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[HoE] Anti-Vehicular Weapons



First of all, we asked this before but don't think we got an answer.

When determining (for Junker weapon design purposes) what constitutes "Small 
Arms," "Light Weapons", "Heavy Weapons," and "Anti-Vehicle Weapons", does 
anyone know where the damage break points are?

We _think_ that:

Small Arms constitutes any damage up to 4d10
Light Weapons:  5d10 - 4d12
Heavy Weapons:  5d12 - ??? (4d20, see next line)
Anti-Vehicle Weapons:  There don't seem to be a lot, but if you follow a 
(sort of) logical progression, it would be anything from 5d10 up.

Anyhoo, though, maybe it's just us, but it doesn't seem like stuff that is 
indicated as Anti-Vehicular weapons actually...well, do much damage to 
armored military vehicles.  Has anybody else noticed this?

I don't have Road Warriors right here, but we were working with the tank 
types listed there.  Two tanks of the heavy-duty type listed there, firing 
head on at each other, will do (if they're lucky) about 10 points of damage, 
tops.  Having Armor 16 tends to really, really reduce damage.  The tanks 
have Armor 12 on the sides, of course, and I think we figuring the 10 damage 
from that.  It might have been less, I'm quoting from memories...

It seems like Slow Burnin' Sykers must have played a major part in taking 
out tanks during the last big wars.  Assuming they could get 12 rounds to 
hit the side of one of those big tanks.  But if they can buy themselves that 
much time (or someone buys it for them), and given they have a +12 for 
Aimin', it seems like they're about the only thing short of carpet bombing 
(under the new massive damage rules) that will slow down most tanks.

We're not military experts, but are tanks really that hard to take out with 
weaponry specifically intended to use against tanks...?


---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

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