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Vehicle Combat

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Vehicle Combat Empty Vehicle Combat

Post  Admin Wed Oct 03, 2012 12:57 pm

VEHICLE DAMAGE
Because vehicles have a wide variety of armor in different locations
and have uniquegrossconfigurations, each vehicle has its
own armor ratings for surface locations, and several vehicle ha
location charts are provided.
Vehlcle Conflguratlon: The Vehicle Description Chart (page
26) lists each vehicle's configuration. The three configurations are
standard, turreted, and crew in hull.
Standard: Standard configuration vehicles have no turrets and
are roughly rectangular in shape. Passenger cars are standard
configuration, as are trucks and some armored vehicles, notably
the M113.
Turreted:Turreted vehicles have a relatively prominent turret on
topofthe hull which containsthevehicle's main gun, andfromone
to three crewmembers. Most tanks and many APCs are turreted.
Crewln Hu1l:Crew in hullvehiclescombine afairly standard hull
withan extremely smallturret, which isusually unmanned. Insome
cases a large vehicle with a small, manned turret (such as the
Soviet BTR-70) is included in this category as well.
Penetratlon: First, determine the penetration of the weapon.
This is done differently for small arms, large-caliber penetrators.
and exploding rounds.
Smal1Arms:Small arms haveapenetration ratingwhich indicates
the number of dice expended per armor level penetrated. This
rating generally varies with range, as explained in the wound
section (page40). For attadts on vehicles, however, simply divide
the number of damage dice by the correct penetration value and
round down. The result is the weapon's final penetration.
Lage-Caliber Penetrators:All API (armor-piercing incendiary),
APFSDS (armor-piercing, fin-stabilized, discarding sabot) and
APFSDSDU (armor-piercing, fin-stabilized, discarding sabot
depleted uranium) rounds are large-caliber penetrators. These
weapons each have either three or four different penetration
values. If a weapon has three values, the first is forboth closeand
medium range, the second for long, and the third for extreme. If a
weapon has four values, they are for close, medium, long, and
extreme range, respectively. Roll 2D6 and add the total to the
weapon's penetration rating. The result is the final penetration
value.
Exploding Rounds: Rounds which explode always have only
one penetration listed, which is either a number followed by the
letter C (indicating that it is "constant"throughout its range) orthe
notation "nil." If the value is a number, roll 206 and add the total to
the listed value, the result being the final penetration value. If the
notation "nil" is present, the round has no final penetration effect.
Hlt Locatlon: Next, roll once per individual shot or burst and
consult the column of the Vehicle Hit Location Chart (page 26)
which corresponds to the vehicle's configuration. Add one to the
die roll if the shot was from the side of the vehicle. The three
possible results are turret, hull, and suspension.
Armor:Oncethe location is known, consult thevehicle description
and note the armor valueof that part. Hulls and turrets each have
afront, side, and rear armor value. Tracked suspensions have one
armor value which is used when hit from all angles. Wheeled
suspensions do not have an armor value but do have a critical
damagevalue, which is listed in parentheses todifferentiate itfrom
armor values.
Extent of Damage: Subtract the correct armor value of the
target from the final penetrationof thegun and consultthe Vehicle
Damage Resolution Chart (page 26). If the result is zero or a
negative number, the shot had no effect. If it is a positive number,
read the result from the chart, which will be from one to three
damage resuks, either minor or major.
Damage Implementation: Locate the damage table corresponding
to the target vehicle's configuration. Find the correct
section (minor or major damage, hull or turret damage) and roll
1 D6 once for each required damage result. The following results
are possible:
0neCrewman:lfthisis aturret hit, it isfrom theturretcrew; ifthis
is a hull hit, it is from the hull crew. Which crewman is hit is determined
randomly. Thecrewmember suffers 1 D6 hits, each of which
