Bane rolls for combat

phavoc

Emperor Mongoose
So I was thinking about the combat round. The basic premise is you detect, aim, and shoot. A relatively ordered process that you repeat as long as you can or as long as you have targets.

But what about those times when you are in a pinch and you absolutely, positively HAVE to make the bad people go away or you are going to day (or, in PC speak - "Let's blow their stuff up! Who cares if we have received a radio transmission! It's a target and we need credits").

So the idea would be if a player decides to double fire his laser, or throw some extra juice into the missile launch reloading mechanism and cycle two rounds of missiles this turn. And that's where the bane roll comes in. By attempting to do this you could end up, for example, stripping out the gearing on your feed mechanism and now your turret is completely offline for however long, or trying to put more pulses than safe through your laser has blown a thermocoupling and you have to get out of combat to fix it, or even you've just slagged MCr 1 worth of pulse laser.

The potential payoff is huge, but the associated risk should be huge as well. Which is where the idea of it becoming a bane roll comes into play.

Obviously NPC's could do it as well, and really it should only be contemplated (by normal people) when the situation is quite dire. But do you think it has the potential to unbalance the gameplay too much?
 
Interesting idea. Travellers always want to operate outside normal safety parameters to get a small advantage.
But as much as I hate hearing this said in other topics, I think this is a great alternate rule for the companion...
 
Spontaneous first impression: sounds fun! Engineers can already overload m-drives and reactor for more juice, so why not turrets as well? :)

Besides, with fewer crit rolls, engineers have less to do during combat, this could give them something more to work with
 
Rikki Tikki Traveller said:
I would certainly make a failure or Exceptional Failure REALLY fun for them..

Exceptional failure. The particle beam turret overloads and backfires. Apply normal particle damage (3D + 1D radiation) to your own ship. Note that this attack bypasses armour.

Bam! Ouch! Never gonna tinker with them turrets again...
 
Annatar Giftbringer said:
Rikki Tikki Traveller said:
I would certainly make a failure or Exceptional Failure REALLY fun for them..

Exceptional failure. The particle beam turret overloads and backfires. Apply normal particle damage (3D + 1D radiation) to your own ship. Note that this attack bypasses armour.

Bam! Ouch! Never gonna tinker with them turrets again...

That would definitely be a danger of trying to doublefire your turret. You could also have a missile jam and explode, which should possibly cause a sympathetic detonation of any other missile in the turret or feed mechanism... all being internal damage. definitely an ouchie.

Does anyone remember the doublefire program that used to allow you to fire twice in a round?
 
phavoc said:
Annatar Giftbringer said:
Rikki Tikki Traveller said:
I would certainly make a failure or Exceptional Failure REALLY fun for them..

Exceptional failure. The particle beam turret overloads and backfires. Apply normal particle damage (3D + 1D radiation) to your own ship. Note that this attack bypasses armour.

Bam! Ouch! Never gonna tinker with them turrets again...

That would definitely be a danger of trying to doublefire your turret. You could also have a missile jam and explode, which should possibly cause a sympathetic detonation of any other missile in the turret or feed mechanism... all being internal damage. definitely an ouchie.

Does anyone remember the doublefire program that used to allow you to fire twice in a round?


No, but tell me more :)

Only double-fire I know of is for spinal mounts, and that's a design feature not a computer option. Then again, mongoose is my first and only traveller version.
 
We would need double dodge too.

Remember, the second you're a bit beyond competent, a Bane won't mean anything and you'd be taking it all the time for whatever benefit you can.

2d6 +5 vs 3d6+ pick two lowest rolls for the benefit of firing twice? Sign me up for every single shot!
 
Annatar Giftbringer said:
No, but tell me more :)

Only double-fire I know of is for spinal mounts, and that's a design feature not a computer option. Then again, mongoose is my first and only traveller version.

From Classic Traveller (technically the Traveller Book compilation).

Double fire allows a ship to draw excess power (if available) from the power plant and thus increase the output of laser weaponry. When this program is functioning, a vessel with a power plant rated at least one letter higher than its maneuver drive (and which has not yet taken
damage to reduce the current letter rating to equal to or below the M-Drive letter) can fire a double beam or double pulse with laser weaponry. The normal dice throw to hit is made twice. Each time double fire is used, a throw must be made to determine if overload has occurred: For the first phase of such fire, throw I+to survive overload; for the second phase, throw 2+ to survive, and so on; DM -1 for each turn in which lasers do not fire at all. If the throw to
survive is not achieved, a hit is received on the ship's power plant.


Essentially you get to double-fire you lasers at a risk to damaging your power plant. And the chances go up for each round (cumulative) that you do this, and go back down for each round you don't fire. I think it would be more likely that if you failed your roll you would have a local turret malfunction, up to and including a catastrophic malfunction that renders your lasers inoperable or even causes internal damage due to electrical feedback.

Better hope your gunners coffee maker is plugged into a surge suppressor.
 
My first experience with CT was the Traveller Book, never remembered the double-fire rule. With the new rules for power points in v2 I would really love to see that brought back!
 
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