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MegaTraveller House Rules II

Jun 04, 2018

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    Megatraveller House Rules

    Megatraveller House Rules...............................................................................................1

    Attributes DM for tasks.................................................................................................3Physical Stats.................................................................................................................3

    Mishap...........................................................................................................................3

    Unskille !eapon use....................................................................................................3

    Ar"or ............................................................................................................................3

    #acc Suits......................................................................................................................$

    %ack of All &raes..........................................................................................................'

    March Harrier (n Syste" )osts.....................................................................................*

    %u"p Shao!.................................................................................................................*

    D+,(-(&(-S................................................................................................................../

    )o"bat Roun.............................................................................................................../

    Distance Scale................................................................................................................/Unit................................................................................................................................/

    Range............................................................................................................................./

    &asks............................................................................................................................../

    P+RS-A0 )MA&..................................................................................................../

    An vervie! of )o"bat................................................................................................/

    &he Hits #alue...............................................................................................................2

    Hit 0ocation...................................................................................................................2

    &he +ffects of &actics Skill.........................................................................................11

    &H+ )MA& PR)+DUR+.......................................................................................11

    Surprise........................................................................................................................11

    (nitiative.......................................................................................................................11

    Resolution....................................................................................................................1

    )o"bat Actions...........................................................................................................1

    SURPR(S+.......................................................................................................................1

    enefits of Surprise.....................................................................................................1

    (-&+RRUP&S.................................................................................................................13

    (nterrupt +4a"ples......................................................................................................13

    Multiple interrupting sies...........................................................................................1$

    M#+M+-&..................................................................................................................1$

    Move"ent Die Moifiers............................................................................................1'

    Matching #ectors........................................................................................................1',ire )ontrol..................................................................................................................1'

    +vae...........................................................................................................................1*

    Aitional Move"ent -otes.......................................................................................1*

    ,(R+ )MA&..............................................................................................................1*

    Point Defense ,ire.......................................................................................................1*

    Deter"ining Range......................................................................................................1/

    Direct ,ire....................................................................................................................1/

    Aitional Direct ,ire -otes...........................................................................................12

    o!s5 )rossbo!s5 ola5 oo"erang5 an Sling.........................................................12

    Uner )over versus +vaing.......................................................................................12

    0ine of ,ire..................................................................................................................16Danger Space...............................................................................................................16

    1

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    7roup Hits...................................................................................................................16

    Auto"atic 8eapon ,ire...............................................................................................9

    Autofire 8eapons !ith a Danger Space......................................................................9

    Danger space5 group hits an autofire resolution. ......................................................9

    Rapi ,ire....................................................................................................................1

    Recoil...........................................................................................................................Pinpoint 0ocation........................................................................................................

    )oup e 7race.............................................................................................................

    (nirect ,ire.................................................................................................................

    HA-D:&:HA-D )MA&........................................................................................3

    Disar" pponent.........................................................................................................$

    P+-+&RA&(- A-D DAMA7+.................................................................................'

    Deter"ining the Penetration Rating for a 7iven Range..............................................'

    Deter"ining Da"age...................................................................................................*

    Da"age to robots........................................................................................................./

    Da"age to #ehicles an Robots................................................................................../

    Reaching the (noperative 0evel...................................................................................2P+RS-A0 ARMR.....................................................................................................2

    +;P+R(+-)+.................................................................................................................39

    -e! Skills by &asks....................................................................................................39

    &rial an +rror.............................................................................................................31

    7A(-(-7 &H+ S

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    Attributes DM for tasks

    =rounup=stat>3???:

    Divie start by 35 roun up5 subtract

    Stat DM

    1,2,3 -1

    4,5,6 0

    7,8,9 +1

    A,B,C +2

    D,E,F +3

    G+ (PC IMP) +4

    Physical Stats

    Kg Weight Duration Effect

    Str 4 1 all ay U-+-)UM+R+DStr 4 all ay +-)UM+R+D =:1 all phys stats?

    Str 4 3 all ay +-)UM+R+D =: all phys stats?

    Str 4 ' ,ive "inutes +-)UM+R+D =:3 all phys stats?

    Str 4 19 )an lift 1 "inute )an@t o anything else

    Str 4 1' )an rag ' "inutes )an@t o anything else

    7ravity effect ivie Str by 75 i.e. Str / on 9.1'7 !orls eBual '* Str

    +n 41 8aking hours until fatigue.

    +n 43 8aking hours until "ust sleep

    8hen fatigue C1 en every hours5 rest hours 1 en5 en E9 "ust sleep.Sleep 2 hours nor"alF Sleep $ hoursF +n restore by fatigue. Sleep 1 hour G en

    Mishap

    A misha !""#$s %h&'

    h& as* is a a' ais

    a 'a#$a 2 is $!& a' h& as* is '! sa&, a' '! (&as. a*i'/ &$a im&)

    ai& . 2+ !i's (4+ is %ha I #s&)

    Unskilled weapon use

    (f a player has a skill level of 1 or greater in a !eapon skill an tries to use

    another !eapon of the sa"e ifficulty asI type an receives basic instruction=or has a chance to practice? then let the" have an effective skill level of 9

    Armor

    Type TL Kg Value Dex Notes/air supply r

    %ack 1 1 1 H&H only '9

    Mesh / :1 1'9

    ,lak %acket / 1 3 199

    )loth * ' : '9

    Ablat 6 $.' 1 J*K * against laser /'

    Reflec 19 1 19 0aser only can be co"bine 15'kcr

    #acc: Suit 2 2>1'>.' $ :3 19"in>$hr>$hr /kcrL#acc: Suit 1 >13>12 ' : 19"in>$hr>$hr /kcrL

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    #acc: Suit 1$ 1>1.'>3> * :1 Self Sealing

    19"in>1hr>$hr

    13kcrL

    oy Pressure Suit 19 9>/kg 1 19"in>$hr>$hr 1kcrL

    Hostile +nv #acc Suit 2 3'>$>$6.' ' :3 19"in>$hr>$hr 1kcrL

    Hostile +nv #acc Suit 6 $9>$/>'$.' * :3 19"in>$hr>$hr 1*kcrL

    Hostile +nv #acc Suit 1 $9>$$>'1 / :3 19"in>$hr>$hr 12kcrLHostile +nv #acc Suit 13 19>1$>1 2 :3 19"in>$hr>$hr 9kcrL

    Hostile +nv #acc Suit 1$ '>'.'>/ 6 : 19"in>1hr>$hr 1'9kcrL

    )o"bat +nv Suit 19 19>1/>$.' * : 19"in>$hr>$hr 1kcrL

    )o"bat Ar"or 11 12>'>3.' 2 :3 19"in>1hr>$hr 9kcrL

    )o"bat Ar"or 1 19>1$>1 19 : 19"in>$hr>$hr 39kcrL

    )o"bat Ar"or 1$ *>*.'>2 12 :1 19"in>1hr>$hr *9kcrL

    attle Dress 13 *>39>3/ 19 +ffective Str 4 +n 43

    19"in>$hr>$hr

    99kcrL

    attle Dress 1$ 1>1.'>1$ 12 +ffective Str 4 +n 43

    19"in>1hr>$hr

    3'9kcrL

    La cost of life support =3 or 'kcr?

    0ife support syste"s

    TL Duration ost

    2 $ 3999

    2 $ =recycle? '999

    1 $ 3999

    1 $ =recycle? '999

    1$ 1 3999

    1$ $ =recycle? '999

    Vacc Suits

    !r"or Value

    &he ar"or values for #acc Suits in M& see" a bit highF reuce all vac suit

    ar"or values by 1 =alreay auste in above table?

    #reaches

    So"e vac suits are self:sealing !hen breache5 an others are not. &he higher

    tech level suits are the ones that ten to be self:sealing.

    &0 l or uner -ot self:sealing.

    &013 or greater Self:sealing.

    As long as the hit is only lo! penetration =Pen N Ar"or 4?. a self:sealing suit

    !ill seal the hole. &he suitOs occupant still takes the hit point a"age5 ho!ever.

    For example, it the wearer of a TL15 vacc suit (armor value 7) gets hit by a

    gauss rifle roun (penetration 7 out to very long range!, the resulting hit is a

    low penetration one (since the rifle penetration is e"ual to the suit#s armor

    value, but less than twice the suit$s armor value)% & low penetration hit oes5' amage, which means the gauss rifle#s basic three hit points becomes one

    hit point *x'%5+1%5, which is ust one since we ignore fractions)% The low

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    penetration hit on the tech 15 vacc suit self-seals% but the wearer still ta.es the

    one hit point of amage%

    lt% on the other han the wearer or the TL15 vacc suit was to be hit with a laser

    rifle/1* (penetration 0' out to meium range), the hit (it at meium range or

    less) woul be a high penetration one resulting in the wearer ta.ing the laserrifle$s full amage of * hit points% n this case, the * hit points breach the suit,

    an it must be patche to stop the lea.%

    8hile e4ceptional success "ay change the a"ount of a"age "ae on the suitOs

    occupant5 e4ceptional success oes not change the penetration level. ,or

    e4a"ple5 e4ceptional success "ay result in a hit that oes t!o points of a"age

    to the !earer of the suit5 but the hit re"ains a lo! penetration one5 an the suit

    still self seals.

    n a pinpoint hit or a hit on a target uner cover5 ho!ever5 a"age is co"pute

    by first iviing the ar"or value by t!o5 !hich coul result in a high penetration

    hit =the hel"et face:plate has been hit5 for instance?. A self sealing suit oes notauto"atically seal on a high penetration hit.

    $atching a #reach%

    nce a characters suit has been breache5 the critical priority beco"es getting a

    patch on the hole before too "uch internal suit at"osphere is lost. -early all

    suits inclue a pocket !ith a patch kit =five patches. Patching a suit involves

    getting out a patch5 peeling the protective sheet fro" the patch@s ahesive

    backing. an slapping on the patch.

    See the follo!ing task

    &o apply a patch to a breache vacc suit

    Routine5 De45 sec

    RefereeF Since a co"bat roun is only si4 secons long5 be sure to roll for the

    ti"e uration =it coul take "ore than one )o"bat roun to gat the suit

    patche?. &he suit occupant "ay try this task it still conscious =ho!ever5 see

    Panic5 belo!?.

