Showing posts with label T2K. Show all posts
Showing posts with label T2K. Show all posts

11 August 2026

Do-Over

Marv and I went through his Twilight character and we made enough changes that I think it's fair we re-do the fight in Złoczew.

The reason the fight went the way it did was because Marv's character didn't know how to use the bayonet he was attempting to stab a guard with.

The problem with this is the character is supposed to BE Marv, if Marv was born about 30 years later.

Making yourself as a character is a time-honored way of learning the rules and we dropped the ball with his character by missing a couple of important skills that he has in real life.

Marv was trained on the bayonet when he was in the Army.

That means his character should know how to use one and that changes the outcome of the fight significantly. 

30 July 2026

Found My Notes!

Marv and FuzzyGeff's T2K characters are in Złoczew, Poland three days after the battle of Kalisz, July 21, 2000, just before dawn.

Marv's character is wounded.

The NPC's have brought up their M240G and the tripod.

They are ready...  Maybe?

Aside:  Ubuntu has a handy way to make the 'ł', so did the Mac.  Windows made it a pain. 

21 July 2026

Generic

Rather than have five HE rounds for the 155mm and four APFSDSDU rounds for the 105mm...

I decided to go generic and just use the best APFSDSDU-T round for every tank gun.

I found out that the older rounds would go back to the factory and the uranium would be melted down and re-alloyed into more advanced rounds.  Even the Russkies!

For the 155mm because the M107 HE and M795 HE have such different performance, I called them TL7 HE and TL8 HE.  Some nations never updated to the later rounds like the US and UK, so lots would still be around...

One could make the argument that the newer stuff is the scarcest because it got fired first.

T2K is, in a lot of ways, a fantasy setting. 

20 July 2026

NBC Notes Updated

Twilight: 2000 has five chemical round categories:  HC Smoke, Irritant Gas, Blood Agent, Blister Agent and Nerve Gas.

Irritant is easy, that's tear gas.

Nerve is also easy, that's nerve gas.

What differentiates blister and blood in their effects is whether you can get by with just a gas mask or if you need an NBC suit.

Blister agents include mustard gas and you need a suit.

Blood agents include chlorine gas and you don't.

What's interesting about researching chem rounds is how the blood agent rounds disappear after WW2.  Mustard and nerve keep going and the US added tear gas to the 4.2" mortars and 40mm grenade launchers. 

Update:

Poisons on p. B439 will give us our game effects:

HC Smoke will be treated as Smoke. 

Irritant Gas will be treated as Tear Gas.

Blood Agent will be treated as Chlorine Gas.

Blister Agent will be treated as Mustard Gas.

Nerve Gas will be treated as Nerve Gas.

NBC Purge

Something I've noticed about using the internet to look up artillery rounds for Twilight: 2000 is how few write-ups on many weapons still include the chemical rounds.

In 1995, in the Home timeline, the Chemical Weapons Convention was drafted and signed already and well on its way to being put into effect.

The US and Russia had been happily destroying their stockpiles, informally, since the end of the Cold War™®.

Many of the weapons in service now, were in service then, so they get listed without their, now-defunct, icky chemical weapons.

In the OG T2K timeline, however, the Cold War™® was still in full swing in 1995 when what would be known as the Twilight War began and chemical weapons were still a thing, if only to keep the other side from using them with impunity.

You kind of have to dig to get information on the rounds. 

It should be noted that the Soviets were firmly convinced that we'd use chemical weapons first and lavishly and they only held their stocks for retaliatory purposes.

NATO had the same conviction about the Soviets... 

19 July 2026

Never Done

The 4.2" mortar would still be in service in T2K.  I forgot it.

I am torn between adding the specific round designations for mortars like I did for other cannon; or going generic on the cannon.

On one hand it's simpler to just say APFSDSDU.

On the other, there are several APFSDSDU rounds with different performance and old-stock would be brought forward as the good stuff ran out or was late getting to the front because of production delays.

The OG game certainly didn't worry about it, but it was much coarser grained than GURPS.

It gives me something to tinker with. 

