03-21-2010, 09:18 AM | #31 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Heavy Gear
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The T-62 is the only one I have data for, but it Hull Side is only 80mm (DR220). That's vs 6dx8(2) that's the DU round (penetrates DR336 or 122mm RHA).
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03-21-2010, 11:55 AM | #32 |
Join Date: Feb 2009
Location: phoenix az
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Re: GURPS Heavy Gear
don't know what house rules you have,but here are some concepts i use:
-blow through for hyper velocity solid kenectic armor peircing rounds -reactive armor -sandwiched chobham armor -angle of strike(incidence angle) the steeper the angle or tanget the less armor penetration you'll have for a given type of ordnance.i use a clock face or a 360 degree circumphrance circle to quickly conduct and compute easy firing angles.it's a commen tactic of armor to present not the front of the vehicle to the enemy.but the front corner so sharp incidence angles are presented to the enemy gunners.this was regularly used by ww-11 german armor units. -target size modifiers -defensive systems,chaff,smoke,diffusers,jamming,blow off armor,and so on. -i balance out the battles where both forces have heavy assault vehicles by using dedicated scout cavalry units and forward edge battle area anti-tank/vehicular units that are trained to deal with the heavier units.also infantry hunter-killer teams armed with anti-armor weapons. -scatterable artillery delivered mine systems. -i have a integrated light,medium,heavy force structures that are trained to operate as a combined arms team.combined land air concept. this usually balances out problems and makes the battlefield a very very dangerous place to be.a heavy armoured unit that advances w/o proper support will be dogmeat as they are targeted by specialized weapon systems designed to deal with just such a unit. a modern 3-d assymetrical battlefield is a nasty place,even more so when you have t.l-9/9.1/9.2/9.3 and so on that have superior capabilities than what we have today. also a unit can only carry so much ammunition and ordnance,they must have resupply and if the opfor targets the rear echelon supporting elements then those heavier units that need regular resupply & maintainance/repair will be in a bad way.when they run out of ammo/ordnance they are a liability. just my thoughts.
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if your in a fair fight,you did'nt plan it properly.. Last edited by reb; 03-21-2010 at 12:01 PM. |
03-21-2010, 01:13 PM | #33 |
Join Date: May 2008
Location: CA
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Re: GURPS Heavy Gear
Reb: I don't see how that post has anything to do with Heavy Gear. What are you replying to? How to make generic armored warfare eggshells armed with sledgehammers? If so, you should really realize that almost none of your advice is applicable here since we're talking about mechanics and the fluff is already taken care of.
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03-21-2010, 01:31 PM | #34 | |||||
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(If you have to ask . . .) Join Date: Feb 2005
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Re: GURPS Heavy Gear
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Keep in mind, the T-72A listed in High Tech only has 176 hit points, which would be dHP 18. A Cheetah is just as robust and both a Hunter and Grizzly are tougher. Quote:
If you were using Guided Mortars as hammers you were doing it wrong. LGMs and HGMs are firing guided missiles, so they have armor divisors. Sneak an Iguanas over there and rain surgical hell-fire down upon your enemies. Field Mortars, with their AOE damage, would just have high damage and no armor divisor. Those were hammers. The ATM (a x25 weapon), I would probably go with 5d (5) cr ex and the HATM (a x30 weapon) as 6d (5) cr ex. |
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03-21-2010, 03:37 PM | #35 | |
Join Date: Oct 2006
Location: El Paso, TX
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Re: GURPS Heavy Gear
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Not sure where the t-72s were hit. However it still remains that a 25mm bushmaster (w/ the right type of ammo) can kill a t-72. Just a little background. I am a current active duty Abn Infantry Senior NCO. During one of my trips to the wonderful sandbox we linked up with some Brads and of course discussions occured. During the course of our discussions the PSG of the platoon we linked up with told me that his platoon had killed a couple of t-72s with their main gun. I remember this discussion becuase I was checking out their thermal sights and asking questions about the 25. Anyway, no hijacking of threads. Thanks |
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03-22-2010, 12:14 AM | #36 | |
Join Date: Jul 2005
Location: Endor
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Re: GURPS Heavy Gear
Well, that's good, then. :D
Though I hadn't realized Gears were indeed that tough. Quote:
The fact that it's fast while still being reasonably in-keeping with the feel is, I think, one of the best things in its favor. If something unexpected comes up in play, you can pull out your Heavy Gear book and do the basic conversion in your head, on the fly, rather than having to sit down and generate an entire set of stats! Being able to do that is very handy, I can say from experience. …I'm not sure how to convert the weapon attack modifiers into GURPS Acc, though, other than simply picking something to be the zero-point and applying the modifiers. Does the zero-average bell curve map across well to GURPS's? |
