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Transient Movement
Factor Rules
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By: Stan Bundy (stusbund@acs.eku.edu)
You can use TMF in RIFTS with the following rules:
- Most mechanical TMFs for 20th Century flying craft are 1-7,
with futuristic stuff being 7-10
- Mutant Animals (and heroes?) with flight power have TMF equal
to their Physical Prowess.
- Conventional-type items are figured out as in TMNT, etc.
Suggested TMF for Rifts items:
- Robot Vehicles have a maximum TMF of 8; figure as 10 -
(Vehicle's weight [tons]/4)
Robotech Aerial Mecha have variable TMF:
- Jet Mode = 1/4 the Pilot's PP, +2
- Guardian = 1/2 the Pilot's PP, +4
- Battloid = 1/2 the Pilot's PP, +6.
Power Armor:
- Winged (generally use high speed flight as primary
movement; examples: SAMAS, Titan): 1/2 Pilot's PP.
- Jet Pack (low speed flight or flight-optional types, such as
Cyclones, T-21).
- Body armors with jet packs or TW flight, and the Fly Spell on
an object): 3/4 Pilot's PP.
- Magical flight (Fly as the Eagle), Natural flight: as PP.
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