Done Again!

I have updated my Twilight: 2000 to GURPS 4e to account for the effect of Guns Stats.

Many of the older stats I'd pulled out of my ass.

If they're still wrong, they're all wrong the same way now! 

An example:

If the range stays the same, I didn't repeat it until it does.
 

11 July 2026

Game Called On Account Of Books

There's scanty information about Soviet and Russian artillery rounds.

I need the weight of the projectiles, type of explosive and weight of the filler.

I have this in abundance for Western rounds.

So I have given up on the internet and bought a copy of Janes Armour and Artillery, 97-98.

Since my primary focus is on WW2 and T2K, it should suffice.

I hope.

It wasn't super expensive, so fingers crossed. 

02 July 2026

Wading Through It

Did the 76.2mm rounds today.

Did you know that East China had a long-rod APFSDS round for their modernized Walker Bulldogs?

I didn't.

I also discovered that tungsten is almost the same density as depleted uranium, a little heavier in fact.

I knocked out the 75mm German WW2 tank guns too.  They were very considerate using the same projectile in three different length cases.  Just had to change the velocity to get the stats.

The 75mm HEAT round they came up with in '38 is truly pathetic.  At least by modern standards.

The Hl.Gr.38B only does 6d+1(10) cr ex with a linked 6dx3 cr ex.

The improved Hl.Gr.38C does 9d(10) cr ex with a linked 6dx3 cr ex.

6d+1(10) penetrates a mere 220 DR, just a tad over 3" RHAE.

9d(10) will get past 315 DR, or 4.5" RHAE.

While that's adequate for early WW2, I'd gotten used to Twilight and the M456's 6dx5(10) cr ex linked 6dx3 cr ex.  That punches 1,050 DR or 15" of RHAE.

Gun/Launcher 152x195mmR

The cannon part:

The missile part:

There are variants of the HEAT round that are identical in GURPS terms.

Same same for the Canister round.

These stats are for the M162 gun in the M60A2, but the M81 gun in the M551 is identical in game terms.

They're mostly identical in real terms, but the differences in mounting added up quick.

PS: Did you notice that M162 is double M81?  The '60's did this a lot.

The M219 is simply M73 tripled.  "Third time's the charm!"  It wasn't.

01 July 2026

Angry Bees

The standard US flechette is 1" long and 0.05" in diameter and weighs 13gr.

The tungsten ball in an M1040 canister round is 0.31" in diameter and weighs 73gr.

For some reason this was harder to find than it was the first time I looked it up.

28 June 2026

XM274 Revisted And Edited

Gun Stats says it can do cannon.  In fact, they give us the detailed process of making the 120mm M256 firing the M829A3 APFSDSDU round.

So I decided to see if the numbers I pulled out of my ass for Twilight 2000 were even close.

The initial APFSDSDU round did 6dx19(2) pi++ inc out to 4,800/16,600.  This round didn't last long in testing and never got an XM designation.

XM885 (Delta 3) APFSDSDU round did 6dx25(2) pi++ inc out to 4,800/16,600.

XM885 (Delta 6) APFSDSDU round did 6dx28(2) pi++ inc out to 4,800/16,600.  Delta 6 might have become M885A1 if development had continued.

XM884 HE-AB did 6dx11(0.5) pi++, follow-up 6dx3 [4d-1] cr ex out to 2,400/8,300. 

The penetrator is 19mm in diameter and 380mm long, so it's definitely a long-rod with its 20:1 LDR. 

Gun Stats says a long rod penetrator APFSDSDU should do:

XM885 does 6dx25(2) pi+ inc out to 9,340/30,600.

XM884 does 6dx12(0.5) pi+, linked 6dx3 [4d-1] cr ex out to 4,670/15,300.

I get more range, regardless.  I'm giddy how close my original XM884 round was and I'm happy that the calculated damage matches the published penetration values for the Delta 3 round.  Not sure how to get it to spit out the published Delta 6 values, except for the section on page 23 saying to just calculate the damage off the actual values rather than the what the formula says.

