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Medic 03-18-2017 10:47 AM

Vehicles again
 
LAV-C2
Purpose-built Battalion level command post vehicle, the LAV-C2 is the veritable center of the "anthill". Sporting a number of radios (four VHF SINCGARS, one UHF AN/VRC-83 and one HF AN/GRC-213, not to mention the UHF location reporting radio) and a BFT interface, it allows the Battalion Commander to direct his Battalion in combat.

The driver and vehicle commander have both daylight periscopes and night vision for their positions. The battalion commander has daylight periscopes, the communications specialists (two of them) have uplook periscopes and the staff member has three vision blocks.

Entry to the vehicle can happen through the five hatches on the roof (driver, vehicle commander, battalion commander and the two hatches on the rear deck) or through the twin doors in the rear that have no center post but can be fitted with a medium-sized military tent for additional workspace.

The vehicle has a 1200rpm manual idle-setting to provide power for all the electronics through an alternator and a recharger for four batteries, used by the radios when not connected to the vehicle. It also sports two manual halon-based fire extinguishers (one for the engine and one for the interior), a 15,000lb self recovery winch and an external power connector (28V DC or 110V AC).

The vehicle is fully amphibious with three minute preparation.

Barter Value: G650,000
Street Price: $1,950,000
Configuration: Standard
Suspension: OR
Crew: 2 (driver, commander) + 4 (battalion co, staff member, 2 radio operators)
Cargo: 900 kg
Weight: 13 tons
Travel Speed: 35/16 km/hr
Combat Speed: 98/45 m
Fuel: 270 L (D)
Fuel Cons: 40 L/hr
Maintenance: 16
Armor: HF 17, HS 11, HR 11; Susp 5.
Equipment
Armament: MAG (C), 2 smoke grenade launchers (4-rounds each).
Ammo: 1,000 rounds of belted 7.62mm NATO (200 ready), 16 smoke rounds (8 ready).
Comm: 4 Military vehicular radio; 2 Stationary Short-Wave Radios; tactical data link.
Sensors: Headlights; night vision system (D, C).
Aux: Amphibious running gear; self-recovery winch; 3 modern ruggedized laptop computers with scanner, laser printer and wired router; AN/GVS-5 hand-held laser rangefinder.

Milano 03-19-2017 06:10 PM

If anyone is still playing around with TW2013 I could sure use alittle help with creating small arms. I would like to plug in the numbers into an excel file I created but am still having issues with the formulas to get to some of the numbers.

It was mentioned that there were some other forums out there that had come up with some of them. Might someone have the link or a name? Or even better any formulas or insights?

.45cultist 03-19-2017 07:03 PM

Quote:

Originally Posted by Milano (Post 73633)
If anyone is still playing around with TW2013 I could sure use alittle help with creating small arms. I would like to plug in the numbers into an excel file I created but am still having issues with the formulas to get to some of the numbers.

It was mentioned that there were some other forums out there that had come up with some of them. Might someone have the link or a name? Or even better any formulas or insights?

93 Studios is defunct but those people are here. If you look most calibers are present, you might just need the weight and possible quirks.

Milano 03-20-2017 10:08 PM

I have access to all of the information but I want to find the equation to make the data. That they come up with. There are inconsistencies in their published data and before I just guesstimate I would like to know why or what they did to come up with it.

I have an Excel spreadsheet with ALL of their small arms on it but I don't want to post it because of copyright stuff.

But an example is the M21 weight is 5.2 length is 1118 mm. The speed is 4/6/9. The M16 DMR (their vernacular) is 5.4 length of 1187 speed of 4/6/8. Why the quicker speed? the M21 is both lighter and shorter.

Another example is the difference between the C7a2 and M16a3. Why does the M16a3 have a range of M/S and the C7 have a range of T/S?

Or the M4 has a recoil of 5, the 416 has a recoil of 4 yet the M4 weighs less?

Anyway, I am just a function freak or possibly my OCD is showing up but I dislike inconsistency.

Medic 03-21-2017 06:24 AM

Supacat Jackal
Barter Value: GG312,500
Street Price: $625,000
Configuration: Standard
Suspension: OR
Crew: 3 (driver, commander, gunner) + 1 (optionally two more seats can be installed in the back, reducing cargo by 500kg)
Cargo: 2,100 kg
Weight: 5,5 tons
Travel Speed: 40/30 km/hr
Combat Speed: 111/83m
Fuel: 200 L (D)
Fuel Cons: 10 L/hr
Maintenance: 9
Armor: HF 9, HS 8, HR 7; Susp 4. Hull AV’s double against explosions from beneath and triples against blast and fragmentation.
Equipment
Armament: Mount for up to Medium MG (C), mount for HMG or GMG (G), 4 smoke grenade launchers (4-rounds each, optional).
Ammo: As cargo.
Comm: Option to install one Military Vehicular Radio with Vehicle Aerial.
Sensors: Headlights.
Aux: Self-recovery winch.

