New firearms technology

6 posts ยท Dec 5 2000 to Dec 6 2000

From: Joseph Arnold <jdarnold@s...>

Date: Tue, 5 Dec 2000 02:17:53 -0600

Subject: New firearms technology

This came across the ether this morn. Jay

SJ Games Daily Illuminator (http://www.sjgames.com/ill/)
December 5, 2000: Bangbangbangbangbang
--------------------------------------------------------------
An Australian inventor has developed technology that can allow a
machine-gun
to fire at a rate equivalent to a million rounds a minute. Think about
security systems, robot assassin drones, point defense against incoming
missiles... Here's the Scientific American story
 http://www.sciam.com/1999/0499issue/0499techbus2.html ).
From - Wed Dec 06 17:41:38 2000
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From: "Alan and Carmel Brain" <aebrain@dynamite.com.au>
To: <gzg-l@csua.berkeley.edu>
References: <20001205004439.28332.qmail@web4602.mail.yahoo.com>
<005001c05e71$f4e90080$bbee1a3f@pavilion>
Subject: Re: Wombat of Retribution
Date: Tue, 5 Dec 2000 19:34:49 +1100
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The story of the MS Hokkaido Maru, now "Wombat of Retribution" is to be found
at
http://www.warpfish.com/jhan/ft/Archive/2000/jan00/msg00655.html

Actually this would make a rather neat StarGrunt scenario.

BTW Names of OUDF Auxiliaries are usually formed by <insert name of furry
animal> of <insert name of concept involving the future>

Hence "Potto of Destiny", "Wallaby of Fortune", "Bilby of Fate", "Koala of
Nemesis"

I haven't made any stats for the former Hokkaido Maru yet, but she would have
started out as a Free Trader from FB1 before any modification. She got badly
dinged up in
the many rammings - er - accidental collisions - and had some of the
cargo space replaced by armour.

From: Brian Bell <bkb@b...>

Date: Tue, 5 Dec 2000 12:49:38 -0500

Subject: RE: New firearms technology

How does the anti-personnel mine treaty define an anti-personnel mine?
Does it have to be an explosive device? Would this device qualify? (sentry gun
attached to sensors)
How about old fashioned snares/punji spikes/pits, etc.?
Devices that deploy chemicals/nerve agents/biological attacks?

The device describes seems interesting. As I read it the gun has multiple
shells loaded in the barrel with propellant inbetween. Then the shells
propellant is ignited sequentally. Then the weapon would need to be fitted
with a new barrel before it could fire again. It mentioned fireing 180 rounds
in 0.1 second, but it did not state what a sustained rate of fire would be.
How long does it take to
switch barrels? It it took only 1/2 second to change barrels, you
would need 5 barrels for continous fire. It would seem that the spent barrels
and the full barrels would take up an awful amout of space compaired to the
same number of shells in a magazine. True, you would put out a lot more
shells, but you would run out of ammo at an accelerated rate as well.

-----
Brian Bell bkb@beol.net
-----

> -----Original Message-----
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To: gzg-l@csua.berkeley.edu
From: jfoster@kansas.net
Subject: Re: New firearms technology
Date: Tue, 5 Dec 2000 17:57:03 +0000
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> I think it needs a lot of work before it will be useful in a military

I'm reminded of a quotation:

"I think instead of building newer and more powerful weapon systems, mankind
should be getting more use out of the weapons it already has." -- Jack
Handey

;)

I do think the civilian version has promise, but I'm not sure I can see the
rather reactionary gun-owning public attracted to a gun that a) might be

difficult/impossible to reload, b) keeps records of firing. Then again,
the safety features would make it a prime choice for anyone with kids in the
house.

> From a military point of view, it seems to have some real advantages,

about supply? Isn't it going to be difficult to keep up with ammo expendiature
at such high rates of fire?

And finally, once the technology is disseminated a bit (especially if sales to
the civilian market make reloading technology widely available) this type of
firearm could easily be modified into a very nasty, highly concealable
zip-gun.

