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.