Combat System C v1.8
Combat System C v1.8
By Ty Beard
V1.8
15 Aug 2018
Changes – added laser weapons at TL8-9 and TL13. Added ablat armor. Tweaked treatment of lasers
in “Range Effects on Penetration and Damage” optional rule. Made knockback optional. Note that
these changes reflect my own opinion of laser weapons and their efficacy; your mileage may vary.
1. Initiative Roll. 2d6 per side. Add tactics skill of each side’s leader. (If the character does not
generally act as leader, the referee may deny the bonus).
3. Suppressive Fire. Side with initiative goes first, and results are applied immediately.
4. Movement & Snapshots. Side with initiative chooses which side goes first. Nonmoving side may
make “snapshots” anytime during or immediately after moving side’s move.
5. Normal Fire. Initiative loser declares attacks first, but all results are applied simultaneously at the
end of the phase. Figures who made snapshots, sprinted, or made suppression attacks cannot fire.
6. Melee Combat. Figures within 2m (or in adjacent squares on a 1.5m grid) engage in melee combat.
1. Roll to hit on 2D. Base to hit roll is 8+. Add to hit modifiers.
2. For each hit, roll penetration (1d6+penetration). If the roll equals or exceeds the target's armor
rating, the hit penetrates. Do not use the group hits or double attack rules from CT.
Example: Biff fires a TL10 ACR at Jasper (in TL10 rigid armor) and scores 2 hits. For each hit,
Biff roll 1D and adds the ACR's penetration of 8. Any roll that equals Jasper's armor rating (12)
penetrates. Biff rolls a 2 and a 5 for a total of 10 and 13. The first shot is stopped by Jasper's
armor, the second penetrates. Biff rolls 4D damage.
3. Roll damage for penetrating hits. Damage is given for small arms in the various small arms charts;
for larger weapons, damage is a number of dice equal to penetration/2 (unless otherwise stated).
Damage is allocated exactly like CT.
1. Roll to hit on 2D. Base to hit roll is 8+. Add to hit modifiers.
2. For each hit, the target will be -2 to hit on his next fire action.
1. Roll to hit on 2D. Base to hit roll is 8+. Add to hit modifiers.
2. For each hit, roll penetration (1d6+penetration). If the roll equals or exceeds the target's armor
rating, the hit penetrates.
3. Roll damage for penetrating hits. Damage is allocated exactly like CT.
To Hit Modifiers
Firer
+weapon skill
+autofire bonus (see below)
+weapon to hit bonus, if any
+DEX modifier (see Weapons Chart)
-3 if firer evading
+2 if suppression fire
-3 if snapshot
-1 for every point of recoil greater than firer’s STR
Target
Melee
+weapon skill
-opponent’s weapon skill
+required/advantageous STR modifier
+opponent’s required/advantageous STR modifier
+2 if polearm is set against charge
+weakened blow modifier, if applicable.
Autofire
Automatic weapons get a to hit bonus based on how many rounds they fire. Automatic weapons have
several special effects:
Autofire Chart
Multiple Hits
An autofire attack may hit a target multiple times. If the modified to hit roll is 8, score 1 hit. If the
modified roll is 10, score 2 hits. If the modified roll is 12, score 3 hits. And so on, up to the maximum
number of bullets fired.
Additional Targets
An autofire attack may hit more than one target. Additional targets must be within the firer’s front 45
degree arc. Hits must be allocated to the targets nearest to the initial target. Additional targets are hit
with 1 round each. If the additional target is in the same or worse cover as the original target, no “to
hit” roll is made. If the additional target is better cover than the original target, a normal “to hit” roll is
made. In either case, a normal penetration roll is made.
Fire Lane
An autofire attack that fires at least 50 bullets may also establish a “fire lane”. A fire lane is an
imaginary line from the firer out to the weapon’s effective range (or until blocked by an obstacle). The
fire lane lasts until the end of the next movement phase. Any figure (friend or foe) that comes within
2m of the fire lane will be attacked at ½ the to hit bonus (and multiple hits can be scored if the to hit
roll is high enough). An automatic weapon establishing a fire lane does not use the Additional Targets
rules.
To establish a fire lane, a figure makes an attack against a target (or even a stationary point, like a
door or tree). Resolve the attack normally, but do not use the Additional Targets rule. The fire lane is
established in a straight line between the firer and the target (and extends past the target until the
weapon’s effective range is reached or the line of sight is blocked).
