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File: GURPS.jpg (142 KB, 791x1024)
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Previous thread: >>97215703

GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic.
Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game.

A nearly complete archive of GURPS books can be found by using the image. Never post direct links to the archive anywhere in plain text.

If you're wondering where to start:
- The Basic Set covers everything, including a lot of optional rules you probably won't use.
- A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres.
- How To Be a GURPS GM is a good read even for players.
- GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.

Thread question: What are some systems or you would like to include or see included in a campaign, but haven't been able to? They don't have to be the main focus of the game, having them only as something on the side is okay.
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>>97295718
To start the thread, I would love to play a game where, in addition to being regular adventurers, the PCs could do some trading on the side, using the rules from Medieval Sea Trade or Spaceships 2
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>>97295718
>hread question: What are some systems or you would like to include or see included in a campaign, but haven't been able to?
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>>97295718
anyone got the stats for the pancor jackhammer?
only 3 were ever built but it looks too cool to not have stats
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>>97296105
If I can find enough data, I could easily do it using Gun Stats. The main issue is that the only surviving one is very much a proof-of-concept prototype, not representative of what the final version would look like, and most of the available information relates to it, not the closer-to-production ones which were destroyed in testing.
Overall, an actual production weapon would probably be similar to the H&K CAW from Pyramid 3/100, but using normal 12G 2.75" shells, which would give their usual damage. Weight would probably be a little (maybe a pound or two) heavier than the CAW, and the detachable revolver cylinder would be both heavier and more awkward to replace than a box magazine.
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>>97295718
Crafting. None of my players ever bother and I don't push it but I'm fond of the idea.
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>>97296105
>>97296768
TL: 8
Damage: 1d+1 with 00 buckshot, about 5d with slug, as per normal 12G shotgun
Acc: 3. Technically depends on the loading, but all reasonable ones give 3 using Gun Stats and that's standard for modern shotguns. Rifled slug raises this to 4.
Range: 40/800 with 00 buck, about 100/1,000 with slugs.
Weight: uncertain. Online sources say as little as 10.1 lbs. for the final weapon, but are often unclear if they mean loaded or empty, and whether the cylinder is considered part of the weapon or a magazine. The shells alone add 1.1 lbs.
RoF: some sources say 240 rpm, which seems crazy slow for a full auto weapon, giving just 4 shots per second. Can't see anyone claiming faster.
Shots: 10(?). The only working example requires disassembly to reload. A loading gate might give it (3i). Replacing the cylinder seems likely to be much slower than a magazine; the fastest revolver cylinder change in High-Tech is (10).
ST: comes to 11† whichever weight I use.
Bulk: −5, whichever weight I use.
Rcl: 4 if empty weight (including cylinder) is 11 lbs. or less, 3 otherwise. That's for slugs, of course; multiple projectiles are always 1.
Cost: absolutely no idea. Automatic shotguns seem to generally be over $1,000, but not much over.
LC: 2, due to being full-auto.
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>>97297052
Thanks! That's exactly what I needed.
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r8 my demon
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>>97297626
>not using KYOS
Otherwise, it's ok.
Kinda generic dude with sword
Maybe get dual-wield tech so you can kick and slash on the same turn
also
>pacifism:cannot harm innocents
>bloodlust
>sadism
>selfish
very contradictory
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>>97297667
>very contradictory
It's something of a standard combination for demons in GURPS. They want to hurt people, but they are supernaturally prevented from using direct violence against innocents.
The Youtja from the Predator franchise have a similar pattern of behaviour, but in their case it is their cultural honour code which prevents them from brutalising some people.
It's not impossible for humans either. Dexter in the TV show of the same name (and the novels it was based on) has a code of behaviour which prevents him from killing anyone except murderers, but is still very much a deranged killer with at least some sadistic tendencies. It's a rare psychological profile in real life, but not a completely unheard of one. I've met several brutal criminals (at least one with a diagnosis of antisocial personality disorder) who at least claim to avoid hurting people who don't deserve it (although their definition of 'deserving it' may be much broader than a normal person's). Possibly bullshit though, because people like that tend to lie a lot.
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>>97297052
What ammo should I use when building guns in the Gun Stats book? Just the most standard ammo I can find stats for?
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>>97297803
What ever ammo you want, just note down the load data in the description of something.
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>>97297880
I think I was overthinking how to reverse engineer back into FMJ from something like +P ammo when it isn't that hard.
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>>97297803
Standard pressure ball is best, but reverse-engineering from some other type is usually possible.
For shotguns in particular, the rules for slugs imply a pretty 'hot' load, while buckshot damage seems to have been calculated from a significantly slower baseline.
>>
Do you think GURPS has ever gotten anyone laid?
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>>97295723
That could be fun.

