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Take a look at the basic rules and character generation, you see plenty of restrictions for certain career paths. Those are in place to add realism to character generation. You can't use the regular rules, cause you won't end up with character you expect to see in the guard. Which are old men unfit for combat, but with a sense to service. Look at the State Guard during WWII and the UK Home Guard of how you see them organized and trained on the fly and into a some what military force. I'm not going for a regular army.....more like Dad's Army
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I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier. |
#33
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Perhaps someone already suggested this, but maybe a solution to the pre-war State Guard "career" is a special set of secondary activity skills. In v2.2, some career terms allow certain secondary activities that boost attributes or add skills. Using this system would allow one to pick existing civilian careers but still gain two or three additional skills (military or related) for every term spent in the SG.
Maybe a menu of skills would be best. A term of service in the SG would entitle the character to any 2-3 skills from that menu. This would, of course, replace the standard secondary activity perks for that career term.
__________________
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 |
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Giving someone 2-3 choices from a menu is very powerful for a State Guard secondary skill which is generally 1 point. I'd say that if a previous turn included military, LEO or paramedic/emergency services then the character could choose to use their secondary skill point form one of those careers to represent them doing something they used to do as a job as a hobby.
Also, if you are talking retired people, you need a retirement term which would be 1 skill from the secondary list and 1 secondary skill, thus having the State Guard background would give a PC the option of having a more relevant skill than just the secondary skill list. If you are having a game where the PCs are all retired State Guard, you may get the situation where character generation is frustrating or even like the old Traveller where your character dies in generation. Bear in mind: Aging rolls: these start at term 4 for Agility so a 12 term PC will have rolled 9 times to lose a point in agility: obviously when you get down to 1-2 it is less likely that you will fail the roll, but there's a chance that your character dies before war starts. Then there are seven Strength rolls, five Constitution rolls and one Intelligence roll. Granted you can use a secondary term to raise STR or CON but whatever happens to AGL happens. After term 6 (if you are using v2.2) you're only getting 1 skill point per term unless you change occupations which is pretty gamey if you do it a lot. Skills of a value higher than the controlling asset cost double: that may lead to skills degrading if STATs are lost. If you had an asset of 7 in Small Arms and a STR of 7 and then dropped a point in STR, a GM may be justified in requiring either a point be spent to bring the Small Arms back to 7 or in having the Small Arms reduced to 6. In my opinion, this skill degradation with age seems fairly realistic to me, particularly for physical skills: I'm not as good a tuba player now as I was when I was young, I can't manage the stamina and physicality even though I know a lot more. In a more physical skill it would probably be worse. I haven't crunched the maths but an average character I made was down to AGL 1, STR 2 and CON 3 by term 12 and the skills didn't pay back the STAT loss in my opinion. An optimised character fared better but AGL still dropped to 2 and I had to pump skills into keeping my AGL skills up and secondary skills into compensating for STAT loss. I know that the figures aren't everything, but worrying about a State Guard career is a moot point when your character has limited survivability. I think it would make a great game, a bunch of very experienced PCs using smarts to compensate for the fact they can barely hold a rifle let alone make multiple shots with it but mortality would be crazy high unless they were very clever. That sounds like a cool game but like the predictions of what the UK Home Guard would have done and the Volkstrum did, it was estimated that Home Guard units with preparation and home advantage would hold enemy units up for hours. Given the lower intensity of TK2 encounters it might be longer but for a PC group of 65+ year olds I'd be more inclined to spend time working out tables for illnesses and conditions rather than what skills they can acquire in the State Guard. "Old Tom, yup, he'd been a Scout Sniper in 'Nam back in the day, gave the Mexicans hell until his pacemaker ran out. Still, he held that column off for long enough for the boys to get the insulin shipment back to base, it saved darn near most of the squad." "Most of the Lot? What Lot?" "I said SQUAD!!!" "There's no need to shout, now how are we going to spring that cataract doc from the POW camp, we need that young whippersnapper or Third Platoon are gonna need to shift to shotguns." "Nice buns? Thanks, I still exercise every day." "I said SHOTGUNS!!!" "Now who's shouting? Anyway, a bayonet will be good enough, they don't like it up 'em you know. They don't like it up 'em." Good luck with a game like that if you run it, it has potential to be the best game ever: TK2 meets Burrows and Bunnies, I envy you playing it. |
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Yeah, I think you're right. 1 State Guard specific secondary activity skill point would be a more accurate reflection of peacetime SG activities.
