WW2 Vehicles [NEW! ...and improved]

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In this thread, I'm updating some of the stuff we (maybe you too?) have been working on in the other WW2 thread. I'm trying to make it clearer here, and making it fancier by adding pictures and stuff. Most of the stuff here is based on the d20 Mecha SRD rules (not the rules in the MSRD). Go nuts, feedback appreciated.
Btw. This stuff should be compatible with the d20 Modern rulebook, as opposed to the d20 WW2 thread stuff.

WW2 Vehicles v.2


Land Vehicles:
Tanks:


T-34/76A [Soviet Battletank]

The Soviet T-34 was first mass-produced in July 1940 and saw action as late as the Bosnian/Yugoslavian civil war. The T-34/76A is armed with a single 76.2mm cannon and two DT 7.62 machineguns (a coaxial and a front-firing). It is powered by a 500 horsepower V-2-34 V-12 diesel engine. The T-34 is two squares wide and four squares long.

Type: Vehicle, Size: Huge, Hit Points: 40, Crew: 4 (Commander/Gunner, Loader, Driver, Radio Operator/Mgunner), Passengers: 0, Cargo: 400 lb., Hardness: 17, Speed (land): 53 km/h (58 squares per round), Manoeuvre: -2, Initiative: -2.
Special Rules: Firing Ports (9/10 cover to the Gunner and the Mgunner when opening firing hatches), Front Optimised Armour (Hardness 17 front, Hardness 10 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must open the top hatch to see properly), Reduced Endurance: 400 km, Start Up Time: 10 min.

T-34/85 [Soviet Battletank]
The T-34/85 is armed with a 85mm cannon and two DT 7.62 machineguns. It is powered by a 500 horse power V-2-34 V-12 diesel engine. The T-34 is two squares wide and four squares long.

Type: Vehicle, Size: Huge, Hit Points: 40, Crew: 4 (Commander/Gunner, Loader, Driver, Radio Operator/Mgunner), Passengers: 0, Cargo: 400 lb., Hardness: 17, Speed (land): 53 km/h (58 squares per round), Manoeuvre: -2, Initiative: -2.
Special Rules: Firing Ports (9/10 cover to the Gunner and the Mgunner when opening firing hatches), Front Optimised Armour (Hardness 17 front, Hardness 10 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must open the top hatch to see properly), Reduced Endurance: 400 km, Start Up Time: 10 min.

M4 Sherman [US Battletank]

The M4 Sherman is the US workhorse. It is generally smaller and weaker than its German counterparts. The M4 is armed with a 75mm M3 L/40 cannon with a coaxially mounted .30 cal machinegun. It's two squares wide, and five squares long. It has a forward firing .30 cal machinegun fired by the Co-driver. It normally has a .50 cal machinegun in the turret, 90 75mm rounds, 300 .50 cal rounds, and around 5.000 .30 cal rounds.
Variants:
DD Duplex Drive Sherman: Amphibious – it has a swim speed of 7 km/h (8 squares per round)

Calliope: Has the Calliope rocket turret. See the Vehicle Weapons section.

Firefly: Sports the improved QF 17 pounder gun, does not have the forward firing .30 cal machinegun. See the Vehicle Weapons section.

Crocodile: Has a vehicular mounted flamethrower coaxial with the M3 L/40 gun. It does not have any .30 cal machineguns. See the Vehicle Weapons section.


Type: Vehicle, Size: Huge, Hit Points: 28, Crew: 5 (Commander, Gunner, Loader, Driver, Co-Driver/Mgunner), Passengers: 0, Cargo: 200 lb., Hardness: 15, Speed (land): 39 km/h (43 squares per round), Manoeuvre: -2, Initiative: -1.
Special Rules: Firing Ports (9/10 cover to the Gunner and the Mgunner when opening firing hatches), Front Optimised Armour (Hardness 15 front, Hardness 10 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must open the top hatch to see properly), Reduced Endurance: 193 km, Start Up Time: 10 min.