    (f the suit has not been patche after the first co"bat roun 5apply one hit point

    of a"age per roun to the suit occupant until the suit is patche. Do not apply

    any a"age on the roun the suit is patche. Panic =ptional? 8hen a breach

    occurs5 have the suit occupant first roll a eter"ination task to keep fro"

    panicking. (f able to avoi panicking the suit occupant can try to patch his o!nbreache suit.

    .

    Jack of All Trades

    %ack of All &raes allo!s each skill level to be use once per ga"ing session as

    any other skill level. So"eone !ith %& shoul be consiere a kin of

    renaissance person !ho ha ust picke up bits of kno!lege here an there5 but

    coulnOt use it consistently.

    &hus5 a character !ith %& !ho neee to get the u"p rive back on line !hile

    running fro" a corsair "ight be able to say5 Qa kno!5 ( re"e"ber once in the-avy5 !e ha a a""e hyper:conuit5 an !e use the Petty fficerOs tie clip

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    an a beer bottle to...Q an pull a level of engineering =essentially? out of

    no!here.

    &rouble is that this !oul not e4ten to any real skill in the area. He coul use

    this as a single trick for the aventure5 but he !oul have e4hauste his Qone

    trick ponyQ for that session5 an coul not get any "ore benefit fro" %ack5 untilthe ne4t ti"e !e playe.

    -or"ally li"ite it to level 1 skill rolls only5 up to the %o& level per

    session. &hat !ay you onOt get anyone oing anything patently riiculous5

    ho!ever allo! higher levels of te"porary skill if the player !as to co"es up

    !ith a goo enough e4planation

    QAneurys" : okay5 thereOs these three Aslan pressurepoints5 here5 here an here5

    ( hear once : got any ust:spiceT 7oo5 no! gi""e that fork an5 LtingL goo

    resonance5 hit all three points !hen you release the po!er an that shoul clear

    up the aneurys" before it kills hi". ( think.Q Hey presto te"porary "eic 3

    Riiculously ifficult to uplicate5 circu"stantial series of events that solve the

    task>proble">skill roll at han !ithout being the actualskill.

    March Harrier In System Costs

    'l>hr ,uel

    1$9cr>hr

    Make Routine Pilot>-av>+ng eu rolls

    Success as per book

    +4p. Success C 3ti"e,ail 3 ti"e

    +4p ,ail *

    ,u"ble 19 ="ishap table?

    Mini"u" ,uel Purification plant &011

    )r 1*51'9

    / &onnes>6'kl

    =*/.? .2ays to purify full tank

    Jump Shadow

    Steller raius in Au 4 9.63

    0ook at Au istance of estination planet an subtract that fro" the Stars u"p shao!.

    (f positive then that is the a"ount that "ust be travelle after u"p. (f negative use only

    the planet@s siVe as istance eter"inate

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    COMBAT

    DEFINITIONS

    Combat Round

    )o"bat is resolve in rouns. +ach co"bat roun represents si4 secons of elapse ti"e.

    Distance Scale

    )o"bat uses a scale of 1.' " per sBuare =or he4?. 1'" per sBuare can be use for outoor

    an large:scale co"bat

    nitRefers to a single character5 non:player character5 ani"al5 robot or vehicle. +ach unit is

    allo!e an opportunity to "ove an to attack uring a co"bat roun.

    Ran!e

    ,or convenience5 personal co"bat ivies istances into a series of range bans.

    Range #an&s

    #an& Distance '()" s*uares

    )lose N 1 " 9

    Short 1 " to ' " 1 : 3

    Meiu" ' " to '9 " $ : 330ong '9 " to '9 " 34 - 83

    ')" s*uares

    #ery 0ong '9 " to '99 " 1/ : 33

    Distant '99 " to ' k" 3$ : 333

    #ery

    Distant

    ' k" to '9 k" 33$ : 3333

    "asks

    )o"bat activities use tasks. Most co"bat tasks have a ti"e incre"ent of one roun. (n

    personal co"bat5 "ost tasks are non-repeatable5 no-failuretasks (gnore rolling forfailure or "ishaps unless a fu"ble =a natural ? occurs.

    PERSONAL COMBAT

    An #$er$iew of Combat

    At the beginning of a co"bat encounter5 a "arker or "iniature figure representing each

    unit is place on the playing surface.

    Personal co"bat involves successive attacks =such as blo!s if bra!ling5 s!ings !ithblae !eapons5 or shots !ith guns? by each unit.

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    A basic to hittask is use to obtain a hitF the basic task is "oifie by range bet!een the

    attacker an target5 the type of !eapon use5 attacker e4pertise in the !eapon5 an other

    factors. (f a hit is obtaine5 the !eaponOs penetration is co"pare to the target ar"or to

    see if any a"age results. Da"age epens upon the type of !eapon. )o"bat continues

    until one party is vanBuishe5 flees5 surreners or is estroye.

    "he Hits %alue

    )o"bat uses amage pointsto eter"ine the effect of hits uring co"bat.

    Ho! likely a unit is to survive a"age points is inicate by the unitOs hitsvalue. &he hits

    value for all units !orks the sa"e each hits value is a set of nu"bers separate by a slash.

    &he first nu"ber inicates ho! "any a"age points it takes to rener the unit out of

    action =i.e. unconscious or inoperative? an the secon tells ho! "any "ore points it

    takes to kill or estroy the unit.

    &he nu"ber of a"age points varies !ith the !eapon an hit. ,or e4a"ple5 a aggerinflicts a"age points.

    After the co"bat session is over5 the player characters an important-P)s5 robots or

    vehicles "ust assess a"age inflicte an seek the neee "eical treat"ent or repairs.

    =See&ssessing 2amagefor etails.? Shoul a character enter co"bat before healing back

    to full 0ife ,orce then ne! hits values shoul be calculate.

    &he 0ife ,orce an Hits table sho!s the hits value for each value of 0ife ,orce =Strength

    De4terity +nurance?. &he Minor an Maor )olu"ns inicate the a"ount of a"age

    reBuire for each effect colu"n on the hit locations table.

    Life +orce an& Hits

    0ife ,orce Hits #alue Minor Maor

    3 1>1 1

    * >1 3

    6 > 3

    1 >3 $

    1' 3>3 3 $

    12 3>$ 3 '

    1 3>' 3 '

    $ $>' $ */ $>* $ /

    39 $>/ $ /

    33 '>/ ' 2

    3* '>2 ' 6

    36 '>6 ' 6

    $ *>6 * 19

    $' *>19 * 11

    Hit &ocation

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    8hen a character is a"age the 7M can specify that a hit location for the a"age be

    rolle on the2amage hit Location an effect table. Use theLife Force an 3itstable to

    eter"ine if a "aor or "inor effect shoul be applie5 other!ise use superficial. (f the

    Right>0eft colu"n has a es value5 either eter"ine rano"ly or by facing. Players

    shoul "ake notes of locations inure an effects. Separate !ouns heal an effects

    resolve at 7M iscretion

    Damage hit Location and effect

    Roll Location ,u erficial Minor Ma or Ri ht/Left11 han Dro ite"s ,rac (" >A" es1 !rist Dro ite"s ,rac (" >A" es13 lo!er ar" Dro ite"s ,rac (" >A" es1$ elbo! Dro ite"s ,rac (" >A" es1' u er ar" Dro ite"s ,rac (" >A" es1* upper ar" Drop ite"s ,rac ("p>A"p es1 shouler Dro ite"s ,rac (" >A" es

    shouler Drop ite"s ,rac ("p>A"p es3 craniu">ear Stuns 1 r ,rac>)onc rain es$ craniu">cro!n Stuns 1 r ,rac>)onc rain -o' face>e e Stuns 1 r ,ract>(" rain es* face>a! Stuns 1 r ,ract>("p &hroat 1p>r -o31 neck &hroat 1 >r S ine -o3 to of torso ,rac S ine -o33 to of torso ,rac Arter >r -o3$ u er torso ,rac Arter >r -o3' u er torso 0un 1 >r Heart >r -o3* "i:torso 0un 1 >r S ine -o

    $1 "i:torso 0un 1 >r Arter 1 >r -o$ u er abo"en (ntl 1 >r (ntl >r -o$3 upper abo"en (ntl 1p>r (ntl p>r -o$$ lo!er abo"en (ntl 1 >r (ntl >r -o$' lo!er abo"en (ntl 1p>r (ntl p>r -o$* elvis ,rac S ine -o'1 groin ("p (ntl 1p>r -o' hi >buttocks ,rac (" hi es'3 hi >buttocks ,rac (" hi es'$ u er le ,all ,rac Arter >r es'' u er le ,all ,rac (" es

    '* above knee ,all ,rac (" es*1 above knee ,all ,rac (" es* knee ,all ,rac (" es*3 shin>calf ,all ,rac (" es*$ shin>calf ,all ,rac ("p es*' ankle>heel ,all ,rac (" es** foot ,all ,rac ("p es

    Wp>r E character receives aitional points of a"age per subseBuent roun5 until

    "eical attention receive. At refereeOs iscretion5 e4tra a"age "ay cease before

    character ies.

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    Drop (te"s E "ay not be auto"atic.

    &o keep hol of ite" Routine De4 -egative DM the a"age receive

    Stun E Stunne characters "ay not attack or "ove for 1 roun5 longer in the case of

    "ore serious !ouns. May reBuire rest to recover fully.

    ,all E May not be auto"atic. May incur e4tra a"age5 usually 1pt5 epening on

    situation.

    ,rac E ,racture. Referee "ay eter"ine specific bone fracture.

    ("p E ("paire function.

    )onc E rain concussion. May be "il5 causing heaaches5 or serious5 causing

    "igraines5 iVVyness5 seiVures5 etc. Severity increases if character loses consciousness.

    0ung E 0ung puncture5 causes aitional a"age. Usually acco"panie by fractureribs.

    &hroat E &hroat !oun i"pairs breathing5 causes aitional a"age.

    (ntl E (nternal organ hit5 causes aitional a"age.

    rain E At refereeOs iscretion5 effects "ay inclue partial or total paralysis5 co"a5

    speech i"pair"ent5 blinness5 personality change5 seiVures5 etc5 epening on a"ount

    of a"age taken an s!iftness of "eical attention.

    Spine E Al"ost al!ays causes paralysis. +4tent an severity to be eter"ine by

    referee

    Heart E Heart inury causes aitional a"age. Usually acco"panie by fracture ribs.

