Editing
Trinity:Greasemonkey
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Vehicle Movement== A vehicle's movement depends upon the current mode of movement it is using, and the maneuverability of that mode. In addition, a vehicle's build may also impact its ability to move. ===Movement=== The following are charts and descriptions explaining how vehicle movement works. '''Table VM-1: MECH LAND MOVEMENT''' '''Perfect Good Average Poor Clumsy''' '''Reverse''' Free -10 ft. No No No '''Turn''' Any 90°/20 ft. 45°/20 ft. 45°/20 ft. 45°/40 ft. '''Turn in Place''' Any +90°/-20 ft. +45°/20 ft. No No '''Maximum Turn''' Any Any 90° 45° 45° '''Trip Checks''' +4 +0 +0 -4 -8 '''Climb''' Yes -4 No No No '''Jump''' Yes -4 -8 No No '''Clearance''' 3/4 height 1/2 height 1/2 height 1/4 height 1/4 height '''Reverse:''' Mechs of perfect maneuverability can switch between forward and reserve movement at no penalty. At good, the mech must expend 10 ft. of movement to switch to reverse. Mechs of average or worse maneuverability cannot move in reverse. '''Turn:''' The amount of forward movement the mech must make to turn. Mechs with perfect maneuverability can wheel in place, while others must move forward in order to make a turn. '''Turn in Place:''' The amount of speed the mech can spend to turn in place. Mechs of poor or worse maneuverability cannot turn in place; they must move forward to move. '''Maximum Turn:''' The maximum amount that a mech can turn in one turn. '''Trip Checks:''' The modifier to the mech's trip checks. The clumsier a mech is, the easier it is to trip it. '''Climb:''' Well-balanced mechs can climb cliff faces, castle walls, and other obstrctions. '''Jump:''' As with Climb, this describes whether a mech can jump or not, and if so, at what penalties. '''Clearance:''' How high the mech can step. '''TABLE VM-2: NON-MECH LAND MOVEMENT''' '''Perfect Good Average Poor Clumsy''' '''Reverse''' Free -5 ft. No No No '''Turn''' Any 90°/10 ft. 45°/10 ft. 45°/10 ft. 45°/20 ft. '''Turn in Place''' Any +90°/-10 ft. +45°/-10 ft. No No '''Maximum Turn''' Any Any 90° 45° 45° '''Reverse:''' A vehicle with good maneuverability can expend 5 feet of movement to spend the rest of its movement going in reverse. '''Turn:''' How much the vehicle can turn after covering the stated distance. '''Turn in Place:''' A vehicle with good or average maneuverability can "spend" some of its speed to turn in place. '''Maximum Turn:''' How much the vehicle can turn in any one round. '''TABLE VM-3: VEHICLE FLIGHT MOVEMENT''' '''Perfect Good Average Poor Clumsy''' '''Min Forward Spd''' None None Half Half Half '''Hover''' Yes Yes No No No '''Fly Backward''' Yes Yes No No No '''Reverse''' Free -5 ft. No No No '''Turn''' Any 90°/10 ft. 45°/10 ft. 45°/10 ft. 45°/20 ft. '''Turn in Place''' Any +90°/-10 ft. +45°/-10 ft. No No '''Maximum Turn''' Any Any 90° 45° 45° '''Up Angle''' Any Any 60° 45° 45° '''Up Speed''' Full Half Half Half Quarter '''Down Angle''' Any Any Any 45° 45° '''Down Speed''' Double Double Double Double Double '''Between Up and Down''' 0 ft. 0 ft. 5 ft. 10 ft. 20 ft. '''Min Foward Spd:''' If a flying vehicle fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 200 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn't bring the vehicle to the ground, the pilot must spend his next turn recovering from the stall. The pilot must succeed at a Pilot skill check (DC 20) to recover. Otherwise it falls another 1000 feet. If the vehicle hits the ground, it takes falling damage. Otherwise, the pilot has another chance to recover on his next turn. '''Hover:''' The ability to stay in one place while airborne. '''Fly Backward:''' The ability to fly backward. '''Reverse:''' A vehicle with good maneuverability can expend 5 feet of movement to spend the rest of its movement going in reverse. '''Turn:''' How much the vehicle can turn after covering the stated distance. '''Turn in Place:''' A vehicle with good or average maneuverability can "spend" some of its speed to turn in place. '''Maximum Turn:''' How much the vehicle can turn in any one round. '''Up Angle:''' The maximum angle at which a flying vehicle can climb. '''Up Speed:''' How fast a flying vehicle can climb. '''Down Angle:''' The maximum angle at which a flying vehicle can descend. '''Down Speed:''' A flying vehicle can fly down at twice its normal flying speed. '''Between Up & Down:''' An average, poor, or clumsy flying vehicle must fly level for a minimum distance after descending and before climbing. Any flying vehicle can begin descending after a climb without an intervening distance. [[category:Trinity]]
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information