So, what kind of impact die would a MetalStorm assault rifle have in FMA?
From - Wed Dec 06 17:41:50 2000
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From: "Chris DeBoe" <LASERLIGHT@QUIXNET.NET>
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Subject: Re: Unofficial Official Lists?
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> The Unofficial GZG Fleet Rosters are "by no means complete".

Well, we know that 5 Rostovs form a major part of the battle line, so we can
work it out from there.
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Date: Tue, 05 Dec 2000 13:22:51 -0500
From: Jerry Han <jhan@warpfish.com>
Organization: Warpfish Consulting
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> Peter Mancini wrote:

If you like your duck reduced to a fine mist.  (8-)

JGH
--
*** Jerry Han - jhan@warpfish.com - http://www.warpfish.com/jhan ***
"Life's not long, so I hope when I am finally dead and gone, won't you gather
'round? When I am lowered into the ground..."
          Crash Test Dummies, "At My Funeral" -- TBFTGOGGI
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Date: Tue, 05 Dec 2000 13:26:06 -0500
From: Jerry Han <jhan@warpfish.com>
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> "Bell, Brian K" wrote:

I'm assuming that this wouldn't be as much of a problem as AP mines. The main
problem with AP mines is that they can sit around for years
after the conflict is over, being a threat to anything/anybody in
the area.  That item was the main point being raised by anti-mine
advocates, and (as far as I can recall) the main force behind the
anti-landmine treaty.

Automated defences, or obstacles aren't as bad, since you can usually see
them, and they usually get taken down by one side or the other after the
conflict is over.

JGH
--
*** Jerry Han - jhan@warpfish.com - http://www.warpfish.com/jhan ***
"Life's not long, so I hope when I am finally dead and gone, won't you gather
'round? When I am lowered into the ground..."
          Crash Test Dummies, "At My Funeral" -- TBFTGOGGI
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From: "Stark, Luke" <lcs@intonet.com>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
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> Is Play-by-Email an option for you? A number of us on the list do

Sadly, no. I'm a bit more instant gratification than that.;)

-L
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Subject: Re: FT: Question that may be really *old*...
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> On Tue, 05 December 2000, Jonathan white wrote:

> I believe it's one of the things Jon T has always asked to be run by

I think there are a couple of issues.

First, it's the miniatures and not the games that make the money. A business
ca se would have to be developed to see if a computer game would just
canibalize t he miniatures market. This wasn't a big deal with DBA Online, as
the DBA rules were written by someone not involved in miniatures. But I know I
have lost some interest in painting DBA armies when I can play more quickly
and easily on the computer.

Second, creating a computer game even for something as simple as FT takes a
lon g time. Jon isn't a computer person. He'd have to farm it out. Would it
have to look like current computer games with 3D rendered graphics? Or would
it just b e a "bare bones" thing? Regardless, it would be a very big project.
It would ne
ed to have excellent graphics to attract the non-FT playing mainstream.
Without it, it would just appeal to us FT players and not make back the money
it would take to create it. Oh, and it would canibalize the miniatures sales
(see the f irst point).

Several people have done Play By E-mail games, me being one of them. I
have a s et of spreadsheets I used form my game. Even still, it was a fair bit
of manual effort to make it work. I started building a program to handle the
processing, and got quite far along with it, but lost the program in a move. I
haven't tri ed going back and redoing it. The amount of time I spent on it
tells me that it
's not going to be feasible creating a program for e-mail games unless
it's som eone's labour of love.

Allan Goodall - agoodall@canada.com
__________________________________________________________
Get your FREE personalized e-mail at http://www.canada.com
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From: "Barclay, Tom" <tomb@bitheads.com>
To: "Gzg Digest (E-mail)" <GZG-L@csua.berkeley.edu>
Subject: [OT] [HUMOR] AmmoStorm(TM)
Date: Tue, 5 Dec 2000 14:27:04 -0500
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July 01-2183, Alice Springs, Australia, Terra (API)

Mick Dunn, inventor, former OUDF quartermaster, and self-proclaimed
Wombat
afficionado, today unveiled his latest invention - a totally
revolutionary form of weapons system conceiveded while Mick was floating in a
small rubber life raft in the South China sea after a skirmish with ESU forces
that ended poorly.

