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Re: (TFT) The Fantasy Trip Revisited?!?!?
You should probably give credit to WarpWar (which was NOT a Steve Jackson d
esign) for the Build Point and Power/Drive usage.
From: Jay Carlisle <maou.tsaou@gmail.com>
To: "tft@brainiac.com" <tft@brainiac.com>
Sent: Saturday, May 2, 2015 3:18 AM
Subject: (TFT) The Fantasy Trip Revisited?!?!?
VEHICLES (METAVERSE The Fantasy Trip Revisited May 2001)
Vehicles often play a part in TFT adventures.
The following chapter lists some common vehicles that will be
available to players and how they translate to game terms to allow for
exciting chases and combats.
Because of the wide variety of sizes allowed for vehicles there are
three scales of play vehicles are used in.
(1) “Normal ” Combat Scale (1 hex hicles can be
used in ‘normal’ scale that allows characters to interact w
ith
vehicles as they normally do.
(2) Vehicle Combat Scale (1 hex and mass army combat occurs at this scale.
(3) Mass Combat Scale (1 hex with 30 figures per hex occur at this scale as well as aircraft
combat.
After this the scale is entirely arbitrary as suits the needs of the
story - for example, space combat can occur at whatever distance per
hex the gm desires.
Vehicle Construction
The following rules are for the construction of three different types
of vehicles in METAVERSE:
• Ancient - Ships - These the rules for constructing ancient sail
and/or oar vessels.
These are based on the construction rules for Ram Speed by Metagaming
and 7th Seas by Alderac.
• Modern - Vehicles - These are the default construction rules for
most vehicles, including motorcycles, boats, hovercraft, helicopter,
planes, jets, powered armor and battlesuits, snowmobiles, etc.
These are based on the construction rules for Car Wars/Mini-Car Wars
by Steve Jackson Games and Ogre by Steve Jackson Games.
• Future - Spacecraft - These the rules for constructing Warp capab
le
and hyperdrive capable space vehicles.
These are based on the construction rules for Warp War by Metagaming
and Ogre by Steve Jackson Games.
Vehicle Attributes
GMs and players can chose from a wide variety of modern units, ranging
from the monstrous Ogres, through many different sorts of armor
vehicles, down to the battlesuits of the ‘poor bloody infantry�� - who
are vehicles in their own right.
There are six characteristics which determine a unit’s capabilities
on
the battlefield.
Like character creation, these abilities are designed to make the
vehicle balanced in a combat and tactical situation - leaving the
Roleplaying to the players, not the rules.
These are its Attack Strength and Range; its Armor/Structure Points;
its Move, and the Movement Mode which determines how it handles
various sorts of terrain; and its Size.
Taken together with the unit’s special abilities and accessories,
these characteristics give it its Build Point value.
Attack Strength (ATT)
This number represents the combat strength of a particular unit.
A higher number means a greater attack capability - usually because of
a larger weapon.
Most units have a single attack strength.
Infantry units have an attack strength based on the number of squads
remaining in that unit; each squad has an attack strength of 1.
Attack strength also relates to detection ability; in general, larger
units carry better electronics and have a better chance of accurately
locating their targets.
Attack Strengths are considered to be 5d6 per 1 ATT with a practical
limit of ATT 8 (40d6) for planet-based weapons and ATT 12 (60d6) for
space-based weapons.
Range (RnG)
This is the maximum distance, in inches, at which a unit may attack.
Vehicle units and infantry units have a single range for their fire.
Each weapon system has its own particular attack range.
Range is considered to be 1 MH per 1-hex but this can vary greatly
depending on the scale.
In general consider the following practical limits to ranges:
Planet-based:
ATT 0-2 Maximum Range 4
ATT 3+ Maximum Range 5-10
Space-based:
ATT 1-5 Weapon Type Beam - Full damage
ATT 6-10 Weapon Type Beam - Half damage
ATT 11-15 Weapon Type Beam - 1/4 damage
ATT 16+ Weapon Type Beam - No damage
Drive setting x2 Weapon Type Missiles
Defense Strength (DEF)
This number represents the defensive strength of a particular unit.
The higher the number, the better the unit defends.
Each vehicle and infantry unit has a single defense strength.
Defense strength is based on several factors: mobility (and ability to
hide), electronic countermeasures, the point-defense weaponry carried
by most units, and -perhaps least important - heavier armor.
Camouflage is usually of no account at all, as the naked eye is more
easily fooled than electronic detects - see p.__.
Infantry units have a defense strength based on the number of squads
remaining in that unit...the more squads, up to 3, the better the
effect of their combined ECM and of their personal weapons in
point-defense mode.
Each individual weapon system has its own defense strength, based on
its durability and the vehicle’s overall ECM and point defense.
