I've had a chance to compare Robotech RPG Tactics values to their book counterparts. Holy sweet mother of pearl, there's some handwaving going on.
A gun with a 20 mile range is set to 36". A gun with 3200 ft range is set to 9". The GU-11, with a 4000 ft range, is given two range values: 24" and 12". The 24" is when used in giant robot mode and is able to aim better, so we can probably assume that 24" corresponds to the 4,000 ft and the 12" is probably closer to 2,000 ft.
Let's ignore the weapon with a 20 mile range - that was obviously a necessary hand-wave. Instead, let's look at the GU-11 and the .50 cal machine guns. We want the ratios to be roughly the same between the un-scaled and scaled ranges.
3,200/4,000 = 0.8, this is the base ratio between the .50 cal and the GU-11.
If we assume 4,000 = 24", then the scaled ratio looks like:
9/24 = 0.375, not good.
If we assume 4,000 = 12", then the scaled ratio looks like:
9/12 = 0.75, much better.
Okay, so 12" = 4,000 ft ... which also means the GU-11 is getting its range doubled for aiming. I suppose I can accept that.
If we accept that 12" = 4,000 ft for most cases, that means the CS CP-40 will have a 6" range. For 6mm scale that's not terrible.
How about movement, though? The Tomahawk has a ground speed of 55 mph, or about 81 ft per second. Tomahawks have a scaled movement of 5" per turn in RRT. The Defender has a speed of 61.2 mph, or about 90 ft per second. At first blush it looks like the RRT speed is the max speed / 10, rounding down. However, the Spartan has a speed of 65 mph and a RRT speed of 7, suggesting that they rounded up for that one, or simply to differentiate it from the Defender's speed of 6 since the Spartan is designed to close for melee.
Okay, so mph/10 as speed in inches per turn. I can actually work with that on the infantry level by determining their effective MPH and going from there. CS Grunt with a SPD of 20 moves 1200 ft per minute which roughly translates to 14 MPH. That would give the Grunt a movement of between 1" and 2", depending on which way to fudge.
Mmmkay ... what about the VF? Apparently the VF just breaks all kinds of rules. It's running speed as a battloid is 100 mph but it has a RRT speed of 5? I understand the need to fudge the speeds of the Guardian and Fighter modes, but why cut the Battloid's speed in half?
In any case, going with a general MPH/10 = movement in the TT game, the Mk V APC will move 9"
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