Rules & Notes

Tiglath
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Tiglath
Rider of Rohan
Rider of Rohan
Posts: 6491
Joined: Sun Apr 23, 2017 1:04 am

Rules & Notes

#1 Post by Tiglath »

Tasks & Rule 68A

Tasks are as you'd expect but tests are only applied on critical events.

Easy tasks pass on 6+, Average on 8+ Hard on 10+ (Rule: 6, 8, A ;) )

If you are declaring an action then for economy of posting add the relevant task roll to the post. If you can think of any situational actions that would act as modifiers include them. e.g. "Smith opens fire bracing his weapon across the air/raft's roof for extra accuracy". Then include the die roll.

Stat based tests

If you have stats in the range 9-11 add +1 DM any 12s add +2. If you have no relevant skill you still might be able to use you raw attributes to achieve a result. Again post the attempt at the task with your declared action. E.g. "Smith tries to work out where the bullets must be coming from!" Then include the Int roll. NB in this example Smith won't get as much information as someone performing a successful Recon roll but he might gain a clue as to what's occurring.

Striker Rule 42: Encumbrance
Infantry are limited in the amount of weight they can carry. A soldier can function
normally while carrying a total weight of 10 kg. He can carry up to 30 kg, but
will be encumbered; an encumbered soldier walks 2.5 cm and runs 6 cm. A soldier's armor is ignored for purposes of calculating weight carried.
A soldier in battle dress may carry up to 100 kg without being encumbered, and may carry up to 200 kg while encumbered.

For PCs You can carry your strength in kilos and perform without penalty but you can carry up to three times Str whilst being encumbered.

Game effect: If you are encumbered you will act more slowly than someone who isn't!

GM Note to self: Striker Morale p.22 Bk 1

General Hint:

If you haven't got armour then take cover!

Hit Location (for those wearing partial armour):

d8 1 Head 2 R Arm 3,4 Chest 5 L. arm 6 Abdomen 7 R Leg 8 L Leg

Gear:
Broadly as with all things you get what you pay for so if you want covert body armour you will have to pay more. Rule of thumb don't assume any extra functionality unless you have paid for it. :twisted:

Striker Scale
Distance: One millimeter equals one meter; one centimeter equals ten meters.
So ranges are value x10 = metres.

Time: One turn equals 30 seconds of real time. NB AHL has 15 second rounds.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Tiglath
Rider of Rohan
Rider of Rohan
Posts: 6491
Joined: Sun Apr 23, 2017 1:04 am

Re: Rules & Notes

#2 Post by Tiglath »

Spotting: you need to be stationary and concealed to have a chance to not get spotted by folk you are shooting at.

Some weapons e.g. LAWs have a significant signature when fired (+2 to be seen). High Energy Weapons are automatically spotted when fired.

Less than 150m away its 8+ to be seen further away 10+ for success.

(Transferred over and amended from OOC).
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
User avatar
Tiglath
Rider of Rohan
Rider of Rohan
Posts: 6491
Joined: Sun Apr 23, 2017 1:04 am

Re: Rules & Notes

#3 Post by Tiglath »

Morale:

Striker has its own morale system with values as follows: Recruit 4, Regular 7, Veteran 10, Elite 13.

A morale test pass = 2d6 equal or less than the value (with situational negative mods applying to the roll).

I've gone for broad brush strokes here in game - all military PCs are Elite. Non military PCs and NPC leaders are Vets(ish) (should actually be 1d6).

Please by all means amend these /calculate individual scores (as per Bk 4) for your PC and do use them if higher than the 13 base for PCs. Of course this may not be possible for non Book 4 characters! To reduce the admin burden I plan to increase the NPC rank and file based on "good attendance" rather than anything more specific! ;)

The morale value of a squad is its average morale. A score over 11 or led by and elite officer (player) = high initiative. The morale of an AFV is that of its commander only.

The SEMC's in game advantage is its ability to deploy large numbers of high initiative squads (and vehicles).

High initiative squads do not require orders/leading and therefore move at the player's will and are therefore tactically independent in game terms. I'm not sure yet if the players have seen non elite troops trying to react to situations and issue orders. It may have happened during the storming the Bartizan but it is actually "painful" to watch... ;) :)

Leader skill gives a cumulative morale modifier so, for example, with Jakob and Beau on the case (adding a massive +4!!!) Jakob's squad are singularly "mission focussed"! :D

Voss and Jakob's Tactics 2 also allows the issuing of orders in half the usual time for non high initiative squads / "mere mortals".
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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