I want to thank and welcome all of the public subscribers who have recently (and relatively-recently) joined the blog, and thank again those of you who have stuck with TGT these past 10 or so months.
--I do, very much, appreciate your interest and support. :D
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Friday, December 25, 2009
Thursday, December 24, 2009
[Milieu] The Vrun Alphabetic System 1-
- Flynn said...
-
If I might ask a quick question, have you constructed a language that you are using for naming purposes? Or are you creating the words as you need them?
Curious,
Flynn
Copyright (c) 1992, 1999, 2009 Kyrinn S. Eis, All Rights Reserved
Flynn: Yes, I have. It is the Vrun alphabetic language system and it forms the basis of virtually all of the languages upon Urutsk, as it was formed from the Empyrean Keys of the First Parents who fell to the planet in the 'War in the Heavens'.
--Only the Kaukara (now largely extinct) and the Durn have languages of significant variance from Vrun (and while the Western Isles Vrun language known as Majestic Vrun is understandable to a large degree by continental Vrun speakers, its written form is more pictographic, like ogham, and its grammar more like Durnish).
I have realised, in varying degrees of completeness: Vrun, Yirinn, Tuliri, Majestic Vrun, Durnish, and Yaesh, as well as the non-human, Dryvv (strongly related to Yirinn). Others are either one-offs or variants.
Most of the differences have to do with the character set limiting or expanding their thought-base, and the manner in which one inscribes and reads the characters.
--Durnish, for instance, is composed of arcs, spirals, circles, and lines layered in such a way as their mentality understands reality, and this is so significantly different from all other languages on Urutsk, save Majestic Vrun's 'ogham', as to appear more like artwork than even calligraphy.
In due time I will publish the core Vrun data, including its intrinsic numeric and 3D spatial aspects, but, as you can imagine, it is its own sort of undertaking, and requires me to draft the characters for use in a computer font creation programme.
As far as the difference between having created the language and creating words as needed, that is the nature of Vrun. Each character is an alphabetic particle, and each has a broad interpretive value, --a phoneme--, which allows for 'on-the-fly' construction of words/names to describe particulars.
--The ubiquity of the Vrun peoples has created easily as many 'dialects', and it necessitates actually thinking about what one is hearing or reading to gain accurate understanding of what is being said. While, to Westerners, that may seem a very subjective methodology, a parallel to the Chinese characters / Kanji being readable by many dialects/languages, but the spoken word being equally opaque to non-fluent individuals is perhaps the best analogy.
A friend of mine is an expert in Coptic, and a particular form, the name of which escapes me, and he, in discussing Vrun with me, stated that a language which is capable of constructing meaningful words via mono- or even duo-symbolic units is exceedingly rare on Earth, and that he has difficulty making heads or tails of Vrun's system. On the other hand, I have noted that coders and programmers seem to take to Vrun much more readily, which I find delightful, given the nature of the Empyrean Keys from which Vrun is derived were AI-Human interface characters.
I hope that helps a bit. :)
[RPG] Weapons of the Ancients: 01.01-
Weapons of the Ancients-
* Additional ammunition types for the KMH (Carbine/Rifle, and Sidearm) weapons:
Skey' ('Anti-personnel')
* Type: KMH Ammunition
* Effect: Piercing 2d6x5 DP in a (Range * 0.2 sq. Feet) Area of Effect
* Range: roughly 750 Yards
* Frequency: N
:: This ammunition type is composed of a 'hive' containing roughly 20 individual flechettes, each of which produces the above listed damage. Everyone within the Area of Effect is susceptible to a strike, up to and including 30 potential targets, due to over-penetration of the flechettes: Attempt an Experience (Petrification) Critical Test for 1/2-damage.
:: Considering the above deals only with a single round fired, burst and full-auto fire earns the ammunition type its literal translation ('Subtle Artifice for Breath Termination').
Ehlx ('Electrified')
* Type: KMH Ammunition
* Effect: Blunt 1d6x5 DP + Electrical 3d6x5 Stun; Health CT for half-Stun
* Range: roughly 250 Yards
* Frequency: Q
:: Essentially a pre-charged micro-capacitor, this type of ammunition has less than half standard range due to its shape and mass, yet its powered state delivers a significant electrical jolt proven effective in less-than-lethal operations where the target is to be captured intact.
