[Traveller Battlefield Dev] New Combat Rules to Try!

Very late to this party, I started to look at running a Traveller game a couple of months ago after getting a seat on a game run by Chris Griffen at Dragonmeet. I came across the Battlefield Dev after already looking at some rule changes myself. I like some of the BD ideas, but rather than have new weapon AP as it lists would try the following.

Ranged slug weapons get an AP equal to the number of damage dice they have, this would be in addition to any listed AP. Ranged energy weapons get double the damage dice as AP. That balances off AP, Heap and APDS a little, (Gauss cannot be APDS as it already shoots needles), maybe lasers could have a custom/advanced option like the Intense Focus for ship weapons. Baton rounds would lose some AP, hollow point would lose AP, but gain a damage dice?

Blade weapons up to TL10 get damage dice extra AP too, tempted to let Static weapons have this, but not monoblades.

Bludgeoning weapons don't have AP unless already listed.

Protection/armour changes I thought of before finding BD -

You have the AP + Effect to get through armour or the damage roll changes.

Ranged becomes D2 rather than D6 and remaining points of armour are subtracted, this represents passed impact damage for slugs or burn damage for energy weapons.

Blade weapons roll D6, but the max damage per dice is their mass, subtract remaining armour points. The blade did not cut through, but the weight behind it still does impact damage.

Bludgeoning weapons use their D6 roll less any armour points remaining. I'm tempted to go with this for weapons that do concussive blast damage too.

I have looked at the way damage is applied too making effect more important. Briefly you roll D6 for any Effect up to the weapon dice max and D2 for any weapon dice you don't have effect for. This can be Effect remaining after AP too. The idea was to make any negative DM from cover or dodging more effective at reducing damage for Travellers that want to actively avoid being shot.

Just some ideas that have been rattling around in my head, I need to play test them obviously. One aim was to use changes that could work without have to create new stat lists for weapons.

Anyway, first post and in at the deep end...
 
I will have some more observations later,

If I use the effect as an add to AP vs damage, how is it different than just adding it to the damage roll? Maybe I am not seeing it. say I roll 8 points of damage and I have 4 points of effect. It would be 12 points of damage. Say the target has 8 points of armor. If I added effecto the damage they would take 4 points. If I subtract the effect from the armor, they would also take 4 points.
 
I will have some more observations later,

If I use the effect as an add to AP vs damage, how is it different than just adding it to the damage roll? Maybe I am not seeing it. say I roll 8 points of damage and I have 4 points of effect. It would be 12 points of damage. Say the target has 8 points of armor. If I added effecto the damage they would take 4 points. If I subtract the effect from the armor, they would also take 4 points.
That is why I was looking for a way to differentiate damage from energy being transferred to the wearer as a round is stopped and when a round gets through. The closer an attack got to penetrating the armour the higher the passed impact or burning, in the case of an energy weapon, over a smaller area. It would still be significantly less than a round/beam getting through and hitting a Travellers body though.
 
I will have some more observations later,

If I use the effect as an add to AP vs damage, how is it different than just adding it to the damage roll? Maybe I am not seeing it. say I roll 8 points of damage and I have 4 points of effect. It would be 12 points of damage. Say the target has 8 points of armor. If I added effecto the damage they would take 4 points. If I subtract the effect from the armor, they would also take 4 points.
What if they are not wearing armour?
8 damage +4, if that 4 is extra damage then anyone unarmoured will take 12 damage, but if that 4 is AP then they will only take 8.
 
There is over penetration.

Especially, if there is an explosive aspect to effect.

In other words, if the ammunition explodes, it's after it's left the target.
 
I am not a fan of adding complications to the Traveller rules. One of the things I love is that even with thousands of pages of material. The game can realistically be played with about 4 pages of rules. See Cepheus Quantum. It seems like the purpose of 2nd edition was to simplify the game over 1st edition.

Ranged

· All-or-Nothing AP
I don’t like this as written. Any of my characters wouldn’t be caught dead in anything less than TL10 Cloth. The other armors are a joke. Giving the lower armors a protection value against some ammunition is a good idea. However, how about if it doesn’t penetrate, change the damage from lethal to stun? This solves the issue of soft armors and full blocking can be left to clamshell or better armor.

· Rebalanced Armour Values
Not sure if it needs to be changed depending on the above rule. Maybe just a new table needs to be added.

· Rebalanced Weapon AP Values
See above

· Spacecraft Ignore Personal AP
No issue here

· Effect Can Boost Damage or AP
I see why this would work now. Adding to the AP might make the weapon penetrate when it normally wouldn’t. I am going to blame my lack of understanding in my previous post to fatigue.


Melee Rules

· Not parrying Melee

I like the original rule of parrying pistols in melee combat.

· Melee weapons now have AP values
No issue, except I like the rule of converting from lethal to stun if the weapon doesn’t have the correct AP value.

· All-or-Nothing AP applies to melee
Not a fan, it seems almost all melee weapons now do nothing to anyone wearing any type of armor. See above converting from lethal to stun.

· Blunt/simple weapons usually have no AP
They can still be effective with conversion rule.

· Shield provides Protection
How Shields work are sort of a grey area in the current rules including the combat arm. They could use some clarification language if not slight changes.

· Effect can be added to melee AP instead of damage
No issue if using the conversion rule.

Other changes or opinions to look at.
Keeping things as simple as possible is my preference. With that said here are some ideas.

  • Give varying AP to lasers, or weapons based on varying Tech Level. maybe subtract the lower from the higher. Specifically for Laser weapons. (This might add more steps than I like)
  • Laser weapons should be more dangerous. AP, Auto, or a bonus to hit.
  • I am unsure about the opposed rolls to hit. It may give too much advantage to highly skilled characters. (The original Cyberpunk used this, and certain characters became virtually impossible to hit.)
  • Specifically allow energy armors to be integrated into other types or worn underneath by RAW. (This just bothers me that I can’t wear energy armor underneath my cool looking cloth armor. (Sorry, I am vain)
  • Call out that most aim modifiers don’t stack. Make it so that the user can only use the highest value of any mechanical aim assist. Laser sight, P-HUD, Augment, Smart. They should still stack with aiming. Getting an additional +4 or +5 on your shot with close range, and aiming, makes it almost impossible to miss.
  • If the target is not in a complete suit, make bypassing armor possible. It should be more than a +2 difficulty add.
  • Keep unarmed being able to cause 2+ effect for damage. Maybe eliminate it for some full suits and of course Battle Dress.
  • Maybe assign a threshhold to the armor and an AP value equal to the number of dice rolled for the weapon. Anything equal or less converts to stun. Example: a 2 Dice Pistol would be stunning damage to any armor with a threshold of 3 or more. A 3 dice weapon would be lethal.
 
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