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Old 08-16-2018, 06:59 PM
Heffe3737 Heffe3737 is offline
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Join Date: Apr 2012
Posts: 16
Default Homegrown rules for Combat

Hey all,

First, I've always felt the existing combat rules for T2k to be a little clunky. V1 is great and I like the percentage die rolls and character creation, but v 2.2 has the cooler weapon stats, larger weapon rules and weapon variability. So with that said, anyone have any homebrewed combat rules they've been using, or alternate rulesets that they prefer over vanilla?

Second, I tried taking a stab at making a frankensteined version of the rules in order to use portions of combat systems from both 1.0 and 2.2. Would love to hear thoughts on the following:

From 1.0
Character creation including skills
Small weapon handling (to hit/dmg/locations)
Die rolling
Difficulty levels

From 2.2
Large weapon handling including range
Small weapon ranges

Combat guide uses v1 rules for small arms, so .6 for short, .3 for medium, .1 for long, and .1 for extreme (only usable in specific circumstances). Aiming takes one combat round and doubles your chance to hit.

Small arms –
Base damage times 4 + 4d6 for short range
Base damage times 3 + 3d6 for medium range
Base damage times 2 + 2d6 for long range
Base damage times 1 +1d6 for extreme range

Example:
· Rifle has base dmg of 4. At short range, 4x4 +4d6 dmg. At medium, 4 x 3 +3d6. At long 4 x 2 + 2d6. At extreme, 4 +1d6.

Automatic fire to hit:

First shot from a burst is calculated at base range. All subsequent shots from a burst are calculated at one range difficulty further. Bursts at long range and beyond – First shot is calculated normally. Subsequent shots from the burst are calculated at your skill x .05.

Penetration for small arms –

As long as base damage is equal to or greater than armor rating and weapon has penetration values, shot can penetrate.

Examples:
· Penetration value of a given weapon is 1-1-2 and base damage of 4, then shot at short range does (base of 4 x 3) + 3d6, 4 x 2 +2d6 at medium range, base dmg (4) at long range. Weapon base damage of 2 with 2-Nil would do base dmg at short range, and wouldn’t penetrate beyond short range.

· .50 cal does 8 base dmg and 2-2-3 penetration. This equates to 8 x 4 +4d6 dmg against infantry with no armor at short range, or 8 damage at long range against armor value 2. 8 +1d6 at long range against infantry with armor level 1. Or 8 x 2 +2d6 at long range against infantry with no armor.

Penetration for heavier weapons –

Follow 2.2 rules for heavier weapons, minus concussion dmg. Concussion becomes knockdown radius.

Large caliber rounds don’t take normal penetration value penalties or range penalties against infantry. Thus, if a tank shell hits armor value 2 infantry at extreme range, the shell is still going to do 28x4 + 4d6 dmg (basically gibbed). All penetrators in the heavy weapon categories still do dmg +2d6 penetration against vehicles.

Examples:
· Explosive - SMAW – Base dmg of 55C with concussion of 4 and Burst of 5. Penetration is 55 +2d6 regardless of range. If target is infantry, upon direct hit the target takes 55d6 +2d6 dmg spread between all hit locations. 53d6 +2d6 if shot hits against armor value 2.

· Penetrator - 120mm APFSDU – Base dmg of 28, penetration of 150 +2d6 at short range, with no concussion or burst (penetrator round). Against infantry, dmg of 28x4 + 4d6 to hit location.

Explosives:

If within burst range, but not hit directly, roll percentage dice. If 30% or lower, target hit by 1d6 fragments. Between 30% and 60%, hit by 1 fragments. At 2X burst range, roll percentage dice. If roll is lower than 10%, hit by 1d6 fragments. Between 10% an 20%, target is hit by 1 fragment. Each fragment does 4d6 dmg.

Anti-tank missiles

To hit is equal to twice the firer’s HW skill. Firer must aim before and during the shot (for guided missiles). Firer must aim before the shot for unguided missiles/rockets. All anti-tank missiles travel at 1000m per 6 seconds.
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