Wednesday, September 20, 2017

Shanah Tova - Stellagama Publishing Jewish New Year Sale!

Stellagama Publishing wishes you all Shana Tova - Happy Jewish New Year. For the occasion, we offer a 25% discount off our products from now until September 24th, 2017. Setting material is at %30 discount as part of the September Setting DriveThruRPG sale!

Monday, September 11, 2017

Cepheus Engine Variant Rules: Grunts, Mobs, and Monsters


Yesterday I posted Classic Traveller variant rules for Grunts, Mobs, and Monsters and I have been requested to convert them to the Cepheus Engine. So here is the Cepheus version of these rules!

Anyhow, sometimes the Referee would want to create a situation in which the player characters face a large number of undisciplined, unskilled combatants - an angry mob of locals with torches and pitchforks, looters in a disaster - or even a zombie horde! As per the Cepheus Engine combat rules, as written, this will create much paperwork and die rolls as each member of a mob suffers wounds to their characteristics and makes their attack rolls at the DM-3 "unskilled" level.

I wrote the following variant rules to reduce that paperwork and die-rolling load and thus facilitate situations in which skilled PCs face a large number of unskilled or minimally skilled combatants. Additionally, I added rules for relentless monsters which do not easily die from accumulated wounds.

Streamlined Armor
The Cepheus Engine uses the default armor system from the 2D6 Sci-Fi SRD. That system presents armor as a damage absorber - i.e. it subtracts the target's armor rating from any attack's damage. For the sake of simplicity when dealing with the combatants presented in this blog post, I propose a simpler armor system. Under that variant system, armor does not absorb damage but rather incurs a negative DM to incoming attack rolls, as presented in the following table:

Armor TypeTo-Hit DM
Jack-0/-1*
Mesh-1
Flak-2
Reflec-0/-8**
Cloth-3
Combat-6

* The first number is against ranged attacks, the second against melee attacks.
* The first number is against non-laser attacks, the second against laser attacks.

Mobs
A mob is a number of untrained irregulars who lack adequate combat training or tactical awareness. They may be enraged or even fanatical, but will typically rush at their enemies instead of employing a more cautious tactical approach. As noted above, the classical "low-tech local peasants chasing the spacemen with pitchforks and torches" or "zombie apocalypse" are good examples of this theme.

Each mob includes up to 12 members. In many cases there will be multiple mobs involved. Do not track individual characteristics, damage, or skills of mob members. The mob moves as one unit. It makes a single attack roll per round. Make this roll at an effective "Skill-0", with DM+1 for every four active members in the mob, or part of four. Thus, a big mob of 12 members will attack at base DM+3, modified, of course, by weapon and range DMs; a mob of 5 members will attack at base DM+2. Make the attack as if the mob is one character; use automatic fire or shotgun rules as usual. While the entire gang might be unloading a hail of bullets, these shots are badly aimed and only a few have a chance of striking true.

PCs attack the mob as if it is one target. Most mobs are either unarmored or wearing Jack or Mesh armor; apply DMs accordingly. A non-automatic ranged attack which hits the mob incapacitates one member; if its Effect is +4 or better, it incapacitates two members, one from the bullet and another from "Shock & Awe". When autofire, a shotgun, or a grenade hit a mob, a number mob members equal to the attack's Effect are incapacitated. Obviously, as with single shots, "incapacitated" does not necessarily mean "killed by a bullet" but rather "out of the fight" - killed, wounded, or maybe just shocked enough to be ineffective in fighting. The latter is the reason why autofire can incapacitate above 4 mob members while a Cepheus Engine autofire burst only contains 4 bullets.

Mobs are much more dangerous in melee, with a to-hit DM+1 per 2 members rather than per 4, and making two attacks per round rather than one. When skilled characters fights a mob in melee, they "cleave" - each hit incapacitates a number of mob members equal to the attack's Effect, up to the character's relevant melee skill.

Mobs rarely fight well under fire. In any of the following cases, throw 5+ for the mob to disperse in panic and be effectively removed from the fight. This number rises to 8+ for frenzied mobs. Fanatical mobs are immune to this effect and will continue swarming the PCs regardless of death. Reasons for such morale throws include:
  • The first time the mob comes under ranged fire.
  • The first time the mob loses a member.
  • When the mob first falls to half or less of its size.
  • Each time the mob is attacked with flames, explosives, or similar shocking attack.
  • When first attacked by armored vehicles or troops in battledress.
A "Rabble Rouser" character with the Leadership skill may attempt to rally a dispersed mob by a Leadership, INT, Difficult (DM-2) throw.

