"Effects" in combat/damage

Jak Nazryth

Mongoose
Been over this before many moons ago but I want to revisit.
Tonight is the 2nd full night of my reboot. Since it's been 2 years I need to go over this one more time. Page 65 under "Combat" chapter, it says "Add the effect of the attack roll to (the) damage."

In the chapter "Skills and Tasks" page 50, under "Effect's Table" it simply has a range of marginal success, average success, and exceptional success base on how high above the target you get.
For instance, Bob has a TL9 laser Pistol and needs an 8 to shoot badguyone, Bob rolls and 12, per the chart he gets an "average success". Does this mean Bob rolls 3d6 and I as the GM say... "you in got a solid shot"
Or is combat damage different? What I think we did in the past was, per the example above, you add +1 point of damage for each point above the base "to hit" number. So if Bob needed an 8 and rolled a 12, Bob would roll 3d6 (+4) to his damage.
Is this correct with all combat damage be it ranged or melee be it blades or claws?

Now what about Space Combat?
Do ship mounted weapons behave the same as man-sized weapons in combat?
For instance, Rob the Gunner needs an 8 to hit with his pulse laser (after -2). He also rolls a 12. Does Rob roll 2d6+4, subtract ship armor (if any) and consult the chart on page 150?
What about sand casters? If Rob rolls a 12 as above, does he add 4 points to the effectiveness of his sand caster?
When firing groups of weapons, like 3 pulse lasers or 3 sand casters, I've always rolled 1 time to hit, and then roll each weapon independently. In the example from Robs hit, do all 3 pulse lasers in his turret get +4 to damage, and do all three of his sand casters add +4 to the effectiveness at blocking incoming beam fire?

My players will be boarding a corsair they disabled at the end of last game. Badguys have several nasty tricks in store, so I want to take extra care that I'm handling the combat and effects damage correctly.
Thanks.
P.S. Mongoose Guys... could you please add an extra sentence to the combat "effects" clarifying what "add the effect of the attack roll to this damage" SPECIFICALLY means? as you can see, the only paragraph or table listed as "Effects" doesn't indicate anything about extra damage.
Thanks for future clarification Mongoose Guys. :)

If I missed something that specifies or answers my question... sorry. 8)
 
Jak Nazryth said:
Been over this before many moons ago but I want to revisit.
Tonight is the 2nd full night of my reboot. Since it's been 2 years I need to go over this one more time. Page 65 under "Combat" chapter, it says "Add the effect of the attack roll to (the) damage."

Or is combat damage different? What I think we did in the past was, per the example above, you add +1 point of damage for each point above the base "to hit" number. So if Bob needed an 8 and rolled a 12, Bob would roll 3d6 (+4) to his damage.
Is this correct with all combat damage be it ranged or melee be it blades or claws?

This is how we play it.

Jak Nazryth said:
Now what about Space Combat?
Do ship mounted weapons behave the same as man-sized weapons in combat?
For instance, Rob the Gunner needs an 8 to hit with his pulse laser (after -2). He also rolls a 12. Does Rob roll 2d6+4, subtract ship armor (if any) and consult the chart on page 150?
What about sand casters? If Rob rolls a 12 as above, does he add 4 points to the effectiveness of his sand caster?
When firing groups of weapons, like 3 pulse lasers or 3 sand casters, I've always rolled 1 time to hit, and then roll each weapon independently. In the example from Robs hit, do all 3 pulse lasers in his turret get +4 to damage, and do all three of his sand casters add +4 to the effectiveness at blocking incoming beam fire?

My players will be boarding a corsair they disabled at the end of last game. Badguys have several nasty tricks in store, so I want to take extra care that I'm handling the combat and effects damage correctly.
Thanks.
P.S. Mongoose Guys... could you please add an extra sentence to the combat "effects" clarifying what "add the effect of the attack roll to this damage" SPECIFICALLY means? as you can see, the only paragraph or table listed as "Effects" doesn't indicate anything about extra damage.
Thanks for future clarification Mongoose Guys. :)

If I missed something that specifies or answers my question... sorry. 8)

The once we have fought a ship we have done Damage plus effect. But we where using single weapon turrets. Lots of good questions....
 
Whatever the roll was for the skill check, subtract 8 from it to get the effect value. Then add that value to the damage amount you roll. In theory, with Mongoose Traveller, you are only concerned with the effect value after every skill check roll. The 8+ doesn't matter.

Some referees will take into account any natural 2s or 12s rolled for the skill check for added drama.
 
Everyone else has answered effect in general. As for Space Combat, effect is not taken into account in the basic rules (You can see this from the examples. The gunner hits, then rolls damage without any care about effect).

In Barrage rules, it is not quite "effect", but how well you roll does have a scaling effect on damage.

So in conclusion, Effect does not add to damage to in Space combat.
 
For missiles, effect is used to determine if one hit its target or not rather than being added to a missile's damage amount.
 
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Turrets with multiple weapons have a single roll to hit with each weapon rolled separately for damage.

For direct fire weapons I add the effect to the weapon damage, with an exceptional effect always doing at least 1 point of damage.

For missiles and torpedoes, I use the effect of the final to hit roll as a damage multiplier.

Without these rules or something similar, any ship with an armor rating of 6 becomes impervious to beam lasers and standard missiles. Add 2 extra armor points to a freetrader and it can laugh off Dragon class SDB's and Patrol Cruisers.

Also, IMTU (In My Traveller Universe), beam lasers do 2d6 damage and pulse laser do 1d6 damage with an auto fire rating of 4. The -2 for pulse lasers to hit is only applied when intercepting missiles.

.
 
I add effect to damage in space combat. While I agree it doesn't say to, it just seems consistent with how combat damage in general is calculated.
It is used for People and Vehicles, why not spaceships?
 
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