Ground Combat
 

 Personal combat Ranges Scale 
Close                 0-1m 
Short                 1-5m 
Medium             5-50m 
Long                  50-250m 
Very Long          250-500m 
Distant                500m-5km 
Very Distant       5km-50km 
Regional             50km-500km 
Continental         500km-5000km 
Planetary            5000km-50,000km 
Far Orbit            50,000km-0.5Mkm
Time:      1 Turn= 6sec/1 min/10 min 
Space:    1 scale division =  1.5m/ 150m/ 1.5 km
  See Snapshot IMTU
Determine initiative, Roll 1D, highest may choose who moves first in each phase. DM is *Tactics (Max DM +6).
1) Movement- The side which wins initiative chooses which side moves first. The unit with the highest DEX on each side then may move, sense, fire, issue commands, perform first aid or other actions so long as it has enough action points. A unit may withhold its move or a portion of its move or use all its AP at one time in multiple actions. This continues until all units have used all action points. Damage is immediate. NPC's use the party initiative. PC's may roll their own or use the party's but must declare so before initiative is rolled.

Example: Shooteron 777777, Pistol-2, and Explody 777777, Brawling-3, are attacked by three thugs 777777, Brawling-1, who fail to suprise them. All are unarmored. Shooteron is equipped with a handgun and Explody has his ubiquitous HE hand grenades. The thugs are armed with pistols (6 rnd. 2/2 3D Long range). The encounter range is 3m in an industrial area with various vehicles and material stacked nearby.
    They both decide roll their own inititiative. They roll 3 for the party but roll 1 and 5 respectively for their personal initiative. The thugs roll a 4. Shooteron gets 7+7+2=16 AP and Explody gets 7+7+10=24 AP during this turn. The thugs get 7+7+8=22 AP.
    Because the thugs won initiative they get the first move. One of the thugs attempts two aimed shots at Shooteron. Shooteron attempts to interupt but fails so the thug fires rolling an 11 and 3. With one hitThey decide Explody should attack first. Thinking quickly he orders Shooteron "down", 1AP, draws and throws a grenades, 1+7=8AP, grabs Shooteron 1+d6, rolling a 6 for 7AP, and dives for cover using his remaining 8AP. He must roll to hit the target with direct fire, a Difficult task. He gets a +1 for his DEX. Rolling a 9 he misses by 1 displacing the impact 1m. The GM rolls a 4 placing it behind the target. The Grenades are Pen 15, Damage 8, Danger space 3. As the thugs are unarmored and the penetration is twice their armor the grenades do full damage. The damage exceeds the physical characteristics STR, DEX and END which receive the damage so all the thugs are knocked unconicous. As the damage inflicted plus a d6 are less than 2x their constitution they face a difficult task each turn to regain conciousness and will lose 3+2d6 AP in any combat they engage in until they heal.
    Shooteron and Explody decide to vacate the area before the authorities arrive.
   
 
To Hit a target with Direct fire:
(Difficulty); Weapon, Dex, Movement DM; 1 round(absolute)
Difficulty is from the direct fire difficulty profile/Fire control difficulty profile. Weapon is weapon skill.
Increase difficulty one level if: Decrease difficulty one level if: To hit a target with indirect fire:
Difficult; Fwd. Observer; 1 round (absolute, unskilled OK, fateful)
* If the target has point defense determine the effect before applying the effects of the attack to the target.
Only weapons with a ROF of 40 or better may perform point defense. PD weapons must have a working active sensor to be effective. At TL 9 point defense weapons roll 1D. For each TL above 9 add an additional 1D. Each unit with PD in the beaten zone may roll on its PD for each PD equipped weapon. Total the die rolls. This is the number of rounds destroyed.
Direct Fire Difficulty Profiles
  