    Artery E Maor artery hit5 causes aitional a"age.

    A"p E Potential a"putationF if large a"ount of a"age receive in a single hit5

    a"putation "ay occur5 at refereeOs iscretion. (f so5 character receives further 1 to 3 pts

    a"age per subseBuent roun until "eical attention receive. +nergy !eapon hits o

    not incur e4tra a"age5 as !oun is auto"atically cauteriVe.

    Referee shoul use ug"ent at all ti"es to eter"ine specific location>effects. ,or

    instance5 a Superficial 8oun to Qcraniu">earQ is clearly a hea hit close to the ear5

    !hereas a Minor or Maor 8oun coul "ean skull fracture5 i"paire hearing5 or

    concussion5 perhaps all three5 epening on the a"ount of a"age receive.

    ,or hits fro" auto"atic fire5 shotguns5 or e4plosives5 it is generally assu"e that the

    rolle hit location is for the "ost serious of a group of !ouns =!hich are not rolle?.

    #ehicles an robots have three types of hits values structure5 po!er plant an

    loco"otion. )o"puting the hits values for vehicles an robots is iscusse in the vehiclesesign section of the4eferee#s anual. #ehicles "ay also take a"age to cre!"e"bersF

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    both vehicles an robots "ay take a"age to onboar electronics an other such fi4tures

    or evices. Assessing vehicle an robot a"age is covere in the4eferee#s anual.

    "he 'ffects of "actics Skill

    efore a co"bat session begins5 total the &actics skill levels fro" a"ong the participantson each sie. &his total is the tactical points pool. &actical points for" a special roving

    2on any co"bat task roll. An iniviual "ust specify the nu"ber of tactical points he

    intens to use as a "oifier before he procees !ith "aking the roll. nce a tactical point

    is e4pene5 it is use up for the co"bat. &he tactical point pool is receive ane! each

    co"bat. Any unuse tactical points at the en of the co"bat are lost an "ay not be

    carrie over to the ne4t co"bat.

    )haracters o not have to contribute all their tactics skill as points to the pool. &hey

    "ay hoar so"e of their tactics skill for the"selves5 creating their o!n private tactical

    pool. &his "ay so"eti"es be out of character5 ho!ever.

    An iniviual can only ra! on the tactics pool if they are in co""unication !ith the rest

    of the group. Si"ilarly5 an iniviual can only contribute their &actics skill to the pool if

    they are in co""unication !ith the rest of the group. A special )o""unication task roll

    "ay be reBuire to si"ulate the instructions given to the character by their party.

    (f the referee feels the tactics pool is being abuse5 they "ay i"pose this optional rule the

    siVe of the tactics pool cannot be greater than the highest 0eaer skill in the group.

    -ote that characterOs &actics skill levels o not actually change as a result of contributing

    to the tactics pool. &heir skill levels re"ain the sa"e5 an "ay be use if the referee calls

    for specific &actics task rolls uring the encounter.

    &actical points "ay nevercreate a roll "oifier that e4cees the total task DM li"it of

    plus or "inus 2.

    THE COMBAT PROCEDURE.

    Surprise

    At the beginning of the encounter5 the party to "ake the first hostile "ove eter"ines if it

    has surprise.

    Initiati$e

    (n each co"bat roun each sie rolls a D* an as their tactics pool an highest

    leaership score. &actics an leaership bonus are only available if co""unication

    possible. (f t!o sies tie then roll a ie to resolve orer a"ongst the tie sies. &he sie

    that has the highest value eter"ines !hich sie goes first.

    0eaership bonus only possible if "ore than "e"bers in party an leaership accepte.

    &he leaer then eter"ines the orer characters take their turns. (f characters !ish to take

    their turn in a ifferent orer then tactic pool benefits "ay not apply an leaership skill

    bonus "ay not be available in future co"bats. 8hen there are "ultiple sies involve in a

    co"bat5 care shoul be taken to recor the initiative rolls as the initiative orer can

    eter"ine interrupt an turn taking orer.

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    Resolution

    Units take turns in their sie@s initiative orer to "ake "oves. nce a sie has been

    selecte5 one unit fro" that sie "ay take its turn. &he unit "ay "ove an "ake an attack

    =li"ite to one attack per unit per co"bat roun?. Any attacks "ae take effect

    i""eiately. nce the unitOs turn is finishe5 one unit fro" the other sie "ay "ake a

    turn. &urns continue to alternate fro" sie to sie in this "anner until all units on bothsies have ha an opportunity to take a turn. nce all have ha a chance to take their turn5

    the co"bat roun is over an a ne! co"bat roun begins.

    Combat Actions

    During its turn a unit "ay "ove5 fire !eapons or =for characters5 ani"als an robots?

    conuct han:to:han co"bat. 8ithin li"its5 a unit can interrupt another unit in the

    "ile of its turn.

    A characters turn is "ae up of t!o parts5 a "ove action an a co"bat action.

    SURPRISESurprise is eter"ine only once per co"bat encounter. Surprise is possible for either

    party5 an the ele"ent of surprise gives an avantage both in attacking an in avoiing the

    ene"y.

    &he party that "akes the first hostile "oves rolls surprise.

    &o eter"ine if an attacking party has surprise

    Difficult5 0eaer5 Recon =confrontation? =unskille ok?

    4eferee6Success provies the attacking party !ithsurprise. Use the best 0eaer

    skill level an Recon skill level fro" the party. &his is a confrontation taskF both

    parties contribute DMs to the task. (f this task fails5 both parties are a!are of each

    other. (f e4ceptional failure occurs5 the efening partyhas surprise instea.

    (n "ost attack situations the chance of surprise is Difficult. &he referee "ust !eigh each

    situation an set the ifficulty accoringly. ,or e4a"ple5 if the efening party has no

    reason to e4pect an attack5 the surprise task "ay beco"e Routine. n the other han5 if

    the attacking party consists of a bunch of noisy thugs rushing a efening party of highly

    skille co""anos5 achieving surprise "ay be ,or"iable.

    A party !ith surprise "ay elect to en the co"bat situation before it even starts by sostating. -on:player character parties that have surprise an are outnu"bere usually avoi

    the co"bat encounter.

    (enefits of Surprise

    A party !ith surprise "ay freely attack until surprise is lost. &he surprise party continues

    !ith the action that they !ere perfor"ing before the co"bat occurre an cannot attack in

    return. Me"bers of the attacking party "ay each "ake one surprise attack. (f surprise is

    not lost5 each "e"ber of the party "ay "ake another surprise attack =this continues until

    surprise is lost?.

    Surprise is lost !hen any unit in the efening party gives the alar". All non:silenceshots alert the ene"y to an attackF silence pistols5 laser !eapons an guns in vacuu" o

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    not "ake any noise !hen fire. Any unit that is hit but not renere unconscious or

    inoperative !ill "ake sufficient noise =such as a screa"? to raise the alar".

    (f the alar" is not raise5 an unattacke unit in the efening party "ay see the attack an

    give the alar".

    &o raise the alar" in a surprise attack

    Difficult5 0eaer5 Recon.

    Surprise continues until it is lost an "ay continue inefinitely. 8hen surprise is lost the

    co"bat roun ensF the attacker "ay "ake no "ore surprise attacks an nor"al co"bat

    begins.

    INTERRUPTS

    A unit fro" the opposing sie =!hich has not yet taken a turn? can choose to interruptanother unitOs turn an take one action of its turn in the "ile of that unitOs turn.

    &o interrupt another unitOs turn

    Routine5 Move"ent spee =safe?.

    4eferee6(f this task is successful5 the interrupting unit can take an action. A faile

    interrupt roll oesnOt count as a spent turn5 but the unit "ust be the ne4t to go of its

    sie. (gnore "ishaps.

    &he interrupte unit gets to co"plete its turn after its interrupter has finishe =if it is able?

    &he interrupte unit cannot interrupt anyone else this co"bat roun until after the

    interrupt is over.

    (nterrupts are subect to these restrictions

    nly one active interrupt is per"itte per sie.

    A unit currently engage in han:to:han co"bat "ay not interrupt anyone other than

    his attacker.

    nly one interrupt per sie is per"itte per ene"y attack or per sBuare of ene"y

    "ove"ent.

    Unintelligent ani"als never perfor" an intelligent interrupt. An ani"al that5 by

    nature5 leaps at its prey !ill interrupt by u"ping at a "an5 although that "an is fully

    protecte by co"bat ar"or. An ani"al that by nature flees at lou noises !ill interruptto run a!ay fro" a efenseless hu"an !ho is yelling at the top of his lungs

    (f an interrupte character or a character that eclare an interrupt an faile !ishes

    to alter their eclare action ue to the altere circu"stances of the interruption then

    they have to succee at a routine De4 task or else they have to follo! through !ith

    the interrupte task.

    An interrupting unit only gets to perfor" one of t!o parts of their turn action ="ove

    or attack? an has to !ait for their turn for the rest of their action.

    Interrupt ')amples

    &he players are fighting a group of -P)s on a starship. (t is the player@s turn. ne of the

    player characters5 Dur &ele"on5 takes his turn.

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    Dur ecies to run fro" cover at the en of the corrior to an inset oor!ay closer to

    the ene"y an5 thereby5 close fro" "eiu" to short rangeF this action enables hi" to

    get a better shot. Dur starts to "ove =run? o!n the hall by "oving out into the open

    one sBuare. ne of the -P) players specifies an interruptF he !ants to take his turn no!

    an shoot at Dur !hile Dur is in the open. &he -P) rolls for the interrupt task an

    succees.

    efore the -P) can attack5 another player character5 Aybee !en5 eclares an interrupt

    of the -P)@s turn. Aybee !ants to lay o!n covering fire for Dur by shooting at the

    -P) !ho is going to shoot at Dur. Aybee rolls an interrupt task an succees. ecause

    all a"age fro" attacks takes effect i""eiately5 if Aybee can put the -P) out of the

    action before the -P)@s turn resu"es5 the -P) !ill be unable to o anything to Dur.

    -either the players nor the -P)s can interrupt any further =since only one interrupt per

    sie is allo!e5 per sBuare of "ove"ent or per attack?. 8hen Dur "oves another

    sBuare5 or if he shoots !hile "oving o!n the hall5 another pair of interrupts beco"es

    possible.

