Grail Quest Posted July 31, 2005 Report Share Posted July 31, 2005 Hello! Has anyone done extensive work on modelling the various payloads for contemporary artillery? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted July 31, 2005 Report Share Posted July 31, 2005 Re: Modelling Artillery Payloads not extensive work, but I've done some work with ultratech MLRS type systems, it wouldnt be hard to model them heres one example of the work I've done already if its any help http://www.starherofandom.com/h_traveller/MRL_Artillery_Vehicle.HTML Quote Link to comment Share on other sites More sharing options...
AlHazred Posted August 1, 2005 Report Share Posted August 1, 2005 Re: Modelling Artillery Payloads Nice! Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted August 1, 2005 Report Share Posted August 1, 2005 Re: Modelling Artillery Payloads heres something else that might prove useful, its at least modern tech 120mm Rifled bore cannon Ammo 10u 1) APFSDU Round: RKA 8d6, Indirect (Same origin, always fired away from attacker; +1/4), Increased Maximum Range (6,750"; +1/4), Armor Piercing (x2; +1) (300 Active Points); OIF Bulky (-1), Extra Time (Full Phase, -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 6u 2) Flechette Round: RKA 8d6, Area Of Effect Nonselective (48" Line; +3/4) (210 Active Points); OIF Bulky (-1), No Range (-1/2), Extra Time (Full Phase, -1/2), Reduced Penetration (-1/4), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 10u 3) HE Round: RKA 8d6, Increased Maximum Range (6,750"; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Explosion (-1 DC/2"; +3/4) (300 Active Points); OIF Bulky (-1), Extra Time (Full Phase, -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 10u 4) HEAP Round: RKA 8d6, Indirect (Same origin, always fired away from attacker; +1/4), Increased Maximum Range (6,750"; +1/4), Armor Piercing (+1/2), Explosion (+1/2) (300 Active Points); OIF Bulky (-1), Extra Time (Full Phase, -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 10u 5) HEAT Round: RKA 8d6, Indirect (Same origin, always fired away from attacker; +1/4), Increased Maximum Range (6,750"; +1/4), Armor Piercing (+1/2), Penetrating (+1/2) (300 Active Points); OIF Bulky (-1), Extra Time (Full Phase, -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 10u 6) HEDP Round: RKA 8d6, Indirect (Same origin, always fired away from attacker; +1/4), Increased Maximum Range (6,750"; +1/4), Armor Piercing (+1/2), Area Of Effect (One Hex; +1/2) (300 Active Points); OIF Bulky (-1), Extra Time (Full Phase, -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) Quote Link to comment Share on other sites More sharing options...
Grail Quest Posted August 1, 2005 Author Report Share Posted August 1, 2005 Re: Modelling Artillery Payloads heres something else that might prove useful, its at least modern tech 120mm Rifled bore cannon Ammo Hmm... Couldn't help noticing everything starts at 8d6K. How was this value estimated? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted August 1, 2005 Report Share Posted August 1, 2005 Re: Modelling Artillery Payloads its based off the published stats in The Ultimate Vehicle for the main gun on the M1 Abrams,we stuck with the base stats and extrapolated from there Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted August 5, 2005 Report Share Posted August 5, 2005 Re: Modelling Artillery Payloads Here is a 75mm gun I did for a Sherman tank, hope this come out right, it was in a table Cost 238 pts, End (97 charges), Range 1000" 75mm M3 tank gun: Rmod +7 Multi-power (283 pts), 97 charges (+¾); OIF Bulky (-1), Real weapon (-¼), Charges must be assigned to slots when re-supplied (-¼) Armor Piercing (188 pts) RKA 5d6, +7 Increased STUN multiplier (+1 ¾), Beam (-¼) High Explosive (149 pts) Energy blast 17d6, Explosion (+½), Increased maximum range (+¼) Incendiary / smoke (283 pts) Energy blast 6d6, Explosion (-1 DC per 2â€; +¾), Increased maximum range (+¼), Continuous (+1), Uncontrolled (+½), 0 Endurance (effects last for 1 minute; +½), (120 pts) RKA 3d6, Area of effect (9†radius; +1¼), Increased maximum range (+¼), 0 Endurance (+½), Reduced