tbeard1999
SOC-14 1K
I've offered this combat system in a private forum, but it occurred to me that it might make a decent CT combat system as well.
EDIT: THIS SYSTEM HAS BEEN REPLACED BY THE MORE COMPREHENSIVE "COMBAT SYSTEM C" (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=17021 )
EDITS: Added/changed a few armor ratings. Found out that full medieval plate was 2-3mm of soft steel (about 1.5mm of RHA equivalent); added options for more nuanced armor penetration. See expanded shotgun ammo later in thread.
Sequence
1. Roll to hit on 2D. Multiple hits may be scored by automatic weapons. Base to hit roll is 8+. Use standard CT modifiers. SMGs and weapons firing bursts get +2. Shotguns are +2. For every 2 points above 8 the modified roll is, score an extra hit (maximum 4 hits).
2. For each hit, roll penetration (1d6+penetration). If the roll equals or exceeds the target's armor rating, the hit penetrates. On a natural "6" halve the target's armor rating (round down). (The single d6 is preferred because it allows multiple hits to be rolled at the same time, rather than sequentially). Do not use the group hits or double attack rules from CT. Rules for heavier automatic weapons to come.
Example: Biff fires a TL10 ACR at Jasper (in TL10 rigid armor) and scores 2 hits. For each hit, Biff roll 1D and adds the ACR's penetration of 8. Any roll that equals Jasper's armor rating (12) penetrates. Biff rolls a 2 and a 5 for a total of 10 and 13. The first shot is stopped by Jasper's armor, the second penetrates. Biff rolls 4D damage.
3. Roll damage for penetrating hits. Damage is given for small arms; for larger weapons, damage is a number of dice equal to penetration/2 (unless otherwise stated). Damage is allocated exactly like CT.
Note that this system can play very fast because you can roll all penetration rolls at the same time and all damage rolls together (after the first hit).
Here are sample weapons and armor:
Armor
TL3 Rigid - 3 (half plate armor)
TL3 Rigid - 4 (full Plate armor)
TL5 Rigid - 5 ("flak jacket")
TL7 Rigid - 6
TL8 Rigid - 8
TL9 Rigid - 10
TL10 Rigid - 12
TL11 Rigid - 14
TL12 Rigid - 16 (aka "Combat Armor")
TL13 Rigid - 18 (aka "Combat Armor")
TL14 Rigid - 20 (aka "Combat Armor" or "Battle Dress")
TL15 Rigid - 22 (aka "Combat Armor" or "Battle Dress")
Reflec - +12 vs lasers
TL3 Flex - 2 (aka chainmail or Mesh?)
TL6 Flex - 4
TL7 Flex - 5
TL8 Flex - 6 (aka "Cloth")
TL9 Flex - 8
TL10 Flex - 9
TL11 Flex - 10
TL12 Flex - 11
TL13 Flex - 12
TL14 Flex - 13
TL15 Flex - 14
Weapons (Pen/Dmg)
Hands -2/1D
Claws 1/1D
Teeth 0/2D
Horns 0/2D
Hooves 1/2D
Stinger 2/3D
Thrasher 3/2D
Club 0/2D
Dagger 1/2D
Blade 2/2D
Foil 4/1D
Cutlass 3/3D
Sword 3/2D
Broadsword 3/4D
Bayonet 1/3D
Spear 0/2D
Halberd 1/3D
Pike 2/3D
Cudgel 1/2D
Body Pistol -1/2D
Pistol 0/3D
Carbine 1/3D
SMG 0/3D
Shotgun -1/4D
TL5 7.5mm Rifle 3/3D
TL7 5.5mm Assault Rifle 2/3D
TL5 7.5mm Sniper Rifle 4/3D
TL9 8mm ACR 6/3D
TL10 9mm ACR 8/4D
TL11 9mm ACR 10/4D
TL12 4mm Gauss Rifle 12/4D
TL13 4mm Gauss Rifle 14/4D
TL14 Plasma Rifle 16/6D
TL15 Fusion Rifle 18/8D
TL9 Pistol 4/4D*
TL10 Pistol 5/4D*
TL11 Pistol 6/4D*
TL12 Pistol 7/4D*
TL13 Gauss Pistol 8/3D
TL14 Gauss Pistol 9/3D
TL15 Gauss Pistol 10/3D
*HEAP warhead.
