Wednesday, January 20, 2021

0128 - New Gear

 Now that the new encounter tool has reached a basic level that it can be used, we can move on. I am happy with the results and I added features like gear for the weapons. Random determination of personal gear, food, water and special equipment have stayed the same. I have not implemented Faction-specific weapon determination, as the list is a bit short at the moment, so yes, you will see Poles with FN-FNCs and Swedish arms. This will be changed later.

I have implemented several templates, including templates to add other branch specialties like Artillery or Medic. The motivations from v2.2. have been added for the leader types and vehicles have been added too. The printing option has been added for short (aka, normal printing) or long (with the details with the equipment description and such). Still more to do but it will work for now.

Here is a small example:

  • Officer #1
  • ====================
  • Template: Officer
  • Faction: Polish
  • Primary Motivation: Moderately ambitious
  • Secondary Motivation: Somewhat ambitious

  • STR: C (D8)

  • AGL: B (D10)
  • Ranged Combat: C (D8)

  • INT: B (D10)
  • Recon: C (D8)

  • EMP: B (D10)
  • Command: C (D8)
  • Persuasion: D (D6)

  • Hit Capacity: 5

  • Weapons:
  • --------
  • MP5
  • --------
  • [Type: Submachinegun Reliability: D (D6) ROF: 5
  • Ammo: 9x19 Damage: 1 Critical: 2 Range: 3 Armor: +1

    • Gear:
    • ---------------
    • Suppressor
    • ---------------
    • [Type: Weapons Gear
    • Weight: 0.5 Price: 150 Availability: Common
    • Description: A suppressor reduces the sound of the report of a firearm being shot, but does not silence it, making it harder to pinpoint where it came from. Although relatively rare, suppressors can be found for many pistols, rifles, and submachine guns. A specially-modified barrel is generally required for mounting a suppressor, although many modern assault rifles can simply replace their existing muzzle brake with one.
    • ]

  • Weight: 1 Reload: 1Price: 400
  • Description:
  • ]

  • Gear:
  • ---------------
  • Flashlight
  • ---------------
  • [Type: Observation Gear
  • Weight: 0.25 Number of Items: 1 Price: 30 Availability: Common
  • Description: A flashlight is simply a battery-powered light used to see in the dark, typically with a range of one hex (10 meters), eliminating the effects of darkness within that area. It is very visible to others, especially if they are using night vision devices. Rarely, an infrared cover may be found that hides the visible light and is only visible to night vision devices. Requires a small battery.
  • ]

  • ----------
  • Water
  • ----------
  • [Type: Drink
  • Notes: Price and weight per ration.
  • Weight: 0.5 Number of Items: 1 Price: 5 Availability: Common
  • Description: A ration of clean water
  • ]

The team will dismount, allowing them both to save alcohol and will improve their recon ability while reducing the chance of them beinge detected because of their vehicles. They will also ditch with the Russian uniforms and gather their normal loadout. Some of the equipment the team had from v2.2 has not yet been converted, so I will add my take on those items. The descriptions and prices (mostly) below are from the Twilight: 2000 v2.2 Rulebook. Attributes like Supply Rating and such have been added to support their use in v4. This is not official, just my interpretation.

Combat Webbing (Field Gear): This is a load-bearing harness with various pouches, packets, and attachment points to allow efficient transport of weapons, equipment and supplies. In the U.S., it is also called ALICE gear. Webbing allows you to carry 1 additional emcumbrance units and does not impose a movement penalty. Supply Rating: Common. Weight: 0. Price: 10.

Shelter Half (Field Gear): A rubberized canvas sheet which can be combined with another to form a two-person tent or used by itself as a one person tarp. Tent pegs, cord, and everything else needed to erect it are included.  Supply Rating: Common. Weight: 0.5. Price: 25.

Sleeping Bag (Field Gear): Allows for a +1 bonus to STAMINA rolls at night to avoid hypothermia while sleeping. I can be worn as a blanked during the day but incurs a -1 modifier to all mobility rolls while it is being carried and must be dropped like a backpack. Supply Rating: Common. Weight: 1. Price: 50.

Parka (Field Gear): Includes overboots, socks, etc. Allows for a +1 bonus to STAMINA rolls to avoid hypothermia during movement. Supply Rating: Common. Weight: 1. Price: 150.

AKR (Submachinegun): The standard Eastern Bloc military submachinegun (with few exceptions), the AKR is merely a cut-down version of the AK-74. Although a bit heavy for a submachinegun, it has good accuracy and stopping power. Supply Rating: Common.

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
Submachinegun 5.45x39 A 5 2 3 -- 4 30 +1 1 300

Concussion Grenade (Hand Grenade): The grenade consists of explosive filler in a cardboard or plastic container. Upon explosion it will knock people down, but causes no lethal fragmentation. Supply Rating: Scarce.

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
Hand Grenade -- -- -- 0 -- D -- -- -- 1/4 70
  • Notes: Can only be used at SHORT range. Anyone within the blast radius must make a successful STAMINA roll or have their Coolness Under Fire (CUF) reduced by one for the duration of the combat. After the combat finishes, the CUF returns to its normal level.

FN-LAR / L1A1 (Battle Rifle): A semiautomatic variant of the FN-FAL. It was called the L1A1 in British service and some examples may still be found. The FAL and LAR magazines are not interchangeable. Supply Rating: Common.

TYPE AMMO REL ROF DAMAGE CRIT BLAST RANGE MAG ARMOR WEIGHT PRICE
Battle Rifle 7.62x51 A 2 3 4 -- 8 20 1 2 300

Air Compressor (Tools & Spare Parts): For filling aqualung tanks, tires, rafts, and other items needing compressed air. Fuel Type: Gasoline. Fuel Consumption: 2 liters per period. Weight: 10.  Price: 200. Supply Rating: Common.

