Re: Wolf at theDoor David Jaques-Watson (23 Nov 2017 07:53 UTC)
Re: [TML] Re: Wolf at theDoor Timothy Collinson (23 Nov 2017 12:38 UTC)

Re: Wolf at theDoor David Jaques-Watson 23 Nov 2017 07:53 UTC

Dear Folks –

Timothy said:
> (Aside: Am I missing something or is there really no movement rules in
MgT1,
> MgT2 or even classic Traveller's core rules for movement speeds across
terrain
> of any kind?!)

I think that for CT it's in each vehicle description:

Ground Car, TL 5, 2 tons, range 1000 km, cruise 100 kph, max 150 kph,
off-road 10 kph.

ATV (Wheeled), TL 6, 10 tons, range 5000 km, cruise (on road or open plain)
60kph, max (on-road or open plain) 100 kph, off-road (difficult terrain) 20
kph.

Tracked ATVs are slower. AFV's are similar in performance to ATVs.

Hovercraft, TL 7, 8 tons, range 2000 kph, cruise 60 kph, max (in bursts) 150
kph), on land and water. Have difficulties with broken ground, precipices,
and storms.
[Traveller Book 3, _Worlds and Adventures_, GDW, USA, 1981, pp 21-22]

Is that enough, or should I break out MT or Striker?  ;-)  ;-)

MOVEMENT: OUTDOOR TERRAIN EFFECTS

Terrain affects the movement ability of units depending on
the terrain type and mobility of the unit, as noted below.

Ground Contour: Characters, robots, and animals may only
move 50 percent of the normal rate across a sloping terrain,
and they may not climb sheer slopes (cliffs) without special
equipment (ropes, climbing gear, etc.)
Wheeled ground vehicles may not cross sloping terrain.

Trees: Trees may be either dense or sparse.
Characters, robots, and animals are not affected by trees.
Characters with grav belts or flying robots may move through
dense or sparse trees at 50 percent of the normal rate.
Ground and flying vehicles may only move at 50 percent of
the normal rate through areas of sparse trees and may not
move through areas of dense trees. Flying vehicles are unaffected
when flying over trees.

Undergrowth: Undergrowth may be either dense or sparse.
Characters, robots, and animals are unaffected by sparse
undergrowth and move through dense undergrowth at 50 percent
of the normal rate.
Tracked ground vehicles are unaffected by undergrowth.
Wheeled ground vehicles move through sparse undergrowth
at 50 percent of the normal rate and through dense
undergrowth at 25 percent of the normal rate.
Flying vehicles are unaffected by undergrowth.

Ground Characterlstlcs: Normal movement distances
assume firm, even ground. There are six other possible ground
types: uneven ground (broken), soft ground (mud), boulder
field, sand, and ice.
Personnel move through all special ground types except soft
ground at 50 percent of the normal rate; they are unaffected
by soft ground.
Wheeled ground vehicles move through sand and soft
ground at 50 percent of the normal rate and move through
uneven ground, mud, and ice at 25 percent of the normal rate.
They may not move through boulder fields.
Tracked ground vehicles move through uneven ground, mud,
and ice at 50 percent of the normal rate and may not move
through boulder fields. They are unaffected by sand and soft
ground.
Flying vehicles are unaffected by special ground types except
that they move through boulder fields at 50 percent of the
normal rate when flying napof-earth. They may fly over boulder
fields at normal movement rates.

Water Barriers: Streams, rivers, lakes, and pools of water
constitute water barriers. Characters, robots, and most ground
vehicles may cross water barriers only at bridges and fords.
Ground vehicles listed as amphibious may cross at their listed
amphibious movement rate (see vehicle design in the Referee’s
Manual).

Roads: Roads have no effect on characters, animals, and
flying vehicles. Ground vehicles move on roads at their listed
road speeds.
[_MegaTraveller Referee's Manual_, GDW, USA, 1987, p 86.]

-----------------------------------------------------------------------
David "Hyphen" Jaques-Watson ..at.. Beowulf Down (Tavonni/Vilis/SM 1520)
http://www.tip.net.au/~davidjw                    xxxxxx@pcug.org.au
"I file things in historical order, with a hashing algorithm of gravity"