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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.
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Robert Morger
Pangaea_TFT Fantasy RPG adventure
http://groups.yahoo.com/group/Pangaea_TFT/
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