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Old Combat Notes (T2K 2.2)

Posted by helbent4For group 0
helbent4
GM, 647 posts
aka Tony
Thu 8 Jan 2009
at 17:14
  • msg #1

Combat Notes

Actions and Posting

Post when you can, but actions will be resolved in the order above (except for tied Initiatives which then compare AGL-BLK, negative numbers are allowed). Characters can always elect to act later in a turn (to coordinate actions with someone else, wait for orders, etc.)

Each turn is 5 seconds long and encompasses one action. (One change I'm making from T2K is that everyone acts every turn.) Occasionally, you can combine simple actions, and some actions take several turns to complete.

We my be using the outdoor 10m grid (15m on the diagonal) or the indoor 2m Grid (3m on the diagonal).

Actions:

Aim: either take aim for better accuracy on a later shot or "cover" an area for Opportunity Fire (Covering/Overwatch). (In effect, you are "holding" your fire/action.) If your character says they are "looking for targets" I will assume you are taking Aim for the purpose of Opportunity Fire in the last direction your character was facing, unless informed differently.

Once an Aim action is taken for the purpose of Opportunity fire your PC is either considered Covering a specific target in LOS or on Overwatch in a certain direction and will automatically attack when a target becomes visible by moving of firing.

Aiming via iron sights also allows you to make a "called shot" against a body part or vehicle component. This is at halved probability (which is then doubled for aiming).

Aiming with a standard x3.5 scope not only adds 15 metres to the base range when making aimed shots, but allows you to make a "called shot" against a specific body part with no penalty up to Long range. Different scopes add proportionally different bonuses to the range.

Crawl: move 2m per turn.

Drive:
Drive a vehicle, pilot a boat, etc. The faster you go, the harder it is to maintain control.

Fire: if firing with a prior Aim action (see above) this is an Aimed Shot; without aiming is a Snap Shot. Walking or trotting while firing some weapons is possible but increases recoil.

Go Prone/Stand Up: Going Prone/Standing Up can be combined with any other move action; you just dive to the ground or stand up. Doing so halves your move. (Eg.: Running followed by Going Prone is a 15m move.)

Melee: attack in armed or unarmed hand-to-hand combat; can be combined with walk/trot.

Mount/Dismount: embark/disembark vehicle, riding animal, etc.

Ready/Change Equipment: switch weapon in hand, ready radio for transmission, prepare grenade for throwing, etc. Can sometimes be combined with walk/trot although may require DEX check to succeed or .

Reload: change magazines (assumes old magazine is saved/recovered). Occasionally takes more than one turn for some weapons. Can be combined with walk/trot although new or old old magazine may be dropped unless DEX check is passed.

Ride Animal: ride animal. The faster you travel, the more difficult it is to maintain control.

Run: Move 30m.

Take Cover: Hide behind something solid. Generally combined with a Go Prone action, although can also be combined with both Going Prone and a Walk or Trot action (for example: Trot, then Go Prone and Take Cover) at half move, can be combined with Crawl at full move.

Talk: issue orders/give instructions/relate information/ask question/etc. Say one sentence. Can be combined with other actions except firing. Radio comms can be tricky, because if more than one person is transmitting on a channel in a turn then there is interference (called being "stepped on") that may prevent all of one or parts of both messages from being received.

Trot: move 20m/turn.

Walk: move 10m/turn.

Radio Comms:

Using the radio in combat can be pretty slow, unless it's tactical communication. Remember, a Talk Action is one short sentence per turn. So calling in fire should take one turn to open contact, then possibly another for the receiver to reply unless they are standing by.

In the T2K book it mentions (under the Talk action) that using a radio up to the base (Short) range is Average difficulty (x2 Asset). However, it never says what Skill or Attribute you use to determine the asset!

For the sake of argument, the skill for Comms is INT or EDU plus Electronics. I will say that Difficulty is Easy at Short (base listed) range. This can be an unskilled task (using INT or EDU), but the difficulty level is raised by one (x2/Average at short range, x1/Difficult at Medium, etc.).



