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(TFT) Ultra-Tech Starship Troopers Equipment list



The start of my equipment list


Name                 Cost            Damage/Hits stopped 

Scout Power Armor   1000g            Hits stopped 2/6 2 per die of 
of modern weapon damage or 6 points from melee weapons. MA 10/20 
with 20 being the jump capability. Suit has 4 hardpoints for 
weapons. Fatigue rate 1 point every 15 turns. Advanced 
communication and detection array included in suit.

Trooper Power Armor  2000g           Hits stopped 3/8 3 per die of 
modern weapons fire and 8 from melee weapons. MA 10/16 w/16 being 
the jump capability suit has 8 hardpoints for weapons. Fatigue 
rate 1 point every 10 turns. Standard communications and targeting 
array included.

Command Power Armor  2500g            Hits stopped 3/10 3 per die 
of modern weapons damage and 10 for melee attack. MA 10/16 w/16 
being the jump capability, suit has 6 hardpoints for weapons. 
Fatigue rate 1 point for every 12 turns. Advanced communications, 
detection and targeting arrays included.

Light Flamer         500g            2d6 (thrown weapon) uses 1 
hardpoint, 50 uses before need to reload

Heavy Flamer         1500g            4d6 (thrown weapon) uses 1 
hardpoint, 30 uses before need to reload

Light Chaingun       1000g            3d6+2(missile weapon)uses 1 
hardpoint, can fire constantly for 60 turns before running out of 
ammo

Heavy Chaingun       2500g            5d6+3(missile weapon)uses 1 
hardpoint, can fire constantly for 30 turns before running out of 
ammo

Small Missile Rack   500g            does no damage holds 6 
standard or HE missiles will not hold nukes, uses 1 hardpoint

Large Missile Rack    1500g           does no damage holds 12 
standard or HE missiles, or 4 micro-nukes, uses 2 hardpoints

Small Beam Weapon     3000g          5d6(missile weapon) uses 2 
hardpoints. Fires every other turn or once per turn if Dx is 13+

Large Beam Weapon     5000g          8d6(missile weapon) uses 3 
hardpoints. Fires every three turns or every other turn if DX is 
14+. Every turn if Dx is 17+

Small Rail Gun        2500g          4d6+4(missile weapon) uses 2 
hardpoints. May fire 5 turns in a row then cool for 2     

Large Rail Gun        5000g          7d6+4(missile weapon) uses 3 
hardpoints. May fire 5 turns in a row then cool for 2

Y-Rack Launcher       1000g           does no damage holds 12 
grenades. Uses 1 hardpoint. Launches them two at a time in any of 
your front hexes. No more than two per suit

Tazer Defense         1000g           Uses 1 hardpoint. Shocks 
anything in the surrounding hexes when activated roll 5d6 vs DX to 
not be stunned. Once every 5 turns max.

Standard Missile       250g             4d6 (missile weapon)

HE missile             300g             5d6 (missile weapon)

Armor Piercing         350g             4d6 (missile weapon) armor 
reduced by half to figure damage

HE Armor piercing      500g             5d6 (missile weapon) armor 
reduced by half to figure damage
 
Concussion Grenade     100g             3d6 (thrown)+ 4d6 roll to 
stay standing if within 3 hexes of explosion. Special damage 
diagram.

Fragmentation Grenade  150g             4d6 (thrown) +3d6 roll to 
stay standing if within 3 hexes of explosion. Special damage 
diagram

Gas Grenade            150g              Special as per gas

Incendiary Grenade     200g              5d6 (thrown) fire damage 
Special damage diagram

If grenade does 5d6 damage the next ring out gets 1 die less, if 
the grenade causes concussion damage it is felt in all adjacent 
hexes 2 hexes from the center in all directions.
         _ 
       _/4\_
      /4\_/4\
      \_/5\_/ 
      /4\_/4\ 
      \_/4\_/  
        \_/ 
 


Robert Morger
Pangaea_TFT Fantasy RPG adventure
http://groups.yahoo.com/group/Pangaea_TFT/
Subscribe:  Pangaea_TFT-subscribe@yahoogroups.com 
 

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