Grunts
Conscripts out of basic training, as well as street criminals with some combat experience, fight far better than a mob of rabble. Whoever, they still are not a match for professionals. Grunts fight individually, as per the standard rules, including movement and attacks. However, they have a total DM+0 base modifier (from skill, characteristics, etc) to hit targets, subject to armor DMs and range difficulty. Any attack which hits a grunt incapacitates them. Grunts use morale laws as above, with a throw of 8+ (apply any sergeant's or officer's Leadership skill as a -DM to this throw); this roll refers to the grunts' unit or squad, which may be broken

The Referee might also want to consider various small-to-medium-sized wild animals, but not apex predators or particularly large animals, as grunts.

Monsters
Sometimes, felling a monster is not a simple matter of riddling it with bullets or chopping it one piece at a time - it just keeps fighting! In this case, attack the monster as per the Cepheus Engine rules, and roll damage on a hit. However, do not count accumulated damage. Instead, ignore any attack which does 14 or less damage. Any attack doing 15 or more damage kills the monster. For particularly fearsome monsters, make that 16 or less damage; this monstrosity will continue fighting even under a hail of bullets until a lucky attacks rolls 17+ damage (which is unlikely on the typical gun with 3D6 damage).

Sunday, September 10, 2017

Classic Traveller Variant Rules: Grunts, Mobs, and Monsters

Art by JoakimOlofsson
Classic Traveller has wonderful combat rules, among my favorites in the entire tabletop RPG world. They work wonderfully well when small teams of relatively skilled combatants - or predatory animals - face each other in pitched combat, with guns blazing and lasers glowing.

However, sometimes the Referee would want to create a situation in which the player characters face a large number of undisciplined, unskilled combatants - an angry mob of locals with torches and pitchforks, looters in a disaster - or even a zombie horde! In the Classic Traveller combat system, as written, this will create much paperwork and die rolls as each member of a mob suffers wounds to their characteristics and makes their attack rolls at the DM-5 "unskilled" level.

I wrote the following variant rules to reduce that paperwork and die-rolling load and thus facilitate situations in which skilled PCs face a large number of unskilled or minimally skilled combatants. Additionally, I added rules for relentless monsters which do not easily die from accumulated wounds.

Mobs
A mob is a number of untrained irregulars who lack adequate combat training or tactical awareness. They may be enraged or even fanatical, but will typically rush at their enemies instead of employing a more cautious tactical approach. As noted above, the classical "low-tech local peasants chasing the spacemen with pitchforks and torches" or "zombie apocalypse" are good examples of this theme.

Each mob includes up to 12 members. In many cases there will be multiple mobs involved. Do not track individual characteristics, damage, or skills of mob members. The mob moves as one unit. It makes a single attack roll per round. Make this roll at an effective "Skill-0", with DM+1 for every four active members in the mob, or part of four. Thus, a big mob of 12 members will attack at base DM+3, modified, of course, by weapon and range DMs; a mob of 5 members will attack at base DM+2. Make the attack as if the mob is one character; apply automatic fire or shotgun rules as usual. While the entire gang might be unloading a hail of bullets, these shots are badly aimed and only a few have a chance of striking true.

PCs attack the mob as if it is one target. Most mobs are either unarmored or wearing Jack or Mesh armor; apply DMs accordingly. A non-automatic ranged attack which hits the mob incapacitates one member. When autofire, a shotgun, or a grenade hit a mob, throw 1d6; this is the number of mob members who fall. When using a flamethrower or machine gun, throw 2d6. Obviously, "incapacitated" does not necessarily mean "killed by a bullet" but rather "out of the fight" - killed, wounded, or maybe just shocked enough to be ineffective in fighting. The latter is the reason why autofire can incapacitate up to 6 mob members while a Classic Traveller autofire burst only contains 4 bullets.

