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Tangential: Deckplan-based miniatures combat

It's not the number of dice but the modifier stacking that gets crazy.

Note that modifiers can be seen as place-holders for movement-based tactics. Lacking an actual position, "state" has to be recorded in some other manner.

I have been thinking about the scope. First, I think Snapshot and AHL have a good scope -- one player, one miniature or team of miniatures is a good starting point. I'm not ignoring mass combat, I'm just setting it to one side first.

Second, while this system uses Traveller5 tropes, the focus is not the same as T5 Personal Combat. First, it's more similar to a "board game" than as part of an RPG -- where the "board" is a deck plan. As a board game, movement and emergent tactics from movement become very important. This also informs how damage is assessed.

Third, I think there is room for opposed play, solo play, and cooperative play. This means one player can pit one small group against an "automatic" foe, or one player can pit his group against another player's group, or both players can cooperate with their teams against a common "automatic" foe. Part of the trick here is in how the game board is designed, and how goals are determined. Together these could program an "automatic" enemy so that random action rolls fall into correct patterns.
 
So when I look at combat on a deckplan, a lot of the modifiers sort of fall away.

For example, "cover" cannot translate exactly: it has to adapt to a physical location somehow. "Cover" depends solely on the tactical effects the game seeks to model.

Another example is Range. Ranges on the deckplan are nicely constrained -- I'd say that 99% of the time the range never goes above 2. This leaves plenty of room for difficulty modification (for example by covering rules).

Similarly, the Target Size Mod (Size - Range) is unnecessary in deckplan combat. Range is a constant, and is 99% R=2 or closer.

And there are other possibilities that can't be in the T5PCS rules. Facing, for example: on a deckplan, a character is facing in one direction, which means he is vulnerable to tactical surprise.

Small Unit Tactics

Combat on a deckplan is small-unit tactics. In particular, Infiltration: outflank and isolate the front units, deal with them, and repeat.

For the invaders, the goal is to gain control of parts of the ship, or to capture a specific person or thing on the ship and exit with it. The assumption is that the invaders possess the skill and equipment to achieve their goal unless the crew actively resist.

For the crew of a ship, the goal is to prevent the invaders from achieving their goal. The assumption is that a purely defensive stance will cost them the game. So, the tactic is to break up the invasion force so they can be dealt with piecemeal.

Movement. Weapons restrict movement: covering an area means the opponent cannot enter without taking fire. Terrain permits movement by providing cover. Moving across open space covered by enemy assault rifles is a great way to become a tactical kill.

Effectiveness. A leader improves attack effectiveness. Massed attacks improve attack effectiveness.

Morale. A successful attack may embolden the attacking unit, and may disorganize the enemy units. A failed attack reduces morale.
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I'd consider stealing the idea of advantage and disadvantage from D&D5e to simplify all the mods.

Call them something different but basically you attack in one of three ways:

from an advantageous position so your task is easier than the norm (e.g. an aimed shot from a stationary position)

you have no overall advantage or disadvantage so your task is of normal difficulty (aimed shot but you are moving no faster than a walk)

you are at a disadvantage so your task is harder (snapshot, aimed shot while running, target is evading or behind cover)

That sort of thing.
 
That could simply disappear based on situation.

Attacking from cover increases attack difficulty by 1D.
Defender taking cover increases attack difficulty by 1D.
Attacker or target walking increases attack difficulty by 1D. +1D per additional level of speed.
Attacker turning more than 90 degrees increases attack difficulty by 1D.
Attacking someone from behind (i.e. an angle greater than 90 degrees) reduces attack difficulty by 1D.


EXAMPLE

Five Chamax bugs (Str 12, AV 10, infinite morale) are rushing (speed=2) towards Cal Yotisk, Str 9, Dex 10, Shotgun-5, Blade-4, across the cargo bay of the Shaarin Challenger. Cal has an AS-7 Shotgun (Bullet-4) and an Imperial Bowie knife (Slash-3). He has AV 15 armor. Range = 2. Figure he has one ranged attack before they're upon him.