SokAqmlk ('Dosed')
* Type: KMH Ammunition
* Effect: 1d6x5 + Health CT v. Condition One
* Range: roughly 350 Yards
* Frequency: S
:: Depending upon the content, this sort of ammunition can be used to deliver a chemical/biological agent into its target's system, provided armour penetration.
:: The Referee is encouraged to concoct all manner of dose-loads, ranging from Tranquillisers to Toxins to BioWeapons. Antidotes or cures would be helpful, but by no means necessary.
* Additional ammunition types for the KMH (Carbine/Rifle, and Sidearm) weapons:
Skey' ('Anti-personnel')
* Type: KMH Ammunition
* Effect: Piercing 2d6x5 DP in a (Range * 0.2 sq. Feet) Area of Effect
* Range: roughly 750 Yards
* Frequency: N
:: This ammunition type is composed of a 'hive' containing roughly 20 individual flechettes, each of which produces the above listed damage. Everyone within the Area of Effect is susceptible to a strike, up to and including 30 potential targets, due to over-penetration of the flechettes: Attempt an Experience (Petrification) Critical Test for 1/2-damage.
:: Considering the above deals only with a single round fired, burst and full-auto fire earns the ammunition type its literal translation ('Subtle Artifice for Breath Termination').
Ehlx ('Electrified')
* Type: KMH Ammunition
* Effect: Blunt 1d6x5 DP + Electrical 3d6x5 Stun; Health CT for half-Stun
* Range: roughly 250 Yards
* Frequency: Q
:: Essentially a pre-charged micro-capacitor, this type of ammunition has less than half standard range due to its shape and mass, yet its powered state delivers a significant electrical jolt proven effective in less-than-lethal operations where the target is to be captured intact.
SokAqmlk ('Dosed')
* Type: KMH Ammunition
* Effect: 1d6x5 + Health CT v. Condition One
* Range: roughly 350 Yards
* Frequency: S
:: Depending upon the content, this sort of ammunition can be used to deliver a chemical/biological agent into its target's system, provided armour penetration.
:: The Referee is encouraged to concoct all manner of dose-loads, ranging from Tranquillisers to Toxins to BioWeapons. Antidotes or cures would be helpful, but by no means necessary.
Monday, December 21, 2009
[RPG] Weapons of the Ancients: 04-
Weapons of the Ancients-
KMerXhob ('Artifice - Standard Issue - Monoblade sidearm')
* Type: Power-assisted Monoblade
* Effect: Edged 2d6x5 DP (2d6x10 if a Charge is used)
* Reach: Medium Melee
* Power: 2d20 Charges per Power Cell
* Weight: 2 Lbs.
* Frequency: J
:: A 30" cultured monomolecular wedge of bio-glass composed of pearl and spider-silk, permeated with a bacterial laminate acting as both the substrate and outer coating of the wedge, and which maintains the fidelity of the single-molecule edge. It is translucent in varying degrees, but has multiple iridescent patches throughout the wedge.
:: This wedge is only sharp at the finest edge, and is mounted via three clamps, to the housing of the power-assist handle. It is this unit which uses electromagnets and high-tension springs to retract the blade in preparation for a strike. The stored mechanical energy in the springs launch the chisel-like blade into the target area at great velocity, but stops in its normal position for a follow-up non-powered strike.
:: With or without the power-assist, this is a deadly weapon: any strike against a limb or the head results in a Sever result if the damage past armour is equal to the figure's (Condition 3) value or greater.
KMerHiaysk ('Artifice - Standard Issue - Ballistic sidearm')
* Type: Assault Pistol
* Effect: Standard Ammunition: Lethal 1d6x10 DP
* Range: roughly 500 Yards
* Ammo.: 40/88/128
* Weight: 2 Lbs.
* Frequency: M
:: Like most other projectile weapons of the 'Kinetic Era' in the Ancient past, the assault pistols of this period are of a bullpup design, with the ammunition and action placed behind the pistol grip of the weapon, and are supplied by a helicoil magazine of varying size based upon capacity. Many were built to fire rifle-calibre projectiles, and these accept carbine/rifle magazines.
:: Accessory rails and power ports are generally a few iterations removed from their contemporaries' developments in longarms, but near the mid-point of this period, most pistols sported the same military specifications and were built to the same exacting standards. As such, many enlisted personnel would purchase these sidearms through the Corps Distribution markets, while ranks of [Lt.] or higher were issued these at their option.