__________________
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 |
#36
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Since I hate bringing up problems without proposing a solution, my idea for the pre-war State Guard is that it's similar to being an active National Guard servicemember (receive one skill and roll for promotion), but they choose their skill gain from either the Paramedic list (if they have Medical 2+) or the State/Local Law Enforcement list, to reflect the jobs the State Guard was called on to perform before the war, rather than drawing from their military branch skills. A character does not need to be a veteran to be in the State Guard (though many/most are). For during-the-war State Guard (i.e. those who are drafted with 8+ terms), veterans (anyone who has already been through basic training) would get double skills on the appropriate list (Paramedic or S/LLE) with Small Arms (Rifle), Ground Vehicle (Wheeled) and Tac Missile being added to their skill list. Veterans roll twice for promotion, but do not get a secondary skill. Non-veterans would get basic training and normal skill points for an appropriate State Guard skill list; they roll once for promotion and do get a secondary skill. It feels a bit clunky as I write it, but it feels like a valid way to have the State Guard be distinct from the National Guard and to reflect both their pre-war role and the change in role as the war goes on.
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Writer at The Vespers War - World War I equipment for v2.2 |
#37
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State Guard-Naval Militia Officer and Enlisted
State Guard-Naval Militia Officer and Enlisted Career
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I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier. |
#38
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I would expect State Guard to also get M16EZ kits to free up "real weapons for real soldiers" or some such idea.
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Writer at The Vespers War - World War I equipment for v2.2 |
#39
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https://shootingdiceblog.wordpress.c...-twilight-war/ You might see them some state guards after 1999, but it relies on a MilGov supplied a second-hand barrel, bolt, bolt carrier, and trigger mechanism of an M16 or M16A1, which might not have made out to ever state guard unit in large quantities. These weapons I have here are what might be available to guards units at the beginning of the war. The M16EZ was weapon throw together because large scale weapon manufacturing was unavailable. Question With the above parts listed could a gunsmith make a M16EZ? if so what kind of skills and tasks are we talking about?
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I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier. |
#40
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Finally, the M16 has a forged aluminum receiver. You could machine a steel receiver or investment cast a receiver, but if you have this technology, you can just make a NEW M16. The internal structure of an M16 receiver has some VERY complex machined cutouts that really require a CNC machine. This means NO stamped and welded sheet metal receivers like you can do with an AK or FAL (and like H&K actually used on the G3 series). This is why the AR-18 was designed...to give third world countries with only rudimentary technology a rifle that they could manufacture using "old school" metal fabricating tools. Parts guns would (and currently do) exist. This is where parts from several broken rifles are combined to make a functional rifle. You still need a serviceable receiver for this. In fact, GDW got this backward. It would be easier to send the bolt/buffer group and the receiver and have the local guys add everything else. You would see a return of the "tube steel" guns like the M3 "Grease Gun" and the STEN Gun. This is greatest (and the most overlooked) asset of these weapons. You can crank them out in a shop with a press break, lathe, and a welder from common tube steel. |
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This thread brings up an interesting argument in the Twilight2000 timeline. There is this "idea" that frequently surfaces that people would be running around with home-made muskets because all of the firearms and ammunition were either used up or destroyed.
