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Vehicle combat ideas

Hey ho. I'm looking ahead to playing with Merc units and ground combat and finding vehicle combat rules conspicously missing in CT.

Mercenaries details out some seriously powerful weapons but doesn't give stats or rules for a chassis to put them in.

Striker is on my To Do list, but I'm still playing with LBB 1-3 right now, I don't want to jump in over my head. Getting tired of having to make everything up from whole cloth, I want to roll some dice and play out some stories.

I have 3 ideas and am looking for input.

1. Create some basic stats for vehicles and put the Mercenaries weapons on them. Something like, speed, armor rating and a simple damage chart for each vehicle I create. The armor rating would be listed as x/y, where x is the amount of damage the armor shrugs off and y is the amount of penetrating damage needed to get a roll on the damage table. This way a pistol has no chance of damage a light tank, where a plasma weapon would just about disintegrate a simple ATV.

Plus - integrates well with Mercs and thus CT
Minus - Need custom idea and damage chart for each vehicle

2. Use the High Guard construction rules and invent a Hover Only maneuver drive. It would weigh a lot less and allow only the ability to float a few feet off the ground.

Plus - custom contruction rules and damage charts and rules already created
Minus - Ship rules don't integrate with infantry combat

3. Integrate parts of Striker vehicle contruction rules.

Plus - serious realism
Minus - So far Striker gives me a head ache.

Thoughts?

In the meantime, I went ahead and ordered a bunch of inexpensive miniatures to use when I figure it out. The Mechwarrior miniatures include a number of nice tanks and infantry units for around .50 each and can easily be removed from the Mechwarrior base they come glued on...
 
EDIT: Changed armor ratings so that a -1 is the additional modifier to hit. In other words, Combat Armor -1 is better than Combat Armor 0. Also, changed references from Battle Dress to Combat Armor (which is used in CT).

I'd suggest that you rate vehicles as having Cloth-X or Combat Armor -X armor. Here are some rough armor equivalents, based on assessing the relative effectiveness of weapons and armor in the CT system (this does *not* jibe with Striker, which uses a profoundly different combat system):

Mesh - most normal soft skinned transport.
Cloth - heavily built soft skinned transport.
Cloth -1 - Equivalent to a TL5 light tank in protection (1cm steel armor)
Cloth -2 - Equivalent to a TL6 light tank in protection (2cm steel armor)
Combat Armor - Equivalent to a TL7 light tank protection (4cm steel armor)
Combat Armor -1 - Equivalent to a TL8 light tank in protection (8cm steel armor)
Combat Armor -2 - Equivalent to a TL9 light tank in protection (12cm steel armor)
Combat Armor -3 - Equivalent to a TL10 light tank in protection (16cm steel armor)
Combat Armor -4 - Equivalent to a TL11 light tank in protection (24cm steel armor)
Combat Armor -5 - Equivalent to a TL12 light tank in protection (32cm steel armor)
Combat Armor -6 - Equivalent to a TL13 light tank in protection (48cm steel armor)
Combat Armor -7 - Equivalent to a TL14 light tank in protection (64cm steel armor)
Combat Armor -8 - Equivalent to a TL15 light tank in protection (96cm steel armor)

Listed protection is the frontal armor.

Top, bottom, flank and rear armor will be at least half of the frontal protection listed. Halve the equivalent steel armor, then use the next lowest armor type. For instance, a TL9 light tank will be Combat Armor -2 across its front (12 cm steel); Battle dress across its flanks, top and bottom (6 cm, which is equivalent to Combat Armor).

Armored helicopters will be 2 armor levels lower on all facings. Unarmored helicopters will be treated as soft skinned. So, a TL9 armored helicopter will be equivalent to Combat Armor.

Most armored military vehicles will be armored as well as light tanks. Main battle tanks will be armored at least 5 tech levels higher. So a TL7 main battle tank will be Combat Armor -5 across the front; Combat Armor -2 on the flanks, top and bottom. Occasionally, a particularly cheap tank will have armor 1 TL lower (or *very* weak flank armor).

SO, make to hit rolls against vehicles normally in CT. Tomorrow, I'll post a damage chart.

EDIT: Changed some of the armor equivalents.
 
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Also, Mercenaries page 42 says "Tac Missiles: Described elsewhere... yadda, yadda, yadda"

Where is the elsewhere?