KMerEkhl ('Artifice - Standard Issue - Electrified Striker')
* Type: Powered Compliance Baton
* Effect: Electrical Stun 5-15, by setting; Compliance v. Control CT (5 + Effect)
* Reach: Small Melee
* Power: 5d20 Charges per Power Cell
* Weight: 1 Lb.
* Frequency: P
:: This is a variable current electrified prod used in gaining physical compliance in times of Civil Unrest, or in the processing and transport of prisoners of war. Its Effect is applied against Alertness and when appropriate, whether or not compliant at that point, the individual goes unconscious.
:: This item is standard issue to all [Sgt.] during times of war or overseas deployment.
KMerXhob ('Artifice - Standard Issue - Monoblade sidearm')
* Type: Power-assisted Monoblade
* Effect: Edged 2d6x5 DP (2d6x10 if a Charge is used)
* Reach: Medium Melee
* Power: 2d20 Charges per Power Cell
* Weight: 2 Lbs.
* Frequency: J
:: A 30" cultured monomolecular wedge of bio-glass composed of pearl and spider-silk, permeated with a bacterial laminate acting as both the substrate and outer coating of the wedge, and which maintains the fidelity of the single-molecule edge. It is translucent in varying degrees, but has multiple iridescent patches throughout the wedge.
:: This wedge is only sharp at the finest edge, and is mounted via three clamps, to the housing of the power-assist handle. It is this unit which uses electromagnets and high-tension springs to retract the blade in preparation for a strike. The stored mechanical energy in the springs launch the chisel-like blade into the target area at great velocity, but stops in its normal position for a follow-up non-powered strike.
:: With or without the power-assist, this is a deadly weapon: any strike against a limb or the head results in a Sever result if the damage past armour is equal to the figure's (Condition 3) value or greater.
KMerHiaysk ('Artifice - Standard Issue - Ballistic sidearm')
* Type: Assault Pistol
* Effect: Standard Ammunition: Lethal 1d6x10 DP
* Range: roughly 500 Yards
* Ammo.: 40/88/128
* Weight: 2 Lbs.
* Frequency: M
:: Like most other projectile weapons of the 'Kinetic Era' in the Ancient past, the assault pistols of this period are of a bullpup design, with the ammunition and action placed behind the pistol grip of the weapon, and are supplied by a helicoil magazine of varying size based upon capacity. Many were built to fire rifle-calibre projectiles, and these accept carbine/rifle magazines.
:: Accessory rails and power ports are generally a few iterations removed from their contemporaries' developments in longarms, but near the mid-point of this period, most pistols sported the same military specifications and were built to the same exacting standards. As such, many enlisted personnel would purchase these sidearms through the Corps Distribution markets, while ranks of [Lt.] or higher were issued these at their option.
KMerEkhl ('Artifice - Standard Issue - Electrified Striker')
* Type: Powered Compliance Baton
* Effect: Electrical Stun 5-15, by setting; Compliance v. Control CT (5 + Effect)
* Reach: Small Melee
* Power: 5d20 Charges per Power Cell
* Weight: 1 Lb.
* Frequency: P
:: This is a variable current electrified prod used in gaining physical compliance in times of Civil Unrest, or in the processing and transport of prisoners of war. Its Effect is applied against Alertness and when appropriate, whether or not compliant at that point, the individual goes unconscious.
:: This item is standard issue to all [Sgt.] during times of war or overseas deployment.
Saturday, December 19, 2009
[RPG] Weapons of the Ancients: 03-
Weapons of the Ancients-
KMerThmix ('Artifice - Standard Issue - Thrown Device')
* Type: Ultralow-frequency High-dissipation Explosive
* Effect: Lethal 2d6x10 DP in a 30' Radius
* Range: Rigged, Thrown or Launched 675 Yards
* Weight: 1 Lbs.
* Frequency: P
:: These devices create a powerful Ultra-low frequency sound burst as the primary mechanism of wounding, and any shrapnel from the item's destruction is coincidental and already factored in to the Effect.
:: Due to the nature of these waves, their destructive power quickly dissipates in Urutsk's thin atmosphere, while they travel extraordinarily well through denser media, such as stone, water, and earth. This advantage is employed in a localised collateral damage strike, such as demolishing a reinforced door, overturning/destroying cover, and in eliminating clusters of adversaries.