M10 Wolverine [US Tank Destroyer]

Being the main Tank Destroyer of the Allied, the M10 is lighter armoured, but more mobile. It’s fours squares long and two squares wide. It uses the M7 3' antitank gun for higher armour piercing capabilities, and carries around 55 rounds. It also has a turret mounted M2HB .50 cal machinegun with 300 rounds. It uses a General Motors 6046 Twin Diesel engine.
Variants:
M10 Achilles: British variant with the 17-pounder gun (76,2mm).

Type: Vehicle, Size: Huge, Hit Points: 26, Crew: 5 (Commander, Gunner, Secondary Gunner/Loader, Loader, Driver), Passengers: 0, Cargo: 75 lb., Hardness: 13, Speed (land): 51 km/h (56 squares per round), Manoeuvre: -1, Initiative: -1.
Special Rules: Firing Ports (9/10 cover to the Gunner and the Mgunner when opening firing hatches), Front Optimised Armour (Hardness 13 front, Hardness 8 anywhere else), Very Noisy (+20 on Listen checks to hear it), Open Turret (3/4 Cover to crew in turret, no cover from attacks from above), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must be in turret to see properly), Reduced Endurance: 300 km, Start Up Time: 10 min.

M26 Pershing [US Heavy Tank]

Slower but heavily armoured, the M26 was fielded (unfortunately very late) to withstand the Panther tanks, and to improve the odds against the super heavy wehrmacht tanks such as the Tiger. It uses a 90mm M3 (use stats for M1 90mm) antitank gun with 70 rounds, and a coaxially mounted .30 cal machinegun. The Co-Driver could also fire a forward firing M2HB .50 cal machinegun. The turret often sported a .30 cal machinegun. It has 5000 .30 cal rounds, and 550 .50 cal rounds. It’s five squares long and two squares wide.

Type: Vehicle, Size: Huge, Hit Points: 45, Crew: 5 (Commander, Gunner, Loader, Driver, Co-Driver/Mgunner), Passengers: 0, Cargo: 400 lb., Hardness: 19, Speed (land): 40 km/h (44 squares per round), Manoeuvre: -2, Initiative: -2.
Special Rules: Firing Ports (9/10 cover to the Gunner and the Mgunner when opening firing hatches), Front Optimised Armour (Hardness 19 front, Hardness 12 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must open the top hatch to see properly), Reduced Endurance: 161 km, Road Vehicle (Speed quartered on off-road terrain), Start Up Time: 10 min.

M18 Hellcat [US Tank Destroyer]

The 76.2mm Gun Motor Carriage M18 was an American tank destroyer of World War II. It was given the nickname Hellcat and is recorded as being the fastest tracked armored fighting vehicle during the war with a top speed of over 50 mph. The commander has access to a M2HB in the top hatch. The tank is 3 squares long and 2 squares wide.
Variants: Early variants used a 37mm, 57mm or 75mm gun instead of the 76,2mm.

Type: Vehicle, Size: Huge, Hit Points: 25, Crew: 5 (Commander, Gunner, Secondary Gunner/Loader, Loader, Driver), Passengers: 0, Cargo: 75 lb., Hardness: 12, Speed (land): 88 km/h (97 squares per round), Manoeuvre: +0, Initiative: +0.
Special Rules: Firing Ports (9/10 cover to the Gunner and the Mgunner when opening firing hatches), Front Optimised Armour (Hardness 12 front, Hardness 6 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must be in turret to see properly), Reduced Endurance: 170 km, Start Up Time: 10 min.

M3 “Stuart” [US Light Tank]

The Light Tank M3 was an American light tank of World War II in use with British and Commonwealth forces prior to the entry of the USA into the European theatre. It is three squares long and two squares wide. It sports a 37mm M6 (use stats for M3 37mm Gun) gun with a coaxial .30-06 Browning M1919, three forward firing M1919s (manned by the Gunner, the Driver and the Co-Driver if need be) and a M1919 in the turret. Some variants only have one forward firing M1919 (manned by the Co-Driver) instead of three.

Type: Vehicle, Size: Huge, Hit Points: 21, Crew: 4 (Commander, Gunner, Driver, Co-Driver), Passengers: 0, Cargo: 50 lb., Hardness: 14, Speed (land): 58 km/h (64 squares per round), Manoeuvre: +0, Initiative: -1.
Special Rules: Firing Ports (9/10 cover to any gunner with open hatches), Front Optimised Armour (Hardness 13 front, Hardness 8 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must be in turret to see properly), Reduced Endurance: 120 km, Start Up Time: 10 min.