The delta 6 is calculated as a "long rod" round, delta 3 was not, but there's some speculation that it was also heavier than the delta 3, which could up the damage.

If delta 3 was always a long rod and 6 is heavier...  But I don't think that 2.91kg is realistic.

Acc changed from 8 to 5+3.  ST changed from 70M to 62M.  Rcl changed from 10 to 4. 

I think I can live with these numbers. 

16 June 2026

They Rhyme

 Something else I noticed, even though I experienced in real time the "this new game is so much better than the other game we've been playing!" feeling.

They all handle things pretty much the same way.

Most of them have a point where you're wounded so badly you pass out.  Most of them have a chance for medical intervention to keep you from dying even if you took a LOT of damage.

None of them are particularly difficult to use, once you've gotten past the author.

LBB Traveller and Top Secret are particularly bad in how they're laid out.  T2K suffers from things being widely separated in the rules as well.

GURPS 2e and 3e both suffer from an odd way of grouping the skills, but the index and Instant Characters sheet works around that.

GURPS 4e's index is very poor compared to the previous versions, but the layout is easier to navigate. 

M16ish At 50 Yards and/or Meters

Little Black Book TRAVELLER 

Traveller is my first game that had guns at all.

In Traveller the "M16" would be an assault rifle from Book 4: Mercenary.

Defenders range modifiers are (semi/auto): Close -4/-4, Short +1/+1, Medium -1/+2, Long -2/0, Very Long -4/-3; Wound Inflicted 3D; Defender's Armor: Nothing +2/+4, Jack +2/+4, Mesh -1/+2, Cloth -3/-1, Reflec +2/+4, Ablat 0/+2, Battle -5/-4.

The skill you use it with is Gun Combat, with a specialization in assault rifle.  We're going to go with Gun Combat: Assault Rifle - 2 to be consistent with the skill level 12 in GURPS later on.

The basic roll to hit is an 8 or higher on 2d6.  The average roll of 2d6 is 7, so you need some modifiers, like your skill, to actually hit on average.

You get +1 for every level of skill you have. 

If your Dext is below 5, you get a -1 to hit.  If it's 8 or higher you get a +2. 

50 yards meters is "Medium" range.  -1 to hit with semi-auto fire (one shot per round), +2 to hit with auto (4 shots per round).  The magazine holds 30 shots.

If the target is unarmored, +2 to hit with semi, +4 with auto. 

If our Gun Combat: Assault Rifle - 2 character with Dext 8 fires on someone at 50m they need a 3 or more (97.22% chance) with semi-auto fire and 2 or more (100% chance) with automatic fire on 2d6.  The average damage applied to any stat will render our target unconscious.

But if we're dead average across the board, our Dext is 7.  That means we need a 5 or more (83.33% chance) with semi-auto and 2 or more with autofire.

It'll do 3d6 damage when it hits.  Each die is applied, randomly to Strength, Dexterity or Endurance.  When one stat is reduced to zero, the victim is rendered unconscious; two is seriously wounded and all three is dead.  Two dice hitting the same stat can end the fight in a single round.

Notice that firing more rounds increases your chance to hit, not the amount of damage done. 

All in all, it's pretty straight-forward and simple.  There's an unneeded complication with range bands we never bothered learning or using.  I remember we changed armor to absorbing damage rather than making it harder to hit, but I don't remember the specifics.

Top Secret

Top Secret is the first game I owned that had an assault rifle called M16 by name.

The M16 is PWV 79, Range modifiers of: PB +5, S -8, M -50, L -160, WS S, Rate 3, Ammo 20, Cost 325, DECP NC, HWV 14.

I remember TS being convoluted in figuring out combat and I did not misremember. 

First you need your "Offense Value" this is the average of your Coordination and Courage.  You rolled percentiles to get those and the average percentile roll of 55 gets you a score of 65.  (65+65)/2=65, so the average Offense is 65.

How much damage you can take is determined by your "Life Level" which is the average of Physical Strength and Willpower.  Same average of 65.

Once again, 50 yards is medium range.