:: The phantasmal images of the Ancients show some Grenadiers so proficient with the time-settings of this class of grenades, as to clear entire rooms with a thrown handful of the 1" diameter, 4" long cylinders. Launched and ricochetted off of multiple surfaces, these same Grenadiers could reach otherwise inaccessible foes. Demolitions Specialists also appeared to appreciate the versatility of these devices.
KMerThmixAi ('Artifice - Standard Issue - Thrown Device - Fireball')
* Type: Fuel-air Grenade
* Effect: Fire 2d6x10 DP in a 60' Radius
* Range: Rigged, Thrown or Launched 675 Yards
* Weight: 0.5 Lbs.
* Frequency: R
:: This class of weapon is primarily utilised to inflict maximum casualties with a minimum of (initial) structural damage. It is a morale-testing weapon design, and soon necessitated the use of fully sealed Environmental Armour, and later, the E-sheath lightweight suit.
:: The fireball fills a volume of over [900 thousand] cubic Feet.
KMerThmixEi ('Artifice - Standard Issue - Thrown Device - Electrical burst')
* Type: Conductive aerosol Electrical/Low Power Plasma Grenade
* Effect: Electrical 3d6 DP in a 60' Radius + Fire/Heat 6d6 in a 45' Radius
* Range: Rigged or Thrown
* Weight: 2 Lbs.
* Frequency: X
:: A gallon-sized, cubic solid with one upper corner acting as a throwing handle. This weapon, when armed, produces a strong chemical adhesive and diamagnetic alignment of all six faces so as to adhere to virtually any machine, from Armoured Assault Frame to Strider Galleon, delivering its powerful electro-phazic effect. Its intended purpose was to destroy or disable any but the most hardened vehicle or fortification.
:: A much rarer, squat cylindrical version has been noted which has the same values, but rolls d12s instead of d6s, and three times (3x) the Radius, weighing 4.5 Lbs. This version must be fastened by its base, and has actual ferromagnetic material as the constituent of its casing which becomes electrified upon priming. This dates the period to roughly 5k years before the Early Autumn Era.
KMerThmix ('Artifice - Standard Issue - Thrown Device')
* Type: Ultralow-frequency High-dissipation Explosive
* Effect: Lethal 2d6x10 DP in a 30' Radius
* Range: Rigged, Thrown or Launched 675 Yards
* Weight: 1 Lbs.
* Frequency: P
:: These devices create a powerful Ultra-low frequency sound burst as the primary mechanism of wounding, and any shrapnel from the item's destruction is coincidental and already factored in to the Effect.
:: Due to the nature of these waves, their destructive power quickly dissipates in Urutsk's thin atmosphere, while they travel extraordinarily well through denser media, such as stone, water, and earth. This advantage is employed in a localised collateral damage strike, such as demolishing a reinforced door, overturning/destroying cover, and in eliminating clusters of adversaries.
:: The phantasmal images of the Ancients show some Grenadiers so proficient with the time-settings of this class of grenades, as to clear entire rooms with a thrown handful of the 1" diameter, 4" long cylinders. Launched and ricochetted off of multiple surfaces, these same Grenadiers could reach otherwise inaccessible foes. Demolitions Specialists also appeared to appreciate the versatility of these devices.
KMerThmixAi ('Artifice - Standard Issue - Thrown Device - Fireball')
* Type: Fuel-air Grenade
* Effect: Fire 2d6x10 DP in a 60' Radius
* Range: Rigged, Thrown or Launched 675 Yards
* Weight: 0.5 Lbs.
* Frequency: R
:: This class of weapon is primarily utilised to inflict maximum casualties with a minimum of (initial) structural damage. It is a morale-testing weapon design, and soon necessitated the use of fully sealed Environmental Armour, and later, the E-sheath lightweight suit.
:: The fireball fills a volume of over [900 thousand] cubic Feet.
KMerThmixEi ('Artifice - Standard Issue - Thrown Device - Electrical burst')
* Type: Conductive aerosol Electrical/Low Power Plasma Grenade
* Effect: Electrical 3d6 DP in a 60' Radius + Fire/Heat 6d6 in a 45' Radius
* Range: Rigged or Thrown
* Weight: 2 Lbs.