Delerious with sunstroke, heat exhaustion, and a Tequila hangover, Mick came
up with a simplifying concept which seemed immediately applicable to modern
infantry combat. He has since named this concept "Mass Firepower Delivery" and
the system that demonstrates this concept is called AmmoStorm(TM).

The concept is simple - the way to kill the enemy dead is not to fire
careful, well aimed shots displaying accuracy, marksmanship and lethality
(such as used at Mons in WW1) but rather to saturate the enemy with so many
incoming rounds that not only will cover be of no benefit, but even body
armour will prove useless.

Gen. (Ret) John McDonald (OUDF), spokesman for the massive defence
contractor Colt-Sig-Bofors spoke enthusiastically about the new system
they
co-developed with Mick - "We expect it will replace every other weapon
system known to man. The concept is simple, unbelievably effective, and has
a brutally high profit margin in consumables for those of us in the M-I
complexes... you can bet we'll be lobbying the NAC and ESU militaries as well
as the UN to adopt this technology wholesale!"

AmmoStorm(TM) works by saturating the target with ammunition. In the older
model of warfare, this ammunition was "fired" by chemical or electrical
propulsion methods. In the new method, it is simply lofted by hand or
dropped by a vehicle. Where an old KI-72 Advanced AR could deliver
sustained
fire rates around 400-500 rpm, the new AmmoStorm system easily delivers
10,000,000 rounds in one strike. Any target even grazed is instantly dead.
Suppression (a product of slower sustained fire) isn't even a consideration.
And if you miss? Well, you just unleash another 10,000,000 round cannister.

Serious concerns have been raised within the Logistics community about the
resupply of 10M round cannisters. Weighing 27 kg each, each infantryman is
expected to be able to deploy with two of these cannisters in addition to the
usual 60 kg of other kit. This means a standard unit of fire is likely to be
around 150kg per man. When the Chief of NAC Army Logistics examined these
figures, he was immediately rushed to hospital in what has been characterized
as "a fit of apoplexy". Despite the lack of a combat system to deliver
AmmoStorm(TM) attacks, logisticians justly fear that will require
approximately 10 times as many transport vehicles as current force levels
support in order to deploy this new weapon system.

An infantry sergeant from the King's Own Memphis Rifles (who wished to remain
anonymous) and who was involved in the development program was heard to quip
"I can only lug two of these cannisters. And I can only throw them about ten
feet. Who the hell came up with this idea? What happened to firing single
shots or short bursts and actually hitting your target? ^$#!!!"

These concerns are brushed aside by Mick (he likes to relate, from his typical
Tequila stupor, how he isn't going to be the poor b@st@rd carrying it) and by
the Military Industrial Complexes anxious to start cranking out billions of
billions of rounds. Both Mick and his backers seem to feel the increase in
their net worth will more than offset any potential harships for individual
soldiers or the military logistics system. In fact, they even go so far as to
say that if this system renders war impossible, then everyone should buy it.

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Tue, 5 Dec 2000 20:36:05 +0100

Subject: Re: New firearms technology

[quoted original message omitted]

From: Noel Weer <noel.weer@v...>

Date: Tue, 05 Dec 2000 16:56:55 -0600

Subject: Re: New firearms technology

So this is legitimate? My first response on seeing something that is this
extreme published in the month of April is to believe that it is part of the
publishing industry's love affair with April Fool's Day.

> Alan and Carmel Brain wrote:

> ----- Original Message -----

--
The Middle Ages were a great time to be alive, because if you weren't wiped
out by the Plague or impaled by some marauding barbarian, then yippee.
"chocolate covered musings"
      (http://www.amused.com/nick.html)
From - Wed Dec 06 17:41:57 2000
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Date: Wed, 06 Dec 2000 10:08:33 +1100
To: gzg-l@csua.berkeley.edu
From: Beth Fulton <beth.fulton@marine.csiro.au>
Subject: Re: New firearms technology
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G'day Noel,

> So this is legitimate?

Yep its legit alright, I remember seeing visual of what it could do to a

target a good years ago (5 or 6 years at least I think). Expensive way of
making confetti though.