Churchill Mk IV [British Heavy Tank]

To do!

Cromwell Mk VIII [British Cruiser Tank]

To do!

Comet I [British Cruiser Tank]

To do!

Tetrarch Mk VII [British Light Tank]

To do!

Panzer I [Wehrmacht Light Tank]
To do!

Panzer II [Wehrmacht Light Tank]
To do!

Panzer III [Wehrmacht Medium Tank]
To do!

Panzer IV [Wehrmacht Medium Tank]

The Panzer IV was the workhorse of the German tank corps, being produced and used in all theatres of combat throughout the war. The design was upgraded repeatedly to deal with the increasing threats from enemy forces. The Panzer IV was originally intended principally to deal with infantry and fortifications, while the Panzer III dealt with enemy armoured units. To this end it was equipped with the 75 mm KwK 37 L/24 gun, which was effective against soft targets and against many light tanks available at the time, but lacked much armour penetration. During the invasion of France the Panzer IV did face tank-to-tank combat, the L/24 was found effective against some tanks. It was soon upgraded to use a 75mm KwK 40 L/48 (use stats for PaK 75mm) gun, much more efficient against armored targets, with a coaxial MG42. A forward-firing MG42 is operated by the Radioman, and an additional MG42 is normally placed on the turret. It is four squares long and two squares wide. Just as the Panther tank, it has “very” weak side and rear armor. Its side Hardness is 1 less, and its rear Hardness is 2 less. It normally carries 90 75mm rounds and around 3.000 7.92mm rounds.
Variant:
Ostwind Flakpanzer: Removed turret. Added 37mm FlaK 43 gun in open top full turret.
Wirbelwind Flakpanzer: As Ostwind, but sports a Quad 20mm cannon instead.

Type: Vehicle, Size: Huge, Hit Points: 42, Crew: 5 (Commander, Gunner, Loader, Driver, Radio Operator/Mgunner), Passengers: 0, Cargo: 350 lb., Hardness: 16, Speed (land): 40 km/h (44 squares per round), Manoeuvre: -2, Initiative: -2.
Special Rules: Firing Ports (9/10 cover to the Gunner and the Mgunner when opening firing hatches), Front Optimised Armour (Hardness 16 front, Hardness 10 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must open the top hatch to see properly), Reduced Endurance: 210, Road Vehicle (Speed halved on off-road terrain), Start Up Time: 10 min.

Panzer V "Panther" [Wehrmacht Medium Tank]

Probably the most well rounded tank in World War Two, the Panther is a ferocious adversary combining heavy firepower, thick armour and exceptional mobility. The main 75mm KwK 42 (use stats for PaK 75mm) gun can penetrate most armour and has a coaxially mounted MG42. Another MG42 is placed on the front plate of the tank and is fired by the Radio Operator. An additional MG42 may be installed in the turret and be operated by the Commander. However, the side and rear armour is weak. If an attack hits the side of the Panther, the Hardness is 1 less, and the rear armour is 2 less. It’s four squares long and two squares wide. It normally carries 80 rounds for its main cannon, and 5000 7.92mm rounds for its MG42s.

Type: Vehicle, Size: Huge, Hit Points: 46, Crew: 5 (Commander, Gunner, Loader, Driver, Radio Operator/Mgunner), Passengers: 0, Cargo: 420 lb., Hardness: 19, Speed (land): 55 km/h (60 squares per round), Manoeuvre: -2, Initiative: -2.
Special Rules: Firing Ports (9/10 cover to the Gunner and the Mgunner when opening firing hatches), Front Optimised Armour (Hardness 19 front, Hardness 12 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must open the top hatch to see properly), Reduced Endurance: 250 km, Start Up Time: 10 min.