Some units have a defense strength of 0.
Such a unit is destroyed automatically if attacked.
Defense Strength is considered to be one hull type per Armor, so BPC
armor is usually HS 7, ST 150 per Armor.
A practical maximum of 6 for armor (HS 42, ST 600, costing 2 BP) and 9
for Screens.
Armor/structure points (SP)
Large buildings and other structures do not have Defense Strengths;
instead, they have Structure Points.
These are gradually worn down by attacks.
Note that while units with Defense Strengths get defensive bonuses for
some terrain, there is no terrain bonus for Structure Points; these
buildings are too large to hide behind trees, disguise with ECM and so
on.
Speed (Move)
This number represents the maximum distance, in inches, that the unit
may move, each turn, through clear terrain.
Movement through different terrain can increase or decrease this distance.
A unit never has to move, nor does it have to use its full movement
allowance each turn.
For example, a Heavy Tank has a movement value of 6.
During its movement it can choose to remain stationary, or it can
movement any distance up to a maximum of 6 hexes across the
battlefield.
Unused movement may not be saved from turn to turn.
Hovercraft, helicopters, planes and other vehicles that fly have a
split movement value.
For instance, a regular G.E.V. has a movement value of 4/3.
This means that it has two movement phases per turn.
It has a movement value of 4 for the regular movement phase, and a
value of 3 for the second, G.E.V.-only movement phase, which takes
place after combat.
During its movement phase, any vehicle still capable of movement may
always move forward at least 1 hex, regardless of any terrain
modifiers.
Movement Mode (Mode)
This is a 3-letter abbreviation that represents the mode of travel
used by the unit, as follows:
Flight (HEL/PLN): This movement type is used by all flight-capable vehicles
.
This includes aircraft of all types, helicopters and vectored thrust vehicl
es.
Each aircraft’s peculiar flight characteristics are provided by
suitable Perks and Flaws (see Perks and Flaws, page 112).
Ground (no code): Any wheeled or tracked vehicle. Wheeled vehicles are
assumed to be equipped with large wheels and strong suspension for
rough terrain and thus are grouped with tracked vehicles in the Ground
mowsment type for simplicity.
Ordinary wheeled vehicles such as city cars have the Poor Off-Road
Capacity Flaw to represent the low clearance of their drive system
(see Flaws, page 128).
Hover (GEV): This movement type is used by all vehicles which travel
above but near the ground, such as ground-effect hover craft and other
air-cushion vehicles. Ground-effect systems only work within an atmo
sphere; they are useless in vacuum.
Naval (WTR): Any conventional water vessels and hydrofoils, or
anything that can float.
This only makes the vehicle’s hull water-tight, however: it is stil
l
susceptible to flooding and capsizing if swamped or turned
upside-down.
Rail (RAIL): Any vehicle which uses a rail or guide of some kind to
move about is part of this category.
This includes classic steel railroad trains, MagLevs, monorails and many ot
hers.
These vehicles can only move along a rail line, and the rail(s) must
be of the same type as the one the movement system was designed for.
Space (SPACE): A vehicle equipped with re action thrusters uses this
movement system.
This movement type does not confer the ability to perform standard
atmospheric flight or reentry, these must be purchased separately.
Submarine (SUB): This movement type covers underwater craft of all
sorts, which are fully watertight.
Most Submarine vehicles also have the Naval movement type, but it is
not required (some submarine vehicles fare very poorly on the
surface).
Walker (WLK): This represents a mult-legged walking vehicle.
The exact number of legs present is totally up to the designer and has
no bearing on either speed and toughness, which are determined
separately (see Speed below, and Perks and Flaws, page 112).
Speed
A Top Speed, measured in miles per hour, must be selected for each
individual movement type.
Each Top Speed is divided by fifteen (15) to get the Top Speed in
Speed, rounding to the nearest whole number.
Multiple Movement Modes
Strike Mecha have a double movement code.
This allows the owning player, at the beginning of his turn, to choose
the mode he wishes to use.
Once chosen, however, all restrictions pertinent to that mode are
applied in full until it changes modes again.
Should the machine become disabled, for whatever reason, it cannot
change modes until it has fully recovered.
The current movement mode is indicated by a small counter near the
base of the figure (no marker being walker mode).
Size (Size)
This is an abstract measure of the vehicle’s size and weight; see t
he
Size Table, p.______.
Size is mainly used to determine how hard it is to push an inert unit
around, and what a unit can hide behind, as well as how many weapons
and accessories can fit into the frame.
Size is not important for buildings.
Build Point Value (BP)
This is the “cost” of the unit in scenarios where the playe
rs can
choose their own vehicles.