To hit you take your Offense Value, add the weapon's PWV (Projectile Weapon Value) subtract the Range Modifier and subtract the penalty for extra shots.

Semi-auto fire is 1 shot per turn, the M16 can fire up to 3 per turn.  The second and third shot get -11 and -22.  The Top Secret M16 has a 20 round magazine.

That extra shot penalty adds up until you take a round to recover, it can grow to be very severe.  It's actually quite GURPS like!

There are other penalties for movement and position we're skipping for now. 

So, at 50 yards with our M16 we have 65 + 79 - 50 = 94 or less on percentiles against a standing opponent for our first shot, 83 or less for the second and 72 or less for the third if we fired automatically.  On average, all rounds will hit.

That's more like sniping, ain't it.

If we're firing from rice-paddy prone (-5) at a target who's running and dodging (-20)...  That drops our chances to 69, 58 and 47 respectively.  On average only the first two hit.

On to damage! 

We roll on the General Injury Determination Chart to see where we hit with those two rounds.  The average roll of 55 will generally hit the abdomen or lower back.

Then we roll two d10.  The first tells us what type of damage from abrasion to internal damage.  The second tells us if the wound is serious or light.  The average roll of 5 gets a light laceration which applies 5 points against the target's Life Level, down to 60 from 65.  At the other end, a 6 and a 10 gets a serious internal injury and does 12 points of damage, down to 48.

It's going to take more shots than I remembered to shoot someone to death.  Top Secret trends to the cinematic end of the scale!

There are optional rules in the Top Secret Companion that give the location, type and severity in a single d1000 roll.

Twilight: 2000

Stats are determined by rolling 4d6-4, making the average 10.  A favored stat averages 15 and a slighted stat 5.

Hit Capacity varies by hit location.  Head is equal to CON, body is STR+CON+STA, other locations are equal to CON+STA.  Average person has 10, 30 and 20 respectively.

Everyone starts with the Combat Rifleman (CRM) skill at 20.  You can buy that up using skill points.  We'll buy it up to 74 to match the Skill 12 in the GURPS 2e example.  The skill is modified by range to get a "Base Hit" number which you need to roll, or less, on a d100.

An M16A1 has: ROF 4, Mag 10, Rng 50, Dam 2, and Arm -.

ROF is rate of fire in "shots," Mag is magazine capacity in "shots" which are 3 bullets each.  Rng is a range increment in meters.  In our example 50m is close range (the "Base Hit" is 60% skill or 44), 100m is medium range (30% skill or 22) and 200m is long range (10% skill or 7) and 400m is extreme range (special to hit rules), Arm is the armor multiplier which makes armor more or less effective against some weapons (no effect here).

Did you hit?

On average, a 74 skill is going to be missing at 50m.  If you spend a turn aiming, your first shot of the next round is at double the "base hit", or 88 in our example.  The aimed shot will, on average, hit.

Where did you hit?

An aimed shot can hit a specific hit location by halving the base hit number, which was normally doubled by aiming, returning it to it's original value, or 44 in our example.  Sniper weapons don't suffer this penalty!

If you didn't aim at a specific hit location, you roll 1d10 on the appropriate hit location chart.  Most likely hit the abdomen.

How much damage did you do?

At close range the M16A1 does the 4x the base damage plus 4d6 or 4d6+16; average of 30.  That's enough to drop someone's body damage capacity to zero.  This is a serious injury and they need to make a CON roll (d100 of CONx5 or less or 50 in our case) or fall unconscious.  This is beyond negative head damage capacity (a critical injury), so they'd be automatically unconscious and die in 1d10x10 turns if no medical assistance is rendered.

NPCs are supposed to use a simpler set of rules that gives them less damage capacity, 2d10x2 or 22 on average.  We never did use this rule, it doesn't add that much bookkeeping to the game and it made the fights better. 

I don't think we adhered to the rules very closely at all. 

GURPS 2e

All GURPS skill rolls are 3d6.  We're ignoring passive defense.