Type Close Short Med. Long V. Long Dist. V. Dist. Regional
Cont.
Handgun
S
R
D
F
I
-
-
-
-
Rifle
R
R
D
D
F
I
-
-
-
Thrown
R
D
F
I
-
-
-
-
-
Weapon enhancements*
Scope(Optical or electronic)
-
-
-
D
D
I
-
-
-
Gyrostabilized
-
-
R
D
F
I
-
-
-
Scope+Gyro
-
-
R
D
D
F
I
-
-
 
*When weapon enhancements are added to a weapon, use the enhanced difficulty profile.
Fire Controlled (Crew served or vehicle mounted) Difficulty Profile
 

Tech
Close
Short
Med.
Long
V. Long
Dist.
V. Dist.
Regional
Cont.
6
-
R
R
D
D
F
I
-
-
7
-
R
R
D
D
F
I
-
-
8
-
R
R
R
D
D
I
-
-
9
-
R
R
R
R
D
F
I
-
10
-
S
R
R
R
D
F
I
-
11
-
S
R
R
R
D
F
I
-
12
-
S
S
R
R
D
F
F
I
13
-
S
S
R
R
D
D
F
I
14
-
S
S
S
R
R
D
F
I
15
-
S
S
S
R
R
D
F
I
16
-
S
S
S
S
R
D
F
I
 