Both the US and Russia have enough small arms stockpiled to re-equip their armies THREE TIMES (although the M1, Mosin, and SKS would probably make an appearance in the third round). I did a rifle count at Ft. Indiantown Gap in the early 1990's for COG (continuity of government). There were 25K M16s (all M16A1s), 10K M14s, 1K M60s, and 1K assorted pistols (M1911s & .38 Model 10s) in this ONE site. There would also be a great number of "battlefield pickups" floating around to arm new recruits with. Finally, the US civilian population has HUGE numbers of both paramilitary and hunting rifles to draw on. Since the Exchange was of only a limited nature, many of these "stockpiles" would still be intact. Heavy weapons would be another story, though. From the beginning, this would be a "come as you are" or "bring what you got" war (with regards to the high-tech machines) The time it takes to assemble an M1 Abrams, M109 Paladin, or any jet in the modern age would preclude anything more than replacing "battlefield casualties" during the war. This means that older vehicles would be put back in service to cover losses or equip second line troops fairly quickly. |
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More importantly, though, military caliber ammunition could become a problem within a fairly brief time. Unless something has changed in the past few years, Lake City (Missouri) produces all the 5.56mm, 7.62mm, and 12.7mm for the military (I think 20mm also, but I never was involved in procuring that). Now, the stockpiles are likely in the billions of rounds (the number's classified, but the DoD regularly transfers millions of rounds to other agencies like the FBI or Marshal Service for their training without batting an eye, which gives at least a rough feel for how vast the number must be), but even if most aren't hit by the Exchange, distribution is still going to be a PITA in the post-apocalypse. I agree with the upthread comment that selective fire would likely be eliminated from most weapons in order to conserve ammo, and there'd probably also be a push to include the more common civilian calibers among second-tier units.
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Writer at The Vespers War - World War I equipment for v2.2 |
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I built this AK-47 and it's legal and totally untraceable?
http://www.motherjones.com/politics/...building-party Another Option
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I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier. |
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Writer at The Vespers War - World War I equipment for v2.2 |
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This can cover some preppers as well. Using T2K2.2 and a later timeline allows for older PC's to be in these organizations and younger ones used in overseas campaigns.
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One can also purchase an 80% AR-15 lower and take it to a build party. There are jigs and fixtures to machine one completely via CNC or manual mill.
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One CNC machine will pay for itself with six or more machinings.
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I've got two ways of thinking with the M16EZ personally.
If it stays in the game at all, I change the wording so that the government sent out "Barreled upper assemblies and part kits", with the added fun of the parts kits notoriously missing one or two key parts. Although I'm more of a fan of option two. Option two being that the M16EZ never existed at all, and everyone who would have got M16EZ kits got surplus weapons just like you guys are saying. M1 Carbines, Garands, and 1903 rifles all around! When my games stick around in the US I have a tendency to make M1 Carbines the "default" gun of all sorts of people. Farmers, raiders, low level military/high level police, etc. |
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M1917 Enfields too, given that CMP still gets a couple dozen a year that were loaned by the Army to veterans' groups. It makes me wonder if there are any BARs still around. Between the 1903s, 1917s, Garands, and BARs, it would be possible to build the squad discussed earlier, where 1 or 2 have automatic weapons (the BARs) and everyone else either a semi-automatic or bolt-action (the 1903/1917/Garand), all using .30-06.
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Writer at The Vespers War - World War I equipment for v2.2 |
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Also for what it's worth the M1 carbine can be quite easily converted to full auto, there are even still fully legal transferable kits you can still find today to convert your M1 to a full auto M2.