The armor/penetration scale is posted later.
TL15 rigid armor (almost certainly powered) provides the equivalent of 8cm rolled homogenous armor protection. This makes a TL15 soldier about as well protected as many WWII era (TL5) main battle tanks (the T-34/76 had about 7.6 cm RHA protection across the front). This is consistent with reasonable projections of materials tech IMHO.
The TL12 Gauss Rifle will penetrate about 5cm RHA, making it actually useful against TL5-6 light tanks (4-5cm RHA armor).
Sample Vehicles
M1A2 SEP Abrams TL8 MBT:
Armor: 55 (58 vs HEAT)
Main Gun Penetration: 52 at 2000m; 26D damage (KE); no burst effect
A TL15 heavy tank should have the following ratings:
Armor: 77
Main Gun Penetration: 73 at 14km (36D damage); fusion gun burst effect (pen 46, 23D damage, -1 pen per m from impact point, -1D damage per 2m from impact point).
A TL6 light tank looks like this:
Armor: 15
3.5cm gun penetration: 18 at 2km (9D damage); HE burst effect (pen 3, 1D damage, -1 pen per 2m from impact point; -1D damage per 4m from impact)
More Nuanced Systems
In reality, no armor system will cover every area of the body with full protection. Due to weight and cost considerations, armor will tend to protect the most critical areas the best and scrimp on less critical areas. The base system seriously abstracts this by allowing a penetration roll of 6 to halve armor. For more detail, here are some optional rules:
Option 1: Armor coverage is partial (only covers most critical areas like head and chest), comprehensive (covers most areas, but gaps remain, or complete (self-explanatory). Partial armor is halved if the penetration roll is 4+. Comprehensive armor is halved if the penetration roll is 5+. Complete armor is halved if the penetration roll is 6+. Regardless of armor rating, any hit on "halved" armor will do at least 1D damage, as long as the firing weapon does at least 2D damage.
Option 2: If the penetration roll is a 6 (5 or 6 if the armor is partial/comprehensive), armor rating is reduced to 1/4 of its rating (round down).
Option 3: If you want highly skilled characters to be able to defeat armor (my mind is not made up on this), allow characters to aim for weak spots in the armor. Against complete armor, the roll is -4. Against comprehensive armor, it's -3. Against partial, it's -2. If a hit is scored, here are the options:
(a) The armor is halved. (If a 6 is then rolled for penetration, the armor is ignored). Regardless of the penetration roll, at least 1D damage is done.
(b) The armor is quartered (If a 6 is then rolled for penetration, the armor is ignored). Regardless of the penetration roll, at least 1D damage is done.
(c) The armor is ignored.
Pick the option for your campaign that best fits your conception of how body armor works.
Also, some folks would like to see more blunt force trauma on non-penetrating wounds. Frankly, I think that Hollywood has greatly overstated this effect, but here's a clean way to portray it:
If a hit does 3D+ damage, even a non-penetrating hit may stun the target. For *each* hit, the target must make a 2D roll of 8+ to avoid being stunned (substitute whatever task system you want), DM +2 if STR 9+, DM+1 for gauss weapons, DM-2 if shotgun at close or short range. If he misses any stun roll, he's -2 on his next physical action. He must also make a DEX roll to avoid being knocked down (5+; DM +2 if DEX 9+). At the referee's discretion (and depending on the JWR (John Woo Rating) in the campaign, he may be knocked back 1d6 meters). Knockback does not occur with lasers.