Cheers

Beth

------------------------------------------------------------------------
----
------------------------------------------------------------------------
----
Elizabeth Fulton
c/o CSIRO Division of Marine Research
GPO Box 1538 HOBART TASMANIA 7001 AUSTRALIA
Phone (03) 6232 5018 International +61 3 6232 5018
Fax 03 6232 5053 International +61 3 6232 5053

email: beth.fulton@marine.csiro.au
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Subject: Re: FT: Question that may be really *old*...
References: <F021B784A8C9D411A66F0002A52CA9360A50C2@nt-exc1.arepa.com>
<00Dec5.123715pst.115212@gw.city.vancouver.bc.ca>
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One of the better freeware tools out there is something dramatically called
Star Generator which can be found at:

http://www.geocities.com/TimesSquare/2691/stargen.html

This doesn't cover all you asked about, and has not been intended for anything
but supporting RPG efforts, but it has potential.

This app is a lot of fun to play with and has really detailed ability to

generate star maps, intelligent alien races, and then (given some basic
parameters) determine the basic expansion of the resulting interstellar
governments.
The resulting inter-planetary holdings include stats that measure
relative military levels etc and in his last version update it includes an app
that extrapolates the info to produce possible fleet and ground force
configurations. He also has it set up to export stats for different RPG games.

> Dave Strebe wrote:

> Commander to Pilot>Delurk on 3... 1...2...3!

--
The Middle Ages were a great time to be alive, because if you weren't wiped
out by the Plague or impaled by some marauding barbarian, then yippee.
"chocolate covered musings"
      (http://www.amused.com/nick.html)
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> "Stark, Luke" wrote:

I know of one GM who ran daily turns for a couple of games...

It was for a small game, but it was doable. :-)

Jon
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Subject: Bridge Crew
Date: Wed, 6 Dec 2000 11:05:00 +1100
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I'm going to have to update my links; I've still got the old bridge crew link.
http://home.mira.net/~jaguar/main.html

Last time I played it was at Cancon '98, where we gamed out the Seabring
Picket destruction from Honor Harrington. It was good fun. Our crew only
failed to escape due to the engineer cooking the engines completely (we were
only 2 minutes out from the hyperlimit at the time).
The eventual winner was the crew who took a grav-lance equipped light
cruiser into the fray. The captain had successfully implemented a ship
overhaul during the previous freeform session and got stuck with it.

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[Pirates] Dame Captain Washalot
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM

> -----Original Message-----
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I will piece through your post on sensors and give reflections applicable for
F T

There are some things that apply to all the sensors that you list. For a given
 size
of aperture, the smaller the wavelength, the higher the resolution. Resolution
 is
good for tracking and fire control, but causes problems for searching. An exam
ple is necessary to explain this counterintuitive truth. If you want to
precisely point out which vehicle is OJ's Bronco on the big projection screen
to someone who ha d a life at the time, you would use a laser pointer.
Attempting to find your keys in a dark room with your only illumination being
the same laser pointer is a futile task.

To scan a volume of space, you have to point your sensor in every direction at
least once, the number of possible directions is the solid angle of your beam
divided
 into
the 4Pi solid angles of a sphere (over simplification, but true) and your
senso r must be pointed along each direction long enough to detect

> John Fox wrote:

> Dear Allan:

The intensity of the radiation given off by a black body varies with the
fourth power of the temperature, so starhip is much brighter than the
blackness of spa ce. IR is one of the premier sensors, but provides only
bearing information.
 Motio
n target analysis (as used by subs) takes a long time in interplanetary space,
un less the target is very close, or very fast. The resolution is good enough
to track
 a
target, but not bad enough to look for one.

> UV detection

Starships emit precious little of this wavelength.

> radar

The problem with radar is that the signal varies inversely with the fourth
powe r of the range and the signal strength of someone listening for the
emitter only var ies with the inverse square of the range. So going active
makes it very easy to be found, without guaranteeing that you will find
anything. That being said, rada r is very useful as a search and tracking tool
and radar transmitters are much more efficient than lasers (although, we may
assume that FT and Traveller have solve d this problem). Radar will continue
to have applications in terminal guidance systems.

