Search found 90 matches

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by pansarskott
Mon 14 Dec 2020, 18:24
Forum: General
Topic: [ALPHA] "so i am missing x vehicle/gear/weapon"
Replies: 59
Views: 3908

Re: [ALPHA] "so i am missing x vehicle/gear/weapon"

The main use for the CG 84 mm ILLUM round was for ATGM (RBS-56) shooting up to 2000 meter. That use case might be gone after introduction of thermal sights in the early 90's
by pansarskott
Mon 14 Dec 2020, 17:40
Forum: General
Topic: [ALPHA] "so i am missing x vehicle/gear/weapon"
Replies: 59
Views: 3908

Re: [ALPHA] "so i am missing x vehicle/gear/weapon"

correct, welsh. i was thinking 10-15 seconds for some reason.


https://en.wikipedia.org/wiki/Lyran_illuminating_mortar

Image
by pansarskott
Mon 14 Dec 2020, 15:04
Forum: General
Topic: [ALPHA] "so i am missing x vehicle/gear/weapon"
Replies: 59
Views: 3908

Re: [ALPHA] "so i am missing x vehicle/gear/weapon"

Examples from Sweden: Pistol. Short range, "illuminates" what's immediately in front of you. Short duration. It's been decades since I fired one of these, but I would say it lasts a game turn. I.e. it illuminates the same turn it fires in. https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2F...
by pansarskott
Wed 09 Dec 2020, 14:16
Forum: General
Topic: [ALPHA] "so i am missing x vehicle/gear/weapon"
Replies: 59
Views: 3908

Re: [ALPHA] "so i am missing x vehicle/gear/weapon"

If the G11 development had been a few years quicker (it started in the late 60's so it's not implausible), it could have been fielded by the Bundeswehr. E.g. field trials and acceptance completed about 1986. Making it a winner in the trials in the 70's and having NATO standardise on 4,7x33 caseless ...
by pansarskott
Wed 09 Dec 2020, 11:54
Forum: General
Topic: [ALPHA] Character generation
Replies: 130
Views: 9354

Re: [ALPHA] Character generation

Tank Main Gun: Skill Die + D6 No fire control system, D8 Ranging MG or optical range finder, D10 Laser rangefinder / analog fire control, D12 Advanced Digital Fire control. There was different bonuses in V1/V2, example for M1 tanks: V1: RF bonus +40 V2: Fire control +2 Other vehicles had lower bonu...
by pansarskott
Tue 08 Dec 2020, 08:34
Forum: General
Topic: Ammo Dice...why?
Replies: 382
Views: 24152

Re: Ammo Dice...why?

I tweaked my example a little bit more, this is only worst case (skill D, attribute D, reliability rating D: Number are risk in percent of a mishap for each number of ammo dice. Make browser wider if formatting looks strange. skill attr RR 0 - 6 ammo dice Roll RR against D D N/A ['3.40', '7.60', '12...
by pansarskott
Mon 07 Dec 2020, 18:24
Forum: General
Topic: Ammo Dice...why?
Replies: 382
Views: 24152

Re: Ammo Dice...why?

Unless I misunderstood the rules or write buggy code (both are likely), this is what I get after 10000 runs for each combination: Skill D, Attribute: D ammo dice 0, mishaps: 2.79 % Skill D, Attribute: D ammo dice 1, mishaps: 7.58 % Skill D, Attribute: D ammo dice 2, mishaps: 12.73 % Skill D, Attrib...
by pansarskott
Mon 07 Dec 2020, 17:48
Forum: General
Topic: Ammo Dice...why?
Replies: 382
Views: 24152

Re: Ammo Dice...why?

Unless I misunderstood the rules or write buggy code (both are likely), this is what I get after 10000 runs for each combination: Skill D, Attribute: D ammo dice 0, mishaps: 2.79 % Skill D, Attribute: D ammo dice 1, mishaps: 7.58 % Skill D, Attribute: D ammo dice 2, mishaps: 12.73 % Skill D, Attribu...
by pansarskott
Mon 07 Dec 2020, 13:14
Forum: General
Topic: Ammo Dice...why?
Replies: 382
Views: 24152

Re: Ammo Dice...why?

Good points, Ursus Major. My idea was not complete, just some fodder for the discussion. But the weapons doesn't break until reliabilty rating drops below D. Maybe mishaps should depend on the reliability rating as well? Lower risk of mishaps if the weapon is in good condition. With the idea of a st...
by pansarskott
Mon 07 Dec 2020, 12:41
Forum: General
Topic: Ammo Dice...why?
Replies: 382
Views: 24152

Re: Ammo Dice...why?

Another way is to turn the mishap actions around and make it harder to break weapons. 1) mishap from rolling more than one '1'= weapon is jammed. Simple to fix, no long-term effects. E.g. dud ammo, magazine not inserted properly, dirty weapon causes malfunction. 2) roll again to determine if weapon ...
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