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COMBAT SYSTEM C By Ty Beard V1.6 Combat Sequence of Play 1. Initiative Roll. 2d6 per side.

Add tactics skill of each sides leader. (If the character does not generally act as leader, the referee may deny the bonus). 2. Declare Cover, if necessary (initiative loser goes first). 3. Suppressive Fire. Side with initiative goes first, and results are applied immediately. 4. Movement & Snapshots. Side with initiative chooses which side goes first. Nonmoving side may make snapshots anytime during or immediately after moving sides move. 5. Normal Fire. Initiative loser declares attacks first, but all results are applied simultaneously at the end of the phase. Figures who made snapshots, sprinted, or made suppression attacks cannot fire. Normal Fire Resolution 1. Roll to hit on 2D. Base to hit roll is 8+. Add to hit modifiers. 2. For each hit, roll penetration (1d6+penetration). If the roll equals or exceeds the target's armor rating, the hit penetrates. Do not use the group hits or double attack rules from CT.
Example: Biff fires a TL10 ACR at Jasper (in TL10 rigid armor) and scores 2 hits. For each hit, Biff roll 1D and adds the ACR's penetration of 8. Any roll that equals Jasper's armor rating (12) penetrates. Biff rolls a 2 and a 5 for a total of 10 and 13. The first shot is stopped by Jasper's armor, the second penetrates. Biff rolls 4D damage.

3. Roll damage for penetrating hits. Damage is given for small arms in the various small arms charts; for larger weapons, damage is a number of dice equal to penetration/2 (unless otherwise stated). Damage is allocated exactly like CT. Suppression Fire Resolution 1. Roll to hit on 2D. Base to hit roll is 8+. Add to hit modifiers. 2. For each hit, the target will be -2 to hit on his next fire action. Melee Strike Resolution 1. Roll to hit on 2D. Base to hit roll is 8+. Add to hit modifiers. 2. For each hit, roll penetration (1d6+penetration). If the roll equals or exceeds the target's armor rating, the hit penetrates. 3. Roll damage for penetrating hits. Damage is allocated exactly like CT. To Hit Modifiers

Firer +weapon skill +autofire bonus (see below) +weapon to hit bonus, if any

+DEX modifier (see Weapons Chart) -3 if firer evading +2 if suppression fire -3 if snapshot -1 for every point of recoil greater than firers STR Target -3 if at point blank range (5m or less) with a rifle -3 if at long range -6 if at extreme range -3 if target evading Melee +weapon skill -opponents weapon skill +required/advantageous STR modifier +opponents required/advantageous STR modifier +2 if polearm is set against charge +weakened blow modifier, if applicable. Autofire Automatic weapons get a to hit bonus based on how many rounds they fire. Automatic weapons have several special effects: They can hit a single target multiple times; If enough bullets are fired, multiple targets may be hit; and They can establish a fire lane. Autofire Chart
Rounds Fired 2 to 3 4 to 8 9 to 19 20 to 29 30 to 39 40 to 49 50 to 74 75 to 99 100 to 149 150 to 299 300 to 599 600 to 1199 1200+ To Hit Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 Additional Targets 0 0 1 2 4 6 8 10 12 14 16 18 20 Recoil x2 x3 x4 x5 x6 x7 x8 x9 x10 x11 x12 x13 x14

Multiple Hits An autofire attack may hit a target multiple times. If the modified to hit roll is 8, score 1 hit. If the modified roll is 10, score 2 hits. If the modified roll is 12, score 3 hits. And so on, up to the maximum number of bullets fired. Additional Targets

An autofire attack may hit more than one target. Additional targets must be within the firers front 45 degree arc. Hits must be allocated to the targets nearest to the initial target. Additional targets are hit with 1 round each. If the additional target is in the same or worse cover as the original target, no to hit roll is made. If the additional target is better cover than the original target, a normal to hit roll is made. In either case, a normal penetration roll is made. Fire Lane An autofire attack that fires at least 50 bullets may also establish a fire lane. A fire lane is an imaginary line from the firer out to the weapons effective range (or until blocked by an obstacle). The fire lane lasts until the end of the next movement phase. Any figure (friend or foe) that comes within 2m of the fire lane will be attacked at the to hit bonus (and multiple hits can be scored if the to hit roll is high enough). An automatic weapon establishing a fire lane does not use the Additional Targets rules. To establish a fire lane, a figure makes an attack against a target (or even a stationary point, like a door or tree). Resolve the attack normally, but do not use the Additional Targets rule. The fire lane is established in a straight line between the firer and the target (and extends past the target until the weapons effective range is reached or the line of sight is blocked). Snapshots Snapshots are attacks made during the other sides turn. They are much harder to make (-3 to hit), so should be used only when necessary. A figure making a snapshot declares his attack any time during the opponents movement phase and attacks its target(s) at that moment. Generally, snapshots are resolved in order of declaration. If the referee is uncertain, resolve in order of weapon skill, then DEX, then a die roll.
Note: Snapshots are necessary to prevent players from exploiting the sequence of play and doing ridiculous things like jumping from one covered position to another without being exposed to fire.