A BP is basically a unit of money.
For example, suppose the players save an alien from death, and he
decides to reward them by giving them a spaceship.
The alien might give the players a spaceship with 20 BP on it, of their cho
ice.
If they take a Danger Room, it cost as much money (3 BP) as a Cloaking
Device, but is of no value in combat.
The players have to balance comfort against power.
The option cost of an item depends on only on its usefulness, but also
on its availability in a given society.
The luxury options are less commonly available, because they are
harder to produce.
Real World Vehicle Conversion
Dimensions: Multiply Length x Width x Height.
Length: In inches is divided by 52 (inch/52) Use hexes to determine Size, remembering to add Width and Height.
Width: In inches is divided by 52 (inch/52) Use hexes to determine Size, remembering to add Length and Height.
Height: In inches is divided by 52 (inch/52) Use hexes to determine Size, remembering to add Length and Width.
Example: A Ferraris is 167.5 inches long by 67.7 inches wide and 44.1
inches high. 167.5/52 3.22 x 1.30 x 0.84
Wheelbase 0 to 100 101 to 500 106+
Acceleration 0-60 mph (sec) 11.8 to 15 6.2 to 8.7 4.5
Horsepower hp Power/Drive (PD 1 PD)
Up to 95 hp 96 to 127 hp 128 to 190 hD 191 to 380 hp 381 to 760 hp 761 to 1140 hp 1141 to 1520 hp 1521 to 1900 hp 1901 to 2280 hp 2281 to 2660 hp 2661 to 3040 hp 3041 to 3420 hp 3421 to 3800 hp 28 PD Dreadnought
Watts Power/Drive (P
D 283,365.96 watts 1 hp
Vehicle Design Notes
Bio-Constructs
Bio-constructs are vehicles, machines and robots made of living flesh
rather than mechanical components.
They may be engineered or naturally bred, and their characteristics
may vary wildly.
They are somewhat rare, since most applications are easily done by
more resilient machines.
For game simplicity, Bio-constructs are built just like any other
vehicles or machines.
In this case, “Crew” indicates not only any onboard crew (i
f
applicable) but also the state of the creature’s nervous system (pa
in
and damage will cause actions to be lost).
Especially tough or resilient creatures might well have several levels
of the Perk “Reinforced Crew” (in this case, it would read
as “Tough
Nervous System”).
Most living beings will also have Self-Repair Systems (see page 148)
to simulate their ability to heal naturally.
Vehicle Construction
The following rules describe a process where players may design their
own vehicles and then calculate a Build Point Value for these new
vehicles.
The process of building a vehicle has three steps:
(1) Constructing a Hull
(2) Adding Weapons to the Hull
(3) Adding Accessories to the Hull
(4) Determining a Build Point Value for the new Vehicle
Constructing a Hull
Every vehicle has a hull.
It contains the controls, electronics, gas/electrical/nuclear Power
Plants/Drives to power the vehicle, sensor devices, Structural Points
and armor to protect these items.
Only the Power/Drives, Structural Points, and Armor are added by the player
.
Everything else comes for free.
There are three phases to hull construction:
a) Deciding on the size of the hull (Size)
b) Assign a movement rate (PD and Speed)
c) Add Structure Points (SP) and Armor (A)
DECIDE ON the SIZE of the HULL (SIZE)
A HULL may have a “SIZE” of between 1/3 and 64 or more.
Fractional amount of Size are only allowed in “half” units;
i.e., a
hull may have a Sze of 24-1/2 (24.5), but not a size of 23-1/3 with
the single exception of the very small vehicles meant to represent
bicycles, powered exoskeletons, jet packs, go-carts and other small
vehicles that can still be built with these rules.
Designers are free to pick any size hull they wish within those limitations
.
The BP value of a Vehicle increases with hull size at a rate of 1 BP per 1
Size.
Spaces are Car Wars Spaces for comparison/conversion purposes.
Size Assumes One Battlesuit Infantry is 5-6 men and Militia is 20 men
and worth 1/3 BP.
For references purposes, the following is an OGRE Size Conversion.
OGRE TFT Examples from Ogre
1 1 Light Tank, LGEV, Truck, INF squad
2 2 GEV, Missile Tank, archaic MBT or APC
3 3 Heavy Tank, GEV-PC
4 4 Missile Crawler, Mobile CP, LHWZ, HWZ, MHWZ
5 5 Superheavy, Ogre Mark I
6 6-10 Ogre Mark II
7 11-22 Ogre Mark III, III-B, Ninja
8 23-30 Ogre Mark IV, V, Fencer
9 31-50 Ogre Mark VI, Dopplersoldier
Hexes is the approximate maximum.
Weight is the approximate weight in tons of 2,000 lb. each.
