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#1
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Hi ya, guys.
I used to be pretty active on the 93GS forums until they died down, and I asked if people would be up to creating rules for air combat for the 2k13 ruleset so they could be used for non-Twilight scenarios. I'm now asking here, because nobody replied to the thread before the forum shut down. And yes, the rules would be purely pro bono, since I do not have a stash of money for buying the rights for the ruleset. Anyone interested? |
#2
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It sounds like a great idea. Big job though. Has any thought been given to perhaps adapting all or part of the old T2K air combat rules? Admittedly they are themselves just an adaption of the 1st ed vehicle rules.
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#3
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And of course this would pave the way for something I've been pondering about ever since I played Deus Ex - were not very far from actual cybernetic enhancements. Rather, there's already some things like iLimb that could be counted as primitive cybernetics, and I've planned on creating a set of rules for them as well. |
#4
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I've been contemplating about modifying the 2nd edition Nautical/Aviation Handbook's rules for 2k13, adding improved rules for S/VTOL aircraft and such (which would also work, if I continue with my plan to create rules for cybernetics on the Reflex-system, since honestly speaking, one could say we already have some minor cybernetics IRL (the iLimb hand prosthesis, for an example) - I've been playing a lot of Deus Ex: Human Revolution lately ![]() Also, I've got medical rules upgrade for Reflex-system in the works, partially due to my civvie profession/MOS. While the original rules are good, I kind of wanted to create a more thorough Stage III ruleset for all things medical, should people wish to have an even more realistic model for treating the wounds and illnesses. |
#5
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Conversion from version 2 to 3 is kind of a hot button topic as far as Im concerned. Ive been looking at some of the heavy weapon stats from t2013 and they arent that different from the version 2 data. For heavy and large caliber weapons, I think we should create a couple more range bands past extreme.
...this was a quick train of thought I had when going through the basic rules. Ive been working on a huge bunch of characters lately and havent followed up yet. And I LOVE the idea of stage III medical rules, having been an EMT Im actually kind of drooling to see what you come up with ![]() |
#6
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http://www.de-fenestra.com/personal/...our_Engine.pdf - C.
__________________
Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#7
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Like Clayton said, the range bands have been expanded enough (and practically can be expanded even further to allow the use of AIM-54 Phoenix missiles, if necessary).
As for the medical rules, I'm an ex-EMT/Paramedic with about eleven years of on-the-job experience, currently undergoing the last steps of my Registered Nurse education and also serving as a combat medic in the Finnish Army territorial unit. The rules are still under work, but I can post the preliminary version for discussion and brainstorming here, if people want. |
#8
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MUAHHH-HAA-HAAA-HAAAAAAA
Outstanding. I was trying to think for names for the longer range bands...EX+1 and such works just as well. Thanks much! ![]() |
#9
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Ok looking to find if someone has or wants to come up with stats for the MBT/IFV/CFV for the reflex system.
While I dislike the story I love the system and would like to run some games in it, but I don't have the time to do all the research (Going back to school at 40 yeah me ![]() I am willing to put up what I have and contribute if people want to do it here also. So just testing the water to see if anyone wants to do this or already has. ![]() |
#10
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Which one? I've dabbled with creating stats for the Reflex before. I'm no Tegyrius, but I think I could give it a shot.
__________________
"Listen to me, nugget, and listen good. Don't go poppin' your head out like that, unless you want it shot off. And if you do get it shot off, make sure you're dead, because if you ain't, guess who's gotta drag your sorry ass off the field? Were short on everything, so the only painkiller I have comes in 9mm doses. Now get the hell out of my foxhole!" - an unknown medic somewhere, 2013. |
#11
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We could also post links to Official/Unofficial Stats on the internet. http://www.de-fenestra.com/personal/...3wiki/doku.php |
#12
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I have had air combat rules for Reflex under works for some time as well as supplemental medical rules. They should be somewhere around this forum - I can dig up the right thread eventually. I have also done some work on my native Finnish military for the Reflex. Throw me a PM with details of what vehicles you want me to take a look at and I'll give it a shot.