Multiple Attacks Firers may make multiple single shot attacks, if their weapon skill is high enough. Each attack is -2 (but the firer gets to add his weapon skill per normal rules) and can be aimed at the same target or at different targets. A firer may make a number of multiple attacks equal to his weapon skill. This cannot be combined with autofire. Recoil A firers to hit number is reduced by the amount that the weapons recoil exceeds his STR. Recoil is given for single shots. When making autofire attacks, multiply the weapons recoil by the recoil number on the Autofire Chart. When making multiple attacks, double the weapons recoil for each attack. If no recoil is given for a weapon, assume recoil 1. Base Rule Armor

If the penetration roll is a natural 6, the armor value is halved (round down). In any case, if the modified penetration roll (1D+weapon penetration) equals or exceeds the armor value, the weapon does full damage. If the roll is less than the armor value, no damage is done (see knockback optional rule). Optional Rule

In reality, no armor system will cover every area of the body with full protection. Due to weight and cost considerations, armor will tend to protect the most critical areas the best and scrimp on less critical areas. The base system seriously abstracts this by allowing a penetration roll of 6 to halve armor. For more detail, here are some optional rules: Option 1: Armor coverage is vest (only covers most critical areas like head and chest; includes a helmet), partial (covers most areas, but gaps remain, or complete (self-explanatory). A vest is halved if the penetration roll is 4+. Partial armor is halved if the penetration roll is 5+. Complete armor is halved if the penetration roll is 6+. Regardless of armor rating, any hit on "halved" armor will do at least 1D damage, as long as the firing weapon does at least 2D damage. Option 2: If the penetration roll is a 6 (5 or 6 if the armor is vest or partial), armor rating is reduced to 1/4 of its rating (round down). Option 3: If you want highly skilled characters to be able to defeat armor (my mind is not made up on this), allow characters to aim for weak spots in the armor. Against comprehensive armor, the roll is -6. Against partial armor, it's -4. Against vest, it's -2. If a hit is scored, here are the options: (a) The armor is halved. (If a 6 is then rolled for penetration, the armor is ignored). Regardless of the penetration roll, at least 1D damage is done. (b) The armor is quartered (If a 6 is then rolled for penetration, the armor is ignored). Regardless of the penetration roll, at least 1D damage is done. (c) The armor is ignored. Pick the option for your campaign that best fits your conception of how body armor works. Knockback Some folks would like to see more blunt force trauma on non-penetrating wounds. Frankly, I think that Hollywood has greatly overstated this effect, but here's a clean way to portray it: If a hit does 3D+ damage, even a non-penetrating hit may stun the target. For each hit, the target must make a 2D roll of 8+ to avoid being stunned (substitute whatever task system you want), DM +2 if STR 9+, DM+1 for gauss weapons, DM-2 if shotgun at close or short range. If he misses any stun roll, he's -2 on his next physical action. He must also make a DEX roll to avoid being knocked down (5+; DM +2 if DEX 9+). At the referee's discretion (and depending on the JWF (John Woo Factor) in the campaign, he may be knocked back 1d6 meters. Normally, only 1 knockback will occur, but in campaigns with really high JWFs, knockback may occur with each hit. Knockback does not occur with lasers. Cover Figures in cover must declare if they are going to be completely in cover. If so, then the cover will block any line of sight traced through it for all figures who declared themselves to be completely in cover. Otherwise, the cover will not block line of sight, but will instead give a defensive bonus (usually -1 or -2 to the attacker's to hit roll).
So...a figure behind a 3 foot wall declares that he's completely behind the wall. For tracing line of sight, he's assumed to be crouched behind the wall. He cannot be shot at by an enemy who has to trace a line of sight through the wall (and vice versa). He can shoot a guy who's on the same side of the wall and vice versa.

But if he doesn't declare that he's completely behind the wall, the wall will not block line of sight. Instead, he'll get a defensive benefit (usually -1 or -2 to the attacker's to hit roll).

Notethis system prevents a clever player from exploiting the non-simultaneous sequence of play by requiring him to expose himself to fire if he intends to fire past his cover. It also requires the cowards to declare their cowardice...