Also, see the posting below for better shotgun ammo.
Coming soon -- range information for weapons.
EDIT: THIS SYSTEM HAS BEEN REPLACED BY THE MORE COMPREHENSIVE "COMBAT SYSTEM C" (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=17021 )
EDITS: Added/changed a few armor ratings. Found out that full medieval plate was 2-3mm of soft steel (about 1.5mm of RHA equivalent); added options for more nuanced armor penetration. See expanded shotgun ammo later in thread.
Sequence
1. Roll to hit on 2D. Multiple hits may be scored by automatic weapons. Base to hit roll is 8+. Use standard CT modifiers. SMGs and weapons firing bursts get +2. Shotguns are +2. For every 2 points above 8 the modified roll is, score an extra hit (maximum 4 hits).
2. For each hit, roll penetration (1d6+penetration). If the roll equals or exceeds the target's armor rating, the hit penetrates. On a natural "6" halve the target's armor rating (round down). (The single d6 is preferred because it allows multiple hits to be rolled at the same time, rather than sequentially). Do not use the group hits or double attack rules from CT. Rules for heavier automatic weapons to come.
Example: Biff fires a TL10 ACR at Jasper (in TL10 rigid armor) and scores 2 hits. For each hit, Biff roll 1D and adds the ACR's penetration of 8. Any roll that equals Jasper's armor rating (12) penetrates. Biff rolls a 2 and a 5 for a total of 10 and 13. The first shot is stopped by Jasper's armor, the second penetrates. Biff rolls 4D damage.
3. Roll damage for penetrating hits. Damage is given for small arms; for larger weapons, damage is a number of dice equal to penetration/2 (unless otherwise stated). Damage is allocated exactly like CT.
Note that this system can play very fast because you can roll all penetration rolls at the same time and all damage rolls together (after the first hit).
Here are sample weapons and armor:
Armor
TL3 Rigid - 3 (half plate armor)
TL3 Rigid - 4 (full Plate armor)
TL5 Rigid - 5 ("flak jacket")
TL7 Rigid - 6
TL8 Rigid - 8
TL9 Rigid - 10
TL10 Rigid - 12
TL11 Rigid - 14
TL12 Rigid - 16 (aka "Combat Armor")
TL13 Rigid - 18 (aka "Combat Armor")
TL14 Rigid - 20 (aka "Combat Armor" or "Battle Dress")
TL15 Rigid - 22 (aka "Combat Armor" or "Battle Dress")
Reflec - +12 vs lasers
TL3 Flex - 2 (aka chainmail or Mesh?)
TL6 Flex - 4
TL7 Flex - 5
TL8 Flex - 6 (aka "Cloth")
TL9 Flex - 8
TL10 Flex - 9
TL11 Flex - 10
TL12 Flex - 11
TL13 Flex - 12
TL14 Flex - 13
TL15 Flex - 14
Weapons (Pen/Dmg)
Hands -2/1D
Claws 1/1D
Teeth 0/2D
Horns 0/2D
Hooves 1/2D
Stinger 2/3D
Thrasher 3/2D
Club 0/2D
Dagger 1/2D
Blade 2/2D
Foil 4/1D
Cutlass 3/3D
Sword 3/2D
Broadsword 3/4D
Bayonet 1/3D
Spear 0/2D
Halberd 1/3D
Pike 2/3D
Cudgel 1/2D
Body Pistol -1/2D
Pistol 0/3D
Carbine 1/3D
SMG 0/3D
Shotgun -1/4D
TL5 7.5mm Rifle 3/3D
TL7 5.5mm Assault Rifle 2/3D
TL5 7.5mm Sniper Rifle 4/3D
TL9 8mm ACR 6/3D
TL10 9mm ACR 8/4D
TL11 9mm ACR 10/4D
TL12 4mm Gauss Rifle 12/4D
TL13 4mm Gauss Rifle 14/4D
TL14 Plasma Rifle 16/6D
TL15 Fusion Rifle 18/8D
TL9 Pistol 4/4D*
TL10 Pistol 5/4D*
TL11 Pistol 6/4D*
TL12 Pistol 7/4D*
TL13 Gauss Pistol 8/3D
TL14 Gauss Pistol 9/3D
TL15 Gauss Pistol 10/3D
*HEAP warhead.
