Editorial

Well, it seems that we've done the impossible, you're now holding the second issue of STOCS3 that we've produced in one year. Well to tell you the truth this update contains material that was developed in tandem with the vehicle rules we printed in the last update. Hopefully you'll find it useful (we know you player will).

Oh, yeah visit our web site too, with a whole new look for '97. Find us at:

http://indigo.ie/~waste

Bye for now

"The Gang of Three" a.k.a. the Wasteland Games Staff

Heavy Weapons for STOCS lite

In the basic STOCS lite rules hand held firearms and melee weapons are covered, for some situations the characters will want something with a bigger bang (even when it isn't necessary). The following sections give special rules for the use of heavy weapons and plenty of examples. Many of these weapons will only be encountered affixed to vehicles, so a number of examples of armed vehicles are also included.

Heavy Weapons Use

The base skill for using all these advanced weapons of destruction is Combat (Heavy Weapons), however if the referee wants to create alternate sub-skills for ATGWs, large caliber guns and autocannons who are we to complain? Except where noted below, heavy weapons use the normal STOCS lite to-hit tasks and modifiers as presented in the STOCS lite basic rules. Most heavy weapons have an effective, long and extreme range just like small arms. Special cases are noted below.

Types of Heavy Weapons Rounds

APDS (Armour Piercing Discarding Sabot) and APFSDS rounds

Specialist discarding sabot AP (APFSDS and APDS) rounds have a greater armour penetration than conventional AP rounds, to simulate this treat them as AP rounds with an armour multiplier of x½. These rounds also have superior range to conventional AP rounds and so have their RNG characteristic increased by 20%.

HE (High Explosive) rounds

Many heavy weapons fire HE rounds as they have an area of effect in which all targets are potentially damaged. HE is often used against soft targets as any armour is very effective against the fragmentation damage of HE rounds.

As HE rounds have an area of effect it is important to find out where they land even when they miss their intended point of impact (the to hit roll is failed). If a shot misses roll a d10 on the HE scatter table below (however on a critical failure the GM may decide that the round is a dud and no explosion takes place). The distance scattered from the aiming point is shown on the table as a percentage of the range from firer to aiming point. All indirect fire and fire at extreme range doubles the distance scattered. If using indirect fire and a forward observer is present to relay corrections (and they make their Combat(Heavy Weapons) skill check) then the second and subsequent rounds scatter half the rolled distance. Stationary fixed mount direct fire weapons always halve the scatter for second and subsequent shots at the same aiming point.

HE Scatter table (d10)

1 Short (20%)
2 Short (10%)
3 Short and Left (10%)
4 Short and Right (10%)
5 Left (10%)
6 Right (10%)
7 Long and Left (10%)
8 Long and Right (10%)
9 Long (10%)
10 Long (20%)

Explosions are discussed in the STOCS lite rules. The rules below replace those from the basic set.

All explosive devices have a danger radius associated with them. Within this radius explosions have two damage causing effects, blast and fragments (frag). The base blast and frag values apply to characters within 2m of the explosion. For each doubling of the radius (4m, 8m, 16m, etc), ¼ the blast and frag values (round nearest). Modify the values as follows:

· Characters in contact with the explosion double both the blast and frag values.

· Characters who are prone or in hard cover half the blast and frag values.

· In a confined space the blast value is doubled.

· Underwater explosions double the base blast radius to 4m and halve the damage of fragments.

Inside the blast danger radius a character takes the blast value in d10s of damage. Blast causes damage mainly by concussion and cannot be protected against by most personal armour. If the blast doesn't kill the character instantly then being blown into walls etc. can cause falling damage. In addition, any character that takes 5 or more points of blast damage must roll WIL or be panicked.

Within the fragment danger radius the character is hit by a number of fragments equal to the frag value. Each fragment does 2d10 points of damage and has an armour multiplier of x4.