> Passive detection of radio sources

This is used to detect active radars. In wet navies, it is also used to detect
communications traffic, but in space, it is all point to point, with little to
detect if you are not the desired recipient. However, because point to point
communications only work if you know the location of the receiver, there are
omnidirectional broadcasts, too (including, but not limited to, distress
calls), so spacecraft will have precise radio direction finding equipment.

> optical (passive and active)

Lasers give very accurate targetting information if you already have a good
ide a where the target is, provided the target stays within the beam (more
difficult if the target is far away and moving). Active optical search arrays
have problems
 with
either resolution or field of view, or both. If the drive plumes are bright in
 the
visible spectrum, passive optical will be very important. As optical has the
smallest wavelengths, it is easiest to build up an array of sensors that
examin es a large portion of the 4 Pi steridians, simultaneously.

> I would like to know stuff like

You get exactly what you pay for. Large apertures give high resolution
.

> B) Power requirements

Power is low for passive sets of any size. The power requirements for an a
ctive sensor increase by a factor of 16 for every doubling of range.
Unfortunately, I only have numbers for land based radars intended for
detecting ships. Detectin g objects in space will be different, as there is
less clutter and absorption.

> C) Scan ability

The more resolution you have, the less you can scan. The sensor must dwell
 in a
given direction long enough to detect the target (or receive echoes from the
designed max range), so finding a faint, distant object will take a long time.
Coordinating an array of high resolution sensors to scan a larger area works,
b ut all of those sensors add to the mass, volume and cost of the system.

> [quoted text omitted]
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> David Brewer wrote:

> <troll>

That is unfair, as there is only one Uplift inspired game that I know of: the
G URPS Uplift supplement. I play exactly one Star Wars inspired game line, but
i t doesn't count as the Lucasfilm withdrew the rights after playtesting, but
bef ore publication. The game company wrote a new background for the line
(noticea bly similar, but different enough to avoid infringement). I am
referring to FASA's Renegade Legion games.
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> Jay Arnold wrote:

> This came across the ether this morn.

The really interesting thing is that he did not invent it, he merely made it
work. The multiple bullets and powder in the barrel idea was tried in the
flintlock era. It was called the roman candle gun. The first charge was
ignited with a flintlock, and each bullet had a small hole drilled through it,
filled with slow burning powder, so each bullet discharged one after the
other. It also had a flintlock in the standard position to allow it to be
reloaded and fired single shot. Rather than failing for any technical
problems, it failed because there was no need for it at the time worth the
trouble of loading it.
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> "Stark, Luke" wrote:

> I've been digging around in the list archives, the faq(s) and the

I am slowly working on one, but I am currently bogged down on the proper
geneology for object inheritance, so that the amount of code that I need to
generate is reduced. I have some buggy code for two ships slugging it out toe
to toe at range 11 (to solve, a la Monte Carlo, the armor vs screens debate,
screens win until you up number of p-torps).  The hierarchy problem
comes from defining blips targets and ships.

It is much easier to code vector movement than cinematic movement. I have no
intention of doing an AI, as I have no idea where to start. I hope to make it
a java applet that I can place on my website (so under construct that I won't
give a URL). I will let people know how I am getting on, if there is any
interest.
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> Laserlight wrote:

> That should tell you something right there. But in any event, if it

I can only think of the roleplaying game by West End Games, a collectible card
game, a version of Ace of Aces, and a board game for kids. This means that I
can only think of five Star Wars inspired games (including Renegade Legion,
which does not count without the Official Star Wars logo
[I found out about the Star Wars connection after I determined that
RL:Interceptor was the best single-ship combat game out there]), of
which I only consider two worth playing. That Uplift has a GURPS supplement
shows that it is at least 20% as worhty for a game as SW, without having to
have a film.

You couldn't do an Uplift conversion for FT, as the combat is not detailed
enough in the books to figure out what the weapons actually do.

