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11:09, 29th March 2024 (GMT+0)

Old OOC Mk 1.

Posted by FateFor group archive 0
Meir Galinski
Scout, 228 posts
Colony Expeditionary
Cartographer and guide
Wed 19 Jul 2017
at 08:32
  • msg #981

Re: Proposed House rule

I'm thinking that with the limitations of plasma weapons they'd probably be better served using older (TL7-8) conventional cannon with a decent warhead for their heavier anti-armour needs.
Cyril Zotmund
Captain, 1691 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 19 Jul 2017
at 19:30
  • msg #982

Re: Proposed House rule

In reply to Meir Galinski (msg # 976):

Actually a lot of explosives are not so stable... and now you are in one of my knowledge areas. The Military is working hard to make safer explosives even now, and yes, great strides have been taken, many starting in about 1909!!

US Coast Artillery converted to Explosive D filler (a form of Ammonium Nitrate) back then for safety reasons and the US Navy soon followed. Magazine explosions were much too common back them (witness USS Maine 10 years or so before). Most were due to the propellant, not the explosive charges, although the are cases where those who used Picric Acid under a variety of names may have suffered a shell explosion. It was used up through WW2.

Explosive Ds issues were that it needed a powerful initiator, so the the fuze often set off a booster that weighed a pound or more, TNT being a common booster initiated by a Tetryl disk set off by the black powder fuse charge. Explosive D also emitted fumes that caused fuses to become gummed up and inoperative, discovered before WW2 and fixed in time.

TNT is less used in Shells now, but is a common Military explosive. It will explode with a sharp strike (like by a bullet) but won't reliably do so ...

Dynamite is still used by Military Engineers. It would only be used in combat in extreme cases.

Composition B has been used for a long time, but is also being phased out. My tanks used it in their shells ... in a diesel fire they had a cook off rating of about 15 minutes (likely due to the propellant), but of course would no longer have been safe to use. Those shells were fired by a 1.5 volt discharge. This sounds scary but has proven rather safe, remember, a tank is a mobile faraday cage among other things.

C4 burns in small quantities, but in larger amounts conflagration will cause deflagration! Likewise any compression of what burning will do the same, as several guys learned in Vietnam when they tried to stomp it out.  One of many reasons why the combat arms are not a place for the stupid.

Some of the newer explosives just coming into use in the past 8-10 years I am less familiar with; many are the old explosives with new additives.
Cyril Zotmund
Captain, 1692 posts
Commander UNN (Ret)
ex Scout and Exploratory
Wed 19 Jul 2017
at 19:36
  • msg #983

Re: Proposed House rule

In reply to Meir Galinski (msg # 981):

HEAT is still popular, because it's a lot of boom for the weight and doesn't have to be fired at great velocity, as solid penetrators do. HEAT is also defeatable through a variety of techniques, many of which are in use.  Just using a LARGE (say 8" diameter or greater) warhead initiated at the appropriate distance negates quite a few of them, but such initiation has proven only so-so reliable. I often wonder why the Panzerfaust concept hasn't been followed up on more ... the RPG-7 certainly worked well for decades, and is still in use although less of a threat to Armored Vehicles now.
Meir Galinski
Scout, 229 posts
Colony Expeditionary
Cartographer and guide
Thu 20 Jul 2017
at 00:43
  • msg #984

Re: Proposed House rule

Explosives are something I'm intimately familiar with also having been an Assault Pioneer (combat engineer but without the heavy machinery). There's nothing as much fun as building a bridge with hand tools and scrounged materials! :(
Re explosives, I always enjoyed the smaller precision charges more than the big demolition jobs. Cutting your name in a sheet of 2mm steel is sooooooo much more of a challenge than blowing the crap out of a building - get your calculations wrong and use too much and you're left with just a twisted piece of scrap, too little and you barely knock the rust off.
Booby traps are loads of fun too to design and set (not that you're allowed to do it all that often). Laying mines isn't too bad, but lifting them isn't great for the blood pressure even if you've got the plan of the field.
This message was last edited by the player at 03:29, Thu 20 July 2017.
Cyril Zotmund
Captain, 1693 posts
Commander UNN (Ret)
ex Scout and Exploratory
Thu 20 Jul 2017
at 01:18
  • msg #985

Re: Proposed House rule

Guess I am not as skilled/interested... Did cratering charges ... Normally involved in making scrap out of things ... ex Tanker.
Infantryman in Vietnam... don't much like boobytraps... although I have read up on them.
Meir Galinski
Scout, 230 posts
Colony Expeditionary
Cartographer and guide
Thu 20 Jul 2017
at 03:38
  • msg #986

Re: Proposed House rule

So anyone going to post IC?
That one tank remaining as an immediate threat is looking rather inviting...
Fate
GM, 1431 posts
Roll for dodge!
Thu 20 Jul 2017
at 04:23
  • msg #987

Re: Proposed House rule

In reply to Cyril Zotmund (msg # 983):

Yeah, these would be the shaped charge warheads in use by the Labrysians. Short of other plasma cannon, which are good for killing pretty much any vehicles, shaped charge warheads on LAWs are preferred. Plasma cannon have the logistical advantage of not requiring complex ammunition, which is significant if fighting on planets other than your home planet. Hydrogen for plasmas is easy to get...hence plasma cannons are preferred for armoured vehicles.
Meir Galinski
Scout, 232 posts
Colony Expeditionary
Cartographer and guide
Thu 20 Jul 2017
at 05:10
  • msg #988

Re: Proposed House rule

I'll finish that IC action once others have had a chance to post their agreement/disagreement.
Fate
GM, 1432 posts
Roll for dodge!
Thu 20 Jul 2017
at 06:22
  • msg #989

