Solomani666
Mongoose
The Traveller rules work fine for most combat situations but since I am running a Western campaign, I feel that more detailed Quick Draw rules are in order since probably half the battles will start with two or more men/women squared off and looking at each other eye to eye.
Welcome to the Wild, Wild West Traveller style.
Here is a rough draft of the rules I am considering so far:
New skill: Quickdraw.
The skill can not be taught, but is increased through experience and practice.
Having a gun combat level of of 1+ with a particular weapon automatically gives the character Quickdraw-0 with that weapon.
The Quick Draw:
A Quick Draw is a special attack when two or more combatants are aware of each other and expecting hostilities. A quick draw takes 1 minor action that combines initiative, the drawing/readying of a weapon and a snap attack.
An opposed skill check is made with each side rolling 2d6 and adding the following modifiers:
+1 Character that draws/goes for his gun/knife first. (Only given to 1 character)
-2 Drawn weapon is a thrown knife.
-4 Rifle/SMG etc.
-1 Gyro-stabilized weapon.
+0 Target is in front of the character.
-1 Target is on the non-gun hand side of the character.
-2 Target is on the gun hand side of the character.
-4 Target is behind the character. (hearing, mirror, warning, etc.)
+2 Gun/knife is in hand. Two hands if a rifle or SMG.
+6 Gun/Rifle is in hand and aimed at the other character.
+ Quickdraw skill. (-3 if unskilled or weapon-0)
+ Gun Combat skill. (-3 if unskilled)
+ Dexterity Bonus.
Effect Table
The effect roll for each character is has the following results:
-6 The weapon discharges prematurely. The character does not get his weapon ready/out of the holster. Character looses all remaining actions for the next 2 Mini Rounds.
-2 The character fumbles/sneezes/etc. and does not get his weapon ready/out of the holster.
-1 The character draws his weapon only and makes no Snap Attack.
0 The character draws and shoots making a Snap Attack -2 to hit.
1+ The character draws and shoots making a Snap Attack.
6+ The character draws and shoots making an Aimed Attack but costing only a minor action.
The character with the highest total modified dice roll shoots first provided their effect is 0+.
If the total difference is 0 then they shoot simultaneously.
If the total difference is -1 and the faster character has a knife they shoot/throw simultaneously.
2 second minor action rounds (Mini Rounds) continue from this point on in a round robin fashion with the character having the highest quick draw total moving/shooting first.
Subsequent combatants entering the battle, can either quick draw using the above rules, or expend a minor action (1 Mini Round) drawing/readying their weapon. At which point initiative may need to be re-rolled using normal Traveller rules.
The Snap Attack:
Takes 1 minor action (1 Mini Round).
A character may make multiple snap attacks per round (1 per Mini Round) by using a minor action.
-2 Attack modifier.
-1 Gyro-stabilized weapon.
- Recoil modifiers for each subsequent snap attack or after an aimed attack.
+1 Laser sight.
+ Weapon skill.
+ Dexterity bonus.
+ Normal Traveller range/gun modifiers.
(Note: Scopes, heads up displays and similar fancy attachments and upgrades are not usable during a Snap Attack.
The Aimed Attack:
Takes 2 minor actions or 2 Mini Rounds.
A character making an Aimed Attack can only perform 'free actions' during the next Mini Round.
Use the standard Traveller combat rules for chances to hit.
Mini Round:
A 2 second combat round in which a character must expend a minor or significant action.
A character that performs a significant action during a Mini Round can only perform 'free actions' during the next Mini Round.
Movement:
Using a square grid, characters can either face the square side or the diagonal.
Front, left, right, and rear are each 90 degree arcs.
When a target straddles two faces the advantage goes to the player character or the defender.
Humans can move up to 6 meters or 4 squares per Mini Round and takes one minor action.
Characters may move into any of their forward 3 squares without changing face.
A character may turn 90 degrees and expend 25% of their movement. (1 square)
A single 45 degree turn is considered a free action when standing still or after moving 1 or more squares.
Note:
These rules are intended for close quarter gunfights and duels in cities, buildings and starships.
