1970s 2d6 Retro Rules
1970s 2d6 Retro Rules
1970s 2d6 Retro Rules
RETRO RULES
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1970s 2d6 RETRO RULES
[For Cepheus Engine]
by Paul Elliott
[email protected]
Acknowledgement
The Vehicle combat rules were inspired by Andy Slacks article Vehicle Combat in
White Dwarf 43 (July 1983).
Please Note
This Product is derived from the Traveller System Reference Document and other
Open Gaming Content made available by the Open Gaming License, and does not
contain closed content from products published by either Mongoose Publishing or Far
Future Enterprises. This Product is not affiliated with either Mongoose Publishing or
Far Future Enterprises, and it makes no claim to or challenge to any trademarks held
by either entity. The use of the Traveller System Reference Document does not
convey the endorsement of this Product by either Mongoose Publishing or Far Future
Enterprises as a product of either of their product lines.
CONTENTS
Standards & Assumptions Page 3
Task Checks Page 3
Combat Resolution Page 4
Melee Combat Page 6
Gun Combat Page 8
Throwing Weapons Page 9
Wounding and Death Page 10
Vehicles Page 11
Legal Page 12
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STANDARDS & ASSUMPTIONS
Zozer Games soon-to-be-released book HOSTILE is a science-fiction setting that
harkens back to the early 80s and late 70s, and so it seems fitting to offer the
referee and players a set of roleplaying rules which do the same. Whilst Cepheus
Engine is a sophisticated rules-set that seems able to cope with almost every
eventuality, the rules for task resolution and combat that follow are directly inspired
by the very first set of 2D6 SF roleplaying rules from 1977. They allow for much
faster play, but at the cost of less detail. Use them as an option. Unless specified
here, use the weapon stats from Cepheus Engine.
http://www.paulelliottbooks.com/hostile.html
TASK CHECKS
The effects of characteristics have no influence on the bearing of skill checks. The
1970s rules use either skill checks (where a skill is required) or characteristic checks
(where a characteristic is required). We can theorise that characteristics did play a
part in how easily or quickly the character learnt his skill, but his skill today (say in
Gun Combat) stands at 1 or 2 or whatever, and represents a combination of many
factors, not just training.
Skill Checks
Skill checks are almost identical to those
made in Cepheus Engine. Roll 8+ for
success, add in a relevant skill as a
positive DM and apply a penalty based on
the difficulty of the task. The standard
difficulty levels are Routine (+2), Average
(0), Difficult (-2), Very Difficult (-4) and
Formidable (-6). Rolls should never be
made for easy tasks that give a modifier
of +3 or higher, assume an automatic
success and save some time. The use of
Effects from Cepheus Engine can be
implemented if desired, but only where
that would be useful.
Characteristic Checks
With such an abbreviated skill list as we find in settings like HOSTILE, there will be
times when no skill suggests itself for the resolution of a problem. The players may
come up with a solution, or the referee may instead ask for a suitable characteristic
check, such as using Int to notice a tampered lock, or Soc to get a meeting with the
marshals office, or Edu to recognise a certain chemical is a lethal poison, etc. Roll
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10+ for success, and add of the relevant characteristic as a DM, Always round
down, as this allows even characters with a 15 in the relevant characteristic to fail a
roll. Resist the temptation to throw in penalties for difficulty since this will soon mean
that many characters are being denied any chance of success at all, even the
remotest chance.
COMBAT RESOLUTION
The biggest change comes with combat resolution, and particularly with the
abandonment of an initiative mechanic. This sophisticated, fair and realistic system
from Cepheus Engine which determines who acts when, slows combat down
significantly. The 1970s rules option replaces it with simultaneous actions, something
that is super-fast to play out, although it does need a fair and careful hand from the
referee. But first we need to determine who has the initiative at the start of any
conflict, and for that we must look at Surprise.
Surprise
Often it will be obvious at the start of a conflict who is aware of who, at other times
the dice must decide. Each side in the conflict rolls 1D6 to determine who has the
element of surprise. The winner must have rolled 3 higher than their opponent.
