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I can't tell you why not, but I can tell you why they should.

raditionally HE shots if you read the rules litterarly won't harm most armored vehicles as they do not have the penetration to do it. But what about exterior fixures like radio and sensor antennas, air intakes, exhaust ports, view ports, tracks, wheels, external weapons, and so on. Everyting that takes up surface area are more or less vulnerable to almost any type of shot.

Non-penerative shots may not kill the tank, but it might be able to cripple them and render the vehicle useless until repairs can be performed.

In TNE or as far as I know there isn't such a mechanism in the rules of other editions of Traveller.

HE rounds does damage usually by the force of their blast.

To determine the amount of damage a HE round may do to a armored vehicle follow this procedure.

Roll 1D10 + C - S + HEp

C = Concussion damage of the round

S = Vehicle size in DT. Round fractions to nearest whole number

HEp = You find this by substracting armor value from penetration of the round. Any number lower than -6 is kept at -6.

 

D10 Result
-3 No Effect
-2 Headlights
-1 Suspension, Minor
0 Front: Drivers viewport / Rear: Exhaustport
1 Communications Antenna
2 Sensor  Antenna
3 Commanders viewport
4 Suspension, Major
5 Secondary weaponry damaged, minor
6 Primary weapon damaged, minor
7 Turret traversion minor
8 Suspension Major
9 Range Finder damaged
10 front: Drivers Viewport Destroyed / Rear: Exhaustport Major
11 Turret Jammed
12 Weapon traversion damaged + roll once more with -1
13+ Structure failure, reduce armor strengt with 20%, Turrets Jams roll once more with -2

Damages to suspension should make it harder to handle the vehicle and safe speed is reduced with 10Km/h to a minimum of 10Km/h

Minor damages to exhaustports should reduce the effect of the engine and for each minor hit, reduce top speed with 5Km/h and 15 for each major.

Hits to viewports should make it harder to handle the vehicle and reduce the safe speed by 20% and for the commander it becomes one difficulty level more to detect things as it reduces the situational awarness.

Traversion hits reduces the ability for the weapon to move within its mount.

Turret traversion reduces the spin of the turret and the turret can only spin one hexside per turn.Another hit will jam the turret.

Turret jams prevents the turret to spin. To be able to hit targets, the whole vehicle must be used to aim.

 

 

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