We don't have an M16, so we'll let the M-26A2 from GURPS: Autoduel 1e stand in.

With a, commonly taken, 12 skill in Guns/TL7 and straight 10 stats.

Our 10 ST is above the minimum of 8, so no penalties from that. 

It's Inc. is 20, so there's a -3 for range.

You can fire 2 shots semi-automatically or 3 shots in a burst.  We get 30 shots.

If you take turn to aim before firing, you take no penalty to the first semi-auto shot or any of the rounds in the burst.

If you don't take a turn to aim, they are all "snap shots" and have a -4 penalty.

So, chance to hit with an aimed shot is 9 or less (37.50% chance).  Snap shots are 5 or less (4.62% chance).

Two aimed, semi, shots are at 9 and 5.
Two snap, semi, shots are at 5 each.
Three aimed, burst, shots are at 9 each.
Three snap, burst, short are at 5 each.

On average you're gonna miss.

But if you aimed, you can pick a body location, and take a penalty to hit.  The body is a -0 though.  Some locations do more damage and have special effects, like crippling a limb or knocking them unconscious before their HP drops to zero.  The head, for example is -5 to hit, has DR 1 for the skull, but gives double damage and damage of HT/3 or more causes them to be stunned and HT/2 or more knocks them unconscious.

The hit location of a snap shot is determined by a 2d6 roll and looking at the table.  Coincidentally, the average roll of 7 on 2d for a random location also hits the body!

The M-26A2 does 2+2 dice of crushing damage. 

The average damage is 9, and will do 9 points to an unarmored torso; they keep fighting.  This same damage roll would do 16 points to the head, this both stuns and knocks the target out; but you'd need a 4 or less to hit with an aimed shot. 

We didn't play much Autoduel, so we never really got the warts located. 

GURPS 3e.

Update: I forgot the blow-through rules. 

The average person has straight 10 stats and we're sticking to a skill of 12 in Guns/TL7 - Lt Auto.

An M16 does 5d crushing damage, SS of 12, Acc 11, 1/2D 500, Max 3,843, Wt 8, RoF 12*, Shots 20, ST 9, Rcl -1, Cost $540, TL 7.

First, the unaimed semi-auto shot:  The range of 50 yards is a -9 penalty giving us a net skill of 3.  That's below the SS number of 12 so we get an additional -4 to hit for a -1 chance on 3d6.  Any roll of 9 or higher is a critical failure, so...  maybe don't make this shot.

Aimed, semi-auto shot:  -9 for range, +11 for Acc, for a net +2 or 14 or less (90.74% chance) to hit the body, 13 or less (83.79% chance) for a second shot and 12 or less (74.07% chance) for a third.  On average, all three hit!

5d crushing does an average of 17 points of damage to the body, but is reduced to 10 because of the blow-through rule on p.B109, which is enough to warrant a "consciousness roll" against HT on 3d6 to stay awake.  On average, they make it, but are very penalized by the damage with regards to movement and DX based skills.  The second shot drops them to -10 and this adds a "death roll" against HT to keep from dying.  The third shot drops them to -20, another consciousness roll and two more death rolls.  This is bad.  Three death rolls in rapid succession rarely yields happy results.

Aimed, semi-auto shot at the vitals:  -9 for range, +11 for Acc, -3 to hit vitals, for a net -1 or 11 or less (62.50% chance) to hit the body, 10 or less (50% chance) for a second shot and 9 or less (37.5% chance) for a third.

On average two rounds hit. 

Vitals do triple damage after subtracting the DR of the target, which is 0 here.  So our average roll of 17 damage does 30 points dropping the target to -20 and requiring 4 death rolls.  The second shot takes them to -50 and 6 more death rolls.

How about an unaimed blast of full-auto fire?  Same chances as before, but with an additional -1 for recoil on the first burst, -2 on the second, -3 on the third, and -4 for the fourth.  Spraying and praying doesn't really work.

An aimed blast is 13 or less for the first burst, 12 for the second, 11 for the third and 10 for the fourth.  Using our average rolls of 10 we look at the table on p B120 and find: we hit with 3 rounds from the first burst, 3 from the second, and 2 from the third.