>>97295718
>TQ
I've never even looked into it, but a game that involves a lot of prop plane flying and combat would be cool.
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>>97296105
>>97297052
>cost
This question really depends on legality and market success. If it's the cost of the prototypes as paid for by the irl manufacturers, it's probably very very high per unit. The cost per unit had they set up a successful production line at a reasonable scale and has steady sales to either government or civilian markets would have been a lot lower, since it was just a semiauto shotgun with a full auto trigger group at its core IIRC.
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>>97300314
For shotgun slugs I've found that relatively average figures work well, and deriving buckshot damage from those matches HT fairly closely.
>12G 2.75": 18.5 mm, 438 gr, 490 m/s -> 4.83 dice (5d-1) for slug, which for 00 Buck (8.28 mm, 9 pellets) gives 1d+1 pi

I made my spreadsheet using mostly metric, don't feel like converting the inputs back to imperial units.
>>
What realistic skill level should your average professional carpenter have if he's only been doing the trade 3 to 5 years. Attribute +1 or +2, right?
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>>97301020
Competent professionals in non-dangerous jobs have skills at 11-12, probably. Assuming average stats, attribute +1 or +2 yea.
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>>97301020
Bear in mind that most carpenters will have followed some course of study, possibly an apprenticeship, for several years before they even start on the job. That will give them at least a couple of points, although not necessarily all in Carpentry (Research, Writing, Mathematics, and Engineer are all possible in an academic setting, while apprentices will learn more social skills). Then they will be learning on the job, say 36 hours per week, 47 weeks or so a year, for about 1,700 hours a year going into some kind of skill. At 800 hours per character point, that's slightly more than 2 points per year of employment, but again it might not all go into Carpentry (this time probably a lot of Merchant skill). However, I would expect at least half of the points to go into Carpentry, since that's the main job skill. Thus, it seems likely that a carpenter with 3 years experience has at least 4 points in Carpentry for Attribute+2, while a slightly more experienced one could easily have Attribute+3.
According to the Basic Set (p.172) 'average folks' tend to have the skills they use to earn a living at 12 or 13, so that's pretty consistent with what you would expect.
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>>97301124
What's the real life cap?
A carpenter that spent all his life (30-50 years) working ain't gonna have 40 points in carpentry
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>>97301163
He'll have 40 points in luck, with the limitation being it can only be used to win free breakfast sandwiches and hotdogs from the local gas station scratch offs
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>>97301163
Social Engineering: Back to School p. 6 indicates that, for a normal person who doesn't use his job skill on weekend days, there is a soft cap of attribute + 10. You can extrapolate that to a soft cap of attribute + 15 for an autist who does have a work-related hobby (pic related).
>>
Can you base an intimidation attempt on another attribute, like strength or dexterity? My willpower is extra low but I've got a good strength.
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>>97301240
>there is a soft cap of attribute + 10
Wouldn't that mean a 40 year carpenter will definitely have carpentry at about 20 or so barring mental or physical degeneration? Old timers are good a lot of the time but they don't seem THAT good. What explains that? Shifting standards, techniques, and tools keeping them at SL 13 - 16?
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>>97301240
Damn so there's some carpenter out there with over 20 skill in carpentry?