Nowhere, sadly.

Here's a TL8 "fire and forget" manportable tac missile (EDITED)

Range Mods: -8/-4/0/0/-
Armor: As HEAP RAM Grenade +5
Length 89cm
Mass 9.7kg
Range 17m to 600m
Cost: Cr25,000+

Performance improves to HEAT RAM Grenade +6 at TL9, +7 at TL10, etc.

Range improves by 200m per TL over 8.

TL8+ models can attack the top armor of a target (user selects).

Modifications include a high explosive warhead that acts instead like a heavy mortar round (see Mercenary).

Damage is 12D for standard warhead.
 
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For CT, Striker is the way to go. If you make your own, they'll be incompatible with canon Striker vehicles when you later settle on Striker. Once you get your head around it, vehicle construction isn't too bad, especially if you use modular components (as real armies do). take a useful chassis and add different turrets. place different weapons pack in the turrets and with a bit of swap and change, you can have a useful range of vehicles in no time. Striker describes Tac Missiles in detail.
The Yahoo Group CT-Striker has a vehicle design spreadsheet available which makes things much easier.
Disclaimer - I'm not suggesting you go there and abandon CotI, just that you need to be a member simply to download the resource. I hope that's ok with the Mods.
 
I'd suggest that you rate vehicles as having Cloth+X or Battle Dress +X armor. Here are some rough armor equivalents, based on assessing the relative effectiveness of weapons and armor in the CT system

I really like this idea for simplification reasons, looking forward to damage table.


I toyed around and came up with this last night:

Assault Helicopter damage location table
Armor rating is 10/15. First 10 points discarded, add up remaining until reaches 15 points.

Front Hit:
1 Cockpit lower = Pilot hit with 2 Shrapnel. Roll 1d again = 1-2 controls Light Damage. 2nd pilot takes control or automatic landing sequence starts. If no other pilot, Safe Landing. | 3-4 Pilot same as 1-2 but pilot hit again with 2 Shrapnel | 5-6 same as 1-2 but pilot hit with additional 4 Shrapnel and controls = Heavy Damage
2 Cockpit upper = similar to #1
3 Turret and guns hit. Roll 1d again = 1-2 turret Light Damage | 3-4 turret Heavy Damage | 5-6 turret and guns Destroyed.
4 TAC missile launcher hit. Roll 1d again = 1-2 launcher Light Damage, 1 missile Destroyed | 3-5 launcher Heavy Damage, all missiles Destroyed | 6 - Launcher Heavy Damage, if any missiles present, Helicopter Destroyed, Hard Landing.
5 Port (left, from pilot perspective) turbine hit. Roll 1d = 1-3 turbine rotor hit- Top Speed Reduced by 100kph. | 4 – 5 Turbine Light Damage, Safe Landing | 6 – Turbine Heavy Damage, Safe Landing 6 Starboard (right, from pilot perspective) turbine hit. Same as above

Side Hit:
1 Cockpit Hit (roll 1d 1-3 = upper, 4-6 = lower). Pilot hit with 2 Shrapnel. Roll 1d again = 1-2 controls Light Damage. 2nd pilot takes control or automatic landing sequence starts. If no other pilot, safe landing. | 3-4 Pilot same as 1-2 but pilot hit again with 2 shrapnel | 5-6 same as 1-2 but pilot hit with additional 4 shrapnel and controls Heavy Damage
2 – 3 Turbine Hit on facing side. Roll 1d = 1-2 Top Speed Reduced by 50kph. | 3-4 – Top Speed Reduced by 150kph. | 5-6 Light Damage, Safe Landing
4 – 5 Cargo bay hit. 1d of passengers get 2d Shrapnel hits. 1d of cargo Light Damage, 1d of Cargo Destroyed
6 Rear controller hit. Roll 1d = 1-4 - Top Speed Reduced by 100 kph | 5-6 Heavy Damage, Safe Landing.

