Tactics Question, ...how would you kill an APC? |
Tactics Question, ...how would you kill an APC? |
Apr 16 2010, 06:04 PM
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#1
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Moving Target Group: Members Posts: 557 Joined: 26-July 09 From: Kent, WA Member No.: 17,426 |
My rigger is about to go into battle in his biggest, baddest, loudest, not-ever-a-good-idea ride: an uparmored, upgunned, Ares Roadmaster. In this VR simulation, we're going to try and ram through the gate, autocannon the guards, and distribute rockets liberally. Normally we try to use a lighter touch, but since it's a simulator mission, we want to see if we could get away with it.
Now, beating 20 points of hardened armor is pretty straightforward - really heavy weapons would do the job, and lighter stuff would have to have a lot of net hits. I'm checking my list of hardware, and there's not much that can stop me. I'm betting that until the Heavy Response Team shows up in the chopper, nothing will even touch me. I'm willing to bet that I'm overlooking something. You guys are a bunch of ruthless and inventive mayhem merchants - how would you stop an APC? |
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Apr 16 2010, 06:12 PM
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#2
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Shooting Target Group: Members Posts: 1,973 Joined: 3-October 07 From: Fairfax, VA Member No.: 13,526 |
Hack on the fly for basic access, and kill you in cybercombat, or just plant databombs all over the vehicle's node.
Lasers and Gauss rifles are a no brainer when it comes to heavy armor. Ordering a spirit to manifest inside and engulf you is always good for a laugh. High level directional jammers will dumpshock you in a hurry unless you're physically plugged in, or have a really good ECCM program. |
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Apr 16 2010, 06:31 PM
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#3
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Moving Target Group: Members Posts: 765 Joined: 28-December 09 Member No.: 18,001 |
My rigger is about to go into battle in his biggest, baddest, loudest, not-ever-a-good-idea ride: an uparmored, upgunned, Ares Roadmaster. In this VR simulation, we're going to try and ram through the gate, autocannon the guards, and distribute rockets liberally. Normally we try to use a lighter touch, but since it's a simulator mission, we want to see if we could get away with it. Now, beating 20 points of hardened armor is pretty straightforward - really heavy weapons would do the job, and lighter stuff would have to have a lot of net hits. I'm checking my list of hardware, and there's not much that can stop me. I'm betting that until the Heavy Response Team shows up in the chopper, nothing will even touch me. I'm willing to bet that I'm overlooking something. You guys are a bunch of ruthless and inventive mayhem merchants - how would you stop an APC? Given availability: Manifested Spirit with the engulf power GE rotary autocannons (preferrably the vanquisher) with AV ammo Ares Heavy MP Laser Flamethrower HMG with AV ammo AV Rockets/Missiles Inferno Rockets/Missiles AV Mortar Zapper Rocket Ares Firelance Vehicle Laser Gauss Cannons (any and without any trouble, whatsoever; they eat APCs for breakfast and are left hungry for more) anything more powerful than the above If none of the above are available, you could also try: Neurostun gas grenades Seven-7 Gas grenades Pepper-Punch gas grenades CS gas grenades And independant of the weapon of your choice, you can always eploy tank traps =) Other than the above and hacking the vehicle, I am not aware of any other options to stop such a vehicle. |
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Apr 16 2010, 07:00 PM
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#4
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Moving Target Group: Members Posts: 588 Joined: 26-February 02 Member No.: 227 |
A set of these, one up by default to prevent entry, one that flips up behind you in an "airlock" system. Some of these planted in the roadway (as powerful as you like, use Arsenal demolitions rules, and count the roadbed as a reflector) between those so they can shoot up into the under-armor of what ever is stopped there. In-ground zapper system that's WAY nastier than the rocket, plus has an anti-personal effect in case people get out of the car. No wireless connection on any of this, plus manual switches in the guard bunker that cuts out matrix control and revert them to dumb hardware. Guards are in a bunker with direct site (mirrored glass) and interact with entering drivers via drone.
