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| #1tema69Apr 03, 2008 8:35:46 | In this thread, I'm updating some of the stuff we (maybe you too?) have been working on in the other WW2 thread. I'm trying to make it clearer here, and making it fancier by adding pictures and stuff. Most of the stuff here is based on the d20 Mecha SRD rules (not the rules in the MSRD). Go nuts, feedback appreciated. Btw. This stuff should be compatible with the d20 Modern rulebook, as opposed to the d20 WW2 thread stuff. WW2 Vehicles v.2 Land Vehicles: Tanks: T-34/76A [Soviet Battletank] |
| #2g.t._deesApr 06, 2008 10:49:37 | Hey! Cool stuff! (Oh, and thanks for the Hellcat... ) |
| #3tema69Apr 10, 2008 12:46:24 | Here's an updated list of vehicular weapons. Most of it comes from the old thread, but I've updated it quite a bit using the d20 Mecha SRD guidelines for building weapons. Axis: KwK 20mm Gun Damage: 3d12 Ballistic Critical: 20/x2 Increment: 200 feet RoF: A Magazine: Linked Size: Huge SQ: Crew Served (minimum 2+) Notes: The KwK 20mm is a Tank gun. PaK/KwK 37mm Gun Damage: 4d8 Ballistic Critical: 20/x2 Increment: 320 feet RoF: SS Magazine: 1 Size: Gargantuan SQ: Crew Served (minimum 2+) Notes: The PaK 37mm is an Anti Tank gun. The KwK 37mm is a Tank gun. PaK/KwK 50mm Gun Damage: 5d8 Ballistic Critical: 20/x2 Increment: 400 feet RoF: SS Magazine: 1 Size: Gargantuan SQ: Crew Served (minimum 2+) Notes: The PaK 50mm is an Anti Tank gun. The KwK 50mm is a Tank gun. PaK/KwK 75mm Gun Damage: 7d8 Ballistic Critical: 20/x2 Increment: 560 feet RoF: SS Magazine: 1 Size: Gargantuan SQ: Crew Served (minimum 2+). Notes: The PaK 75mm is an Anti Tank gun. The KwK 75mm is a Tank gun. Flak 88mm AntiAircraft Gun Damage: 9d8 Ballistic Critical: 20/x2 Increment: 720 feet RoF: SS Magazine: 1 Size: Colossal SQ: Crew Served (minimum 2+). Notes: The Flak 88mm fires HE against airplanes and personnel, and AT or HEAT against armoured vehicles. Many Flak 88mm use a front shield. It uses a cross-shaped carriage, allowing it to fire in any direction. NB: A PaK (Panzerabwehr Kanone – Antitank cannon) was developed for use on the Tiger Tanks. This weapon has the Anti Tank property added. Flak 128mm AntiAircraft Gun Damage: 13d8 Ballistic Critical: 20/x2 Increment: 1040 feet RoF: SS Magazine: 1 Size: Colossal SQ: Crew Served (minimum 4+), Static. Notes: The Flak 128mm fires HE against airplanes and personnel, and AT or HEAT against armoured vehicles. It uses bolted down firing platform, allowing it to fire in any direction but restricting its mobility. Walking Stuka 300mm Rocket Battery Damage: 30d8 Ballistic Critical 20/x2 Increment: 500 feet RoF: S Magazine: 6 (actually, this is 6 launchers) Size: Huge x6 SQ: Blast (as per ‘stabbist’s rules), Indirect Fire (see Indirect Fire rules), Crew Served (minimum 2+), Exposed (must exit the vehicle to reload), Fixed Arc of Fire (Front), Slow-Firing (1 full-round action to load 1 rocket), Static. Nebelwerfer 150mm Rocket Battery Damage: 15d8 Ballistic Critical 20/x2 Increment: 320 feet RoF: S Magazine: 5 or 6 (actually, this is 5-6 tubes) Size: Gargantuan SQ: Blast (as per ‘stabbist’s rules), Indirect Fire (see Indirect Fire rules), Crew Served (minimum 2+), Exposed, Fixed Arc of Fire (Front), Slow-Firing (1 full-round action to load 1 rocket), Static. Note: This weapon is normally used by firing all 5-6 rockets. This counts as an area attack just like autofire, but affecting a 75 feet radius area around the first impact. Everyone inside that area must make a DC 18 (DC 19 if 6 rockets are fired) Reflex Save for half damage. Allied: M3 37mm Gun Damage: 4d8 Ballistic Critical: 20/x2 Increment: 360 feet RoF: S Magazine: 1 Size: Huge SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front). Note: The M3 37mm Gun is often