• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Unarmed combat house rules - help!

Quiller

SOC-1
I had a few traveller books from way back from a little game shop near me in Southampton (UK) and they were facinating, but I never found the core ones needed to run a game. Until recently when I picked up a copy of the FFE reprints of core book, supplements, long and short adventures. Wow! Someone also recommended Behind the Claw to me from the GURPS range (it's an excellent supplement that seems to breath life into the Spinward Marches) and now I'm feeling ready to get a game going (inspired in no small way by the Firefly DVD boxed set I picked up recently.)

The only thing missing is something I need in all games I run - some house rules to simulate fast and deadly unarmed combat (Bourne Identity/Supremacy/Grosse Pointe Blank style..)

Any suggestions gratefully recieved.
 
I had a few traveller books from way back from a little game shop near me in Southampton (UK) and they were facinating, but I never found the core ones needed to run a game. Until recently when I picked up a copy of the FFE reprints of core book, supplements, long and short adventures. Wow! Someone also recommended Behind the Claw to me from the GURPS range (it's an excellent supplement that seems to breath life into the Spinward Marches) and now I'm feeling ready to get a game going (inspired in no small way by the Firefly DVD boxed set I picked up recently.)

The only thing missing is something I need in all games I run - some house rules to simulate fast and deadly unarmed combat (Bourne Identity/Supremacy/Grosse Pointe Blank style..)

Any suggestions gratefully recieved.
 
Their was an article on this topic in JTAS 10 (that i no longer have) on advanced melle combat in CT and then their was a melle weapons article in JTAS 11 (reprinted in beat of JTAS 3)

Hope this helps
 
Their was an article on this topic in JTAS 10 (that i no longer have) on advanced melle combat in CT and then their was a melle weapons article in JTAS 11 (reprinted in beat of JTAS 3)

Hope this helps
 
Here's a house rule I used for all kinds of personal combat (unarmed, armed, and guns). Note that I used a modified Azhanti High Lightning/Striker system, where armor provided a protection value against penetration, not a modifier on the "to-hit" roll.
1. Find the final "to-hit" number (after all modifiers for range, cover, movement, etc). Let's say it works out to 10+ to hit.
2. The attacker rolls to hit, adding their skill and any modifiers for scopes, etc. Let's say they have an overall +5, roll a 9, giving a 14.
3. For every point rolled over what was needed to hit (10+) the attacker can either add 1d6 to the damage done to the target (representing hitting vulnerable places like the spine, head, etc) or subtract 2 from the target's armor protection when rolling for penetration (representing hitting where the armor is weak). The attacker may choose a combination of these benefits if she wants. In the example, the attacker might choose to add 2d6 to the damage and subtract 4 from the target's armor rating.
You'd have to modify this to work with Book 1 personal combat.
 
Here's a house rule I used for all kinds of personal combat (unarmed, armed, and guns). Note that I used a modified Azhanti High Lightning/Striker system, where armor provided a protection value against penetration, not a modifier on the "to-hit" roll.
1. Find the final "to-hit" number (after all modifiers for range, cover, movement, etc). Let's say it works out to 10+ to hit.
2. The attacker rolls to hit, adding their skill and any modifiers for scopes, etc. Let's say they have an overall +5, roll a 9, giving a 14.
3. For every point rolled over what was needed to hit (10+) the attacker can either add 1d6 to the damage done to the target (representing hitting vulnerable places like the spine, head, etc) or subtract 2 from the target's armor protection when rolling for penetration (representing hitting where the armor is weak). The attacker may choose a combination of these benefits if she wants. In the example, the attacker might choose to add 2d6 to the damage and subtract 4 from the target's armor rating.
You'd have to modify this to work with Book 1 personal combat.
 
We did something similar with AHL/Striker combat. I never liked the concept of damage dice, so we just used the AHL damage system (2d6+ Penetration - Armor, 4-7 wounded, 8-11 Incapacitated, 12+ dead). We did limit damage so that Penetration - Armor could not exceed the number of LBB damage dice.

Melee combat gives everyone an initiative based n their skill and the length of the weapon. House rules the length alone determines initiative the first round, skill alone after that. Same damage rules.

You could try to target a weak/vulnerable spot. Take a "-2" on your chance to hit and you get that added to your damage roll. If you miss the tougher roll by 1, you still hit but do normal damage.
 
We did something similar with AHL/Striker combat. I never liked the concept of damage dice, so we just used the AHL damage system (2d6+ Penetration - Armor, 4-7 wounded, 8-11 Incapacitated, 12+ dead). We did limit damage so that Penetration - Armor could not exceed the number of LBB damage dice.

Melee combat gives everyone an initiative based n their skill and the length of the weapon. House rules the length alone determines initiative the first round, skill alone after that. Same damage rules.

You could try to target a weak/vulnerable spot. Take a "-2" on your chance to hit and you get that added to your damage roll. If you miss the tougher roll by 1, you still hit but do normal damage.
 
The simplest system I ever "adapted" is to allow the player a bonus of +1 to hit if they describe their actions in heroic detail.
Hit locations and critical hits can also add a cinematic feel.
 
The simplest system I ever "adapted" is to allow the player a bonus of +1 to hit if they describe their actions in heroic detail.
Hit locations and critical hits can also add a cinematic feel.
 
Back
Top