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Re: (TFT) The Fantasy Trip Revisited?!?!?
Bravo on the post! :)
Thanks Jay
On Sat, May 2, 2015 at 4:48 PM, Jay Carlisle <maou.tsaou@gmail.com> wrote:
> 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 y vehicles can be
> > used in ‘normal’ scale that allows characters to intera
ct with
> > 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 sa
il
> > 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 c
apable
> > 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 capabili
ties 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 accessorie
s,
> > 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 man
y
> 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; s
ee 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 p
layers 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) > > 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 > >
> > 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 (PD > > 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 cre
w (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 r
ead 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” un
its; 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 pe
r
> 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, SPAC
E
> 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 4
0
> >
> > 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, SPAC
E 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 siz
e.
> > 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’, $750,00
0)
> > 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 ha
ve
> > “armor” but have the equivalent of Armor in Structure P
oints 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 vehi
cles 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 e
xceed the Size
> > of that hull.
> > For comparison purposes, a CAP is approximately 20 Car Wars ‘Sp
aces’.
> > “Cost” is used during calculation of a vehicle's BP val
ue.
> >
> > 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
> >
> > > > Post to the entire list by writing to tft@brainiac.com.
> > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > "unsubscribe tft"
>
> > Post to the entire list by writing to tft@brainiac.com.
> Unsubscribe by mailing to majordomo@brainiac.com with the message body
> "unsubscribe tft"
>
--
Any person whose character traits all fall in the center, midway between
the extremes, is considered wise. - RAMBAM
Do not go gentle into that good night, Old age should burn and rave at
close of day; Rage, rage against the dying of the light. -Dylan Thomas.
These two thoughts are not mutually exclusive -JDS
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