Movement and Grids This system is designed for fast play (believe it or not), so there will be no tactical movement system. The referee will be responsible for describing location. In complex situations, sketch maps and markers may be used. Figures can move 10 meters per turn and still fire. Figures can "sprint" and cover 30 meters. Sprinting figures can't fire or execute an action, but they are considered evading (-2 to hit). A figure can ignore all cover and run as far as reasonably necessary -- but they will be very easy to hit -- +4 to hit, no snapshot penalty and can perform no other actions.
Notes -- I have preferred tactical systems like GURPS and The Fantasy Trip, but recently Ive discarded them because combats took too long. In my experience, fiddling with movement is the single biggest time waster, so I started there.

Melee Combat Melee combat occurs when targets move to within 2m of each other. Use the melee combat modifiers. Figures may make melee attacks equal to their END. After that, their blows have a weakened blow to hit modifier. Figures who have a melee weapon readied use their weapon skill and required/advantageous STR DMs as negative DMs against all enemy melee attacks. Range Effects on Penetration/Damage (Optional) Most Traveller combats will occur at comparatively close range. However, long range fire is possible, and such fire will reduce the penetration and damage of kinetic energy weapons. For kinetic energy weapons, reduce damage by 1/4 (round remaining damage up) at long and by 1/3 (round remaining damage up) extreme range. Do the same for penetration. HEAP rounds are not reduced for range. For plasma/fusion weapons: reduce damage and penetration by 25% at long range and 50% at extreme range. Note that certain highly accurate weapons do not have extreme ranges. That is intentional. Lasers get no reduction (their energy loss is minimal at combat ranges). Scale Traveller starship grids are an inconvenient 1.5 meters. Due to poor lighting, close quarters, etc., count each square as being 2 meters (3m diagonal) for combat and movement. Turns last (1D x 10) seconds. A figure will not typically know how long the combat has lasted until the combat is over.
Notes -- Real life combats typically take far longer than they take in games. The more tactical the system, the worse the distortion usually is. This system attempts to correct for that distortion. Also, combat veterans often report that they have a hard time keeping track of time. The variable turn length takes that into account as well.

Armor Archaic Armor TL 1 3 3 3 1 Description Leather Chainmail Half Plate Plate Shield Armor Value 1[4] 2[5] 3[6] 4[7] 0[+1] Vest Wt (kg) 3 5 8 8 Partial Wt (kg) 5 8 12 12 Comp Wt (kg) 8 13 20 20 3

Notes Jack Mesh

Note: Value in brackets is against melee weapons and TL3- missile weapons.

Flexible Armor TL 6 8 9 10 11 12 13 14 15 10 Description Cloth Flex Flex Flex Flex Flex Flex Flex Flex Reflec

Vest Armor Wt Value (kg) 5 5 6 5 8 5 9 5 10 5 11 5 12 5 13 5 14 5 12 v lasers 0 Vest Wt (kg) 8 8 8 8 8 8 8 8 8 n/a 8 n/a

Partial Wt (kg) 8 8 8 8 8 8 8 8 8 0 Partial Wt (kg) 12 12 12 12 12 12 12 12 12 n/a 12 n/a

Comp Wt (kg) 13 13 13 13 13 13 13 13 13 0 Comp Wt (kg) 20 20 20 20 20 20 20 20 20 0 20 0

Notes

Rigid Armor TL 5 7 8 9 10 11 12 13 14 14 15 15 Description Flak Jacket Rigid Rigid Rigid Rigid Rigid Combat Armor Combat Armor Combat Armor Battledress Combat Armor Battledress Armor Value 5 6 8 10 12 14 16 18 20 20 22 22

Notes Cloth

Combat Armor

TL 0 0 0 0 0 0 0 0 1 3 3 3 1 2 3

Description Hands Claws Teeth Horns Hooves Stinger Thrasher Club Dagger Blade Foil Cutlass Sword Broadsword Bayonet

Damage/ Pen 2/1D 1/1D 0/2D 0/2D 1/2D 2/3D 3/2D 0/2D 1/2D 2/2D 4/1D 3/3D 3/2D 3/4D 1/3D

Melee Weapons Required Advantageous Weakened STR STR Blow DM 6/-2 9/+1 -2 5/-4 8/+1 -1 4/-2 8/+2 -2 5/-2 9/+1 -2 5/-1 10/+1 -2 7/-2 11/+2 -4 6/-2 10/+1 -3 8/-4 12/+2 -4 5/-2 9/+2 -2

0 2 1 0

Spear Halberd Pike Cudgel

0/2D 1/3D 2/3D 1/2D

5/-1 6/-2 7/-3 5/-1

9/+2 10/+2 10/+2 8/+2 Small Arms

-3 -3 -3 +1

Pistols TL 5 5 5 6 6 6 9 10 11 12 13 14 15 Description 7mm Revolver 9mm Revolver 11mm Revolver 7mm Autopistol 9mm Autopistol 11mm Autopistol 10mm Pistol 10mm Pistol 10mm Pistol 10mm Pistol 4mm Gauss PistolA 4mm Gauss PistolA 4mm Gauss PistolA