Snapshots
Snapshots are attacks made during the other side’s turn. They are much harder to make (-3 to hit), so
should be used only when necessary. A figure making a snapshot declares his attack any time during
the opponent’s movement phase and attacks its target(s) at that moment. Generally, snapshots are
resolved in order of declaration. If the referee is uncertain, resolve in order of weapon skill, then DEX,
then a die roll.
Note: Snapshots are necessary to prevent players from exploiting the sequence of play and doing ridiculous things like jumping
from one covered position to another without being exposed to fire.
Multiple Attacks
Firers may make multiple single shot attacks, if their weapon skill is high enough. Each attack is -2
(but the firer gets to add his weapon skill per normal rules) and can be aimed at the same target or at
different targets. A firer may make a number of multiple attacks equal to his weapon skill. This cannot
be combined with autofire.
Recoil
A firer’s “to hit” number is reduced by the amount that the weapon’s recoil exceeds his STR. Recoil is
given for single shots. When making autofire attacks, multiply the weapon’s recoil by the recoil number
on the Autofire Chart. When making multiple attacks, double the weapon’s recoil for each attack. If no
recoil is given for a weapon, assume recoil 1.
Armor
Base Rule
If the penetration roll is a natural “6”, the armor value is halved (round down). In any case, if the
modified penetration roll (1D+weapon penetration) equals or exceeds the armor value, the weapon
does full damage. If the roll is less than the armor value, no damage is done (see knockback optional
rule).
Optional Rule
In reality, no armor system will cover every area of the body with full protection. Due to weight and cost
considerations, armor will tend to protect the most critical areas the best and scrimp on less critical
areas. The base system seriously abstracts this by allowing a penetration roll of 6 to halve armor. For
more detail, here are some optional rules:
Option 1: Armor coverage is vest (only covers most critical areas like head and chest; includes a
helmet), partial (covers most areas, but gaps remain, or complete (self-explanatory). A vest is halved if
the penetration roll is 4+. Partial armor is halved if the penetration roll is 5+. Complete armor is halved
if the penetration roll is 6+. Regardless of armor rating, any hit on "halved" armor will do at least 1D
damage, as long as the firing weapon does at least 2D damage.
Option 2: If the penetration roll is a 6 (5 or 6 if the armor is vest or partial), armor rating is reduced to
1/4 of its rating (round down).
Option 3: If you want highly skilled characters to be able to defeat armor (my mind is not made up on
this), allow characters to aim for weak spots in the armor. Against comprehensive armor, the roll is -6.
Against partial armor, it's -4. Against vest, it's -2. If a hit is scored, here are the options:
(a) The armor is halved. (If a 6 is then rolled for penetration, the armor is ignored). Regardless of
the penetration roll, at least 1D damage is done.
(b) The armor is quartered (If a 6 is then rolled for penetration, the armor is ignored). Regardless
of the penetration roll, at least 1D damage is done.
Pick the option for your campaign that best fits your conception of how body armor works.
Knockback (optional)
Some folks would like to see more blunt force trauma on non-penetrating wounds. Frankly, I think that
Hollywood has greatly overstated this effect, but here's a clean way to portray it:
If a hit does 3D+ damage, even a non-penetrating hit may stun the target. For each hit, the target
must make a 2D roll of 8+ to avoid being stunned (substitute whatever task system you want), DM +2
if STR 9+, DM+1 for gauss weapons, DM-2 if shotgun at close or short range. If he misses any stun
roll, he's -2 on his next physical action. He must also make a DEX roll to avoid being knocked down
(5+; DM +2 if DEX 9+). At the referee's discretion (and depending on the JWF (John Woo Factor) in the
campaign, he may be knocked back 1d6 meters. Normally, only 1 knockback will occur, but in
campaigns with really high JWFs, knockback may occur with each hit. Knockback does not occur with
lasers.
Cover
Figures in cover must declare if they are going to be completely in cover. If so, then the cover will block
any line of sight traced through it for all figures who declared themselves to be completely in cover.
Otherwise, the cover will not block line of sight, but will instead give a defensive bonus (usually -1 or -2
to the attacker's to hit roll).
So...a figure behind a 3 foot wall declares that he's completely behind the wall. For tracing line of sight,
he's assumed to be crouched behind the wall. He cannot be shot at by an enemy who has to trace a line
of sight through the wall (and vice versa). He can shoot a guy who's on the same side of the wall and
vice versa.
