Does anybody know of a game in which the player can design his own tanks
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OT: Tank Design Game
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I do not know of a full on "Tank designer" per-say, but
Warzone 2100 had it where you took elements and put them together, that was then copied for the Earth 21XX games.
Spore has a quazi-design system for vehicles and spaceships, but that is kinda moot
Sorry I cannot help much, but if ya find one, post it hereNewbie DM/PM/GM
Semi-experienced player
Mostly a sci-fi nut, who plays a few PC games.
I do some technical and vehicle drawings in my native M20 scale. - http://braden1986.deviantart.com/
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Originally posted by Webstral View PostDoes anybody know of a game in which the player can design his own tanks
BattleTech included (at some point) tank design, but they were deliberately made inferior to 'mechs.
The Striker rules for Classic Traveller included ground vehicle design and combat for the tabletop. Incarnations of this showed up in later editions, but weren't quite as wargame directed.
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Originally posted by copeab View PostBattleTech included (at some point) tank design, but they were deliberately made inferior to 'mechs.
Made a couple of really nasty little hovercraft that moved so damn fast the mechs didn't have a chance to hit 'em.If it moves, shoot it, if not push it, if it still doesn't move, use explosives.
Nothing happens in isolation - it's called "the butterfly effect"
Mors ante pudorem
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Originally posted by copeab View PostCar Wars had a tank supplement about 20 years ago.I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
Entirely too much T2K stuff here: www.pmulcahy.com
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Originally posted by pmulcahy11b View PostAnd I missed it, didn't hear about it for years, and I've been looking for it ever since!
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Hands down absolutely positively the best vehicle design system - particularly for AFVs - is Dream Pod 9's Silhouette System.
First you start off with a desired size, and speed, and desired range.
Speed is very easy to do - Silhouette's hexes are 50m. Size is usually figured last; adding weapons and various capabilities increases the size and if you want a smaller frame you pay for it on the back end when you're figuring everything up.
Range is a perk that's added up later during configuration.
The coolest part is armor because its based on real-world systems so you can model anything from an Imperial German A7v tank to an M1A2 TUSK (and beyond). What you do is you take the square root of the vehicle's frontal armor thickness (or equivalent) millimeters. That's your base armor rating.
So in the case of the Abrams if we assume about 650mm of RHA equivalence then the square is 25.
Here's the significance of that: Every weapon in the game has a base Damage Multiplier. Every point of success over the target number needed is multiplied by that number. The total is then compared to the base armor of the vehicle. If the total damage is equal to or less than the base armor of the vehicle, no damage is done. If the total is greater than 1x the base armor but less than 2x, a LIGHT hit is done, and the vehicle's base armor is reduced by 1 and the Light Damage table is consulted. If the total damage done is 2x the base armor rating, but less than 3x, the Heavy Damage table is consulted (where all kinds of horrible things can happen), and the vehicle's base armor is reduced by 2. If the damage result is more than 3x the base armor rating then it's Overkilled and the vehicle is destroyed.
Here's an example...let's take a T72, which per the rulebook (they use the '72 as an example in the book even though the game is sci-fi). They say the BAR is 15...so it's armor ratings are 15/30/45
A TOW is fired from an ambush position at the T72. The gunner firing the TOW has a good gunnery rating, so he rolls 2 dice. The '72 isn't sporting reactive armor for our example. The Difficulty needed to hit is, after all modifiers (range, movement) a 4. The TOW gunner rolls 2 dice, and because he's average in his stats, adds no further modifiers. He rolls a five and a six. As the six is the higher die, he uses it as his "success" die. The 6 is two points higher (a margin of success) than the target of 4, so it's a hit!
The TOW is a Heavy Anti-Tank Missile, which has a Damage Multiplier of x20. The margin of success success of +2 is multiplied by this for a total of 40. Ouch! The T72 takes a terrific wallop.
The 40 points is greater than 2x the base armor rating of the target, but (only just!) less than 3x. We roll 1d6 and get 4: Structural Damage, check the Heavy chart, and see that the damage done is -2 to Movement (all movement - acceleration, turning, etc.)
So our now very hurt T72 has a Base Armor rating of 13 and is going to be pretty slow to move from here on out...
Sorry, I hope I didn't oversell that, and the system is a LOT more elegant than I'm making it out to be.THIS IS MY SIG, HERE IT IS.
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DP9's system is fantastic. I've used it many a time for quite a few games. I highly recommend it to anyone who is looking for a quick, fun, and accurate rule system that covers both tactical and role play in the same format.Member of the Bofors fan club! The M1911 of automatic cannon.
Proud fan(atic) of the CV90 Series.
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Originally posted by pmulcahy11b View PostAnd I missed it, didn't hear about it for years, and I've been looking for it ever since!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
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Originally posted by Tegyrius View PostI'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
Entirely too much T2K stuff here: www.pmulcahy.com
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Originally posted by pmulcahy11b View PostYou might as well say, "Only a million dollars..."I like NobleKnight but I generally don't advocate paying their inflated collector prices for OOP gaming material.
- 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
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Thanks for the feedback, guys. I'd forgotten all about Car Wars. What a great game that was!“We’re not innovating. We’re selectively imitating.” June Bernstein, Acting President of the University of Arizona in Tucson, November 15, 1998.
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