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AHL/TRAVELLER PHASE ACTIVITY AND COMBAT -- ETH -- Sunday, January 14, 2018

PC HIT POINTS = STR + DEX + END ** PC MOVEMENT SQUARES = STR + DEX ** ENCUMBRANCE = STR + END kgs **

1 TURN = 6 ROUNDS = 36 PHASES = 1 MINUTE Initiative & Surprise Check: Roll 2d6 + Tactics or Recon or Leadership (highest in group) --> Highest wins

DECISION PHASE Roll 2d6 to Check for Initiative & Surprise (5+ difference). Deterrmine the number of activity rounds (1d6 + Tactics)
Declare movement to cover (loser declares first)  Surprised = no cover.

COVER FIRE Winner fires first (1 Shot in Cover Fire, then half move; or 1 Shot in Cover Fire and one in Snap Shot. Results are immediate.)

MOVEMENT Loser moves first (First ½ move if fired or planning to fire; Full move if no fire; No move if firing twice. May throw objects.)

SNAP SHOT Simultaneous fire (1 Shot if moved half; two shots if no move. Explosives go off. Results are immediate)

AIMED FIRE Figures that did not move and were in the “Aimed Shot” mode may fire. This is usually applied to man portable fusion or plasma
weapons, or any crew served weapon(s). Aimed shots = “sniper shots,” or “ambush shots.”

MELEE 1 Strike if moved half, 2 strikes if no movement.

MORALE CHECKS Used for Striker/Mercenary Character actions once every Turn

TO HIT DIE MODIFIERS: Natural 2 (Snake Eyes) = Clutz Roll 7 or less = A MISS 8 or more = A HIT! Natural 12 (Box Cars) + Critical Roll

FIRE COMBAT = Weapons Skill + Auto DMs + Attacker to Hit DMs + Target to Hit DMs + Dex DMs - Movement DMs

MELEE COMBAT = (Weapons Skill) + Brawling + to Hit DMs + Str DMs - Movement Dms (Penetration = 2d6 + Brawling + Penetration Value)

-5 -4 -3 -2 -1 +1 +2 +3 +4 +5

dash* sprint* run* jogging* walking* closing rear atk ¤ adjacent small huge ¤
4x move 3x move 2x move 1.5 move 1x move range * downed vehicle ¤
surprised ¤ foe ¤ † adjacent
jinking flying in slow flying lengthening flank electronic prone
vehicle* fast* vehicle* slow* range * attack ¤ stunned ¤ prone sights a foe ¤ †
fire a
in fast 75% cover ¤ 50% cover ¤ 25% cover ¤ soft lower ¤ adjacent
vehicle* cover ¤ foe ¤ †
full darkness ¤ moonlight ¤ twilight ¤ atchd (Point Blank)
total dark¤ higher ¤ pistol
swing fire multiple hvy shadow ¤ stock a large ¤
target in to rear a adjacent cover
melee ¤ targets ¤ glare ¤ fire a telscopic
fire while sights a
hurricane a dropping a hvy rain ¤ multi hits folded
single ¤ stock a atchd bipod
tornado a auto fire 75% wnded a unreq'd a
at area a rain/snow ¤ stalking a
no weapon jumping a aimd fire a
skill a windy ½ sized ¤ shadows a
storm a uncertain
draw and footing a 50% wnded a per 1g >1 a HIT POINTS  LIGHT WOUND EQUIVALENT (LWE)
fire a hvy drunk a (what the character can take)
rifle in snap shot a Atmos >9 a HPs LWE
sneaking a badly ill a one hand a 3+ 2
evading a medium 6+ 3
panic crawling a w/o req'd wind a 9+ 4
fire a tripod a wrong hand 12+ 5
wnded arm used a w/o req'd 15+ 6 The usual NPC Red Shirt
exhausted a or hand a under- bipod a 18+ 7
water a teleported a 21+ 8
under heavy swinging a upside 24+ 9
fire a in melee a no Øg down a 27+ 10 A Major NPC
blinded a skill a 30+ 11
medicated a un-natural 36+ 12
fire to position a 39+ 13
fatigued a side a 42+ 14
25% wnded a 45+ 15
wind a
stim drugs a

per attack
same target

NOTES: * applies to target and/or attacker † not additive ¤ applies to target only a applies to attacker only
PENETRATION DIE MODIFIERS [Laser DMs] To penetrate, roll 2d6 + Wpn Pen Factor + Armor Dms = Penetration Damage

