int 7 and d6 result of 3 and served 2 terms as a gropo will therefore have an initiative of 4 , equivalent to a "Veteran" npc and meaning he'll generally have to wait till after initiative 6 and 5 pc/npc's have had actions. Still it's better than his rolled 3 and reflective of his Dex 7 and int 7.
On a side note I'm thinking of changing to the 3d6 stat/3 + skill level task system I've found posted on these boards somewhere. Where task difficulty target numbers are set at 3/7/11/15/19 or whatever it was, because I'm starting to not like how heavily stats over/under balance skill levels (Assets) in TNE. My player's lost their medical doctor NPC in a fire fight in last mondays session, her strength stat of 5 and slug pistol skill of 1 required roll under 6 on d20 which she missed with all 5 shots :( Meanwhile the scientist who was stronger, str 9 also with slug pistol 1 only had to roll under 10 on D20.
The Doctor was military drafted and had therefore undergone Basic training with Pistol whilst the scientist had picked up pistol 1 as a hobby. This divergence in applied skill levels is annoying me!
 
I've always used Round Normally (0.5 up, 0.4999 down)

I''ve often used TNE initiative with MT.
 
I've always used Round Normally (0.5 up, 0.4999 down)

I''ve often used TNE initiative with MT.
 
I've always used Round Normally (0.5 up, 0.4999 down)

I''ve often used TNE initiative with MT.
 
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