Wednesday, February 18, 2009

Enterprise RPG Combat Example (excerpt)

(Note: Next in series of excerpts 1983 Japanese TRPG, Enterprise. This time, a long actual play example that illustrates really well the combat systems and how rolling against modified abilities works. I'm not including the tables that break down weapons range, modifiers and so on because the text clearly shows how they get to the numbers. You can detect the rather quirky sense of humor that shows up throughout the book, and you can see how simplistic the game mechanics are... especially for Hand-to-Hand combat!)


Kirk and Spock have transported down to a planet to investigate some mysterious activity.

GM: "Ahead of you, two men are standing 150m away."

Kirk: "I pull out my phaser and set to stun."

Spock: "Is there any cover nearby?"

GM: "Yes, there are some small rocks."

GM: "It's about 10m away."

Spock: "Anyway, I run to the rock."

GM: "I understand."

The GM reviews the Scenario and the characters Kirk and Spock are encountering.

They are two Klingons, armed with disruptors and always hostile. They have ST of 13 and 14, and DX of 12 and 15, respectively.

Because the disruptors only have an effective range of 100m, the Klingons approach.

GM: "Roll one 6-sided die."

Spock and Kirk each roll one die and get 4 and 3, respectively.

4 is added to Spock's DX16 for 20, and 3 added to Kirk's DX15 for 18.

The GM rolls for the Klingons and gets a 2 and a 6. 2 is added to DX12 for 14, and 6 is added to DX15 for 21.With the highest adjusted DX, the 2nd Klingon moves first. As the combat round is starting, it will proceed to Spock, then Kirk, then the other Klingon, in that order. (see 8-3 Combat Order Decision).

GM: "The first Klingon comes running forward."

Spock: "How far is he now?"

GM: "About 100m."

Kirk: "Your phaser is of no use holstered."

Spock: "I pull out my phaser and set to stun."

GM: "Understood."

Kirk: "I hide near a rock."

GM: "You're moving to the same place as Spock?"

Kirk: "No, a different one."

GM: "Yes, OK."

GM: "The other Klingon has come running forward."

With that, the combat round is ended. As for damage, none. Distance between the two sides is 100m. Spock and Kirk are taking cover by rocks.

GM: "We roll the 6-sided die again."

Spock rolls a 1, added to his DX16 is 17. Kirk rolls a 3, added to his DX15 is 18.

For the Klingons, a 3 and a 2. 12+3 is 15, 15+2 is 17.Combat order this time is Kirk, then Spock, then Klingon 1 then Klingon 2. Spock and the Klingon tied with a 17, but Spock's base DX is higher so he'll go first.

Kirk: "Still 100m distant, right?"

GM: "Yes."

Kirk: "I move forward to take cover near another rock."GM: (You quickly consult the Scenario. Because there's no precise description of the location of the rocks and the distance, you must decide how to proceed). "I'm going to roll a die, and if it's a 1, 2 or 3, it's 20m; and if it's a 4, 5 or 6, it's 30m." The GM rolls a die. It's a 4. "It's about 30m to the next set of rocks."

Spock: "I'll go there."

GM: "OK. The first Klingon moves forward about 10m while dodging. The second moves 50m and ducks behind another rock."

Now the second combat round is finished.

Klingon 1 (ST13, DX12) is near a rock, about 20m from Kirk. Klingon 2 (ST14, DX15) is 60m ahead.

GM: "Okay, roll the 6-sided die."Kirk rolls a 2 (17) and Spock rolls a 6 (22).

The Klingons rolls a 5 and a 2, for 17 and 17. The combat order is Spock, Kirk, Klingon 1 then Klingon 2. (Three of them had an adjusted DX of 17, so order was defined by base DX. In the case where those were the same, the player is given preference. This is the decision of the GM).
Spock: "I aim for the dodging Klingon."

The GM passes the two 20-sided dice to Spock. The distance is 60m. If it's a Phaser II, the range is M. Because Spock's DX is 16, the probability of a hit is 49%. But because the Klingon is dodging, a penalty of 10% is applied and the adjusted probability is 39%. (see 8-7, GM Options).

Spock: "I rolled a 34. Did I hit?"

GM: "Yes, the Klingon has been stunned."

Spock: "OK."

Kirk: "I set my phaser to "dematerialize" and fire at the rock the other Klingon is hiding behind."

The GM hands the dice to Kirk. The distance is 20m, so the range is M. Kirk's DX is 15 so the probability is 46%. There is no modifier because the target is a rock. Kirk rolls.

Kirk: "Yes, a 28."

GM: "The rock disappears in front of your eyes. The Klingon stands there agape."

Kirk: "Is he going to shoot us?"

Spock: "It's likely he'll shoot us."

GM: "Yes, very likely."

The GM rolls for the target, and a 1,2 or 3 will be Kirk, and a 4,5, or 6 will be Spock. It's a 3, which means Kirk will be the target. The distance is 20m, S range for a disruptor. The Klingon's DX is 12, so the probability of a hit is 83%. Because Kirk is taking cover behind the rock, a penalty of 25% will be applied (GM's decision). Adjusted probability is 58%.

The GM rolls the 20-sided dice.GM: (The dice are rolled. 11. A hit.) "It hit, Kirk is shot. Damage..." (he rolls one 20-sided die) "…6. How much ST does Kirk have now?"

Kirk: "It's 15."

GM: "OK, now it's 9."

Combat round three ends. Kirk has acquired 6 points of damage, Klingon 1 is unconscious, and the other stands 20m away with no cover.

Combat will continue to advance in this fashion.

Let's jump ahead to another round, this time with an example of hand-to-hand combat. The order is Spock, Kirk, then the Klingon.

Spock: "I'll engage in hand-to-hand combat with the Klingon."

GM: "OK."

Spock's ST is 17, the Klingons is 13: a difference of 4. Therefore the hand-to-hand value is 90%.

GM: "Roll the 20-sided dice."

Spock rolls the dice and gets a 74.

GM: "You've knocked the Klingon out."

At this time, 5 rounds have elapsed, but the time passed is 1 minute.

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