fitted with a front shield. It also exists as an antiaircraft autocannon (RoF: A, Magazine: Linked). M1 57mm Gun Damage: 6d8 Ballistic Critical: 20/x2 Increment: 480 feet RoF: S Magazine: 1 Size: Gargantuan SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front). Note: The M1 57mm Gun is often fitted with a front shield. It is a British weapon also known as the QF 6 pounder. M3 75mm Gun Damage: 7d8 Ballistic Critical: 20/x2 Increment: 560 feet RoF: S Magazine: 1 Size: Gargantuan SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front). Note: The M3 75mm Gun is often fitted with a front shield. M1 76mm Gun Damage: 8d8 Ballistic Critical: 20/x2 Increment: 560 feet RoF: S Magazine: 1 Size: Gargantuan SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front). Note: The M1 76mm Gun is an Anti Tank gun. M7 3’ (76,2mm) Gun Damage: 8d8 Ballistic Critical: 20/x2 Increment: 580 feet RoF: S Magazine: 1 Size: Gargantuan SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front). Note: The M7 3’ Gun is an Anti Tank gun. M1 90mm Gun Damage: 9d8 Ballistic Critical: 20/x2 Increment: 700 feet RoF: S Magazine: 1 Size: Gargantuan SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front). Note: The M1 90mm Gun is an Anti Tank gun. M1 155mm Howitzer Damage: 15d8 Ballistic Critical: 20/x2 Increment: 520 feet RoF: SS Magazine: 1 Size: Gargantuan SQ: Indirect Fire, Crew Served (minimum 4+), Fixed Arc of Fire (Front), Slow Firing (Full-Round Action to reload), Static. M1 240mm Howitzer Damage: 24d8 Ballistic Critical: 20/x2 Increment: 690 feet RoF: SS Magazine: 1 Size: Gargantuan SQ: Indirect Fire, Crew Served (minimum 4+), Fixed Arc of Fire (Front), Slow Firing (Full-Round Action to reload), Static. QF 17 Pounder (76,2mm) Gun Damage: 8d8+1 Ballistic Critical: 20/x2 Increment: 590 feet RoF: S Magazine: 1 Size: Gargantuan SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front). Note: The QF 17 Pounder Gun is a mastercrafted (+1 damage) Anti Tank gun. QF 25 Pounder (87,6 mm) Field Howitzer Damage: 9d8 Ballistic Critical: 20/x2 Increment: 680 feet RoF: SS Magazine: 1 Size: Gargantuan SQ: Indirect Fire, Crew Served (minimum 3+), Fixed Arc of Fire (Front), Slow Firing (Full-Round Action to reload), Static. T34 Calliope 4.6’ (116mm) Rocket Launcher Damage: 12d8 Ballistic Critical 20/x2 Increment: 280 feet RoF: S, A Magazine: 60 (actually, this is 60 tubes) Size: Gargantuan SQ: Blast (as per ‘stabbist’s rules), Indirect Fire (see Indirect Fire rules), Crew Served (minimum 2+), Fixed Arc of Fire (Front), Slow-Firing (1 move-equivalent action to load 1 rocket), Static. Note: The T34E2 fires 7.2’ (182mm) rockets dealing 18d8 Ballistic damage instead, but reducing the range increments to 250 feet. It still has 60 tubes. M1 75mm Pack Howitzer Damage: 7d8 Ballistic Critical: 20/x2 Increment: 220 feet RoF: SS Magazine: 1 Size: Huge SQ: Indirect Fire (see Indirect Fire rules), Crew Served (minimum 2+), Fixed Arc of Fire (Front), Static, Slow Firing (Full-Round Action to reload). Note: The M1 75mm Pack Howitzer is light enough to be broken down and carried by pack animals (such as mules). M2 105mm Howitzer Damage: 10d8 Ballistic Critical: 20/x2 Increment: 300 feet RoF: SS Magazine: 1 Size: Gargantuan SQ: Indirect Fire (see Indirect Fire rules), Crew Served (minimum 3+), Fixed Arc of Fire (Front), Static, Slow Firing (Full-Round Action to reload). Note: The M3 105mm Howitzer has a range of 260 feet but weighs considerably less, and is used by airborne troops. Bofors 40mm Gun Damage: 4d8 Ballistic Critical: 20/x2 Increment: 460 feet RoF: A Magazine: Linked Size: Huge SQ: Crew Served (minimum 3+). Ammunition & Cannons A lot of different ammunition for cannons exists, and here are some of them: HE (High Explosive): See Artillery rules. AP (Armour