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Abbreviated Combat Resolution (Mongoose Traveller)

This article originally appeared in Issue #003 of the downloadable PDF magazine.

The idea behind this is that sometimes we wanted something to do the creative heavy lifting when we found ourselves saying "oh not another combat". This is for the times when we wanted to get back into the adventure and yet still experience some detail in a fight. A number of us are not hack and slash RPGers but we love Traveller.

Step 1: How the combat encounter started

Roll to determine the state of things at the beginning of the encounter. Were the players surprised? Did they have things in hand? Add modifiers to the roll as needed to indicate preparedness, incompetence, etc. The result is the die modifier added to all characteristic and skill tests for all players for this encounter. Alternately, select the die modifier from this chart based on the player character’s plans as the situation calls for.

 

2D6 Roll Situation DM
2 Ambushed by Opponents -2
3-5 Caught by Opponents -1
6-9 Unexpected Encounter by Both Sides 0
10-11 Caught the Opponents +1
12 Ambushed the Opponents +2

Notes: Die modifier to be applied to all combat rolls for the fight.

Step 2: Set intensity, (indicates number of skill and characteristic tests)

The number of characteristic and skills tests that will be performed is equal to 2d6. The roll is also the value of the danger rating.

Step 3: How the encounter played out

Make a number of characteristic and skill tests from the fight tables, the quantity of which is equal to the value obtained in step 2.

 

2D6 Roll Narrative Description
2-4 A quick, decisive encounter
5-9 A stressful situation
10-12 An intense situation

Option 1: At this point, players and the referee can describe how the situation plays out in free form, possibly from a roughly sketched map. The referee and players can assign tests the following suggested ways:

Everyone is then free to give a "vignette" description of their character carrying out their part of the encounter, making their characteristics and skills tests from their quota. Working together with other PCs gives linked test benefits as normal.

Option 2: Roll 2d6 to determine the type of combat encounter (“deadly fight”, “protracted fight”, “running fight”, “hit and run”) and then roll to select characteristics and skills from the appropriate table up to the count obtained in step 2. Characteristic and skill tests are then made and their effects are subtracted from the danger number rolled earlier (if the effect of each test is positive).

The effect of each characteristic and skill test plus modifiers is subtracted from the danger value to arrive at an eventual final result. Only positive effects count and negative effects are discarded.

 

2D6 Roll Type of Combat
2 Deadly combat—Multiply the danger value by two at the end of the combat, whether negative or positive.
3-7 Protracted fight
8-10 Running Fight
11-12 Hit-and-run

 

Deadly Combat
2D6 Roll On Foot Involves Ground Vehicles Involves Flyers Involves Aircraft/Spacecraft On Foot, In Space Involves Animals
2 Endurance Endurance Endurance Endurance Endurance Endurance
3 Strength Strength Strength Strength Dexterity Strength
4 Intelligence Intelligence Intelligence Intelligence Intelligence Intelligence
5 Strength Education Education Education Education Education
6 Dexterity Dexterity Dexterity Dexterity Dexterity Dexterity
7 Intelligence Intelligence Intelligence Intelligence Intelligence Intelligence
8 Dexterity Dexterity Dexterity Dexterity Dexterity Dexterity
9 Gun Combat, Heavy Weapons, Melee Combat, or Explosives Driver Flyer Pilot Zero-G Combat Animal Handling
10 Intelligence Intelligence Intelligence Intelligence Vacc Suit Intelligence
11 Strength Strength Strength Strength Zero-G Combat Strength
12 Endurance Endurance Endurance Endurance Endurance Endurance

 