But if he doesn't declare that he's completely behind the wall, the wall will not block line of sight.
Instead, he'll get a defensive benefit (usually -1 or -2 to the attacker's to hit roll).
Note—this system prevents a clever player from exploiting the non-simultaneous sequence of play by requiring
him to expose himself to fire if he intends to fire past his cover. It also requires the cowards to declare their
cowardice...
This system is designed for fast play (believe it or not), so there will be no tactical movement system.
The referee will be responsible for describing location. In complex situations, sketch maps and
markers may be used. Figures can move 10 meters per turn and still fire. Figures can "sprint" and
cover 30 meters. Sprinting figures can't fire or execute an action, but they are considered evading (-2
to hit). A figure can ignore all cover and run as far as reasonably necessary -- but they will be very easy
to hit -- +4 to hit, no snapshot penalty and can perform no other actions.
Note -- I have preferred tactical systems like GURPS and The Fantasy Trip, but recently I’ve discarded them
because combats took too long. In my experience, fiddling with movement is the single biggest time waster, so I
started there.
Melee Combat
Melee combat occurs when targets move to within 2m of each other. Use the melee combat modifiers.
Figures may make melee attacks equal to their END. After that, their blows have a “weakened blow” to
hit modifier. Figures who have a melee weapon readied use their weapon skill and
required/advantageous STR DMs as negative DMs against all enemy melee attacks.
Most Traveller combats will occur at comparatively close range. However, long range fire is possible,
and such fire will reduce the penetration and damage of kinetic energy weapons. For kinetic energy
weapons, reduce damage by 1/4 (round remaining damage up) at long and by 1/3 (round remaining
damage up) extreme range. Do the same for penetration. HEAP rounds are not reduced for range. For
plasma/fusion/laser weapons: reduce damage and penetration by 25% at long range and 50% at
extreme range. Note that certain highly accurate weapons do not have extreme ranges. That is
intentional.
Scale
Traveller starship grids are an inconvenient 1.5 meters. Due to poor lighting, close quarters, etc.,
count each square as being 2 meters (3m diagonal) for combat and movement. Turns last (1D x 10)
seconds. A figure will not typically know how long the combat has lasted until the combat is over.
Note -- Real life combats typically take far longer than they take in games. The more tactical the system, the
worse the distortion usually is. This system attempts to correct for that distortion. Also, combat veterans often
report that they have a hard time keeping track of time. The variable turn length takes that into account as well.
Armor
Archaic Armor
Vest Partial Comp
Armor Wt Wt Wt
TL Description Value (kg) (kg) (kg) Notes
1 Leather 1[4] 3 5 8 “Jack”
3 Chainmail 2[5] 5 8 13 “Mesh”
3 Half Plate 3[6] 8 12 20
3 Plate 4[7] 8 12 20
1 Shield 0[+1] - - 3
Note: Value in brackets is against melee weapons and TL3- missile weapons.
Flexible Armor
Vest Partial Comp
Armor Wt Wt Wt
TL Description Value (kg) (kg) (kg) Notes
6 Cloth 5 5 8 13
8 Flex 6 5 8 13
9 Flex 8 5 8 13
10 Flex 9 5 8 13
11 Flex 10 5 8 13
12 Flex 11 5 8 13
13 Flex 12 5 8 13
14 Flex 13 5 8 13
15 Flex 14 5 8 13
10 Reflec 12 v lasers 0 0 0
10 Ablat 10 v lasers* 5 8 13
3 v others*
*Armor value reduced by 1 for each hit.