Obviously, using this system, sometimes no-one will gain surprise (both sides are
aware of one another and the normal combat procedure may progress). When a
group (either the player characters or the referees NPCs or wild animals) have
surprise they can either:
4
Served in a military career +1
Leader or Tactics skill +1
Recon skill +1
In a vehicle -1
PCs/NPCs number 8+ -1
Animal life numbering 10+ -1
Animal is a Pouncer +1
Range
2D6 Encounter At what range does the encounter
Range take place? Often this is evident
1 Melee (3m or less) from the situation at band, but if
2 Short (3-12m) random determination is required,
3 Melee (3m or less) then use the following 1970s
4 Medium (13-50m) system. Roll 2D6 on the
5 Short (3-12m) encounter range table, to the left,
6 Short (3-12m) adding in the relevant terrain DM.
7 Medium (13-50m)
8 Long (51-250m)
9 Medium (13-50m)
10 Very Long (251-500m)
11 Long(51-250m)
12 Very Long (251-500m)
13 Very Long (251-500m)
Terrain Type DM
5
Movement and Time
Characters and most ground-dwelling animals move at Speed 1 (6m) per round.
Most can increase their speed to a run, and for all humans and many animals this will
be Speed 2 (12m) per round. Some fast creatures run at Speed 3 (18m) per round,
see Cepheus Engine rules on animal encounters for more detail on this. We measure
time just as in Cepheus Engine, in 6-second combat rounds.
Simultaneous Combat
Few roleplaying game systems today employ simultaneous combat, but it is a fast
and effective way of adjudicating who acts when. Actually, we call it simultaneous
combat, but it is in fact a two-tier system. Melee combat is resolved first, followed by
all firearms and ranged combat, the reason for this will become clear later. All those
PCs who wish to attempt melee combat should do so, followed by any NPCs or
animals that wish to do so. All of the dice results and wounds are determined and
then described by the referee. After this, any PC who wishes to engage in ranged or
firearms combat should do so, followed by any NPC. All of the dice results and
wounds are determined and then described by the referee. The players may find that
two characters shoot one another, or stab one another, and the referee should let
this stand, it happens enough in the real world to cause us little concern.
Melee attacks are resolved first to give them an edge. Should a guard with a shotgun
walk around a corner straight into a character who is trying to disable a lock, that
guard has a choice. Does he raise his gun and try to shoot the character, waiting
until after the melee phase? Or does he participate in the melee phase and use his
gun as a club? If he were an infantryman, he might even have a bayonet on his rifle
with which he could make effective melee attacks. If he waits to shoot, however, he
gives the burglar a free melee attack which may result in him being injured and
suffer a penalty, or even disarmed.
MELEE COMBAT
Roll 8+ to hit a target in melee combat. Use the following DMs:
Str 9+ +1
Str 5- -1
Unskilled -3
Attackers Blade Cbt skill + level
Defenders Blade Cbt skill - level
Weakened Blow -1
Drawing weapon same round -3
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Weakened Blows
A character is able to make a number of melee attacks equal to End without
becoming fatigued. After that point, all subsequent melee attacks are made as
Weakened Blows with a -1 to hit. Wounds to Endurance suffered during the melee
do not alter this value, although wounds suffered before the encounter certainly do.
After the fight is over, a few minutes out of combat will remove the Weakened Blows
modifier.
Parrying
A victim being attacked in melee by someone with a weapon can automatically try to
parry those attacks. This is represented in the 70s Retro Rules by applying the
victims Blade Combat skill as a penalty DM to the attackers chance to hit. If the
attacker is using his bare hands in a brawling attack, then the defender can apply his
Brawling skill as a penalty DM to the attackers chance to hit.
