From: vernon@dstos3.dsto.gov.au (Rene Vernon) Description: TimeTripper Q&A (long) NOTE: The following Q&A were developed by me over the course of a TeamTripper campaign. They are *not* based on official SPI TimeTripper errata becasue to date, as far as I can tell, an errata sheet was never released. Equipment ========= Q: If .25 pistols (loaded) weigh 1 pound each and reloads also weigh one pound each, why bother with reloads - just take multiple .25's and when one runs out, pull out another one and keep firing. A: At the start, the maximum number of .25 pistols carried per Tripper is 1 (see 8.1). Ammo ==== Q: Can you take more than one reload for the M72? A: No, an M72 is a one shot weapon; the launching tube is discarded after firing. Q: Can Trippers split the M16 ammo after starting the game? A: Sure, during any "clean up" interlude (6.5). Q: In TeamTripper, how many ammo reloads can be picked up with recovered missile weapons (8.52)? A: One die's worth per Tripper. Q: Do awed historical soldiers run out of ammo? A: No. Q: Can awed historical soldiers recover weapons/ammo? A: No. Q: Can you recover ammunition from historical soldiers that were brought along for the ride and were subsequently killed? A: Yes, if the soldiers were under the control of a Tripper - 1 reload per soldier. Otherwise, no. Rule change ----------- Historical weapon ammo reloads are not interchangeable. A Tripper with one recovered historical weapon could however roll (once per battle) to see if they would pick up more ammo reloads if they were to switch to another recovered historical weapon, and make their decision on that basis. TIME TRAVEL =========== Rule change (addition to 5.14) ------------------------------ Whenever the TT marker lands on a battle hex that has already been visited, any native transported creatures are discarded. SET UP ====== Q: Who sets up first; opponents or Trippers? A: Trippers - see 6.0A. Q: With historical enter set up, which individual hexes do the historical soldiers go in? A: This is determined randomly. MOVEMENT ======== Q: Can a unit move through a hex occupied by one or more dead units? A: Yes - see 7.32. Q: Can historical soldiers/animals (transported for the ride) wander off the board with a negotiation "away" result? A: Yes. This is an exception to 7.16. Q: If an historical soldier/animal is stunned, can a Tripper then move out of its Zone of Control? A: Yes. Q: Can a Tripper move through riderless horses? A: Yes. Q: Can an historical soldier on a horse move through a hex occupied by a riderless horse? A: Yes. Q: Who moves first, historical soldiers/animals or transported creatures? A: The former. Rule change (proposed) ---------------------- If an historical creature records a towards or better result following a detection attempt, and the roll of the dice was a double, an historical soldier will move up to 1d6 hexes and an animal, 2d6 hexes. STACKING ======== Q: Can Trippers and animals occupy the same hex? A: No - see 6.31, 7.31. Q: If rampaging elephants, the brawlball, pong balls and cars cannot end their movement in an occupied hex (7.34) where do they go? A: Move them one or more hexes further along their original line of movement. COMBAT ====== Q: In melee combat, given a choice of two or more targets, how do historical soldiers/animals decide which Tripper to attack?A: Randomly. Q: When do historical soldiers/animals combine attacks (8.33)? A: When all of the attackers involved have only the one opponent. Q: Can a Tripper in an Enemy Zone of Control fire at another target? A: Yes - see 8.2. Q: Can you shoot through Trippers/historical soldiers/animals? A: Yes - see 8.2. Q: If an historical soldier/animal is stunned and then stunned again in the same Tripper phase, what happens? A: Nothing, the historical soldier/animal remains stunned. Q: When historical soldiers/animals attack, do they go in turn, or at the same time? A: At the same time if combining their attack otherwise, randomly or TM choice. Q: What's the to hit adjustment for missile combat against an elephant? A: +3 Q: If an awed historical soldier is attacked by an enemy unit, what happens if a Stun result is obtained? A: The awed historical soldier will be unable to carry out any actions during the next Tripper phase. In situations