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"Listen to me, nugget, and listen good. Don't go poppin' your head out like that, unless you want it shot off. And if you do get it shot off, make sure you're dead, because if you ain't, guess who's gotta drag your sorry ass off the field? Were short on everything, so the only painkiller I have comes in 9mm doses. Now get the hell out of my foxhole!" - an unknown medic somewhere, 2013. |
#13
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Sorry its taken so long to get back her, but getting ready for classes has taken most of my time
![]() also didnt help that i chopped the tip of my finger off I was asked awile back what stats i was looking for ![]() Here is a list of all the currently operational MBT in the world now some of these have been done already so we have a base to start from. Main Battle Tanks TAM Tank M1A1 AIM SK 105 Leopard 1 BE M3 Stuart Upgrade X1A Stuart X1A2 Stuart Leopard C2 Leopard C2 uparmored Type 59 MBT (T-54A) Type 59-I MBT Type 59-II MBT Type 69-II MBT (export) Type 79 MBT Type 80 MBT Type 88 MBT Type 88B MBT Type 85-IIAP MBT (export) Type 99 MBT T-55 w/105mm AMX-13 Export 105mm AMX-30 AMX-30 B2* Leclerc Leopard 1A5 Leopard 2A4 Leopard 2A5 Leopard 2A6 Vijayanta (Vickers Mk.I ) Arjun Mk 1* Merkava 2B Merkava 3 Merkava 3B Baz Merkava 3B Dor Dalet Merkava 4* Sabra II C1 Ariete C1 Ariete Mk 2 OF-40 Type 74 MBT Type 90 MBT Type 10 MBT Al-Khalid Al-Hussein (Challanger 1) Leopard 1-V Ch’onma-ho I (Ga)(T-62 with thinner armour) Ch’onma-ho II MBT (Imported T-62s) Ch’onma-ho IM (Improved imported T-62) Ch’onma-ho III(Da) MBT Ch’onma-ho IV(Ra) MBT Ch’onma-ho V(Ma) MBT Pokpung-Ho (Seems to be a copy of the Modern T-72BM?) NM-116 PT-91* PT-91A* T-72M1Z* T-34/85 T-54 T-54B T-55/T-55A T-55MV-1 / T-55AMV-1 T-62 /T-62A T-62M T-62M1 T-62MV T-64B1 T-64BV1 T-64R T-72 T-72M Export T-72A T-72M1 Export T-72B T-72S Export T-72B1 T-72M1M Export T-72BM T-80 T-80B* T-80U* T-80UM* T-80UD* T-90 T-90A T-90S Export Olifant 1 (Centurion) Olifant 1A Olifant 1B K1A MBT K2 Black Panther Strv 121 (Leopard 2A4) Strv 122 (Leopard 2A5) Pz 68 MBT (being withdrawn from service) M41 Walker Bulldog M41D Walker Bulldog CM-11 (M48H)* CM-12 (M48A3 upgd)* Stingray M48A5T1 M48A5T2 Vickers Mk 3 Challenger 2 M5 Stuart M47M (export only) M48A1 M48A3 M48A5 M60A1 M60A3 M1A1 M1A1HA / M1A1HC M1A1D M1A2 M1A2 SEP M1A2 TUSK M1A1 Export M1A2 Export Zulfiqar as you can see theres alot of them so its more then a one man job ![]() |
#14
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I'll apologize if this is not the right place, but can someone summarise the differences between the mechanics of T2013 vs T2K V2.2?
