Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 08-13-2023, 03:36 PM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: In Gurps, how powerful do you need to fight a tank?

Quote:
Originally Posted by Fred Brackin View Post
This means that a very mobile super with a bag of grenades can probably take out a bunch of tanks.
Telekinesis is a good alternative to mobility, if you have adequate range. If you go that route, HEAT warheads with fuses that go off at low impact speeds are useful. For the occult WWII campaign, we got some PIAT rounds with softer fuses.
johndallman is online now   Reply With Quote
Old 08-13-2023, 10:51 AM   #2
Ulzgoroth
 
Join Date: Jul 2008
Default Re: In Gurps, how powerful do you need to fight a tank?

Quote:
Originally Posted by DeadParrot View Post
A well prepared tank crew might have liberated some Stinger type AA missiles and attached them to the turret as ad-hoc SH defense.
...How are you imagining that working? You have to point a Stinger system at the target for it to acquire. Tank turrets rotate in one plane. Something simply attached to the turret won't have variable elevation, so it's effectively impossible to track a flying target.

With some difficulty it would probably be possible to fire MANPADS while heads-up in the open commander's hatch, much like how you'd operate the flexible machine gun that tends to be near that hatch. I imagine handling such a weapon inside the tank would be incredibly awkward though.


(There's also the question of whether those weapons will even track a super.)
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 08-13-2023, 11:24 AM   #3
Bathawk
 
Join Date: Oct 2007
Default Re: In Gurps, how powerful do you need to fight a tank?

Sorry, Loving this discussion, and thank you all for replying.

How much strength does it take to "turtle" a tank? If a tank weighs say, 42 tons, is being able to lift, half? or a quarter of that weight sufficient?
Bathawk is offline   Reply With Quote
Old 08-13-2023, 11:39 AM   #4
Bathawk
 
Join Date: Oct 2007
Default Re: In Gurps, how powerful do you need to fight a tank?

Quote:
Originally Posted by Ulzgoroth View Post

(There's also the question of whether those weapons will even track a super.)
I originally planned this thread to focus on other type of military vehicles, including jet fighters, but thought limiting it to "tanks" would be a large enough topic on it's own

But I wondered about the feasibility of supers vs. planes. fighting in WW II wouldn't be too difficult with unguided weapons and a speed of 300mph-400mph

But modern aircraft rarely engage in "dogfights" ("Top Gun" not withstanding)...I hear things that modern radar systems can track objects the size of a baseball...but just because they "can" dosen't mean they "should" right? Otherwise every seagull, Hawk and Blue Jay would be popping up right?
Bathawk is offline   Reply With Quote
Old 08-13-2023, 04:27 PM   #5
DeadParrot
 
Join Date: Apr 2012
Default Re: In Gurps, how powerful do you need to fight a tank?

Quote:
Originally Posted by Ulzgoroth View Post
...How are you imagining that working? You have to point a Stinger system at the target for it to acquire. Tank turrets rotate in one plane. Something simply attached to the turret won't have variable elevation, so it's effectively impossible to track a flying target.

With some difficulty it would probably be possible to fire MANPADS while heads-up in the open commander's hatch, much like how you'd operate the flexible machine gun that tends to be near that hatch. I imagine handling such a weapon inside the tank would be incredibly awkward though.


(There's also the question of whether those weapons will even track a super.)
I didn't figure I had to provide a full bid ready blueprint. An inventive tank crew could well obtain a few servo motors, video camera, joy stick control unit and wire and weld the thing up to provide full 360 rotation independent of turret direction and include horizon to vertical rotation as well. Real world example is both Russian and Ukrainian tank crews adding overhead netting and armor to their tanks in an attempt to defend against drones.

Unless your SH is a new mostly unknown persona in your world, very possible scientists have been hard at work developing anti-SH weapons. Kryptonite vs Superman as the classic example.
DeadParrot is offline   Reply With Quote
Old 08-13-2023, 09:19 AM   #6
RyanW
 
RyanW's Avatar
 
Join Date: Sep 2004
Location: Southeast NC
Default Re: In Gurps, how powerful do you need to fight a tank?

Quote:
Originally Posted by Anaraxes View Post
A modern tank turret weighs somewhere in the neighborhood of 1/3 the weight of the entire tank. Typically nothing significant attaches the turret to the hull other than the turret's own weight. If you're strong enough to lift that ~20 ton weight, there's no additional "tearing" necessary. Grab it and fly away.
I was going to ask if that was the case. I knew it was with large naval turrets, as it's pretty normal to find wrecks without turrets, since they fell out when the ship capsized.
__________________
RyanW
- Actually one normal sized guy in three tiny trenchcoats.
RyanW is offline   Reply With Quote
Reply

Tags
combat, piat, supers, tank


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:21 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.