Ram is the damage that occurs in a Ram attack.
This is in ATT (or vehicle) scale.
Multiply x5 for figure scale.
Example Vehicles
Bicycle; SIZE 0.25, SPACE 0
Rocket Pack; SIZE 0.25, SPACE 1
Lt. sidecar; SIZE 0.25, SPACE 2
Hvy. Sidecar, Mini-Van Trailer, Regular Balloon, Lt. Battlesuit,
Go-Kart; SIZE 0.25, SPACE 3
Lt. Cycle, Lt. Aquabike, Lt. Snowmobile, Small Assault Power Armor,
WaterSled (1 person), Light Microcopter, Light Mini-Car; SIZE 0.25,
SPACE 4
Med. Cycle, Large Balloon, Med. Snowmobile, Med. Assault Power Armor,
Med. Battlesuit, Water Sled (2 person), Med. Microcopter, Med.
Mini-Car; SIZE 0.25, SPACE 5
Rowboat, Med. Aquabike, Lg. Assault Power Armor, Large Water Sled, One
Man Sub, Hvy. Microcopter, Hvy. Mini-Car; SIZE 0.33, SPACE 6
Subcompact, Hvy. Cycle, Hvy. Snowmobile, Subcompact Sand Rail, Hvy.
Battlesuit. Recon Powered Armor, X-Hvy. Microcopter; SIZE 0.33, SPACE
7
Flatbed trailer 6', Hvy. Aquabike, One-Man Hovercraft, Small
Microplane, Sub-compact, Carplane, One-Man Hoverplane, Small Truck,
X-hvy. Battlesuit; SIZE 0.33, SPACE 8
Medium Truck, Mini Sub; SIZE 0.5, SPACE 9
Compact, Sprint Racing car, Dinghy boat, Compact Carplane, Compact
Sand Rail, S-hvv.Battlesuit, Standard Powered Armor, Lt. Circle Car,
Lt. Wheel Car, Lt. Tread Car; SIZE 0.5, SPACE 10
Van 6' trailer, Med. Microplane, Small Airplane, Hvy Circle Car; SIZE
1, SPACE 12
Mid-sized Car, Flatbed 10', One-Man Helicopter, Small Grasshopper,
Mid-Sized Car-plane, Mid-sized Sand Rail, Med. Wheel Car, Med. Tread
Car; SIZE 1, SPACE 13
Small Hovercraft, Small Hoverplane, Small Walker; SIZE 1, SPACE 14
Formula One/Indy Racer, Standard Formula 1 Body, Small Sleigh; SIZE 1, SPAC
E 15
Sedan, Dragster, Med. Grasshopper, Sedan Sand Rail, Heavy Powered
Armor, Hvy. Wheel Car, Hvy Tread Car; SIZE 1, SPACE 16
Cabover, Lg. Microplane, Standard Walker, Long Wheelbase Formula 1
Body; SIZE 1, SPACE 17
Can-Am, Standard Sleigh; SIZE 1, SPACE 18
Luxury, Flatbed 15', Standard Cabover Big Rig, Small Helicopter, Lg.
Grasshopper, Luxury Sand Rail, X-Hvy Wheel Car, X-Hvy Tread Car; SIZE
1, SPACE 19
Funny Car, Van 10', Longnose, Speedboat, Standard Hovercraft, Micro
Airship, Small Armored Car, Small Mecha; SIZE 1, SPACE 20
Station Wagon, Medium Airplane, Super Sleigh; SIZE 2, SPACE 21
Standard Longnose, Large Walker; SIZE 2, SPACE 22
Pickup, Camper, Flatbed 20', Sleeper Cabover, Stretch-luxury car,
Mini-Van, Pick-up Truck Sand Rail, Submarine (1-man); SIZE 2, SPACE 24
Cargo Microplane, Armored Personnel Carrier (APC averages 20-30
spaces); SIZE 2, SPACE 25
Sleeper Longnose, Large Hovercraft, Limousine; SIZE 2, SPACE 27
Flatbed 25', Double Sleeper Cabover; SIZE 2, SPACE 29
Van, Van 15' Trailer, Standard Helicopter, Stretch-pickup truck, Van
Sand Rail, Med. Mecha, Stretch-Camper; SIZE 2, SPACE 30
Large Airplane, Small Jet Fighter, Double Sleeper Longnose, High-Rise
Sleeper Long-nose, Van-up; SIZE 2, SPACE 32
Flatbed 30', Minibus, Medium Armored Car, Mini Landmaster; SIZE 2, SPACE 35
Stretch-van, Fighter Microplane; SIZE 2, SPACE 36
Cruiser, High-Rise Double Sleeper Longnose; SIZE 2, SPACE 37
Van 20'; SIZE 2, SPACE 38
Large Cargo Microplane, Small Airship, Small Submarine; SIZE 2, SPACE 40
Small Cargo Hovercraft, Transport Helicopter; SIZE 3, SPACE 41
Bus 30', Large Mecha, Landmaster (30’); SIZE 3, SPACE 45
Van 25'; SIZE 3, SPACE 46
Flatbed 40' Trailer, Large Armored Car; SIZE 3, SPACE 50
Reg. Cargo Hovercraft, Standard Heavy Lift Helicopter; SIZE 3, SPACE 51
Large Jet Fighter; SIZE 3, SPACE 53
Van 30'; SIZE 3, SPACE 54
Small Heavy Lift Helicopter; SIZE 3, SPACE 55
Yacht; SIZE 3, SPACE 58
Tanker 40', Bus 40', Medium Airship, Flatbed Trailer (48’), Med.
