Slaved Armour: Roll d66 To Hit Slaloming Mecha

Designed for use with Slaved Armour mecha, but applicable for general use. This will make no sense unless you know that Armours are made of modules that are individually damaged.
Combat
Three things matter when targeting Slaved Armour: Its range, speed, and cover. To shoot one:
- Cross reference target cover and speed to find Target Number
- Compare target range to your weapon's Effective Range to determine if a malus need be applied
- Roll d661, subtract range or situational maluses, add weapon skill and bonuses. Rolling equal to or greater than the Target Number results in a hit.
- Roll 1D and remove that number of Shots from the weapon's magazine
- On a successful hit, place Hit Dice or Personnel Damage Dice on the target
- At the end of the combat phase resolve all incoming damage
| Target Cover \ Target Speed | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|
| Fully Protected* | 57 | 62 | 66 | 70 | 74 | 78 | 82 |
| Embrasure | 53 | 57 | 61 | 65 | 69 | 73 | 77 |
| 3/4 cover / Corner | 42 | 46 | 50 | 56 | 60 | 64 | 68 |
| 1/2 cover / Prone | 31 | 35 | 39 | 43 | 47 | 51 | 55 |
| No cover | 20 | 24 | 28 | 32 | 36 | 40 | 44 |
\ * Use when shooting through cover
The components of this are explained below.
Hits
Roll a d6 for each Hit to determine the row of the SA: Apply it to the leftmost undamaged module. One hit destroys one module. When a critical module is destroyed the SA is destroyed. Hits against modules render them unusable and may have special effects, such as starting fires.
Fires
External fires have a 1in6 chance of causing a hit
Internal fires have a 4in6 chance of causing a hit
Explosive modules that are hit roll immediately, exploding 3in6. Failing that they are on fire, explode on 1in6, and cause regular fire damage on 2, 3, or 4. Explosions cause 4 hits.
All fires are extinguished if the SA submerges, on a roll of 6, or on a roll of 5-6 if moving at speed of 5 to 6.
Range
Weapons have a specific range band at which they are Effective: Targets one step closer or farther than that band are "Close" or "Far" and the first die is at -1 (on a d66 this is the same as subtracting ten). Targets two steps closer or farther are "Too Close" or "Too Far"; Subtract 2 from the first die
| Weapon Effectiveness Ranges | Too Close | Close | Effective | Far | Too Far |
|---|---|---|---|---|---|
| Abbr. | TC | C | E | F | TF |
| -2 | -1 | 0 | -1 | -2 |
| Weapon Type | HandtoHand | VShort | Short | Mid | Long | VLong | Extreme |
|---|---|---|---|---|---|---|---|
| Pistol | C | E | F | TF | - | - | - |
| Carbine | TC | C | E | F | TF | - | - |
| Rifle | TC | TC | C | E | F | TF | - |
| Marksman Rifle | TC | TC | TC | C | E | F | TF |
| Beam Weapon | TC | C | E | E | E | F | TF |
Weapons targeting SAs cause a given number of Hits, each of which destroys one module. Against people they cause a given number of Damage Dice to be rolled. A weapon's important characteristics are its effective range, anti-armour hits, anti-personnel damage dice, magazine capacity, magazine size, and tags. These are given in order as the weapon's name.
range - AA hits - AP damage die - mag cap - mag size - tags
Thus, an S16-32 Autopistol is effective at short range, deals 1 hit against armour, 6 damage dice against personnel, has a magazine capacity of 3, each magazine takes up two cargo slots when carried, it can fire automatically, and as a pistol it can be discharged effectively from one hand.
Reloading
Each time a weapon is fired roll 1D and remove that many shots2 from the magazine. When a magazine is reduced to 0 it is neccesary to reload. If any number of shots are remaining, then you may continue firing.
Cover
Terrain often provides opportunity for protection: Use the values in the table when the target is fired at directly. Cover can instead be fired through if the position of the target can be inferred: Use the Fully Protected row. Wooden buildings provide no protection, brick and stone 1-2 modules, concrete 3-4 depending on heaviness: Treat these as SA modules.
Speed
When using Slaved Armour, play on a hexagonal grid: Each hex is 20m across. Speed is measured in hexes per turn. Those with only legs have a max speed of 3 and can accelerate/decelerate 1 hexes per turn. With roller-pitons, max speed is 6 and acceleration/deceleration is 2 hexes per turn.
Colliding with obstacles or other vehicles deals relative velocity / 2 Hits of damage. Round up.
Moving at speed constrains turns, which is represented by restricting the hex faces aside from straight ahead that can be entered. Valid hexes can be entered in any order.
- Speed 0-2: No restriction.
- Speed 3-4: May enter any hex aside from the one behind.