-------Range-------Effective Long Extreme Pen/Dmg 10 25 80 -1/3D 10 40 100 0/3D 10 40 110 1/3D 10 25 60 -1/3D 10 40 90 0/3D 10 40 90 1/3D 10 40 90 4/4D* 10 40 90 5/4D* 10 40 90 6/4D* 10 40 90 7/4D* 20 40 60 8/3D 20 40 60 9/3D 20 40 60 10/3D -------Range-------Effective Long Extreme Pen/Dmg 20 40 80 -1/3D 30 50 100 0/3D 30 50 100 4/4D* 30 50 100 5/4D* 30 50 100 6/4D* 30 50 100 7/4D*

Magazine 6 6 6 15 15 8 10 10 10 10 25 25 25

Recoil 1 1 2 1 1 2 1 1 1 1 1 1

DEX Mods 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1) 7(-1) 9(+1)

SMGs TL 6 6 9 10 11 12 Description 7mm SMGA 9mm SMGA 10mm SMGA 10mm SMGA 10mm SMGA 10mm SMGA

Magazine 6 6 10 10 10 10

Recoil 1 1 1 1 1 1

DEX Mods 7(-1) 10(+1) 7(-1) 10(+1) 7(-1) 10(+1) 7(-1) 10(+1) 7(-1) 10(+1) 7(-1) 10(+1)

Rifles TL 5 5 6 6 6 7 7 8 9 10 11 12 13 14 15 Description 7.6mm Hunting Rifle 7.5mm Bolt Act. Rifle 7.5mm Rifle 7.5mm Carbine 7.5mm AutorifleA 5.5mm Assault RifleA 7.5mm Assault RifleA 12.5mm Sniper Rifle 8mm ACRA DS HE Slug 9mm ACRA DS HE Slug 9mm ACRA DS HE Slug 4mm Gauss RifleA 4mm Gauss RifleA Plasma Rifle Fusion Rifle -------Range-------Effective Long Extreme Pen/Dmg 400 800 1200 4/3D 300 600 900 3/3D 300 900 900 3/3D 100 150 300 2/3D 250 500 750 3/3D 200 300 600 2/3D 200 300 600 2/3D 1000 2000 3000 8/6D 450 900 -6/3D 300 600 900 1/4D* 300 600 900 3/3D 450 900 -8/4D 300 600 900 2/5D* 300 600 900 4/4D 450 900 -10/4D 300 600 900 2/5D* 300 600 900 4/4D 600 1200 -12/4D 600 1200 -14/4D 450 900 1500 16/6D 450 900 1500 18/8D -------Range-------Magazine 6 6 20 10 20 30 20 5 30 30 30 30 30 30 40 40 40 60 60 20 20 Recoil 3 3 3 2 3 2 2 4 1 1 1 1 1 10 12 DEX Mods 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1)

Shotguns

Description Effective Long Extreme Pen/Dmg Shotgun -- Shot+3 50 100 --1/4D Bullets+2 50 100 -0/4D Slug 50 100 -3/6D 10 Shotgun -- Shot+3 50 100 -1/4D Bullets+2 50 100 -4/4D Slug 50 100 -5/6D DS 75 150 -9/3D HEAP 50 100 -7/5D* Flech+3 75 100 -5/3D 12 Shotgun -- Shot+3 50 100 -3/4D Bullets+2 50 100 -7/4D Slug 50 100 -8/6D DS 75 150 -13/3D HEAP 50 100 -12/5D* Flech+3 75 100 -7/3D Note: automatic shotguns have the same stats, but can autofire. Automatic Support Weapons TL 5 5 6 6 7 8 9 10 11 12 13 -------Range-------Description Effective Long Extreme Pen/Dmg 7.6mm automatic rifleA 300 600 900 4/3D 7.5mm MMGC, A 400 750 1200 3/3D 7.5mm LMGC, A 350 700 1000 3/3D 7.5mm HMGC, A 500 1000 1500 8/6D 5.5mm MinigunC,A 300 600 1000 2/3D 5.5mm SAWA 300 600 1000 2/3D 8mm SAWA 550 1100 -6/3D 9mm SAWA 550 1100 -8/4D 9mm SAWA 550 1100 -10/4D 4mm Gauss SAWA 750 1500 -12/4D 4mm Gauss SAWA 750 1500 -14/4D

TL 5

Magazine 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10

Recoil 3 3

DEX Mods 4(-1) 9(+1) 4(-1) 9(+1)

4(-1) 9(+1)