Grappling
An unarmed brawling attack can be used to either inflict 1D damage to the victim, or
it can be used to grab the victim for some other effect (the player decides before the
dice are thrown). Decide whether to:
Throw the Victim Inflicts 1 point of damage, plus the attackers Str (rd down)
Drag the Victim Drag up to the attackers Str (rd down) in one combat
round
Disarm the Victim Force him to drop his weapon; if the attacker makes a Str roll
he gets to take the weapon for himself.
Hold the Victim Hold him immobile; until the grapplers attention is diverted, at
which point he can attempt to break-away with a Str roll.
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GUN COMBAT
Roll 8+ to hit a target in ranged combat. Use the following DMs:
Dex 9+ +1
Dex 5- -1
Unskilled -3
Attackers Gun Cbt skill + level
Over Optimum Range -2
Over Twice the Optimum Range -4
Close Range (Under 3 meters) +2
Target Dodging (Under 50m) -2
(Over 50m) -4
In Partial Hard Cover -2
Autofire 4 rd burst X2
Autofire 10 rd burst X3
Shotgun (full length) within 20m 4D6 +1
within 40m 2D6 +1
over 40m 1D6 -2
Shotgun (sawn-off) within 10m 4D6 +1
within 20m 2D6 -
over 20m 1D6 -2
Drawing/Unslinging gun same round -3
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Autofire
A typical 4 round burst of gunfire grants TWO attack rolls on the target at the normal
skill chance. In addition, the gunman gets that same number of attacks on any non-
dodging adjacent targets (this time with a DM of -3). Some autofire weapons are
capable of 10 round bursts they get 3 attacks and get to attack 3 adjacent targets.
THROWING WEAPONS
To throw a dagger, grenade or anything else, roll 8+ and use the following DMs:
Dex 9+ +1
Dex 5- -1
Attackers Blade Cbt skill (if throwing a blade weapon) + level
Weakened Blow -1
Throwing Grenades
Most daggers, spears, javelins etc. can
be thrown out to 15m. Grenades thrown
in tense situations can reach 10 meters,
plus twice the throwers Str.
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WOUNDING AND DEATH
Damage and wounding in the 70s Retro Rules are broadly similar to those in the
Cepheus Engine. Follow these steps:
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VEHICLES
There are three general classes of vehicle: Softskin, Light Armour and Heavy
Armour. Whilst heavy armor is primarily used on main battle tanks, light armor is
employed on APCs and other quasi-military vehicles.
2D6 Effect
1-7 No effect No effect
8-9 Minor Damage The vehicle may be disabled and unable to move, or have
its armament disabled.
10-12 Destroyed The vehice explodes. Everyone makes a Dex roll. All
occupants suffer 1-6D6 damage.
Autocannon/Heavy Machine-gun/ -4
Smallarms (see ruling below)
Heavy Armour 0
Light Armour +2
Softskin +4
Vehicle Tech Levels difference applied, in favour of highest TL
Softskin 20 points
Light Armour 50 points
Heavy Armour 80 points
After each the battle, or after a roll is made on the damage table, the vehicles total
is re-set to zero.
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LEGAL
The following is an important notice:
This Product is derived from the Traveller System Reference Document and other
Open Gaming Content made available by the Open Gaming License, and does not
contain closed content from products published by either Mongoose Publishing or Far
Future Enterprises. This Product is not affiliated with either Mongoose Publishing or
Far Future Enterprises, and it makes no claim to or challenge to any trademarks held
by either entity. The use of the Traveller System Reference Document does not
convey the endorsement of this Product by either Mongoose Publishing or Far Future
Enterprises as a product of either of their product lines.
13
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
High Guard System Reference Document Copyright 2008, Mongoose Publishing.
Mercenary System Reference Document Copyright 2008, Mongoose Publishing.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast,
Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on
material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Swords &
Wizardry Core Rules, Copyright 2008, Matthew J. Finch System Reference Document,
Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. T20 -
The Travellers Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a
trademark of Far Future Enterprises and is used under license.
Cepheus Engines 70s 2D6 Retro Rules, Copyright 2017 Zozer Games, author Paul
Elliott
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