HEAT (High Explosive Anti Tank) rounds

HEAT is a type of warhead used on many modern anti-armour weapons as it's armour penetration is not dependent on the velocity of the round at impact. This makes it the best choice for the low-velocity rounds fired by most personal anti-armour weapons. It is also used by conventional tank guns at long ranges (where conventional rounds would have lost most of their velocity) or against soft targets where the additional explosive effects can prove useful in inflicting a mission kill.

All HEAT rounds have an explosive blast value equal to 10% of their damage bonus. This effect can normally be ignored unless there are personnel close to the explosion.

Due to the unpredictable nature of chemical energy rounds, whenever a HEAT warhead hits a target generate the damage as per normal and then determine the actual damage by a rolling a d20 on the table below. Some vehicles have special composite, spaced or active armour that is especially effective against HEAT warheads. This is indicated by placing an S after the AV of the vehicle. When such a vehicle is hit by a HEAT warhead, roll a d10 instead of a d20 for HEAT warhead effectiveness.

HEAT damage multiplier (d20)

1 x0.1
2 x0.2
3 x0.3
4 x0.4
5 x0.5
6 x0.6
7 x0.7
8 x0.8
9 x0.9
10-20 x1.0

Smoke rounds

These rounds rapidly combust to form a vision obscuring smoke screen. In general it takes 1d10 rounds for the smoke cloud to form. While the cloud is forming there is a -5 to hit all targets behind the smoke. When the smoke cloud has formed there is a -10 to hit targets behind the smoke and -5 to hit targets in the smoke. This effect usually will last for 10+1d10 rounds, although high winds will disperse the smoke in half this time. Thermal imaging equipment will reduce the effective modifier for smoke by 5 e.g. no modifier while the smoke is forming. The size and shape of the smoke cloud depends on the prevailing wind conditions but in light winds it will form a circle with a diameter of approximately 30m for grenades and guns up to 100mm or 50m for larger guns. Multiple smoke rounds may be fired at the same impact point, this has the effect of doubling the visibility modifier where their areas of effect overlap. If this means the modifier is -20 (i.e. target behind a double density fully formed cloud) then no fire is possible as the line of sight is blocked.

WP (White Phosphorous) rounds

These are a special type of smoke round that explosively generates a cloud of rapidly burning phosphorous fragments. WP rounds have no formation time and the smoke cloud only lasts for 2+1d10 rounds. The smoke cloud is only half the diameter of a normal smoke round. In addition to the smoke effects, WP inflicts a WIL - 5 panic check on all within the burst radius and causes 2d10+10 damage to 1d10 random locations. All flammable substances within the blast radius hit by fragments will ignite (these puppies burn at 2700 ºC).

Chemical rounds

There are a variety of chemical warheads available, these range from incapacitating irritant gas (BZ, CS, CN) to deadly nerve agents (Sarin, VX). For simplicity agents are divided into two types as shown in the table below: All chemical rounds have a danger radius equal to a smoke round of the same type. If the referee rules that the exact chemical or dose is more or less effective then the task difficulty should be altered.
Type Effects
Incapacitating For each combat round within radius make a Hard(-5) roll against the average of WIL and CON, if failed then the target takes an AAM equal to half the amount failed by. This effect lasts from 1d10 x 10 minutes. The gas cloud disperses as per normal smoke.
Lethal For each combat round within radius make a Hard(-5) CON roll, if failed then target takes an AAM equal to the amount failed by. This effect lasts like any other wound, note a character will be killed if they fail the roll by 10 or more. Non-persistent agents disperse as per normal smoke. Persistent agents' dangerous effects can last for months or years.

