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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:
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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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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.
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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: Jul 2008
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Side note: flipping a tank over is likely much easier than punching through its armor.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#7 |
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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.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#8 |
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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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#9 | |
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Join Date: Aug 2007
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A note about open hatches. A tank with its' hatch down is pretty miserable inside and the visibility is bad. The hatch will be open and the commander will have his head out a _lot_ of the time. This means that a very mobile super with a bag of grenades can probably take out a bunch of tanks.
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Fred Brackin Last edited by johndallman; 08-13-2023 at 01:21 PM. Reason: Fix quoting |
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#10 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Dedicated AA vehicles almost always include a high ROf gun along with SAMs.
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| Tags |
| combat, piat, supers, tank |
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