-18 -10 -8 -7 -6 -5 -4 -2 -1

CA14 CA12 CA11 Vacc Suit Cmbt Env Cloth Flak Vest Mesh Ablat
BD14 BD13 Suit Vacc Skin Jack
Mil Vacc Delux Vacc
[Reflect] Skin
[Ablat]

PENETRATION DAMAGE *

2- none LWE RESULTS MODIFIERS


4+ 1d6 light 1
8+ 2d6 medium 2 To Hit Roll is 2+ higher than required to hit --> + 1 lvl penetration
12+ 3d6 heavy 3 4+ 2 lvls
16+ 4d6 serious 4 8+ 3 lvls
18+ dead
HEAP Direct Hit w/ Pen --> + 1 lvl

Penetration under Vacuum --> + 1 lvl

* For each d6 rolled: if any rolls are "6" --> Stunned 1 round per "6"

MORALE CHECK MODIFIERS: -1 per Light Wound


-2 Medium
-3 Heavy
-4 Serious
Death --> subtract dead PC leadership skill from friendly checks
-1 Darkness

Morale Failure: Unit takes complete cover if available, or runs until suitable cover is found. May take snapshots only if threatened. May be rallied by an adjacent leadership
figure (Ldr Skill). Add leader skill to current morale value of cowering unit.

MOVEMENT MODIFIERS: AS PERCENTAGE OF MOVEMENT

Reload, Single Shot -10 Reloading prevents Wounds, Light -10 Crawl, Back up -75
Revolver -20 fire combat by the Medium -20 Sneak/Stalk, Sidestep, Evade -50
Insert Clip -20 attacker Heavy -40 Walk 0
1 Rnd into Clip -20 Serious -80 Jog [Max move in Cbt Armr] x 1.5
1 Rnd into Belt -40 Limb Out of Use -10 Run [Max move in Btl Dress] x2
Energy Cell -50 Stunned -20 Sprint x3
Energy Cartrdg -75 Dash x4
Energy Pack -100 Encumbrance, Lgt (1x) 0
Med (2x) -10 Open/Close Door, Sliding -25
Drop Weapon -10 Hvy (3x) -20 Iris -50
Draw Weapon -20 V.Hvy (4x) -40 Airlock Cycle -75
Arm Grenade -20 Burdened (5x) -80 Dog Hatch - 100
Holster Weapon -30 in Battle Dress x 0.5
Pick up Weapon -40 Pick up Item - 1d6 x 10 Force Door as above x2
Change Weapon -50 Utter Expletive -10
Throw Weapon/Grenade -80 Flip a Switch -10 Climb/Descend Stairs 0
Cross Openings, Normal Equipment 0
Traverse/Cross Equipmnt -20 Don Vacc/CA/BD 8 Turns Bulky Equipment -50
Climb Onto Equipment -80
Max 0-G Movement Jog Climb/Descend Ladder -50/-25