There are a variety of protective measures from water soaked rags to full CBW (chemical, biological warfare) suits, in general the more advanced and lethal agents require more sophisticated protection. Effective protection should reduce the difficulty of the survival tasks as follows:
Type Modifier Notes
Improvised protection +5 Only effective for 2d10 rounds
Gas mask/heavy coveralls +5 Only effective for 2d10 rnds against modern lethal agents
Depleted/badly donned CBW suit +10 CBW suits typically only have 2 hours at peak efficiency
CBW suit +15 Referee should make DEX or Combat roll to see if properly donned, if not use +10 modifier instead

Special Weapons Rules

Anti-Tank Guided Weapons (ATGWs)

ATGWs have no extreme range. ATGWs have a minimum rage listed after the slash in their RNG statistic, no targets may be engaged up to this range due to warhead arming, guidance limitations etc. All ATGWs, anti-tank rockets and recoilless rifles have a backblast zone extending several metres behind the launcher. Any characters caught in this area when the weapon is fired take blast damage equal to 10% of the RNG of the weapon (exception the Armburst backblast is only 10). This makes firing most of these weapons impossible inside an enclosed space such as a building.

Grenades

Hand grenades can use either Physical(Athletics) or Combat(Heavy Weapons) when rolling to hit. Rifle Grenades always use Combat(Heavy Weapons) and are -5 to hit at all ranges. HE grenades should roll for scatter just like other HE rounds.

Range Effects on Damage of Heavy Weapons

Due to the huge distances traveled by heavy weapons a significant reduction in damage occurs at longer ranges. To simulate this half the number added to the 2d10 roll when rolling for damage at extreme range. HE, HEAT and WP rounds do not suffer from range effects. This rule could also be used for small arms but it is not usually worth the extra detail.

Automatic Fire with Heavy Weapons

The RCL numbers given in the heavy weapon table have been reduced to represent fire from fixed mounts such as vehicles or tripods . The standard STOCS lite rules are used to roll to hit with an autofire burst. No burst may be larger than 30 rounds. After a burst has hit, add the target's size modifier (e.g. Large target +5) to the dice rolled for hits on the target. This makes anti-vehicle automatic fire effective out to longer ranges than anti-personnel automatic fire. In general the RCL of a fixed/tripod mount weapon should be reduced by 4, a bipod reduces RCL by 2.

For example, a 20mm Autocannon firing at a vehicle (Large target, +5) at 150m fires a burst of 30 rounds. This burst must roll to-hit normally and then rolls 10d10 to determine how many hits are achieved on the vehicle. The effective recoil number is 5 (base) + 5(large target) = 10, so 10 hits are automatically achieved.

Other Anti-Armour Weapons

In addition to the "big guns" there are a number of different types of man-portable anti-armour weapons that PCs will be just dying to get their hands on. These also use the Combat(Heavy Weapons) skill. The weapons presented below range from unguided rockets to Anti-Tank Guided Weapons (anti-tank missiles) and back to 40mm grenade launchers. Unless otherwise noted these weapons all use HEAT warheads.