Rear Hit:
1 Rear Door hit and jammed. Light damage.
2 Controller hit. Roll 1d = 1-4 - Top Speed Reduced by 100 kph | 5-6 Heavy Damage, Safe Landing
3 Engine hit. Roll 1d = 1 – 3 Top Speed Reduced by 50kph. | 4 -5 Top Speed Reduced by 100kph | 6 = Engine Light Damage
5 Port (left, from pilot perspective) turbine hit. Roll 1d = 1-2 - Top Speed Reduced by 50kph. | 3-4 – Top Speed Reduced by 150kph. | 5-6 Light Damage.
6 Starboard (right, from pilot perspective) turbine hit. Same as above


Definition of damage:

Shrapnel = the same as being shot at by a rifle at medium range (i.e. range modifier = 0, 8+ to hit modified by armor). Multiple shrapnel rolls called for at once go against one stat, randomly chosen for the first wound (same as combat).

Safe Landing = requires 8+ on 2d, Pilot skill is a plus. Every 100 kph (or part thereof) over 100 kph is a -1 modifier. Failed Safe landings are Hard Landings.

Hard landing = all pilots and passengers take 3d shrapnel hits, vehicle is Destroyed. If flying higher than treetop level, all passengers killed.

Light damage = field repairable in 30 minutes on 8+ (mechanical skill is a plus, must land air ship) using stored spare parts. Equipment that is Light Damaged which gets hit again before repairs is Heavy Damaged.

Heavy damage = takes 2d % x cost of helicopter in spare parts, requires 8 hours, mechanical (2) minimum and repair hanger or field base to repair. Mechanical skill is a minus to the hours required to repair.

Destroyed = Component or vehicle a total loss.

Top Speed reduced. If top speed reaches 0 this way, vehicle stops. If flying or hovering vehicle, roll 8+ for safe landing. Component that causes Safe Landing is now Heavy Damage

Thought Process

I was hoping to keep it simple, but give some various outcomes too. If some component is lightly damaged, there is a chance of a field repair, for example.
 
Proposed Damage Table

For each hit roll 2d6 and add the damage (in D6) of the weapon (maximum bonus of +10):

Code:
Modified
Roll
2-10	No Effect
11-12	Surface Hit (x2 if weapon is HE <not HEAP> and 4D+ damage)
13-14	Minor
15+	Major

Surface Hit (1d6)

1	Exposed Crew
2	Communication/Fire Control/Radar/Ladar
3	Vision/Sensor
4	Secondary Weapon
5	Suspension
6	Main Weapon

Main Weapon: The vehicle's largest weapon is disabled.

Secondary Weapon: A secondary weapon is disabled. If there is no secondary weapon, the vehicle's turret or remote mount is jammed and may not traverse.

Suspension: A tracked vehicle is immobilized; a wheeled vehicle's speed is reduced by 50%; an ACV is immobilized by a belly hit only; a grav vehicle's speed is reduced by 20%; an aircraft loses one engine; a helicopter is disabled and crashes (or counterrotates to the ground).

Vision: One vision enhancement device is disabled. If no vision enhancement device is available, one external sensor is disabled.

Communicator: One communicator is disabled. If no communicators are available, one radar, ladar, direction finder, or jammer is disabled. If none of these are available, fire control is disabled (the vehicle can only engage in direct fire at ranges of 500m or less).

Exposed crew: The attack hits an exposed crewmember (if any). If the crewman has armor inferior to the vehicle, he takes full damage. If his armor is equal or superior, he takes half damage.

Code:
Minor Damage (1d6)

1	Suspension
2	Power, Crew
3	2 Crew
4	Fuel
5	Weapon, Crew
6	Ammo

Major Damage (1d6)

1	Electronics, Suspension, Transmission, 3 Crew
2	Electronics, Weapon, Transmission, 5 Crew
3	Electronics, Power, Fuel, 2 Crew
4	Electronics, Fuel, Ammo, 5 Crew
5	Catastrophic
6	Catastrophic

Weapon. Vehicle's main weapon destroyed.

Electronics. One electronic system is destroyed. Referee chooses from fire control, communicator, computer, radar. Destroyed fire control is reduced to tech level 5; others cease to work.

Suspension. Suspension damaged. A ground vehicle is immobilized; a grav vehicle loses one fourth of its total Gs, which may or may not make it unable to move.

Transmission. The vehicle's transmission is damaged. A ground vehicle is reduced to one tenth speed; a grav vehicle may not move except straight up or down. An aircraft loses one engine. A helicopter is disabled and crashes (or counterrotates to the ground).

Power plant. The vehicle's power plant is disabled. Vehicles are immobilized and no power-consuming weapons may fire; grav vehicles float to the ground.