Mobs are much more dangerous in melee, with a to-hit DM+1 per 2 members rather than per 4, and making two attacks per round rather than one. When skilled characters fights a mob in melee, they "cleave" - each hit incapacitates a number of mob members equal to the skilled character's relevant melee skill.
Mobs rarely fight well under fire. In any of the following cases, throw 5+ for the mob to disperse in panic and be effectively removed from the fight. This number rises to 8+ for frenzied mobs. Fanatical mobs are immune to this effect and will continue swarming the PCs regardless of death. Reasons for such morale throws include:
  • The first time the mob comes under ranged fire.
  • The first time the mob loses a member.
  • When the mob first falls to half or less of its size.
  • Each time the mob is attacked with fire, explosives, or similar shocking attack.
  • When first attacked by armored vehicles or troops in battledress.


Grunts
Conscripts out of basic training, as well as street criminals with some combat experience, fight far better than a mob of rabble. Whoever, they still are not a match for professionals. Grunts fight individually, as per the standard rules, including movement and attacks. However, they have a total DM+0 base modifier (from skill, characteristics, etc) to hit targets, subject to armor and range DMs. Any attack which hits a grunt incapacitates them. Note that Classic Traveller Book 1 Morale applies to grunts.

The Referee might also want to consider various small-to-medium-sized wild animals, but not apex predators or particularly large animals, as grunts.

Monsters
Sometimes, felling a monster is not a simple matter of riddling it with bullets or chopping it one piece at a time - it just keeps fighting! In this case, attack the monster as per the Classic Traveller Book 1 rules, and roll damage on a hit. However, do not count accumulated damage. Instead, ignore any attack which does 14 or less damage. Any attack doing 15 or more damage kills the monster. For particularly fearsome monsters, make that 16 or less damage; this monstrosity will continue fighting even under a hail of bullets until a lucky attacks rolls 17+ damage (which is unlikely on the typical gun with 3D damage).

Saturday, September 2, 2017

Quick and Dirty Classic Traveller vehicle combat- UPDATED

Eleven months ago, I posted simple Classic Traveller vehicle combat rules. Following feedback and playtesting, especially by Robert Weaver of Ancient Faith in the Far Future fame, I revised the rules and added a few clarifications. Enjoy!

I have written these rules with the typical Books 1-3 Proto-Traveller spirit in mind. That is, for the purpose of including vehicles in the various adventures and mishaps of interstellar travellers, traders, scouts, and misfits, as well as small-scale mercenaries. I did not aim in any way to simulate large-scale armored warfare but rather to provide some basic rules for what happens when your Scout empties his Submachinegun at a hovering Air/Raft or, at most when a mercenary shoots a RAM grenade at an AFV.

I drew inspiration for these rules from the Book 2 ship damage rules, the ATV rules in Double Adventure 2: Mission to Mithril/Across the Bright Face, and for a much lesser degree, the Striker wargame.

Skill Notation
For the ease of reference, "Throw Mechanic 8+" means "throw 2D and add the Mechanics skill; a result of 8+ is a success" and so on.

Vehicle Movement and Chases
Vehicle combat is either Tactical or Chase Combat. Tactical Combat is ordinary Book 1 combat with a vehicle included, usually moving at a slow pace of up to 4 range bands per round. On the other hand, Chase Combat ignores terrain for the most part and involves two or more vehicles chasing each other. This also uses range bands, though they are far wider than those involved in Tactical Combat; their exact length is abstract. Throw the appropriate Vehicle (or Air/Raft or ATV) skill at 8+ to either get further from the opposing vehicle by one range band or get closer to it by one range band. The driver or pilot may also throw 10+ once per round with the appropriate skill (DM +2 if DEX 10+) for a better position - that is, either gain DM +2 to hit the opposition or force a -2 DM on the enemy's to-hit rolls on him. Vehicles who leave the Very Long range band disengage and the pursued vehicle escapes. Particularly slow vehicles such as Tracked ATVs suffer a -2 DM to such maneuvering rolls, while fast vehicles such as Air/Rafts enjoy DM +2. Extremely fast airborne vehicles such as Speeders and Jet Aircraft use the aircraft hit rules below.

