Message 1646, MT Weapons

By Robert S. Dean ·

TML message #1659From bundle 135Read the whole thread (3 messages)

In reply to #1649 MT Combat Skills by Mark F. Cook Replies:
>  Date: Fri, 26 Oct 90 12:28:56 PDT
>  From: "Mark F. Cook" [email removed]
>  Subject: (1649) MT Combat Skills
>
>  I. HIGH TECH WEAPONS
>
>  Given these consolidations, we can reduce all the original mess to just 4
>  skills neccessary to provide the same capabilities within the game, but in
>  a more realistic fashion.  I propose that the skills should be:
>    - Rifleman: Includes Carbine and Rifle.
>    - Combat Rifleman: Includes ACR, Assault Rifle, Autorifle, Carbine, Rifle,
>          and Gauss Rifle (more on gauss weapons later).
>    - Handgun: Includes Body Pistol, Revolver, Pistol, and Snub Pistol.
>    - Combat Handgun: Identical to Handgun, but includes Gauss Pistol.

I'd like to disagree with this slightly, and add one comment.  First the
disagreement: I think that combat handgun could be eliminated as well, leaving
you with only three skills to worry about.  Now the comment: As it stands
now, combat rifleman is only available under the cascade skill of "Special
Combat", and I think it should be made available under "Gun Combat" for
military characters.

>  The Light Assault Gun should remain a separate skill....
>  The same unique-ness applies to the submachinegun...
>  The Machine Gun and VRF Gauss Gun are both crew-served
>  weapons.  Definitely separate skills.

     Personally, I have no problem lumping all the heavy weapons together,
because I don't run games where they are readily available, and there would
be no point in adding unused complexity.  I might switch for a primarily
military campaign, but I might not.

>  And what about the Plasma and Fusion Guns?  Should they be combined into
>  a single weapon skill?

     By my reading of the rules, they are now...and that is good enough for
me, for the same reasons as mentioned under heavy weapons.  By the way, I
don't see immediately any career in which the energy weapons skill can be
gained..which means it should probably be included under "Special combat."

>  III. UNARMED COMBAT
>
>  Now we come to my major beef with MT skills.  The only official unarmed
>  combat skill provided is Brawling.  Further, damage for a barehanded
>  attack is 1 damage point for 'hand', but nothing for a 'foot/kick' attack.
>  This means that without a critical success, it's virtually impossible to
>  kill (or even knock out) a person with a single strike.  Not only is this
>  not very realistic for a trained combatant, but it greatly reduces the
>  chance for a player's PC to "steal up behind the security and quickly
>  render him unconscious with a lightning-swift chop to the neck".  IMHO,
>  this type of oversight needs to be remedied.

     I think I would wing it if this was necessary...Disabling a not very
alert sentry would be a Difficult task, an alert sentry Formidable, two
alert sentries standing back to back with radar, IR, and NAS--Impossible.
(-:  (Ok, so that might be going a little too far, but you get the idea.)

>  First, I suggest adding a 'foot/kick' attack, as follows:
>
>                                  Pen     Block   Damage
>                  ______________|_______|_______|________
>                  hand          | 1     |   1   |   1
>                  foot/kick     | 1     |   1   |   2

Needed and noted.