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  • TW2k13

    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
    "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.

  • #2
    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.
    sigpic "It is better to be feared than loved" - Nicolo Machiavelli

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    • #3
      Originally posted by Targan View Post
      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.
      I was thinking of adapting the 2nd edition rules for the 2013, but they would require some modification, for an example for V/VSTOL aircrafts like Harrier or Osprey as well as adding a huge selection of real world weaponry in to the mix.

      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.
      "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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      • #4
        Originally posted by Targan View Post
        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.
        I already replied to this, but apparently the forums ate it so here I go again.

        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 ). Of course, converting weapon rules and creating vehicular templates require a lot of work, so if there's anyone willing to take on part of the burden, I'd be happy to hand it out.

        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.
        "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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        • #5
          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

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          • #6
            Originally posted by kota1342000 View Post
            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.
            Already done. Page 43:



            - 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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            • #7
              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.
              "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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              • #8
                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!

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                • #9
                  It's not glamorous but it gets the job done. It also logically extends to BVR to facilitate air-to-air and air-to-ground combat, as per the original topic.

                  - 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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                  • #10
                    So, as promised, some Expanded Rules (to begin with - more coming up later):

                    Straight from my blog (which I know I should update again)

                    Close combat: Throw
                    There are three ways to initiate a throwing attack, all which require the grapple-qualification for HtH - by blocking an incoming melee attack (either unarmed or with a small weapon like a knife or baton), by using an attack targetted at the feet of the enemy (leg sweep or similar) or from a grapple.
                    The leg sweep is a aimed called attack, targetted at the feet of the opponent, thus entailing a roll of Hand-to-hand [STR-1 or CDN-1]. If successful, the target must, like with the Diving Strike attacks, make a successful Muscle-check with the penalty of MoS+1 of the attacker or be rendered prone.
                    Throwing from a block, the defender makes a blocking action according to the rules and an attack action directly after that. If successful, the original attacker must make Muscle-check against the MoS+1 of the attack roll against him or go prone.
                    Throwing from a grapple works as the attack in the Control-rules (page 151). It differs from the other throwing attacks in one thing, however. The character throwing can opt to maintain the grapple on his target, which requires a Hand-to-hand [CDN] -check. If the check for maintaining the grapple is unsuccessful, the grip on the thrown character is lost along with all the accumulated control points.
                    In all cases, a successful throwing attack causes impact damage equal to half of the MoS of the attack roll (though the surface, one is thrown on can either apply bonuses or reduction to the damage - the gamemaster has final say on this) to a randomly selected hit location. A crew helmet or similar armor will protect against the damage done by this.
                    With Grapple-qualification, the thrown character can, however, attempt a Hand-to-hand [CDN] check with penalty equal to the MoS of the attack to break his fall - with success, he will still become prone but takes no damage. If MoS surpasses the MoS of the attack by 5, the character can opt to make an ukemi and roll back on his feet.

                    Also, a Stage III disadvantage:

                    Obscure blood type
                    Value: 1 or 3 points
                    Special: While most humans have either A, B, AB or O (plus either one of the rh-factors, positive or negative) bloodtype, you have one of the 32 more obscure types, which makes you unable to recieve blood from donors outside your own blood type - or rather, making you highly susceptible to adverse effects of blood transfusion, if you do. It's not bad, unless you get shot. Of course, not knowing about this would be even more dangerous (the three point option).
                    "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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                    • #11
                      Very cool Medic. Still haven't gotten started on the heavy weapons conversions, started a campaign for some friends using Reflex rules but 1.0 storyline. The group has just started the Last Submarine.

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                      • #12
                        The blood type disadvantage will be part of the expanded medical rules, I'm brewing.
                        "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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                        • #13
                          I am not familiar with the new T2k rules. Do they still have the hit point system they have in the earlier versions. I love they idea of hit points for body locations.
                          "I have been to 57 states. I have one more to go." President Obama

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                          • #14
                            Ok I bought a copy of 2013. Just a quick scan through it..... I am very impressed. Lots of detail.... I love lots of detail. The career paths are fantastic and have some that I thought were missing. Going to dive deeper tonight but this might just be my favorite version.
                            "I have been to 57 states. I have one more to go." President Obama

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                            • #15
                              Originally posted by Odie View Post
                              Ok I bought a copy of 2013. Just a quick scan through it..... I am very impressed. Lots of detail.... I love lots of detail. The career paths are fantastic and have some that I thought were missing. Going to dive deeper tonight but this might just be my favorite version.
                              Yes, the amount of detail you can give to your characters with 2013 is awesome. All we need is people expanding those details in every possible direction and we have a very flexible system in our hands.

                              For playing PBeM campaigns, though, there is one downside at the moment. So far, I have not been able to conjure up a way to do battles without excessive amount of effort, though it might be my inexperience with the system that hampers the action a bit - I have not had the chance to play TW2013 as PnP so far, with my RP buddies living about 700km from me nowadays and I being too busy and too lazy to actively find a new group.
                              "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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