Piercing Solid): Ignores 1 Hardness or Damage Reduction per 10mm bore. APbc (Armour Piercing Burst Charge): As Armour Piercing Solid but adds 1 Fire Damage per 10mm bore. AB (Air Burst): See Artillery rules, but explodes 5+1d6 squares above the ground. Poison Gas: Instead of having an explosive charge, the shell is filled with poison gas. Cannons: AT (Anti Tank): Ignores 1 Hardness or Damage Reduction per 10mm bore (stacking with AP shells). Fire-Linked Weapons (from d20 Modern SRD) Fire-linked weapons are identical weapons that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone. Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage and increases the DC against area attacks (autofire, flamethrowers, etc.) by 5. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link. Weapon Carriages Weapons not already mounted in vehicles use the following stats: Type: Vehicle, Size: 1 size category smaller than the gun, Hit Points: depending on the size of the gun and carriage (10 for Large carriages, 20 for Huge carriages, 40 for Gargantuan carriages), Occupants: 0, Cargo: 0, Hardness: 4, Speed: Drawn, Manoeuvre: -2 (stacking with the Handling of the vehicle attached to the carriage), Initiative -2 (stacking with the Handling of the vehicle attached to the carriage). A Huge weapon (with carriage) weighs around between 200 lb. and 1.000 lb. A Gargantuan weapon weighs between 1.000 lb. and 60.000 lb. Colossal weapons weigh up to 26 tons (FlaK 128mm). These are guidelines to see whether a weapon can be towed or not. The internet is your friend in this case – look it up. Note: If the carriage includes a front shield, the crewmembers gain 9/10 cover against attacks coming from the front. A shield improves the Hardness of the carriage by 4 (for Large carriages), 8 (for Huge carriages), or 12 (for Gargantuan carriages) against attacks from the front and increase the Hit Points by 50%. Indirect Fire (from d20 Mecha SRD) The weapon can fire shots in a high ballistic arc, like a grenade launcher, ballistic missile, or Howitzer. This lets the gunner shoot at targets hidden behind buildings, hills, or other obstacles (or shoot over the horizon, if the range is long enough). If it is used to make an indirect fire shot, the attacker must be able to see the target, or someone else must spot it and radio or otherwise communicate its position to the attacker. A weapon can fire indirectly at 10 times the usual number of increments (100 increments for most weapons). Note that the actual range increment is not increased: thus, Long Range fire will be rather inaccurate. If the attack misses (see below), an observer can note where the attack hit and send a correction (or the attacker can correct by his or her self, if the target is in sight). Each correction gives a +2 bonus to hit, only to cancel any range increment penalties. It takes a full action for a distant observer to transmit a correction via communicator. An artillery shell that misses still lands somewhere. Roll 1d8 scatter die, and for every Range Increment, the shell lands 1d6 squares away. For example, a target 6 Increments away will land 6d6 feet (30 to 180 feet away) away from the intended target. Effects of Artillery (from Backstabbist’s 'shelling folks is fun') Artillery are able to deal an incredible amount of damage, often against non-armoured units. The blast area depends on the size of the payload, and it can be summed up like this. An artillery weapon roughly deals 1d8 damage per 10mm Bore. Drop 1d8 for each square the target is from the point of impact. A Reflex Save for half damage is DC 11 plus the number of dice of damage. For example: M1 75mm Pack Howitzer shell bursts with soldier “A” 15 feet away (three squares), soldier “B” 25 feet away (five squares) and soldier “C” 