Walker Rules

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TheGnome
Posts: 3
Joined: Tue Nov 23, 2010 9:27 pm

Walker Rules

Post by TheGnome » Mon Nov 05, 2012 2:41 am

These rules are for the vehicle construction system given on page 197 of the core book.

Walker Propulsion System
Base Cost 4+(9-TR)

Your vehicle has two or more legs providing movement. The walker has a base speed based on its size listed on the table below.

Size...........Base Speed
Small..............20
Medium...........30
Large.............30
Huge..............40
Gargantuan.......50
Colossal...........60

The TR will modifies the walkers handling (Hnd) and its speed. Round up to the nearest multiple of 5. For example 30' at TR 4 would be 10'.

TR.....Hnd.....Speed Mod.
4........-5..........-75%
5........-2..........-50%
6........-1..........-25%
7.........0............-
8.........0............-
9.........0............-

The following modifiers are available to fine tune the vehicle. Each modifier has a rank. The rank of any one mod can be no higher than the TR of the vehicle.

Speed Increase
Cost 1cp/rank
+5' per rank.
Ether by improved hydraulics or lighter materials the unit can move faster.

Handling Increase
Cost 1cp/rank
+1 per rank
The unit has an easer time keeping balanced and has “smarter” automations controlling the legs. You can buy the handling no higher than 0.

Extra Legs
Cost 4cp/rank
Half rank (round up) to ranged combat to hit (when stationary). +2 per rank to applied strength tests.

Jumper
Cost 2cp per rank
1/10th BS up and across in feet per rank.

Slow
Cost -1 per rank
-5' per rank
Can't lower cost below base cost of system.

Poor Handling
Cost -1 per rank
-1 hnd per rank
Can't lower cost below base cost of system.

kronovan
Posts: 27
Joined: Tue May 24, 2011 1:33 pm

Re: Walker Rules

Post by kronovan » Tue Nov 20, 2012 10:46 am

That's very cool. I've yet to run a modern of futuristic setting with True20, but I can see where this would be a very interesting vehicle to drive.

TheGnome
Posts: 3
Joined: Tue Nov 23, 2010 9:27 pm

Re: Walker Rules

Post by TheGnome » Thu Nov 22, 2012 8:34 pm

kronovan wrote:That's very cool. I've yet to run a modern of futuristic setting with True20, but I can see where this would be a very interesting vehicle to drive.
Thanks. My intent was to run an alternate WW2 game where walkers replaced tanks. It is based on Dust Tactics/Warfare by Fantasy Flight Games.

Dust Tactics http://www.fantasyflightgames.com/edge_ ... %20Tactics

Dust Warfare http://www.fantasyflightgames.com/edge_ ... %20Warfare

kronovan
Posts: 27
Joined: Tue May 24, 2011 1:33 pm

Re: Walker Rules

Post by kronovan » Mon Nov 26, 2012 2:36 pm

TheGnome wrote:
kronovan wrote:That's very cool. I've yet to run a modern of futuristic setting with True20, but I can see where this would be a very interesting vehicle to drive.
Thanks. My intent was to run an alternate WW2 game where walkers replaced tanks. It is based on Dust Tactics/Warfare by Fantasy Flight Games.

Dust Tactics http://www.fantasyflightgames.com/edge_ ... %20Tactics

Dust Warfare http://www.fantasyflightgames.com/edge_ ... %20Warfare
Cool, I didn‘t realise this was a vehicle for that setting/game. I haven‘t personally played the mini game, but I‘ve seen it being played at local game meets. The various mini sets for it are often on sale at a LGS. I have other tabletop settings for which the minis could work, so I might just have to partake of 1 of those sale s. ;)

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