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| #1YarJun 06, 2008 11:00:27 | I thought it might be cool to poast some world war one era vehicles and equipment. SO to get the ball rolling i statted up the Brisish Mk I tank. http://upload.wikimedia.org/wikipedia/commons/f/f6/British_Mark_I_male_tank_Somme_25_September_1916.jpg British MK 1 tank Crew: 8 Pass: 0 Cargo: 400 lbs Init: -7 Manuver: -7 Top Speed 60 (6) Defence: 6 Hardness: 10 Hit Points: 40 Size: Huge Purchace Dc: 25 Restriction: Mil (=3) Description: (from wikipedia) The Mark I was a rhomboid vehicle with a low centre of gravity and long track length, able to grip muddy ground and cross trenches. Sponsons (also called "barbettes") on the hull sides carried two naval 6-pounder guns. There were two Hotchkiss machine guns in the sponsons and two removable guns for the front and back. The hull was undivided internally; the crew shared the same space as the engine. The environment inside was extremely unpleasant; the atmosphere was contaminated with poisonous carbon monoxide, fuel and oil vapours from the engine and cordite fumes from the weapons as ventilation was inadequate. Temperatures inside could reach 50 °C (122 °F). Entire crews lost consciousness or became violently sick when again exposed to fresh air.[citation needed] To counter the fumes inside and the danger of bullet splash or fragments and rivets knocked off the inside of the hull, the crew wore helmets with goggles and chainmail masks. Gas masks were standard issue as well, as they were to all soldiers at this point in the war (see Chemical warfare). The side armour of 8 mm initially made them largely immune to small arms fire, but could be penetrated by the recently developed armour-piercing K bullets. There was also the danger of being overrun by infantry and attacked with grenades. The next generation had thicker armour, making them nearly immune to the K bullets. In response, the Germans developed a larger purpose-made anti-tank rifle, and also a Geballte Ladung ("Bunched Charge")—several regular stick grenades bundled together for a much bigger explosion. A direct hit on the roof by an artillery or mortar shell could cause the fuel tanks (which were placed high in the front horns of the track frames either side of the drivers' area, to allow gravity feed) to burst open. Incinerated crews were removed by the special Salvage Companies, also salvaging damaged tanks, that were forbidden to speak about this aspect of their work with the still living tank crews. Steering was difficult; controlled by varying the speed of the two tracks. Four of the crew, two drivers (one of which also acted as commander; he operated the brakes, the other the primary gearbox) and two "gearsmen" (one for the secondary gears of each track) were needed to control direction and speed—not that the Mark I was ever able to manage more than a walking pace. As the noise inside was deafening, the driver, after setting the primary gear box, communicated with the gearsmen with hand signals, first getting their attention by hitting the engine block with a heavy spanner. For slight turns, the driver could use the steering tail: an enormous contraption dragged behind the tank consisting of two large wheels, each of which could be blocked by pulling a steel cable causing the whole vehicle to slide in the same direction. If the engine stalled, the gearsmen would use the starting handle—a large crank between the engine and the gearbox. Many of these vehicles broke down in the heat of battle making them an easy target for German gunners. There was no wireless (radio); communication with command posts was by means of two pigeons, which had their own small exit hatch in the sponsons, or by runners who were encouraged to complete their suicidal mission by receiving bottles of strong drink as a reward. Later marks carried semaphore arms for signalling. D20 Modern Rules 6 squares long by 3 Squares Wide. The tank provises total cover to its ocupants. Male armaments consisted of 4 hotchkiss machineguns (use maxim MK 1 stats) and two 2 6 Pounder guns with the folowing stats. QF 6 pounder 6 cwt Hotchkiss Damage: 2d12 Critical: 20 Damage Type: Balistic Range Incrament: 200 ft Rate Of Fire: S Magizine: - Size: Small Purchace Dc: 28 Restriction: Mil (+3) Female armaments Include: 4 Hitchkis machine guns and 4 Vicars machineguns. (once again use maxam mk one stats from d20 past.)) |
| #2tema69Jun 06, 2008 13:26:28 | Hardness 10? Didn't it completely ignore small arms fire? That means at least Hardness 15-20 (a 7.92x57mm from a K98 would deal 2d10 damage). Anyway, that's following RAW d20 Modern. In my game, small arms can't do nothin' against vehicles with more than 10 Hardness, unless they are Armour Piercing (AntiTank rifles,etc...). |
