Equipment

By Bertil Jonell ·

TML message #5897From bundle 489All messages with this subject

> 7.  While I'm not keen on rolling lots of dice in combat I find the armour
>     penetration rules a bit too black and white.  Oh you've got that gun and
>     I've got this armour so you can't hurt me.

  You'll still get blunt trauma and enough blunt trauma in the right place
(like the head for example) knocks out.

> 9.  The fact that TNE combat does very little damage can mean that combats
>     run on for long periods.  In the case of the head and chest rule
>     of saving throws for death by NPCs it goes to the other extreme with
>     one shot kills for NPCs but players dragging on until all their blood
>     has drained away.  There must be some middle ground where realism can
>     at least share the lime light with playability.  What combat mods are
>     people implementing along these lines?

  Over here we:

  1: Halve all hitpoints (for PC's:)

  2: Use open-ended damage rolls (each 6 means that an *extra* d6 is rolled ad
     infinitum).

  3: Head and chest rolls for PCs too (but not death, 'just' immediate serious
     level *plus* double original damage)

  4: Has an extra 'destroyed' wound level at double critical. Destroyed
     extremities need replacement, destroyed chest or abdomen means death
     (with reservation for low-berthing and other high-tech stuff).

  5: Uses damage levels computed with 3G3 (22LR = 1D, 9Para = 2D, 5.56 = 4D,
     7.62 = 5D).

> 10. We converted our characters to TNE and found the 'feel' of the game to
>     have been totally changed.  Preferred weapons now don't penetrate and
>     don't have anywhere near the knock down ability they had before.

  I'm working on redoing most weapons with 3G3, and although I've got as far
as to rifles it is placed below several other more important things on my
'stack'.
  But I *will* post the armour list I made.

> Bruce...        [email removed]

- -bertil-
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