Hit modifier for movement

iggy42

Banded Mongoose
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
 
Hi - in the main rulebook (hardback version) its on page 61 listed under a heading of "Common Modifiers to Attacks", under the Penalties column.

Cheers, Ig
 
doh! thanks I couldn't see it for looking.

I would probably keep the rule and just have it top out at a -10dm, as a house rule. I haven't got Slammers so i don't know if there is anything different in that.
 
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