What I tend to do for my vehicles and infantry that have anti-armour weapons is I'll use a certain amount of d6's and assign rules and conditions for the ammo. For example, my Leo. 2A6M CAN+ fires a APFSDS round from its 6" L/55 cannon. Due to the high penetration and damage value of this ammo type, it may do 9-11 d6's worth of damage to a vehicle with 3d10 armour or higher. However, if it's firing at infantry, the damage would be 2d6 instead as to account for the fact that you're practically firing a high velocity tungsten rod.Jabberwocky wrote:The gustav, recoiless rifle, and m107/anti materiel rifles all kind of fit into what i was looking at. They could all be vehicle mounted which i think i am looking at... i have a m274 (military mule) that i had designed in ldd that i think i am going to mount one of these things to(feel free to check out plasticgear214 if curious)... in order to give it mobility still for the size increase. I was just looking for a simpler method to destroy armored vehicles than all of the calculating radiuses and purchases of ammo etc that come with it... i was just thinking that as weapon size increases, they tend to get explode-y... but size increase and supernatural di should solve the issue nicely
Because of this, I tend to load up my vehicles with HE, HEAT and APFSDS.
However, since the rules officially assign the damage value to the gun length, I'll be making a suggestion to possibly change the nature of launchers to reflect their different ammo types, or introduce a new weapon altogether: the cannon. Damage values for cannons would be determined by ammo type, quality of ammunition and barrel length.
Hope this helped!