| Rupert |
08-31-2023 03:15 PM |
Re: In Gurps, how powerful do you need to fight a tank?
Quote:
Originally Posted by Varyon
(Post 2500349)
Is the Raufoss statted out as SAP - AD (1) - or APHEX - AD (2) - in GURPS? If the latter, that might let it kill the crew (with AP, you've got to get a lucky shot where Hitting the Wrong Target results in a crew member getting got, but an internal explosion is going to be a lot more effective; technically against DR 60 that 13d+1(2) pi is going to result in "only" around 5d-1(2) pi getting through, which I think Level III armor might be able to at least drop below the Major Wound threshold, and I'm fairly confident Level IV armor would stop outright, but I don't know how common it is for tank crews to be armored up to that level; I'd expect them not to be very armored due to the confines of the tank, but I could be mistaken).
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The RAW's procedure for vehicle hits is on B555, and is not 'hit the wrong target' (aside from anything else, it's in addition to the damage to the vehicle). Assuming the tank is SM+4 and has 3-5 crew (which describes all the tanks in HT aside from the FT17), a penetrating hit of 5+ damage will hit a crew member on 9-, with damage being cutting, at 1d per full five points of penetrating damage.
As far as I know, Raufoss ammo has not been explicitly named and statted up, but HT says "APHEX-T (Dmg 7dx2(2) pi with a 1d-2 [1d-2] cr ex follow- up) has also seen use since the 1980s", which should cover it, given that both explosions and tracer rounds are incendiary by default.
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