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#1
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Aircraft don't make it into most T2k campaigns, and Romania probably isn't a setting many (if any) most ref's/players have any experience using, but here's an attack helicopter that almost was.
http://www.aviastar.org/helicopters_eng/iar-317.php It's featured in Modern Fighting Helicopters by Gunston & Spick (1988)- they thought it was a promising platform that would see a lot of interest/orders from developing nations, given its price-point and tried-and-true engine (it's based on the Alouette III) but, after the Romanian revolution, the project was cancelled. AFAIK, only a couple of prototype/demonstrators were built.
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#2
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https://youtu.be/fR-r6RR1nJM https://youtu.be/LpQC_qpkRRE Last edited by swaghauler; 08-11-2020 at 05:38 PM. Reason: added a link |
#3
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A mix-and-match firearm this time, the LeMat Carbine. Yes, the carbine, not the revolver. Well, sort of the revolver...it's complicated.
You see, Doctor Colonel Jean Alexandre LeMat wanted to produce long arms in addition to his 9-shot revolvers with shotgun goodness in the center. So he produced 9-shot revolving carbines with either shotgun or rifle goodness in the center. Around 200 of these were made, and the handful of survivors vary in caliber for both the central barrel and the surrounding revolver. All have 20" barrels and I estimate the weight at 4.5 kilograms (seriously, if anyone can find an actual weight, I'd appreciate it, because Google is failing me on that point of research). Revolver options: Original (10.668x47mmBP Conical) Dam 2, Pen Nil, Ammo 9i, ROF SAR, Bulk 6, SS 1, Rng 74 Pinfire (11mm French Ordnance) Dam 2, Pen Nil, Ammo 9R, ROF SAR, Bulk 6, SS 1, Rng 59 Center options: .56 rifled (14.224x31mmBP Conical) Dam 3, Pen Nil, Ammo 1i, ROF SAR, Bulk 6, SS 3, Rng 98 .58 rifled (14.732x31mmBP Conical) Dam 3, Pen Nil, Ammo 1i, ROF SAR, Bulk 6, SS 3, Rng 102 20 gauge shotgun Dam 9 (close)/1x11 (medium), Pen Nil, Ammo 1i, ROF SAR, Bulk 6, SS 1, Rng 12 The powder charge is probably a little high for the original revolver load (it's roughly 63 grains), but I was trying to maximize range. The .56 rifled is a 74 grain load and .58 rifled is a 79 grain load. Again, they were calculated to maximize range using FF&S. The 9i for reload on the first option is because it's a lead bullet loaded over loose powder, so it's slower to reload than the self-contained pinfire cartridges. The shotgun range I'm not 100% sure on, because I'm terrible at using FF&S to generate shotgun stats. For the shotgun beyond close range, treat it as a 5-round burst and two 3-round bursts. While the carbine was apparently made into the centerfire era, I haven't seen any records of what calibers were manufactured, and I'm not sure any of them are among the 18 known survivors.
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The poster formerly known as The Dark The Vespers War - Ninety years before the Twilight War, there was the Vespers War. |
#4
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#5
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On my quest to make the perfect Twilight 2000 Sheridan I think I've finally found it.
Believe it or not but way back in 1967 there was already concerns that the M81 (as it was then) Gun/Launcher may not be a good idea. As such Rock Island Arsenal did a crash program of four other weapon systems to fit in the M551 turret should the M81 develop problems. Of the four only two were recommended mainly due to space problems, although it was mentioned that if serious redesign work was done all four would fit in the turret. The two weapon systems were: - M32 76mm Cannon, the same as was on the M41 Walker Bulldog - XM180 105mm Gun/Howitzer from the XM104 super mobile lightweight howitzer (which really should have gone into service) Of the two the XM180 was the preferred weapon system as it coupled low pressure and trunnion loading with high damage output and ammunition that was still largely in service. This weapon fired much faster than the existing M81 because it didn't need a compressed air purge to blow out the bore so the combustible cartridge cases wouldn't ignite prematurely. It's likely that by the time of the Twilight War an A1 version of the gun/howitzer would have been developed with a bore evacuator for even faster firing. Notably the XM108 could fire any 105mm howitzer ammunition in US stocks and new racks for the vehicle gave a stowage of 50 Rounds. (I note the UK ammo has a squash head round) If the M551A1 is the M81-armed standard version with vision upgrades and a minor modernisation package that would make the M32 76mm the M551A2A1 and the XM108 105mm the M551A3A1 Here's an image of the gun way back in 1967 ![]() |
#6
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That's an interesting concept, Chalk. The XM180 would make a great light assault gun for MOUT*, but it kind of loses the Sheridan's raison d'etre as an AT-capable light tank for Airborne forces.
Was there ever an AT round developed for 105mm howitzers? Something that could be used when the SHTF? *And with "Beehive" rounds, it would be deadly against infantry in the open.
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#7
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Seem to recall the M101 howitzer having a HEAT round. While not a sabot round, it can have a decent punch if used in the correct way.