>>97301244
You can ask the GM to allow you to make a complementary skill check to help, plus you get natural bonuses for being bigger than the dude or something.
But no, you can't normally switch the attribute.
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>>97301259
What about in more complicated situations where your personal willingness to act against the target isn't a factor? For example if I'm a bystander to a street fight between two guys, if I say the other guy is a badass and will leave you fucked up in the gutter, what would that be? Still intimidation surely but not in a way that seems like it has anything to do with my personal willingness one way or the other.
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>>97301350
In that case you're helping the other guy intimidate.
That's probably fast talk.
Intimidate is specifically about (you) looking threatening.
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>>97301163
There's no rules support for it, but it seems like on-the-job learning should probably be capped at something like attribute+3 or 8-12 points. A soft-cap with the rate of learning slowing dramatically as you put more points into a skill would work too. People rarely seem to get much better at their job past about five to ten years experience. Either that, or have all normies (i.e. everyone with the Hidebound disadvantage) gain quirk-level Cannot Learn as soon as brain plasticity starts to go.
>>
How would you represent slapping a foe's gun aside as he shoots in such a way that he shoots directly at another foe? I was thinking of a Grabbing Parry to "grapple" the gun, combined with a Wait into an Attack to shoot with the gun, before immediately letting go. Although, I'm not sure if this is right, because it's technically not a true grab, but more like a Sweep or a Shove, so I feel like striking skills like Brawling or Karate should be applicable here.
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>>97301711
Without any time spent mulling the idea over I would say a parry with a penalty increased by distance to the intended target, and angle to target. I would also say certain guns, postures, and handednesses would lend themselves better to this overall.

Obviously if he is using a very long rifle and you are only close enough to effect the gun by it's muzzle, you probably couldn't reasonably lever the gun to point to the shooter's direct right or left.
>>
My friends have been really into this Russian post apocalypse game recently and they want me to run a game set in the prequel where they'll be playing as (as far as I can tell) some Wagner PMC-esque deniable ops type group in a secret war with a US company in Russia, which is a kind of slam dunk premise, but I have a few questions as someone who has only done basic set before:

1) In basic the rules for drones say to just use pilot RPV if they have direct control (which they would) and use the relevant skill (i.e Observation) for the related task. So I can assume I can use dropping for dropping grenades but what skill roll would I require for a suicide drone attack?

2)Is after the end & the low tech companions suitable for covering survival basics as the situation devolves?

3) Any good resources on how these types of NPCs act in combat I'm not a military guy.
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>>97301836
Tarkov isn't really post apocalypse, no more than something like hurricane Katrina was a post apocalypse. It's a lot more like Escape From New York.
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>>97301836
1. Based on the ramming rules in Spaceships 1, I would say Pilot skill, with a bonus equal to the drone's Handling, but possibly add some penalties for remote operation. Treat range as 0, but your own speed probably gives a penalty.
2. Yes. Survival at the End (Pyramid 3/90) seems like a useful article too.
3. In general, they should be fairly risk-averse, fiercely loyal to each other, be quite willing to retreat, reluctant to surrender but not to the point of suicide. They will often have a specific mission and not actually want to just get into fights with random enemies to kill as many as possible. They certainly won't want to get into fights with superior forces, and will tend to assume that any force they don't know the numbers of is a serious threat. Any level of fortification will be avoided if possible, because if someone has time to put up sandbags, they have time to lay mines, etc.
Tactics will probably be fairly basic fire-and-movement, laying down a high volume of suppressive fire (not always unaimed or fully automatic) at a distance (and from cover) while other elements make concealed movement to close with the enemy, at which point they will actually shoot to kill, often using grenades rather than risk exposing themselves. When disengaging, the big consideration is not walking into a 'friendly' zone of fire, so movement will often be 'sideways' rather than directly away from the enemy. Experienced soldiers will always try to have a route of retreat ready at all times.
There are a bunch of videos on the internet explaining basic squad-level tactics.
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>>97301711
Using the Dungeon Grappling rules
>Relevant rule: You can make "instant disarms" and "instant knockdowns" by making a grappling attack, rolling control point damage, and then instead of keeping the grapple, you make a ST/DX vs ST/DX quick contest, using the points accrued to directly add to your roll. With results being full disarm, or unready or nothing
>Relevant rule: A "grabbing Parry" gives you 1 control point.
>Relevant rule: When you parry a gun, the gun still spends the ammo, meaning the shot does go somewhere
Therefore, you can, instead of just holding the grapple after a grabbing parry, try an "instant disarm" by making a DX/ST quick contest and if you win you point the gun in the direction you want.
However, since there's no aiming involved, it's a stray shot, so you roll 3d6 and you hit on a 9 or less.
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>>97302012
This anon here
I spoke very confidently but I went to read dungeon grappling again and it's all wrong
please ignore this post as I have hallucinated everything.
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>>97301836
https://www.elon.edu/assets/docs/rotc/COMMON_BATTLE_DRILLS_FOR_ALL_INFANTRY_UNITS.pdf
Most important drills for this kind of thing are probably:
Break Contact
Establish Security at the Halt
Evacuate a Casualty
React to Ambush
React to Contact