Submarine, Landmaster (40’); SIZE 3, SPACE 60
Flatbed Trailer (53’); SIZE 4, SPACE 65
Dual-Level Flatbed 40', Dumper 40', Heavy Fighter Plane; SIZE 4, SPACE 70
Tanker Trailer (48’); SIZE 4, SPACE 72
Reefer 40', Heavy Mecha; SIZE 4, SPACE 75
Tanker (53’); SIZE 4, SPACE 78
Van 40', Cargo Airplane, Small Fleet Patrol Boat, Lg. Submarine; SIZE
4, SPACE 80
Double Flatbed Trailer (53’); SIZE 5, SPACE 82
Reefer Trailer (48’); SIZE 5, SPACE 88
Double Flatbed Trailer (53’); SIZE 5, SPACE 90
Reefer Trailer (53’); SIZE 5, SPACE 95
Van (48’); SIZE 5, SPACE 96
X-Hvy. Mecha, Van Trailer (50’), Small Supertruck; SIZE 5, SPACE 10
0
Van (53’); SIZE 5, SPACE 104
Standard Airship; SIZE 5, SPACE 110
Large Cargo Airplane; SIZE 5, SPACE 115
X-Lg. Submarine; SIZE 6, SPACE 120
Large Heavy Lift Helicopter; SIZE 6, SPACE 125
Large Airship, Super-hvy Mecha; SIZE 7, SPACE 150
Heavy Transport Plane, Med. Fleet Patrol Boat, Super Submarine; SIZE , SPAC
E 160
Transport Airship; SIZE 8, SPACE 180
Titan Mecha, Med. Supertruck; SIZE 9, SPACE 200
Super Airship, Large Fleet Patrol Boat, Fleet Submarine; SIZE 11, SPACE 240
X-Large Fleet Patrol Boat; SIZE 16, SPACE 320
Super Fleet Patrol Boat, Lg. Supertruck; SIZE 20, SPACE 400
Hvy. Supertruck; SIZE 40, SPACE 800
ASSIGN a MOVEMENT RATE (PD and SPEED)
A vehicle may have a Movement Rate of equal to half its Power/Drive size.
Speed can also be rated in 1/4 and 1/2 values.
Speed is given in Vehicle scale and equals 1 inch per turn per Speed 1.
Split Speed is a rating given to very fast vehicles that are capable
of flight such as hovercraft, airplanes and helicopters.
The flexibility of these kinds of movements allow them to make TWO
choices of maneuvers per turn.
For instance, a hovercraft (GEV) has a Sped of 4/3.
This means it has two maneuvers per turn.
It has a Speed of 4 and may choose any Speed 4 maneuver for the
regular movement phase, and a value of 3 for the second, Split-only
movement phase, which takes place after combat.
In some cases there are TWO split speeds.
Which one a particular vehicle uses depends on the maneuverability of
the vehicle.
MPH is considered miles per hour and is an approximation for reference purp
oses.
MA is considered figure scale Movement Allowance and is just given for
comparison purposes.
PD is considered Power/Drive and is the amount of ‘engine’
required
for the amount of Speed.