Magazine 20 100 100 100 2500 100 100 100 120 200 200

Recoil 3D 5E 5E 5E 10E 2 2 2 2 2 2

DEX Mods 6(-1) 8(+1) 6(-1) 10(+2) 6(-1) 10(+2) 6(-1) 10(+2) 6(-1) 10(+2) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1) 6(-1) 8(+1)

of autofire crew of 2 (1 if on vehicle). If fired by one person, maximum rate of fire is 50 rounds. *HEAP ammo. If round does 5D+ damage, theres a blast effect. attack anything within a 1m radius with. Pen is halved (maximum 4) and damage is 1D. +X To Hit bonus with that type of ammo D-If used with a bipod, recoil 2. E-If mounted on a tripod, no recoil.
C-Requires

A-capable

CSC Annex Real World Weapon Damage Damage is dependent on muzzle energy:
Muzzle Energy (J) 50-99 100-199 200-399 400-599 600-899 900-1599 1600-2599 2600-4599 4600-6599 6600-9599 9600-13599 13600-18599 18600-23999 24000-30999 31000-38999 39000-47999 48000+

Pen/ Dmg -2/1D -2/2D -2/3D -1/3D 0/3D 1/3D 2/3D 3/3D 4/3D 5/3D 6/3D 7/4D 7/5D 8/6D 8/7D 8/8D 9/9D

Modern Example .25 .32 .38 Sp 9x19mm; .40 S&W; .45 Auto .357 Mag .44 Mag; .30 Carbine 5.56x45; 7.62x39 7.62x51; .30-06 338 Win Mag .470 Nitro 12.7x99 (.50 Cal) 14x114 (14mm HMG)

Muzzle energy is 85% at long range and 75% at extreme range, which may change pen/dmg. Most commercial weapons will fall in the middle of a band. Kinetic Energy Weapon Damage and Penetration Kinetic energy weapons will do damage based on their penetration (some adjustment will be made for small arms, especially pistols). The current rule of thumb is Penetration/2 equals dice of damage. High Explosives Damage and Penetration Weapons using high explosives will do contact damage based on the mass of explosives in the warhead. As with armor, materials tech and everything else, I assume that the mass efficiency of high explosives will continue to advance: So, to determine the damage of an HE warhead, determine its equivalent HE mass. Multiply the amount of explosives (in kg) in its warhead by the explosive's ME. This yields the warheads equivalent mass (in kg of TL 7 explosive like RDX). Lookup the warheads equivalent mass on the HE Damage chart below. In the case of HE bullets, add the HE damage to the damage rating of a normal bullet (minimum of +1D). Fragmentation damage is tentative, but here's how I see it working: If a target is hit by an HE weapon, the target takes the "Contact" damage. All targets within the "primary blast radius", "secondary blast radius" and "tertiary blast radius" take the listed damage. A target that straddles two blast radii is considered to be in the higher damage band. For instance, consider a TL6 4cm fragmentation hand grenade. It has .22kg of TNT. Multiply .22 by TNT's ME of 1 equals .22. Consulting the HE Damage chart, we get the following ratings: Description Contact TL5 Grenade 2/5D Primary 5m 2/4D Secondary 10m 1/2D Tertiary 15m 1/1D

So, its reasonably lethal against unarmored targets within 5 meters and can slightly injure targets as far away as 15m. Its TL15 counterpart is considerably more effective. It has .22 kg of TL15 megablastium-Q36. Multiply .22 by TL15 explosive's ME of 8 equals 1.76kg. Note that it has a "dial down" capability, where damage can be adjusted to lower settings damage (at full strength, it would be lethal against lightly armored targets out to 46m; this might include the user of the grenade). Description Contact TL15 Grenade 16/32D Primary 15m 16/31D Secondary 31m 8/15D Tertiary 46m 4/7D

High Explosive Armor Piercing (HEAP) Damage and Penetration HEAP rounds use a shaped charge to penetrate armor. Very simply, the explosive is shaped to form a long, thin, plasma jet comprised of the liner material (usually copper or depleted uranium these days) and explosive. HEAP rounds are typically less effective against infantry than comparable-sized HE rounds, primarily because the HEAP round has to devote considerable mass to the liner, while the HE rounds can contain more explosive and fragmentation material (typically 50%-100% more). To determine the damage and penetration in Combat System C, use the following formula. 1. Multiply the mass of explosive (in kg) of the explosive in the warhead by the mass efficiency of the explosive material. In most cases, TL5-6 warheads will be considered "TNT", regardless of actual composition. The result is the warhead equivalent mass (this is the equivalent amount of TL7 explosive, in kg) and is expressed in kg. Example--A TL5 M307A1 56mm recoilless rifle (aka "bazooka") HEAT round has 0.18 kg of explosive. Multiply 0.18 x 1 = .18. The warhead equivalent mass is 0.18. 2. Multiply the warhead equivalent mass by the penetration number given in the HEAT Warhead Penetration Chart to determine the penetration of the round in cm of RHA. Double the final penetration if the original explosive weighed less than 0.2 kg: Example--the 56mm round above has a copper liner, so its PN is 30. Multiply its warhead equivalent mass of .18 by 20 = 4.8. Final penetration is 4.8 cm of RHA. 3. Determine the penetration by referencing the Penetration/Damage chart. Example--the 56mm round above will penetrate 4.8 cm of RHA. This corresponds to a penetration of 11. 4. Determine the damage by referencing the HE damage chart. The warhead equivalent mass is used in the HE Eq. Mass column. Use the penetration determined in step 3 for contact penetration. Use the values on the HE damage chart for primary, secondary and tertiary radii.