Re: Proposed House rule

In reply to Meir Galinski (msg # 988):

And made appropriate rolls if you take actions!
Meir Galinski
Scout, 233 posts
Colony Expeditionary
Cartographer and guide
Thu 20 Jul 2017
at 06:45
  • msg #990

Re: Proposed House rule

That is the idea yes. Three seconds of aiming followed by BOOM.
Meir Galinski
Scout, 234 posts
Colony Expeditionary
Cartographer and guide
Thu 20 Jul 2017
at 10:03
  • msg #991

Re: Proposed House rule

What's the range?
Fate
GM, 1433 posts
Roll for dodge!
Thu 20 Jul 2017
at 11:00
  • msg #992

Re: Proposed House rule

In reply to Meir Galinski (msg # 991):

Lets say 60 yards for you and Thornhammer, and 90 yards for the guys on the other side of it. -7 rang modifier both times. But with a Size modifier of +6, braced and possibly determined, plus weapons accuracy rating and up to +2 for extra time, that should be a lot of hits!

I assume all are using shaped charge rounds, the most effective for getting through Armour. Tell me if not...

Edit: Called shots use the following modifiers IN PLACE OF the SM: +6.

Turret (with main gun, +4)
Power Plant (+3),
Tracks/Propulsion (+4),
Cabin (+2 to hit as cabin SM: +2, 2 crew, need a 10 or less to hit an occupant)
Life Support/Electronics (+3).

Called Shots are made as per GURPS Basics campaigns rules (see B554) and damage is applied directly to the system in question first.

Occupants are fully enclosed, relying on electronics for targeting and seeing where they are going. As mentioned, the Cabin is treated as a separate compartment on these vehicles.
This message was last edited by the GM at 11:25, Thu 20 July 2017.
Meir Galinski
Scout, 235 posts
Colony Expeditionary
Cartographer and guide
Thu 20 Jul 2017
at 14:17
  • msg #993

Re: Proposed House rule

Shaped charge for the 25mm GLs - is there any other option against armour?
Sergent Thornhammer
NPC, 16 posts
Security
Thu 20 Jul 2017
at 17:56
  • msg #994

Re: Proposed House rule

84 mm LAW looks best, Turret shot looks best as well.
Fate
GM, 1434 posts
Roll for dodge!
Thu 20 Jul 2017
at 23:01
  • msg #995

Re: Proposed House rule

In reply to Sergent Thornhammer (msg # 994):

25mm GL, 40 mm EGL on the bikes and the LAW, all with shaped charge warheads would be the best bets.

Advantage with Cabin shots is that if you can take out the occupants, that plasma turret can make a mess of any APC...
Meir Galinski
Scout, 236 posts
Colony Expeditionary
Cartographer and guide
Thu 20 Jul 2017
at 23:23
  • msg #996

Re: Proposed House rule

Quads aren't actually on site though, but hidden some distance back.
Fate
GM, 1435 posts
Roll for dodge!
Thu 20 Jul 2017
at 23:27
  • msg #997

Re: Proposed House rule

In reply to Fate (msg # 995):

True. About 50-100 yards behind the pair at the back, if I remember right.

Aimed LAW Shot, Acc: 3

Skill 12 (for Thornhammer), -7 (range) +1 (Braced) +1 (Determined) +2 (Extra Time) +3 (Acc) +4 (Turret) = 16, rolled 9, 7 under. Easily Hit!
Meir Galinski
Scout, 237 posts
Colony Expeditionary
Cartographer and guide
Thu 20 Jul 2017
at 23:55
  • msg #998

Re: Proposed House rule

I'll make my attack in an hour or so - got to duck out for a bit.
Fate
GM, 1438 posts
Roll for dodge!
Sat 22 Jul 2017
at 05:13
  • msg #999

Re: Proposed House rule

In reply to Meir Galinski (msg # 998):

Lol, what a time to roll a 17 on the control roll...
Meir Galinski
Scout, 239 posts
Colony Expeditionary
Cartographer and guide
Sat 22 Jul 2017
at 05:34
  • msg #1000

Re: Proposed House rule

Yeah, that's gonna be a bit of an oops and hard to live down in the bar later..
Meir Galinski
Scout, 240 posts
Colony Expeditionary
Cartographer and guide
Sat 22 Jul 2017
at 05:37
  • msg #1001

Re Tonkin

Fate:
You would roll against Default Skill 10 (off shotgun)+1(br)+1(Det)+2(XT)+6(Acc)-7(Range)=13 plus Size Modifier of whatever part you are aiming at...

That should be a default of 11 with the GL.
Fate
GM, 1439 posts
Roll for dodge!
Sat 22 Jul 2017
at 11:46
  • msg #1002

Re Tonkin

In reply to Meir Galinski (msg # 1001):

For you, or Tonkin? Tonkin has Shotgun at 14, and GL defaults to other guns skills at -4...


New OOC coming up now...
Meir Galinski
Scout, 241 posts
Colony Expeditionary
Cartographer and guide
Sat 22 Jul 2017
at 13:28
  • msg #1003

Re Tonkin

Odd, it's a 15 on my records.
Fate
GM, 1442 posts
Roll for dodge!
Sat 22 Jul 2017
at 22:58
  • msg #1004

Re Tonkin

In reply to Meir Galinski (msg # 1003):

Just checked char sheet now, definitely a 14 for shotgun...were you assuming laser sights? Not that it matters...all hit!
Fate
GM, 1485 posts
Roll for dodge!
Tue 29 Aug 2017
at 07:35
  • msg #1005

Re Tonkin

In reply to Fate (msg # 1004):

Ok, Where are you guys wanting to head with exploration?
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