    Multiple interruptin! sides

    )o"bats involving "ultiple sies can co"plicate interrupts. Resolve as follo!s

    (n a co"bat !hen an action provokes an interrupt one person fro" each sieQ "ay

    atte"pt an interrupt5 if "ore than one QsieQ atte"pts to interrupt then the one that rolls

    highest =DMs?5 assu"ing the roll !as high enough to succee as an interrupt is the

    only one consiere to have succeee to interrupt5 an goes before the original actor5

    all the others are consiere to have faile to interrupt an go after!ars in initiative

    orer.

    A single interrupt of the highest rolling interrupter is also allo!eF this interruption can

    no! inclue the QsieQ of the original "over but not the QsieQ of the highest roller

    interrupter.Re"e"ber that having alreay trie to interrupt an faile "akes you invali to try to

    interrupt again until the original interruption is resolve

    &hus for any action that provokes an interrupt it can be seen that there can be one

    interrupt fro" a sie other than the provokerOs an one counter interruption fro" a sie

    other than the interrupterOs

    MOVEMENT

    8hen first perfor"ing an action in a roun a unit "ust specify one "ove"ent spee to be

    use for the turn. Move"ent spee 1 is hu"an !alking speeF spee is hu"an running

    spee an higher spee levels apply to so"e ani"als an to vehicles. An ani"alOs spee is

    eter"ine !hen it is create =see the4eferee#s anual?. A vehicleOs spee is eter"ine

    by iviing its velocity in kilo"eters per hour by 19.

    &he Move"ent Points &able gives the nu"ber of "ove"ent points a unit receives for

    each "ove"ent spee. +ach sBuare into !hich a unit "oves costs one "ove"ent point.

    &hus5 to "ove three sBuares !oul cost a unit 3 "ove"ent points.

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    Move"ent $oints Ta.le

    (noor

    Scale

    utoor Scale

    * sec

    )o"bat

    Rouns

    1 "in )bt Rs 19 "in )bt Rs

    Spee 1.' " Scale 1' " Scale 1'9 " Scale 1'99 " Scale

    1 * 1 1 1

    1

    3 $ 3 3 3

    $ $9 $ $ $

    Mo$ement Die Modifiers

    Move"ent spee is an avantageous "oifier in the efense if a unit is a target at short

    range. ,or e4a"ple5 a running character =spee ? receives an avantageous efensive

    "oifier of !hen being attacke at short range.

    ,or each range ban beyon short range5 ivie the "ove"ent DM by =rop fractions?.

    ,or a running character !ho is a target at "eiu" range5 his "ove"ent DM beco"es 1

    =one:half of his spee of ?. At long range5 the characterOs "ove"ent DM rops to Vero

    =one:half of 1?F he no longer receives an efensive "oifier for running at long range or

    beyon.

    8hen a "oving unit is attacking5 he "ust also apply his "ove"ent spee as a

    isavantageous "oifier. &hus5 if a character is attacking !hile running =spee ?5 he

    "ust apply a "oifier of : to his attack. &his "oifier is unaffecte by "ove"ent range.

    (f both the attacker an efener are "oving5 the "oifiers are cu"ulative. (f the attacker

    is riing in an air>raft "oving at spee $ an he !ants to shoot an ani"al =at short range?

    "oving at spee 35 the total "oifier on the to:hit roll is :/.

    Matchin! %ectors

    (f the vehicle operator "atches vectors !ith a given "oving target

    &o "atch vectors !ith a "oving target

    Routine5 #ehicle5 Move"ent DM =confrontation?.

    4eferee6&he #ehicle skill an "ove"ent DM of both the attacker an the

    efener "ay be use as DMs to either help or th!art this task5 as appropriate.8ith groun vehicles5 this task is not possible unless the groun vehicle is

    travelling on s"ooth5 har groun such as a roa. (f this roll is successful5 (f this

    task is successful5 use the ifference in spee as "ove"ent DM on the to hitI

    task

    *ire Control

    #ehicles !ith !eapon fire control !ork a little ifferently. ,in the ifference in spee

    bet!een the vehicle an the target an use the result as the efenerOs "ove"ent DM at

    short range. Divie the "ove"ent DM by for each range ban beyon short range as

    usual. ,or e4a"ple5 if an air>raft !ith !eapon fire control is "oving at spee $ an the

    target is "oving at spee 35 the vehicle only gets a "oifier to hit of :1 at short range anno "oifier at "eiu" range or beyon.

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    MOVEMENT DM GUIDE

    (% OF TARGET SPEED)a'/& Ba'sC M D D

    +100 50 25 10 5

    #ehicle "ounte !eapons !ith point efense targeting "oules suffer no penalty !hen

    firing at "oving targets

    '$ade

    A unit "ay state evaeas a "ove"ent Bualifier =spee 1 evae5 for e4a"ple? in an

    atte"pt to "ake hi"self a "ore ifficult target. An evaing unit "ust pay ouble the

    nor"al "ove"ent cost to enter a sBuare. A typical sBuare that orinarily costs 1"ove"ent point to enter costs "ove"ent points if the unit is evaing in that sBuare.

    An evaing unit "ay not use any !eapons to parry or block in han:to:han co"bat.

    Unintelligent ani"als "ay not evae.

    &o co"pute the efener an attackerOs "ove"ent DMs5 an evaing unit applies ouble

    its "ove"ent spee as a "ove"ent DM. ,or e4a"ple5 a running evaing character =spee

    ? receives an avantageous efensive "oifier $ !hen being attacke at short rangeF a

    !alking evaing character "ust apply a "oifier of : on his attacks.

    Additional Mo$ement +otes

    A character "ay not runif he has ust been involve in han:to:han co"bat that turn.

    )onscious characters or ani"als "ay al!ays "ove a "ini"u" of 1 sBuare per turn. &his

    also applies to vehicles an robots as long as their "eans of loco"otion is still operating.

    FIRE COMBAT

    A unit "ay shoot once5 using fire co"bat5 at another unit uring a co"bat roun. ,ire

    co"bat "ay be irect fire =the attacker can see the target? or inirect fire =the attacker

    fires by the irection of an observer !ho can see the target?.

    nly !eapons specifically liste as inirect fire !eapons "ay use inirect fire to shoot at

    a target. (nirect fire !eapons !hich are not cre!:serve nor vehicle:"ounte =such as

    the grenae launcher? are treate as irect fire !eapons if the attacker can see the target.

    (n this case5 the attacker uses his skill in the !eapon rather than ,or!ar bserver skill as

    a "oifier on the to:hit roll.

    Point Defense *ire

    Direct ,ire !eapons eBuippe !ith a point efense targeting "oule can fire at

    inco"ing irect fire "issiles5 grenaes5 rockets5 an inirect fire fro" "ortars5ho!itVers5 high:velocity guns5 "ultiple rocket launchers5 an "ass rivers. (nco"ing

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    rouns "ust be visible by irect line:of:sight by the point efense syste" for at least

    1'9 "eters of their traectory in orer to be targete. 8hen engaging irect fire

    proectiles5 the firing point efense syste" "ust also have line:of:sight to the vehicle or

    obect targete by the proectiles.

    &he range at !hich a point efense syste" can engage is li"ite by the shorter of the

    !eapons range or the range at !hich a fire controlle !eapon can engage !ith Routineifficulty =#. 0ong for &0 6:135 Dist. for &0 1$?. Apply a 1 "oifier to the roll for

    each tech level above 6 of the firing point efense targeting "oule =a &019 "oule

    receives a 15 &011 receives 5 etc.?.

    A "arginal success on the task roll estroys one inco"ing rounF if there is e4ceptional

    success =see page /1? each level by !hich the task roll is e4ceee estroys aitional

    inco"ing rouns. &he nu"ber of rouns estroye oubles for each aitional level of

    e4ceptional success =so a $ e4ceptional success !ill estroy 1$21* E 31

    rouns?. &he effectiveness of Point Defense fire is halve against "ultiple rocket

    launchers5 !hich are esigne to saturate point efenses =so5 in the preceing e4a"ple5

    the 31 rouns result !oul be halve to 1* !hen firing against MR0 rouns al!ays

    roun in the efeners favor?.&he player firing the point efense !eapon ecies !hich inco"ing rouns are

    estroye. Point efense !eapons ignore the Os"all targetO ifficulty level increase. -on:

    grav groun vehicles "ay not "ove if they are to perfor" point efense fir

    Determinin! Ran!e

    Range is eter"ine by tracing the shortest possible path of sBuares bet!een the firing

    unit an the target of the attack. )ount the nu"ber of sBuares an co"pare the result to

    the Range ans table to eter"ine the range use to resolve the fire.

    (f a unit is firing at a target at a ifferent altitue5 eter"ine the range to the target as the

    greater of the ifference in altitue =in "eters5 kilo"eters5 or !hatever? or the range tothe groun sBuare the target is over on the playing surface. ,or e4a"ple5 if a vehicle is

    flying over a groun sBuare that is at "eiu" range =' to '9 "eters?5 but the vehicle@s

    altitue is 99 "eters =long range?5 then the vehicle@s range for purposes of co"bat

    attacks is long range.

    Direct *ire

    All units =ene"y or frienly? in a firing unitOs line of fire are potential targets. &he

    likelihoo of hitting a target !ith irect fire is a task

    &o hit a target !ith irect fire

    =Difficulty?5 8eapon5 De45 Move"ent DM5 1 co"bat roun =absolute?.

    4eferee6 &he ifficulty level of this task varies5 epening on the type of !eapon

    use an the range to the target. Select the proper ifficulty fro" the Direct ,ire

    Difficulty Profile table. -ote that !hen !eapon enhance"ents are ae to a

    !eapon5 substitute the 8eapon +nhance"ent ifficulty profiles for those in the

    Direct ,ire Difficulty table. ,ire )ontrolle !eapons =those that are cre!:serve

    or vehicle "ounte? use the ,ire )ontrolle Difficulty table.

    &he follo!ing increase the ifficulty by one level

    target uner cover but still visible

    s"all target =basketball siVe or less?. An ani"al !eighing 19kg or less is a s"alltarget5 as is a robot !ith a chassis volu"e of 19 liters or less.

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    atte"pting rapi fire =e"ptying a""o clip in one roun?