MA Speed Speed(flight
) MPH(average)
1/4 - 1-5 mph (2.5 mph) 2
1/2 - 6-11 mph (7.5 mph) 6
1 - 12-23 mph (15 mph) 12
2 - 24-38 mph (30 mph) 24
3 2/1 39-53 mph (45 mph) �� 36
1 Standard Vehicle Size Table
Size Spaces Hexes Mas
s (tons) Notes
0.25 0-5 1-3 0-1
0.33 6-6.6 4-8 1-3
0.5 7.6-10 9-15 3-5
1 11-20 16-24 6-9 Lig
ht Tank, LGEV, Truck, INF squad,
Small Mecha (25’, $100,000)
2 21-40 25-35 9-13 Pe
nteconter, GEV, Missile Tank,
archaic MBT (36-76 hexes) or APC, Medium Mecha(25’,$150,000)
3 41-60 36-48 13-17 B
ireme, Heavy Tank, GEV-PC, Large
Mecha (30’, $225,000)
4 61-80 49-63 18-23 M
issile Crawler, Mobile CP, LHWZ,
HWZ, MHWZ, Hvy Mecha (35’, $375,000)
5 81-100 64-80 23-29
Trireme, Superheavy, Ogre Mark I,
X-Hvy Mecha (40’, $500,000)
6 101-120 81-99 29-36
Ogre Mark II
7 121-140 100-120 36-
44
8 141-160 121-143 44-
52 S-Hvy Mecha (45’, $750,000)
9 161-180 144-168 52-
61 Quinquireme
10 181-200 169-195 61
-71 Ogre Mark II, Titan Mecha (50’,
$1,000,000)
11 201-220 196-224 71
-81
12 221-240 225-255 82
-93
13 241-260 256-288 93
-105
14 261-280 289-323 10
5-118
15 281-300 324-360 11
8-131
16 301-320 361-399 13
1-145
17 321-340 400-440 14
6-160
18 341-360 441-483 16
0-176
19 361-380 484-528 17
6-192
20 381-400 529-575 19
2-209
21 401-420 576-624 21
0-227
22 421-440 625-675 22
7-246 Ogre Mark III-B
23 441-460 676-728 24
6-265
24 461-480 729-783 26
5-285 Ogre Mark IV
25 481-500 784-840 28
5-306
26 501-520 841-899 30
6-327
27 521-540 900-960 32
7-349
28 541-560 961-1023 350-372
29 561-580 1024-1088 373-396
30 581-600 1089-1155 396-420 Ogre M
ark V (1140 hexes), Fencer
31 601-620 1156-1224 421-445
32 621-640 1225-1295 446-471
33 641-660 1296-1368 472-498
34 661-680 1369-1443 498-525
35 681-700 1444-1520 525-553
36 701-720 1521-1599 553-582
37 721-740 1600-1680 582-611
38 741-760 1681-1763 612-641
39 761-780 1764-1848 642-672
40 781-800 1849-1935 673-704
41 801-820 1936-2024 704-736
42 821-840 2025-2115 737-769
43 841-860 2116-2208 770-803 Ogre Mark VI
44 861-880 2209-2303 804-838
45 881-900 2304-2400 838-873
46 901-920 2401-2499 874-909
47 921-940 2500-2600 910-946
48 941-960 2601-2703 946-983
49 961-980 2704-2808 984-1022
50 981-1000 2809-2915 1022-1061
51 1001-1020 2916-3024 1061-1100
52 1021-1040 3025-3135 1101-1141
53 1041-1060 3136-3248 1141-1182
54 1061-1080 3249-3363 1182-1224
55 1081-1100 3364-3480 1224-1266
56 1101-1120 3481-3599 1266-1309
57 1121-1140 3600-3720 1310-1353
58 1141-1160 3721-3843 1354-1398
59 1161-1180 3844-3968 1399-1444
60 1181-1200 3969-4095 1444-1490
61 1201-1220 4096-4224 1490-1537
62 1221-1240 4225-4355 1537-1584
63 1241-1260 4356-4488 1585-1633
64 1261-1280 4489-4623 1633-1682
Speed Speed(flight) MPH �� (average) MA
1/4 - 1
-5 mph (2.5 mph) 2
1/2 - 6
-11 mph (7.5 mph) 6
1 - �� 12-23 mph (15 mph) 12
2 - �� 24-38 mph (30 mph) 24
3 2/1 39-53 mp
h (45 mph) 36
4 -
54-68 mph (60 mph) 48
5 3/2 69-83 m
ph (75 mph) 60
6 -
84-98 mph (90 mph) 72
7 4/3 99-113
mph (105 mph) 84
8 4/4 114-128
mph (120 mph) 96
9 5/4 129-143
mph (135 mph) 108
10 5/5 144-158 mph (
150 mph) 120
11 6/5 159-173 mph (
165 mph) 132
12 6/6 174-188 mph (
