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  1970s 2d6  
  RETRO RULES  
  
  2 
   
  1970s 2d6 RETRO RULES 
  [For Cepheus Engine] 
   
  by Paul Elliott 
  zozer@talktalk.net 
   
  Copyright © 2017 Zozer Games 
  Cepheus Engine and Samardan Press are trademarks of Jason “Flynn” Kemp 
   
  Acknowledgement 
  The Vehicle combat rules were inspired by Andy Slack’s article ‘Vehicle Combat’ in 
  White Dwarf 43 (July 1983). 
   
  Designation of Open Game Content 
  All of the text in this document is designated as Open Gaming Content, except for  
  the trademarks ‘Cepheus Engine’ and ‘Zozer Games’. 
   
  Designation of Product Identity 
  Any title of a product published by Zozer Games, including name ‘HOSTILE’, as well 
  as the trademarks ‘Cepheus Engine’ and ‘Zozer Games’, are designated as Product 
  Identity. 
   
  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  
  
  3 
   
  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 
  marshal’s office, or Edu to recognise a certain chemical is a lethal poison, etc. Roll 
  
  4 
   
  10+ for success, and add ½ 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 referee’s NPCs or wild animals) have 
  surprise they can either: 
   
  1) Avoid any contact and let the NPCs 
  go on their way, or 
   
  2) Attack with impunity (an ambush), 
  until the ambushed group realize 
  they are being attacked, at which 
  point 
  the 
  standard 
  combat 
  procedure needs to be followed. 
  Silenced shots and attacking in a 
  vacuum will all help in retaining the 
  element of surprise, but one of the 
  ambushed group is likely to see his 
  comrade drop – this occurs on a 
  2D6 roll of 7+. Should this happen, 
  all of the attackers still get their 
  shot or blow, since we are using 
  simultaneous combat (see below). 
  The advantage of having surprise, 
  of course, is that the opponent 
  cannot fight back and if engaged in 
  melee, cannot parry. 
  
  5 
   
  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 
  Range 
  1 
  Melee (3m or less) 
  2 
  Short (3-12m) 
  3 
  Melee (3m or less) 
  4 
  Medium (13-50m) 
  5 
  Short (3-12m) 
  6 
  Short (3-12m) 
  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 
  Interior, Ship, Building 
  -5 
  City 
  -4 
  Underwater 
  -1 
  Swamp, Marsh 
  -1 
  Jungle, Forest 
  - 
  Sea Surface 
  +2 
  Hills, Rough Land 
  +2 
  Arctic 
  +2 
  Mountains, Plains 
  +3 
  Open 
  +3 
  Desert 
  +4 
   
   
   
   
   
   
  At what range does the encounter 
  take place? Often this is evident 
  from the situation at band, but if 
  random determination is required, 
  then use the following 1970s 
  system. 
  Roll 
  2D6 
  on 
  the 
  encounter range table, to the left, 
  adding in the relevant terrain DM.  
   
   
  
  6 
   
  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 
  Attacker’s Blade Cbt skill 
  + level 
  Defender’s Blade Cbt skill 
  - level 
  Weakened Blow 
  -1 
  Drawing weapon same round -3 
   
   
   
  
  7 
   
  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 
  victim’s Blade Combat skill as a penalty DM to the attacker’s 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 attacker’s 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 ½ the attacker’s Str (rd down) 
  Drag the Victim 
  Drag up to ½ the attacker’s 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 grappler’s attention is diverted, at 
  which point he can attempt to break-away with a Str roll.   
  
  8 
   
  GUN COMBAT 
   
  Roll 8+ to hit a target in ranged combat. Use the following DMs: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Guns and Range 
  Weapon ranges are kept simple in the 
  1970s Retro Rules. Every gun has an 
  Optimum Range and this range is used on 
  the DM table to establish hit probabilities. 
  The table here gives the Optimum Ranges 
  of most common firearms. 
   
  Shotguns 
  Shotguns often fire shot that spreads as it 
  leaves the barrel, increasing the chance to 
  hit. Also, as the shot disperses, the 
  potential damage of that attack reduces. 
  Because of this a shotgun gains a +1 at 
  half Optimum range and does 4D6 
  damage. Within Optimum range it does 
  2D6 damage and it inflicts 1D6 over 
  Optimum range.  Shortened or sawn-off 
  shotguns have commensurately shorter 
  ranges. The damage for shotguns as well as all of the factored range DMs are 
  included in a special section on the table of to hit Die Modifiers (above).  
  Dex 9+ 
  +1 
  Dex 5- 
  -1 
  Unskilled 
  -3 
  Attacker’s 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                                
  within 40m      2D6 
  over 40m        1D6 
  +1 
  +1 
  -2 
  Shotgun (sawn-off)   
                                  
  within 10m      4D6                                
  within 20m      2D6 
  over 20m        1D6 
  +1 
  - 
  -2 
  Drawing/Unslinging gun same round 
  -3 
  Firearm 
  Optimum 
  Range 
  Revolver 
  15m 
  Auto Pistol 
  15m 
  Body Pistol 
  8m 
  Snub Pistol 
  8m 
  Shotgun 
  40m 
  Shotgun (sawn off) 
  20m 
  Rifle 
  200m 
  Carbine 
  150m 
  Auto Rifle 
  200m 
  Assault Rifle 
  150m 
  Accelerator Rifle 
  100m 
  Advanced Combat Rifle 
  150m 
  Gauss Rifle 
  250m 
  SMG 
  50m 
  Laser Pistol 
  15m 
  Laser Carbine 
  150m 
  Laser Rifle 
  250m 
  
  9 
   
  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.  
   