* Frequency: X
:: A gallon-sized, cubic solid with one upper corner acting as a throwing handle. This weapon, when armed, produces a strong chemical adhesive and diamagnetic alignment of all six faces so as to adhere to virtually any machine, from Armoured Assault Frame to Strider Galleon, delivering its powerful electro-phazic effect. Its intended purpose was to destroy or disable any but the most hardened vehicle or fortification.
:: A much rarer, squat cylindrical version has been noted which has the same values, but rolls d12s instead of d6s, and three times (3x) the Radius, weighing 4.5 Lbs. This version must be fastened by its base, and has actual ferromagnetic material as the constituent of its casing which becomes electrified upon priming. This dates the period to roughly 5k years before the Early Autumn Era.
Friday, December 18, 2009
[RPG] Weapons of the Ancients: 02.01-
JDJarvis wrote: "cool, gyrojets are always a fun and funky sci-fi weapon. They also beg for specialized ammo with payloads one isn't likely to see in a conventional firearm."
KMSV Ammunition and Payloads-
Isahey' ('Writhing - Speciality load - Anti-personnel')
* Type: Hydrokinetic Penetrator /Shaped Explosive
* Effect: Lethal 3d6x5 DP + Explosive 1d6x20 15' Radius
* Range: roughly 2,000 Yards
* Frequency: T
:: The term writhing is derived from the in-flight motion of the elastic, fluid-filled payload, once released from the gyrojet sabot. The properties of the combination of the elastic casing and the hydrokinetic fluid contained within increases the round's ability to penetrate light vehicular armour, as well as the heavier powered augmentation suits employed during this and later eras.
:: Once the elastic casing yields to impact stress or is shredded passing through a hard surface, a micro-fuze detonates two half-cylinder incendiary shaped charges, affecting personnel in much the same way as White Phosphorus munitions: a spinning shower of white-hot non-soluble fragments easily burning completely through human tissue and bone.
:: If a target is stuck within 1,000 yards, only the initial Effect is delivered, and the ordinance neutralised.
Tanheles ('Gliding Observer')
* Type: Robotic Surveillance Drone
* Effect: Intel 3d6+3 in a 180* arc out to 1 mile for 1 Turn (10 minutes)
* Range: roughly 3.5 Acres directed glide area, 6,000 feet altitude
* Frequency: V
:: Once launched (usually at a 45* angle), the remotely controlled drone can terminate the gyrojet sabot at any point past 25 Yards and begin assisted gliding at the designated altitude for use in real-time audio-visual and other sensor data transmission.
:: The ease with which these recon drones could be used later created a need for selective disruption of the enemy's drones while not affecting 'friendly' units in the same theatre, but those anti-recon drones have an X frequency, as they came late in the era.
:: Non-hostile uses included the recognition of fallen troopers 'IDSigs', as well as GPS-marking no-artillery zones which were fed-back to the automated guns to help prevent friendly-fire incidents.
Tsiumhx ('Aerial Insertion Mine')
* Type: Indirect-fire Anti-personnel Mine
* Effect: Explosive 2d6x10 10' Radius
* Range: roughly 800 Yards
* Frequency: S
:: More common than many other speciality munitions for the long-range rifles, these were employed in area-denial operations, such as covering tactical retreats as well as channelling the enemy into unfavourable terrain.
:: Once fired (usually 45* angle) the parabolic arc carries the insertion unit three-quarters of the way before the sabot is discarded and the projectile penetrates soft ground cover. On hard surfaces, most units are destroyed rather than leaving intact mines. Some nations or factions did produce hard-surface versions with limited degree of success, but most groups instead utilised grenade launchers with purpose-built ordinance.
:: Colour-coded with alternating bands of black and red on a green body, these ordinance are noticeably heavier than virtually all other gyrojet munitions.
KMSV Ammunition and Payloads-
Isahey' ('Writhing - Speciality load - Anti-personnel')
* Type: Hydrokinetic Penetrator /Shaped Explosive
* Effect: Lethal 3d6x5 DP + Explosive 1d6x20 15' Radius
* Range: roughly 2,000 Yards
* Frequency: T
:: The term writhing is derived from the in-flight motion of the elastic, fluid-filled payload, once released from the gyrojet sabot. The properties of the combination of the elastic casing and the hydrokinetic fluid contained within increases the round's ability to penetrate light vehicular armour, as well as the heavier powered augmentation suits employed during this and later eras.
