Combat Cheat Sheet
Quick reference for personal combat (Mongoose Traveller 2e Core Rulebook, 2022 Update — sourced via the Core Rulebook in NotebookLM). See also the Skill Check Cheat Sheet for the underlying roll/Effect rules, the Spaceship Operations Cheat Sheet and the World Codes Cheat Sheet.
The Combat Round
A round ≈ 6 seconds. Each round, in Initiative order (highest first), a Traveller takes either:
- one Significant Action + one Minor Action, or
- up to three Minor Actions (forgoing the Significant).
Plus unlimited Free Actions and Reactions.
| Action | Per round | Examples |
|---|---|---|
| Significant | 1 (or trade for 2 extra Minors) | Attack, apply first aid, full-attention task |
| Minor | 1 (up to 3 if Significant forgone) | Aim, change stance, draw/reload, move |
| Free | Unlimited | Shout a warning, push a button |
| Reaction | Unlimited — but each gives DM−1 to your next actions | Dodge, Dive for Cover, Parry |
Initiative
- At combat start each combatant rolls a DEX or INT check; the Effect of that check is their Initiative for the whole fight.
- Tactics: one character per side (unless surprised) makes a Tactics check; its Effect is added to everyone on that side’s Initiative.
- Combatants may freely delay to act later. Ties → highest DEX, then simultaneous.
- Referee may roll one Initiative for a group of NPCs (using their highest DEX/INT).
- Combatants usually start at Medium range; map scale 1.5 m per square.
Surprise / Ambush (first round only): aware side DM+6 to Initiative, unaware side DM−6. (This is an Initiative modifier — there is no separate attack bonus for an unaware target beyond Prone −1.)
Attacks
Average check — success on 8+.
| Attack | Formula |
|---|---|
| Melee | 2D + Melee + STR or DEX DM |
| Ranged | 2D + Gun Combat + DEX DM |
- Rocket launcher → Heavy Weapons (portable); thrown weapons/grenades → Athletics (dexterity).
- The Effect of the attack is added to damage.
Range (weapon’s Own Range stat)
| Band | Distance | DM |
|---|---|---|
| Short | ≤ ¼ of weapon’s Range | +1 |
| Normal | within Range | 0 |
| Long | up to 2× Range | −2 |
| Extreme | up to 4× Range | −4 |
- Beyond 100 m is automatically Extreme unless the weapon has the Scope trait (referee may extend to 300 m in a no-stress environment).
Note: Don’t confuse this with the named Range Band table (Close/Short/Medium/Long/Very Long/Distant/Very Distant, in metres) — that governs encounter distance and vehicle/spacecraft weapons, not personal to-hit. Personal attacks always use the weapon-Range multiples above.
Damage
- On a hit, roll weapon Damage dice + Effect of the attack. Melee also adds STR DM.
- Subtract armour Protection from the total. An attack with Effect 6+ always deals at least 1 point, regardless of armour or dice.
- Application order: END first → at 0, excess to STR or DEX (target’s choice) → when that hits 0 the Traveller is unconscious and damage flows to the last physical characteristic → all three (STR/DEX/END) at 0 = dead.
- Recompute characteristic DMs from the reduced scores and use them until healed.
- Destructive weapons (Damage
XDD): multiply rolled total ×10.
Armour
- Protection subtracts from each attack’s damage.
- AP X (Armour Piercing): ignores Protection equal to X. (Spacecraft-scale targets ignore AP unless the attacker is also Spacecraft scale.)
- The Effect 6+ → minimum 1 damage rule bypasses armour.
Personal Combat Modifiers
| Bonuses | DM | Penalties | DM |
|---|---|---|---|
| Aiming | +1 per Minor spent aiming (cap +6) | Fast-moving target | −1 per full 10 m of relative movement |
| Laser Sight | +1 (only when aiming) | Long range | −2 |
| Short range | +1 | Extreme range | −4 |
| Target in cover | −2 | ||
| Prone target | −1 |
Key Actions & Reactions
- Aim (Minor): +1 per consecutive aiming Minor, cap +6. Lost if you fire Auto or use a Scope that action.
- Automatic fire (Auto X):
- Single — normal.
- Burst — add Auto score to damage; spends Auto-score rounds.
- Full Auto — make Auto-score attacks (may split among targets within 6 m of each other); spends 3× Auto-score rounds. No aiming benefit in any Auto attack.
- Dual weapons: attack with two one-hand weapons at DM−2 to both; may not aim. (One weapon only = no penalty.)
- Cover: DM−2 to ranged attacks against you.
- Dodge (Reaction): subtract your DEX DM or Athletics (dexterity), whichever is higher from one attack (ranged or melee). Costs −1 to your next actions.
- Dive for Cover (Reaction): DM−2 to every attacker this round (−1 if no cover within 1.5 m), may grant bonus Protection — but you forgo your next actions entirely. Ranged only.
- Parry (Reaction): subtract your Melee skill from one melee attacker.
- Moving in close combat (within 2 m): leaving gives the enemy a free attack at DM+2.
- Grappling: opposed Melee (unarmed). Winner may force prone, disarm (on Effect 6+), throw (1D m / 1D damage), deal 2 + Effect damage ignoring armour, drag, or escape.
Not in Core: personal-combat called shots and suppressive fire aren’t in the Core Rulebook (they need the Companion). The only called-shot rule is in space combat.
Cover Protection (when Hiding — Fully in Cover, Not attacking)
| Cover | Protection |
|---|---|
| Vegetation | +2 |
| Tree trunk | +6 |
| Stone wall | +8 |
| Civilian vehicle | +10 |
| Armoured vehicle | +15 |
| Fortifications | +20 |
(Use the single most effective cover if more than one applies.)
Key Weapon Traits
- AP X — ignores X points of Protection.
- Auto X — single / burst / full-auto modes (above).
- Blast X — hits everything within X m; no Dodge (may Dive for Cover); cover between target and blast centre counts.
- Bulky — needs STR 9+, else attack DM penalised toward negative.
- Very Bulky — needs STR 12+, else larger penalty.
- Radiation — target takes 2D×20 rads (more if Destructive/Spacecraft scale).
- Scope — ignores the 100 m auto-Extreme rule if the Traveller aims first.
- Smart — attack DM = weapon TL − target TL (min +1, max +6).
- Stun — non-lethal; damage hits END only (after Protection); at 0 END the target is incapacitated for rounds = overflow; fully healed by 1 hour rest.
- Zero-G — usable in low/zero gravity with no Athletics (dexterity) check.
- Destructive (
XDD) — rolled damage ×10.
Healing & First Aid
| Method | Restores |
|---|---|
| First Aid (Significant action; medikit) | = Effect of a Medic (EDU) check (min 1), split among damaged characteristics. Within 1 minute of injury, once only. |
| Natural healing | 1D + END DM per day of full rest (only END DM/day if surgery is still needed). |
| Medical Care (bed rest, sickbay) | 3 + END DM + doctor’s Medic points/day. |
| Surgery (needed if 3 characteristics still at 0 after first aid) | Failed check loses 3 + Effect more points. |
| Mental (INT/EDU) damage | 1 point each per day. |
Unconsciousness: make an END check every minute; on a failure, wait and retry with cumulative DM+1 per prior failed check.