Star Wars owes more to its eye-candy than anything else for its success.
When Star Wars came out, reviewers compared it to 2001: A Space Odyssey,
saying that Star Wars was better because it had 500 visual effects to 2001's
50. With the benefit of years, I now realize that the effects in 2001
impressed me more because they were either very big (docking at the space
station) or very small (recovering the wayward pen). The effects in Star Wars
were merely flashy.
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From: Allan Goodall <awg@sympatico.ca>
To: gzg-l@csua.berkeley.edu
Subject: Re: Sources for factual combat statistics, was Re: Modern Close
Assault
Date: Tue, 05 Dec 2000 21:15:24 -0500
Organization: Haphazard at best.
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On Tue, 05 Dec 2000 00:25:00 +0000, David Brewer <david@brewer.to>
wrote:

> I know. I think we had this exact same thread two or three years

We did. But you convinced me.

I still like the mechanics, but I no longer find it as much fun as I used to.
I think I mentioned that I preferred the Mechanized system. Now that I think
of it, some of the problems with the game system aren't in the armour rules.
Tanks don't have unconsciousness values.

> Reading the rules, it seems that all characters had identical "hit

Actually, not true. The rules modified the damage based on the Health stat.
The damage done was based on a Health of 10. You multiplied the damage by 10
and divided by the Health value. So physically larger, more muscular
characters DID take less damage. I'm not sure where it is in Phoenix Command,
but it's on page 94 of Living Steel.

> Oddly, I find this sort sort of D&D beer-and-pretzels-level

One of my favourite RPG systems is Feng Shui. It's not realistic at ALL, but
man can you run a narrative game quickly! A year and a half ago we got
together and played a nostalgia game of AD&D (1st edition). I forgot just how
fast paced the game system was. It's incredibly unrealistic, but it did the
job. I think this is why FMA will easily replace Living Steel as my preferred
skirmish game. At my age I realize I just don't have enough time left to be
pestered with slow game systems.

> It also fits together with Porter's OTT book "Guns, Guns, Guns" a

That's what I was thinking as far as the weapon creation tables went.

I had an interesting discussion with Porter online vis a vis the Call of
Cthulhu rules. If you check out More Guns Guns Guns! there are no stats for
CoC weapons. He explained that it's because Call of Cthulhu doesn't do it
right. Cthulhu weapon stats are inconsistent. I did an analysis of this. He's
right. If you compare pistol damage to that of other games, it fits the curve
of Timelords, GURPS, etc. The same with rifles and larger calibre hand guns.
If you try to plot both pistols and larger calibre weapons on the same curve,
you see that the larger calibres don't do enough damage.

Personally, I think he Porter cops out on this. I think he should have plotted
the weapons for Call of Cthulhu and given larger calibres more damage, or
smaller calibres less damage. Instead, he just kind of wiped his hands of the
game. That's okay, I use the stats from Pagan Publishing's games. I also have
my own house rules for automatic weapons on my web site, which speeds up my
Delta Green campaign considerably.

Allan Goodall awg@sympatico.ca
Goodall's Grotto:  http://www.vex.net/~agoodall

"Surprisingly, when you throw two naked women with sex toys into a living room
full of drunken men, things
always go bad." - Kyle Baker, "You Are Here"
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Date: Tue, 05 Dec 2000 21:23:55 -0500
To: gzg-l@csua.berkeley.edu
From: Aaron Teske <ateske@HICom.net>
Subject: Uplift FT (was Re: Am I a Republic revisionist?)
In-Reply-To: <004101c05f36$4daf9840$e4fb0e3f@pavilion>
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> At 07:40 PM 12/5/00 -0800, Laserlight wrote:

I've put a little thoguht into it, but apart from some generalities
(e.g.,
the Thennanin seem to have heavily armored/hulled ships) it's difficult
to fit the Eatee's ships into Full Thrust. I mean, the Soro ships sound fairly
generic, but modelling the Tandu probability drives, psi attacks, the
different "battlefield dangers" (dangerous probability residues, psi mines,
other things that actually put me more in mind of Battlefleet Gothic than Full
Thrust) would, as far as I can tell, nearly require a complete rewrite of the
game. So... I haven't done much about it.

Come to think of it, the one game that was discussed a while back, where you
design your race... can't seem to find any of the messages, thoguh I'd thought
I'd saved at least one (though that's out of 4.6M of saved FTML messages over
the last few years...). Anyway, depending on what options are available, that
may work "better" as far as using a written rules set. Or I'll have to dig out
my FF&S (made me grin to see that referenced; I carried that sucker around in
my backpack for most of my college
years...)
and check to see if psi-type weapons get a mention; I really don't
remember.