Weapon ROF MAG WT RCL RNG Damage
Disposable Anti-Tank Rockets
M72A3 LAW

1

1

2.4

-

30

2d10+370
Armburst

1

1

6.3

-

50

2d10+370
RPG-22

1

1

3

-

30

2d10+320
Anti-Tank Rocket Launchers
RPG-7

1+4

1

7/2.3

-

50

2d10+270
M20 Bazooka

1+4

1

5.9/3.5

-

30

2d10+220
Anti-Tank Guided Weapons
AT-3C Sagger

1+10

1

15/11

-

600/300

2d10+450
AT-5 Spandrel

1+10

1

15/8

-

800/100

2d10+600
M47 Dragon

1+10

1

4.5/10

-

200/60

2d10+600
M47B Dragon 3

1+10

1

4.5/10

-

300/60

2d10+800
BGM 71A TOW 1+10 1 50/28 - 750/60 2d10+600
BGM71E TOW 2B 1+10 1 50/28 - 750/60 2d10+800
Hellfire 1+10 1 100/43 - 1400/500 2d10+1100
Recoilless Rifles
M55 57mmRCL 1+4 1 30/3.5 - 100 2d10+80
M20 75mmRCL 1+4 1 72/11 - 150 2d10+220
M27 105mmRCL 1+6 1 208/24 - 200 2d10+330
Miscellaneous
7.62mm Rifle Grenade 1+4 1 0.7 - 30 2d10+250
5.56mm Rifle Grenade 1+4 1 0.5 - 20 2d10+100
M79 40mm GL 1+2 1 2.8 - 35 see ammo
M203 40mm GL 1+2 1 1.6 - 25 see ammo
HK69A1 40mm GL 1+2 1 2.6 - 30 see ammo
40mm GL HEDP 1+2 1 .25 - 30 2d10+80
40mm GL HE 1+2 1 .25 - 30 B = 4, F = 4
Hand Grenades
M34 WP 1 1 0.75 - ½STR special
M26A1 Offensive HE 1 1 0.5 - ½STR B = 6, F = 3
No36 Mills Defensive HE 1 1 1 - ½STR B = 8, F = 8
Stun Grenade 1 1 0.5 - ½STR B = 4, F = 0
M7A3 CS Gas 1 1 0.5 - ½STR special
AN-M8 Smoke 1 1 0.6 - ½STR special
RPG-3M AT 1 1 1 - ½STR 2d10+175
Note: Unless otherwise noted all these weapons have HEAT warheads.
Note: To find the HE damage of a recoilless rifle look at the same caliber weapon in the heavy weapons table
Note: Treat the 40mm GL HEDP round as HEAT.

Vehicle Mounted/Towed Heavy Weapons

Caliber Ammo ROF MAG RCL RNG ArmX Damage
7.62mm AP 2FA varies 1 100 x1 2d10+35
12.7mm AP 2FA varies 3 140 x1 2d10+50
14.5mm AP FA varies 4 150 x1 2d10+65
20mm AP 1+1/2FA 1/varies 5 175 x1 2d10+80
APDS 1+1/2FA 1/varies 5 210 2d10+120
HE 1+1/2FA 1/varies 5 175 x4 B = 2, F = 1
25mm AP 1+2/2FA 1/varies 6 200 x1 2d10+105
APDS 1+2/2FA 1/varies 6 240 2d10+105
HE 1+2/2FA 1/varies 6 200 x4 B = 3, F = 2
30mm AP 1+3/2FA 1/varies 7 225 x1 2d10+125
APDS 1+3/2FA 1/varies 7 275 2d10+125
HE 1+3/2FA 1/varies 7 225 x4 B = 4, F = 2
50mm AP 1+4 1 - 250 x1 2d10+200
APDS 1+4 1 - 300 2d10+200
HE 1+4 1 - 250 x4 B = 10, F = 5
75mm AP 1+5/2FA 1/60 8 250 x1 2d10+310
APFSDS 1+5/2FA 1/60 8 300 2d10+310
HEAT 1+5/2FA 1/60 8 250 x1 2d10+370
HE 1+5/2FA 1/60 8 250 x4 B = 20, F = 10
90mm AP 1+5 1 - 275 x1 2d10+360
APFSDS 1+5 1 - 330 2d10+360
HEAT 1+5 1 - 275 x1 2d10+430
HE 1+5 1 - 275 x4 B = 25, F = 12
105mm AP 1+6 1 - 300 x1 2d10+430
APFSDS 1+6 1 - 360 2d10+430
HEAT 1+6 1 - 300 x1 2d10+580
HE 1+6 1 - 300 x4 B = 30, F = 15
120mm AP 1+7 1 - 300 x1 2d10+490
APFSDS 1+7 1 - 360 2d10+490
HEAT 1+7 1 - 300 x1 2d10+670
HE 1+7 1 - 300 x4 B = 40, F = 20
Note: The RNG statistic in this table is only used for large caliber guns that have no functioning stabilisation/fire control equipment. If there is weapon stabilisation/fire control equipment fitted use its RNG statistic instead (this may never be used to increase a weapon's RNG to more than double).
Note: The RCL statistic in this table is only used for vehicle-mounted weapons.
Note: If the exact diameter of weapon is not present you must use the next lower category i.e. the Russian 125mm will use the 120mm entry etc..

