G
Guest
Guest
Archived from groups: rec.games.frp.dnd,rec.games.frp.misc (More info?)
>>
Sure they're easy to hit, they're as big as 10-wheeler trucks or
bigger.
How many times do you think a competent soldier would shoot at
something
that big and miss? But they're not easy to penetrate. So they should
have big damage reduction. Of course that's how AD&D should have
handled
armor in the first place but...
>>>
Interesting you say that. We took a page from the midnight setting and
use the d20 equipment bonus as damage reduction instead of adding to
defense value. So a typical U.S. soldier has a defense of 11 or 12 (1
or two points of defense depending on class level) and 6 points of
damage reduction (that tactical armour at the heavy end of the medium
armour chart).
For realism purposes we use a massive damage threshold of 10. That
means most bullets from ak's or m-16's or better rifles have a good
chance of forcing a fort save (dc 15) or you go to -1. This means that
bullets are dangerous and you never really want to get hit with one.
This also means that U.S. soldiers are rarely one shot killed by
bullets or shrapnel from grenades or rockets or what have you. This
seems to reflect what I hear coming back from Iraq regarding how
amazing current armour is at sustaining life of soliders. I understand
that casualty rates are low considering the intensity of the conflict.
I read recently that of soldiers who get injured, the fatality rate is
only 1 in 10 as opposed to 1 in 4 during the vietnam war. I'm sure
that's still much to high to the men and women fighting, but from a
'let's study the armor' point of view, I think it is a sign of the
effectiveness of current U.S. combat armour.
In our playtesting, we have found this system works quite well. We
roleplay a squad of U.S. soldies fighting in Eastern Germany in 1996
during the re-unification of East and West Germany - a reunification
that is blocked by the Warsaw Pact. Normally we're outnumbered 3:1,
but the armour makes a big difference.
Back to the tank point, we're just finding that every one hits all the
time, even with RPG-16's, which hardly seem that accurate a rocket
launcher. Are they even fin stablised? Out to 50 feet, sure, but at
ranger over 100 feet is it really that accurate to shoot? I actually
don't know, so if anyone can enlighten us with some real life feedback
I would appreciate it.
I did talk to a fine fellow once who had served in the Army in
Britain, and he said the idea of shooting at helicopters like the
Blackhawk with shoulder fired 'dumb' rockets like the LAW or RPG-16
was officially pooh-poohed. It would never work, was the official
line. Of course, the incidents in Somalia showed that not to be true,
but again, maybe that was due to the sheer volume of rockets being
shot. I imagine that shooting at a Blackhawk hovering 400 feet away is
not much different than shooting at a Tank 400 feet away. Blackhawks
are bigger, aren't they? Size, not weight.
Again, tanks for the input.
>>
Sure they're easy to hit, they're as big as 10-wheeler trucks or
bigger.
How many times do you think a competent soldier would shoot at
something
that big and miss? But they're not easy to penetrate. So they should
have big damage reduction. Of course that's how AD&D should have
handled
armor in the first place but...
>>>
Interesting you say that. We took a page from the midnight setting and
use the d20 equipment bonus as damage reduction instead of adding to
defense value. So a typical U.S. soldier has a defense of 11 or 12 (1
or two points of defense depending on class level) and 6 points of
damage reduction (that tactical armour at the heavy end of the medium
armour chart).
For realism purposes we use a massive damage threshold of 10. That
means most bullets from ak's or m-16's or better rifles have a good
chance of forcing a fort save (dc 15) or you go to -1. This means that
bullets are dangerous and you never really want to get hit with one.
This also means that U.S. soldiers are rarely one shot killed by
bullets or shrapnel from grenades or rockets or what have you. This
seems to reflect what I hear coming back from Iraq regarding how
amazing current armour is at sustaining life of soliders. I understand
that casualty rates are low considering the intensity of the conflict.
I read recently that of soldiers who get injured, the fatality rate is
only 1 in 10 as opposed to 1 in 4 during the vietnam war. I'm sure
that's still much to high to the men and women fighting, but from a
'let's study the armor' point of view, I think it is a sign of the
effectiveness of current U.S. combat armour.
In our playtesting, we have found this system works quite well. We
roleplay a squad of U.S. soldies fighting in Eastern Germany in 1996
during the re-unification of East and West Germany - a reunification
that is blocked by the Warsaw Pact. Normally we're outnumbered 3:1,
but the armour makes a big difference.
Back to the tank point, we're just finding that every one hits all the
time, even with RPG-16's, which hardly seem that accurate a rocket
launcher. Are they even fin stablised? Out to 50 feet, sure, but at
ranger over 100 feet is it really that accurate to shoot? I actually
don't know, so if anyone can enlighten us with some real life feedback
I would appreciate it.
I did talk to a fine fellow once who had served in the Army in
Britain, and he said the idea of shooting at helicopters like the
Blackhawk with shoulder fired 'dumb' rockets like the LAW or RPG-16
was officially pooh-poohed. It would never work, was the official
line. Of course, the incidents in Somalia showed that not to be true,
but again, maybe that was due to the sheer volume of rockets being
shot. I imagine that shooting at a Blackhawk hovering 400 feet away is
not much different than shooting at a Tank 400 feet away. Blackhawks
are bigger, aren't they? Size, not weight.
Again, tanks for the input.