Fuel. If the power plant is tech level 8-, its fuel explodes on a roll of 4+ on 1d6 and vehicle is destroyed. If fuel does not explode, it will leak out over the next 5 minutes. On each turn that the vehicle is hit by enemy fire, the fuel will catch fire on a roll of 6+. On every round after that, roll a 6+ for the vehicle to explode, until fire is extinguished. If fuel is TL 9+, fuel leaks at the rate of 1% of tank capacity per minute until patched (this has no effect if fuel tanks are self sealing).

Ammunition. If the main weapon uses explosive ammunition a catastrophic hit. Otherwise, no damage.

Cn: Crew. The indicated number of crew members are hit (if n exceeds the number of crew, some are hit twice). Each crew member takes half the weapon's damage (1/4 if the crewman's armor is equal to or superior to the vehicle's armor).

Catastrophic: A catastropic hit destroys the vehicle; all crew are killed.

I'd encourage referees to make up detailed damage charts for common vehicles (I really like the previously posted helicopter hit chart). This is a roleplaying game, after all, and more detail is often called for than in typical wargames.

Also, referees should be sensible in allocating damage. A .38 caliber pistol won't seriously damage a 105mm tank gun. But it might damage the sighting system or obstruct the barrel so that the weapon is effectively disabled in the current fight. Or, it could enter the barrel and detonate a round in the barrel. Or, it might dent the muzzle so that a shot will misfire. Etc.
 
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Ooh, goodies that go boom!

Nowhere, sadly.

Here's a TL8 "fire and forget" manportable tac missile:

Range Mods: -8/-4/0/0/-
Armor: As HEAP RAM Grenade +5
Length 89cm
Mass 9.7kg
Range 17m to 600m
Cost: Cr50,000+

Performance improves to HEAT RAM Grenade +6 at TL9, +7 at TL10, etc.

Range improves by 200m per TL over 8.

TL8+ models can attack the top armor of a target (user selects).

Modifications include a high explosive warhead that acts instead like a heavy mortar round (see Mercenary).

Damage is 12D for standard warhead.

TBeard,
I respectfully request permission to swipe that design. Is it an original of yours, and if so what was your design methodology? Do you have any more heavy weapons?

Cheers,
Bob W.
 
TBeard,
I respectfully request permission to swipe that design. Is it an original of yours, and if so what was your design methodology? Do you have any more heavy weapons?

Cheers,
Bob W.

Thanks for the compliments. Unfortunately, Lockheed Martin owns the rights to this particular weapon -- it's also known as the FGM-172A/B Predator SRAW (short range assault weapon). :) It's currently the standard light antitank missile for US forces, giving US forces an intermediate capability between the disposable M136/At-4 Light Antitank Weapon and the medium Javelin antitank missile.

I assigned the damage value based on the size of the warhead and the armor effectiveness based on the penetration estimates we made for my miniature wargame rules A Fistful of TOWs 2 & 3. Improvements by tech level are my best guess for how missile tech should develop. (I should also note that by TL10, antitank missiles will be able to engage fast aircraft <they can engage hovering helicopters at TL8>).

Here's a heavier Tac Missile:

TL8 "Fire and Forget" Medium Tac Missile
Range Mods: -8/-4/0/0/0
Armor: As HEAP RAM Grenade +7
Damage: 15D
Length 110cm (missile); 120cm (launcher); 130cm (loaded launcher)
Mass 11.8kg (missile); 6.4kg (command unit); 2kg batteries
Range 75m to 2500m
Cost: Cr40,000+ for missile; Cr40,000+ for command launch unit (CLU)

Notes: The CLU has built-in TL8 thermal imaging system (effective range 3000m). Typically requires 2 crew to fire, but can be fired by one in an emergency.

