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> The Indestructable Leopard III, Call in the big guns...
grendel
post Feb 9 2005, 12:15 AM
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Check this out for data on current US anti-tank mines.
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Dancer
post Feb 9 2005, 12:33 AM
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When browsing through the archives I saw some stats for a custom vehicle that had two mechanical arms fitted with dikoted cyberspurs - enough power to open a Leopard up like a tin can.

From a 'realism' perspective it's very weird if a tank is cimpletely immune to it's own main gun. Land battles must be very boring in 2064.

There's the old trick of ordering a spirit/elemental to materialise inside a vehicle and kill the crew. But any modern military vehicle should have nice, thick permanent wards.
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Rev
post Feb 9 2005, 12:37 AM
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QUOTE (hobgoblin)
and thats compareable to real life. if you want to reliably take out a tank, you call in a tank of your own.

Thus the question is whether an sr tank can kill an sr tank. What's the damage on the main weapon of said tank?
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Cochise
post Feb 9 2005, 12:39 AM
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QUOTE (Rev @ Feb 9 2005, 02:37 AM)
Thus the question is whether an sr tank can kill an sr tank.  What's the damage on the main weapon of said tank?

It's a railgun that does medium naval damage => it works ...
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FrostyNSO
post Feb 9 2005, 12:42 AM
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Anybody care to post the naval to normal damage conversion formula?
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FlakJacket
post Feb 9 2005, 12:53 AM
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QUOTE (Rev)
What's the damage on the main weapon of said tank?

According to Nath's previous post, 15MN heavy railgun on Leopard III, an 8MN medium one on a Keiler A4.
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Kagetenshi
post Feb 9 2005, 12:58 AM
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8MN translates to 24 (AV) MN, which means that it needs to be staged down three times to reach S. Incidentally, against normal targets it is treated as a splash weapon with -3/meter power reduction. The big one is 45 (AV) MN.

Yeah, that'll do the trick.

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Crimson Jack
post Feb 9 2005, 01:02 AM
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How to Break Into a Moving Tank 101:

a) Turn on stealth mode.
b) Run up to the tank.
c) Hit the X button to board said tank.
d) Hit the B button to whack the hatch open.
e) Hit the R trigger button to drop a plasma grenade inside.
f) Laugh.

Courtesy of Halo 2 :grinbig:
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kevyn668
post Feb 9 2005, 01:12 AM
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QUOTE (FrostyNSO @ Feb 8 2005, 06:13 PM)
Now, lets say one of my characters gets ahold of one of these (not gonna happen, but we'll say he does).  How do I kill him without calling in the USS Missouri?


I regularly play gunbunnies but even I know this one:

Send Elemental of choice on the astral into the tank. Have said elemental materialize and attack/use powers to attack. Everybody dies. Sorry. Next. :)

Or is this thing astral shielded somehow? I don't have the SOTA books.
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FrostyNSO
post Feb 9 2005, 01:21 AM
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Hell, if your gonna armor a tank, go ahead and lace it with FAB too :rotfl:
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Crimson Jack
post Feb 9 2005, 01:25 AM
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Are these things all grounded so that electrical secondary effects won't hurt them? If not, elemental spell. Zark!
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James McMurray
post Feb 9 2005, 01:32 AM
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An elemental spell would have to be force 41 to affect a vehicle with 40 armor. I'd hate to have to soak that drain! :)
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Crimson Jack
post Feb 9 2005, 01:34 AM
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Is that the way it works with the secondary effects as well though? I don't remember. I wasn't talking about primary damage.
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Tarantula
post Feb 9 2005, 01:39 AM
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With vehicles, the primary damage has to affect it for secondary to affect it. And, anyone using this sort of tank, is going to have at least one, if not multiple riggers controlling it (One driving, one or 5 gunning).
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James McMurray
post Feb 9 2005, 01:39 AM
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Yep. If the spell's force does not exceed the vehicle's armor rating it has no effect. Check the vehicle section under "Elemental Manipulation Spells".
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James McMurray
post Feb 9 2005, 01:44 AM
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I would also invest in a ward for the thing, to prevent astral magicians and spirits from entering. Heck, almost any armored vehicle fielded should have at least a small ward around it to give the passengers a bit of warning and protection against elementals materializing inside.
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Kanada Ten
post Feb 9 2005, 01:46 AM
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QUOTE (kevyn668)
Send Elemental of choice on the astral into the tank. Have said elemental materialize and attack/use powers to attack. Everybody dies. Sorry. Next.