StuG III [Wehrmacht Assault Gun]

The Sturmgeschütz III (StuG III) assault gun was Nazi Germany's most produced armoured fighting vehicle during World War II. It was built on the chassis of the Panzer III tank. Initially intended as a mobile, armoured light gun for infantry support, the StuG was continually modified and was widely employed as a tank destroyer. It's two squares wide, and four squares long. It’s powered by a Maybach HL120TRM V-12 gasoline engine. It uses a fixed, forward firing 75 mm L/48 anti-tank gun (use stats for PaK 75mm). It normally carries 65 rounds for its cannon and 600 rounds for its coaxially mounted MG42. It has no turret.

Type: Vehicle, Size: Huge, Hit Points: 30, Crew: 4 (Commander, Gunner, Loader and Driver), Passengers: 0, Cargo: 150 lb., Hardness: 15, Speed (land): 40 km/h (44 squares per round), Manoeuvre: -3, Initiative: -2.
Special Rules: Firing Ports (9/10 cover to the Gunner when opening firing hatches), Fixed Arc of Fire (Front), Front Optimised Armour (Hardness 15 front, Hardness 10 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must open the top hatch to see properly), Reduced Endurance: 155 km, Start Up Time: 10 min.

Tiger I [Wehrmacht Heavy Tank Killer]

Only 1300 Tigers were produced during World War Two, but the few that did see combat left indelible marks on the battlefield. Its main 88mm gun can destroy a Sherman from long distances and has a coaxially mounted MG42. It’s three squares wide and five squares long. The Radio Operator may fire a forward mounted MG42. Additionally, there’s room for an additional MG42 in the turret. It carries 85 rounds for the 88mm, and around 5000 rounds for the MG42s.

Type: Vehicle, Size: Gargantuan, Hit Points: 65, Crew: 5 (Commander, Gunner, Loader, Driver, Radio Operator/Mgunner), Passengers: 0, Cargo: 420 lb., Hardness: 20, Speed (land): 38 km/h (42 squares per round), Manoeuvre: -3, Initiative: -3.
Special Rules: Firing Ports (9/10 cover to the Gunner and the Mgunner when opening firing hatches), Front Optimised Armour (Hardness 20 front, Hardness 12 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must open the top hatch to see properly), Reduced Endurance: 110-195 km, Start Up Time: 10 min.

Tiger II „Königstiger“ [Wehrmacht Heavy Tank Killer]

The Tiger II combined the heavy armor of the Tiger I with the sloped armor of the Panther. The design followed the same concept as the Tiger I, but was intended to be even more formidable. It’s three squares wide and five squares long. It uses the same weapons as the Tiger I.

Type: Vehicle, Size: Gargantuan, Hit Points: 92, Crew: 5 (Commander, Gunner, Loader, Driver, Radio Operator/Mgunner), Passengers: 0, Cargo: 520 lb., Hardness: 24, Speed (land): 41 km/h (45 squares per round), Manoeuvre: -4, Initiative: -3.
Special Rules: Firing Ports (9/10 cover to the Gunner and the Mgunner when opening firing hatches), Front Optimised Armour (Hardness 24 front, Hardness 16 anywhere else), Very Noisy (+20 on Listen checks to hear it), Poor Visibility (-2 to Spot checks if looking out of the front – cannot see rearwards – must open the top hatch to see properly), Reduced Endurance: 170 km, Start Up Time: 10 min.

Ships and boats:

LCVP Higgins Boat [Landing Craft, Vehicle, Personel - US Landing Craft]

The American Landing craft, known as the Higgins Boat, is a barge-like, shallow-drafted boat constructed from plywood. It's seven squares long and 2 squares wide. It sports two gunner positions at the rear of the craft.

Type: Vehicle, Size: Gargantuan, Hit Points: 50, Crew: 3 (1 pilot, 2 gunners), Passengers: 36 (standing), Cargo: 8.100 lb. (including passengers), Hardness: 4, Speed (water): 17 km/h (19 squares per round), Manoeuvre: -4, Initiative: -4.
Special Rules: Flammable (-4 on saves against fire), Noisy (+10 on Listen checks to hear it), Open (Half Cover to everyone), Reduced Endurance: 24 hours, Start Up Time: 1 min.

More comin' up.
Suggestions welcome.

Next, LAVs.

I'm gonna need help from you guys to adjust the Hardness. Remember that AT4s and LAWs didn't exist during WWII.