does lD6damage. Determine hit location separately for each hit.
Two Crewmen:Exactly as above, but twocrewmen are hit. They
are selected randomly from the entire vehicle crew, not just those
in the hull or turret.
Two Passengers:Two passengers are selected at random and
are hit exactly as noted above. If this is not a passengercarrying
vehicle, then treat this as aone newman hit. If this is a passengercarrying
vehicle but no passengers are present, this becomes no
effect.
SighWsion: Elher the gun sight, range finder, or night vision
equipment is damaged. (The referee will determine which.)
Traverse:The turret traverse is jammed, and the turret will no
longerturn.This makes it impossibletofire any fixed weapon (such
asthemaingunorcoax)in theturretuntil itisunjammed. Repairing
the traverse is an average task using MEC skill. lttakes a half-hour
and cannot be done from inside the vehicle.
Secwndary:One machinegun orgrenade launcher isdestroyed.
Loadec Either the human loader is hit, as for a crew hit above.
or the vehicle's autoloader is destroyed.
Radio:The vehicle's radio is destroyed.
Main Armament:The vehicle's main armament is damaged and
can no longer fire.
Ammo:Theammunition storage of thevehicle has been hit.The
amount by which the final penetration exceeded the vehicle's
armor is the percentageof stored ammunition lost (round fractions
up). If the vehicle is armed with any exploding rounds or largecalibergun
rounds, the amount is also the percentage chance that
the ammunition will explode. If the ammunition explodes the
vehicle is destroyed, and the crew is killed.
Engine:The engine is hit and rendered inoperable. The vehicle
may not move.
Fue1:The fuel tank of the vehicle has been hit. The amount by
which the final penetration exceeded the vehicle's armor is the
percentage of fuel capacity lost. It is also the percentage chance
that the fuel will ignite. If the fuel ignites, the vehicle catches fire,
and the crew must immediately bail out.
Other Results: Note also that some rolled results convert the
damage into a different type. For example, if a minor turret hit is
achieved against aturreted vehicle but a 6 is rolled on the damage
table, the hit is converted into a major turret hit. In this case, roll
again on the Major Turret Table (page 26). If a 6 is rolled on this
table, thedamageismnvertedtoaminorhull hit. If a6isthenrolled
on the Minor Hull Hit Table. R is converted to a major hull hit.There
is no possibility of any alteration to a major hull hit.
Suspenslon Hlts:Nodamagetabiesareprovidedforsuspension
hits. One minor damage result to avehicle's suspension halves its
movement. A second minor damage, or any major damage, immobilizes
the vehicle.
Tracked vehiclesare treated like any armored part of thevehicle
using the armor rating listed. Wheeled suspensionsdo not have an
armor value, but instead have a critical damage level. Each time
erik schlichting (order #2175427) 68.226.126.137
a weapon hits the suspension it inflicts damage equal to its final
penetration. Once the cumulative damage reaches the critical
damage level, the suspension suffers minor damage. Once it
reaches twice that level. it suffers major damage. (In most cases.
any hit on a wheeled suspension will immobilize the vehicle. Only
in the case of small arms fire is the cumulative damage likely to be
important.)
0verheadAttacks:Tank breaker missiles may be programmed
to fly overthe target and attack it from above, and all ICMdirect hits
are overhead attacks. For overhead hit location, never add one to
the die roll for a side shot-treat all suspension hits as hull hits
instead. All attacks are resolved using the vehicle's side armor
value.
Unarmored Vehicles: Unarmored vehicles have a slight armor
protection provided by their metal bodies, but this is an incomplete
cover. Whenever a shot hits an unarmored vehicle, there is a 50-
percent chance of the shot hitting metal, and a 50-percent chance
of it going through the windows or canvas cargo covers. If it hits
metal, the shot is resolved normally, and the vehicle receives the
benefit of its armor. If it goes through the window or cargo area, the
shot is always resolved as minordamage, and any damage result
is ignored except for crew or passengerlcargo hits.

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