180 mph) 144
13 6/4/3 189-203 mph
(195 mph) 156
14 6/4/4 204-218 mph
(210 mph) 168
15 6/5/4 219-233 mph
(225 mph) 180
16 6/5/5 234-248 mph
(240 mph) 192
17 6/6/5 249-263 mph
(255 mph) 204
18 6/6/6 264-278 mph
(270 mph) 216
19 6/6/4/3 279-293 m
ph (285 mph) 228
20 6/6/4/4 294-308 m
ph (300 mph) 240
21 6/6/5/4 309-323 m
ph (315 mph) 252
22 6/6/5/5 324-338 m
ph (330 mph) 264
23 6/6/6/5 339-353 m
ph (345 mph) 276
24 6/6/6/6 354-368 m
ph (360 mph) 288
25 6/6/6/4/3 369-383 mph (375 mph) 300
26 6/6/6/4/4 384-398 mph (390 mph) 312
27 6/6/6/5/4 399-413 mph (405 mph) 324
28 6/6/6/5/5 414-428 mph (420 mph) 336
29 6/6/6/6/5 429-443 mph (435 mph) 348
30 6/6/6/6/6 444-458 mph (450 mph) 360
31 6/6/6/6/4/3 459-473 mph (465 mph) 372
32 6/6/6/6/4/4 474-488 mph (480 mph) 384
33 6/6/6/6/5/4 489-503 mph (495 mph) 396
34 6/6/6/6/5/5 504-518 mph (510 mph) 408
35 6/6/6/6/6/5 519-533 mph (525 mph) 420
36 6/6/6/6/6/6 534-548 mph (540 mph) 432
37 6/6/6/6/6/4/3 549-563 mph (555 mph) 444
38 6/6/6/6/6/4/4 564-578 mph (570 mph) 456
39 6/6/6/6/6/5/4 579-593 mph (585 mph) 468
40 6/6/6/6/6/5/5 594-608 mph (600 mph) 480
41 6/6/6/6/6/6/5 609-623 mph (615 mph) 492
42 6/6/6/6/6/6/6 624-638 mph (630 mph) 504
43 6/6/6/66/6/4/3 639-653 mph (645 mph)
516
44 6/6/6/6/6/6/4/4 654-668 mph (660 mph) 5
28
45 6/6/6/6/6/6/5/4 669-683 mph (675 mph) 5
40
46 6/6/6/6/6/6/5/5 684-698 mph (690 mph) 5
52
47 6/6/6/6/6/6/6/5 699-713 mph (705 mph) 5
64
48 6/6/6/6/6/6/6/6 714-728 mph (720 mph) 5
76
49 6/6/6/6/6/6/6/4/3 729-743 mph (735 mph) 588
50 6/6/6/6/6/6/6/4/4 744-758 mph (750 mph) 600
51 6/6/6/6/6/6/6/5/4 759-773 mph (765 mph) 612
52 6/6/6/6/6/6/6/5/5 774-788 mph (780 mph) 624
53 6/6/6/6/6/6/6/6/5 789-803 mph (795 mph) 636
54 6/6/6/6/6/6/6/6/6 804-818 mph (810 mph) 648
55 6/6/6/6/6/6/6/6/4/3 819-833 mph (825 mph) 660
56 6/6/6/6/6/6/6/6/4/4 834-848 mph (840 mph) 672
57 6/6/6/6/6/6/6/6/5/4 849-863 mph (855 mph) 684
58 6/6/6/6/6/6/6/6/5/5 864-878 mph (870 mph) 696
59 6/6/6/6/6/6/6/6/6/5 879-893 mph (885 mph) 708
60 6/6/6/6/6/6/6/6/6/6 894-908 mph (900 mph) 720
Speed Speed(flight) Maximum Speeds (Size)
2 - Walker (2+)
3 2/1 Walker (1)
4 - Walker’s Ground, Naval (hull), Submarine (1
/3+)
5 3/2 Submarine (/ or less)
6 - Ground (1/ or more)
7 4/3 Ground (1), Hover (1+), Nava (hvdrofoil)
9 5/4 Hover (1/3 to /)
10 5/5 Ground (/), Hover (/ or less)
Acceleration
At the beginning of each turn, the owner of each vehicle chooses its
speed for the turn.
All players determine their new speeds, record them either in the
Speed box on their record sheets or on a piece of scratch paper, and
then reveal them simultaneously.
Vehicles may only accelerate or brake by 1 or 2 increments of speed per tur
n.
The acceleration indicates how many speed levels the vehicle may
increase in one turn, and the braking ability is the number of speed
levels that may be reduced in one turn.
For some vehicles the ability to accelerate by a certain amount isn't
guaranteed.
Each tempt to accelerate they must roll 1d6 to determine if they can
successfully accelerate amount each turn.
They must roll this EACH item they attempt to accelerate.