- Speed 5-6: May enter the forward hex or its neighbours
Infantry Combat
Infantry weapons are completely ineffective against SAs. Against people and animals, however, they deal a number of Damage Dice: Each value of 1-3 deals that much Damage, while values 4-6 do no damage. Sum the damage from this pool and compare it against the target's armour: If less than or equal to the armour value, no damage is applied. The target is Winded - prone and unable to move or fire their weapon next round - if the negated damage was half or more of their armour value. If incoming damage is greater than the armour value, all damage is applied.
Damage is compared against the target's Damage Profile: This is displayed as a string of numbers: Stun-LightWound-SevereWound-Death. E.g. Human2345, Bear579A. When cumulative wounds received reaches the thresholds, that wound is applied. Anyone stunned or wounded is incapacitated for the remainder of the combat. - Stun: Healed by resting for 10minutes. No permanent effect
- LightWound: Combat capable after 10min rest. Randomly determine whether to reduce STR or DEX3 by 1D. If one is reduced to 0, reduce the other stat by the remainder and you are bedriddden. If both are reduced to 0, die. Attributes heal at a rate of 1 per day of bedrest. Gain a scar.
- SevereWound: As above, but reduce STR or DEX by 2D.
- Death: Self explanatory. If damaged beyond the wound threshold is received, die messily.
| Armour Value | Armour |
|---|---|
| 0 | Unarmoured |
| 1 | Helmet. May be combined with other armour |
| 1 | Concealable Armour |
| 2 | Light armour |
| 3 | Medium armour |
| 4 | Heavy armour |
| Weapon Effectiveness Ranges | Too Close | Close | Effective | Far | Too Far |
|---|---|---|---|---|---|
| Abbr. | TC | C | E | F | TF |
| -2 | -1 | 0 | -1 | -2 |
| Weapon Type | HandtoHand | VShort | Short | Mid | Long | VLong | Extreme |
|---|---|---|---|---|---|---|---|
| Pistol | C | E | F | TF | - | - | - |
| Carbine | TC | C | E | F | TF | - | - |
| Rifle | TC | TC | C | E | F | TF | - |
| Marksman Rifle | TC | TC | TC | C | E | F | TF |
| Beam Weapon | TC | C | E | E | E | F | TF |
| WEAPON | Range | AA/AP dmg |
|---|---|---|
| Hands | HtH | 1D |
| Claws | HtH | 2D |
| Teeth | HtH | 2D |
| Horns | HtH | 3D |
| Hooves | HtH | 3D |
| Stinger | HtH | 2D |
| Thrasher | HtH | 3D |
| Club | HtH | 2D |
| Knife | HtH | 2D |
| Sword | HtH | 3D |
| Polearm | HtH | 3D |
| Body Pistol | VS | 3D |
| Pistol / Revolver / Autopistol | VS | 4D |
| Carbine | S | 5D |
| Rifle / Autorifle | M | 6D |
| Marksman Rifle | L | 6D |
| Anti-Armour Rifle | L | 1 / 7D |
| Shotgun | S | 6D |
| Sawn-Off Shotgun | VS | 5D |
| Pocket Laser | B | 3D |
| Laser Carbine | B | 4D |
| Laser Rifle | B | 5D |
| Maser | B | 1 / 8D |
Infantry Combat Summary
- Cross reference target cover and speed to find Target Number (A sprinting human moves at speed 1.)
- Compare target range to your weapon's Effective Range to determine if a malus need be applied
- Roll d66, subtract range or situational maluses, add weapon skill and bonuses. Rolling equal to or greater than the Target Number results in a hit.
- Roll 1D and remove that number of Shots from the weapon's magazine
- On a successful hit, place Personnel Damage Dice on the target
- At the end of the combat phase resolve all incoming damage. Each weapon hit is resolved separately.
- Target rolls all Damage Dice, summing each die with values 1-3
- If damage greater than armour, all damage is applied.
If damage half or more of armour, no damage applied but target is Winded
if damage less than half of armour, target is unaffected.
Melee Fighting
Melee fighting is resolved simultaneously. Each combatant cross references their weapon with their target's weapon for a target number, which they must equal or exceed to hit.
| Attkr Wpn \ Tgt Wpn | Club/Knife | Sword | Polearm |
|---|---|---|---|
| Club/Knife | 43 | 46 | 53 |
| Sword | 33 | 46 | 50 |
| Polearm | 23 | 26 | 43 |
I.e. roll 2d6, using the first to provide the tens digit and the second the ones digit↩
"Shots" are not necessarily literal number of cartridges expended, but the proportion of the magazine used. For an autopistol this may be many tens of rounds, for a carbine a few dozen, and for an antiarmour weapon a single missile.↩
Incidentally, I use modified modified UPP in my Traveller games that deletes Endurance: Strength-Dexterity-Willpower-Intelligence-Education-Social.↩