The armor/penetration scale is posted later.
TL15 rigid armor (almost certainly powered) provides the equivalent of 8cm rolled homogenous armor protection. This makes a TL15 soldier about as well protected as many WWII era (TL5) main battle tanks (the T-34/76 had about 7.6 cm RHA protection across the front). This is consistent with reasonable projections of materials tech IMHO.
The TL12 Gauss Rifle will penetrate about 5cm RHA, making it actually useful against TL5-6 light tanks (4-5cm RHA armor).
Sample Vehicles
M1A2 SEP Abrams TL8 MBT:
Armor: 55 (58 vs HEAT)
Main Gun Penetration: 52 at 2000m; 26D damage (KE); no burst effect
A TL15 heavy tank should have the following ratings:
Armor: 77
Main Gun Penetration: 73 at 14km (36D damage); fusion gun burst effect (pen 46, 23D damage, -1 pen per m from impact point, -1D damage per 2m from impact point).
A TL6 light tank looks like this:
Armor: 15
3.5cm gun penetration: 18 at 2km (9D damage); HE burst effect (pen 3, 1D damage, -1 pen per 2m from impact point; -1D damage per 4m from impact)
More Nuanced Systems
In reality, no armor system will cover every area of the body with full protection. Due to weight and cost considerations, armor will tend to protect the most critical areas the best and scrimp on less critical areas. The base system seriously abstracts this by allowing a penetration roll of 6 to halve armor. For more detail, here are some optional rules:
Option 1: Armor coverage is partial (only covers most critical areas like head and chest), comprehensive (covers most areas, but gaps remain, or complete (self-explanatory). Partial armor is halved if the penetration roll is 4+. Comprehensive armor is halved if the penetration roll is 5+. Complete armor is halved if the penetration roll is 6+. Regardless of armor rating, any hit on "halved" armor will do at least 1D damage, as long as the firing weapon does at least 2D damage.
Option 2: If the penetration roll is a 6 (5 or 6 if the armor is partial/comprehensive), armor rating is reduced to 1/4 of its rating (round down).
Option 3: If you want highly skilled characters to be able to defeat armor (my mind is not made up on this), allow characters to aim for weak spots in the armor. Against complete armor, the roll is -4. Against comprehensive armor, it's -3. Against partial, it's -2. If a hit is scored, here are the options:
(a) The armor is halved. (If a 6 is then rolled for penetration, the armor is ignored). Regardless of the penetration roll, at least 1D damage is done.
(b) The armor is quartered (If a 6 is then rolled for penetration, the armor is ignored). Regardless of the penetration roll, at least 1D damage is done.
(c) The armor is ignored.
Pick the option for your campaign that best fits your conception of how body armor works.
Also, some folks would like to see more blunt force trauma on non-penetrating wounds. Frankly, I think that Hollywood has greatly overstated this effect, but here's a clean way to portray it:
If a hit does 3D+ damage, even a non-penetrating hit may stun the target. For *each* hit, the target must make a 2D roll of 8+ to avoid being stunned (substitute whatever task system you want), DM +2 if STR 9+, DM+1 for gauss weapons, DM-2 if shotgun at close or short range. If he misses any stun roll, he's -2 on his next physical action. He must also make a DEX roll to avoid being knocked down (5+; DM +2 if DEX 9+). At the referee's discretion (and depending on the JWR (John Woo Rating) in the campaign, he may be knocked back 1d6 meters). Knockback does not occur with lasers.
Also, see the posting below for better shotgun ammo.
Coming soon -- range information for weapons.
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