Mythras Combat Styles in Classic Traveller
Alongside my Classic Traveller Brainworms I have a healthy dose of Mythras Brainworms. One of the most compelling parts of Mythras to me are the varied Combat Styles that add a little texture and differentiation to characters. Classic Traveller's lifepath seems a good fit for this kind of system. So here is a combat style for each of the core six careers.
Combat Styles
All hand to hand skills are assumed to be cascade skills from Brawling. Shooting skills would cascade off of their relevant gun combat skill.
Inner Band Marine Combatives
All Inner Band Marines are skilled at handling auto rifles and get Auto Rifle 1 upon entry. They also receive Brawling 1, Combat Throw 1, and Joint Lock 1.
- Combat Throw: When unarmed make an attack at 12+ to throw an enemy. Deals 1d6 wounds plus any additional damage taken from the material they are thrown into. Distance thrown is 1/2 of Strength in meters.
- Joint Lock: When brawling throw a 10+ to immobilize a joint on an enemy. Deals 1d6 wounds per round until the hold is broken and all actions are at a -4.
Grunt Pugilism
While the Marines have throws and locks the grunts opt for slugfests. Each army soldier gets Blade 1, Brawling 1, Solar Plexus Crush 1.
- Solar Plexus Crush: On a roll of 12+ deal an additional 2d6 wounds.
Navy Officer Swordsmanship
All Naval officers take pride in their knowledge of the cutlass, the last true naval only weapon. Officers get Cutlass 2 and First Blood 2.
- First Blood: When drawing a weapon to make an attack roll 12+ to attack twice in a round.
Sailor Starport Striking
While the officers get training in the Cutlass and a better check, the sailors make do with the scraps they get into on shore leave. Receive Brawling 2, Autopistol 1, and Full Nelson 2.
- Full Nelson: On a throw 12+ restrain an enemy fully. All attacks against said enemy are at +6. They make break out on an throw of 10+.
Merchant Officer Survival Class
Pirates are a common threat and so the merchants train every officer in shotguns and halberds to keep their brutal reputation intact. Shotgun 1, Halberd 1, and Haft Strike 1.
- Haft Strike: When an attack throw for a 10+ for a halberd strike the enemy also receives -2 to all rolls for the next round.
Scout Dirty Fighting
Only those who leverage everything they can survive the scouts. Get SMG 1, Dagger 1, and Double Attack.
- Double Attack: Anytime you roll an attack at 12= you may attack with your off hand as well.
Other
A life wandering makes it hard to drill technique and everything else one needs to hone martial arts. Instead of a trait pick one melee skill and one gun skill to receive 1 level in.|