Initiative
Experienced T2k players will notice that I have removed the Initiative stat from the tweaked version of the rules I am using for this game.
Combat Round Procedure
Combat rounds will follow a set procedure:
1. Players will post a "combat post" message IC stating what they wish to do in the round with a summary of their actions in an OOC tag at the bottom of their post (please see the Message Formatting Guidelines above).
2. When writing your combat post please remember the following:
- A combat round is 5 seconds long - please use some common sense in how much you can say and attempt to do in that length of time.
- Depending on the weapon you are using you may be able to make up to 5 attacks in a combat round. The accuracy of each shot in a round will obviously decrease however due to recoil and the lack of aiming.
- If your character is doing something risky in a combat round (for example charging a machinegun nest) then I will almost certainly make a Resolve + Coolness under Fire task check on your character's behalf to determine whether they manage to attempt this action or not.
3. Once all players have written up their combat posts I will then write up a "combat turn post" that details all of the actions that have taken place and their results. I will also account for ammo expenditure within the combat turn post.
4. Players then write their next combat post for the next round of combat and so on.
Recoil:
When shooting a firearm a character generates points of Recoil for each shot, the number of points being dictated by the weapon and whether they are firing a Single Shot or a Burst. Please note that by Burst here I am meaning a controlled burst rather than firing fully automatic.
The total amount of Recoil points generated so far by the character firing in the round is then compared to the Strength of the firer with a modifier applied based on the stance they are in. If the total amount of Recoil points generated so far by the firer is higher than their Strength plus modifiers then the difference is applied as a penalty to that shot, i.e. the Recoil penalty for the shot is calculated and then applied to work out whether that shot hit or not.
The Stance modifiers are as follows (please note that if you are using a weapon with a Bipod or Tripod then these modifiers do not apply but you will gain the benefits of the Bipod/Tripod in the Single Shot and Burst numbers):
- Standing: 0 modifier
- Crouching: 0 modifier
- Kneeling: +1 effective Strength
- Prone: +2 effective Strength
For example, a soldier with a Strength of 7 is firing his M16A1 (Single Shot 3, Burst 6) from a kneeling position. He fires a series of rapid single shots at a target and the Recoil points are as follows:
- Effective Strength: 7+1 (for Stance) = 8
- Shot 1: +3 Recoil Points for a total of 3, 0 Recoil Penalty
- Shot 2: +3 Recoil Points for a total of 6, 0 Recoil Penalty
- Shot 3: +3 Recoil Points for a total of 9, 1 Recoil Penalty (as 9 is 1 higher than Effective Strength)
- Shot 4: +3 Recoil Points for a total of 12, 4 Recoil Penalty
- Shot 5: +3 Recoil Points for a total of 15, 7 Recoil Penalty
Unless you are at close range it is therefore often better to save your ammo rather than making your full allocation of attacks as you won't be able to control the recoil and will therefore have almost no chance of hitting. Sometimes almost no chance of hitting is better than nothing though.
Please note that firing fully automatic and recoil is handled separately.
"Short" bursts:
Just to be clear on how I adjudicate “short” bursts, they are only possible with a weapon that has a ROF of 5 or higher and I just reduce the number of rounds fired in the burst before calculating how many dice are rolled to see if they have hit.
For example if you are firing a Norinco Type 56 Assault Rifle (a Chinese version of the AK-47) that has a ROF of 5 so a “normal” burst is of 5 rounds. If you fire a “short” burst then that will be of 3 rounds and I will follow the rules as if you were using a weapon with an ROF of 3. Likewise if you are using a weapon that has an ROF of 10 (an RPK-74 for example) then a short burst will be calculated as if the weapon has an ROF of 5.
Please note that a weapon with an ROF of 3 is already firing short bursts and cannot further reduce them.
Increased Damage Rule:
I am using the following rule for calculating the number of damage dice rolled when someone is hit.
- For each shot I calculate the Margin of Success (MOS) by subtracting the dice roll from the target number.
- I then divide the MOS by 3 and round down the result to give me the number of additional d6 to roll on the damage roll (i.e. these additional d6 are added to the base damage rating of the weapon).
- For example if the target number is 12 and the dice roll is 4 then the MOS equals 8 (12-4=8). Dividing the MOS by 3 and rounding down the result gives you 2 additional dice to roll on the damage roll (8/3=2.67 = 2 bonus dice).
- Damage dice are then rolled as per the T2k v2.2 rules and the effects of damage are calculated in the normal way (though your hit capacity for each location incorporates your Resolve stat).
Other House Rules for Combat:
- When working out the chance to hit a target when firing in combat I will use the highest out of your Agility and Strength stats.
- When firing an Automatic Rifle or a Squad Automatic Weapon like an RPK I will use the highest of your Autogun and Combat Rifleman skills when calculating your chance to hit in combat.
This message was last edited by the GM at 15:10, Fri 12 June 2020.