Hitting Vehicles
Hitting a vehicle with a man-portable weapon is an ordinary combat task. Throw 8+ to hit, add the appropriate weapon skill and characteristic DMs, as well as range DMs. Ignore armor DMs as I have covered the effects of vehicle armor in the tables below. Vehicle-mounted weapons use the Gunnery skill instead and the appropriate range modifiers. On a hit, consult the appropriate damage table.

Hitting a fast-moving vehicle suffers DM -2. You cannot hit fast, high-flying aircraft without specialized tracking weapons, but you can hit a slower aircraft, albeit at DM -2 to -4 (Referee's discretion, depending on flight altitude or speed).

Vehicle Damage
To keep things within a Little Black Book scope and flavor, these rules abstract the many types of weapons and armor into three broad categories each. Use the following table to see how each category of weapons affects each category of vehicle armor and choose the appropriate damage table to roll on. Each weapon his causes one roll on the appropriate damage table.

Soft SkinLight ArmorHeavy Armor
Small ArmsSurfaceNoneNone
Support WeaponCriticalInternalSurface
Heavy WeaponDestroyedCriticalInternal

Small Arms: any regular personal weapons, whether a slug-thrower or a laser. All Book 1 weapons are Small Arms, as are the various rifles and pistols in Book 4. Light and medium machine guns also fall into this category.

Support Weapons: heavier man-portable weapons carried at the squad level or light vehicle weapons - such as Book 4 PGMPs, heavy machine guns, autocannons, Light Assault Guns (AKA Anti-Tank Rifles) with High Explosive or Discarding Sabot rounds. Most grenades, whether hand-thrown or RAM, fall into this category as well, including grenade launchers.

Heavy Weapons: full-scale anti-armor weapons. This includes Book 4 FGMPs and Book 4 Field Artillery. The specialized anti-armor HEAP RAM grenades also fall into this category.

Soft Skin: an unarmored vehicle, whether civilian or military. In Book 3 terms, this includes the Ground Car, Hovercraft, all Winged craft, Air/Raft, Speeder, and Motorboat.

Light Armor: a lightly-armored vehicle such as an armored car or light APC. In Book 3 terms, this includes the ATV and G-Carrier.

Heavy Armor: a heavily armored vehicle, such as a heavy APC (or IFV) or a tank. In book 3 terms, this includes the AFV, the Steamship, and the Submersible (due to size rather than armor for the most part).

For damage, roll on the appropriate tables below:

Surface Damage
2d6Damage
2-5Bounced Off
6-7Device
8-9Locomotion
10Breach
11Weapon
12Internal Damage

Small Arms surface damage: light small arms such as handguns roll with a -2 DM on the above table, while lasers and heavy small arms such as machine guns or Autorifles roll with a +2 DM.

Bounce Off: Shot has bounced off the vehicle's skin or armor. No damage.

Device: One secondary external device, such as a light fixture or antenna, was destroyed (Referee's discretion).

Locomotion: The vehicle's locomotion, such as wheels, treads, or propeller, was damaged. Ground vehicles lose half their speed from the first Locomotion hit, and stop completely with the second hit. In case of a single-engine aircraft, this might cause a crash; throw Vehicle (Winged Craft) 8+ to land safely (DM +2 if DEX 10+), otherwise this is a crash causing a roll on the Critical Damage table. In case of multi-engine aircraft, this causes a -1 DM to all Vehicle (Winged Craft) rolls per disabled engine and will be at risk of a crash if all engines are disabled. Grav vehicles have enclosed grav-lift modules and are immune to this case of damage. Watercraft will be dead in the water and subject to currents and drift until the characters repair its locomotion. Throw Mechanic 8+ to repair damaged locomotion.

Breach: If the vehicle is pressurized, its environmental seal is breached, exposing its occupants to the environment. Can be repaired with a vacuum seal patch or a Mechanic 6+ throw.

A breached watercraft begins to leak, reducing its speed by one quarter and inflicting a cumulative -1 DM to all throws related to the vehicle's steering. Four such breach hits will cause the watercraft to take in water and begin to sink. This only applies to small watercraft; large ships such as Steamships and the larger Submersibles stay afloat from such minor breaches. Only a Knocked Out critical result (see below) will sink such large craft.

Weapon: One of the vehicle's weapons is disabled and may not fire. AFV (and other tank) main cannons are immune to this in most cases, but their secondary weapons are not. Throw Gunnery 8+ to repair a disabled weapon.