Example Vehicles

Type Max Speed Agility AV DL Notes
M1A1 Abrams

72kmh

5

500S 16 120mm gun (advanced stabilisation), 2xMG, 1x 12.7mm HMG
M2 Bradley

66kmh

10

150S 12 25mm Autocannon (improved stabilisation), TOW launcher, 1xMG, infantry firing ports.
M60A1

48kmh

5

300

12 105mm gun (improved stabilisation), 1xMG, 1x 12.7mm HMG
M113A1/A2 67kmh 10 60 12 1x 12.7mm HMG (no stabilisation)
M48A2 48kmh 5 350 12 90mm gun (basic stabilisation), 1xMG
T-80A 70kmh 5 450S 12 125mm gun (improved stabilisation), 1xMG, 1x 12.7mm HMG
T-72M 60kmh 5 400S 12 125mm gun (improved stabilisation), 1xMG, 1x 12.7mm HMG
T-62 50kmh 5 320 12 115mm gun (basic stabilisation), 1xMG, 1x 12.7mm HMG
T-54/55 50kmh 5 300 12 100mm gun (basic stabilisation), 1xMG, 1x 12.7mm HMG
BMP-2 80kmh 10 110 12 30mm Autocannon (basic stabilisation), 1xMG, 3 Spandrel missiles, infantry firing ports
BMP-1 80kmh 10 100 12 73mm (basic stabilisation), 1xMG, 5 Sagger missiles, infantry firing ports
BTR-70 80kmh 10 75 8 14.5mm HMG (basic stabilisation), 1xMG
BTR-50PK 44kmh 10 75 12 1xMG
Mi-24 Hind A 275kmh 25 50 4 1x 12.7mm HMG (Basic stabilisation), 4x 57mm rocket pods(32 rockets each)
AH-64 Apache 309kmh 25 40 3 1x 30mm chaingun, 16x Hellfire ATGWs
Bell 209 HueyCobra 333kmh 30 12 3 1x 20mm autocannon, 8x TOW ATGWs, 69mm rocket pods
UH-60 Blackhawk 167mph 25 12 3 carries 14 troops
MiG-21MF Fishbed 2070kmh 30 12 4 2x 23mm Autocannon (improved stabilisation), 4xAAM or rocket pods, pilot ejection seat
MiG-25 Foxbat 3380kmh 35 12 6 2x AAM, pilot ejection seat
Su-7B Fitter 1700kmh 30 12 4 2x 30mm Autocannon (basic stabilisation), 4x rocket pods or 1000kg bombs, pilot ejection seat
Su-15 Flagon 2660kmh 35 12 6 2x Anab AAMs
F-4E Phantom II 2310kmh 35 12 4 1x 20mm Autocannon, 7,200kg of munitions
F-15 Eagle 2660kmh 35 12 6 1x 20mm Autocannon, 8x AAMs
F16 Falcon 2173kmh 30 12 4 1x 20mm Autocannon, 8,000kg of munitions
B-52 Stratofortress 1011kmh 30 12 8 1x 20mm tailgun, 20x cruise missiles
Kiev V/STOL cruiser 30kts 10 75 96 3x twin SA-N-3 launchers, 14x twin 57mm autocannon, 2x anti-submarine missile launchers, 35 carried aircraft/helicopters
Delta II Nuclear Sub 25kts 5 75 64 12 SS-N-8 launchers, 16 forward torpedo tubes
Krivak class destroyers 38kts 10 75 48 Bombardment missiles, 4x SS-N-10, SAM launchers, , 2x anti-submarine missile launchers, 2x twin 76mm guns, 2x twin 30mm cannon, 2 x quad torpedo tubes
Nanuchka missile boat 32kts 10 50 32 2x triple SS-N-9 missiles, SAM launchers, 1x SS-N-4, 1x anti submarine missile launcher, 1x twin 57mm cannon
Pchela patrol hydrofoils 50kts 10 40 16 2x twin 12.7mm HMG, depth charge launchers
PBR MkI River Patrol Boat 25knts 5 40 12 1x twin 12.7mm HMG, 1x 7.62mm MG, 1x 40mm Grenade Launcher

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