Not everybody is gonna invest in that type of hardware, but "in through the gate" can be made impossible for even a tank, if people have the interest in preventing that. Gates are natural choke points, and you can typically kill ANYTHING that comes through a fixed choke point, if you are willing to install the hardware. |
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Apr 16 2010, 07:30 PM
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#5
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Great Dragon Group: Dumpshocked Posts: 5,082 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
I'm betting that until the Heavy Response Team shows up in the chopper, nothing will even touch me. Given the amount of armour on the streets, most larger installations should have one or two LAWs (750 (IMG:style_emoticons/default/nuyen.gif) each, and no sensors means a long shelf life) in the weapon locker. Not enough to reliably kill a fully upgraded Roadmaster, but it will penetrate the hull and cause some shrapnell fun inside |
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Apr 16 2010, 07:37 PM
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#6
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Shooting Target Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 |
Gauss Cannons (any and without any trouble, whatsoever; they eat APCs for breakfast and are left hungry for more) QFT! I'm thinking of buying one for my PC just for that one time where we are escaping a heavily defended complex being chased by a tank and take the tank down in a sigle combat turn. |
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Apr 16 2010, 08:49 PM
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#7
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Moving Target Group: Members Posts: 765 Joined: 28-December 09 Member No.: 18,001 |
QFT! I'm thinking of buying one for my PC just for that one time where we are escaping a heavily defended complex being chased by a tank and take the tank down in a sigle combat turn. To be fair, I was talking about the gauss cannons, not the rifle. The rifle doesn't have the "cut armor by half before applying AP modifiers" that the cannons have. |
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Apr 16 2010, 09:04 PM
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#8
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Shooting Target Group: Members Posts: 1,973 Joined: 3-October 07 From: Fairfax, VA Member No.: 13,526 |
Part of the Arsenal 2nd printing errata including giving the Thunderstruck the half armor part against non-smart armor. It pretty much made the assault cannon obsolete.
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Apr 16 2010, 09:09 PM
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#9
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Moving Target Group: Members Posts: 664 Joined: 3-February 08 Member No.: 15,626 |
To be fair, I was talking about the gauss cannons, not the rifle. The rifle doesn't have the "cut armor by half before applying AP modifiers" that the cannons have. Check teh Errata. QUOTE p. 30 Ares Thunderstruck Gauss Rifle Add the following sentence to the end of the weapon description: “Halve all armor but smart armor against the gauss rifle (before applying the AP modifier)”. Edit: As on how to stop the Vehicle Barriers- Pop Up Steel enforced Concrete ones. Explosively fired up from underneath the car. |
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Apr 16 2010, 09:28 PM
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#10
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Incertum est quo loco te mors expectet; Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
+1 to what Mongoose said.