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#8
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Importantly this whole process was reversible. You could swap guns and racks in a few hours. The way I see this thing going down is that the ammo for the M81E1 is going to get used up and they simply don't make it anymore. At that point these weapons and racks are shipped out to divisional workshops and the systems swapped over. M81E1s in still good condition are shipped back up the chain to where the few remaining M551 units are that are near supply chains that have the ammo as spares. Yes, it does lose tank-killing ability but hey, TOWs are everywhere. If the crew really want to go tank hunting they can keep a MILAN in the bustle rack ![]() Otherwise they have two jobs; the first is skirmishing with other recon assets. Now the flyboys and the satellites are gone it's back to going-out-and-having-a-look. This means you'll be meeting PT-76s (which, as I posted earlier on a long micro-essay, isn't actually a scout vehicle but something entirely else), BRDMs and the odd BMP. The second is infantry support. Unlike IFVs the big honking gun can drop entire buildings and break open bunkers. They were actually used like this in Panama. The "beehive" rounds were the famous APERS-T. It was used extensively in Vietnam in anything that used a low recoil barrel. It's been replaced with a special airbust setting on the various fuzes that lets you use standard shells, this is the mechanical time–super quick (MTSQ) fuze. With this you can set the shell to blast nearby targets but it also gets those in trenches, crawling or otherwise in cover. Who'd be an infantryman? I'd still put one or two APERS-Ts in the rack if I had a chance for targets of opportunity. Elsewhere we've done some discussion on what the range and rate of fire would be. Now, obviously the default information for this would be Paul's standard NATO 105mm howitzer. However I don't know which gun Paul based this on, and if it was a semi-automatic breech as is on the XM180 mentioned or the manual interrupted screw on the M103 105 mm Howitzer off the M108 (they tried to fit this originally and it would have meant moving traverse gear, something they didn't want to do). Also howitzer fire rates are based on "sustained fire" shooting, whereas direct fire rates are usually much higher as you're essentially in a shit-has-hit-the-fan situation. I'm not sure what if the direct fire range listed in Paul's rules are the same as something with a dinky little barrel like the XM180. I'll leave that answer for the specialist cannon-cockers here. Last edited by ChalkLine; 08-18-2020 at 06:23 PM. |
#9
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Assuming the XM180 uses the same ammunition as the M101 howitzer, the M327 HESH/HEP round would be available, with an 80% chance of spalling 5 inches of armor at 60 degrees obliquity. If any M67 HEAT was still around, it would also be usable, but IIRC it was replaced by the M327 pretty quickly in the late 50s.
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The poster formerly known as The Dark The Vespers War - Ninety years before the Twilight War, there was the Vespers War. |
#10
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Another benefit of Beehive rounds is that because they don't use HE, they are often quite effective for creating entry points into buildings or through walls (without the risk of explosive throwing its blast or debris back onto the vehicle or accompanying troops).
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#11
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#12
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The GDW rules also don't have a good way to simulate the trajectory problems of black powder that required better range estimation than with high-velocity small-caliber smokeless powder. Black powder rifles had plenty of accurate range, but they needed accurate range estimation to be of any use, and that's something that could probably use a house rule. I think the problem for the LeMat specifically is that I went for the powder charge that maximized range, which is almost certainly heavier than what was used, since the .58 BP exceeds the service charge for the rifle-musket. I don't know what charges were actually used, and lighter charges would reduce range.
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The poster formerly known as The Dark The Vespers War - Ninety years before the Twilight War, there was the Vespers War. |
#13
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I agree with you that GDW needed to take into account the effective long-ranged accuracy but I think they just needed to add one more Range Band. The Maximum Effective Range band. This would allow those spectacular shots that are legendary today. I also agree with optics, bipods, and tripods adding to the Base Range. I just think they didn't go far enough with scopes. Why do I add another Range Band? Just look at what happens with the M16A2 Short Range = 55m, Snap Shot: Average (Skill), Aimed Shot: Easy (Skillx2) Medium Range = 110m, Snap Shot: Difficult (1/2Skill), Aimed Shot: Average Long Range = 220m, Snap Shot: Formidible (1/4Skill), Aimed Shot: Difficult Extreme Range = 440m, Snap Shot: Impossible (1/10Skill), Aimed Shot: Formidable And finally my Maximum Effective Range... Maximum Effective Range = 880m, Snap Shot: NO, Aimed Shot: Impossible This allows that impressive one in a million shooter WITHOUT compromising the fairly accurate practical accuracy in the RAW game. It also allows for the positive effects of things like optics and bipods with an easy to apply mechanical advantage by simply adding range. |
#14
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I'd be inclined to consider a max possible range also much like GURPS and their 1/2 Damage stat - anything beyond that has penalties to both accuracy and damage. Knowing the max possible range allows for using tripod mounted machineguns in the indirect roll, something which has been done for well over a hundred years for suppressive fire and in some circles known as the poor mans artillery (unless you're the one paying the ammo bill!).
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
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