Round 1. His ranged attack asset is 10+5 = 15. Because they're running TOWARDS him, there's no difficulty penalty. But Cal decides to walk backwards to gain an extra turn before the bugs are all over him, so difficulty is 2 + 1 = 3D.

He rolls 3, 2, and 6 = 11 < 15: one bug is hit. Rolling damage (4, 3, 6, 6 = 19), 19 > AV 10, so one bug is damaged for 9 points. According to DA5, just breaching their hide causes the acid sac in these bugs to rupture, killing them, so there are four bugs left.

Round 2. Next round, he repeats his tactic, and backs into a wall, then after this turn has to switch to melee. His attack is 6, 5, and 2 = 13 < 15. Damage is (3, 4, 3, 4) = 14, another bug dead.

Round 3. The next round is melee combat between him and three bugs. His melee attack asset is 9+4=13, and all melee attacks have a base difficulty of 2D. He slashes (4+2=6 < 13) successfully at one bug, inflicting (1+3+3) minor damage only.

Since Cal is against the wall, the bugs can't flank him and force him to spin around to parry attacks. Each bug attacks by chewing on Cal with its razor-sharp maw, with an additional acid attack. Attack asset is 12, and melee attacks are 2D, so 12 < 2D three times is (3,3) (2,1) and (4,6) -- three hits. Each maw does 2D damage (Strength is 2D-based) in Bite and Acid. The bite can't get past Cal's AV 15 armor, but the acid damage is cumulative for the attacking beast, so we roll those: (3,6) (5,3) and (5,4) points. They don't penetrate armor, this time, but they will the next attack.

Round 4. Cal once again attacks with his blade (4,2), and inflicts (5,2,6 = 13 points) enough damage to kill bug #1.

The remaining two bugs attack with maw and acid (6,1) (3,4) -- both hit. No reason to roll for bite damage yet, but acid damage is (1,4) and (3,5). Culumative damage for these two is now (8+5=13) and (9+8=17): the second one does 2 points of damage to Cal. I randomly apply this damage to Strength, which means he's down to Str 7.

Round 5. Cal strikes with his blade, but his asset has shrunk to 7+4 = 11. The attack roll is (2,6=8) still successful, and damage is (5,6,2) enough to kill Bug #3.

Bug #2 bites and spews (5+6=11, another success) and the acid hits for (4,6). Combined with the current 13 points, total damage is now at 23 points, and Cal takes 2 and 6 points of damage. Rolling randomly, END takes all 8 points. I'll assume he's still conscious.

Round 6. Unless Cal has a trick up his sleeve, if he misses this round he's probably a goner (indeed, just like in the original adventure).
 
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Nice!

That could simply disappear based on situation.

Attacking from cover increases attack difficulty by 1D.
Defender taking cover increases attack difficulty by 1D.
Attacker or target walking increases attack difficulty by 1D. +1D per additional level of speed.
Attacker turning more than 90 degrees increases attack difficulty by 1D.
Attacking someone from behind (i.e. an angle greater than 90 degrees) reduces attack difficulty by 1D.


EXAMPLE

Five Chamax bugs (Str 12, AV 10, infinite morale) are rushing (speed=2) towards Cal Yotisk, Str 9, Dex 10, Shotgun-5, Blade-4, across the cargo bay of the Shaarin Challenger. Cal has an AS-7 Shotgun (Bullet-4) and an Imperial Bowie knife (Slash-3). He has AV 15 armor. Range = 2. Figure he has one ranged attack before they're upon him.

Round 1. His ranged attack asset is 10+5 = 15. Because they're running TOWARDS him, there's no difficulty penalty. But Cal decides to walk backwards to gain an extra turn before the bugs are all over him, so difficulty is 2 + 1 = 3D.

He rolls 3, 2, and 6 = 11 < 15: one bug is hit. Rolling damage (4, 3, 6, 6 = 19), 19 > AV 10, so one bug is damaged for 9 points. According to DA5, just breaching their hide causes the acid sac in these bugs to rupture, killing them, so there are four bugs left.

