RPG Forums

Go Back   RPG Forums > Role Playing Game Section > Twilight 2000 Forum
Register FAQ Community Calendar Today's Posts Search

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 04-03-2013, 04:19 PM
raketenjagdpanzer's Avatar
raketenjagdpanzer raketenjagdpanzer is offline
Registered User
 
Join Date: Dec 2010
Posts: 1,261
Default 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?
__________________
THIS IS MY SIG, HERE IT IS.
Reply With Quote
  #2  
Old 04-03-2013, 06:41 PM
Cdnwolf's Avatar
Cdnwolf Cdnwolf is offline
The end is nigh!!!
 
Join Date: Jun 2009
Location: London, Ontario Canada
Posts: 1,455
Default

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
__________________
*************************************
Each day I encounter stupid people I keep wondering... is today when I get my first assault charge??

Last edited by Cdnwolf; 04-03-2013 at 06:52 PM.
Reply With Quote
  #3  
Old 04-03-2013, 09:53 PM
pmulcahy11b's Avatar
pmulcahy11b pmulcahy11b is offline
The Stat Guy
 
Join Date: Sep 2008
Location: San Antonio, TX
Posts: 4,347
Default

Quote:
Originally Posted by Cdnwolf View Post
[I]

Now was the gunner using regular rounds or SLAP rounds? If not using SLAP round then no damage was done to the BTR.
Except that Soviet 7.62x54mm could penetrate BTRs with distressing regularity, enough that it was a standard tactic amongst the Mujahedin. Bring the column to a stop by waxing enemy drivers in BTRs, shooting through the driver's compartment.
__________________
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

Entirely too much T2K stuff here: www.pmulcahy.com
Reply With Quote
  #4  
Old 04-03-2013, 10:53 PM
Bullet Magnet's Avatar
Bullet Magnet Bullet Magnet is offline
Registered User
 
Join Date: Nov 2010
Posts: 138
Default

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.
__________________
"They couldn't hit an elephant at this dis...."

Major General John Sedgwick, Union Army (1813 - 1864)
Reply With Quote
  #5  
Old 04-04-2013, 10:08 PM
pmulcahy11b's Avatar
pmulcahy11b pmulcahy11b is offline
The Stat Guy
 
Join Date: Sep 2008
Location: San Antonio, TX
Posts: 4,347
Default

Quote:
Originally Posted by Bullet Magnet View Post
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.
I always thought this was a better mechanic, except that it doesn't account for long-ranged snipers.
__________________
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

Entirely too much T2K stuff here: www.pmulcahy.com
Reply With Quote
  #6  
Old 04-05-2013, 04:23 PM
Bullet Magnet's Avatar
Bullet Magnet Bullet Magnet is offline
Registered User
 
Join Date: Nov 2010
Posts: 138
Default

Quote:
Originally Posted by pmulcahy11b View Post
I always thought this was a better mechanic, except that it doesn't account for long-ranged snipers.
That is true. I'm reminded of a story from a few years back, a snipes, Canadian I believe, took a target down at 1200 meters (I think; correct me if I'm wrong on the range) in Afghanistan. it was said to be the longest range for a sniper taking out a target to date.
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?"
__________________
"They couldn't hit an elephant at this dis...."

Major General John Sedgwick, Union Army (1813 - 1864)
Reply With Quote
  #7  
Old 04-05-2013, 06:03 PM
Cdnwolf's Avatar
Cdnwolf Cdnwolf is offline
The end is nigh!!!
 
Join Date: Jun 2009
Location: London, Ontario Canada
Posts: 1,455
Default

http://www.youtube.com/watch?v=_MK4SEoBFXk
__________________
*************************************
Each day I encounter stupid people I keep wondering... is today when I get my first assault charge??
Reply With Quote
  #8  
Old 04-05-2013, 09:48 PM
Targan's Avatar
Targan Targan is offline
Moderator
 
Join Date: Sep 2008
Location: Perth, Western Australia
Posts: 3,749
Default

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.
__________________
"It is better to be feared than loved" - Nicolo Machiavelli
Reply With Quote
  #9  
Old 04-06-2013, 07:26 PM
Bullet Magnet's Avatar
Bullet Magnet Bullet Magnet is offline
Registered User
 
Join Date: Nov 2010
Posts: 138
Default

1.5 miles? Well, that's quite a bit further than the 1200 meters I thought it was. Double in fact.
__________________
"They couldn't hit an elephant at this dis...."

Major General John Sedgwick, Union Army (1813 - 1864)
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:22 PM.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.