Re: Player/GM Die Rolls
Important:
We are starting a new combat turn. Is everyone familiar with the T2013 combat system? First, roll initiative: roll 2d20 (take lowest) and compare to OODA. If you fail your initiative is equal to your Base Initiative (12 for Light Encumbrance, 9 for Moderate Encumbrance, 6 for Heavy Encumbrance). If you succeed, add the difference at 1:1 (this is errata) and the max initiative is 15.
(If you are loaded to your Combat Weight you are Lightly Encumbered, over it's Medium, and so on.)
Your initiative score is also the number of "Ticks" you have to use. Ticks are just like Action Points, it takes 5 to move, 1 to check your surroundings, a variable amount to fire depending on if you're taking a hip shot, snap shot, or aimed shot, etc. Each weapon has it's own costs for the various attack types, based on weight, bulkiness, balance and length. For example, a C8 has a Speed (tick cost) of 3/5/6 for Hip/Snap/Aimed shots. A C3A1 sniper rifle has a Speed of 4/6/9. The Carl Gustav has a Speed of 4/7/10. (I am assuming Andrews is taking Snap shots because at this range, 200m, the Carlie G has no benefit from taking extra time to aim.)
"Snap Shots" are the typical mode of firing, you are actually using the sights and aiming but trying to be efficient with time. "Aiming" is not really that useful at this range; unlike other systems aiming doesn't give you a positive bonus but reduces penalties like range and recoil.
Tony
This message was last edited by the GM at 10:23, Wed 11 Dec 2013.