Example--the 56mm round above has a warhead equivalent mass of 0.18. This corresponds to a contact damage of 4D. So the round looks like this: Description TL5 57mm HEAT Contact 11/4D Primary 4m 2/3D Secondary 8m 1/1D Tertiary 12m 0/0D

For comparison, let's consider a TL15 version. It has 0.18kg of TL15 megablastium 4. Its warhead equivalent mass is 0.18 x 8 = 1.44 kg. It has a DU/Tandem warhead, so its penetration in cm of RHA is 1.44 x 40 = 57.6 cm. This corresponds to a penetration of 46. Consulting the HE damage chart, we find that 1.44 kg HE equivalent has a contact damage of 28D. So, the round looks like this: Description TL15 57mm HEAT Contact 46/28D Primary 13m 2/28D Secondary 27m 7/13D Tertiary 40m 3/6D

Note that this TL15 bazooka round will knock out any TL6- Real World main battle tank from the front. It could penetrate some TL7 main battle tanks from the front depending on where it hits. It could probably defeat the side armor of main battle tanks through TL8. Like its TL5 counterpart, it's quite an anemic weapon, although better than nothing. Of course, it would be devastating against unarmored targets. HE Mass Efficiency Chart TL 5-8 9 10 11 12 13 14 15 HEAT Warhead Penetration Chart TL 5 5 8 8 8 Liner Material Steel Copper DU DU/Tand Copper/Tand PN 20 25 30 40 35 Description RDX, etc ME 1 2 3 4 5 6 7 8

"Tand" = Tandem or multiple penetrators.

HE Damage Chart HE Equiv Contact Mass (Kg) Pen/Dmg 0.05 1/2D 0.10 1/3D 0.15 2/4D 0.20 2/5D 0.25 3/6D 0.30 3/7D 0.35 4/8D 0.40 4/9D 0.45 5/10D 0.50 5/11D 0.55 6/12D 0.60 6/13D 0.65 7/14D 0.70 7/15D 0.75 8/16D 0.80 8/17D 0.85 9/18D 0.90 9/19D 0.95 10/20D 1.00 10/21D 1.05 11/22D 1.10 11/23D 1.16 12/24D 1.22 12/25D 1.28 13/26D 1.34 13/27D 1.41 14/28D 1.48 14/29D 1.55 15/30D 1.63 15/31D 1.71 16/32D 1.80 16/33D 1.89 17/34D 1.98 17/35D 2.08 18/36D 2.18 18/37D 2.29 19/38D 2.41 19/39D 2.53 20/40D 2.65 20/41D 2.79 21/42D 2.93 21/43D 3.07 22/44D 3.23 22/45D 3.39 23/46D 3.56 23/47D 3.73 24/48D 3.92 24/49D 4.12 25/50D 4.32 25/51D 4.54 26/52D 4.76 26/53D 5.00 27/54D

Primary Radius 2m 1/1D 3m 1/2D 4m 2/3D 5m 2/4D 5m 3/5D 6m 3/6D 6m 4/7D 7m 4/8D 7m 5/9D 8m 5/10D 8m 6/11D 8m 6/12D 9m 7/13D 9m 7/14D 9m 8/15D 9m 8/16D 10m 9/17D 10m 9/18D 10m 10/19D 10m 10/20D 10m 11/21D 11m 11/22D 11m 12/23D 12m 12/24D 12m 13/25D 13m 13/26D 13m 14/27D 14m 14/28D 14m 15/29D 15m 15/30D 15m 16/31D 16m 16/32D 16m 17/33D 17m 17/34D 17m 18/35D 18m 18/36D 18m 19/37D 19m 19/38D 19m 20/39D 20m 20/40D 20m 21/41D 21m 21/42D 21m 22/43D 22m 22/44D 22m 23/45D 23m 23/46D 23m 24/47D 24m 24/48D 24m 25/49D 25m 25/50D 25m 26/51D 26m 26/52D 26m 27/53D