Round 2. Next round, he repeats his tactic, and backs into a wall, then after this turn has to switch to melee. His attack is 6, 5, and 2 = 13 < 15. Damage is (3, 4, 3, 4) = 14, another bug dead.

Round 3. The next round is melee combat between him and three bugs. His melee attack asset is 9+4=13, and all melee attacks have a base difficulty of 2D. He slashes (4+2=6 < 13) successfully at one bug, inflicting (1+3+3) minor damage only.

Since Cal is against the wall, the bugs can't flank him and force him to spin around to parry attacks. Each bug attacks by chewing on Cal with its razor-sharp maw, with an additional acid attack. Attack asset is 12, and melee attacks are 2D, so 12 < 2D three times is (3,3) (2,1) and (4,6) -- three hits. Each maw does 2D damage (Strength is 2D-based) in Bite and Acid. The bite can't get past Cal's AV 15 armor, but the acid damage is cumulative for the attacking beast, so we roll those: (3,6) (5,3) and (5,4) points. They don't penetrate armor, this time, but they will the next attack.

Round 4. Cal once again attacks with his blade (4,2), and inflicts (5,2,6 = 13 points) enough damage to kill bug #1.

The remaining two bugs attack with maw and acid (6,1) (3,4) -- both hit. No reason to roll for bite damage yet, but acid damage is (1,4) and (3,5). Culumative damage for these two is now (8+5=13) and (9+8=17): the second one does 2 points of damage to Cal. I randomly apply this damage to Strength, which means he's down to Str 7.

Round 5. Cal strikes with his blade, but his asset has shrunk to 7+4 = 11. The attack roll is (2,6=8) still successful, and damage is (5,6,2) enough to kill Bug #3.

Bug #2 bites and spews (5+6=11, another success) and the acid hits for (4,6). Combined with the current 13 points, total damage is now at 23 points, and Cal takes 2 and 6 points of damage. Rolling randomly, END takes all 8 points. I'll assume he's still conscious.

Round 6. Unless Cal has a trick up his sleeve, if he misses this round he's probably a goner (indeed, just like in the original adventure).
I like it. The example was fun too. Poor Cal, victory so close, yet so far. :devil:
 
I like it. The example was fun too. Poor Cal, victory so close, yet so far. :devil:

Since the combat chapter is undergoing churn, there will be new nuggets to mine when the new version is out. Cal might get additional options. Plus, I didn't use much in the way of positional combat.

For example, Cal could have used cover to hide from questing hunters. By just barely peeping around the corner, he could potentially attack without being spotted. Although that's probably unlikely, since Chamax hunters have life Perception.
 
Thinking VERY idly about fast-play rules...

1. Each side picks a near-term "objective" in terms of a piece of the ship. Valid objectives would have to be defined. A wall, a corner, a room, a cargo crate. Something.

2. Attacks can be massed to improve the chance of success.

3. Attack success forces the enemy to retreat, might bamboozle it, and could inflict a casualty.

4. Leader units can probably cancel out a bamboozlement, OR provide an attack bonus, OR prevent a retreat, OR shore up morale, but only one of those per turn.



Potential Example. Khaalo is a 4 term Imperial Navy spacer with Autopistol-4. She is attacked by a pack of 3 rogue ("Pirate-2") vargr with Shotgun-2.

The vargr have the initiative (randomly determined I guess).

Task Modifications.

* Since their combined "Veteran level" as a pack exceeds hers (Pirate-2 x 3 = 6 > Navy-4), their massed attacks are one level easier.

* They are all equipped at roughly the same TL.

* She is wearing moderate armor, and their weapons do moderate damage, so the two cancel out for her.

* The vargr, on the other hand, are only wearing light armor, and Khaalo's weapon does moderate damage, so her attacks are one level easier.

* Range, and therefore difficulty, is short, a 2D task.


Round One.

