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Forum » Roleplay Discussions » Roleplay - Rules, InHouse Rules & FAQ's » In-House Traveller combat system
In-House Traveller combat system
zellakDate: Tuesday, 04-Nov-2014, 7:11 PM | Message # 1
Generalissimo
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I'm up first for GMing, and want to use this system for my game.

( No doubt others will want to use the actual Traveller system, if so.... i suggest you double the Stats for Physique , Agility and Willpower.
That should work out fine. biggrin )

So here is how it will work.
PCs sit round the table in order.... Security then Engineering then Science...highest Agility sits closest to the GM.
Action will move clockwise around the table.

GM and lead PC roll a die each.
Action moves clockwise round the table.

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Shooting.

One shot per PC,
Roll 2D6 add Firearms skill deduct targets Fieldcraft skill. 8+ to hit ( at close range )

Modifiers : Do not adjust for Fieldcraft at point blank range. / 10+ to hit at Long Range. / Die Modifier; -2 if shooter is wounded.

Roll Location die and a D8

Location Die is a D12 marked L. arm / L. Hand / Chest.... etc.

D8 is the damage die.

7 or 8 = Disabling wound
2 to 6 = a wound
1 = just a scratch.

If a target is behind cover then any hit location which is protected by that cover suffers no ill effect.
If a 1 is rolled on the damage die, then its just a scratch with no effect.

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Close Combat

Attacker rolls 2d6 and adds his Combat skill then deducts opponents Combat skill.... 8+ to hit.

Then roll Location Die and a D8 Damage die.
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Armour

Some Targets may be wearing armour on the Hit Location.

Armour reduces the damage level by its Rating.

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Damage Effects

Downed

Head / Chest / Stomach which takes a Disabling wound.....Target is down and out for the rest of the battle.....Medic roll at the end to adjudicate damage.

Serious Wound

Head / Chest / Stomach which takes a wound .....or.....
Any Limb which takes a Disabling wound..................................Knocked out if fail a 10+ Physique Test
................................................................................................................if still Conscious take a 10+ Willpower Test to stay in the fight.

Light Wound

Any Limb takes a normal wound.......................................Willpower Test 8+ to stay in the fight.

A Wounded or Disabled Arm or Hand cannot be used,
those with a wound to the Leg move at half speed,
those with a Disabled Leg wound can only crawl.

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First Aid and Recovery

Recovery from being Downed Medic roll to stabilize.

When Hospitalized....Medic roll of snake eyes = dead.
A failed Test = "We are losing the patient ! " roll again at +2 A second fail = PC lives but his/her career is over.

A passed test first or second time = PC is okay ...2D4 weeks in bed, then Physique Test to become walking wounded.

Recovery from a Serious Wound

Snake Eyes = Loss of Limb or Organ.

Fail = 2D3 weeks before a recovery Physique Test to become walking wounded.

Pass = 1D3 weeks before a recovery Physique Test to become walking wounded.

Recovery from a Light Wound

Fail = 1D3 weeks before a recovery Physique Test to become walking wounded.

Pass = Okay to return to service.
Message edited by zellak - Wednesday, 05-Nov-2014, 2:11 PM

DEMON : " When next we meet, i shall tear you limb from limb...there will be no escape. "

Hero: " You bring balloon animals and i'll hire a clown..... we can make it a regular party. "
 
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