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Re: (TFT) The Fantasy Trip Revisited?!?!?



Here's the whole schmear as given from a Car Wars site with some
slightly better formatting as gmail continues to annoy with fixed type
size that isn't and insisting I intended to attach files I never asked
for, did not set up, and don't wan't but can't' avoid the "help".
Tried sending it in parts but only got numero uno through so slapped
it somewhere more obliging and link here.

http://gomandigripes.blogspot.com/

So, apart from the interest of the article to TFT I'm curious if
anyone recognizes this METAVERSE The Fantasy Trip Revisited from May
2001?
A cursory web search turned up nada and I never heard of this.
Ring any bells out there in list-land?

On Sat, May 2, 2015 at 3:18 AM, Jay Carlisle <maou.tsaou@gmail.com> wrote:
> 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 = 1.3 meters) - Many vehicles can be
> used in ‘normal’ scale that allows characters to interact with
> vehicles as they normally do.
>
> (2) Vehicle Combat Scale (1 hex = 1 Mh) - Most normal vehicle combat
> and mass army combat occurs at this scale.
>
> (3) Mass Combat Scale (1 hex = 1 MMh) - Large scale combat of armies -
> 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 capable
> 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 vehicles.
> 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 still
> 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 others.
> 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 the
> 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 players 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 choice.
> 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) = hexes.
> Use hexes to determine Size, remembering to add Width and Height.
>
> Width: In inches is divided by 52 (inch/52) = hexes.
> Use hexes to determine Size, remembering to add Length and Height.
>
> Height: In inches is divided by 52 (inch/52) = hexes.
> 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, 67.7/52 = 1.30, 44.1/52 = 0.84,
> 3.22 x 1.30 x 0.84 = 3.51624 hexes Size 1/3
>
>
> Wheelbase = Size
> 0 to 100 = Size 1/3 (Subcompact frame)
> 101 to 500 = Size 1/2 (Compact frame)
> 106+ = Size 1 (Mid-sized or more)
>
> Acceleration 0-60 mph (sec) = ACC
> 11.8 to 15 = ACC 1
> 6.2 to 8.7 = ACC 2
> 4.5        = ACC 3
>
> Horsepower hp           Power/Drive (PD = 380 hp/1 PD)
>
> Up to 95 hp = 1/4 PD
> 96 to 127 hp = 1/3 PD
> 128 to 190 hD = 1/2 PD
> 191 to 380 hp = 1   PD
> 381 to 760 hp = 2   PD
> 761 to 1140 hp = 3   PD
> 1141 to 1520 hp = 4   PD
> 1521 to 1900 hp = 5   PD
> 1901 to 2280 hp = 6   PD
> 2281 to 2660 hp = 7   PD
> 2661 to 3040 hp = 8   PD Ogre Mark V
> 3041 to 3420 hp = 9   PD
> 3421 to 3800 hp = 10  PD
>        28  PD Dreadnought
>
> Watts                Power/Drive (PD = 380 hp/1 PD)
> 283,365.96 watts = 1 PD
> 1 hp = 745.6999 watts
>
>
> 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 (if
> applicable) but also the state of the creature’s nervous system (pain
> 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, SPACE 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 100
>
> 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 , SPACE 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 purposes.
> 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        Mass (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 Light Tank, LGEV, Truck, INF squad,
> Small Mecha (25’, $100,000)
> 2 21-40        25-35        9-13 Penteconter, GEV, Missile Tank,
> archaic MBT (36-76 hexes) or APC, Medium Mecha(25’,$150,000)
> 3 41-60        36-48        13-17 Bireme, Heavy Tank, GEV-PC, Large
> Mecha (30’, $225,000)
> 4 61-80        49-63        18-23 Missile 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        105-118
> 15 281-300        324-360        118-131
> 16 301-320        361-399        131-145
> 17 321-340        400-440        146-160
> 18 341-360        441-483        160-176
> 19 361-380        484-528        176-192
> 20 381-400        529-575        192-209
> 21 401-420        576-624        210-227
> 22 421-440        625-675        227-246 Ogre Mark III-B
> 23 441-460        676-728        246-265
> 24 461-480        729-783        265-285 Ogre Mark IV
> 25 481-500        784-840        285-306
> 26 501-520        841-899        306-327
> 27 521-540        900-960        327-349
> 28 541-560        961-1023      350-372
> 29 561-580        1024-1088    373-396
> 30 581-600        1089-1155    396-420 Ogre Mark 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 mph   (45 mph)    36
> 4 -                      54-68 mph   (60 mph) 48
> 5 3/2                  69-83 mph   (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 mph (285 mph) 228
> 20 6/6/4/4                294-308 mph (300 mph) 240
> 21 6/6/5/4                309-323 mph (315 mph) 252
> 22 6/6/5/5                324-338 mph (330 mph) 264
> 23 6/6/6/5                339-353 mph (345 mph) 276
> 24 6/6/6/6                354-368 mph (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)   528
> 45 6/6/6/6/6/6/5/4         669-683 mph (675 mph)   540
> 46 6/6/6/6/6/6/5/5         684-698 mph (690 mph)   552
> 47 6/6/6/6/6/6/6/5         699-713 mph (705 mph)   564
> 48 6/6/6/6/6/6/6/6         714-728 mph (720 mph)   576
> 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 turn.
> 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 falling.
> 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 Points before
> the office building is considered destroyed.
> Keep in mind that most vehicles do not have either Armor or Structure Points.
> 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 exceed 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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