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Caradhras 10-24-2008 01:44 AM

Mines help
 
Hi,

I am running a TW2k campaign with my group as a kind of nostaglia break from other systems (we have run the original Escape from **, free city of krakow, pirates of the vistula and now are on ruins of warsaw :P) . I am using the v1.0 rules and things have been going well but I have hit on a problem.

I cannot find anywhere the damage tables/details for landmines - the referees charts and equipment list in the rules dont seem to cover it, I have trawled a few places. I particularly am after anti-tank mines as well as anti-personnel.

I have access to most of the printed material - any pointers or help would be appreciated.

kato13 10-24-2008 02:31 AM

Welcome to the board.

Mines are covered in the errata.
Code:

Type                    Dam      Arm        KDR      Burst
Antipersonnel            X10C    X4          10        20
Anti-Tank                X40C    X4          15        30
Claymore                X5C      X4          5        -
FASCAM                  X30C    X4          15        30


If you can find the Heavy Weapons Guide GDW-525. They are covered in more detail.

Mohoender 10-24-2008 02:47 AM

Agree Kato but what about the effects. Vehicles bottom are usually very vulnerable to mines and the bottom protection is not covered anywhere. How would you deal with this? Moreover, how would you deal with it when using a vehicle that was made to resist mines such as the "Casspir"? If i understand it well, the idea behind such vehicle is to provide more protection to the crew.

Anti personnel mines don't seem to be that much of a problem however.

kato13 10-24-2008 03:02 AM

Didn't V1 rules have a lower hull armor rating. I seem to remember that being phased out in V2.

I always preferred the V1 system for vehicle damage.

Caradhras 10-24-2008 06:46 AM

Thanks for the fast response. The table will be useful, kato13.

I have read that the mine on vehicles hits suspension then on to the lower hull. This, if penetrating, would go on to the lower hull's vehicle damage component list.

We will see how this helps my party to intercept the Barons convoy returning to Warsaw with their chemical rounds :p

Mohoender 10-24-2008 11:00 AM

I'm not good with v1.0 rules. I have never seen them.:o

kato13 10-24-2008 11:55 AM

Quote:

Originally Posted by Caradhras
Thanks for the fast response. The table will be useful, kato13.

I have read that the mine on vehicles hits suspension then on to the lower hull. This, if penetrating, would go on to the lower hull's vehicle damage component list.

We will see how this helps my party to intercept the Barons convoy returning to Warsaw with their chemical rounds :p

You are very welcome. The are kinda hidden (or missing) from the standard rules.

Quote:

Originally Posted by Mohoender
I'm not good with v1.0 rules. I have never seen them.:o

The V1 vehicle rules are pretty cool IMHO. They actually take into account the internal layout of a specific vehicle type. So hits from different directions will have a different chance of hitting a specific item within the vehicle (like fuel, main gun, commander, ammo, passengers, etc). I use a modified form of the V1 vehicle system.

In general except for the 1 trigger pull always = 3 bullets, I really liked the V1 rules.

Targan 10-25-2008 03:02 AM

Quote:

Originally Posted by kato13
The V1 vehicle rules are pretty cool IMHO.

Rather than create my own vehicle rules for my Gunmaster T2K conversion I chose to retain the V1 T2K vehicle rules. I am very fond of them.

kcdusk 10-25-2008 02:55 PM

Quote:

Originally Posted by Targan
Rather than create my own vehicle rules for my Gunmaster T2K conversion I chose to retain the V1 T2K vehicle rules. I am very fond of them.


OK, very funny, whose posting under "Targans" name??? :-)


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