Vacc Suit -25


Combat Armor -50
Battle Dress 0

ZERO GRAVITY (0G) COMBAT

Fire non-0G Wpn -4


Fire 0G Wpn 0
Zero G Combat Skill + lvl
Melee/Movement in 0G -6
Use Hand Hold +5
Wear Battle Dress +6
TO HIT DIE MODIFIERS (8+ = A HIT!) no Øg skill @ -2
no weapon skill @ -5
panic fire @ -5
¼ sized ¤ -4 per 1g >1 @ -1
½ sized ¤ -2 prone fire @ +3
25% cover ¤ -2 rain/snow ¤ -2
25% wounded @ -1 (light) rear attack ¤ +2
50% cover ¤ -3 RELOADING MAY NOT FIRE
50% wounded @ -2 (medium) rifle in one hand @ -3
75% cover ¤ -4 run (2x move) * -3
75% wounded @ -3 (heavy) shadows @ -1
99% wounded @ -5 (serious) small vehicle ¤ +4
adjacent downed foe ¤ † +3 snap shot @ -2
adjacent prone foe ¤ † +5 sneaking @ -5
adjacent foe ¤ † +2 (Point Blank) soft cover ¤ -1
aimed fire @ +2 sprint (3x move) * -4
attached pistol stock @ +1 stalking @ -1
Atmosphere >9 @ -1 stim drugs @ -1
auto fire at area @ -4 stunned ¤ +2
badly ill @ -4 stunned @ MAY NOT FIRE
blinded @ -4 surprised ¤ +2
closing range * +1 swing fire to rear @ -4
cover fire @ -1 swinging @ -4
crawling @ -4 target in melee ¤ -5
dash (4x move) * -5 teleported @ -2
draw and fire @ -5 telescopic sights @ +2
electronic sights @ +4 tornado @ -5
evading @ -2 total dark ¤ -5
exhausted @ -5 twilight ¤ -2
extreme range @ -4 uncertain footing @ -3
fatigued @ -3 under heavy fire @ -5
fire to side @ -2 under water @ -3
fire while dropping @ -4 unnatural position @ -1
flank attack ¤ +1 upside down @ -1
flying fast * -4 w/o required bipod @ -1
flying slow* -2 w/o required tripod @ -3
folded stock @ -1 walking (1x move) * -1
full darkness ¤ -4 wind @ -2
glare ¤ -2 windy storm @ -4
heavy drunk @ -4 wounded arm or hand @ -4
heavy shadow ¤ -2 wrong hand used @ -2
higher ¤ -1
huge ¤ +5
hurricane @ -5
heavy rain ¤ -3
in fast vehicle * -5 SYMBOLS
in melee @ -3
in slow vehicle * -3 @ attacker only
jinking vehicle * -5
jogging (1.5x move) * -2 * attacker and/or target
jumping @ -3
large ¤ +2 ¤ target only
lengthening range * -1
lower ¤ +1 † not cumulative
medicated @ -3
medium range -2
medium wind @ -1
moonlight ¤ -3
multiple hits same tgt ¤ -1/attack
multiple adjacent tgts ¤ -3 (splash)
ATTACKER MODIFIERS under water -3
unnatural position -1
25% wounded -1 (light) upside down -1
50% wounded -2 (medium) w/o required bipod -1
75% wounded -3 (heavy) w/o required tripod -3
99% wounded -5 (serious) walking (1x move) -1
aimed fire +2 wind -2
attached pistol stock +1 windy storm -4
Atmosphere >9 -1 wounded arm or hand -4
auto fire at area -4 wrong hand used -2
badly ill -4
closing range +1
cover fire -1 TARGET MODIFIERS
crawling -4
dash (4x move) -5 ¼ sized -4
draw and fire -5 ½ sized -2
electronic sights +4 25% cover -2
evading -2 50% cover -3
exhausted -5 75% cover -4
extreme range -4 adjacent downed foe † +3
fatigued -3 adjacent prone foe † +5
fire to side -2 adjacent foe † +2 (splash)
fire while dropping -4 closing range +1
flying fast -4 dash (4x move) -5
flying slow -2 flank attack +1
folded stock -1 flying fast -4
heavy drunk -4 flying slow -2
hurricane -5 full darkness -4
in fast vehicle -5 glare -2
in melee -3 heavy shadow -2
in slow vehicle -3 higher -1
jinking vehicle -5 huge +5
jogging (1.5x move) -2 heavy rain -3
jumping -3 in fast vehicle -5
lengthening range -1 in slow vehicle -3
medicated -3 jinking vehicle -5
medium range -2 jogging (1.5x move) -2
medium wind -1 large +2
no Øg skill -2 lengthening range -1
no weapon skill -5 lower +1
panic fire -5 medium range -2
per 1g >1 -1 moonlight -3
prone fire +3 multiple hits same tgt -1/attack
RELOADING MAY NOT FIRE multiple adjacent tgts -3
rifle in one hand -3 rain/snow -2
run (2x move) -3 rear attack +2
shadows -1 run (2x move) -3
snap shot -2 small vehicle +4
sneaking -5 soft cover -1
sprint (3x move) -4 sprint (3x move) -4
stalking -1 stunned +2
stim drugs -1 surprised +2
STUNNED MAY NOT FIRE target in melee -5
swing fire to rear -4 total dark -5
swinging -4 twilight -2
teleported -2 walking (1x move) -1
telescopic sights +2
tornado -5
uncertain footing -3
under heavy fire -5

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