Internal Damage: Lucky penetrating hit! Roll on the Internal Damage table!

Internal Damage
2d6Damage
2-5Transmission or Suspension
6-7Crew
8-9Electronics
10Main Weapon
11Power Plant
12Critical

Transmission or Suspension: The vehicle's transmission or suspension is damaged. A wheeled or tracked vehicle is immobilized. A Grav vehicle may only move up or down. For aircraft, throw Vehicle (Winged Craft) 11+ to land safely (DM +2 if DEX 10+), otherwise this is a crash causing a roll on the Critical Damage table. Field repairs of damaged transmission or suspension are difficult and require a Mechanic 10+ throw (DM +1 for INT 10+). At a workshop, this throw is easier, at Mechanic 8+.

Crew: 1d6 crewmembers are injured at 3D damage each.

Electronics: One or more of the vehicle's electronic systems is destroyed, usually the control systems or major sensors/radar. Flying an aircraft or Grav vehicle with damaged electronics suffers DM -2. Throw Electronics 8+ to repair damaged electronics.

Main Weapon: The vehicle's main weapon is damaged and disabled. This includes AFV (or other tank) main cannons. Throw Gunnery 10+ to repair a disabled weapon.

Power Plant: The vehicle's power plant takes a direct hit and the vehicle is disabled. Each occupant must throw 8+ (DM +1 for END 8+) to avoid taking 3D damage. In case of a aircraft or grav vehicles, this might cause a crash; throw Vehicle (Winged Craft) or Air/Raft 10+ to land safely (DM +2 if DEX 10+), otherwise this is a crash causing a roll on the Critical Damage table. This cannot be repaired on the field.

Critical: Massive damage. Roll on the Critical Damage table.

Critical Damage
1d6Damage
1-2Knocked Out
3-4Crew
5-6Destroyed

Knocked Out: The vehicle is rendered completely and irreparably inoperable. Furthermore, each occupant must throw 8+ (DM +1 for END 8+) to avoid taking 3D damage. Aircraft crash, causing 6D damage to all occupants. Low-flying Grav vehicles crash, causing 3D damage to all occupants; if they are flying at a high altitude or at high speed, this increases to 6D damage. Watercraft, include large ones, suffer massive hull breaches and will sink within 1d6 combat rounds.


Crew: All crew suffer 6D damage each.

Destroyed: Vehicle destroyed. On ground vehicles, crew must throw 10+ (DM +2 for DEX 10+) to bail out with "only" 6D damage. Otherwise, they are killed immediately.

Optional Rules
The following rules are somewhat more complex than those above; the Referee should use them at her discretion.

Technology and Penetration: Higher-tech weapons tend to better penetrate lower-tech armor, and higher-tech armor tends to offer better protection against lower-tech weapons. If you use this optional rule, if the weapon has a higher TL than the target vehicle, consider it as being one "category" higher, that is - Support Weapons behave as Heavy Weapons. This does not apply, however, to Small Arms, except for Book 1 Laser weapons and the various Book 4 weapons using specialized armor-piercing ammunition. Conversely, if the weapon has a lower TL than the target vehicle, consider it as being one "category" lower - for example, Support Weapons behave as Small Arms. Weapons "shifted" above the Heavy Weapons "category" will destroy the target on a successful hit. Weapons "shifted" below the Small Arms "category" are ineffective.

Called Shots: Many armored vehicles have weak spots. If you use this optional rule, if the Referee rules that the character knows of a specific vehicle's weaknesses, the character may roll to attack at DM -2 to hit a weak spot. Characters may only do so up to Medium range unless using guided or tracking weapons. If the attack hits, consider the damage as done by one "category" of weapon higher, that is - Support Weapons behave as Heavy Weapons. This does not apply, however, to Small Arms, except for Book 1 Laser weapons and the various Book 4 weapons using specialized armor-piercing ammunition. Discovering an enemy vehicle's weaknesses may be an adventure of its own; alternatively, the Referee may call for a throw of Tactics 10+ (DM +1 for INT 9+) to discover the target's weaknesses by observation and deduction. Note that also in this case, weapons "shifted" above the Heavy Weapons "category" will destroy the target on a successful hit.

You may now download these rules in PDF format from HERE.