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v1 rules question regarding HMG vs. Armor
Hey all,
For my TT T2k game, I had a situation where an M113 gunner (see the after-action report I posted) was firing on an approaching BTR with her .50; I treated the damage multiplier as (x base damage), or in the case of the M2HB, 6x, with standard range multiples (4d6, etc.) applying. Was this correct? |
For example, a 25mm armor piercing incendiary (API) round has a
damage multiplier of x 5. At close range it would do 4D6 x 5 hits of damage. At medium range it would do 3D6 x 5 hits of damage. At long range it would do 2D6 x 5 hits of damage. At extreme range it would do 1 D6 x 5 hits of damage. Now was the gunner using regular rounds or SLAP rounds? If not using SLAP round then no damage was done to the BTR. There are several different types of ammunition used in the M2HB and AN aircraft guns. From World War II through the Vietnam War, the big Browning was used with standard ball, armor-piercing (AP), armor-piercing incendiary (API), and armor-piercing incendiary tracer (APIT) rounds. All .50 ammunition designated "armor-piercing" was required to completely perforate 0.875 inches (22.2 mm) of hardened steel armor plate at a distance of 100 yards (91 m) and 0.75 inches (19 mm) at 547 yards (500 m).[24] The API and APIT rounds left a flash, report, and smoke on contact, useful in detecting strikes on enemy targets; they were primarily intended to incapacitate thin-skinned and lightly armored vehicles and aircraft, while igniting their fuel tanks.[25] Current ammunition types include: M33 Ball (706.7 grain) for personnel and light material targets, M17 tracer, M8 API (622.5 grain), M20 API-T (619 grain), and M962 SLAP-T. The latter ammunition along with the M903 SLAP (Saboted Light Armor Penetrator) round can perforate 1.34 inches (34 mm) of HHA (face-hardened steel plate) at 500 metres (550 yd), 0.91 inches (23 mm) at 1,200 metres (1,300 yd), and 0.75 inches (19 mm) at 1,500 metres (1,600 yd). This is achieved by using a 0.30-inch-diameter (7.6 mm) tungsten penetrator. The SLAP-T adds a tracer charge to the base of the ammunition. This ammunition was type classified in 1993.[26][27 Wiki |
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In v1 rules, the base damage number is multiplied by the damage modifier for range, then the dice rolls are added in. So, for a weapon with a damage number of 6, the extreme range damage would be 6+1d6; at close range, it'd be 4x6 (24)+4d6.
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In T2K, it would be impossible. When I was trying to get a game together, I was planning to add in the v2 "instant kill" rule. So a sniper rifle (in v1 I think they all fire 7.62) would have that 4 in 10 chance, rather than a target a few hundred meters away getting hit and reacting as "AH! What the f@#$ was that?" |
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The system I use for T2K makes extreme range sniping viable because of all the potential bonuses to the to-hit roll. Bipod, scope, time taken to aim, spotter assistance, spotter's scope, whatever range-finding equipment is available, etc.
In practice though my players rarely had their characters attempt the extreme range shots. They'd often have a sniper or two on overwatch where circumstances allowed but that tended to be at no more than medium to long ranges. There's no accounting for the occasional amazing dice roll though. I could sit here for hours listing some of the crazy lucky hits achieved in campaigns over the years. |
1.5 miles? Well, that's quite a bit further than the 1200 meters I thought it was. Double in fact.
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