Additional Vehicle Stats

Slith's picture

The following rules are completely untested, use at your own risk!

Additional Rules for tank weapons
Every range bracket after short suffers an additional modifier to AP and DV:
Short Range: ---
Medium Range: +5 AP | -5 DV
Long Range: +10 AP | -10 DV
Extreme Range: +15 AP | -15 DV

M1A2 Abrams
Crew: 4
Passenger Capacity: None
Handling: -10
Movement Rate: 8/32
Max Velocity: 27/48/67
Armor: Front: 15/50 | Side: 15/30 | Rear: 10/15
Durability: 150
Wound Threshold: 30

Weapons:
120mm Cannon [M256 - Kinetic] (Smartlinked)
AP: -40 / DV: 5d10+25 / SS / Ammo: 40 / Range: 0-1500|2500|3500|5500
7.62mm Coax (Smartlinked)
AP: -4 / DV: 2d10+5 / BF, FA / Ammo: 5700 / Range: 0-200|500|800|1500
7.62mm Pintle
AP: -4 / DV: 2d10+5 / BF, FA / Ammo: 5700 / Range: 0-200|500|800|1500
.50 cal Pintle
AP: -8 / DV: 2d10+8 / BF, FA / Ammo: 1000 / Range: 0-400|800|1300|2000

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Leopard 2A6
Crew: 4
Passenger Capacity: None
Handling: -10
Movement Rate: 8/32
Max Velocity: 30/40/72
Armor: Front: 15/50 | Side: 15/30 | Rear: 10/15
Durability: 150
Wound Threshold: 30

Weapons:
120mm Cannon [L55 - Kinetic] (Smartlinked)
AP: -40 / DV: 5d10+25 / SS / Ammo: 42 / Range: 0-1500|2500|4000|6000
7.62mm Coax (Smartlinked)
AP: -4 / DV: 2d10+5 / BF, FA / Ammo: 2000 / Range: 0-200|500|800|1500
7.62mm Pintle
AP: -4 / DV: 2d10+5 / BF, FA / Ammo: 2750 / Range: 0-200|500|800|1500

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Pre-Fall Tank
Crew: 2
Passenger Capacity: None
Handling: +0
Movement Rate: 8/32
Max Velocity: 45/55/80
Armor: Front: 30/60 | Side: 30/35 | Rear: 20/15
Durability: 200
Wound Threshold: 40

Weapons:
120mm Cannon [Railgun] (Smartlinked)
AP: -50 / DV: 5d10+40 / SS / Ammo: 60 / Range: 0-2250|3750|6000|9000

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Post-Fall Tank
Crew: 2 [and/or computer controlled]
Passenger Capacity: None
Handling: +0
Movement Rate: 8/32
Max Velocity: 45/60/90
Armor: Front: 40/75 | Side: 35/40 | Rear: 30/20
Durability: 250
Wound Threshold: 50

Weapons:
120mm Cannon [Railgun] (Smartlinked)
AP: -50 / DV: 5d10+40 / SS / Ammo: 80 / Range: 0-2500|4000|6500|10000

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The statistics are fairly arbitrary. I do know a little bit about tanks however. My primary goal with respect to the main weapon each tank carries, is to score a penetration/kill within 1-3 shots at close range on the frontal armor of an equivalent tank, while requiring many more long range shots to score a kill. 5d10 dice are used to reflect the immense variability in damage - it is not uncommon for a sabot, especially at long range, to simply bounce off another tanks' armor, doing no damage. Likewise, it is entirely possible for a lucky hit to the turret ring to penetrate straight into the crew compartment. [Although the damage rules for Eclipse Phase really do not mesh well with tank design.]

The additional rules for ranged combat between tanks is meant specifically to represent the penetration problems tank weapons have over the extreme ranges they fire at.

I would also like to note, that for an average height person, the horizon is about 6-10km's away, and any tank firing over that distance will probably have LOS issues. Further, the extreme range itself probably isn't possible with modern day tanks unless they actually situate themselves on a large hill or mountain. Naturally the actual ranges of modern weapons are classified, so it's just guesswork on my part, but I've heard stories of Leopards/Abrams hitting targets 5+ kilometers away.

Also, I meant to include secondary weapons for the pre-Fall/post-Fall tanks, but got lazy. Normally, I wouldn't include half-done things like that, but I wanted them around for comparison to today's modern MBT's.

References: [All over the place, really, but here's two good ones]
http://www.inetres.com/gp/military/cv/tank/M1.html
http://www.inetres.com/gp/military/cv/tank/Leopard2.html

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