:: Once the elastic casing yields to impact stress or is shredded passing through a hard surface, a micro-fuze detonates two half-cylinder incendiary shaped charges, affecting personnel in much the same way as White Phosphorus munitions: a spinning shower of white-hot non-soluble fragments easily burning completely through human tissue and bone.
:: If a target is stuck within 1,000 yards, only the initial Effect is delivered, and the ordinance neutralised.
Tanheles ('Gliding Observer')
* Type: Robotic Surveillance Drone
* Effect: Intel 3d6+3 in a 180* arc out to 1 mile for 1 Turn (10 minutes)
* Range: roughly 3.5 Acres directed glide area, 6,000 feet altitude
* Frequency: V
:: Once launched (usually at a 45* angle), the remotely controlled drone can terminate the gyrojet sabot at any point past 25 Yards and begin assisted gliding at the designated altitude for use in real-time audio-visual and other sensor data transmission.
:: The ease with which these recon drones could be used later created a need for selective disruption of the enemy's drones while not affecting 'friendly' units in the same theatre, but those anti-recon drones have an X frequency, as they came late in the era.
:: Non-hostile uses included the recognition of fallen troopers 'IDSigs', as well as GPS-marking no-artillery zones which were fed-back to the automated guns to help prevent friendly-fire incidents.
Tsiumhx ('Aerial Insertion Mine')
* Type: Indirect-fire Anti-personnel Mine
* Effect: Explosive 2d6x10 10' Radius
* Range: roughly 800 Yards
* Frequency: S
:: More common than many other speciality munitions for the long-range rifles, these were employed in area-denial operations, such as covering tactical retreats as well as channelling the enemy into unfavourable terrain.
:: Once fired (usually 45* angle) the parabolic arc carries the insertion unit three-quarters of the way before the sabot is discarded and the projectile penetrates soft ground cover. On hard surfaces, most units are destroyed rather than leaving intact mines. Some nations or factions did produce hard-surface versions with limited degree of success, but most groups instead utilised grenade launchers with purpose-built ordinance.
:: Colour-coded with alternating bands of black and red on a green body, these ordinance are noticeably heavier than virtually all other gyrojet munitions.
[RPG] Weapons of the Ancients: 02-
Thank you for the Reactions feedback.
KMerShiamVadr ('Artifice - Standard Issue - Long-range - Specialist rifle')
* Type: Precision Rifle
* Effect: Lethal 3d6x10 DP
* Range: roughly 2,800 Yards
* Ammo.: 01 (bolt-action)
* Weight: 6 Lbs. without optics
Many variations of these weapons exist, but all are long, heavy-barrelled sharp-shooter weapons utilised by highly trained and esteemed specialist troopers supported by a spotter and a guard to monitor the safety of the shooter/spotter team.
:: These weapons use larger and heavier projectiles of a gyrojet discarding sabot nature to accelerate the projectile over 3,000 fps. However, the necessary burn-time of the rocket makes this weapon less than effecient at ranges under 500 Yards, doing one-half rolled damage. At intended ranges, these weapons were employed in an anti-materiel and anti-officer ('sniper') role.
:: The optics for these weapons varied significantly, from small multi-laser bank 'painter' arrays, to large analogue high-fidelity scopes in the 2.8x48mm objective lens range, complete with UV filtration and glare polarising screens.
KMerShiamVadr ('Artifice - Standard Issue - Long-range - Specialist rifle')
* Type: Precision Rifle
* Effect: Lethal 3d6x10 DP
* Range: roughly 2,800 Yards
* Ammo.: 01 (bolt-action)
* Weight: 6 Lbs. without optics
Many variations of these weapons exist, but all are long, heavy-barrelled sharp-shooter weapons utilised by highly trained and esteemed specialist troopers supported by a spotter and a guard to monitor the safety of the shooter/spotter team.
:: These weapons use larger and heavier projectiles of a gyrojet discarding sabot nature to accelerate the projectile over 3,000 fps. However, the necessary burn-time of the rocket makes this weapon less than effecient at ranges under 500 Yards, doing one-half rolled damage. At intended ranges, these weapons were employed in an anti-materiel and anti-officer ('sniper') role.
:: The optics for these weapons varied significantly, from small multi-laser bank 'painter' arrays, to large analogue high-fidelity scopes in the 2.8x48mm objective lens range, complete with UV filtration and glare polarising screens.
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