    Pinpoint hit C success reuces ar"or value by half

    &he follo!ing ecrease the ifficulty by one level

    large target =groun car siVe or larger?. An ani"al !eighing '99kg or "ore is a large

    target5 as is a robot !ith a chassis volu"e of '99 liters or "ore.

    A character that re"ains stationary for the co"bat roun an can brace against

    so"ething "ay use the gyrostable ifficulty profile !hen firing his !eapon.

    Direct +ire Difficulty $rofiles

    &ype )lose Short Me 0ong # 0ong Dist

    Hangun Si" Rou Dif ,or ("p ::

    Rifle Rou Rou Dif Dif ,or ("p

    &hro!n Rou Dif ,or ("p :: ::&hro!n !eapons inclue any crue han:thro!n proectiles5 such as blaes or spears.

    Weapon Enhance"ent Difficulty $rofiles

    &ype )lose Short Me 0ong # 0ong Dist # Dist

    Scope :: :: :: Dif Dif ("p ::

    7yrostable :: :: Rou Dif ,or ("p ::

    Scope 7yro :: :: Rou Dif Dif ,or ("pScope "ay be either optical or electronic sights.

    +ire ontrolle& cre01serve& or vehicle "ounte&2

    &0 )lose Short Me 0ong # 0ong Dist # Dist Reg )ont

    ' :: Rou Rou Dif Dif ,or ("p :: ::

    * :: Rou Rou Dif Dif ,or ("p :: ::

    / :: Rou Rou Rou Dif Dif ("p :: ::

    2 :: Rou Rou Rou Rou Dif ("p :: ::

    6 :: Rou Rou Rou Rou Dif ,or ("p ::

    19 :: Si" Rou Rou Rou Dif ,or ("p ::

    11 :: Si" Si" Rou Rou Dif ,or ("p ::

    1 :: Si" Si" Rou Rou Dif ,or ,or ("p

    13 :: Si" Si" Rou Rou Dif Dif ,or ("p

    1$ :: Si" Si" Si" Rou Rou Dif ,or ("p

    1' :: Si" Si" Si" Rou Rou Dif ,or ("p

    1* :: Si" Si" Si" Si" Rou Dif ,or ("p

    Additional Direct Fire Notes

    (ows, Crossbows, (ola, (oomeran!, and Slin!

    (nstea of using the characterOs De4terity as the crucial characteristic on a Qto hitQ roll5

    these !eapons use the average of the characterOs Strength an De4terity =rop fractions?.

    nder Co$er $ersus '$adin!

    Uner cover but visible refers to a non:"oving unit5 !hile evaing al!ays refers to a

    "oving unit. &hus5 a unit cannot be both uner cover an evaingF he is one or the other.

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    &ine of *ire

    +ach sBuare passe through by the line of sight before an after passing through the target

    until the line of sight encounters an obstruction is the line of fire of the !eapon.

    All ene"y targets along the !eaponOs line of fire an in the sa"e range ban as the

    pri"ary target are attacke by the fire =at full penetration for the range ban?F others in theline of fire but in ifferent range bans are not. ,or e4a"ple5 if a gauss rifle fires at a

    target at long range5 all other targets along its line of fire at long range are attacke5 !hile

    targets along the line of fire but at short or "eiu" range are not.

    &he ene"y target closest to the firing unit an in the line of fire is attacke first5

    ignoring all frienly units. &hen the ne4t closest ene"y target is attacke.

    Ho!ever5 if e4ceptional failure occurs !hen rolling for a hit5 then frienly units are

    inclue !hen eter"ining the closest target. (n other !ors5 onOt get e4ceptional

    failure or you "ay hit so"e of your o!n guys !ho happen to be in the line of fireX

    Dan!er Space

    So"e !eapons5 such as a plas"a gun5 have a anger space of "ore than one sBuare. Such

    !eapons can cause a"age to units near the pri"ary target if those units are in the

    !eaponOs anger space. See 7roup Hits5 belo!.

    &he anger space for flechette rouns applies only along the line of fire an is not

    circular like the anger space for all other rouns.

    Unless an alternate anger space is specifie for a particular !eapon5 all !eapons have a

    anger space of one sBuare.

    -roup Hits

    All units in a !eaponOs anger space5 but not in the esignate pri"ary target sBuare5 "ay

    also suffer a"age.

    Roll for a hit on all units in the !eaponOs anger space. n all targets e4cept the pri"ary

    target =the one at !hich the attacker is ai"ing?5 use all nor"al "oifiers e4cept any

    bonuses ue to !eapon skill or e4terity.

    (n the target sBuare5 co"pute the !eaponOs penetration as nor"al. ne sBuare a!ay5 the

    !eaponOs penetration is halveF t!o sBuares a!ay it is halve again an so on. (f the

    penetration is Vero5 then no a"age is suffere.

    ,or e4a"ple5 a vehicleOs fusion gun hits a target in a sBuare at long range5 !ith a nor"al

    penetration at that range of 1$ an a anger space of 19 "eters =si4 1.' "eter sBuares?.

    All aacent units "ay also suffer a"age roll =roll for a hit on each one? but !ith a

    penetration rating of /. &!o sBuares a!ay5 those receiving hits are subecte to a

    penetration rating of 3F three sBuares a!ay5 those receiving hits are subecte to a

    penetration rating of 1. eyon that5 no hits are suffere since the penetration rating rops

    to Vero.

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    Automatic .eapon *ire

    )ertain !eapons can be set on full auto"atic5 if esire. S!itching bet!een full

    auto"atic =fire "ultiple rouns per pull of the trigger? an se"iauto"atic =fire one roun

    per trigger pull? is one at the en of a co"bat turn. &he unit "ay "ove or evae !hile

    changing the setting.

    An auto"atic !eapon set on full auto"atic "ay hit "ultiple targets aacent to the

    pri"ary target. &he !eapon tables list the aitional aacent autofire targets =in aition

    to the pri"ary target? that "ay be hit by the !eapon !hen it is set on full auto"atic.

    Autofire .eapons with a Dan!er Space

    ,or !eapons that can attack targets aacent to the pri"ary target through both autofire

    an the effects of a anger space conuct all autofire attacks first. nce the autofire

    attacks are co"plete5 roll for hits on any re"aining targets in the anger space using the

    nor"al anger space rules5 "easuring anger space fro" the pri"ary target. (n so"e

    cases5 the referee !ill have to rano"ly select !hich of the aacent targets to subect to

    the autofire an !hich to leave for the anger space effects.

    Dan!er space, !roup hits and autofire resolution/

    8hen face !ith a potentially confusing co"bination fire attack5 always eter"ine a

    single primary targetbefore you begin resolving hits.

    nce the single pri"ary target has been ientifie in a co"bination attack5 it re"ains

    the pri"ary target for the entire co"bination attack. (f the firing unit !ants a shifting

    pri"ary target5 then he is conucting rapi fire instea.

    nce the single pri"ary target has been selecte5 resolve a co"bination attack by

    starting !ith auto"atic fire hits. Auto"atic fire !eapons give the firing unit aitional

    bonus attacksI. Roll a to hitI task on the pri"ary target as nor"al5 then roll anientical to hitI task for each aacent target =player@s choice?5 up to the nu"ber of

    autofire targets possible. &he firing unit has consierable freeo" !hen specifying

    !hich aacent targetsYthe attacking unit "ay actually apply all of its autofire attacks

    to the pri"ary target if it !ants to5 as long as no other potential targets e4ist along the

    line of fire in the sa"e range ban. (n any case5 each autofire attack reBuires its o!n

    roll.

    &he line of fire rule also co"es into play here. A goo !ay to use the line of fire rule

    !ith autofire is to "ake the closest target in the line of fire the efaultpri"ary target5

    !ith all other targets in the line of fire beco"ing aacent targets. Any leftover autofire

    attacks =after applying at least one hit roll to each target in the line of fire? can be

    applie to laterally aacent targets. (n any event5 leftover attacks shoul prefer the

    pri"ary target for re"aining unuse attacks.

    &his leas us to a concept of preferre target preceenceI. A preferre target shoul

    take "ore hits than any other target. &he preferre target preceence for autofire is

    1. Pri"ary targetF

    . &argets aacent to the pri"ary target an in the line of fireF

    3. &argets aacent to the pri"ary target an not in the line of fire.

    Put another !ay5 the pri"ary target =ite" 1? shoul never take fe!er autofire hits than

    aacent targets in the line of fire =ite" ?5 an targets in the line of fire shoul nevertake fe!er autofire hits than targets not in the line of fire =ite" 3?. (f the attacker !ishes

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    to violate this preceence5 reBuire e4ceptional success for each to hitI roll !hich

    violates it. &he hit reverts to stanar preceence if e4ceptional success is not achieve.

    Danger space represents ho! "uch the !eapon spattersI or spraysI !hen it hitsF that

    is5 !hat collateral a"age the !eapon oes to nearby targets !hen it hits the pri"ary

    target. &hese collateral hits are kno!n as group hits. All units in a !eapon@s anger

    space are subect to group hits. Danger space is al!ays e4presse in "eters.&o eter"ine the anger space in sBuares5 ivie by the istance scale being use an

    roun 9.' fractions up. &he result inicates the nu"ber of sBuares =incluing the

    pri"ary target sBuare? to !hich the anger space e4tens. &he anger space e4tens in

    all irections fro" the pri"ary target sBuare.

    Rapid *ire

    A character "ay specify that he !ishes to conuct Qrapi fireQ !ith his !eapon. (f this is

    the case5 use a "oifier to :$ on the Qto hitQ roll but allo! the character to esignate three

    separate pri"ary targets near each other. &he targets onOt nee to be aacent but they all

    "ust fall !ithin the sa"e $':egree arc. 8hen co"bine !ith auto"atic fire5 rapi fire

    allo!s a character to thoroughly QsprayQ an area !ith fire.

    8hen a character uses rapi fire5 he has auto"atically Qe"ptie his !eaponQ an "ust

    spen the ne4t co"bat roun reloaing. A character "ay "ove or evae !hile reloaing

    but "ay not fire.

    &he 8eapons table inicates !hich !eapons "ay an "ay not conuct rapi fire uner

    the recoil colu"n of the !eapon tables.

    A unit !ithout fire control "ay never conuct both pinpoint location fire an rapi fire at

    the sa"e ti"e.