Of course, thinking about the different Uplift races... working them into SG
or FMA might work out alright, though minis could be interesting. (Why
do I always come up with SG/FMA scenarios when nearly all my minis are
starships (over 300 ships from 6+ "fleets", fairly evenly split between
heavy & light ships) and EPIC 6mm (15000+ points of Squats, nearly a
full marine chapter with attached vehicle companies, a couple dozen Titans...
not much *painted*, mind you) minis. <sigh>)

                                        Aaron
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<3A2D7D70.2FE4C3CE@nycap.rr.com>
Subject: Re: Question that may be really *old*...
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> "Stark, Luke" wrote:

Noam, what was our record in the recent PBEM you ran? An hour or so?
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From: "Laserlight" <laserlight@quixnet.net>
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<3A2C222B.ABB975C8@brewer.to> <3A2D868C.1B256632@sympatico.ca>
Subject: Re: Am I a Republic revisionist? Re: Sci-Fi Crossover
afteraction report
Date: Tue, 5 Dec 2000 19:40:36 -0800
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Richard Bell replied:
> David Brewer wrote:

That should tell you something right there. But in any event, if it inspired
rabid loyalty, someone on this list would have done conversions for it (FT,
SG2, DS2, whatever the genre was).

On the other hand, how many of us would have heard of Star Wars if it had been
just the book, rather than the First Science Fiction Epic to hit the big
screen?

From: Alan and Carmel Brain <aebrain@w...>

Date: Wed, 6 Dec 2000 19:13:09 +1100

Subject: Re: New firearms technology

From: <jfoster@kansas.net>

> Another possible problem: with a totally electronic firing system,

Any EMP big enough to cause this would most likely set off explosives anyway.

From: Alan and Carmel Brain <aebrain@w...>

Date: Wed, 6 Dec 2000 19:16:14 +1100

Subject: Re: New firearms technology

From: "Noel Weer" <nsweer@ice.net>

> So this is legitimate?

Yep, legit.
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From: "Jeremy Sadler" <webmaster@stargrunt.com>
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References: <B18DDC5F1158D311A66900805FD47181C89D0F@VSTASV1>
Subject: Re: Bridge Crew
Date: Wed, 6 Dec 2000 19:56:44 +1100
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> Last time I played it was at Cancon '98, where we gamed out the

I played it YEARS ago at a Computer Swap Meet of all places, and played a
scenario where we were Kli - err, Xingons attacking a human convoy. We
came in fast cloaked, but the bigger of the two escorts detected us and turned
to meet. He came at us at high speed, and everyone was waiting for me to blink
and turn - which I didn't. Just put pedal to the metal. Of course what
they forgot that in this game it takes TIME for the ships to slow and turn
around... the big ship went screaming past, then the GM realised his error and
started his turn. By the time he got the big escort heading the right way
again, I was taking apart the convoy.

Of course, I made my mistake then and hung around for too long, instead of
hitting and running... so the big escort took me to pieces.:(

Great game though, really captured the atmosphere, especially with 6 or so
people manning the bridge (there was me, my first officer <grin> who actually
knew the game, and 4 crew.).

Anyone on this list, if you've got enough friends with PCs and network links,
I suggest you try it out.

JS Jeremy Sadler stargrunt.com webmaster
http://www.stargrunt.com
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From: "Owen Glover" <oglover@bigpond.net.au>
To: <gzg-l@csua.berkeley.edu>
Subject: RE: Help finding modern army TO&E?
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Andy,

This is a link to the SOTCW; I don't think this web page is updated further
but a really good source still!

http://www-solar.mcs.st-and.ac.uk/~aaron/mod_org.html

> -----Original Message-----
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Date: Wed, 06 Dec 2000 02:59:09 -0600
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Subject: Re: New firearms technology
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> At 07:13 PM 12/06/2000 +1100, you wrote:
This
> is why there are signs warning people to switch off radio transmitters