Re: (2626) Combat rules
In reply to #2626 Combat rules by Adrian Hurt
Cites: #2626
> > Striker does two things. You get a bonus on the to-hit roll, and for every > 2 by which the roll exceeds the required number, you get an extra hit. For > example, to hit with an ACR at effective range requires a roll of 8+. If you > fire on full automatic, you get a +2. I roll the dice and get a 9; with the > bonus, that's 11. This is 3 above the required number of 8, so I score two > hits. > Adrian is, of course, correct. I've obviously spent too much time re- reading the AHL rules and not enough time with Stiker. > > 3) Allow multiple hits on the target, rolling seperately for each one. > > As I say, Striker allows multiple hits without separate rolls. What I would > then do is roll again for any shots that missed, to see if they hit the next > nearest character in the field of fire. > Absolutely. I don't have Striker here at work, but in AHL, after rolling at the target, any attacks that miss the target attack everyone along the line of sight, until it hits someone, or misses everyone. > Striker also allows you to specify a group as a target, rather than a single > individual. In this case, you roll once to hit the group; any hits are > divided as evenly as possible between the members of the group. I don't > recall any bonus for aiming for a cluster of people rather than a single > person, unless you allow the one for target size - in which case a large, > spread out group makes an easier target than the same number of people in > a tight cluster. > I had forgotten this as well. How well does it work in practice? Some Striker rules work better for full-scale battles than for the sort of small- scale gun play most commonly seen in Traveller games. Mark