Edit: Added pictures.
Edit2: Clarified some weapons.
Hey! Cool stuff! (Oh, and thanks for the Hellcat... )
Here's an updated list of vehicular weapons. Most of it comes from the old thread, but I've updated it quite a bit using the d20 Mecha SRD guidelines for building weapons.

Axis:
KwK 20mm Gun

Damage: 3d12 Ballistic
Critical: 20/x2
Increment: 200 feet
RoF: A
Magazine: Linked
Size: Huge
SQ: Crew Served (minimum 2+)
Notes: The KwK 20mm is a Tank gun.

PaK/KwK 37mm Gun
Damage: 4d8 Ballistic
Critical: 20/x2
Increment: 320 feet
RoF: SS
Magazine: 1
Size: Gargantuan
SQ: Crew Served (minimum 2+)
Notes: The PaK 37mm is an Anti Tank gun. The KwK 37mm is a Tank gun.

PaK/KwK 50mm Gun
Damage: 5d8 Ballistic
Critical: 20/x2
Increment: 400 feet
RoF: SS
Magazine: 1
Size: Gargantuan
SQ: Crew Served (minimum 2+)
Notes: The PaK 50mm is an Anti Tank gun. The KwK 50mm is a Tank gun.

PaK/KwK 75mm Gun
Damage: 7d8 Ballistic
Critical: 20/x2
Increment: 560 feet
RoF: SS
Magazine: 1
Size: Gargantuan
SQ: Crew Served (minimum 2+).
Notes: The PaK 75mm is an Anti Tank gun. The KwK 75mm is a Tank gun.

Flak 88mm AntiAircraft Gun
Damage: 9d8 Ballistic
Critical: 20/x2
Increment: 720 feet
RoF: SS
Magazine: 1
Size: Colossal
SQ: Crew Served (minimum 2+).

Notes: The Flak 88mm fires HE against airplanes and personnel, and AT or HEAT against armoured vehicles. Many Flak 88mm use a front shield. It uses a cross-shaped carriage, allowing it to fire in any direction.
NB: A PaK (Panzerabwehr Kanone – Antitank cannon) was developed for use on the Tiger Tanks. This weapon has the Anti Tank property added.

Flak 128mm AntiAircraft Gun
Damage: 13d8 Ballistic
Critical: 20/x2
Increment: 1040 feet
RoF: SS
Magazine: 1
Size: Colossal
SQ: Crew Served (minimum 4+), Static.

Notes: The Flak 128mm fires HE against airplanes and personnel, and AT or HEAT against armoured vehicles. It uses bolted down firing platform, allowing it to fire in any direction but restricting its mobility.

Walking Stuka 300mm Rocket Battery
Damage: 30d8 Ballistic
Critical 20/x2
Increment: 500 feet
RoF: S
Magazine: 6 (actually, this is 6 launchers)
Size: Huge x6
SQ: Blast (as per ‘stabbist’s rules), Indirect Fire (see Indirect Fire rules), Crew Served (minimum 2+), Exposed (must exit the vehicle to reload), Fixed Arc of Fire (Front), Slow-Firing (1 full-round action to load 1 rocket), Static.

Nebelwerfer 150mm Rocket Battery
Damage: 15d8 Ballistic
Critical 20/x2
Increment: 320 feet
RoF: S
Magazine: 5 or 6 (actually, this is 5-6 tubes)
Size: Gargantuan
SQ: Blast (as per ‘stabbist’s rules), Indirect Fire (see Indirect Fire rules), Crew Served (minimum 2+), Exposed, Fixed Arc of Fire (Front), Slow-Firing (1 full-round action to load 1 rocket), Static.
Note: This weapon is normally used by firing all 5-6 rockets. This counts as an area attack just like autofire, but affecting a 75 feet radius area around the first impact. Everyone inside that area must make a DC 18 (DC 19 if 6 rockets are fired) Reflex Save for half damage.


Allied:
M3 37mm Gun

Damage: 4d8 Ballistic
Critical: 20/x2
Increment: 360 feet
RoF: S
Magazine: 1
Size: Huge
SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front).
Note: The M3 37mm Gun is often fitted with a front shield. It also exists as an antiaircraft autocannon (RoF: A, Magazine: Linked).