Quirks: The main drawback of the system is its 19.4 kg total weight. Additional batteries weigh around 1kg each. The missile requires one battery and the clu requires one battery. Each battery lasts about 4 hours, or about 1 extended battle. A normal load for batteries (not counting the "just in case" extras that most teams carry) is 5–10, depending on the length of mission. Another drawback is that the thermal imaging system can't operate until the refrigeration component has cooled the system. Theoretically, this takes about 30 seconds, but depending on the ambient temperature, this process may take much longer--up to 2 minutes in very hot environments. The thermal view is occasionally hindered by a naturally occurring phenomena where the temperature of the earth heats or cools rapidly, and may interfere with the recognition and lock-on of the intended target. Also, the system relies on the gunner to initially identify and designate a target by use of the thermal sight. At TL8, effective long range designatin requires training. A gunner untrained (or unfamiliar with TL8 tac missiles) must roll 8+ to correctly identify a target at ranges of 1000m+, DM +1 per level of tac missile skill, +1 per TL of missile over 8. This roll becomes unnecessary when the gunner has fired 2 rounds in combat (or 50 rounds in a *good* quality simulator).

TL Improvements: Performance improves to HEAT RAM Grenade +8 at TL9, +9 at TL10, etc. At TL10+, no roll is required for identifying targets.

Range (of both missile and thermal imaging system) improves by 500m per TL over 8; minimum range drops by 10m per TL over 8

TL8+ models can attack the top armor of a target (user selects).

Optional high explosive warhead acts like a heavy mortar shell (see Mercenary).

TL7 Wire Guided Medium Tac Missile
Range Mods: -8/-5/-2/0/0
Armor: As HEAP RAM Grenade +6
Damage: 15D
Length 111cm
Mass 10.0kg (missile); 6.9kg (command unit)
Range 75m to 1500m
Cost: Cr20,000+ for missile; Cr20,000+ for command launch unit (CLU)

Notes: Typically requires 2 crew to fire, but can be fired by one in an emergency.

Quirks: This is a second generation wire guided antitank missile. The user keeps the target in the sighting unit's crosshairs and the missile guides itself to the target. However, the missile is visible in the sighting system and can distract inexperienced (or excited) gunners. Roll 8+ to avoid losing control (DM + Tac Missile skill) on the first 2 combat shots. Once a gunner has mastered the system, no roll is needed again. Also, poor manufacturing standards may result in poorly insulated wires that short out when the missile is fired across water (especially salt water) or highly metallic rock. The missile is also quite slow --it reaches a maximum velocity of 200m per second, but averages about 100m/second. So it could take 15 seconds for a long ranged shot to hit. This is plenty of time to give an alert opponent time to evade or even fire on the missle gunner. A gunner can lose control if he flinches from enemy fire (roll 8+ to keep control if hit by enemy fire; +2 if enemy fire doesn't hit gunner but lands nearby) before the missile hits.

The weapon also has a large backblast. This precludes use indoors and is highly visible.

The CLU has a TL7 active infrared system (effective range 1500m) or an image intensifier system (effective range 1500m). Occasionally, thermal sights may be fitted, but at TL7, these are very expensive (Cr500,000; 2000m range).

TL Improvements: This is a late TL7 system. Early TL7 systems have a 1000m maximum range.
 
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Night Vision Tech

Since the tac missiles I listed have integral night vision gear, here's a rough outline of night vision tech in Traveller:

Active vs. Passive

Passive systems amplify the existing environmental ambient lighting, while active systems rely on an infrared light source to provide sufficient illumination. Your eyes are a passive system when used unaided. When used with a flashlight, your eyes and the flashlight become an active system.

Military applications prefer passive systems, as an active system's infrared illumination device is easily spotted and tracked by others equipped with night vision devices. However, active systems typically have higher resolution and range. So most modern passive night vision devices include an active IR illuminator which can be toggled for use when desirable.

TL5 Devices

The first night vision devices appear at TL5. Known as the "sniperscope" or "snooperscope", they are active devices, using a large infrared light source to illuminate targets. Typically, they are used on sniper rifles and are bulky and expensive. They are also sometimes fitted to late TL5 armored vehicles. Real world examples include the US M1 and M3 infrared night sights.

TL6 Devices

AT TL6, the first passive devices are introduced. They are "image intensfier" devices -- they intensify the existing light. Their image intensifiers produce a light amplification of around 1000x, but they're bulky and require moonlight to function properly. They would be relatively useless on planets without visible moons (or bright night starfields). Real world examples include the US AN/PVS-2 "Starscope".

TL7 Devices
At TL7, light amplification technology is dramatically improved. This leads to increased illumination in low ambient light environments, such as moonless nights. Light amplification is around 20,000x. Image resolution and reliability also improve dramatically. Real world examples include the US AN/PVS-4 and AN/PVS-5.

