Charging into close combat

apoc527

Mongoose
Are there any MGT rules for charging into close combat? It's a valid maneuver in most fantasy games, but I can understand why it would be left out of stock MGT.

Maybe a +2 DM on melee attacks with an inability to Dodge (or even a +1 DM on attacks directed at the charging character)?
 
So basically, what you want is a combined move/attack beyond the minor action 6m? Seems to me the real benefit is less time under fire while out of cover, and that any attack made at the end of it is *less* likely to be accurate, though there's a case there for extra damage, I guess.

How about this (partially based on the Sprinting rule under Athletics)? For a significant action, you can charge a target by making an Athletics (Co-ordination) Str check, moving 6m + Effect metres, or the distance to the target (whatever is less. You can choose to stop at Close range if you would move into Personal, or you may choose to close to Personal if you have enough movement). If you end up in range, you may attack with a ready melee weapon, gaining a +2 to the damage roll from the momentum, or make an attack with a ready ranged weapon at -2 to hit.

I tend to think the other advantages and disadvantages would cancel out - the attacker might not be dodging, but he's sprinting. His attacks would have the weight of momentum and thus be harder to parry, yet they would be harder to aim and thus easier to parry.
 
apoc527 said:
Are there any MGT rules for charging into close combat? It's a valid maneuver in most fantasy games, but I can understand why it would be left out of stock MGT.
I'm a little confused by this. There is no specific rule for throwing your weapon down and surrendering, running with your tail between your legs or strapping a bomb with a dead mans switch to yourself and saying 'if I die I'm taking yo all with me!". I don't believe there needs to be a special rule for every possible situation. The rules and role playing should be able to cover it.

Personally, other than determining if the other side is shocked by the bold charge, I don't believe there should be any additional effect (beyond what is already in the book) to defense or attack for some Leroy running across an open battle field.

As GM, I would rule that once you close at full speed with your opponent, you will either
1) Succeed at a grapple move and stay in close combat - possibly both people tumbling to the ground.
2) Succeed in scoring a close quarters strike but unless your effect is very high, your momentum caries you out of close combat range.
3) Fail with varying results depending on effect. Hey, how about this rule from fantasy games that Traveller doesn't 'have': an attack that fails so bad the weapon is destroyed or the attacker harms them self; like charging, missing, falling on your blade... Someone call a priest... I mean medic.

As with everything in Traveller, do what makes sense for you and your playing group. If anyone tells you the rules don't allow it give them this quote from the rules
You decide what concepts to ignore, which ones to use and which ones to replace with something that fits the setting you want to play in more closely.
 
Perhaps I'm missing something, but seems to me this is already covered in general - there just isn't a specific blanket rule.

Consider:
  • Opponent has -1 for every 10m of target movement
  • Range DMs at start vs engagement
  • Charger has used up their minor action - no reloading, diving, aiming, etc.
Charging really works best when one has the initiative or a range advantage attacking second. Initiative is dynamic, but it also relates to one's luck (rolls) in preceeding others.

Agility or a simple skill check allows faster movement - use the effect for the 6+ meters covered in a minor action. Agility sprint of 24m+Effect for full round (no reactions) and -2 DM for obstacles is also available - here you would use the Delay rule (since that is what happened) to give the charger an initiative advantage in the next round.

As to more 'momentum' damage - not really seeing this - as there are just too many factors invovled to accommodate such. One can, as stated take advantage of Range benefits.
 
CosmicGamer said:
...
2) Succeed in scoring a close quarters strike but unless your effect is very high, your momentum caries you out of close combat range.
As he says - this is a Referee call. More generally, Task/skill checks are on a case by case basis - even the stock ones should be modified for situations, such as increasing difficulty when appropriate. Consider, most task checks in the book probably assume the character isn't, say, handcuffed or blind folded... ;)

So, for the charge senario, I might make Agility/Characteristic check (unskilled - but with Str/Dex DM) success mean closing to intended target range upto double normal range (12m in minor action), plus effect meters of additional motion available (allowing one to intentionally move out of range, say). Normal failure coming up effect meters out of intended range (too close or too far, Refs call), and exceptional failure overshooting by effect meters.

CosmicGamer said:
...3) Fail with varying results depending on effect. Hey, how about this rule from fantasy games that Traveller doesn't 'have': an attack that fails so bad the weapon is destroyed or the attacker harms them self; like charging, missing, falling on your blade... Someone call a priest... I mean medic.
That is how I interpreted the definition of 'exceptional failure' - referee determined 'badness'. Like: self-injury; weapon damage; collatoral damage; comical or ironic coincidence such as fainting, adrenaline induced hallucinations, etc.
 
BP said:
CosmicGamer said:
...3) Fail with varying results depending on effect. Hey, how about this rule from fantasy games that Traveller doesn't 'have': an attack that fails so bad the weapon is destroyed or the attacker harms them self; like charging, missing, falling on your blade... Someone call a priest... I mean medic.
That is how I interpreted the definition of 'exceptional failure' - referee determined 'badness'. Like: self-injury; weapon damage; collatoral damage; comical or ironic coincidence such as fainting, adrenaline induced hallucinations, etc.
In case people didn't catch it, I do too. That's why I put 'have' in quotes.
 
Back
Top