M1 57mm Gun
Damage: 6d8 Ballistic
Critical: 20/x2
Increment: 480 feet
RoF: S
Magazine: 1
Size: Gargantuan
SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front).
Note: The M1 57mm Gun is often fitted with a front shield. It is a British weapon also known as the QF 6 pounder.

M3 75mm Gun
Damage: 7d8 Ballistic
Critical: 20/x2
Increment: 560 feet
RoF: S
Magazine: 1
Size: Gargantuan
SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front).
Note: The M3 75mm Gun is often fitted with a front shield.

M1 76mm Gun
Damage: 8d8 Ballistic
Critical: 20/x2
Increment: 560 feet
RoF: S
Magazine: 1
Size: Gargantuan
SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front).
Note: The M1 76mm Gun is an Anti Tank gun.

M7 3’ (76,2mm) Gun
Damage: 8d8 Ballistic
Critical: 20/x2
Increment: 580 feet
RoF: S
Magazine: 1
Size: Gargantuan
SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front).
Note: The M7 3’ Gun is an Anti Tank gun.

M1 90mm Gun
Damage: 9d8 Ballistic
Critical: 20/x2
Increment: 700 feet
RoF: S
Magazine: 1
Size: Gargantuan
SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front).
Note: The M1 90mm Gun is an Anti Tank gun.

M1 155mm Howitzer
Damage: 15d8 Ballistic
Critical: 20/x2
Increment: 520 feet
RoF: SS
Magazine: 1
Size: Gargantuan
SQ: Indirect Fire, Crew Served (minimum 4+), Fixed Arc of Fire (Front), Slow Firing (Full-Round Action to reload), Static.

M1 240mm Howitzer
Damage: 24d8 Ballistic
Critical: 20/x2
Increment: 690 feet
RoF: SS
Magazine: 1
Size: Gargantuan
SQ: Indirect Fire, Crew Served (minimum 4+), Fixed Arc of Fire (Front), Slow Firing (Full-Round Action to reload), Static.

QF 17 Pounder (76,2mm) Gun
Damage: 8d8+1 Ballistic
Critical: 20/x2
Increment: 590 feet
RoF: S
Magazine: 1
Size: Gargantuan
SQ: Crew Served (minimum 2+), Fixed Arc of Fire (Front).
Note: The QF 17 Pounder Gun is a mastercrafted (+1 damage) Anti Tank gun.

QF 25 Pounder (87,6 mm) Field Howitzer
Damage: 9d8 Ballistic
Critical: 20/x2
Increment: 680 feet
RoF: SS
Magazine: 1
Size: Gargantuan
SQ: Indirect Fire, Crew Served (minimum 3+), Fixed Arc of Fire (Front), Slow Firing (Full-Round Action to reload), Static.

T34 Calliope 4.6’ (116mm) Rocket Launcher
Damage: 12d8 Ballistic
Critical 20/x2
Increment: 280 feet
RoF: S, A
Magazine: 60 (actually, this is 60 tubes)
Size: Gargantuan
SQ: Blast (as per ‘stabbist’s rules), Indirect Fire (see Indirect Fire rules), Crew Served (minimum 2+), Fixed Arc of Fire (Front), Slow-Firing (1 move-equivalent action to load 1 rocket), Static.
Note: The T34E2 fires 7.2’ (182mm) rockets dealing 18d8 Ballistic damage instead, but reducing the range increments to 250 feet. It still has 60 tubes.

M1 75mm Pack Howitzer
Damage: 7d8 Ballistic
Critical: 20/x2
Increment: 220 feet
RoF: SS
Magazine: 1
Size: Huge
SQ: Indirect Fire (see Indirect Fire rules), Crew Served (minimum 2+), Fixed Arc of Fire (Front), Static, Slow Firing (Full-Round Action to reload).
Note: The M1 75mm Pack Howitzer is light enough to be broken down and carried by pack animals (such as mules).

M2 105mm Howitzer
Damage: 10d8 Ballistic
Critical: 20/x2
Increment: 300 feet
RoF: SS
Magazine: 1
Size: Gargantuan
SQ: Indirect Fire (see Indirect Fire rules), Crew Served (minimum 3+), Fixed Arc of Fire (Front), Static, Slow Firing (Full-Round Action to reload).
Note: The M3 105mm Howitzer has a range of 260 feet but weighs considerably less, and is used by airborne troops.