  This ability to hit or threaten adjacent targets simulates both collateral damage as 
  well as suppressive fire – since the target will most likely (should, most likely!) react 
  by dodging to avoid the chance of being hit by adjacent autofire hits.  
   
   
   
  THROWING WEAPONS 
   
  To throw a dagger, grenade or anything else, roll 8+ and use the following DMs: 
   
  Dex 9+ 
  +1 
  Dex 5- 
  -1 
  Attacker’s 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 thrower’s Str.   
   
   
   
   
   
   
   
   
   
   
   
   
   
  AutoFire 
  Level 
  No. of Attacks On the 
  Target (DM +0) 
  Adjacent Targets Coming Under 
  Fire (DM -3) 
  Single Shot             
  1 Attack 
  None 
  4rd burst 
  2 Attacks 
  2 Adjacent Targets 
  10 rd burst 
  3 Attacks 
  3 Adjacent Targets 
  
  10 
   
  WOUNDING AND DEATH 
   
  Damage and wounding in the 70’s Retro Rules are broadly similar to those in the 
  Cepheus Engine. Follow these steps: 
   
  1) Subtract any Armour points from the attack damage 
  2) Reduce Endurance by the amount left 
  3) When End is 0, the victim is Wounded 
  4) If more damage is suffered, reduce Str or Dex appropriately (player’s choice) 
  5) When a second characteristic is reduced to 0, the victim is Seriously Wounded 
  and knocked unconscious for 2D6 minutes.  
  6) If all three characteristics are reduced to 0, the character is Dead 
   
  How Badly Injured Are You? 
  Guidelines for interpreting the different wound states follow. 
   
  Wound Type 
  Effect 
  Minor Injury 
  Cut or bruised, but unaffected 
  Wounded  
  Still fighting, but wounded, reduce movement rate to 3m 
  per round (half speed). 
  Seriously 
  Wounded  
  Knocked out for 2D6 minutes and suffering bleeding or 
  other trauma. It doesn’t look good.  
  Dead  
  Dead is dead. Unless you are an android… 
   
  Medical Attention 
  More serious wounds require more complex treatment.  
   
  Wound Type 
  Attention Required 
  Minor Injury 
   
  Gain 1 point of End per hour of rest.  
  Routine (+2) Medical roll will add +2 points for that 
  injury only. DM: -2 if no first aid kit available.  
  Wounded  
   
  Seriously 
  Wounded  
  Knocked out for 2D6 minutes, when awakens all 
  characteristics at 0 are set to 1. Victim will deteriorate, 
  suffering 1D6 damage every hour unless medic makes an 
  Average (0) Medical roll. DMs: 0 if using advanced 
  trauma kit, -2 if using a first aid kit, -4 if no medical tools 
  available. Make this roll every hour until successful, or 
  the victim dies. If successful, character begins to regain 1 
  characteristic point per day, or zero per day if not 
  resting.  
  
  11 
   
  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.  
   
  Roll to hit a vehicle on 8+; use the Gun 
  Combat DM’s.  
   
  Heavy Weapons Fire 
  If firing a heavy weapon, such as a heavy 
  machine gun, starship weapon, anti-tank 
  rocket or missile, heavy laser or tank gun, 
  then replace Gun Combat skill with Heavy 
  Weapons skill.                                        
   
  Roll 2D6 to determine damage: 
   
  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.  
   
  Use the following DMs: 
   
  Autocannon/Heavy Machine-gun/ 
  Smallarms (see ruling below) 
  -4 
  Heavy Armour 
  0 
  Light Armour 
  +2 
  Softskin 
  +4 
  Vehicle Tech Levels 
  difference applied, in favour of highest TL 
   
  Small Arms Fire 
  This includes most hand weapons, machineguns, grenades, shorguns, anti-personnel 
  mines, rifles, etc. Roll to hit the vehicle as normal. When a cumulative damage total 
  is reached during the combat (including small arms fire from any other characters 
  participating in the battle) then the player gets to make a single roll on the damage 
  table (above). The Cumulative Damage Scores are: 
   
   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 vehicle’s total 
  is re-set to zero.   
  
  12 
   
  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. 
   
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  High Guard System Reference Document Copyright © 2008, Mongoose Publishing. 
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  User. Cepheus Engine System Reference Document, Copyright © 2016 Samardan 
  Press; Author Jason "Flynn" Kemp 
   
  Cepheus Engine’s ‘70s 2D6 Retro Rules’, Copyright © 2017 Zozer Games, author Paul 
  Elliott 
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Cepheus Engine/Cepheus Engine/TCE - 1970s 2D6 RETRO RULES.pdf