In Gurps, how powerful do you need to fight a tank?
It's a slightly complicated question, first of all, to define "fight"...afterall, you don't need to be able to toss a Tank into the sun to "Turtle" it...or use insubstantiality to phase in, drop off some explosives and phase out.
I'm curious though in the "comic book" version of of defeating a tank...bending cannon barrels, tearing turrets off, taking a hit from the main gun and then wrecking it with a single punch or blast of laser vision And I'm curious about how wide the gap would be between say a modern Abrams tank vs. say the 50 year old T series that Russia is using in the Ukraine |
Re: In Gurps, how powerful do you need to fight a tank?
In my version of GURPS Supers, I had a vignette of the Soviet superhero Stalina fighting German tanks during the Great Patriotic War, and an analysis of how her various abilities applied to the effort. I didn't provide a complete build of Stalina, but there are figures for her strength, aerial move, and damage reduction.
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Re: In Gurps, how powerful do you need to fight a tank?
If you want to just slug it out with a tank, going through frontal armor and absorbing hits from the main gun, requires being able to punch through 1500 DR and then rip through around 200 hit points. It also requires being able to take a hit that's on the order of 6d*30(3) piercing. This is solidly C-scale.
If you're willing to dodge the main gun and go after weak points, it's a lot easier -- you want damage in the hundreds, which is D-scale. I-scale characters might be able to kill a tank, but they'll need to be creative. |
Re: In Gurps, how powerful do you need to fight a tank?
Bending cannon barrels: IDK, bend bars isn't a rule I've ever looked hard at.
Tearing turrets off: I think you just need enough strength to lift the turret? The main thing holding them down is gravity. Taking a hit from the main gun: You can find T-72 gun stats in HT. Wrecking it with a single punch: You can find DR/HP/HT there too. Realistically it's hard to say how you could wreck a tank with a punch that isn't targeting a key component, in the same way that putting your fist through a car door panel doesn't really do anything to disable the car. (Unless it's a fly-through punch, in which case sure go ahead and split the thing in half.) New vs. old: honestly, probably not all that much. The DR would be better, at least against actual anti-tank weapons though only incidentally about unstoppable fists or optic disintegrators, the gun damage might be a bit higher. Abrams are around 50% heavier, so they've got a bit more HP. A lot of the improvements have more to do with sensors and accuracy than raw gun power. (Incidental note, the original Abrams is almost the same age as the T-72. Both have gone through a lot of modernizations...depending on whether a particular tank got those or not.) |
Re: In Gurps, how powerful do you need to fight a tank?
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Not too worried about "taking the hit" 1/1000 damage reduction with a -10% modifier is "only" 405 points, and not sure how easy a tank cannon can track a man sized target |
Re: In Gurps, how powerful do you need to fight a tank?
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Re: In Gurps, how powerful do you need to fight a tank?
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So on the low end such as a 1960s era T-62, a ST 110 can twist the barrels without much effort. On the upper end for a T-80 or M1 Abrahms, ST 200 should be sufficient but you could make the argument for ST 340. A flying super can get above a T-72 and go through the weak top armor, needing to penetrate DR 90 and do around 180 HP injury to bring it below 0 HP, at which point it will probably stop working in a few seconds given that it has HP 9. Based on the Ukraine war, T-72s may be Fragile: Flammable and Explosive, in which case a mere 90 points of burning or explosive damage past DR has a 80+% chance of setting it on fire, followed by an ammo explosive and turret high jump. A 6dx7 (2) bu attack, average 147 damage and halving effective DR, would be sufficient. |
Re: In Gurps, how powerful do you need to fight a tank?
You'll want GURPS Supers, p. 123 ("Man versus Machine").
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Looking at a picture of an M1 Abrams 120mm gun bore, it looks like the wall thickness is around 15% of the outside diameter of the gun. Risking a bit of math this late at night, looks like a force of about 400,000 pounds to bend steel with your hands 36" apart. That's ST 500, or 400 with vanilla Extra Effort, or a mere +14 ST (Super-Effort) if you're using those rules. Quote:
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