Bofors 40mm Gun
Damage: 4d8 Ballistic
Critical: 20/x2
Increment: 460 feet
RoF: A
Magazine: Linked
Size: Huge
SQ: Crew Served (minimum 3+).


Ammunition & Cannons
A lot of different ammunition for cannons exists, and here are some of them:

HE (High Explosive): See Artillery rules.
AP (Armour Piercing Solid): Ignores 1 Hardness or Damage Reduction per 10mm bore.
APbc (Armour Piercing Burst Charge): As Armour Piercing Solid but adds 1 Fire Damage per 10mm bore.
AB (Air Burst): See Artillery rules, but explodes 5+1d6 squares above the ground.
Poison Gas: Instead of having an explosive charge, the shell is filled with poison gas.

Cannons:

AT (Anti Tank): Ignores 1 Hardness or Damage Reduction per 10mm bore (stacking with AP shells).


Fire-Linked Weapons (from d20 Modern SRD)
Fire-linked weapons are identical weapons that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage and increases the DC against area attacks (autofire, flamethrowers, etc.) by 5. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link.


Weapon Carriages
Weapons not already mounted in vehicles use the following stats:

Type: Vehicle, Size: 1 size category smaller than the gun, Hit Points: depending on the size of the gun and carriage (10 for Large carriages, 20 for Huge carriages, 40 for Gargantuan carriages), Occupants: 0, Cargo: 0, Hardness: 4, Speed: Drawn, Manoeuvre: -2 (stacking with the Handling of the vehicle attached to the carriage), Initiative -2 (stacking with the Handling of the vehicle attached to the carriage).

A Huge weapon (with carriage) weighs around between 200 lb. and 1.000 lb. A Gargantuan weapon weighs between 1.000 lb. and 60.000 lb. Colossal weapons weigh up to 26 tons (FlaK 128mm). These are guidelines to see whether a weapon can be towed or not. The internet is your friend in this case – look it up.

Note: If the carriage includes a front shield, the crewmembers gain 9/10 cover against attacks coming from the front. A shield improves the Hardness of the carriage by 4 (for Large carriages), 8 (for Huge carriages), or 12 (for Gargantuan carriages) against attacks from the front and increase the Hit Points by 50%.


Indirect Fire (from d20 Mecha SRD)
The weapon can fire shots in a high ballistic arc, like a grenade launcher, ballistic missile, or Howitzer. This lets the gunner shoot at targets hidden behind buildings, hills, or other obstacles (or shoot over the horizon, if the range is long enough).
If it is used to make an indirect fire shot, the attacker must be able to see the target, or someone else must spot it and radio or otherwise communicate its position to the attacker.
A weapon can fire indirectly at 10 times the usual number of increments (100 increments for most weapons). Note that the actual range increment is not increased: thus, Long Range fire will be rather inaccurate.
If the attack misses (see below), an observer can note where the attack hit and send a correction (or the attacker can correct by his or her self, if the target is in sight). Each correction gives a +2 bonus to hit, only to cancel any range increment penalties. It takes a full action for a distant observer to transmit a correction via communicator.
An artillery shell that misses still lands somewhere. Roll 1d8 scatter die, and for every Range Increment, the shell lands 1d6 squares away. For example, a target 6 Increments away will land 6d6 feet (30 to 180 feet away) away from the intended target.


Effects of Artillery (from Backstabbist’s 'shelling folks is fun')
Artillery are able to deal an incredible amount of damage, often against non-armoured units. The blast area depends on the size of the payload, and it can be summed up like this.
An artillery weapon roughly deals 1d8 damage per 10mm Bore.
Drop 1d8 for each square the target is from the point of impact.
A Reflex Save for half damage is DC 11 plus the number of dice of damage.