Note that ensuring their own survival is typically a higher priority than killing the enemy, and disengaging is usually the primary goal when suddenly caught in an unexpected firefight. That said, sometimes the best way out is through the enemy and dead men don't fight back, so they will be aggressive if they think that overwhelming force is the quickest way to stop anyone shooting them.
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>>97301836
>3) Any good resources on how these types of NPCs act in combat I'm not a military guy.
The long-and-short of it is that there will be a 'base of fire' element and a 'manoeuvre' element and they will switch roles once the latter is in position.
In more detail:
unit will be split in two, with some distance between the two teams / squads
generally one half is moving while the other half is holding position
first half to contact the enemy (see them, come under fire) will immediately shoot a lot to indicate where the enemy are
If they need to retreat, the other half will use careful aimed fire to suppress the enemy until they are sure that the first half are behind them, then they will open up with whatever they have
Once the first half have got a position with some cover, they will use precision fire to suppress the enemy while the second half starts moving away
Repeat until contact is broken
Advancing under fire is just the same thing in reverse
The worst position to be caught in is when the enemy and the other half of your unit are in a straight line with you in the middle. That means the rest of your unit can't shoot until they have moved to change the situation. Using three elements instead of two prevents this from happening (at least so long as you stay in triangle formation), but adds complication to manoeuvring.
>>
Ignoring realism, how do I make a humanoid character have limbs that are hard to cripple?
What advantages do I use?
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>>97301888
Well that makes it easier. I have a few of hour long videos lined up to learn the world. The name makes a bit more sense now at least lol.

