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  #1  
Old 02-06-2015, 01:20 PM
Tnchi2a Tnchi2a is offline
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Default Twilight 2013 Vehicle stats

This may have been posted but, what im looking for is the conversion rules and/or stats for Vehicle not in the Corebook/Czech Your Engine pdf.
things like the armor on a M1A2 SEP,Leclerc,T-90, etc.
or if anyone has made or got there hands on the rules or formulas that 93 Games/Clayton A. Oliver. used.
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  #2  
Old 02-06-2015, 05:23 PM
.45cultist .45cultist is offline
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there were notes in the rules, but Clayton Oliver knows best, My apologies if I misspelled his name. Not much is supposed to be needed to convert vehicles.
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  #3  
Old 02-07-2015, 09:47 PM
Tnchi2a Tnchi2a is offline
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I was more looking for the conversion from 2.2 to 2k13
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Old 02-08-2015, 09:02 AM
.45cultist .45cultist is offline
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Yes, I need to look through the main rules, but by comparing the Leopard to T2K2.2 one can convert over the stats. Paul Mulcahy's site has the M1A2 SEP in 2.2 stats.
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  #5  
Old 02-09-2015, 03:47 PM
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Tegyrius Tegyrius is offline
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I think I may have addressed this before but I can't find the thread. Someone with more motivation and free time should index all the Reflex System rules clarifications I've posted.

Most of the vehicle numbers can be engineered from real-world performance. Armor stats, which are key to combat, are the trickiest. Because the small arms ballistics formulas changed between 2.0/2.2 and Reflex, using the GDW armor formulas results in MBTs that can be mobility-killed with a FAL.* Thus, vehicle armor is a combination of "looks good enough" at low levels and the old formulas at high levels.

At low levels, my recommendation is to look up the real-world performance, find the Reflex Damage value for the heaviest round that armor will defeat, and add 3 to 5 points. For example, if a vehicle's armor is rated to defeat "anything up to 21mm Balkanian" and the published stats for 21mm Balkanian show it as having Damage 33, then I'd go with an armor value around 37.

At higher levels - basically, MBTs and vehicles based on their hulls - it's safe to use the old GDW formulas. These seem to provide roughly equivalent performance against tank-caliber sabots, whose damage is derived from the small arms damage formulas with a couple of tweaks.

Vehicle suspension actually has rules. For wheeled suspensions:
  • Motorcycle = AV 1
  • Passenger car = AV 2
  • Off-road consumer vehicle, light commercial vehicle = AV 3
  • Heavy commercial vehicle = AV 4
  • HMMWV or equivalent light tactical vehicle = AV 3
  • Armored car or MRAP = AV 4
  • Wheeled AFV = vehicle tonnage divided by 2.5
  • Tracked AFV = (square root of vehicle tonnage) multiplied by 3
- C.

* Not an exaggeration. We really did have a case where an average hit with something in 7.62x51mm could put suspension damage on a Leopard.
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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.
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  #6  
Old 02-09-2015, 04:11 PM
.45cultist .45cultist is offline
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Quote:
Originally Posted by Tegyrius View Post
I think I may have addressed this before but I can't find the thread. Someone with more motivation and free time should index all the Reflex System rules clarifications I've posted.

Most of the vehicle numbers can be engineered from real-world performance. Armor stats, which are key to combat, are the trickiest. Because the small arms ballistics formulas changed between 2.0/2.2 and Reflex, using the GDW armor formulas results in MBTs that can be mobility-killed with a FAL.* Thus, vehicle armor is a combination of "looks good enough" at low levels and the old formulas at high levels.

At low levels, my recommendation is to look up the real-world performance, find the Reflex Damage value for the heaviest round that armor will defeat, and add 3 to 5 points. For example, if a vehicle's armor is rated to defeat "anything up to 21mm Balkanian" and the published stats for 21mm Balkanian show it as having Damage 33, then I'd go with an armor value around 37.

At higher levels - basically, MBTs and vehicles based on their hulls - it's safe to use the old GDW formulas. These seem to provide roughly equivalent performance against tank-caliber sabots, whose damage is derived from the small arms damage formulas with a couple of tweaks.

Vehicle suspension actually has rules. For wheeled suspensions:
  • Motorcycle = AV 1
  • Passenger car = AV 2
  • Off-road consumer vehicle, light commercial vehicle = AV 3
  • Heavy commercial vehicle = AV 4
  • HMMWV or equivalent light tactical vehicle = AV 3
  • Armored car or MRAP = AV 4
  • Wheeled AFV = vehicle tonnage divided by 2.5
  • Tracked AFV = (square root of vehicle tonnage) multiplied by 3
- C.

* Not an exaggeration. We really did have a case where an average hit with something in 7.62x51mm could put suspension damage on a Leopard.
I was hoping you'd stop in here! Thanks for the rules.
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  #7  
Old 02-09-2015, 03:37 PM
.45cultist .45cultist is offline
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Quote:
Originally Posted by Tnchi2a View Post
I was more looking for the conversion from 2.2 to 2k13
I've gotten the T2013 bug, so I will do some work on a few vehicles.
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