Acceleration____________________Allows Speed Changes of
ACC_______________________________ACC
2.5 mph �� 1 in 6 chance ACC 1 - rolled each
attempted accleration ACC1/4
5 mph
3 in 6 chance ACC 1 - rolled each
attempted accleration ACC 1/3
10 mph
5 in 6 chance ACC 1 - rolled each
attempted accleration ACC1/2
15 mph
ACC 1 - no roll required
ACC 1
20 mph
3 in 6 chance ACC 2 - rolled each attempted
accleration ACC 1 1/4
25 mph
5 in 6 chance ACC 2 - rolled each attempted
accleration ACC 1 1/2
30+ mph �� ACC 2 - no roll required
ACC 2
Floor it
Any vehicle may attempt additional acceleration any turn as follows:
1d6_______Extra
Accerlation____________________________________________________________
1-3 Add a 5-1 meanuver to the end of normal movmenet
4-5 The vehicle moves normally
6 The vehicle moves normaly, but then ‘stalls’.
A stalled vehicle may not move unless it rolls a 6 just prior to the
first movement phase.
The usually results in simply the loss of a 5-second turn.
In the case of flight-capabile vehicles it may mean the vehicle starts fall
ing.
The vehicle may attempt to get out of a stall (by rolling a 1 in 6
chance) each turn.
Adding Armor (A) and structure points (SP)
Two of the most commonly added components are Armor (A) and Structure
Points (SP - also known as Hull Points).
Neither of these are required on any vehicles.
They are mostly available to extremely large vehicles such as
spacecraft and very heavy tanks.
For all practical purposes, Armor and Structure Points are
interchangeable and are only considered separately for the purposes of
non-combat structures such as office buildings - which don’t have
“armor” but have the equivalent of Armor in Structure Point
s before
the office building is considered destroyed.
Keep in mind that most vehicles do not have either Armor or Structure Point
s.
The added weight and price don’t justify the purchase for most
non-combat vehicles.
These are simply ‘damage-sinks’ for combat-capable vehicles
and
without them then most crash or weapon damage will be applied directly
to a vehicle's internal components.
There is no practical limit on either armor or structure points but
the following ranges are most appropriate.
Armor (A) - unarmored or slightly armored vehicles have Armor ratings
roughly equal to their Size rating to represent their structural
strength.
Lightly armored vehicles have Armor equal to roughly twice their Size.
Moderately armored vehicles have armor equal to about two and a half
times their Size.
Heavily armored vehicles have Armor equal to roughly three times their Size
.
Anything with an Armor rating greater than three times its Size is
either incredibly slow or completely unrealistic.
Due to the severe weight restrictions required by the mechanics of
flight, aircraft rarely have an Armor rating that is more than twice
their actual Size.
For military craft, the Armor rating is usually just under that limit.
Structure Points (SP) - Generally a vehicle with SP has as many SP
units as it has Size.
A hull of Size 25, for example, would be unlikely to have 5 SP units.
Adding weapon systems
Once a hull has been built using the above, weapons may be added.
Weapons may be placed in any combination in a hull.
The total “Capacity” of all weapons in a hull can not excee
d the Size
of that hull.
For comparison purposes, a CAP is approximately 20 Car Wars ‘Spaces
’.
“Cost” is used during calculation of a vehicle's BP value.
Weapon (abbv) ATT �� RNG DEF CAP BP �� Notes____
Antipersonnel Batteries (AP) 1 1 1/2
1 Only against infantry
Beams (B) �� 1 15 �� 0 1
1 1 PD/1 ATT
Cannons (C)
1 15 0
1
1/3 1 PD to fire, not w/B or S
Hellbomb (HB)
- - 0
1
3 Destroys CP/SB
Main Battery (MB) 4
3 4 �� 3 8
Missile (M)
2 15
0 1
1/3 Internal Missile
Missile - Gas (GM) 2
15 0 1
1/3 Internal Missile
Missile Rack (T) �� - - 4�� 2
6 Fires Internal Missiles.
Missile - External (ME) 6 5
3 1
1 One-shot weapon
Missile - Internal (MI) 6
5 (4) A
A See Missile Rack
Secondary Battery (2B) 3 2
3 2 �� 4
Shells (SH)
1 15 0 1/6 1/6 Fired by Cannons
Tertiary Battery (3B) 3 �� 2 2
2 3
Tubes (T) �� - -
0 1
1 1 PD to fire
Point Defense Beam (PDB) 1 15 0 1 1.33 1 PD/1 ATT
Rocket Launchers �� -Cyberwalkers
Breath Weapon
-Godzilla
Trample/Tail Attack
-Godzilla
Acid
-Godzilla
Entanglement
-Godzilla
Hallucinogen
-Godzilla
Electrical Blast �� -Godzilla
Breath Weapon
-Godzilla
Regeneration (Ghidira/Gojira) -Godzilla
Energy Consumption
-Godzilla
Bombs
-Airstrike
Afterburner
-Airstrike
Electronic Warfare
-Ogre Ninja
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