Firing Range Difficulties:

Range    Aimed Shot   Quick Shot

Short    Average      Difficult
Medium   Difficult    Formidable
Long     Formidable   Impossible
Extreme  Impossible   Not Allowed

General Difficulties:


According to page 203 of Twilight: 2000 Version 2.2: "The number of rounds in a burst is the number listed in the weapon's ROF [Rate of fire] column. Each individual shot fired in a burst is resolved seperately as a marksmanship task at the Impossible difficulty level, regardless of range." A character can fire 5 bursts per turn.

According to the Task Difficulty Levels chart on page 134: Easy was x4 Asset (Asset being the addition of the controlling attribute and the skill number, similarly to D&D3e's Skill being the addition of the controlling attribute and the rank number), Average was x2, Difficult was x1, Formidable was x1/2, and Impossible was x1/4. According to the same page, though: "However, a task roll of one always results in success, and a task roll of 20 always results in failure, regardless of skill, asset, or difficulty level."
This message was last edited by the GM at 02:42, Sun 14 Aug 2011.
helbent4
GM, 995 posts
aka Tony
Sat 15 May 2010
at 22:21
  • msg #2

Re: Combat Notes

House Rules:


Basic Canadian body armour is AV 2 but weighs 8kg and protects shoulders-chest-abdomen but not the crotch. US PASGT armour is AV1, per the book as "Kevlar Vest". Russian "officer" vests provide AV 3 protection but as they use titanium plates they weigh 20kg and you can't move faster than  a trot. The Soviets did develop a lighter AV 1 vest for Afghanistan but it weighs 5kg, not 4kg (as per the Kevlar vest).

Damage is 1d10 per point, not 1d6. (For example, a C7 does 3 points of damage, so 3D10 is rolled for effect.)
This message was last edited by the GM at 23:46, Tue 21 Sept 2010.
helbent4
GM, 1028 posts
aka Tony
Thu 3 Jun 2010
at 00:33
  • msg #3

Re: Combat Notes

New Initiative Rules:

I'll roll for Initiative, which will be Init + 1d10 - (Weapon BLK). (I would have the players do it themselves but that adds another step.) Most rifles are BLK 5, SMGs are 4 (3 with folding stock) and pistols 1. Bulkier weapons may also get additional minuses to Init depending on the situation, like when used inside constricted areas.

Combat turns are 5 seconds long and allow one (or possible more) actions, per above. Also, I will specify when turns are longer than 5 seconds (they may encompass 10 seconds, 30 seconds, a minute or more in larger engagements). Players post their actions which are resolved in order of Initiative.

I'll post a combat summary for the turn, starting with your actions as I understand them. When possible, I'll include a tactical map either in the "Game Map" link or in ASCII characters as part of the summary.

Combat .Sig Blocks:

Please include in point form during combat posts:

Weapons carried (as Bulk affects Init).
General or specific location.
Current Action and Future Actions (if applicable). Include targets, Aiming status, movement type and destination, etc.


New Damage Rules:

Damage is not rolled using d6s but d10s. This should make for deadlier combat.
This message was last edited by the GM at 09:05, Sun 20 Mar 2011.
helbent4
GM, 1478 posts
aka Tony
Tue 23 Aug 2011
at 10:10
  • msg #4

Re: Combat Notes

Capsule Autofire Rules

According to page 203 of Twilight: 2000 Version 2.2: "The number of rounds in a burst is the number listed in the weapon's ROF [Rate of fire] column. Each individual shot fired in a burst is resolved seperately as a marksmanship task at the Impossible difficulty level, regardless of range." A character can fire 5 bursts per turn.

According to the Task Difficulty Levels chart on page 134: Easy was x4 Asset (Asset being the addition of the controlling attribute and the skill number, similarly to D&D3e's Skill being the addition of the controlling attribute and the rank number), Easy was x4, Average was x2, Difficult was x1, Formidable was x1/2, and Impossible was x1/4. According to the same page, though: "However, a task roll of one always results in success, and a task roll of 20 always results in failure, regardless of skill, asset, or difficulty level.

Half the "missed" dice will possibly hit other targets in the "Danger Area".

Overwatch/Covering: If overwatching an area or covering someone and you decide to fire, you can only take 1 burst or 1 shot.
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