Rigid Armor
Vest Partial Comp
Armor Wt Wt Wt
TL Description Value (kg) (kg) (kg) Notes
5 Flak Jacket 5 8 12 20
7 Rigid 6 8 12 20
8 Rigid 8 8 12 20 “Cloth”
9 Rigid 10 8 12 20
10 Rigid 12 8 12 20
11 Rigid 14 8 12 20
12 Combat Armor 16 8 12 20 “Combat Armor”
13 Combat Armor 18 8 12 20
14 Combat Armor 20 8 12 20
14 Battledress 20 n/a n/a 0
15 Combat Armor 22 8 12 20
15 Battledress 22 n/a n/a 0
Melee Weapons
Damage/ Required Advantageous Weakened
TL Description Pen STR STR Blow DM
0 Hands 2/1D 6/-2 9/+1 -2
0 Claws 1/1D - - -
0 Teeth 0/2D - - -
0 Horns 0/2D - - -
0 Hooves 1/2D - - -
0 Stinger 2/3D - - -
0 Thrasher 3/2D - - -
0 Club 0/2D 5/-4 8/+1 -1
1 Dagger 1/2D 4/-2 8/+2 -2
3 Blade 2/2D 5/-2 9/+1 -2
3 Foil 4/1D 5/-1 10/+1 -2
3 Cutlass 3/3D 7/-2 11/+2 -4
1 Sword 3/2D 6/-2 10/+1 -3
2 Broadsword 3/4D 8/-4 12/+2 -4
3 Bayonet 1/3D 5/-2 9/+2 -2
0 Spear 0/2D 5/-1 9/+2 -3
2 Halberd 1/3D 6/-2 10/+2 -3
1 Pike 2/3D 7/-3 10/+2 -3
0 Cudgel 1/2D 5/-1 8/+2 +1
Small Arms
Pistols
-------Range--------
TL Description Effective Long Extreme Pen/Dmg Magazine Recoil DEX Mods
5 7mm Revolver 10 25 80 -1/3D 6 1 7(-1) 9(+1)
5 9mm Revolver 10 40 100 0/3D 6 1 7(-1) 9(+1)
5 11mm Revolver 10 40 110 1/3D 6 2 7(-1) 9(+1)
6 7mm Autopistol 10 25 60 -1/3D 15 1 7(-1) 9(+1)
6 9mm Autopistol 10 40 90 0/3D 15 1 7(-1) 9(+1)
6 11mm Autopistol 10 40 90 1/3D 8 2 7(-1) 9(+1)
9 10mm Pistol 10 40 90 4/4D* 10 1 7(-1) 9(+1)
10 10mm Pistol 10 40 90 5/4D* 10 1 7(-1) 9(+1)
11 10mm Pistol 10 40 90 6/4D* 10 1 7(-1) 9(+1)
12 10mm Pistol 10 40 90 7/4D* 10 1 7(-1) 9(+1)
13 4mm Gauss PistolA 20 40 60 8/3D 25 1 7(-1) 9(+1)
14 4mm Gauss PistolA 20 40 60 9/3D 25 1 7(-1) 9(+1)
15 4mm Gauss PistolA 20 40 60 10/3D 25 7(-1) 9(+1)
SMGs
-------Range--------
TL Description Effective Long Extreme Pen/Dmg Magazine Recoil DEX Mods
6 7mm SMGA 20 40 80 -1/3D 6 1 7(-1) 10(+1)
6 9mm SMGA 30 50 100 0/3D 6 1 7(-1) 10(+1)
9 10mm SMGA 30 50 100 4/4D* 10 1 7(-1) 10(+1)
10 10mm SMGA 30 50 100 5/4D* 10 1 7(-1) 10(+1)
11 10mm SMGA 30 50 100 6/4D* 10 1 7(-1) 10(+1)
12 10mm SMGA 30 50 100 7/4D* 10 1 7(-1) 10(+1)
Rifles
-------Range--------
TL Description Effective Long Extreme Pen/Dmg Magazine Recoil DEX Mods
5 7.6mm Hunting Rifle 400 800 1200 4/3D 6 3 6(-1) 8(+1)
5 7.5mm Bolt Act. Rifle 300 600 900 3/3D 6 3 6(-1) 8(+1)
6 7.5mm Rifle 300 900 900 3/3D 20 3 6(-1) 8(+1)
6 7.5mm Carbine 100 150 300 2/3D 10 2 6(-1) 8(+1)
6 7.5mm AutorifleA 250 500 750 3/3D 20 3 6(-1) 8(+1)
7 5.5mm Assault RifleA 200 300 600 2/3D 30 2 6(-1) 8(+1)
7 7.5mm Assault RifleA 200 300 600 2/3D 20 2 6(-1) 8(+1)
8 12.5mm Sniper Rifle 1000 2000 3000 8/6D 5 4 6(-1) 8(+1)
8 Laser Carbine 150 300 1500 7/3D 50 0 6(-1) 8(+1)
9 Laser Rifle 180 360 1800 8/4D 100 0 6(-1) 8(+1)
9 Laser Pistol 90 180 900 6/3D 50 0 6(-1) 8(+1)
9 8mm ACRA — DS 450 900 -- 6/3D 30 1 6(-1) 8(+1)
HE 300 600 900 1/4D* 30
Slug 300 600 900 3/3D 30
10 9mm ACRA — DS 450 900 -- 8/4D 30 1 6(-1) 8(+1)
HE 300 600 900 2/5D* 30
Slug 300 600 900 4/4D 30
11 9mm ACRA — DS 450 900 -- 10/4D 40 1 6(-1) 8(+1)
HE 300 600 900 2/5D* 40
Slug 300 600 900 4/4D 40