For example:
M1 75mm Pack Howitzer shell bursts with soldier “A” 15 feet away (three squares), soldier “B” 25 feet away (five squares) and soldier “C” 35 feet away (seven squares):
Soldier A: 7d8 (75mm) -3d8 (3 squares) = 4d8, Ref DC (11+ 4) = DC 15
Soldier B: 7d8 (75mm) -5d8 (5 squares) = 2d8, Ref DC (11+ 2) = DC 13
Soldier C: 7d8 (75mm) -7d8 (7 squares) = no damage
So the blast radius for a M1 75mm Pack Howitzer is 35 feet, or 7 squares.

Now, let us have a look at a 155mm M1 “Long Tom” Field Artillery blast instead:
GuyA: 15d8 (155mm) -3d8 (3 squares) = 12d8, RefDC (11+ 12) = DC 23
GuyB: 15d8 (155mm) - 5d8 (5 squares) = 10d8, RefDC (11+ 10) = DC 21
GuyC: 15d8 (155mm) -12d8 (12 squares) = 3d8, RefDC (11+ 3) = DC 14


Any creature affected by artillery is shaken and deafened for a number of rounds equal to the number of damage dice dealt. Additionally, a creature must make a Fortitude Save with a DC equal to the Reflex Save DC (see above) to avoid further ill effects. If a creature fails its save by 5 or more, he/she is nauseated. If a creature fails its save by 10 or more, he/she is stunned. If a creature fails its save by 15 or more, he/she is cowering. All these effects stack and last for a number of rounds equal to the number of damage dice dealt. After each condition shift, the duration is halved (round up). For example, GuyA from the 155mm example above survived the attack but failed his Fortitude against the ill effects by 16 (rolling 7). He then is cowering, shaken and deaf for 12 rounds, stunned for 6 rounds and finally nauseated for 3 rounds.

Shaken
A shaken creature takes a –2 penalty on attack rolls, saving throws, and skill checks.
Deafened
The creature can’t hear and takes a –4 penalty on initiative checks. The character can’t make Listen checks.
Nauseated
Creatures who are nauseated are unable to attack or do anything else requiring attention or concentration. The only action such a character can take is a single move action per turn.
Stunned
A creature who becomes stunned loses his or her Dexterity bonus, drops what he or she is holding, and can take no attack or move actions. In addition, the character takes a –2 penalty to Defence.
Cowering
The creature is frozen in shock, loses his or her Dexterity bonus, and can take no actions. In addition, the character takes a –2 penalty to his or her Defence.


What'ya think?

Edit: Changed from 5 squares to 1d6 squares per RI.
Edit2: Added a +5DC to Fire-Linked weapon's area of effect saves.
Great stuff!
Outstanding!
I like where you went with my shelling plan.

<...>
An artillery shell that misses still lands somewhere. Roll 1d8 scatter die, and for every Range Increment, the shell lands 5 squares away. For example, a target 6 Increments away will land 150 feet (30 squares) away from the intended target

I'm not sure I like the Indirect scatter system d20Mecha gave. Actually, the mechanic looks good, I just think at 10RI a 300'RI howitzer shouldnt mandate to 250'miss @ 1000m. I would suggest making it 1d6 squares per RI rather than a fixed 5 squares in the d8 scatter direction (or d360 if you are a detail freak ;))
"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"
Great stuff!

Thanks Cl.Bragg! :D Feedback appreciated.

Outstanding!
I like where you went with my shelling plan.

Thank you. I hoped you'd like it.

I'm not sure I like the Indirect scatter system d20Mecha gave. Actually, the mechanic looks good, I just think at 10RI a 300'RI howitzer shouldnt mandate to 250'miss @ 1000m. I would suggest making it 1d6 squares per RI rather than a fixed 5 squares in the d8 scatter direction (or d360 if you are a detail freak ;))

Hehe. :D Actually, I added that coz I wanted arty to land somewhere. It was slightly rushed. I made it 5 squares so we didn't have to roll that many dice. ;) I've changed it though. I like artillery to be rather random, so 1d6 seems good.

Edit: Btw. I was really frustrated with the 75mm vs. 76,2mm vs. 17-pdr, so I ended up giving the QF 17 Pounder a mastercrafted +1 damage. I think it's a pathetic solution, but a solution nonetheless.
Edit2: I can't seem to find CyberDave's System. Do you have a link to it?
Thanks
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