Secondary Radius 4m 0/0D 6m 1/1D 8m 1/1D 10m 1/2D 10m 1/2D 12m 2/3D 12m 2/3D 14m 2/4D 14m 2/4D 16m 3/5D 16m 3/5D 16m 3/6D 18m 3/6D 18m 4/7D 18m 4/7D 18m 4/8D 20m 4/8D 20m 5/9D 20m 5/9D 20m 5/10D 21m 5/10D 22m 6/11D 23m 6/11D 24m 6/12D 25m 6/12D 26m 7/13D 27m 7/13D 28m 7/14D 29m 7/14D 30m 8/15D 31m 8/15D 32m 8/16D 33m 8/16D 34m 9/17D 35m 9/17D 36m 9/18D 37m 9/18D 38m 10/19D 39m 10/19D 40m 10/20D 41m 10/20D 42m 11/21D 43m 11/21D 44m 11/22D 45m 11/22D 46m 12/23D 47m 12/23D 48m 12/24D 49m 12/24D 50m 13/25D 51m 13/25D 52m 13/26D 53m 13/26D

Tertiary Radius 6m 0/0D 9m 0/0D 12m 0/0D 15m 1/1D 15m 1/1D 18m 1/1D 18m 1/1D 21m 1/2D 21m 1/2D 24m 1/2D 24m 1/2D 24m 2/3D 27m 2/3D 27m 2/3D 27m 2/3D 27m 2/4D 30m 2/4D 30m 2/4D 30m 2/4D 30m 3/5D 31m 3/5D 33m 3/5D 34m 3/5D 36m 3/6D 37m 3/6D 39m 3/6D 40m 3/6D 42m 4/7D 43m 4/7D 45m 4/7D 46m 4/7D 48m 4/8D 49m 4/8D 51m 4/8D 52m 4/8D 54m 5/9D 55m 5/9D 57m 5/9D 58m 5/9D 60m 5/10D 61m 5/10D 63m 5/10D 64m 5/10D 66m 6/11D 67m 6/11D 69m 6/11D 70m 6/11D 72m 6/12D 73m 6/12D 75m 6/12D 76m 6/12D 78m 7/13D 79m 7/13D

5.25 5.52 5.79 6.08 6.39 6.70 7.04 7.39 7.76 8.15 8.56 8.99 9.43 9.91 10.40 10.92 11.47 12.04 12.64 13.27 13.94 14.64 15.37 16.14 16.94 17.79 18.68 19.61 20.59 21.62 22.70 23.84 25.03 26.28 27.60 28.98 30.43 31.95 33.55 35.22 36.98 38.83 40.77 42.81 44.95 47.20 49.56 52.04 54.64 57.37 60.24 63.25 66.42 69.74 73.22 76.89 80.73

27/55D 28/56D 28/57D 29/58D 29/59D 30/60D 30/61D 31/62D 31/63D 32/64D 32/65D 33/66D 33/67D 34/68D 34/69D 35/70D 35/71D 36/72D 36/73D 37/74D 37/75D 38/76D 38/77D 39/78D 39/79D 40/80D 40/81D 41/82D 41/83D 42/84D 42/85D 43/86D 43/87D 44/88D 44/89D 45/90D 45/91D 46/92D 46/93D 47/94D 47/95D 48/96D 48/97D 49/98D 49/99D 50/100D 50/101D 51/102D 51/103D 52/104D 52/105D 53/106D 53/107D 54/108D 54/109D 55/110D 55/111D

27m 27/54D 27m 28/55D 28m 28/56D 28m 29/57D 29m 29/58D 29m 30/59D 30m 30/60D 30m 31/61D 31m 31/62D 31m 32/63D 32m 32/64D 32m 33/65D 33m 33/66D 33m 34/67D 34m 34/68D 34m 35/69D 35m 35/70D 35m 36/71D 36m 36/72D 36m 37/73D 37m 37/74D 37m 38/75D 38m 38/76D 38m 39/77D 39m 39/78D 39m 40/79D 40m 40/80D 40m 41/81D 41m 41/82D 41m 42/83D 42m 42/84D 42m 43/85D 43m 43/86D 43m 44/87D 44m 44/88D 44m 45/89D 45m 45/90D 45m 46/91D 46m 46/92D 46m 47/93D 47m 47/94D 47m 48/95D 48m 48/96D 48m 49/97D 49m 49/98D 49m 50/99D 50m 50/100D 50m 51/101D 51m 51/102D 51m 52/103D 52m 52/104D 52m 53/105D 53m 53/106D 53m 54/107D 54m 54/108D 54m 55/109D 55m 55/110D