Thanks, Uncle Ted |
#15
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Version 1: A percentile based game (you have a 40% chance to hit him). Version 2: A slightly simplified system that included the revolutionary recoil rules and a Skill System based on a 1d10 roll. Version 2.2: An "enhanced" version 2 rule set that transitioned to the 1D20 die roll system and added a "controlling attribute" to the skill level which created an asset for a beginning target number (ie. Small Arms skill level 2 + AGL of 6 equals an asset of 8). Version 2.2 was the most "polished" of the editions but I believe version 1 was "smoother" in play for most beginning players. It's hard to beat a simple percentile system. Twilight 2013: The game to uses a specialized gaming system called The Reflex System. In the Reflex system; The character's attributes (base attributes are from 1 to 10) are used as "base target numbers" for any skills the character has learned. This base target number is modified by various bonuses and penalties. Skill levels are not used directly for task resolution though. The character's skill levels are referenced on a chart to get a "Skill Rating" from Unskilled through to Master Ratings. Each of these ratings allow one or more dice (from 1 die for Novice, up to 5 dice for Master) to be rolled. To determine your success in the Reflex System; You take the lowest successful die roll and subtract it from your target number. To this number you will add +2 for EACH additional successful die roll. The total of these numbers is your Margin of Success. This Margin of Success is used to determine the effect of your success in game. You would also have a Margin of Failure if none of your dice rolls succeeded. Twilight 2013 had some issues due to the complexity of the Reflex System (they can be math heavy and therefore cumbersome in use) but was pretty well written. Some of the rules are better than the previous editions. I like the reconstruction rules, The psychological damage rules and the rules on Coolness Under Fire (the best thought out of these rules in all of the editions). In fact; I'm mixing and matching the aspects of all of the editions which I think work the best. I primarily use the version 2.2 rules but include elements of all the editions in my game. Last edited by swaghauler; 07-24-2015 at 09:18 PM. |
#16
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Yeah, you know, just whip up stats for ever freaking vehicle in the world.. LOL
And once done with every single MBT.. we have every SINGLE IFV to start on!! BWAAA!!! Can't... stop... laughing... ![]() Quote:
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#17
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#18
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Heres the first of the Tanks
AMX-56 Leclerc (Séries XXI) . Barter Value: GG3,650,000 Street Price: $7,300,000 Configuration: Turreted Suspension: Trk Crew: 3 (driver, commander, loader) Cargo: Weight: 60 Tons Travel Speed: 22/14 km/hr Combat Speed: 58/44 m Fuel: 1,300L (D) (+ 400 L drop tank) Fuel Cons: 128 L/hr Maintenance: 26 Armor: HF-105cp, HS-36cp, HR-31; TF-188cp, TS-50cp, TR-26; Susp-24. Equipment Armament: GIAT CN120-26/52 120mm tank gun (Good stabilization); coaxial M2HB (G); weapons mount (C; typically MAG). Ammo: 40 rounds of 120mm; 1,100 rounds 12.7mm ammo; 3,000 rounds of belted 7.62x51mm ammo. Comm: Military vehicular radio; Tactical data net Sensors: Headlights; variable magnification (Mag-0 or Mag-3) optical gunsights (C, G); Mag-1 night vision gunsights (C, G); laser rangefinder. Aux: Autoloader; NBC defense system. Note: there is talk of a ERA package but, I could not find any concrete info for this. Last edited by Tnchi2a; 05-19-2015 at 07:38 PM. |
#19
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#20
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I would suggest merging this thread with this one: http://forum.juhlin.com/showthread.p...2013#post55151
__________________
"Listen to me, nugget, and listen good. Don't go poppin' your head out like that, unless you want it shot off. And if you do get it shot off, make sure you're dead, because if you ain't, guess who's gotta drag your sorry ass off the field? Were short on everything, so the only painkiller I have comes in 9mm doses. Now get the hell out of my foxhole!" - an unknown medic somewhere, 2013. |
#21
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well Medic it looks like were the only ones around here who like 2013
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#22
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There are others. Tegyrius, for an example, has written some official material for it, not to mention the Czech sourcebook and vehicle compendium.
__________________
"Listen to me, nugget, and listen good. Don't go poppin' your head out like that, unless you want it shot off. And if you do get it shot off, make sure you're dead, because if you ain't, guess who's gotta drag your sorry ass off the field? Were short on everything, so the only painkiller I have comes in 9mm doses. Now get the hell out of my foxhole!" - an unknown medic somewhere, 2013. |
#23
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Hm?
I think my stuff's already been linked in this thread. Not sure what else I can contribute without a request for a specific model of vehicle or weapon. "MBT/IFV/CFV" doesn't tell me much. - C.
__________________
Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#24
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#25
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#26
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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? |
#27
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#28
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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. |
#29
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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.
__________________
"Listen to me, nugget, and listen good. Don't go poppin' your head out like that, unless you want it shot off. And if you do get it shot off, make sure you're dead, because if you ain't, guess who's gotta drag your sorry ass off the field? Were short on everything, so the only painkiller I have comes in 9mm doses. Now get the hell out of my foxhole!" - an unknown medic somewhere, 2013. |
#30
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Quote:
__________________
"Listen to me, nugget, and listen good. Don't go poppin' your head out like that, unless you want it shot off. And if you do get it shot off, make sure you're dead, because if you ain't, guess who's gotta drag your sorry ass off the field? Were short on everything, so the only painkiller I have comes in 9mm doses. Now get the hell out of my foxhole!" - an unknown medic somewhere, 2013. |
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Tags |
air combat, expanded medical rules, tw2013 weapons, tw2k13 |
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