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    Recoil

    )ertain !eapons !ith "ore recoil than nor"al are "arke as high:recoil !eapons on the

    8eapons table. Such !eapons reBuire that the attacking character be stationary an !ell

    brace in orer to fire. )onseBuently5 high recoil !eapons "ay only be fire if the

    attacking character oes not "ove at all uring the co"bat roun.

    Pinpoint &ocation

    (f esire5 a unit can specify that he is going for a pinpoint location on a target in an effort

    to hit a "ore vulnerable location. &reat a pinpoint location shot the sa"e as hitting a s"all

    target increase the ifficulty by one level.

    A unit !ithout fire control "ay never conuct both a pinpoint location attack an rapi

    fire at the sa"e ti"e. (f a hit is score ivie ar"or value of target by t!o.

    Coup de -race

    Most !eapons "ay be use to a"inister a coup e grace shot to an unconscious or

    non:struggling unit =typically a character5 ani"al or robot? at close range if the unit !iththe !eapon so states. &he Qto hitQ roll auto"atically succees.

    Indirect *ire

    Personal co"bat covers inirect fire !eapons that are locate on the fiel of battle. ,or

    rules on calling in long:istance artillery strikes =such as fire fro" orbiting starships?5 see

    the pecial 4ulessection.

    &he only inirect fire that can be conucte inoors is han thro!ing grenaes. All other

    inirect fire is e4clusively an outoor co"bat activity.

    utoor inirect fire arrives on the ne4t co"bat roun follo!ing its reBuest. (nirect fire"ust use the follo!ing roll to see !here it hits

    &o hit a targete location !ith inirect fire

    Difficult5 ,or!ar bs5 1 co"bat roun =absolute5 unskille

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    )ontrary to nor"al inirect fire5 a han:thro!n grenae can scatter back into the

    thro!er@s sBuare.

    (f the grenae hits an obstruction =such as a !all5 close portal5 or fence?5 it stops an

    scatters no further.

    &he final location of the grenae is !here it e4ploes it e4ploes at the en of thethro!er@s turn.

    Scatter (f inirect fire fails to hit its intene target5 it scatters rano"ly. &o eter"ine

    irection of scatter5 roll 1D an consult the follo!ing iagra"

    &he istance of the scatter epens on the "ishap levelY!ith ,or!ar bserver skill

    =or Strength plus De4terity in the case of han:thro!n grenaes? usable as a special

    "inus DM on the "ishap table in this case

    Superficial 1D of the istance fro" the attacker to target ="ini"u" 1 sBuare?.

    Minor D of the istance fro" attacker to target ="ini"u" sBuares?.

    Maor 3D of the istance fro" attacker to target ="ini"u" 3 sBuares?.

    -ote (nirect fire =e4ception han:thro!n grenaes? can never scatter into the firing!eapon@s sBuare. (f it oes5 roll for a ifferent scatter irection.

    HANDTOHAND COMBAT

    A unit at close range "ay =but oes not have to? attack using han:to:han co"bat. (f the

    unit conucte a fire attack in the current co"bat roun5 it "ay efen against han:to:

    han attacks but it "ay not initiate the".

    &o hit another unit !ith a han:to:han attackRoutine5 ffE8pn skill5 StrF DefE8pn skill

    4eferee6(f the attacker is unskille5 increase the ifficulty of this task by one

    levelF if the efener is unskille5 ecrease the ifficulty of this task by one

    level.

    &he efener "ay use his !eapon =!hatever !eapon he currently has? for efense. -ote

    that the efener "ay later conuct a han:to:han attack !ith his !eapon if he has not

    yet taken his turn.

    &o efen against a han:to:han attack

    Routine5 ffE8pn skill5 De4F

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    4eferee6(f the attacker is unskille5 increase the ifficulty of this task by one

    levelF if the efener is unskille5 ecrease the ifficulty of this task by one

    level. (f successful consult the table belo!.

    Defense Roll DM to

    attac3A natural or :$

    : 1

    failure 9

    success : 8pn Def

    : =8pn Def

    1?

    $ : =8pn Def

    ?

    &he efener "ay atte"pt to pree"pt the attack by interrupting the attacker =note use

    De4terity in place of "ove"ent spee as the DM !hen interrupting a han:to:han

    attack in this "anner?. &he efener "ay not atte"pt to interrupt anyone other than the

    attacker.

    ,ailure "eans the efener blocke or other!ise avoie the attack.

    (f either the attacker or efener uses a !eapon not specifically esigne as a han:to:

    han !eapon5 use the follo!ing guieline to classify it. (f the !eapon is blunt =like the

    butt of a rifle? treat it as a clubF if the !eapon is sharp =like a broken bottle?5 treat it as a

    agger.

    Disarm #pponent

    (f esire5 !hen a successful hit is score5 a Qisar" opponentQ result "ay be selecte

    instea of applying a"age. (f so5 the isar"e unit "ay not attack using that !eapon for

    the rest of the roun. Any !eapon5 incluing natural !eapons =such as hans?5 "ay be

    isar"e =in the case of natural !eapons5 the isar" result is actually a QstunQ?.

    8ith !eapons that can be knocke out of the ene"yOs grasp5 if a isar" result roll effect

    is higher than the Strength bonus of their opponent the ene"y unit "ust eter"ine scatter

    on the !eapon to see !here it lans =see (nirect ,ire? the istance being 1" per every

    effect over the reBuire value. +ither unit "ay retrieve the !eapon by "oving to thesBuare !ith the !eapon an spening the rest of his turn picking up the !eapon.

    A isar"e unit can al!ays "ove or attack !ith other !eapons in his possessionF he ust

    cannot attack using the isar"e !eapon.

    A unit unergoing a han:to:han attack can try to interrupt the attackerF in this case5

    use the interrupting unitOs De4terity as the DM in place of "ove"ent spee. (n effect5

    t!o units locke in han:to:han co"bat "ay interrupt each other5 but no other units.

    Units not engage in the han:to:han attack "ay interrupt !ith a fire attack or they "ay

    interrupt the han:to:han attack in orer to "ove aacent to a unit =sa"e or ifferentunit? an conuct a han:to:han attack the"selves. -o "ore than one interrupt per sie

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    is allo!e at any given ti"e. A unit firing into a han:to:han co"bat risks hitting

    so"eone other then their intene target. &his occurs if they roll less then their reBuire

    roll5 although the 7M can alter that likelihoo if they eclare in avance.

    A unit !ho specifies he is conucting a han:to:han attack cannot perfor" any further

    actionsF he "ust en his turn !ith the han:to:han attack.

    PENETRATION AND DAMA!E

    nce a target character has been hit5 it is necessary to eter"ine !hat5 if any5 a"age !as

    sustaine.

    Determinin! the Penetration Ratin! for a -i$en Ran!e

    +ach !eaponOs penetration rating inclues a penetration an an attenuation.

    &he liste penetration is for short range. &he attenuation inicates ho! "any range bansto count =starting !ith short range? before the penetration rops by half. &he !eaponOs

    penetration continues to rop by half every so "any range bans until either the !eaponOs

    "a4i"u" range is reache or the penetration reaches Vero.

    ,or e4a"ple5 if a !eapon !ith a penetration rating of $>3 =rea as Qfour per threeQ? has a

    penetration of $ at short range5 then the penetration rops by one:half unit for every 3

    range bans. &hus5 the !eapon has a penetration of $ at short5 "eiu" an long rangeF

    the !eapon also has a penetration of at very long5 istant an very istant rangeF an a

    penetration of 9 at far orbit5 e4tre"e orbit5 an interplanetary range.

    Ho!ever5 a !eaponOs "a4i"u" range li"its ho! far it "ay fire5 even if the penetration

    has not roppe to Vero. Referring to the above e4a"ple5 if the !eaponOs "a4i"u"

    range is istant it "ay not fire at any targets beyon istant range.

    PENETAT!"N#ATTENUAT!"N $U!DE %&'

    a'/& Ba'sG :; A&'

    C

    M D D C< P F; IP = I

    1 10

    0

    50 25 10 0 0 0 0 0 0 0 0

    2 100

    100

    50 50 25 25 10 0 0 0 0 0

    3 100

    100

    100

    50 50 50 25 25 10 10 0 0

    4 100

    100

    100

    100

    50 50 50 25 25 25 10 10

    5 100

    100

    100

    100

    100

    50 50 50 50 25 25 10

    6 100

    100

    100

    100

    100

    100

    50 50 50 50 25 25

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    Determinin! Dama!e

    &o eter"ine the actual a"age suffere by a target5 co"pare the !eaponOs penetration at

    that range to the targetOs ar"or.

    &a"age inflicte& 4 0eapon &a"age2 x ar"or "o&ifier2 x to1hit roll "o&ifier2

    (f the !eaponOs penetration is at least t!ice the ar"or value5 the !eapon inflicts its full

    a"age point value. &his is kno!n as a high penetrationresult.

    (f the !eaponsO penetration is at least eBual to the ar"or value5 the !eapon inflicts '9

    percent of its a"age point value. &his conition is referre to as a low penetrationresult.

    (f penetration is less than the ar"or value5 the !eapon inflicts 19 of its a"age point

    value if the target is a character !ith e4pose areas of less than the full ar"or value. n

    the other han5 if the character is fully enclose in the ar"or5 the hit has no effect.

    #ehicles an robots al!ays apply such hits as structure a"age. &his is kno!n as a8ero

    penetrationresult.

    Da"age Effects% !r"or

    &ype )onition Da"age Moifier

    High Penetration 8pn penetration Z ar"or value none

    0o! Penetration 8pn penetration Z =ar"or value 4

    9.'?

    4 9.'

    [ero Penetration 8pn penetration Z =ar"or value 4

    9.1?

    4 9.1

    =enclose 4 9?

    Marginal ,uccess

    (f the to:hit roll =incluing "oifiers? is e4actly eBual to the roll that is neee forsuccess5 "arginal success =agra8e? has occurre. Apply '9 of the nor"al a"age point

    value =ropping fractions?. &hus5 if a !eapon !oul inflict '9 percent a"age at this

    range5 "arginal success !oul only cause ' percent a"age. ,or e4a"ple5 if a !eapon

    inflicts 3 a"age points !hen it penetrates cloth ar"or at this range5 on a "arginal

    success it !oul only o 1 point of a"age.

