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World War 2 Hero: Tanks and Artillery


bpmasher

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  • 2 years later...

Working on tanks and tank guns right now for my hack. Currently distances are at 1 inch equals 10 meters/yards, a turn lasts about a minute.

 

Here's what I came up with:

 

Sherman M4

Hits: 4 (19 Body divided by 4)

Armor: 3/2 (13 front, 9 flank divided by 4)

Speed/Segments per Turn: 2

Move: 5"/8"

Cannon 75mm: 6d6 (AP against vehicles), HE below

 

75mm High Explosive (Anti-infantry) 

- Blast radius 30 meters/yards (3 inches in current rule iteration)

- Blast damage, 1,45kg of TNT plus fragments (killing attack), "14d6EB Explosion" or RKA 4½d6, Explosion

Reduce five damage classes per (1" = 10 yards), so...:

- 9d6 EB OR 3d6 RKA at 20 yards (2") away from the blast

- 4d6 EB or 1d6 RKA at 30 yards (3") away from the blast

 

Adds fiddliness when tanks start firing, but in this core version of the game, I want to try and add some simulationism at various levels, if only because the Hero mechanics allow for it.

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1 hour ago, shadowcat1313 said:

are you using the Innacurate rule for most WW2 tank guns? not a lot of ww2 tank guns were stabilized for firing on the move

M5 Stuart was the first

 

 

I didn't think of using it, but I will have to re-read the section. edit: I couldn't find the rule in FrED.

 

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