FPilot Posted December 19, 2004 Share Posted December 19, 2004 Okay...between World Tank Museum, Can.Do and Mini Hobby Models, 1/144th scale tank/AFV models and collectable pieces have become a nigh-fad and are readily available. Which means a CAV gamer can buy a bunch of the things and start his own army. So how do you go about writing up what you've got? Here's the system I now have to go about it: (All the following figures will go in the Zero Damage Track column of your Data Card. Then you can use the JoR Points Build system to extrapolate the rest of the stats.) Assessing Damage Tracks: Tonnage If less than 30 Tons, 2 DT (and if less than 10 Tons and only +0 or +1 Armor [see below], downgrade to 1 DT). If 30 to 40 Tons, 3 DT. If above 40 Tons, 4 DT. Assessing Movement: Vehicle Speed Divide MPH by 3.4 and round to nearest even number for MM. Assessing ACA Your only option is +1. No point in buying less; you can't buy more. Assessing DCA For 1 DT your only choice is +4. For 2 DT your choices are +3 and +4. For 3 DT your choices are +2 and +4. For 4 DT your choices are +1, +3 and +4. This is a judgment call, but I would reserve the +4 choices on 2 DT, 3 DT and 4 DT only for the more modern and more agile vehicles--maybe only wheeled vehicles and/or the most modern tracked ones. Assessing ARM: Armor Thickness We go by the absolute Maximum Armor Thickness from the vehicle's stats. No matter what DT level the vehicle is, if the Maximum Armor Thickness on the real-life vehicle is 9mm or less, ARM is +0 and the vehicle must have Soft as Target Type. For 1 DT and 2 DT: 10mm to 25mm Armor Thickness = +1 ARM 26mm to 67mm Armor Thickness = +2 ARM Over 67mm Armor Thickness = +3 ARM For 3 DT: 18mm or Less Armor Thickness = +0 ARM [Soft Target Type] 19mm to 50mm Armor Thickness = +1 ARM 51mm to 130mm Armor Thickness = +2 ARM Over 130mm Armor Thickness = +3 ARM For 4 DT: 18mm or Less Armor Thickness = +0 ARM [Soft Target Type] 19mm to 116mm Armor Thickness = +1 ARM 117mm to 260mm Armor Thickness = +2 ARM Over 260mm Armor Thickness = +3 ARM The above may seem arbitrary but it reflects the cost factor presented in the CAV build system. Assessing PW: Horsepower Divide Horsepower by 960 and round to nearest whole number for PW. (Loophole: you can also set PW by adding together the power requirements for MM and the Main Armament, if the preceding figure isn't sufficient. After all, a vehicle is useless if it can't move AND fire in the same turn!) Assessing TL Best way to do it is by the historical era of the vehicle. WW2: +1 or +2 TL for 1 DT vehicles; only +1 TL for 2 DT, 3 DT and 4 DT vehicles. Immediate Postwar (1946 through 1966): Up to +4 TL for 1 DT vehicles; Up to +3 TL for 2 DT vehicles, Up to +2 TL for 3 DT and 4 DT vehicles. Modern: Up to +5 TL for 1 DT vehicles; Up to +4 TL for 2 DT vehicles; Up to +3 TL for 3 DT and 4 DT vehicles. Like the ARM stats, this is based on the cost figures in the JoR Build system. Assessing ECM Again, a historical/cost model. WW2: +1 or +2 ECM for 1 DT and 2 DT vehicles; only +1 for 3 DT and 4 DT vehicles. Immediate Postwar: Up to +4 ECM for 1 DT and 2 DT vehicles; up to +2 ECM for 3 DT and 4 DT vehicles. Modern: +5 ECM available for all sizes of vehicles. Assessing Weapon Power See Aye, 'At's a BIG Gun! Assessing Weapon Ranges In my own regime so far, I set the ranges as proportional to the Shillelagh missile, which I have at the extreme range for a Direct-Fire Missile weapon (48). This has kept the other ranges down and the weapon costs cheap. An idea that I haven't tested yet: add the Hard and Soft figures at Zero DT together and square them (results rounded to nearest increment in the rules) for the base range! Of course, there are rules restrictions on this as well. Any comments so far? Quote Link to comment Share on other sites More sharing options...
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