    Exceptional ,uccess

    (f the to:hit roll =incluing "oifiers? e4cees the roll neee for success by

    :3 apply a"age points 4 =a "ini"u" of 1?

    $:/ apply a"age points 4 $ =a "ini"u" of ?

    2 apply a"age points 4 2 =a "ini"u" of $?

    (f a !eapon nor"ally causes 3 points of a"age at this range !hen it penetrates cloth

    ar"or5 an e4ceptional success of or 3 !oul cause the !eapon to inflict * points of

    a"age.

    ecause of the "ini"u"s5 it is possible for a !eapon that orinarily has Vero penetration

    to inflict a"age points upon achieving e4ceptional success.

    (n all co"bat co"putations5 rop fractions. A penetration of 3 reuce in half beco"es 1.

    A a"age of 9.3 beco"es 9

    An easy !ay to re"e"ber "arginal an e4ceptional successesO effects on a"age ise4act roll5 halve itF 5 ouble it onceF $5 ouble it t!iceF 25 ouble it three ti"es.

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    Da"age Effects% To1Hit Roll

    )onition Da"age Moifier

    roll Z reBuire roll 2 4 2 ="ini"u" $?

    roll Z reBuire roll $ 4 $ ="ini"u" ?

    roll Z reBuire roll 4 ="ini"u" 1?roll Z reBuire roll 1 4 1

    roll E reBuire roll 4 9.'

    over

    8hile cover "akes it "ore ifficult for an iniviual to hit a target5 it generally "akes a

    hit "ore serious because lightly ar"ore areas of the target are e4pose. &hus5 if a hit is

    obtaine on a target uner cover an the target has e4pose areas =areas !ith little or not

    ar"or?5 treat the target as only having one:half of its regular ar"or value !hen

    co"puting penetration.

    5nconsciousness

    An unconscious character or ani"al "ay not perfor" any activity throughout the rest of

    the co"bat session.

    Dama!e to robots

    A si"ple syste" to create hits values for hu"anoi siVe robots si"ilar to P) hits

    (noperative #olu"e>3'

    Destroye #olu"e>1'

    0o! penetration hits a"age hull also5 other hits also roll on the vehicle hit table

    Dama!e to %ehicles and Robots

    Da"age to vehicles or robots can occur in the super:structure5 po!er plant or loco"otion.

    Also5 iniviual cre!"e"bers =in vehicles?5 "ounte !eapons or various other evices

    can be hit an estroye in co"bat.

    ,or purposes of personal co"bat only5 "ultiply a vehicle@s hit value by 19 before starting

    the co"bat session. ,or e4a"ple5 a groun car lists hull hits of >'. (ts actual hit value in

    personal co"bat is 9>'9 ="ultiplie by 19?. (n a si"ilar "anner5 its loco"otion an

    po!er plant hits are each 19>9 =1> "ultiplie by 19?

    Hit Location

    Hit Subtable 1 Subtable Subtable31 Superstructure 1 Po!er Plant 1 Device 1 0oco"otion

    )re! Po!er Plant Device 0oco"otion

    3 )re! 3 Po!er Plant 3 Device 3 0oco"otion

    $ Subtable 1 $ Po!er Plant $ Device $ 0oco"otion

    ' Subtable ' Po!er Plant ' 8eapon ' &urret

    * Subtable 3 * )o"puter * 8eapon * &urretSuperstructure apply the a"age only to the superstructure

    )re! apply the a"age to the superstructure an then =for vehicles? apply one:half of the a"age points to

    rano"ly selecte personnel insie

    Po!er Plant apply the a"age to the superstructure an apply the a"age points to the po!er plant insie. (f thepo!er plant is not fusion5 also roll the tech level or less on 3D to avoi a catastrophic e4plosion that

    !ill estroy the vehicle or robot. nce the a"age has reache one:half the po!er plantOs inoperative

    level5 a po!er loss occurs any energy !eapons "ay no longer be fire an the vehicle or robotOs topspee rops in half.

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    )o"puter apply the a"age to the superstructure. Also5 on a vehicle5 the co"puter is estroyeF on a robot5 its brain isestroye. (f a robotOs brain is hit5 it ceases to function.

    Device apply a"age to the superstructure5 then estroy so"e i"portant evice or sensor

    8eapon apply a"age to the superstructure5 then estroy so"e "ounte !eapon. (f the vehicle or robot

    "ounts a non:energy !eapon5 the iniviual shoul also roll the tech level or less on 3D to avoi acatastrophic "agaVine e4plosion !hich !ill estroy the vehicle or robot.

    0oco"otion apply a"age to the superstructure5 then apply the a"age points to the loco"otion as !ell. nce the

    a"age has reache a level that is eBual to one:half of the loco"otion inoperative level5 the vehicle or

    robotOs top spee rops in half.&urret apply a"age to the superstructure5 then estroy a !eapon turret =or estroy an appenage if a robot?.

    All e4plosive rouns !hich penetrate a vehicle@s hull also cause cre! hits to all cre!

    "e"bers in the anger space of the e4plosion =at half the penetration value of the

    e4plosive roun?

    Reachin! the Inoperati$e &e$el

    A vehicle or robot that has reache the inoperative level on structural hits "ay not

    perfor" any activity for the rest of the co"bat session. (f the inoperative level has been

    reache on the po!er plant hits5 the vehicle "ay not "ove an "ay not use any !eapons

    or installe evices reBuiring po!er plant energy. ,lying vehicles auto"atically crash

    roll 3D on the Mishap table.

    (f the loco"otion inoperative level has been reache5 the vehicle "ay not "ove. ,lying

    vehicles that lose their loco"otion "ust roll the follo!ing task

    &o avoi a crash laning !hen loco"otion beco"es inoperative

    Difficult5 #ehicle5 De4terity =fateful?.

    4eferee6Roll this task !hen the air vehicle hits the groun.

    (n the turn follo!ing the loss of loco"otion5 an air vehicle continues to "ove for!ar at

    one:half of its current "ove"ent rate an rops at the rate of 19 ">s.

    PERSONAL ARMOR

    #alues for the "ost co""on types of personal character ar"or are liste on the Personal

    Ar"or &able. 8ith the e4ception of reflec ar"or5 no character "ay !ear any ar"or along

    !ith another type of ar"or. (f a character !ears reflec !ith another type of ar"or5 use the

    best ar"or factor for the efener !hen "aking the co"putation for the ar"or

    penetration.

    $ersonal !r"or Ta.le

    &ype #alue

    %ack =1?

    Mesh

    ,lak %acket 3

    )loth '

    Ablat 1 J*K

    Reflec J19K

    #acc Suit:2 $

    #acc Suit:1 '

    #acc Suit:1$ *

    oy Pressure Suit 1Hostile +nviron"ent #acc Suit:2 '

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    Hostile +nviron"ent #acc Suit:6 *

    Hostile +nviron"ent #acc Suit:1 /

    Hostile +nviron"ent #acc Suit:13 2

    Hostile +nviron"ent #acc Suit:1$ 6

    )o"bat +nviron"ent Suit:* *

    )o"bat Ar"or:11 2)o"bat Ar"or:1 19

    )o"bat Ar"or:1$ 12

    attle Dress:13 19

    attle Dress:1$ 12

    Notes% #alues in parentheses only apply in han:to:han co"bat. #alues

    in brackets only apply against laser fire.

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    CHARACTER IMPROVEMENT

    )opyright =c? 162/ ,ar ,uture +nterprises

    +ven after a character has "ustere out of prior service5 he or she can still increases skills

    an characteristics in the course of "any Travellerscenarios. \uite naturally5 these

    increases are not auto"atic or easy an players shoul re"e"ber that acBuiring one or

    t!o skill levels uring character generation usually takes the eBuivalent of four years of

    ga"e ti"e. Players "ust be patient to succee.

    &here are three basic "eans of i"proving a character experience,formal training an

    self training. +4perience reBuires successful observation beforehan =preferably?

    follo!e by successfully perfor"ing so"e task that "akes use of the esire ne! skill.

    ,or"al an self training reBuires eter"ination5 plus the appropriate learning "aterials

    books5 co"puter ter"inals5 tools an eBuip"ent5 for"al training reBuires a teacher anperhaps so"e institution.

    E"PERIENCE

    +4perience co"es fro" participationF a passive character accu"ulates less kno!lege.

    Positive results co"e !hen a character is successful but one can learn fro" "istakes too.

    +ew Skills by "asks

    7aining e4perience epens on tasks an is eter"ine by successful an unsuccessful

    tasks. A character "ay specifically state that he is trying to gain so"e particular ne! skill5then he "ay atte"pt an observation task for rui"entary kno!lege relate to the task he

    later atte"pts.

    &o observe a particular proceure in orer to learn it

    Difficult5 Deter"ination.

    4eferee6&his task is atte"pte only by a character unskille in the skill being

    observe. (f the character succees5 he receives a te"porary skill level:9 for use in

    the ne4t task atte"pt !ith this skill =an then loses the skill level:9?. &he ti"e

    uration for this observation task varies an shoul be set by the referee. &he

    observation task itself "ay be haVarous if the proceure is haVarous.

    Players note the skills their characters have observe.

    &he observation task co"es into play in the case in !hich a character !ants to earn A&s

    =efine belo!? for a particular skill an so atte"pts to involve hi"self as "uch as

    possible in that skill. 8hen so"eone !ants to learn to repair an auto"obile engine5 he

    spens "ore ti"e tinkering !ith his o!n engine5 hangs out at garages an !atches others

    perfor" repairs. (n ga"e ter"s5 this "eans that characters !ill tag along !ith each other

    as "uch as they can. 8hen one character goes to haggle !ith so"e "erchants5 another

    !ill acco"pany hi" so he can learn &raer or roker skill. Another character5 flying an

    air>raft or piloting a starship5 !ill be pestere by his frien !ho !ants to try it. &hese

    situations "ay entail further anger an in any case shoul a spice to aventures5 ifonly because they further the opportunities for character interaction.