12 4mm Gauss RifleA 600 1200 -- 12/4D 60 1 6(-1) 8(+1)
13 4mm Gauss RifleA 600 1200 -- 14/4D 60 1 6(-1) 8(+1)
13 Laser Carbine 200 400 2000 9/4D 200 0 6(-1) 8(+1)
Shotguns
-------Range--------
TL Description Effective Long Extreme Pen/Dmg Magazine Recoil DEX Mods
5 Shotgun -- Shot+3 50 100 -- -1/4D 10 3 4(-1) 9(+1)
Bullets+2 50 100 -- 0/4D 10
Slug 50 100 -- 3/6D 10
10 Shotgun -- Shot+3 50 100 -- 1/4D 10 3 4(-1) 9(+1)
Bullets+2 50 100 -- 4/4D 10
Slug 50 100 -- 5/6D 10
DS 75 150 -- 9/3D 10
HEAP 50 100 -- 7/5D* 10
Flech+3 75 100 -- 5/3D 10
12 Shotgun -- Shot+3 50 100 -- 3/4D 10 3 4(-1) 9(+1)
Bullets+2 50 100 -- 7/4D 10
Slug 50 100 -- 8/6D 10
DS 75 150 -- 13/3D 10
HEAP 50 100 -- 12/5D* 10
Flech+3 75 100 -- 7/3D 10
Note: automatic shotguns have the same stats, but can autofire.
A-capable of autofire
C-Requires crew of 2 (1 if on vehicle). If fired by one person, maximum rate of fire is 50 rounds.
*HEAP ammo. If round does 5D+ damage, there’s a blast effect. attack anything within a 1m radius with. Pen is
halved (maximum 4) and damage is 1D.
+X To Hit bonus with that type of ammo
D-If used with a bipod, recoil 2.
E-If mounted on a tripod, no recoil.
CSC Annex
Real World Weapon Damage
Damage is dependent on muzzle energy:
Muzzle
Energy Pen/ Modern
(J) Dmg Example
50-99 -2/1D .25
100-199 -2/2D .32
200-399 -2/3D .38 Sp
400-599 -1/3D 9x19mm; .40 S&W; .45 Auto
600-899 0/3D .357 Mag
900-1599 1/3D .44 Mag; .30 Carbine
1600-2599 2/3D 5.56x45; 7.62x39
2600-4599 3/3D 7.62x51; .30-06
4600-6599 4/3D 338 Win Mag
6600-9599 5/3D .470 Nitro
9600-13599 6/3D
13600-18599 7/4D 12.7x99 (.50 Cal)
18600-23999 7/5D
24000-30999 8/6D 14x114 (14mm HMG)
31000-38999 8/7D
39000-47999 8/8D
48000+ 9/9D
Muzzle energy is 85% at long range and 75% at extreme range, which may change pen/dmg. Most
commercial weapons will fall in the middle of a band.
Kinetic Energy Weapon Damage and Penetration
Kinetic energy weapons will do damage based on their penetration (some adjustment will be made for
small arms, especially pistols). The current rule of thumb is Penetration/2 equals dice of damage.
High Explosives Damage and Penetration
Weapons using high explosives will do contact damage based on the mass of explosives in the
warhead. As with armor, materials tech and everything else, I assume that the mass efficiency of high
explosives will continue to advance:
So, to determine the damage of an HE warhead, determine its equivalent HE mass. Multiply the
amount of explosives (in kg) in its warhead by the explosive's ME. This yields the warhead’s equivalent
mass (in kg of TL 7 explosive like RDX). Lookup the warhead’s equivalent mass on the HE Damage
chart below.
In the case of HE bullets, add the HE damage to the damage rating of a normal bullet (minimum of
+1D).
Fragmentation damage is tentative, but here's how I see it working:
If a target is hit by an HE weapon, the target takes the "Contact" damage. All targets within the
"primary blast radius", "secondary blast radius" and "tertiary blast radius" take the listed damage.