At TL7, the first passive IR "thermal sights" are (als known as forward looking infrared <FLIR>) introduced. They are extremely expensive, but highly capable, being able to see through rain, fog, smoke, dust and other obstructions. They also require no ambient light. Vehicle mounted systems have a range of about 2000m; lighter systems have lower ranges.

TL8 Devices

At TL8, light amplification systems reach the zenith of their development, to around 30000-50000x amplification. However, they are supplanted by thermal sights, which drop dramatically in price (by a factor of 100) over TL7 units. TL8 thermal sights range to 4000m and a huge variety of devices becomes available, from personal goggles to rifle scopes to vehicle mounted units. Prices range from Cr2000 to Cr100,000+. At TL8, a variety of inexpensive (Cr50-500), high quality active IR systems are available for civilian and security use.

TL9 Devices

At TL9,thermal sights are ubiqitous and prices drop by a factor of 4 from TL8 levels. Resolution and rang are dramatically improved. Selective, "on the fly" computer enhancement makes the sights even more useful. At the "really cheap" end of the spectrum, high quality active IR and image intensifers are available for less demanding use.

TL10 Devices

At TL10, on the fly computer enhancement and extremely high resolution makes night indistinguisable from day when using thermal sights. Most models incorporate both passive thermal imaging and advanced light amplification and use a computer and high definition display to show a composite image.

TL11 Devices

At TL11, image quality doesn't improve much. Smart systems allow for almost 100% accuracy in identifying objects.

TL12+ Devices

At TL12+, chameleon suits and armor become available. Night vision equipment must make a roll to successfully spot targets in chameleon suits/armor: 8+, DM + tech level difference between night vision gear and chameleon armor, +Recon or Fwd Obs skill
 
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Ty, which weapon vs. armor mechanics are you using? Pluses and minuses mean vastly different things in Book 1 vs Snapshot/AHL/Striker.
 
Ty, which weapon vs. armor mechanics are you using? Pluses and minuses mean vastly different things in Book 1 vs Snapshot/AHL/Striker.

EDIT: Made consistent with edited posts.

The ratings are for Classic Traveller's combat system (expanded with weapons from Book 4), not for Striker/AHL.

For instance, consider the TL8 Medium Tac Missile:

TL8 "Fire and Forget" Medium Tac Missile
Range Mods: -8/-4/0/0/0
Armor: As HEAP RAM Grenade +7
Damage: 15D


Range modifiers are for CT's Close, Short, Medium, Long, Very Long ranges. Use the Very Long modifier for shots at ranges greater than 500m. Note that the TL8 medium tac missile has a minimum range of 75m, so it cannot fire at targets at Close, Short or Medium ranges. (Modifiers for those ranges are given for higher TL models that have lower minimum ranges).

Armor: Use the HEAP RAM Grenade modifier +7 for the armor modifier (see Mercenary p51).

Damage: Per Classic Traveller

Vehicle armor is expressed as equivalent to a CT armor type (usually Combat Armor) + X. The post gives rough armor equivalents.

So, a TL7 main battle tank has frontal armor of about 25cm of steel. Per the armor chart, this is equivalent to Battle Dress +4.

If the above Tac Missile is fired at the tank at Long range, the "To Hit" number is 8 + subject to the following mods:

0 for range

0 for HEAP RAM GL vs Combat Armor

-4 for Combat Armor -4

+7 for missile modifier

+ Tac Missile skill

= +3 to hit (plus tac missile skill)

As you can see, the TL8 Medium Tac Missile will shred a TL7 MBT.
 
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Bailing Out of a Vehicle

When a vehicle suffers a catastrophic hit, passengers and crew may be able to bail out before it goes up. Roll 8+ for each person to get out; crew in vehicles with advanced survivability features like automatic fire suppression systems, spall liners, etc., get a +1 to their rolls. Note that cheaper vehicles tend to scrimp on survivability features, and the bail out roll might be -1.

Someone who successfully bails out will take 1d3 dice of damage (regardless of armor). If he loses consciousness, it will be after he gets clear.
 
The ratings are for Classic Traveller's combat system (expanded with weapons from Book 4), not for Striker/AHL.

...

Armor: Use the HEAP RAM Grenade modifier +7 for the armor modifier (see Mercenary p51).

