Routes and Routs

Slaved Armour: Roll d66 To Hit Slaloming Mecha

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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:

  1. Cross reference target cover and speed to find Target Number
  2. Compare target range to your weapon's Effective Range to determine if a malus need be applied
  3. 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.
  4. Roll 1D and remove that number of Shots from the weapon's magazine
  5. On a successful hit, place Hit Dice or Personnel Damage Dice on the target
  6. 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.

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

  1. Cross reference target cover and speed to find Target Number (A sprinting human moves at speed 1.)
  2. Compare target range to your weapon's Effective Range to determine if a malus need be applied
  3. 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.
  4. Roll 1D and remove that number of Shots from the weapon's magazine
  5. On a successful hit, place Personnel Damage Dice on the target
  6. At the end of the combat phase resolve all incoming damage. Each weapon hit is resolved separately.
    1. Target rolls all Damage Dice, summing each die with values 1-3
    2. 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


  1. I.e. roll 2d6, using the first to provide the tens digit and the second the ones digit↩

  2. "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.↩

  3. Incidentally, I use modified modified UPP in my Traveller games that deletes Endurance: Strength-Dexterity-Willpower-Intelligence-Education-Social.↩