like this it helps to have all of the Tripper (and company) counters lined up one way and the enemy counters the other way. Incoming shells --------------- See the note to Table 8.6 - shells always use column 1. Q: What's the Attack Strength of a weaponless historical soldier? A: 1 - see 8.32, 9.32. Q: Can Trippers recover and use historical soldier armour? A: Setting aside the question of increased encumbrance - yes, but it won't improve their defence value beyond 4 as they have no training in its use (same goes for awed soldiers). Q: Do historical soldiers attack (stop in the zone of control of) transported non awed soldiers? A: No, transported creatures only detect and attack Trippers (or historical soldiers controlled by Trippers) - see 10.62. Q: Can soldiers equipped with missile weapons engage in melee combat? A: Not unless it is specifically noted that they have such a capability e.g., see Battle 15. They just keep firing away, even at one hex range. Rule change ----------- In missile combat, the "out of ammo" roll is checked immediately after the "to hit" roll and before the "combat results" roll. Q: What are the stats for Recovered Gunpowder Missile Weapons (Battles 19, 20, 21, and 24)? Tripper Mode Accuracy Attack Weight Empty Roll Weapon of Use Level Value (2 dice) ---------------------------------------------------------------------------- Recovered Gunpowder Missile Weapon Single E 6 12 One shot ENDURANCE ========= Q: Can you recover endurance when attacked? A: Yes. Q: Can a Tripper with an endurance of one perform an action? A: Yes, then they die. Q: What happens when a Tripper doesn't have enough endurance left to cover their weight carrying? A: For game purposes, nothing. Q: Does negotiating preclude the recovery of endurance points? A: Yes; the designated negotiator cannot recover any endurance (see 15.24) and in fact will lose one Endurance Point (11.0). DEAD TRIPPERS ============= Q: Can a dead Tripper do anything in the first Tripper Phase of the next Game Turn's Battle Stage? A: Anything but move - see 4.02A. Q: How many times can a Tripper "die" and be brought back to life? A: Each time a Tripper dies, their maximum endurance is reduced by one. DETECTION ========= Q: Does a move away result mean that an historical soldier/animal can take no further action even it ends its movement in a Tripper ZOC? A: Yes. Q: Do "raged" opponents need to detect Trippers? A: No. Q: How long do detection results last for? A: For the current Historical Soldier (or Animal) Phase only. Check again next Phase B. Rule change (proposed) ---------------------- For soldiers with missile weapons, an attack result is treated as a towards result if a score of 11 or more is required to hit. THE FLUX ======== Q: Does the flux just stay there once it's conjured? A: Yes - see 10.21. Q: Can weapons be fluxed by passing the flux over the relevant hex? A: No. Q: Is "shot at" (10.14) the same as "in Zone of Control"? A: No. Q: How do Trippers leave the battlefield in TEAMTRIPPER? A: By passing through the flux (i.e., by entering the hex with the flux in it 1 movement point - and moving through it - another movement point) or having the radio Tripper with the flux pass through their hex - also costing at least 2 movement points. See 7.14, 13.0. Rule change ----------- When rolling to command (10.1) or control (12.0) the flux, or when using experience to get back to the present (12.0) or to discern adjacent battles (17.0), a roll of 2 always succeeds and a roll of 12 always fails. NEGOTIATION =========== Q: In TEAMTRIPPER, can one Tripper negotiate, while the rest move? A: Non negotiating Trippers may not move or fire but may reload, conjure the flux, etc. Q: Can a team negotiate if one Tripper is adjacent to an opponent? A: Yes (this is inferred from 15.25). Q: Can you negotiate if a carried along historical soldier/animal is present e.g., #46 with an energy being from #60? A: Yes, provided the historical soldier/animal does not move or attack in its phase. Q: After obtaining an L result, can you break off negotiating? A: Yes, but increase detection values by one level per L result. Q: If a "Flee" result is obtained, what happens to an historical soldier in a Tripper Zone of Control? A: A Flee result overrides a Zone of Control. Q: Can awed historical soldiers move after attacking? A: No. Q: Can you negotiate with animals? A: Yes, but animals are not subject to awe results (see 15.12). TREASURE HUNTING ================ Q: Do enemy units removed from the Battle Display as a result of being adjacent to or in the same hex as the flux count as "killed or disabled" units for the purposes of 14.0? A: Yes. Q: Is treasure randomised? A: No - see 13.0. Q: What's the average value of past and future historical artifacts? A: Past - 12.6; Future and Fantasy - 9.0 Rule change ----------- Double the value of all existing Future and Fantasy artifacts. Rule change ----------- Whenever awed soldiers are returned to their own time (see the addition to rule 5.14, above), a corresponding additional historical artifact is gained. Rule change ----------- If no record is kept of which Tripper carries what artifact(s), distribute same in their order of collection, using the sequence Tim - Nell - Alf - Skag, repeat. WINNING ======= Q: When the present is regained what happens to creatures brought along for the ride? A: If transported creatures are present, any attempt to regain the present randomises the TT Marker. EXPERIENCE ========== Q: Does a Tripper's first jumping of the flux count towards experience (12.0)? A: No. See 5.0 re involuntary vs voluntary jumps. MISCELLANEOUS ============= Q: Can you exchange weapons between Trippers? A: An exchange can be affected by having each Tripper drop whatever is being exchanged and then moving into the other's hex and picking up the dropped items. Q: Can Trippers ride horses? A: No - see 7.44. Q: How many weapons can you pick up in a turn? A: One - see 7.42D. BATTLES ======= Q: Can you stun a T Rex (#1) by attacking it hand to hand (8.32)? A: Not quite. A stun result will only reduce its endurance by 1 point. Q: In #2, does the sabre tooth tiger move towards the buffaloes or the trippers? A: Trippers - see 9.1. Q: How does #33 work with the Japanese only firing on a 2 or 3? A: The Japanese have a detection value of I. So, if they roll a stop result on a 2 or 3, they shoot instead. Q: Is a katana (#33) a weapon? A: If used as a weapon it will have no historical treasure value. Q: Can #48's brass knucks be used as melee weapons? A: Yes, but they loose their historical treasure value. Q: What does roll for each creature value (#51) mean? A: Roll attack strength, defence strength, and detection rating individually for each creature. Q: Are #55's stun pistols useable by Trippers? A: No. Handy Reminders --------------- 2.1 When a pistol runs out of ammo place the pistol counter on top of the Pistol Ammo Marker on the Record Track. 3.3 Check each Tripper's Endurance Points devoted to carrying weight just before the commencement of each Game Turn's first battle stage. 4.0 No Tripper movement in the first Tripper Phase of any given battle. 8.1 An M1 illumination grenade has an Accuracy Level of E. 8.22 When a weapon runs out of ammo (other than the M16 or shotgun), turn its ammo marker sideways. 8.84 If a horse is disabled or killed, the rider incurs a wound result. Note however that certain fantastic creatures may be immune to this effect. 10.62 Awed soldiers, when fluxed to another battle, may not move or fire on the first turn of battle. 13.12 Ammo for the M16 and shotgun can only be carried by one Tripper (although each type can be carried by a different Tripper). 13.14 Only one type of grenade (M26 or M1) per Tripper. Undeveloped notes ----------------- Encounters: best 1 of 2d6 Damaging the radio... (artillery shell lands in same hex)? Can you recover endurance if fluxed? Kill = 4 dice for monsters with endurance Dragonlord (#44) = +4 to hit Mixed recovered weapons - have to move through hex to identify? ============================================================================== Rene Vernon->vernon@dstos3.dsto.gov.au->TEL +61-8-259-5788->FAX +61-8-259-6970 ------------------------------------------------------------------------------ Personnel Section DSTO And now we come to the magic of words. A word, also, PO Box 1500 just like an idea, a thought, has the effect of Salisbury SA 5108 reality upon undifferentiated minds. Australia - Emma Jung ------------------------------------------------------------------------------