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03-22-2010, 01:57 AM | #37 | ||
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(If you have to ask . . .) Join Date: Feb 2005
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Re: GURPS Heavy Gear
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First thing: a Heavy Gear hex is 50 meters. I’m not really going to quibble over the differences between a meter and a yard for weapon ranges. It’s just not worth it. The weapons BR (base range) will be its 0 penalty. So, for a LAC, with a BR of 2 (100 meters), that's a -10 penalty in GURPS, so the ACC would be 10. For each Accuracy bonus that a Gear or its weapon has is just a doubling of the value. So, a weapons ACC +1, would increase its GURPS Acc by 2. So, a FC (Frag Cannon) with a BR of 1 and a ACC of +1, would have a GURPS Acc of 10. That’s an Acc of 8 for the Base Range of 1 being 50 yards, and a +2 for the weapon’s Acc. A weapons ½D would be its Extreme Range. It’s max would be, I don’t know, Gun Experts? What would be a good multiplier? I’m going to say x3, just for giggles. So, a LAC would have a Range of 800/2400. The Black Mamba, which has a Fire Control of +1, has a +2 targeting system in GURPS. RoF is pretty simple, they state that, for simplicity sake, a non-missile weapon’s RoF is in increments of 10. So, a RoF of +1 would be RoF 10, RoF +2 = RoF 20. No need to re-invent the wheel. A missile weapon’s RoF is just a doubling, RoF is RoF 2, RoF 2 is RoF 4, 3 is 8, 4 is 16, et cetera. Now, I’m going to try to tackle the Attenuating Damage for Energy Weapons. I think they’ll be a bit hinky. |
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03-22-2010, 05:59 AM | #38 |
Join Date: May 2008
Location: CA
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Re: GURPS Heavy Gear
Those GURPS Acc numbers are pretty extreme. The range numbers sound about right, but an Acc of 10 is really high for a ballistic weapon. I'd consider dropping those Acc figures by either 2 or 4 or so so that things built using the Heavy Gear rules aren't ridiculously overpowered compared to things built on the normal rules. As-is, your LAC is very nearly as accurate as a laser cannon.
The weapon damages seem about right, though. An M242 Bushmaster, which is probably roughly equivalent to an LAC or MAC, does 48 dice of damage with a (2) armor divisor when equipped with its most devestating ammunition, though its range is significantly longer than that LAC. Wish I still had some Heavy Gear rulebooks lying around so I could actually look up some other stats and such. Ah well. |
03-22-2010, 01:44 PM | #39 | |||
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Re: GURPS Heavy Gear
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I hadn’t taken into account the fact that Gears are generally SM+2 (for size 6) and SM+3 (for size 7). That’ll drop the Acc by 2 right there. I could drop the Acc a further 3 by saying that the Gears targeting computer gives a base +3 for aimed shots. That means that, instead of an Acc 10, a LAC would have an Acc 5. A MAC/HAC would have an Acc 6. [edit] Upon further reflection, I'm going to reduce the Acc by a further 1. The answer will be that the Gear's targeting system is treated like a Scanning Sense with Targeting, and if they lock on a target, and make an aimed attack, they get a +3 bonus instead of +2. [/edit] So, a Sniper Laser cannon with a BR of 5 (250 meters) and an ACC of +1, would have an Acc of (13 +2 -5) 10. (There’ll be a quiz on this later) Quote:
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My rough draft quick & dirty conversion for Range Diffusion for Beam Weapons: A SLC (Sniper Laser Cannon) has a DAM of x12 with -1 per range band. So, at short range it’s x12, medium it’s x11, long is x10 and extreme is x9. It has an extreme range of 2,000 meters/yards. So, base information the SLC is a 6d (2) weapon. Each point of range penalty not offset by a point of Acc counts as another dDR of 2x, where x is the absolute value of the –x per range band. So, at a maximum effective range of 2,000 yd, the SLC would be dealing with an additional dDR of 14 on the target (-18 for 2,000 yds + 11 from Acc = 7 * 2 = 14). (see, pop quiz!) The doubling is only important since it has the (2) on its damage. It’s functionally dealing with a dDR of 7. If you wanted to say that the dDR is hardened or isn’t subject to the armor divisor, I’m okay with that. Just the doubling is pretty easy. Further comments, critiques, observations? Last edited by Mark Skarr; 03-25-2010 at 05:59 PM. Reason: Changed Accuracy Conversion. |
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03-22-2010, 03:13 PM | #40 | |
Join Date: May 2008
Location: CA
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Re: GURPS Heavy Gear
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So, what I'm trying to say is just stick a 1/2D range on that laser and it'll work fine. I'd probably make it the Extreme range like you did with the ballistic weapons. It won't have the same 'feel' as in Heavy Gear, but it won't involve complicated mechanics and will streamline it in relation to all other GURPS weapons. Also: I rather like the way you handled the high-acc problem I pointed out. |
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Tags |
conversion, heavy gear, mecha |
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