A target that straddles two blast radii is considered to be in the higher damage band.
For instance, consider a TL6 4cm fragmentation hand grenade. It has .22kg of TNT. Multiply .22 by
TNT's ME of 1 equals .22. Consulting the HE Damage chart, we get the following ratings:
Description Contact Primary Secondary Tertiary
TL5 Grenade 2/5D 5m 2/4D 10m 1/2D 15m 1/1D
So, it’s reasonably lethal against unarmored targets within 5 meters and can slightly injure targets as
far away as 15m.
Its TL15 counterpart is considerably more effective. It has .22 kg of TL15 megablastium-Q36. Multiply
.22 by TL15 explosive's ME of 8 equals 1.76kg. Note that it has a "dial down" capability, where
damage can be adjusted to lower settings damage (at full strength, it would be lethal against lightly
armored targets out to 46m; this might include the user of the grenade).
Description Contact Primary Secondary Tertiary
TL15 Grenade 16/32D 15m 16/31D 31m 8/15D 46m 4/7D
HEAP rounds are typically less effective against infantry than comparable-sized HE rounds, primarily
because the HEAP round has to devote considerable mass to the liner, while the HE rounds can
contain more explosive and fragmentation material (typically 50%-100% more).
To determine the damage and penetration in Combat System C, use the following formula.
1. Multiply the mass of explosive (in kg) of the explosive in the warhead by the mass efficiency of the
explosive material. In most cases, TL5-6 warheads will be considered "TNT", regardless of actual
composition. The result is the warhead equivalent mass (this is the equivalent amount of TL7
explosive, in kg) and is expressed in kg.
Example--A TL5 M307A1 56mm recoilless rifle (aka "bazooka") HEAT round has 0.18 kg of explosive.
Multiply 0.18 x 1 = .18. The warhead equivalent mass is 0.18.
2. Multiply the warhead equivalent mass by the penetration number given in the HEAT Warhead
Penetration Chart to determine the penetration of the round in cm of RHA. Double the final
penetration if the original explosive weighed less than 0.2 kg:
Example--the 56mm round above has a copper liner, so its PN is 30. Multiply its warhead equivalent
mass of .18 by 20 = 4.8. Final penetration is 4.8 cm of RHA.
Example--the 56mm round above will penetrate 4.8 cm of RHA. This corresponds to a penetration of
11.
4. Determine the damage by referencing the HE damage chart. The warhead equivalent mass is used
in the HE Eq. Mass column. Use the penetration determined in step 3 for contact penetration. Use the
values on the HE damage chart for primary, secondary and tertiary radii.
Example--the 56mm round above has a warhead equivalent mass of 0.18. This corresponds to a
contact damage of 4D. So the round looks like this:
Description Contact Primary Secondary Tertiary
TL5 57mm HEAT 11/4D 4m 2/3D 8m 1/1D 12m 0/0D
It has 0.18kg of TL15 megablastium 4. Its warhead equivalent mass is 0.18 x 8 = 1.44 kg. It has a
DU/Tandem warhead, so its penetration in cm of RHA is 1.44 x 40 = 57.6 cm. This corresponds to a
penetration of 46. Consulting the HE damage chart, we find that 1.44 kg HE equivalent has a contact
damage of 28D. So, the round looks like this:
Description Contact Primary Secondary Tertiary
TL15 57mm HEAT 46/28D 13m 2/28D 27m 7/13D 40m 3/6D
Note that this TL15 bazooka round will knock out any TL6- Real World main battle tank from the front.
It could penetrate some TL7 main battle tanks from the front depending on where it hits. It could
probably defeat the side armor of main battle tanks through TL8. Like its TL5 counterpart, it's quite an
anemic weapon, although better than nothing. Of course, it would be devastating against unarmored
targets.
You can use weapons and vehicles designed in Striker, as well as vehicles from MegaTraveller and
other games. Use the comparable Combat System C weapons if possible, though.
Also, this system is compatible with any design sequence that outputs real world armor and
penetration levels. Just figure out how many cms of steel for armor and penetration, then use the
Penetration and Armor Scale. This makes it compatible with either version of FFS, GURPS Vehicles,
Guns Guns Guns, etc.
Striker and MegaTraveller use a semi-logarithmic armor/penetration scale. Here's a conversion chart: