Hidden 10 yrs ago Post by Vordak
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Post reserved for battleground description.
Hidden 10 yrs ago Post by Foster
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Not sure where to start, so I'll start with some pre-worked ballistics.



General section-layout will be similar to but not exact to that of an Combat-Groupe
So one GPMG, one mortar, a sharpshooter, and three riflemen with a metric crud-ton of rockets and grenades. Oh, and a tank with pretty much the same loadout as the entire squad.

Some of these men will be wearing power-assisted assault armor. Nothing fancy really, just something that allows a walking-tank to leap off their tank and bum-rush their way into a building. The energy-reserves only allow for about 30 minutes of autonomous high-intensity combat, though.
-Hence the tier 0-2.

ECM, ECCM, and C3 will likely be a tad behind the FFW/Felin concept

300 meter Team
1. Type 81 /w under-barrel shotgun (double-barrel .410, 50 shells) and 3 rifle-grenades + Rockets (3)
2. Type 81 /w under-mounted 23mm grenade-launcher (5 shot) and 20 grenades
3. Type 81 /w 3 Rifle Grenades + 2 Rockets and launcher (Type 69)

600 meter Team
1. PSL Marksman-Rifle + Type 54
2. PKM General Purpose MG + Type 54
2. 82mm Recoilless-Gun B-10 + Type 79

Support Team: WZ-131A Light tank (crew = 4)
1. Commander, Gunner, Loader/Radio-Operator, Driver (the Type 62 is odd that it has a spot for the loader in the hull)
Tank Armament: 85mm gun /w over-barrel ATGM, two 7.62x54 MGs (1 in hull, 1 Co-ax), 12.7mm HMG/23mm Autocannon (Pintle-mounts cmdr/gunner)
Crew Armament: 1 RPK, 3 Type 79 SMGs, ~50 hand-grenades and ~40 MON-50 mines that may be fitted to hull and command-detonated

Note: a YW531 APC would have allowed too many people into the fight.

Also, each man will have a pair of hand-grenades or mines (additional hand-grenades and mines stored with tank).
Hidden 10 yrs ago Post by Vordak
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I might've underestimated the power level i'd need to fight on equal ground with you, since i did not expect as much explosives and a tank to top that. Mind if i have my characters be low end tier 5?
Hidden 10 yrs ago Post by Foster
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Sure, although a single tier 3 would be quite a challenge... like living nightmare-fuel for those guys (since each person would be on the threat-level of a complete Hind-gunship).
Tier 5.... that's like gundam-shit of night-terror.

Just be glad:
1. It's only a squad, out of an entire army.

2. I won't be calling-in air support (presumably the air-war is too hotly contested for ordnance to be directed towards ground).

3. Unlike 'The Predator' I'll refrain from pressing the nuclear 'easy button'.

Also, keep in mind their hit-rate isn't 100%, although a near-miss from an RPG usually does escalate pucker-factor up to 11.
-Some of those grenades are smoke/illum
Hidden 10 yrs ago Post by Vordak
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Im okay with having a few of my guns jam if i feel like my ass isn't under enough strain. XP
Hidden 10 yrs ago Post by Vordak
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double
Hidden 10 yrs ago Post by Foster
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Vordak said
Im okay with having a few of my guns jam if i feel like my ass isn't under enough strain. XP

... Mind if I field a platoon? (3 squads+tanks)

Allowing for random shit happening to draw-out the fight for narrative-reasons, sounds like legit storytelling.

I'm not sure whether to expect zerglings of death, gigantic mechs, or space-fortresses.
-Magic-casters would be... odd... pleasedon'tbealichking.

I misread tier 3 as tier 5... apparently a tier5 can flip my tank with one 'arm' and outrun most bullets... you guys got arms, right?

How familiar are you with Bofors-Dynamics's missile-tech?
Hidden 10 yrs ago Post by Vordak
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Nah, it's gonna an drug addict cyber beserker with a hydraulic jackhammer, a sniper with a warhead firing coilgun and anti personel laser and a drone commander that gives out free wi-fi to his comrades.

Though the latter does have an ability similar to magic, which involves controlling several dozen tons worth of iridium nano crystals, i decied to explain it with some short range electromagnetic manipulation. Obviously very soft sci-fi, but it still fits the theme. Seriously, it's not as scary as it sounds.

Afraid i haven't ever heard of Bofor Dynamics.

Though good news are that the guys i'll be using are low end tier 5, meaning that you won't be seeing them streaking around the battlefield at MACH speeds or taking a direct shot from a tank more than once.

You sure you read the part on the tier list that mentioned all values being the absolute maximum for a single-stat oriented character for each respective tier? It might be worded diffrently, but that's how the tiers are meant to work.
Hidden 10 yrs ago Post by Vordak
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gtg sleep
Hidden 10 yrs ago Post by Foster
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So I don't have to worry about your guys running around faster than an F-22 can even fly, bench-pressing my tanks whenever my back is turned and shrugging-off 105mm tank-shells to the face?



Bofors, in '92
I also picked the WZ-131A for its exceptional cross-country mobility.

The RBS-70 is odd that it's a beam-rider, meaning it never ever really illuminates the target, so no guided-weapon firing signature to activate an APS (just as well, the only thing to disable its guidance is to destroy the missile, or the launch-unit). Newer itineration allow for gated proximity fuzing, so it can indeed hit treetop helicopters, or alternately airburst inside a room.

Meanwhile, Russia (and later China) developed gun-launched beam-riding monsters. But I figured a 35mm remote-operated AA-mount (also gated-prox using a laser rangefinder) was enough.

And holy crap, grenade-fuzing is lulzy.
Hidden 10 yrs ago Post by Foster
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Work in progress:
History probably isn't going to be super-relevant, but yeah, I'm dredging some old characters for this.





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