Personal Slug Throwers
Type Ammo Notes Rounds Pen/Atten Damage Max Range Autofire Targets Dangerspace Signature Recoil
Difficulty
Revolver(5mm)
-
6
0/-
3
Medium
-
-
Med
Med/R
Handgun
Revolver(7mm)
-
6
1/2
3
Long
-
-
Med
Med/R
Handgun
Revolver(9mm)
-
6
2/2
3
Long
-
-
Med
Med/R
Handgun
MagnumRevolver(9mm)
-
6
3/2
3
Long
-
-
Med
Med/R
Handgun
SnubPistol(10mm)
HE
6
1/-
4
Medium
-
1.5
Med
Low/R
Handgun
-
HEAP
6
6/-
4
Medium
-
1.5
Med
Low/R
Handgun
-
tranq
6
1/-
1
Medium
-
1.5
Med
Low/R
Handgun
-
gas
6
-
1
Medium
-
1.5
Med
Low/R
Handgun
AutoSnubPistol(10mm)
HE
20
1/-
4
Medium
-
1.5
Med
Low/R
Handgun
-
HEAP
10
6/-
4
Medium
-
1.5
Med
Low/R
Handgun
-
tranq
10
1/-
1
Medium
-
1.5
Med
Low/R
Handgun
-
gas
10
-
1
Medium
-
1.5
Med
Low/R
Handgun
BodyPistol
-
6
0/-
3
Medium
-
-
Med
Med/R
Handgun
Autopistol(7mm)
-
15
1/2
3
Medium
-
-
Med
Med/R
Handgun
Autopistol(9mm)
-
15
2/2
3
Long
-
-
Med
Med/R
Handgun
GaussPistol(4mm)
-
15
4/2
4
Long
-
-
Low
Low/R
Handgun
-
tranq
15
2/-
1
Long
-
-
Low
Low/R
Handgun
Carbine(7mm)
-
10
2/2
3
VLong
-
-
Med
Med/R
Rifle
Rifle(7mm)
-
10
3/2
3
VLong
-
-
Med
Med/R
Rifle
Rifle(9mm)
-
10
5/2
3
VLong
-
-
Med
Med/R
Rifle
-
tranq
10
1/-
1
VLong
-
-
Med
Med/R
Rifle
HuntingRifle(13mm)
-
5
4/2
4
Long
-
-
Hi
Hi
Rifle
-
tranq
5
3/-
2
Long
-
-
Hi
Hi
Rifle
Autorifle(7mm)
-
20
3/2
3
VLong
2
-
Med
Med/R
Rifle
GaussRifle(4mm)
-
40
7/4
3
Distant
3
-
Low
Low/R
Rifle
-
tranq
40
2/-
1
Distant
3
-
Low
Low/R
Rifle
Shotgun
pellets
10
1/1
4
Medium
-
1.5
Hi
Med
Rifle
-
tranq
10
1/-
1
Medium
-
1.5
Hi
Med
Rifle
-
gas
10
-
1
Medium
3
-
Hi
Med
Rifle
Autoshotgun
pellets
20
1/1
4
Medium
-
1.5
Hi
Med
Rifle
-
tranq
10
1/-
1
Medium
-
1.5
Hi
Med
Rifle
-
gas
10
-
1
Medium
3
-
Hi
Med
Rifle
SMG(9mm)
-
30
3/1
3
Long
3
-
Med
Med/R
Handgun
AssaultRifle(5mm)
-
30
3/2
3
VLong
-
-
Med
Med
Rifle
AssaultRifle(7mm)
-
30
3/2
3
VLong
-
-
Med
Med
Rifle
AcceleratorRifle(6mm)
-
15
3/-
3
Medium
-
-
Low
Med/R
 Rifle
AdvCombatRifle(7mm)
-
20
3/3
3
VLong
-
-
Med
Med
Rifle**
-
DS
20
4/3
3
VLong
-
1.5
Med
Med
Rifle**
-
tranq
20
2/-
1
VLong
-
-
Med
Med
Rifle**
AdvCombatRifle(9mm)
-
20
4/3
3
VLong
-
-
Med
Med
Rifle**
-
DS
20
6/3
3
VLong
-
1.5
Med
Med
Rifle**
-
HE
20
3/3
4
VLong
-
1.5
Med
Med
Rifle**
-
tranq
20
3/-
1
VLong
-
-
Med
Med
Rifle**
AssaultRocketLauncher
HE
20
5/4
5
VLong
2
3
Hi
Low
Rifle**
-
HEAP
20
10/4
4
VLong
2
1.5
Hi
Low
Rifle**
-
KEAP
20
8/4
4
VLong
2
1.5
Hi
Low
Rifle**
LightAssaultGun
HE
5
3/-
4
VLong
-
1.5
Med
Hi
Rifle
-
KEAP
5
8/3
4
VLong
-
1.5
Med
Hi
Rifle
-
flech
5
2/3
2
Long
-
45
Med
Hi
Rifle
-
tranq
5
2/-
1
Long
-
45
Med
Hi
Rifle
Laser Carbine-8
-
50
7/2
3
Distant
-
-
Med
Low
Rifle
Laser Pistol-9
-
50
4/2
3
V. Long
-
-
Med
Low
Handgun
Laser Rifle-9
-
100
9/2
3
Distant
-
-
Med
Low
Rifle
Laser Pistol-13
-
20
6/2
3
Distant
-
-
Low
Low
Handgun
Laser Carbine-13
-
200
12/2
3
Distant
-
-
Low
Low
Rifle
Laser Rifle-13
-
200
20/2
3
Distant
-
-
Low
Low
Rifle






















* * Treat weapon as gyro-stabilized.
    Ammo Notes shows types available. HE: high explosive. HEAP: high explosive, armor piercing. KEAP: kinetic energy, armor piercing.
DS: discarding sabot. Flech: exploding round with antipersonnel pellets.
    Autofire Targets is the number of targets (adjacent to the primary) that may be hit with full auto fire. Danger Space (if any) is in meters.
    Signature is the light and noise produced by the weapon. Low: hard to spot. Med: fairly easy to spot, especially in darkness. Hi: always easy to spot. Recoil is the severity of the recoil: Low: can fire in a zero-G environment without causing disorientation. Med: causes disorientation in a zero-g environment. Hi: cannot move during turn if firing. /R indicates rapid fire is possible.

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© 2002-2008, Alan Spik, The brother of a genius! Insert amusing phrase.
Traveller is a registered trademark of Far Future Enterprises.
Taken from MT Referees manual, Players Manual, TTA