Unturned Hovel

Combat Stunts in Classic Traveller

Everyone loves to do a cool move. It's the drive and sauce for so many systems as they try to find the perfect way to be cool. OSR games love to invent their maneuvers and stunts, though often times they get a little bit clumsy or fiddly. This is just an additional rule for making out of combat actions more interesting during a fight.

Combat Actions

When attempting a stunt the player declares what they're doing and the Referee decides which of the stats it best correlates to. Eg. closing a door would be Strength, flinging some powder at the face of an enemy would be Dexterity, and sprinting and leaping across unstable ground would be Endurance. Once the stat is selected that becomes the first stat that will be drained if wounds are afflicted.

As for guidance on what throws to call for for stunts to be accomplished. There is plenty of guidance in The Little Black Books on what appropriate task ratings should be and DMs. The biggest piece of advice to give Referees is that Throws and their DMs need not be scoured for across books until finding the most applicable one. The tried and true 68A and fiction derived DMs should be more than enough for most moments.