Hello All,
Main rules give a hit modifier for movement as -1 per whole 10m moved. Fine for slow movers like but it starts to get a bit silly when high speed vehicles are invloved - see below:
The table doesn't come out very well e.g. should read as 75 kmh is 125 m/6 sec, -12 hit mod.
kmh m / 6 sec -mod
5 8 0
10 17 1
15 25 2
20 33 3
25 42 4
30 50 5
40 67 6
45 75 7
50 83 8
55 92 9
60 100 10
75 125 12
100 167 16
200 333 33
300 500 50
400 667 66
600 1000 100
An air/raft at full tilt is unhittable... I'm pretty sure thats not what was intended. BTW I checked my old Striker rules - movement mods below
(Striker used cm as it was a table top game...div by 1.2 for kmh)
cm ~kmh -mod
160 133 1
240 200 2
320 267 3
400 333 4
480 400 5
560 467 6
640 533 7
720 600 8
800 667 9
over 800 668+ 10
I'm not sure if Mercenary or Hammers Slammers has more detail on vehicle or high speed combat - what hit mods do you use for fast movers?
Cheers, Iggy
Main rules give a hit modifier for movement as -1 per whole 10m moved. Fine for slow movers like but it starts to get a bit silly when high speed vehicles are invloved - see below:
The table doesn't come out very well e.g. should read as 75 kmh is 125 m/6 sec, -12 hit mod.
kmh m / 6 sec -mod
5 8 0
10 17 1
15 25 2
20 33 3
25 42 4
30 50 5
40 67 6
45 75 7
50 83 8
55 92 9
60 100 10
75 125 12
100 167 16
200 333 33
300 500 50
400 667 66
600 1000 100
An air/raft at full tilt is unhittable... I'm pretty sure thats not what was intended. BTW I checked my old Striker rules - movement mods below
(Striker used cm as it was a table top game...div by 1.2 for kmh)
cm ~kmh -mod
160 133 1
240 200 2
320 267 3
400 333 4
480 400 5
560 467 6
640 533 7
720 600 8
800 667 9
over 800 668+ 10
I'm not sure if Mercenary or Hammers Slammers has more detail on vehicle or high speed combat - what hit mods do you use for fast movers?
Cheers, Iggy