Medic 03-21-2017 06:29 AM

Quote:

Originally Posted by Milano (Post 73637)
Another example is the difference between the C7a2 and M16a3. Why does the M16a3 have a range of M/S and the C7 have a range of T/S?

I suspect, it is because the C7A2 has a telescopic stock, unlike the M16A3.

Quote:

Or the M4 has a recoil of 5, the 416 has a recoil of 4 yet the M4 weighs less?
Exactly because of that. With the same round, the weapon with less weight gains more inertia through the recoil.

rcaf_777 03-21-2017 10:36 AM

Quote:

Originally Posted by Medic (Post 73639)
I suspect, it is because the C7A2 has a telescopic stock, unlike the M16A3.

Their is a bit more than that

The C7A2 has a modified Weaver rail for mounting optics(Some people call this a Picatinny Rail however the rail on C7A1 and further models pre dates Picatinny rail MIL-STD-1913). Most C7A2 have the C79 Optical sight attached, however this can removed by the user and back up iron site can attached.

The C7A2 can also fire on semi-automatic and fully automatic VS semi-automatic and burst(three rounds) of the M16A2/3

Medic 03-21-2017 10:57 AM

The point was, why the rifles had different range bands. That being said, the C7A2's difference in that matter is the stock, while it is otherwise the same weapon, when talking about range.

Milano 03-22-2017 08:19 PM

Yea your right about the recoil values? I got that a bit mixed up. Still though maybe I will be wishing for this for a long while to come. Just curious if anyone had a bit of insight for the formulas.

I do wish 93 hadn't gone belly up. I've never the opportunity to play 2013 but I do like the rule set. Hopefully I will play with my kids someday.

Medic 03-26-2017 01:43 AM

Quote:

Originally Posted by Milano (Post 73650)
Yea your right about the recoil values? I got that a bit mixed up. Still though maybe I will be wishing for this for a long while to come. Just curious if anyone had a bit of insight for the formulas.

I do wish 93 hadn't gone belly up. I've never the opportunity to play 2013 but I do like the rule set. Hopefully I will play with my kids someday.

There is the master arms list a good set of different calibers to choose from and as for the rest, the Sweet 16 supplement gives you some insight on barrel lengths and such. Rest of it is approximating and comparing the values between weapons with rules for them.

As for playing, I've been contemplating on setting up an online playtest, where people could try coming to a suitable compromise on the online use of the 2013 rules. They can be a bit heavy to run online, so finding ideas on how to ease that would be grand. And I still need to wait a few years, before I can introduce my kids to the Twilight universe - 3.5 and 2 years of age aren't quite compatible with post-apoc gaming. :D

Milano 03-26-2017 08:10 AM

Isn't having kids that age alittle like LIVING in a post-apoc war zone? (I have two boys 2.5 and 4)

Medic 03-26-2017 08:39 AM

Quote:

Originally Posted by Milano (Post 73664)
Isn't having kids that age alittle like LIVING in a post-apoc war zone? (I have two boys 2.5 and 4)

At times more than just a little, even though the older one is a girl - but then again she's a bit of a tomboy. I'm pretty sure, she might actually do the conscript service, when she comes of the age.

But, that's that for the said subject. I'm actually planning on writing up a story with the help of the game rules, once I get through with generating the central cast for it.

swaghauler 03-26-2017 02:43 PM

Quote:

Originally Posted by Milano (Post 73664)
Isn't having kids that age alittle like LIVING in a post-apoc war zone? (I have two boys 2.5 and 4)

Just remember how cute they are now when they are coming home and saying... "Dad, I wrecked the car."

Kids are cute when they are small so you don't kill them. Later on, you have too much time and money invested in them to even contemplate it. I had two good ones and a third that fulfilled the "Mother's Curse." :)

Targan 03-27-2017 11:21 PM

I have one that's 17 and another that's nearly 2... what was I thinking?

unkated 03-28-2017 08:37 AM

Quote:

Originally Posted by Targan (Post 73674)
I have one that's 17 and another that's nearly 2... what was I thinking?