| #3YarJun 06, 2008 13:53:03 | I know its not accurate but the Mark ones 1/2 inch steel armor isnt anywhere as spiffy as an abrams ((20 hardness)) armor so i bit the bullet and made the hardness lower. if anyone else has any ideas to make them better i am open for sugjestions. Maybe abrams should have like a 50 hardness or something But I used the abrams from d20 modern as my model and a sort of bench mark to judge other tanks from. |
| #4tema69Jun 06, 2008 14:27:56 | I know its not accurate but the Mark ones 1/2 inch steel armor isnt anywhere as spiffy as an abrams ((20 hardness)) armor so i bit the bullet and made the hardness lower. if anyone else has any ideas to make them better i am open for sugjestions. Maybe abrams should have like a 50 hardness or something But I used the abrams from d20 modern as my model and a sort of bench mark to judge other tanks from. ...dont. According to the RAW for the Abrams, an M2 .50 cal would be able to damage it. Not often, but still. It has been noted that the soviet 14.5x114mm cartridge has damaged the tracks of an Abrams during the first Gulf War. But that's it. Anyway, unless you want to have the Abrams battle the MkI, it'd be easier to simply stat the MkI separately, modelling it on the weapons needed to defeat it and what their damage is. That's my experience from my WW2 setting anyway. |
| #5YarJun 07, 2008 9:59:38 | I was desigining my vehicles to work for any seting not just a specialty setting. Ohh i know i can make a hardened armor "subtype" for armor. Maybe hardened armor take half damage from conventional weapons and it takes stuff like armor peircing or HE rounds to damage it normaly? ALso most tanks have thinner armor on the backs and sides. Let me mull this over in my brain a bit more. |
| #6tema69Jun 07, 2008 10:12:48 | May I suggest that you download the d20 Mecha SRD. They have great rules for building vehicles (and mecha/starships), weapons, etc... I'm building my WW2 supplement with it. It should be treated as guidelines, and some homebrew addition to it isn't out of the way (look at the Weapon Qualities thread in d20 Modern). |
| #7YarJun 07, 2008 23:09:39 | Ack thats the BESM d20 stuff No thanks. Ill just home brew it and look at the weapon qualities thread. Its cool if you like them but i personaly dispise them. yar |
| #8tema69Jun 08, 2008 5:23:41 | BESM? Nope. I said d20 Mecha SRD. I think if you read my post again, then clicked on the link I provided, you'd see that there's two things. Anime d20 SRD and Mecha d20 SRD. Two separate things. I've looked at the d20AnimeSRD, and I agree, it ain't no good. I don't really like anime anyway. ![]() See? If you download what I suggested, you won't have to deal with no Anime SRD. Easy. :D |
| #9backstabbistJun 08, 2008 21:33:05 | Maybe hardened armor take half damage from conventional weapons and it takes stuff like armor peircing or HE rounds to damage it normaly? Tankguns & ATGuns are conventional weapons.... They are guns. Like other guns, but bigger. AP .30 cal rifle , about 800-900m/s Steelcore AP .50 cal MG , about 800-900m/s Steelcore AP 76mm ATGun, also 800-900m/s Steelcore (WWII) The base concept of d20Modern Vehicle Hardness is: a) Steel, Aluminum, and Fiberglass are the same thing b) Only the first 1/8" of the 5" thick armor matters, the rest is useless c) Damage is done to intangible subsystems redering the vehicle inop, not damage to the vehicle itself. This is how they allow a couple BMGs to take down an Abrams: Strip it clean without actually punching the hull. This of course falls apart with weapons that dont have to rely on surface damage, but are very hally to simply punch the thickest part of the hull regardless of something important being there on the surface. To wit: With a BMG you cave to hope you hit somethiing soft on the outside, but with a 40Bofor APFSDS dart the entire hull armor is now "something soft" and can do insane damage to the interior. The game mechanic completely disregards Penetrating shots & interior damage vs scrubbing the tank surface with a 50 caliber hailstorm. But then, when your Leather Jacket armor can make the 16" naval gun shell "miss you by one", just what kind of realism are you looing for. Solution: Throw out the RAW for anything over 30cal, and anything harder than 10mm RHA (or eRHA) In the PAST forum I did a workup using RAW Materials rules: What do you get for a WWII 3" tankhull when RAW says steel is Hardness 10 & 30hp/inch ? Sounds like 100 just to put a hole in the hull of an early WWII tank, and not have any power left to inflict interior damage. |