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#1 | |
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Join Date: Sep 2007
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You'll want GURPS Supers, p. 123 ("Man versus Machine").
All else being equal, a hollow tube is stronger against bending than a solid bar of the same mass. It's also weaker than a solid bar of the same diameter. Here's a calculator if you really want to do the math. 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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#2 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
__________________
Bill Stoddard I don't think we're in Oz any more. |
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#3 |
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Join Date: Oct 2007
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Oh an additional thought or two...
What about prying the hatch open/off? And I don't think you need to "explode" a tank to "kill" it right? If a punch is hard enough to cause a serious dent or hole in the vehicle wouldn't the kinetic impact cause a "kinetic kill" effect on the occupants? Or cause enough "internal injury" to the tanks mechanisms? (Would also ask about HESH type attacks, but think that's a bit baroque for a supers campaign) |
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#4 | |
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Join Date: Aug 2007
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Quote:
Tearing the hatch off uses the same mechanics as bending the barrel and obviously the hatch or the latch holding it closed is nowhere near as strong as the barrel.
__________________
Fred Brackin |
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#5 |
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Join Date: Feb 2011
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While more than a bit of a crock, don't forget you could get up to [-80%] for "Limitation: Only defends from/harms one specific tank."
Generally having an ability which only can be used against tanks in general is not likely to be worth more than -10% in a campaign where you fight a lot of tanks, but might be worth a bit more in a campaign where you live in classical Rome at the height of the Republic. |
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#6 | |
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Join Date: Oct 2007
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Quote:
I always wondered, because in WW II DR/Damage reduction "only to tanks" would be -40%, but in peace time it would have to be at least -80%. I can't even remember the last time I saw a tank in real life, much less been threatened by one (wonder if his charcater would get a rebate on points post war) |
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#7 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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Quote:
Unless we're in a setting where nearly all warfare is restricted to tanks, anything with "versus tanks" seems more niche than -40% indicates. I mean, even if you successfully keep it secret (Secret?) that your Damage Resistance only applies against attacks made by (or perhaps even from) tanks, you've got everything else on the battlefield to worry about. Or are tanks really that heavily present on the battlefield? Okay, so what is the "more common" part? If we invert things, and your DR is against everything except tanks, once again you'll need to keep it secret (Secret?) because tanks aren't that far away in (for example) the United States of America. Well, in the American Midwest, anyway. We're not a war zone [insert sports joke here/], but there are a lot of military bases (outposts? Depots? Not sure what all to call them) here. I mean, most of them aren't the Army or Marines, but the Army Reserve or the National Guard... but that's enough for this to be a big issue. At least, once this gap in your defenses is known. Yeah, getting the tanks to where you (your tank-vulnerable character) are before you can flee is a nightmare, between getting authorization for the tanks and transporting them... but sooner or later, your character is probably getting shot by a tank. Barring an amazing dodge or other mitigating circumstances.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#8 | |
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Join Date: Jul 2008
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Quote:
Side note: flipping a tank over is likely much easier than punching through its armor.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#9 |
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Join Date: Aug 2004
Location: Wellington, NZ
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The problem there would be getting leverage - tank hatches don't generally have much you could grab onto or get your fingers under, though some have sights mounted through them, and smashing your hand into the sight would give you something to grip (either the sight or the hole it was mounted in). Pulling it off once you have a grip would be like ripping off any other solidly secured door/hatch.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#10 |
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Join Date: Apr 2012
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If your Superhero can fly or leap long distances, attack the relatively lightly armored top turret or engine compartment. That was the basic concept of the A10 Warthog aircraft. A few 30mm depleted uranium rounds rattling around inside the crew compartment renders the crew to goo and might cook off the ordnance or fuel. No need to reduce the HP to zero.
Substitute a superhero quality javelin in place of the 30mm gun and your SH doesn't even have to get near the tank. Bonus of the air attack is most tank main guns can't elevate enough to be effective AA weapons. A well prepared tank crew might have liberated some Stinger type AA missiles and attached them to the turret as ad-hoc SH defense. |
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| Tags |
| combat, piat, supers, tank |
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