Your primary concern is two-fold. One is terrain. This includes intentional things such as jersey walls, tank barriers, ditches, Ice Sheet, etc., as well as unintentional ones such as raised highways, hills, parked vehicles, buildings, etc. Second thing is getting from the APC to the inside of your building. As soon as your guys leave the vehicle, they should expect heavy counter fire. They also better move awfully fast, because that APC may as well have a giant, red bullseye on it because when those big guns come to bear, you will not be able to hide it. |
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Apr 16 2010, 09:32 PM
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#11
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Moving Target Group: Members Posts: 583 Joined: 6-November 09 From: MTL Member No.: 17,849 |
Part of the Arsenal 2nd printing errata including giving the Thunderstruck the half armor part against non-smart armor. It pretty much made the assault cannon obsolete. I think availability would be the deciding factor there, no? I know the panther is much easier to get then the thunderstruck. AFB tho, so i'm not sure about the other ass-cannon in arsenal. |
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Apr 16 2010, 09:46 PM
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#12
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Moving Target Group: Members Posts: 765 Joined: 28-December 09 Member No.: 18,001 |
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Apr 16 2010, 09:46 PM
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#13
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Moving Target Group: Members Posts: 664 Joined: 3-February 08 Member No.: 15,626 |
I think availability would be the deciding factor there, no? I know the panther is much easier to get then the thunderstruck. AFB tho, so i'm not sure about the other ass-cannon in arsenal. Thunder Struck 24F 13000 (IMG:style_emoticons/default/nuyen.gif) Panther 20F 5500 (IMG:style_emoticons/default/nuyen.gif) Vigorous 18F 4000 (IMG:style_emoticons/default/nuyen.gif) Ammo Thunderstruck 18F 350 for 10 and 14F 300 (IMG:style_emoticons/default/nuyen.gif) Battery Assault Ammo 16F 450 (IMG:style_emoticons/default/nuyen.gif) for 10 So Thunderstuck costs ~ 3x as much, and ammo costs ~1.5 times as much. Plus harder to get. |
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Apr 16 2010, 09:53 PM
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#14
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Shooting Target Group: Members Posts: 1,973 Joined: 3-October 07 From: Fairfax, VA Member No.: 13,526 |
For people planning to buy one off the back of a truck, the assault cannon wins because it's easier to get and to get ammunition for. For top shelf corporate paramilitary units or high end real military units who don't deal with availability issues, the Gauss rifle is the new king of the portable anti-armor jungle. Compared with how inaccurate and expensive every anti-tank missile other than the Heimdahl is, I can't see anyone who can buy them wholesale not buying gauss rifles.
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Apr 16 2010, 10:28 PM
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#15
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Moving Target Group: Members Posts: 588 Joined: 26-February 02 Member No.: 227 |
Second thing is getting from the APC to the inside of your building. As soon as your guys leave the vehicle, they should expect heavy counter fire. They also better move awfully fast, because that APC may as well have a giant, red bullseye on it because when those big guns come to bear, you will not be able to hide it. Yeah, leaving with the goods could be a problem if you are driving away in what amounts to an illegal military vehicle. As soon as they twig to the attack, the corp is gonna alert the local government- not for help, but because its the gov's job to protect the public OUTSIDE of corp territory. You really think the gov is gonna let you drive back to the barrens or whatever? And if they do, that they aren't tracking you every inch of the way, feeding the data to the military? |
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Apr 16 2010, 11:12 PM
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#16
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Running Target Group: Members Posts: 1,288 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 |
+1 to what Mongoose said. Your primary concern is two-fold. One is terrain. This includes intentional things such as jersey walls, tank barriers, ditches, Ice Sheet, etc., as well as unintentional ones such as raised highways, hills, parked vehicles, buildings, etc. Second thing is getting from the APC to the inside of your building. As soon as your guys leave the vehicle, they should expect heavy counter fire. They also better move awfully fast, because that APC may as well have a giant, red bullseye on it because when those big guns come to bear, you will not be able to hide it. Agreed. Heavy plascrete roadblocks (tank traps) should stop an APC even heavier vehicles easily, or at least damage it so much it can't drive. Once it has stopped, the guards should take cover and call for militairy backup. An APC could initiate a response from even the metroplex guard. I don't know where you guys got the impression that armored militairy grade vehicles were that common on the streets. Lone Star and Corps, sure, but private citizens? Not so much. |
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Apr 16 2010, 11:59 PM
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#17
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Moving Target Group: Members Posts: 321 Joined: 4-April 08 From: Detroit, MI Member No.: 15,844 |
2 panther/vigorous with AV rounds on Wired-Reflexed I characters with decent dice pools. Or 3 without the AV rounds. Called Shot for +4 DV, in 4-5 shots on average the vehicle is history. No need for the crazy stuff.
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Apr 17 2010, 12:07 AM
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#18
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
the zapper spike strips seem like a better choice to me. fry the people in side, bust open the lid, and you've got yourself a slightly-used APC on corporate property.