Oops, it's a drone with rating 10 military encryption and the mage just wasted that elemental with a remote service. It would cost about 100¥ to 1000¥ for a ward on a tank depending on strength. They spent over a million on just training the crew. You tell me, is it warded?
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Dancer
post Feb 9 2005, 01:49 AM
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QUOTE (Kanada Ten)
QUOTE (kevyn668 @ Feb 8 2005, 08:12 PM)
Send Elemental of choice on the astral into the tank. Have said elemental materialize and attack/use powers to attack. Everybody dies. Sorry. Next.

Oops, it's a drone with rating 10 military encryption and the mage just wasted that elemental with a remote service. It would cost about 100¥ to 1000¥ for a ward on a tank depending on strength. They spent over a million on just training the crew. You tell me, is it warded?

You'd want a permanent ward rather than having to re-ward it every time you send it out - using MiTS costs for NPC karma (5000 :nuyen: a point) a rating 8 permanent ward would come in at around 40,000 :nuyen: , still very affordable for a multi-million-nuyen vehicle.
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Crimson Jack
post Feb 9 2005, 02:01 AM
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QUOTE (James McMurray)
Yep. If the spell's force does not exceed the vehicle's armor rating it has no effect. Check the vehicle section under "Elemental Manipulation Spells".

Heh, I know where to find the rules, I just don't feel like getting the book out right now. ;)
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hobgoblin
post Feb 9 2005, 02:02 AM
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wards and fab will not stop a spirit if it comes directly from its metaplane iirc.
the question then becomes, how far away does the magican have to be...
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Kagetenshi
post Feb 9 2005, 02:03 AM
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Three Force 6 Elementals cost 24,000 at market price, and can IIRC guard a location for a year and a day.

~J
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James McMurray
post Feb 9 2005, 02:04 AM
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That's one way to go, but remember that it makes everyone on the planet a killable target for anyone capable of summoning an elemental. I prefer to take the stance that wards stop astral intruders, whether they step through a metaplane or not.
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hobgoblin
post Feb 9 2005, 02:09 AM
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that depends, if your going after a high initiate mage i would not send a elemental as he would probably banish it into oblivion...

allso, you can fill the inside of the tank with fab-3. harmless to normal humans, lethal to any astral or dual entity...
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Kanada Ten
post Feb 9 2005, 02:12 AM
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QUOTE
wards and fab will not stop a spirit if it comes directly from its metaplane iirc.

The problem is the spirit cannot come directly from it's metaplane unless the mage can see where the spirit is to end up because it requires a service to bypass the ward via a metaplane and once sent on a remote service all other services are gone. I suppose one could allow the mage to say "return to your metaplane and then enter the tank and kill all the occupants inside" but I don't know if I'd allow it.
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Crimson Jack
post Feb 9 2005, 02:15 AM
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QUOTE (Kanada Ten)
QUOTE
wards and fab will not stop a spirit if it comes directly from its metaplane iirc.

The problem is the spirit cannot come directly from it's metaplane unless the mage can see where the spirit is to end up because it requires a service to bypass the ward via a metaplane and once sent on a remote service all other services are gone. I suppose one could allow the mage to say "return to your metaplane and then enter the tank and kill all the occupants inside" but I don't know if I'd allow it.

I would. Creative thinking merits good results, especially considering the fact that no one in my PCs' group would have something that could stop that type of juggernaut.
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