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    "rial and 'rror

    8hen the character atte"pts a task that !oul nor"ally reBuire a skill that he oes not

    have5 he graually =if lucky an persistent? learns so"ething about it. At the en of each

    aventure session5 the referee shoul re!ar each character !ith one aventure tally =A&?

    for a particular skill that playe a significant part in the session. &he A& "ay be in a ne!

    skill or a skill that the character alreay has but an A& for a ne! skill can be given only ifthe character succeee in a task that !oul nor"ally reBuire that ne! skill =this is !hy

    successful observation is so i"portant?. Players shoul keep track of their A&s. A&s can

    accu"ulate over ti"e an are not lost e4cept as escribe belo!.

    ,or e4a"ple5 repairs to a "alfunctioning air>raft nor"ally reBuire the skill of 7ravitics. A

    character !ithout 7ravitics !ho succees in the repair task !oul be a!are an A& for

    7ravitics at the en of the ga"e session =if the task !as unsuccessful5 the 7ravitics A&

    !oul not be a!are?. A character "ight have atte"pte several ifferent tasks but he

    receives an A& for only one skill per session5 ecie upon by the referee. (t is possible

    that a character !ill receive no A& for a session.

    A character can gain an A& for each skill every 69 ays.

    A&s shoul be recore to sho! both the skill an the ate. ,or e4a"ple5 A&:7ravitics

    =991:111/? or A&:7ravitics =/9:111/?.

    !AININ! THE S#ILL

    8hen a player thinks that his character has sufficiently practice a ne! skill =sho!n by

    the accu"ulation of A&s for it? he "ay atte"pt to gain that skill. Accu"ulate A&s "ay

    also be use to increase an e4isting skill level.

    &o obtain =or i"prove? a skill by e4perience alone

    ,or"iable5 A&5 (nt =safe?.

    4eferee6&his task can be atte"pte once at the start of each aventure session an

    cannot be repeate until the ne4t session if the atte"pt fails. Accu"ulate A&s are

    a DM for this taskF the character "ust have at least one A& for the skill to atte"pt

    this task.

    (f the character alreay has the pertinent skill5 success increases the skill one level. (f the

    character oes not have the skill5 success gives hi" that skill at level:9. ,ailing this taskoes not affect A&sF they continue to accu"ulate as usual. Succeeing in this task reuces

    the nu"ber of A&s for the skill to 9F the character "ust start ane! to raise the skill

    another level. &he absolute "a4i"u" DM for the task is 2.

    A"s and Characteristics

    )haracteristics can be i"prove !ith A&s. nce he accu"ulates A&s5 if a player "akes a

    successful task roll his characteristic value increases by one.

    A&s are harer to accu"ulate for characteristics because it is harer for the character to

    apply hi"self to this "ore general type of activity. &o accu"ulate A&s for a

    characteristic5 the player "ust eclare =at the beginning of the session? that he is !orking

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    for an A& in that particular characteristic. (f the character has a goo opportunity to apply

    this characteristic5 the referee can a!ar hi" one A& in that characteristic.

    #ther Ad$anta!es to A"s

    (ncreasing skills an characteristics by accu"ulating A&s encourages charactersO

    participation5 keeps their interest at a high level an "akes the" a!are of the benefitsthey can achieve uring any session.

    FORMAL TRAININ!

    )haracters can gain skills through for"al training5 !hich inclues anything that is thought

    by a teacher or institution. ,or"al training prouces ocu"entation that a skill has been

    learne. &his fact is usually uni"portant but can "ake a ifference. A character !ith

    "eical skill learne uring co"bat "ight not Bualify as a QgenuineQ octor an a

    character !ho learne to fly an air>raft by bringing in s"uggle goos "ight not Bualify

    for a riverOs license5 even though highly skille.

    "asks for *ormal "rainin!

    Successfully gaining training reBuires successfully co"pleting three separate tasks

    Tas3 ' 1 +in&ing the !ppropriate +or"al Training

    A character nees to fin a training environ"ent. &he "aterials epen on the type of

    training5 subect "atter an uration. &he player "ust eter"ine the facilities an setting

    an convey that to the referee5 !ho "ust eal !ith the search for those facilities.

    &o fin for"al training in a particular subect

    NDifficulty]5 Applicable skill. Nti"e taken]

    4eferee6&his task shoul be auste for each course of for"al training.&i"e taken is in hours on high pop !orl5 hours on a "oerate !orl an $ hours on a

    lo! population !orl.

    Difficulty is routine on a "oerate population !orl5 si"ple on a high population !orl

    an ifficult on a lo! population !orl.

    Making this task "ore ifficult are rare skills =a ea language?5 uner!orl skills

    =bribery or forgery?5 !rong tech coe =trying to 7ravitics on a pre:inustrial !orl?5

    !rong la! coe =trying to learn to use auto"atic !eapons !here they are restricte?5

    prestigious schools =!here not everyone can "eet the high stanars for a"ission?5

    special "aterials neee for stuy =such as caavers for "eical training? or inappropriate

    !orl physical characteristics =a vacuu" !orl for et pilot training?.

    &he opposite conitions !oul ten to "ake this task si"pler. &he referee "ust balance

    the circu"stances an ecie upon the final task ifficulty for each case.

    So"e skills "ight be use as "oifiers for this task5 epening on the type of for"al

    training esire. )o"puter skill "ight "ake it easier to fin co"puter:aie instruction

    soft!are for a particular skill. Street!ise skill coul help a character fin so"eone !illing

    to teach a co"ponent of the #ice cascae skill. A"in coul help a character cut through

    the re tape in applying for school a"ission. A character using Persuasion coul

    convince a tutor to take on a ne! stuent. (ntervie! coul help eter"ine a potentialtutorOs real level of e4pertise in a subect.

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    &he ti"e uration for this task also varies consierably5 epening on circu"stances. At

    the upper li"it5 so"e university courses "ight reBuire a character to apply up to a year

    before the course starts. ,ining ust the right person to teach a skill coul easily take a

    year.

    (f a tutor is use5 he "ust be Bualifie both in the esire skill an as an instructor. He can

    teach the character the esire skill up to one less than his level in that skill or his

    (nstruction skill5 !hichever is lo!er. ,or e4a"ple5 a ship"ate !ith (nstruction: an

    -avigation:3 coul teach so"e else up to a level of -avigation:1. Alternatively5 if the

    ship"ate ha (nstruction:3 an -avigation:5 the stuent coul still learn only

    -avigation:1 fro" that instructor.

    (eally5 the referee !ill create a s"all scenario for the player to aventure in !hile fining

    the people an eBuip"ent he nees for this task. &he referee can see to it that not only is

    the character serious about learning5 but that the player also has a goo ti"e on the !ay to

    a higher level of skill.

    (n so"e circu"stances5 this task coul be haVarous5 fateful or non:repeatable.

    Tas3 6 1 ,taying Deter"ine& &uring Training

    Staying eter"ine once training has begun is harer for so"e than for others. Many

    characters "ake plans but fail to follo! through on the"5 ust as people in real life

    so"eti"es run out of stea" before they finish a proect. ne thing necessary for

    successful for"al training is consistency5 an characters "ust be !illing to apply

    the"selves for the entire uration of the training to get the benefit. A character that gives

    up on a course half !ay through !ill get little fro" his goo intentions.

    Deter"ination is calculate as the su" of the bonus fro" both (-& an +-D

    &o stay eter"ine uring a course of stuy

    Routine5 Deter"ination5 9 hours

    4eferee6&his task varies5 epening upon the type of for"al training unertaken.

    A typical course of stuy shoul average 99 hours in lengthF this "ight consist of

    $9 hours per !eek in a five:!eek intensive courseF t!o hours of lecture per !eek

    over a perio of t!o yearsF a university class that "eets three hours per !eek !ith

    outsie !ork of seven hours per !eek over a perio of t!enty !eeksF or self:stuy

    or co"puter:aie instruction of one hour per !eekay for $9 !eeks.

    (f the character fails5 the ti"e uration roll eter"ines ho! long the character spent beforelosing interest in the training. (n the !orst case5 the character coul spen the entire

    a"ount of ti"e =or even e4tra stuy ti"e? but never really apply hi"self uring that

    perio an so not be eligible for the ne4t roll5 as escribe belo!.

    ptionally the stuy can be broken into blocks of 9:$9 hours an a separate

    eter"ination check "ae for each bock5 the ti"e perio of the block only counts to!ars

    the reBuire ti"e =3* L 9? if the roll !as successful. &here is usually a ti"e li"it =say

    "a4 ti"e L 1.'? by !hich a character has to finish a for"al course before they are

    assu"e to have faile.

    Tas3 7 1 o"plete& +or"al Training

    (f a character fins for"al training an applies hi"self to the full course of stuy5 he "ay

    gain or increase his level of e4pertise in a skill. ccasionally5 ho!ever5 an unfortunatecharacter !ill not "aster the "aterial espite having one the !ork.

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    &o co"plete for"al training an gain a skill

    Difficult5 Relate skill5 (nstruction.

    4eferee6A character !ho has foun training an has staye eter"ine is eligible

    to fin out if he successfully as to his repertoire of skills fro" the training.

    Relate skill is the skill being stuieF a character trying to learn Robotics:$ coul use his

    Robotics:3 skill as a DM. Pilot:3 =!hich can be use as shipOs boat:? can use in an

    atte"pt to learn ShipOs oat:3. &he referee "ay eter"ine that other skills "ay also be

    applicable a character stuying 7ravitics coul benefit fro" prior kno!lege of Physics

    an a character training in (nterrogation coul benefit fro" the levels he has earne in

    (ntervie!. &he referee "ust ecie on a case by case basis !hich skills can be use. nly

    one5 ho!ever5 can be useF a character !ith co"puter:3 an electronics: coul not use

    both skills to "oify a roll to learn robotics.

    &he (nstruction skill for this task is that of the teacherrather than that of the stuent. A

    character stuying legal fro" so"eone !ith instruction: has a DM of for this roll.

    (f the character alreay ha so"e level of the pertinent skill5 success in this task !ill give

    hi" an increase of 1 level in that skill5 to a "a4i"u" skill level of $. (f the character i

    not have the skill to any egree5 success !ill give hi" that skill at level 9.

    Costs for *ormal "rainin!

    n the average5 for"al training costs appro4i"ately )r' L=level esire 1? per hour.

    &his figure "ust be auste by the referee base on the specific circu"stances for each

    case.

    "rainin! for Characteristic Impro$ement

    )haracters can choose to unertake for"al training to increase the values of their physical

    an "ental characteristics to a "a4i"u" of 1' in each characteristic. &he pr