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Apr 17 2010, 12:09 AM
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#19
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Summon a fire elemental, tell him to materialize inside and give everyone a hug as his Energy Aura goes to town boiling them as if they were in a giant pressure cooker.
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Apr 17 2010, 12:10 AM
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#20
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Neophyte Runner Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 |
I'd suggest a LAW w/ a anti-vehicle warhead.. but someone at catalyst has a warped sense of humour, and you'd never hit the broadside of a roadmaster from 10' away.
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Apr 17 2010, 12:13 AM
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#21
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Running Target Group: Members Posts: 1,288 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 |
2 panther/vigorous with AV rounds on Wired-Reflexed I characters with decent dice pools. Or 3 without the AV rounds. Called Shot for +4 DV, in 4-5 shots on average the vehicle is history. No need for the crazy stuff. Although not completely RAW, I always assumed the extra damage from Called Shot used the same rules as the extra damage from automatic fire. Reasoning? Targeting vital areas (upper chest, head etc.) doesn't really help in piercing armor by itself. If you translate that into meaning targeting areas of the body with lighter armor, it might make more sense, but with most personal armors it's often the case of either good armor or no armor with little in between. In any case, since the GM determines whether an APC has any vulnerable parts (which is required to use the Called Shot rule), this tactic might not be completely effective. It could have weak spots on the roof, rear and possible sides though which the gunners with assault cannons might get a round or two through (much like WW2 Anti Tank riflemen would target weak spots in the armor of enemy tanks). Of course some or all of these weak spots might be impossible to hit from the shooters' angle, essentially giving it "cover." |
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Apr 17 2010, 12:33 AM
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#22
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Moving Target Group: Members Posts: 557 Joined: 26-July 09 From: Kent, WA Member No.: 17,426 |
Yeah, leaving with the goods could be a problem if you are driving away in what amounts to an illegal military vehicle. As soon as they twig to the attack, the corp is gonna alert the local government- not for help, but because its the gov's job to protect the public OUTSIDE of corp territory. You really think the gov is gonna let you drive back to the barrens or whatever? And if they do, that they aren't tracking you every inch of the way, feeding the data to the military? You have a point...but every night before he goes to bed, my rigger (and his unholy Pilot Ground Vehicle dice pool) pray that tomorrow somebody tries to get him into a car chase. (IMG:style_emoticons/default/biggrin.gif) Like I said, this vehicle is never supposed to get used outside of a warzone, but the GM is letting us run a simulation. I mean, I know I shouldn't...but could I? Agreed. Heavy plascrete roadblocks (tank traps) should stop an APC even heavier vehicles easily, or at least damage it so much it can't drive. The issue with roadblocks that I'm seeing is the ramming rules. If my Body 16 Roadmaster hits a gate at a speed of 55, it deals BodyX2 to the target, and must resist half that. If I add a ram plate, that raises the enemy's damage to the next level - BodyX3, while I continue to take Body. 16P vs my Roadmaster, and 48P versus the target. The hypothetical barrier rolls ArmorX2 to soak damage, so a reinforced concrete wall would soak with 24 dice (figure 8 hits on average), reducing my hit to 40P. This is 2.6 times the structure rating of the wall; figure 2.6 meters square are blasted out. Big enough to get the Roadmaster through? Maybe. Regular Plascrete is weak enough I should get a 4 meter breach - that should do it. I've heard a lot of people talk about how ramming is broken - they might be right. Still...might be fun to try it once. (IMG:style_emoticons/default/biggrin.gif) |
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Apr 17 2010, 01:00 AM
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#23
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Moving Target Group: Members Posts: 765 Joined: 28-December 09 Member No.: 18,001 |
2 panther/vigorous with AV rounds on Wired-Reflexed I characters with decent dice pools. Or 3 without the AV rounds. Called Shot for +4 DV, in 4-5 shots on average the vehicle is history. No need for the crazy stuff. Assault cannons use special ammo. They can't use AV ammo. |
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Apr 17 2010, 01:09 AM
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#24
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King of the Hobos Group: Dumpshocked Posts: 2,117 Joined: 26-February 02 Member No.: 127 |
Hhmm, well the main question is who are they hitting? Is the site extraterritorial or operating under local laws? What's the site, what happens there, and what sort of attack are they likely to normally expect? How much space do they have from the edge of their land to the target do they have to play with for defence in depth? All of these things are going to affect what kinds of defensive measures they're reasonably likely to have around the place.