penetration (-¼), Linked (-½) (101 pts) Change environment – Smoke (-3 to sight group), 16†radius, Increased maximum range (+½), Uncontrolled (+½), 0 Endurance (effects last for 1 minute; +½), Linked (-½) (62 pts) the 76mm gun from a Sherman Cost 166, End (71 charges), Range 1500" 76mm M1 tank gun: Rmod +8 Multi-power (225 pts), 71 charges (+¾); OIF Bulky (-1), Real weapon (-¼), Charges must be assigned to slots when re-supplied (-¼) Armor Piercing (220 pts) RKA 5d6+1, +7 Increased STUN multiplier (+1 ¾), Increased maximum range (+¼), Beam (-¼) High velocity armor piercing (225 pts) RKA 4d6, Armor piercing (x2; +1), +7 STUN multiplier (+1¾), Increased maximum range (+¼), Beam (-¼) High Explosive (131 pts) Energy blast 15d6, Explosion (+½), Increased maximum range (+¼) Smoke (65 pts) Change environment – Smoke (-4 to sight group), 8†radius, Increased maximum range (+½), Uncontrolled (+½), 0 Endurance (effects last for 1 minute; +½), Gradual effect (1 turn, post-segment 12; -¼) and an 88 from a Tiger tank Cost 236, End (92 charges), Range 2000" 8.8cm KwK36 tank gun: Rmod +12 Multi-power (300 pts), 92 charges (+¾); OIF Bulky (-1), Real weapon (-¼), Charges must be assigned to slots when re-supplied (-¼) Armor Piercing (249 pts) RKA 5½ d6, +8 Increased STUN multiplier (+2), Increased maximum range (+¼), Beam (-¼) Armor Piercing Composite Rigid (300 pts) RKA 5d6, +8 Increased STUN multiplier (+2), Armor piercing (x2; +1), Increased maximum range (+¼), Beam (-¼) High Explosive (158 pts) Energy blast 18d6, Explosion (+½), Increased maximum range (+¼) Feel free to play with the stun mod, I have a formula for figuring that out, but I know many disagree with such a thing. At least with a +8 Stn mod there is no chance of a person gettiong hit by the round and still being active, even if they aren't killed they will be unconscious for so long they will starve to death. You may notice the 75mm actually costs more than the 76 or 88 despite being the weakest gun, thats because it is more flexible in the type of rounds carried, that ends up costing more points (its really that White Phosphorus round that does it). Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted August 5, 2005 Report Share Posted August 5, 2005 Re: Modelling Artillery Payloads Here is something I was working on, it is every cannon I could get my hands on data for. I have not got around to figuring out which types of ammo are available for each cannon so the damage listed is for a solid round (basic AP round, basically ball ammo in a small arm, not a HERO AP round) Some of the very large guns have no damage listed because they don't use solid rounds, only HE. You may notice the -OCV, this is something I was playing with to make it hard to target things up close, you will notice the RMod's are quite high, if you don't like this its an easy fix, make the OCV 0 and subtract the -OCV from the RMod (so a gun with -3 OCV +12 Rmod, would be +0 OCV and +9 Rmod), the RMods may seem a little high but keep in mind most cannons can fire accurately to 500m or more. Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted August 5, 2005 Report Share Posted August 5, 2005 Re: Modelling Artillery Payloads Hmmm, it wont let me attach the table, sorry Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted August 5, 2005 Report Share Posted August 5, 2005 Re: Modelling Artillery Payloads I borrowed the ideas for various ammo types from Fire Fusion and Steel for Traveller the New Era, along with GURPS Vehicles. I didnt include chemical warfare rounds or things like saturnation nuke clusters Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted August 5, 2005 Report Share Posted August 5, 2005 Re: Modelling Artillery Payloads I borrowed the ideas for various ammo types from Fire Fusion and Steel for Traveller the New Era' date=' along with GURPS Vehicles. I didnt include chemical warfare rounds or things like saturnation nuke clusters[/quote'] I like Fire, Fusion and Steel too. Also Phoenix Command's artillery supplement. Quote Link to comment Share on other sites More sharing options...
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