54m 14/27D 55m 14/27D 56m 14/28D 57m 14/28D 58m 15/29D 59m 15/29D 60m 15/30D 61m 15/30D 62m 16/31D 63m 16/31D 64m 16/32D 65m 16/32D 66m 17/33D 67m 17/33D 68m 17/34D 69m 17/34D 70m 18/35D 71m 18/35D 72m 18/36D 73m 18/36D 74m 19/37D 75m 19/37D 76m 19/38D 77m 19/38D 78m 20/39D 79m 20/39D 80m 20/40D 81m 20/40D 82m 21/41D 83m 21/41D 84m 21/42D 85m 21/42D 86m 22/43D 87m 22/43D 88m 22/44D 89m 22/44D 90m 23/45D 91m 23/45D 92m 23/46D 93m 23/46D 94m 24/47D 95m 24/47D 96m 24/48D 97m 24/48D 98m 25/49D 99m 25/49D 100m 25/50D 101m 25/50D 102m 26/51D 103m 26/51D 104m 26/52D 105m 26/52D 106m 27/53D 107m 27/53D 108m 27/54D 109m 27/54D 110m 28/55D

81m 7/13D 82m 7/13D 84m 7/14D 85m 7/14D 87m 7/14D 88m 7/14D 90m 8/15D 91m 8/15D 93m 8/15D 94m 8/15D 96m 8/16D 97m 8/16D 99m 8/16D 100m 8/16D 102m 9/17D 103m 9/17D 105m 9/17D 106m 9/17D 108m 9/18D 109m 9/18D 111m 9/18D 112m 9/18D 114m 10/19D 115m 10/19D 117m 10/19D 118m 10/19D 120m 10/20D 121m 10/20D 123m 10/20D 124m 10/20D 126m 11/21D 127m 11/21D 129m 11/21D 130m 11/21D 132m 11/22D 133m 11/22D 135m 11/22D 136m 11/22D 138m 12/23D 139m 12/23D 141m 12/23D 142m 12/23D 144m 12/24D 145m 12/24D 147m 12/24D 148m 12/24D 150m 13/25D 151m 13/25D 153m 13/25D 154m 13/25D 156m 13/26D 157m 13/26D 159m 13/26D 160m 13/26D 162m 14/27D 163m 14/27D 165m 14/27D

84.77 89.01 93.46

56/112D 56/113D 57/114D

55m 56/111D 111m 28/55D 166m 14/27D 56m 56/112D 112m 28/56D 168m 14/28D 56m 57/113D 113m 28/56D 169m 14/28D

Penetration and Armor Scale


-2 -1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Pen

0.01 0.06 0.13 0.25 0.50 0.75 1.00 1.50 2.00 2.50 3.00 3.50 4.00 4.50 5.00 5.50 6.00 6.50 7.00 7.50 8.00 8.50 9.00 9.50 10.00 10.50 11.00 11.50 12.00 12.50 13.00

RHA (cm)

Armor Rating

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32

Pen

29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59

13.50 14.10 15.40 16.80 18.30 20.00 21.80 23.80 25.90 28.30 30.80 33.60 36.70 40.00 43.60 47.60 51.90 56.60 61.70 67.30 73.40 80.00 87.20 95.10 104 113 123 135 147 160 174

RHA (cm)

Armor Rating Pen

33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63

60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90

190 207 226 247 269 293 320 349 381 415 453 494 538 587 640 698 761 830 905 987 1,080 1,170 1,280 1,400 1,520 1,660 1,810 1,970 2,150 2,350 2,560

RHA (cm)

Armor Rating

64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94

91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120

Pen

2,790 3,040 3,320 3,620 3,950 4,310 4,700 5,120 5,580 6,090 6,640 7,240 7,900 8,610 9,360 10,200 11,200 12,200 13,300 14,500 15,800 17,200 18,800 20,500 22,300 24,400 26,600 29,000 31,600 34,400

RHA (cm)

Armor Rating

95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124

RHARolled Homogenous Steel Armor

Conversions from Other Games You can use weapons and vehicles designed in Striker, as well as vehicles from MegaTraveller and other games. Use the comparable Combat System C weapons if possible, though. Also, this system is compatible with any design sequence that outputs real world armor and penetration levels. Just figure out how many cms of steel for armor and penetration, then use the Penetration and Armor Scale. This makes it compatible with either version of FFS, GURPS Vehicles, Guns Guns Guns, etc. Striker and MegaTraveller use a semi-logarithmic armor/penetration scale. Here's a conversion chart:
RHA (cm) 0.01 0.13 0.25 0.5 0.75 1 1.5 2 2.5 3 3.5 4 4.5 5 5.5 6 CSC Penet. -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 CSC AV 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Striker/MT AV 0 0 0 1 2 3 4 6 8 10 12 14 15 16 18 19 20 6.5 7 7.5 8 8.5 9 9.5 10 10.5 11 11.5 12 12.5 13 13.5 14.1 15.4 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 +1 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 +1 21 22 22 23 24 24 25 26 26 27 27 28 28 29 29 30 31 +1

Coming Soon: Heavy support weapons Lasers Vehicles and antitank fire Weights and costs for weapons Integration with High Guard(!) Primitive weapons

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