Skis, Cross-Country (Field Gear): Includes poles, skis, boots, and binders. Allows the character to travel at a rate of 2 in snow (instead of 1). Weight: 2. Price: 250. Supply Rating: Common.

Raft, Inflatable (Boat): Inflates using an air compressor in two minutes, or using hand-pump in 10 minutes. Weight: 10. Supply Rating: Scarce. Price: 500.

VEHICLE TYPE REL COMBAT SPEED TRAVEL SPEED FRONT ARMOR SIDE ARMOR REAR ARMOR FUEL TYPE FUEL CAP FUEL CONS CREW CARGO PRICE
Boat A 1 2 -- -- -- -- -- -- 1+4 100 500

20-Liter Jerrycan (Fuels & Still): For fuel and other liquids. Weight: 0.5 (empty). Price: 25. Supply Rating: Common.

Pack Saddle (Field Gear): A saddle especially designed for cargo. The cargo capacity of the horse is increased by 10 when using a pack saddle but the hourse may not be ridden. Weight: 2 (empty). Price: 40. Supply Rating: Common.

Aqualung (Field Gear): Two compressed air tanks, fins, mask and regulator. One tank contains enough air for 30 minutes underwater. Up to two may be connected to a single regulator for use. Weight: 4. Price: $300. Supply Rating: Scarce.

Air Tank (Field Gear): For use with the aqualung. Can be refilled when empty in five minutes with an air compressor. Weight: 2 (per tank). Price: 100. Supply Rating: Scarce.

Rebreather (Field Gear): A device which absorbs carbon dioxide from exhaled air and bleeds pure oxygen into it. One oxygen tank is used at a time with it, and it contains enough for 30 minutes underwater. Fins and a mask are included. Weight: 3. Price: 400. Supply Rating: Scarce.

Rebreather Recharge Kit (Field Gear): For use with the rebreather. This kit includes a can of carbon dioxide absorbent and a small tank of pure oxygen (enough to recharge a rebreather for 30 minutes underwater). Weight: 2. Price: 100: Supply Rating: Scarce.

Kevlar (Ballistic Nylon) Vest: This type of body armor is intended to provide protection from fragments, not to protect against direct hits from small arms. Location: Torso. Armor Rating: 1. Weight: 1. Price: 300. Supply Rating: Scarce.

Engineer Demolitions Kit (Explosives): This kit contains an assortment of items to enable a character to rig explosive charges and fuse them for detonation. Weight and price are given for individual items as well as for the kit as a whole. The explosives must be purchased separately. A single charge uses up one blasting cap, and whatever fuse, detonators, and so on that the character chooses to use. Wire, tools, and the blasting machine can be recovered after a blast, but all other items are used up. Quantities in a kit are noted in parentheses.
  • Tools (1 Set): Pliers, knife. tape, cap crimper, and other items needed to prepare explosive charges. Weight: 1.5. Price: 300. Supply Rating: Scarce.
  • Cap, Blasting, Electric (50): At least one is required to set off a charge. Weight: 0. Price: 100. Supply Rating: Scarce.
  • Cap, Blasting, Nonelectric: (50): At least one is required to set off a charge. Weight: 0. Price: 100. Supply Rating: Scarce.
  • Wire, Electrical (2x100m Spools): For use with electrical blasting caps. Any length can be fastened to up to 10 caps. Not normally reused. Weight: 3. Price: 50. Supply Rating: Scarce.
  • Wire, Trip (1x500m Spool): A thin wire used in booby traps and the like. Tripwires can be of any reasonable length, but it makes no sense to have them longer than the blast radius of the explosive. Weight: 1.5. Price: 50. Supply Rating: Scarce.
  • Blasting Machine (1): A hand-cranked electrical igniter which can fire up to 10 caps electrically. The machine generates current by muscular motion and never needs recharging or battery changes. Weight: 0.5. Price: 300. Supply Rating: Scarce.
  • Fuse, Instant (2x100m coils): Burns 5900 meters per second; for use with non-electric blasting caps. May be ignited by any igniter or by flame, and it can be combined with itself (to set off more than one cap) or with time fuse. Weight: 2. Price: 100. Supply Rating: Scarce.
  • Fuse, Time (2x100m Coils): Burns 100 seconds per meter; for use with non-electric blasting caps. May be ignited by any igniter or by flame, and it can be combined with itself (to set off more than one cap) or with instant fuse. Weight: 2. Price: 75. Supply Rating: Scarce.
  • Igniter, Fuse, M60 (50): A weatherproof pull igniter, which can be used to light either instant or time fuse. This igniter can be used in simple (pull-only tripwire) booby traps. Only one tripwire per igniter. It can be fixed directly to a nonelectric blasting cap. Weight: 0. Price: 150. Supply Rating: Scarce.
  • Timer, M2A 1 (5): This detonator has a digital timer which can be set to any time from 30 seconds to 48 hours, in 30-second increments. It will fire up to 10 electrical caps. Once set and sealed, it is waterproof, but it cannot be set underwater. Weight: 0. Price: 100. Supply Rating: Scarce.
  • Igniter, M4A1 (5): A pull/release detonator, used for sophisticated booby traps. It will detonate either when pressure is placed on a tripwire or released from the tripwire {if a wire is cut, for example). Up to three tripwires may be attached. Weight: 0. Price: 100. Supply Rating: Scarce.
  • Full Kit: All of the above, packed in a wooden chest for transport. Weight: 10. Price: 750. Supply Rating: Scarce.

I have added the items above to my generator. Will be interesting to see when we see them again. Now back to tranferring the equipment.

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