All normal Traveller combat rules apply except where superseded by the above rules.
Looking forward to your comments.
.
Welcome to the Wild, Wild West Traveller style.
Here is a rough draft of the rules I am considering so far:
New skill: Quickdraw.
The skill can not be taught, but is increased through experience and practice.
Having a gun combat level of of 1+ with a particular weapon automatically gives the character Quickdraw-0 with that weapon.
The Quick Draw:
A Quick Draw is a special attack when two or more combatants are aware of each other and expecting hostilities. A quick draw takes 1 minor action that combines initiative, the drawing/readying of a weapon and a snap attack.
An opposed skill check is made with each side rolling 2d6 and adding the following modifiers:
+1 Character that draws/goes for his gun/knife first. (Only given to 1 character)
-2 Drawn weapon is a thrown knife.
-4 Rifle/SMG etc.
-1 Gyro-stabilized weapon.
+0 Target is in front of the character.
-1 Target is on the non-gun hand side of the character.
-2 Target is on the gun hand side of the character.
-4 Target is behind the character. (hearing, mirror, warning, etc.)
+2 Gun/knife is in hand. Two hands if a rifle or SMG.
+6 Gun/Rifle is in hand and aimed at the other character.
+ Quickdraw skill. (-3 if unskilled or weapon-0)
+ Gun Combat skill. (-3 if unskilled)
+ Dexterity Bonus.
Effect Table
The effect roll for each character is has the following results:
-6 The weapon discharges prematurely. The character does not get his weapon ready/out of the holster. Character looses all remaining actions for the next 2 Mini Rounds.
-2 The character fumbles/sneezes/etc. and does not get his weapon ready/out of the holster.
-1 The character draws his weapon only and makes no Snap Attack.
0 The character draws and shoots making a Snap Attack -2 to hit.
1+ The character draws and shoots making a Snap Attack.
6+ The character draws and shoots making an Aimed Attack but costing only a minor action.
The character with the highest total modified dice roll shoots first provided their effect is 0+.
If the total difference is 0 then they shoot simultaneously.
If the total difference is -1 and the faster character has a knife they shoot/throw simultaneously.
2 second minor action rounds (Mini Rounds) continue from this point on in a round robin fashion with the character having the highest quick draw total moving/shooting first.
Subsequent combatants entering the battle, can either quick draw using the above rules, or expend a minor action (1 Mini Round) drawing/readying their weapon. At which point initiative may need to be re-rolled using normal Traveller rules.
The Snap Attack:
Takes 1 minor action (1 Mini Round).
A character may make multiple snap attacks per round (1 per Mini Round) by using a minor action.
-2 Attack modifier.
-1 Gyro-stabilized weapon.
- Recoil modifiers for each subsequent snap attack or after an aimed attack.
+1 Laser sight.
+ Weapon skill.
+ Dexterity bonus.
+ Normal Traveller range/gun modifiers.
(Note: Scopes, heads up displays and similar fancy attachments and upgrades are not usable during a Snap Attack.
The Aimed Attack:
Takes 2 minor actions or 2 Mini Rounds.
A character making an Aimed Attack can only perform 'free actions' during the next Mini Round.
Use the standard Traveller combat rules for chances to hit.
Mini Round:
A 2 second combat round in which a character must expend a minor or significant action.
A character that performs a significant action during a Mini Round can only perform 'free actions' during the next Mini Round.
Movement:
Using a square grid, characters can either face the square side or the diagonal.
Front, left, right, and rear are each 90 degree arcs.
When a target straddles two faces the advantage goes to the player character or the defender.
Humans can move up to 6 meters or 4 squares per Mini Round and takes one minor action.
Characters may move into any of their forward 3 squares without changing face.
A character may turn 90 degrees and expend 25% of their movement. (1 square)
A single 45 degree turn is considered a free action when standing still or after moving 1 or more squares.
Note:
These rules are intended for close quarter gunfights and duels in cities, buildings and starships.
All normal Traveller combat rules apply except where superseded by the above rules.
Looking forward to your comments.
.