Protracted Fight
2D6 Roll On Foot Involves Ground Vehicles Involves Flyers Involves Aircraft/Spacecraft On Foot, In Space Involves Animals
2 A Communications Communications Communications Medical Athletics
3 Communications or Tactics Reconnaissance Education Reconnaissance Communications or Tactics Reconnaissance
4 Strength Mechanical Reconnaissance Tactics Vacc Suit Animal (Veterinary)
5 Gun Combat, Heavy Weapons, Melee Combat, or Explosives Driver Flyer Pilot or Remote Operations Gun Combat, Heavy Weapons, Melee Combat, or Explosives Animal Handling
6 Gun Combat, Heavy Weapons, Melee Combat, or Explosives Gun Combat, Heavy Weapons, Melee Combat, or Explosives Flyer Pilot or Remote Operations Gun Combat, Heavy Weapons, Melee Combat, or Explosives Animal (Veterinary)
7 Athletics (Endurance) or Endurance Endurance Gun Combat, Heavy Weapons, or Explosives Endurance Athletics (Endurance) or Space Sciences Melee Combat
8 Medical Education Education Education Medical Dexterity
9 Survival Mechanical Endurance Intelligence Zero-G Combat Education
10 Education Navigation Mechanical Engineering Education Endurance
11 Reconnaissance Tactics Engineering Endurance Reconnaissance Tactics
12 Endurance Endurance Endurance Dexterity Endurance Endurance

 

Running Fight
2D6 Roll On Foot Involves Ground Vehicles Involves Flyers Involves Aircraft/Spacecraft On Foot, In Space Involves Animals
2 Stealth Dexterity Stealth Intelligence Vacc Suit Dexterity
3 Gun Combat Gun Combat Dexterity Dexterity Gun Combat Tactics
4 Athletics (Endurance) Medical Endurance Endurance Endurance Endurance
5 Endurance Driver Flyer Pilot Tactics Athletics
6 Tactics Driver Flyer Endurance Zero-G Combat Animal Handling
7 Athletics Gunner or Gun Combat Gunner or Gun Combat Gunner or Pilot Education Animals (Veterinary)
8 Reconnaissance Reconnaissance Navigation Navigation Reconnaissance Endurance
9 Leadership Mechanical Endurance Pilot Leadership Gun Combat
10 Melee Combat Endurance Reconnaissance Reconnaissance Melee Combat Melee Combat
11 Medical Tactics Tactics Tactics Medical Medical
12 Dexterity Navigation Mechanical Communications Dexterity Dexterity

 

Hit-and-Run
2D6 Roll On Foot Involves Ground Vehicles Involves Flyers Involves Aircraft/Spacecraft On Foot, In Space Involves Animals
2 Dexterity Athletics Communications Intelligence Dexterity Athletics
3 Athletics Leadership Dexterity Communications Athletics Leadership
4 Stealth Gunner, Explosives, or Gun Combat Reconnaissance Pilot Stealth Gun Combat or Melee Combat
5 Athletics Stealth Gunner or Gun Combat Gunner Stealth Reconnaissance
6 Reconnaissance Gunner, Explosives, or Gun Combat Gunner or Gun Combat Pilot Reconnaissance Gun Combat or Melee Combat
7 Gun Combat, Heavy Weapons, Melee Combat, or Explosives Driver Flyer Navigation Gun Combat, Heavy Weapons, Melee Combat, or Explosives Animals
8 Gun Combat, Heavy Weapons, Melee Combat, or Explosives Dexterity Navigation Dexterity Gun Combat, Heavy Weapons, Melee Combat, or Explosives Dexterity
9 Dexterity Mechanical Mechanical Tactics Dexterity Animals (Veterinary)
10 Navigation Navigation Dexterity Sensor Operations Navigation Navigation
11 Tactics Tactics Tactics Leadership Tactics Tactics
12 Leadership Dexterity Intelligence Reconnaissance Leadership Dexterity

Step 4: The Aftermath

If, after all the effect subtractions, the remaining danger is a positive number, this is the number of d6 dice to roll to derive a total of damage to apply across the group of characters. Armor applies. Negative danger values could be interpreted as extra effectiveness of the group towards their goal. One or two decisive characteristic and skill tests by a selected player can determine the actual outcome of the fight if this is important.

Since the philosophical approach to this resolution system is that combat is merely about survival, the precise effect of weapons was not considered. The combats simulated with this system generally assume players matched enough to their opponents for things to be interesting. However, a way to apply the effect of damage from weapons in a battle with this is to first determine the intensity of the battle (the danger number) and then have the opponents roll on this sheet as well. When gun combat, melee, or heavy weapons. is rolled, obtain the damage from the weapon at optimum range and add it to the final amount of damage to apply to the opponent side.