Damage: Per Classic Traveller

Vehicle armor is expressed as equivalent to a CT armor type (usually Battle Dress) + X. The post gives rough armor equivalents.

So, a TL7 main battle tank has frontal armor of about 25cm of steel. Per the armor chart, this is equivalent to Battle Dress +4.

If the above Tac Missile is fired at the tank at Long range, the "To Hit" number is 8 + subject to the following mods:

0 for range

0 for HEAP RAM GL vs battle dress

-4 for Battle Dress +4 (armor positive numbers for the weapon reduce the "to hit" modifier)

That was what was throwing me (and I know it caused some confusion when Book 1 was new), but in Book 1 combat better armor would normally be expressed as a minus. "Battledress -4" would use the Battledress line on the chart with an additional -4 DM.

Flipping over the nomenclature as you have is not uncommon, but does lead to potential confusion when we have both the "AC" equivalent of Book 1 and the "DR" of Snapshot/AHL/Striker.
 
That was what was throwing me (and I know it caused some confusion when Book 1 was new), but in Book 1 combat better armor would normally be expressed as a minus. "Battledress -4" would use the Battledress line on the chart with an additional -4 DM.

Flipping over the nomenclature as you have is not uncommon, but does lead to potential confusion when we have both the "AC" equivalent of Book 1 and the "DR" of Snapshot/AHL/Striker.

I see your point. I'll edit my posts so that the modifiers are consistent. In other words, Battle Dress -1 is better than Battle Dress. And RAM Grenade HEAP +1 is better than RAM HEAP grenade.
 
Tank Guns

Here's a rough guide to tank guns.

At TL10-, they are likely to be Hyper Velocity smoothbores, firing armor piercing fin stabilized discarding sabot kinetic energy rounds (APFSDS). At TL11-13, they will be gauss weapons. At TL11+, they might be Plasma and Fusion Guns.

At TL13-, tank guns may also fire high explosive rounds. Treat these as medium mortars (for main battle tank guns) or light mortars (for light tank guns).

TL13- main battle tank guns will have the following characteristics:
Range: -8/-4/-2/0/0/-2 (last range band is "distant" range--greater than 500m)
Maximum range: 1000m at TL5; +500m per TL above 5
Armor: As HEAP RAM Grenade +3 at TL5; +1 per TL above 5
Damage: 12D at TL5; +1D per 2 tech levels over 5 (round up)

TL13- main battle tank guns will have the following characteristics:
Range: -8/-4/-2/0/0/-2 (last range band is "distant" range--greater than 500m)
Maximum range: 1000m at TL5; +500m per TL above 5
Armor: As HEAP RAM Grenade at TL5; +1 per TL above 5
Damage: 9D at TL5; +1D per 2 tech levels over 5 (round up)

High energy weapons use the rules in Mercenary; however, against armor they are treated like this:

A Plasma: PGMP-13 +6
B Plasma: PGMP-13 +7
C Plasma: PGMP-13 +8
X Fusion: FGMP-14 +8
Y Fusion: FGMP-14 +9
Z Fusion: FGMP-14 +10

Main battle tanks will typically be armed with a main battle tank gun and 1-3 machineguns. At TL9-, these will be LMGs. At TL10-15, they will be Gauss MGs, which will be treated as Gauss Rifles firing bursts.

Light tanks will typically be armed with either a light tank gun, autocannon or VRF gauss gun, plus 1-2 machineguns (as above).

Infantry Fighting Vehicles will typically be armed with either an autocannon or VRF gauss gun, plus 1 machinegun (as above). They will carry 10 or fewer crew and passengers. They will have light tank class armor. They will often also mount a Tac Missile (use the TL8 medium Tac Missile already posted, with TL adjustments if appropriate) with 4-6 reloads. Sometimes, the Tac Missile will be detachable for the infantry squad's use.

Armored Personnel Carriers will typically be armed with 1 or 2 machineguns (as above). They will carry 15 or fewer crew and passengers. They will have light tank class armor one tech lower than the APC's tech level.
 
I see your point. I'll edit my posts so that the modifiers are consistent. In other words, Battle Dress -1 is better than Battle Dress. And RAM Grenade HEAP +1 is better than RAM HEAP grenade.

Right. On a weapon, plus is better. On armor, minus is better.
 
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