8 rounds to the body doing 10 each on average because of blow-through totaling to 80 points of damage which is well past the 60 needed to get auto-death.

The players really liked rolling for each separate round/burst. 

GURPS 3eR with High Tech 3e.

The average person has straight 10 stats and we're sticking to a skill of 12 in Guns/TL7 - Lt Auto.

An M16 does 5d crushing damage, SS of 12, Acc 11, 1/2D 500, Max 3,843, Wt 8, RoF 12*, Shots 20, ST 9, Rcl -1, Cost $540, TL 7.

First, the unaimed semi-auto shot:  The range of 50 yards is a -9 penalty, -5 for bullet-shyness, giving us a net skill of -2.  That's below the SS number of 12 so we get an additional -4 to hit for a -6 chance on 3d6.  Any roll of 4 or higher is a critical failure, so...  maybe don't make this shot.

Aimed, semi-auto shot:  -9 for range, +11 for Acc, -5 for bullet shyness for a net -3 or 9 or less (37.50% chance) to hit the body, 8 or less (25.92% chance) for a second shot and 7 or less (16.20% chance) for a third.

On average, all three miss!  But let's assume one does. 

5d crushing does an average of 17 points of damage to the body, which is reduced to 10 because of blow-through, which is enough to warrant a "consciousness roll" against HT on 3d6 to stay awake.  On average, they make it, but are very penalized by the damage with regards to movement and DX based skills. 

Aimed, semi-auto shot at the vitals:  -9 for range, +11 for Acc, -3 to hit vitals, -5 for bullet shyness for a net 6 or 6 or less (9.25% chance) to hit the body, 5 or less (4.62% chance) for a second shot and 4 or less (1.85% chance) for a third.

Even though we probably missed, vitals do triple damage after subtracting the DR of the target, which is 0 here.  So our average roll of 17 damage does 30 points of damage because of blow-through dropping the target to -20 and requiring 4 death rolls.

How about an unaimed blast of full-auto fire?  Same chances as before, but with an additional -1 for recoil on the first burst, -2 on the second, -3 on the third, and -4 for the fourth.  Spraying and praying doesn't really work.

An aimed blast is 8 or less for the first burst, 7 for the second, 6 for the third and 5 for the fourth.  Using our average rolls of 10 we look at the table on p B120 and find: we missed with all 12.

Adding in that bullet shyness penalty, because combat, really pissed the players off. 

GURPS 4e

The average person has straight 10 stats and we're sticking to a skill of 12 in Guns/TL7 - Rifle.

The M16A1 is TL7, does 5d pi damage, Acc 5, Range 500/3,200, Weighs 7.2/0.7, RoF 13, Shots 20+1(3), ST 8†, Bulk -5, Rcl 2, Cost $550/$34, LC 2.

Snap shots have been eliminated!  So has blow-through for the body.

Skill 12, -8 for range, 4 or less to hit with three rounds of semi-auto fire.  Yeah... No.

Aim for a second.  Skill 12, -8 for range, +5 for Acc.  9 or less.  On average, still a miss.

Aim for two seconds.  Skill 12, -8 for range, +5 for Acc, +1 aiming bonus.  10 or less!  On average, one hit.

5d pi to an unarmored ST 10 torso is about the same as before, doing 17 points of damage on average, but without blow-through, all of those points do damage.  It takes the victim to -7 points of damage, requiring a HT roll to remain conscious.

13 round blast without aiming?

Skill 12, -8 for range, +3 for volume of fire.  7 or less.  Prolly missing with all of those too.

After aiming?

Skill 12, -8 for range, +5 for Acc, +3 for volume of fire.  12 or less.  Average roll of 10 with a Rcl of 2 means two rounds hit.

17 damage from the first round gets to -7 and a consciousness roll.  17 from the second round gets to -24, another consciousness roll and a death roll.

4e angered several players because their characters became ineffective with the golden standard of a 12 skill.  I'd been looking for a means to simulate the vast expenditure of ammo to a single hit since I started playing GURPS and 4e solves for it nicely. 

03 May 2026

Wrong Designation

While I was restricting myself to things that were plausible for Twilight, I'd missed that the hoary old M577 stopped being M577.

Neatly sidestepping becoming the Mobile Command Post of Theseus the M577A2 was extensively upgraded and modernized to become the M1068.

A similar upgrade makes the M577A3 into the M1068A3.

Still looks the same on the outside and you'd be forgiven if you mistook one for another.

The M1068 is due to be replaced by the Bradley based M1286.

I once had a player group in one of my first conversions of T2K to GURPS select the M577A1 CP because it had air conditioning. 

Just A Couple Years Late

Twilight: 2000 had a few variations of the M2 Bradley which were projected to enter service, but never did.

It was a logical progression that the Brad would be modified as the M113 had and would have as many specialized variants.

Well...  No.  Especially with the Berlin Wall falling and ruining the chances we'd have full on nuclear combat, toe to toe with the Ruskies.  It also makes T2K an alt-history instead of a speculative future.

Darn.

It does turn out that the M113 is obsolete and not viable for frontline operations any more and that we needed something to replace all of its numerous variations.

Which we started to do in 2018 with the Armored Multi-Purpose Vehicle program. 

T2K's M18 mortar carrier is the real world's M1287.

The world only took 32 years to catch up to a game... 

18 April 2026

Low Maintenance Rifle

Ian has long had the manual and some of the story about the 5.56 version of the TRW LMR on his site.

He recently posted about the 5.6x44mm flechette version.

The 5.6x44mm XM216 round is a refugee from the SPIW program.

26 March 2026

Complete Or In Parts

Several places describing protective masks are including the complete kit in the weight and not breaking it apart into component parts weight.

For example:

The M25 mask includes the mask, hood, carrier, decontamination kit and atropine set.

TM 3-4240-280-10 says 6.25 lb with carrier, but no mention of the decon or atropine.  Since the filter is attached to the carrier in the M25 mask, it makes sense to have it be 6.25 lb.

I mean, that's what I was issued, but that's not my natural way of showing it on a character sheet.

20 March 2026

This is Kaylee.

Kaylee is my first AR-15.  She started life as an attempt to make a clone of an XM177E2.  Unfortunately, I didn't know much about XM177E2's when I started; in fact I thought CAR-15 was the proper designation.  I later made a much more faithful clone of an XM177E2, and then I decided to make Kayee more of an Israeli  carbine.

This Israeli carbine, in fact.



But as time passes, plans change.  Kaylee was entirely too similar to The Lovely Harvey's Cheyenne.  Cheyenne is a clone of an R653-P because Harvey loves the carbine carried by SSG Barnes in the film Platoon.

Because she felt I was stepping on her toes, I changed Kaylee's furniture.  Then did some swapping with some Arfcommers and ditched the carry handle.



What we have here is a Del-Ton carbine kit that I have modified.  The 16" HBAR barrel that came with the kit was replaced with a 14.5" 1:7 nitrided Palmetto State Armory barrel with an A2 flash-hider (not shown is the $200 piece of paper that lets that be legal).  The C7 upper has been replaced with an Aero Precision flat-top and Matech BUIS.  The lower receiver came from Anvil Arms, who are no longer in business.  Surplus Colt M4 pistol grip, Damage Ind. M4 stock with QD and Colt M4 handguards.  Bravo Company mil-spec receiver extension and H Buffer.


Complete history after the fold.  There have been a lot of starts and stops along the way while I figured out what I wanted to do with her.  And yes, I give my rifle's girl's names.  And yes, you've seen this post before, it gets bumped and updated as I make changes.

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08 March 2026

A T2K Staple

I first read about the LAV-25 in a Popular Mechanics article on the Rapid Deployment Force.

Back then, the Army was still in on the project.

Because of that, GDW included it in Twilight: 2000.

It is, by far, the vehicle my players had most often.  Vagaries of the dice, I guess.

So here's a video about it!