35 feet away (seven squares): Soldier A: 7d8 (75mm) -3d8 (3 squares) = 4d8, Ref DC (11+ 4) = DC 15 Soldier B: 7d8 (75mm) -5d8 (5 squares) = 2d8, Ref DC (11+ 2) = DC 13 Soldier C: 7d8 (75mm) -7d8 (7 squares) = no damage So the blast radius for a M1 75mm Pack Howitzer is 35 feet, or 7 squares. Now, let us have a look at a 155mm M1 “Long Tom” Field Artillery blast instead: GuyA: 15d8 (155mm) -3d8 (3 squares) = 12d8, RefDC (11+ 12) = DC 23 GuyB: 15d8 (155mm) - 5d8 (5 squares) = 10d8, RefDC (11+ 10) = DC 21 GuyC: 15d8 (155mm) -12d8 (12 squares) = 3d8, RefDC (11+ 3) = DC 14 Any creature affected by artillery is shaken and deafened for a number of rounds equal to the number of damage dice dealt. Additionally, a creature must make a Fortitude Save with a DC equal to the Reflex Save DC (see above) to avoid further ill effects. If a creature fails its save by 5 or more, he/she is nauseated. If a creature fails its save by 10 or more, he/she is stunned. If a creature fails its save by 15 or more, he/she is cowering. All these effects stack and last for a number of rounds equal to the number of damage dice dealt. After each condition shift, the duration is halved (round up). For example, GuyA from the 155mm example above survived the attack but failed his Fortitude against the ill effects by 16 (rolling 7). He then is cowering, shaken and deaf for 12 rounds, stunned for 6 rounds and finally nauseated for 3 rounds. Shaken A shaken creature takes a –2 penalty on attack rolls, saving throws, and skill checks. Deafened The creature can’t hear and takes a –4 penalty on initiative checks. The character can’t make Listen checks. Nauseated Creatures who are nauseated are unable to attack or do anything else requiring attention or concentration. The only action such a character can take is a single move action per turn. Stunned A creature who becomes stunned loses his or her Dexterity bonus, drops what he or she is holding, and can take no attack or move actions. In addition, the character takes a –2 penalty to Defence. Cowering The creature is frozen in shock, loses his or her Dexterity bonus, and can take no actions. In addition, the character takes a –2 penalty to his or her Defence. What'ya think? Edit: Changed from 5 squares to 1d6 squares per RI. Edit2: Added a +5DC to Fire-Linked weapon's area of effect saves. |
| #4colonel_braggApr 10, 2008 13:15:06 | Great stuff! |
| #5backstabbistApr 10, 2008 14:50:01 | Outstanding! I like where you went with my shelling plan. <...> I'm not sure I like the Indirect scatter system d20Mecha gave. Actually, the mechanic looks good, I just think at 10RI a 300'RI howitzer shouldnt mandate to 250'miss @ 1000m. I would suggest making it 1d6 squares per RI rather than a fixed 5 squares in the d8 scatter direction (or d360 if you are a detail freak ;)) |
| #6tema69Apr 10, 2008 15:05:17 | Great stuff! Thanks Cl.Bragg! :D Feedback appreciated. Outstanding! Thank you. I hoped you'd like it. I'm not sure I like the Indirect scatter system d20Mecha gave. Actually, the mechanic looks good, I just think at 10RI a 300'RI howitzer shouldnt mandate to 250'miss @ 1000m. I would suggest making it 1d6 squares per RI rather than a fixed 5 squares in the d8 scatter direction (or d360 if you are a detail freak ;)) Hehe. :D Actually, I added that coz I wanted arty to land somewhere. It was slightly rushed. I made it 5 squares so we didn't have to roll that many dice. ;) I've changed it though. I like artillery to be rather random, so 1d6 seems good. Edit: Btw. I was really frustrated with the 75mm vs. 76,2mm vs. 17-pdr, so I ended up giving the QF 17 Pounder a mastercrafted +1 damage. I think it's a pathetic solution, but a solution nonetheless. Edit2: I can't seem to find CyberDave's System. Do you have a link to it? Thanks |