The vargr make a massed attack, reducing their difficulty to 1D. They have to roll their Weapon Skill (Shotgun-2) or less on 1D to succeed; they roll a 2, and she is forced to retreat down the corridor of the Beowulf while they advance.

Being forced to retreat, Khaalo may not attack this round. However, I suppose she gets to act first next round.

Round Two.

Khaalo attacks with 1D difficulty, and has to roll her Weapon Skill (Autopistol-4) or less on 1D. She rolls a 1, which not only forces them to surrender the ground they took, but also inflicts one casualty.

Since the vargr lost one of their team, their massed experience is no longer superior to Khaalo's, so they lose their massed attack bonus. Therefore, they attack separately.

Both attacks are 2D tasks, and both must roll Shotgun-2 ("or less") to succeed. A 5 and a 12 are rolled. The 12 is an exceptional failure, which probably translates to panic, and so one of the vargr drops his shotgun and runs away.

It seems the right time to make a morale check for the remaining vargr, so I roll 1D under his experience (2), and get a 1 -- he manages to stick to his gun.

Round Three.

The last vargr attacks, a 2D < 2 task, and he fails with a 4.

Khaalo attacks again, a 1D < 4 task, and fails with a 6. <== This could be an exceptional failure. Discuss.

It becomes apparent with Round Three that an objective needs to be stated and acted on, otherwise this just becomes the Shootout at the O-K Corral.

Round Four.

Khaalo attacks, 1D < 4, and rolls a 2, forcing a retreat and starting a fifth round.

Round Five.

The vargr attacks, 2D < 2, fails with a 9.

Khaalo attacks, 1D < 4, rolls a 3, and forces a retreat, assuming the vargr has somewhere to retreat to.

In this case, let's assume that the vargr has been backed into a wall or a corner. If the vargr can't reasonably retreat to a safe location, he's considered a tactical casualty and the encounter ends.
 
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Potential Example. Khaalo is a 4 term Imperial Navy spacer with Autopistol-4. She is attacked by a pack of 3 rogue ("Pirate-2") vargr with Shotgun-2.

The nice thing about this example is that each character has only two numbers to track, and neither number changes for the duration of combat. This could work well for larger group combat scenarios.

This sort of method accommodates "small-group" encounters by using character cards off-board which tracks damage as well as skills or advantages.
 
I tried this on the Beowulf's cargo hold with three skilled veteran defenders (4 terms, gun combat-4) against six invaders who drilled in from the engine room (3 terms, gun combat-3). I then modified my rules:


1. Units have a Veteran rating (equal to service Terms in a military) and a Combat rating (highest gun skill for now).

2. A unit may move freely until it enters an area covered by the enemy.

3. Range is 1D (Contact) and 2D (Short). A unit at an obstruction adds 1 to its effective range. Attacking behind a unit removes 1 from its effective range.

4. The attack difficulty is Range. Advanced weapons subtracts 1D from difficulty. Advanced armor adds 1D to difficulty.

5. Groups (for mass combat purposes) are declared at the start of each round.

6. Mass fire can be called when an attacking group's combined experience exceeds the target group's experience. Mass fire adds 1 to the target number (=average combat skill) per additional team member.

7. The attack task is (Target Number) < Difficulty in Dice. A success forces the target to retreat. A spectacular success inflicts a casualty. A unit which cannot retreat is automatically a casualty.

8. A unit cannot move from a combat zone into another combat zone that is less protected. This includes retreat.

9. Morale checks are made on a unit-by-unit basis when the team is down by 33%: roll 1D < Veteran rating to succeed. On failure, the unit drops its weapon and runs away screaming like a little girl.

10. Leader units can do one of the following per turn: (a) allow another unit to retreat via a less protected zone, (b) provide a +1 attack bonus, (c) provide an ad hoc massed attack, (d) prevent a retreat, (e) prevent a morale check.

11. "Large" units (shriekers, or very large aslan, for example) get two melee attacks instead of one, but are easier (2 x skill) to hit.
 
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