Traveller - T4 Combat Crib Sheet.pdf
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Combat Crib Sheet for T4:
In all cases to find the [Difficulty] from the Range Effects Table below.
1) Snapfire.
Allows character to move and shoot without any weapon type DMs. Uses 1 round.
2) Burst fire.
MAY BE AIMED IF PLAYER IS STATIONARY.
Only affects designated primary target. Negative DM (Range number /2) rounded
up. Damage to target is doubled after armour effects. Uses 5 rounds.
3) Autofire.
CANNOT BE AIMED.
Designate
primary target
. Range number is a negative DM against primary target.
Damage to primary target is doubled after armour effects.
Adjacent targets
also attacked. To hit DM is 2x Range number. Normal damage
on hit. Uses 5 rounds per target. If insufficient ammo GM decides who gets hit from
adjacent targets.
4) Aimed fire.
CANNOT BE USED IF MOVING OR HIT IN COMBAT.
Reference weapon range on table. The range number is the positive DM.
5) Suppressive fire.
Combines held action with autofire. Any target entering or the designating players
next turn is attacked as an autofire adjacent target, and 5 rounds are used up.
Range Name Distance (m) DM (aimed) DM (Burst) DM (auto prim/adj) Attack Rating Dice Code
Contact
0-3m
0
0
0/0
Easy
1.5D
Very Short 4-15m
1
-1
-1/-2
Average
2D
Short
16-45m
2
-1
-2/-4
Difficult
2.5D
Medium
46-150m
3
-2
-3/-6
Formidable
3D
Long
151-450m
4
-2
-4/-8
Staggering
4D
Very Long 451-1500m
5
-3
-5/-10
Impossible
5D
Max Range is 2 bands past weapon range stat. -1D per band past ‘Long’.
Misc Notes:
(a)
Plasma weapons
do 1/2 of their explosive damage along line of fire. Also require successful task
roll of (Endurance) < Average (2D) or be blinded for 1D hours if no protective equipment.
(b)
Called shot
- raise difficulty 1 level and either increase or decrease damage, or hit specific point.
(c)
Held action
-hold until end of next round - takes precedence over another character’s action.
(d)
Explosives
are either Fragmentation or Concussive and ignore maximum damage limits. Assume
concussive if not explict. Fragmentation is effected by armour, Concussive ignores armour or cover
unless pressure sealed. Damage done halves every 1.5m from the impact ‘2m Square’. They attack all
targets in the area of the blast. Optionally, may consider only 1/2
(e)
Reloading
takes 1 action for a magazine based weapon, 2 for non-magazine weapons.
(f) If firing into HTH combat, apply a -3DM. If miss occurs roll to hit again against adjacent target.
(g)
Thrown weapons
difficulty is two range numbers higher than normal, max range Short.
(h) Darkness -6DM to Short, -9DM >Short, Poor Visibility -3DM, may use special aids to avoid.
(i)
Cover
- conceals and protects (GM may give armour rating). Partial cover gives -4DM to hit,
Concealment -1DM.
(j)
Size
- Football -3DM, Car +3DM.
(k)
Indirect fire
task (Dex + lowest of Fwd Obs or Weapon) < Difficult (2.5D)
(l)
HTH
task (Dex + appropriate skill) < Average (2D) DMs: Improvised weapon -1 or -2, -opponents
weapon skill. See pg 55 for fencing, grappling etc, unarmed does 1D damage.
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