Clearly, there's a lot you forgot in 15 years :D

Uncle Ted

Medic 03-28-2017 09:43 AM

Quote:

Originally Posted by Targan (Post 73674)
I have one that's 17 and another that's nearly 2... what was I thinking?

The question should be evident, as well as what you were thinking with...:D

swaghauler 04-06-2017 09:45 PM

A Rules Modification Back To V2.2
 
I was wondering if anyone had ever considered backtracking the TW2K13 rules to a more V2.2-like version. I wonder how much modification it would take to the Reflex System to just roll a single 1D20 BUT still use the Margins of Success and Margins of Failure the system uses. My first thought is to add the Skill Level number to the Base Target Number (as determined by the task's required characteristic score). I'd then add the modifiers but drop the limit of +5 to the Target Number bonuses. This seems to balance the Margin of Success probability when using only a single die to determine success.

Has anyone ever tried this?

Tegyrius 04-22-2017 07:47 AM

Quote:

Originally Posted by swaghauler (Post 73817)
I was wondering if anyone had ever considered backtracking the TW2K13 rules to a more V2.2-like version. I wonder how much modification it would take to the Reflex System to just roll a single 1D20 BUT still use the Margins of Success and Margins of Failure the system uses. My first thought is to add the Skill Level number to the Base Target Number (as determined by the task's required characteristic score). I'd then add the modifiers but drop the limit of +5 to the Target Number bonuses. This seems to balance the Margin of Success probability when using only a single die to determine success.

Has anyone ever tried this?

I've all but completely abandoned Reflex. With the clarity of hindsight, it'd be adequate as a computer-mediated system but it's too slow and cumbersome for the sort of tabletop play I prefer. Recently, I've found myself returning once again to one of its inspirations: the Synergy engine in second edition Blue Planet.

- C.

swaghauler 04-22-2017 06:44 PM

Quote:

Originally Posted by Tegyrius (Post 74046)
I've all but completely abandoned Reflex. With the clarity of hindsight, it'd be adequate as a computer-mediated system but it's too slow and cumbersome for the sort of tabletop play I prefer. Recently, I've found myself returning once again to one of its inspirations: the Synergy engine in second edition Blue Planet.

- C.

That's a shame after you invested so much in TW2K13. :( Your CUF rules are second to none and I use a simplified TICK system for Initiative. I also think your use of Qualifications as "subskills" was revolutionary.

I would love to see an "evolutionary" version of Twilight using the best features from all of the previous editions of the game.

Tegyrius 04-22-2017 07:21 PM

Quote:

Originally Posted by swaghauler (Post 74056)
That's a shame after you invested so much in TW2K13. :( Your CUF rules are second to none and I use a simplified TICK system for Initiative. I also think your use of Qualifications as "subskills" was revolutionary.

I would love to see an "evolutionary" version of Twilight using the best features from all of the previous editions of the game.

I do appreciate the words. We did most of the design work on Reflex over 2006-07, so it's been a decade... and I have, over those years, occasionally thought about what I'd do differently. The answer is "a hell of a lot." Honestly, I think the initiative system would be the first thing to go. In my playtesting and demo games, it's the hardest thing for new players to pick up, which means it's a significant barrier to entry - or a massive logistical burden on the GM. I'd also move a lot of sub-rules, like encumbrance and survival, from rigid simulations to a more narrative approach. Unfortunately, in doing that, I think I'd alienate the small percentage of the 2.0/2.2 fan base that still likes Reflex too. So I'd basically be writing a game system just for me. Not much of a return on investment in that...

- C.

.45cultist 04-23-2017 11:56 AM

Quote:

Originally Posted by swaghauler (Post 73817)
I was wondering if anyone had ever considered backtracking the TW2K13 rules to a more V2.2-like version. I wonder how much modification it would take to the Reflex System to just roll a single 1D20 BUT still use the Margins of Success and Margins of Failure the system uses. My first thought is to add the Skill Level number to the Base Target Number (as determined by the task's required characteristic score). I'd then add the modifiers but drop the limit of +5 to the Target Number bonuses. This seems to balance the Margin of Success probability when using only a single die to determine success.

Has anyone ever tried this?

I plan to use the construction and computer net rules with V2.2. and try to modify some of the civilian careers and the final year. I will use a future timeline.

Trongard 10-18-2017 10:21 PM

SpyCraft 2.0
 
SpyCraft 2.0 is available from drivethrurpg for very little cost... converts T2K13 to D20...


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