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#55
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Before 9/11, total small arms ammunition consumption for the military was on the order of 350 million rounds per year. It went up to 1.1 billion rounds immediately after 9/11, which caused shortages because Lake City needed time to expand; as late as 2004 it produced 1 billion rounds per year. It took three years during a time when there weren't direct attacks to add 650 million rounds/year of capacity; this is probably close to the best performance that can be expected for a TW-era expansion. At the point when they were producing 1.2 billion rounds per year in late 2005, they were using 70% of the floor space of the plant. It also required them to go from 650 employees at 350 million/year to 1,950 employees at 1.2 billion/year. Extrapolating out, they'd have a maximum capacity of around 1.7 billion/year, and would need around 2,600-2,700 employees to manage that production level. They'd also need no disruptions at their 1,800 suppliers (some of which had trouble with the real-world ramp-up). That rate of production would require three shifts per day, seven days per week, with minimal maintenance downtime on some very old machines. Given the time frame of the Twilight War, you're looking at the pre-9/11 plant with a maximum output of 350 million rounds per year, with the next available equipment being machines mothballed since the Vietnam War, and with only 650 trained employees. Ramping up in wartime is going to be hard, particularly since there will be problems with primer supply. It requires 13 chemicals to make military primer, 10 of which are imported from Europe, China, Brazil, India, Canada, and Mexico. To sum up, yes, Lake City has large capacity, but the logistics will be the problem. Particularly with the timing of the Twilight War, its workforce isn't large enough to expand production rapidly, much of its machinery is stored, and supply chain problems will cause a rapid decline in production capacity.
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Writer at The Vespers War - World War I equipment for v2.2 |
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http://www.m1carbinesinc.com/carbines.html http://www.auto-ordnance.com/Reviews...weapons-LE.asp https://www.inland-mfg.com/Inland-Carbines/M1-1945.ht I don't think any of the M1918 Browning Automatic Rifles (BAR) are left in the US, since 1986 you wouldn't be able to own them through CMP. Many more were given as aid to countries in South East Asian and South America. I could see them be found is a few state guards if there owners brought them in.
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I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier. |
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Writer at The Vespers War - World War I equipment for v2.2 |
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Something else to consider would be how well armed a unit might be based on its state of origin. I don't imagine there are many gunsmiths in most parts of the East Coast but here in Arizona you can't throw a rock without hitting a guy with a small machine shop in his garage, doing good work out of it. I imagine after the nukes full all sorts of those garage-shops will churn out a few select-fire ARs of various quality, and probably a ton of parts like "lightning links" that turn ARs into full auto only but are very simple and easy to make.
Combined with the sheer amount of guns in the state and any unit that began operating out of Phoenix could have all sorts of unique guns, many of them full auto. I have been personally offered an illegal unregistered select fire Mac-10 in trade before, and of course I turned it down but that kind of stuff just happens here. I mean heck, the Big Sandy shoot has been happening twice a year since the 90s, imagine if the largest private gathering of machine guns and artillery pieces in the United States got together right before Thanksgiving Day 1997. All of that firepower and enough ammo to feed it for the several all-day/all-night shoots in one area. Last edited by Pinhead Slim; 02-12-2017 at 05:27 PM. |
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Speaking specifically of Florida (I'm more familiar with it than where I live now), there are a lot of small manufacturers, to the extent that Florida is #2 in the US for manufacturers with 691 licensed gun manufacturers (only Texas has more, with 1,103 - together, they account for 17% of the nation's manufacturers). Brevard County alone has 48, ranging from the fairly major (Kel-Tec, Knight's Armament, Diamondback) to small shops that manufacture components or do final assembly. That said, the number of manufacturers has exploded in the past few years. From 2009 to 2015, the country went from 3,040 licensed manufacturers to 10,503. I don't know what it looked like in the early 90s.
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Writer at The Vespers War - World War I equipment for v2.2 |
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I specifically said "most parts" thinking of the exceptions of primarily Florida, and secondarily Virginia.
And I wouldn't go by that list, that website only lists 2 gun stores in all of Alaska and only 20 in Arizona. Going by those numbers you'd get some warped perceptions of gun culture even if those gunsmith numbers were accurate though, that would mean there are three times as many gunsmiths per person in AZ than in FL because AZ is one third the population of FL. |
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