Since the plan is to charge their way in the first line of defence has to be making that as hard as possible, the Citymaster isn't all that special so it shouldn't be too hard. Things like chicanes on road in at the guard station so that they have to steer in a tight S-shape forcing them to slow down and be a much better target are good. Barriers and bollards like people have posted are an idea. The other thing to keep in mind is what landscaping and design can contribute to security, a prime example of this being the new design for the US Embassy in the UK. The water feature looks nice but also blocks off a good quarter to third of the building acting as a modern water filled moat, then you've got the very deep dry moat to the bottom left covering another quarter, as well as the earthen berms. Unless they bring their own bridging equipment it keeps things like truck bombs a minimum distance away and looks a hell of a lot better than massive blast barriers. Large mature trees can act as a privacy screen and also act as a major barrier. Of course if you want to be really evil just do what I did to some PCs ages back and build a modern moat to secure the place. Have a metre deep and two metre wide concrete lined ditch with vertical sides dug around the building covered over with slabs that are hinged on the side nearest the outside perimeter and held up by locks on the side nearest the building. Cover them with grass or whatever is around to camouflage them. When someone tries to charge the building security trips the locks to unlock them so the slabs fall into the ditch at an angle providing a nice little ramp for them to drive down and then concrete wall to slam head first into. It's kind of like a modern day version of the ha-ha, here's a cross section of one to give you an idea. Anti-tank mines are always fun. Scatter a bunch of command detonated, using physical wires rather than wireless of course, ones along the approach road and either side of it plus any likely routes someone could be expected to come charging along would be easy enough. Even if it doesn't penetrate the vehicle itself there's still a very good chance it could mangle a wheel or bugger up the mechanics of the vehicle giving you a mobility kill. |
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Apr 17 2010, 01:16 AM
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#25
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Running Target Group: Members Posts: 1,000 Joined: 30-May 09 From: Germany Member No.: 17,225 |
You have a point...but every night before he goes to bed, my rigger (and his unholy Pilot Ground Vehicle dice pool) pray that tomorrow somebody tries to get him into a car chase. (IMG:style_emoticons/default/biggrin.gif) Like I said, this vehicle is never supposed to get used outside of a warzone, but the GM is letting us run a simulation. I mean, I know I shouldn't...but could I? The issue with roadblocks that I'm seeing is the ramming rules. If my Body 16 Roadmaster hits a gate at a speed of 55, it deals BodyX2 to the target, and must resist half that. If I add a ram plate, that raises the enemy's damage to the next level - BodyX3, while I continue to take Body. 16P vs my Roadmaster, and 48P versus the target. The hypothetical barrier rolls ArmorX2 to soak damage, so a reinforced concrete wall would soak with 24 dice (figure 8 hits on average), reducing my hit to 40P. This is 2.6 times the structure rating of the wall; figure 2.6 meters square are blasted out. Big enough to get the Roadmaster through? Maybe. Regular Plascrete is weak enough I should get a 4 meter breach - that should do it. I've heard a lot of people talk about how ramming is broken - they might be right. Still...might be fun to try it once. (IMG:style_emoticons/default/biggrin.gif) Na... wait. You know the Hitpoint... umm hitboxes is for an estimate of 10 cm thickness of that material. Make that thing a springed 1 meter long block and it has 10 times the HP. Which means your ramming Roadmaster flattens/crumbles 10% of it and STOPS. Sure you can try it again and again... but can your Roadmaster take 10 times that? And do you have the time to ram it into pieces? |
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