Talk:Tank, Main Battle (5e Equipment)

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various things

An M1 Abrams is not stealthed in the slightest. An M1 Abrams has Darkvision out to a long range thanks to IR, and can therefore perceive anything that gives off heat, but definitely not blindsight. Its HP is likely somewhere around 900, while its DR might be fine? at 50. These are rather large and difficult to damage objects, even with autocannons, but...

A 120mm cannon has the ability to fire SABOT, HEAT, and MPAT, a mix of HESH and HE ammunition. Sabot has no area damage, and has disadvantage to hit things under large size. I think the main problem is how to make this work as a tankbuster like its supposed to. At about 500m to 800m, maybe even 1km if some are to be believed, any modern MBT's dart will blow through the front armor of another MBT. Maybe give this special rules for engaging vehicle targets armor? Buff its AP a bit maybe, and give all vehicle class targets the chance to damage internals if it is penetrated?

HEAT has reduced penetration, but slight splash damage, and deals additional splash if it punches through something. Not super useful for tankbusting, but good to smash light armor.

MPAT has strong splash, strong damage, bad for tankbusting, mostly useful for killing infantry and cover.

Maybe also make its multiattack rule just "Can use two of its weapons" or something. The machine guns feel a little too high damage, but that might just be me.

Active protection should probably be scratched off or listed as certain models only, add X weight and these abilities. Additionally...

APS Rules: Some Vehicles may be equipped with active protection systems, intended to intercept a projectile inbound to the vehicle. This usually takes the form of a small projectile fired against the incoming threat. If the tank's computers are still operational, and the APS system has not run out of ammunition or been destroyed, it can try to intercept the threat. Roll a D6.

1-2: The threat fails to be intercepted. The system misses, does not operate properly, or suffers an error in targeting. The vehicle is hit.

3-6: Missile weapons are destroyed on this result. Such like rocket launcher, antitank missiles, or other weapons of that nature. SABOT shells gain disadvantage on a 4+.

The APS is an external object, and any splash damage that hits the tank will also drain the HP of the system. Every 25 HP lost, roll a D6. One can also target the APS, it counting as a Medium size target with AC 15.

1-2: APS failure. Sensor destroyed, launcher blown off, etc. APS now needs to be repaired by a certified technician.

2-3: APS damage. It now rerolls any intercept results above 2.

5-6: APS undamaged. Nothing impairs mission performance, though it may need minor repairs later.

The M1A3 Abrams can be equipped with an APS for 180 degrees coverage on the frontal arc. It has 125 HP, and 4 rounds of ammunition, split between 2 launchers.

Smoke Grenade launch system... Oh heck no. This is egregiously incorrect. Those grenades do NOT go that far. You might get them like 50ft out at absolute most? Like, the smokes hit the ground very close by. For most purposes, we will consider this to generate a cloud of IR Smoke on the tank. The smoke cloud is maybe 20ft in radius, and shows up as a white blob on IR, concealing the form of the tank.

--KoishiVibe 10:02, 7 July 2022 (MDT)

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