>>97301988
>>97302153
>>97302304
I'll check out that pyramid article and I like those rules for drones. I have a lot of studying to do it seems. A lot of this is fairly alien to me but it seems intuitive, if that makes sense.
>>
>>97302309
Injury Tolerance: Unbreakable Bones (Powers, p.53).
Apart from that, I think the only way to make it harder to cripple limbs is to buy DR or raise HP. HP (Only to Raise Crippling Thresholds) seems entirely legitimate. If that is a -50% limitation, Unbreakable Bones would be slightly better value for a 10 HP character (since it has other benefits besides just making it twice as hard to cripple your limbs), which suggests the 'fair value' is more than -50%, but maybe not much more.
In terms of making crippling more manageable once it happens, there are numerous options. Limited HT or Resistant to Crippling seem reasonable rules-wise, adding to the HT roll to recover. Regrowth combined with Regeneration lets you simply grow replacement limbs. Injury Tolerance: Independent Body Parts (Powers p.52) makes it possible to reattach severed limbs, but in other ways makes them easier to cripple rather than harder.
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>>97302583
Thanks. I'm trying to make a supernaturally tough "determinator" that can still be injured without just soaking everything with DR. I'll check the point values and try to figure out which is best for the character.
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>>97297667
>Kinda generic dude with sword
Yes, I wanted something simple to start and the point budget doesn't allow for anything too flashy.
The shtick is kin-ki is his durability, I think DR 10, HP 20 and HT 14 gives him enough of that in a DF game.
>get dual-wield tech so you can kick and slash on the same turn
Good idea. I was wondering what to do with the leftover points.
>very contradictory
As >>97297756 correctly guesses, I built it using the default demon from Magic/DF9 as a base.
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>>97295718
>thread question
picrel
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>>97302803
>casts remove curse
Oops
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>>97302840
>-ACK!
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>>97301255
Once you reach a professional level in a skill, on the job training would present you with very few learning experiences. A way to represent this would be to, whenever you have accumulated enough hours of on the job training to gain a skill increase, roll against your skill. Success would mean that your experience was too routine to warrant a skill increase.
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>>97297052
>crazy slow for a full auto weapon, giving just 4 shots per second
It's a shotgun, you don't need to dump all your mag in a second. The AA12 is also slow
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>>97301988
>>97301836
There are no good rules for FPV drones. You're going to have to blindly scrounge together stats, handling will be entirely guesswork, and actually ramming someone or something with a drone is better treated as an attack roll using something line piloting (FPV) as the skill. Range as 0, apply full speed penalties on both sides for speed but treat every attack an an all out attack or an area attack. Use attack from above whenever possible but the drone will make a fairly noticeable sound as it gets closer.
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>>97303050
Doesn't a single skill roll like that allow for skill gain that's too reliable and too quick?
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>>97301836
Drones are gay and make warfare gay, and tarkov doesn't even have them.
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>>97303946
Not really. Since success on the roll would represent a lack of challenging scenarios, the higher your skill, the less likely you'll have a skill increase. I tested it, and after 16 years of on the job training, the skill went from 12 to only 14.
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>>97303954
If he's setting it during the contract wars I don't see why not. I can see bear or USEC using them for reconnaissance, and their rarity and the limited ability to manufacture them will balance out reliance on them. Niggita even said they prototyped drones and may add them down the line.
>>
What's the best GURPS book and what's YOUR favorite GURPS book?
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>>97304272
Vehicles
Vehicles
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>>97304272
Realm Management
Sex & Pregnancy
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>>97304272
Basic Set
Basic Set
May change in the future.
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>>97304272
1. Basic
2. Low Tech + Companions
3. High Tech
4. Martial Arts
5. Tactical Shooting

Everything else is kind of bad
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>>97304272
Dungeon Fantasy RPG
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What's a guy got to do to build a custom gun with specific stats I desire?
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>>97305236
Gun stats
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>>97303946
It's the opposite. It makes improving when you're bad faster, but plateaus hard at higher skill levels.
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>>97303954
The artilleryman does not concern himself with the opinions of the raped infantryman
>>
How much of a virgin do you have to be to play GURPS?
Where do you even find GURPS players?
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>>97304272
Martial Arts.
Low Tech Companion 3.
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>>97305896
>How much of a virgin do you have to be to play GURPS?
You may be one when you start playing but you possibly won't be when you quit playing it, considering you dedicate yourself to it.
>Where do you even find GURPS players?
Convince your friends to play it by rolling against your Propaganda skill.
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>>97300371
I can imagine it can be done by using Gurps Sex & Pregnancy sex mechanics in-game with a female player, and offer a modifier depending on how well she "roleplays" in person.
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>>97304185
Well were people even using bombs taped to drones in 2018 or whenever Tarkov is set? Just because we have the tech to develop something doesn't mean it would exist.
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>>97306734
Escape from tarkov takes place in November 2025.
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>>97305896
You have to be the GM and pitch the game, and also start easy. Give them pregen characters, do a little one-shot, or even like 3-4 session game and see how people like it. 99.99% of players are highly resistant to actually reading new rules and learning, so you gotta gradually ease them in. Prime autists (like myself) who read new RPGs cover to cover in advance are few and far in between
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>>97306838
No, n-no that can't be
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If I wanna do crimson skies, what pyramids should I use? I remember there was one about air to air chase combat but cant find it anymore.
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>>97306992
The article Dogfight Action is in Pyramid vol. 3 iss. 53.
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>>97304272
Bio-Tech x2
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>>97305896
>How much of a virgin do you have to be to play GURPS?
About 20%
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>>97305236
Explain in detail exactly what you want. Is this an in-game request to get a gunsmith to build you a custom gun? Basic gunsmithing rules are in High-Tech, with some elaboration in Tactical Shooting and a few other places. Do you want the stats for a gun which actually exists and you can find good data on? Gun Stats has that covered. Do you want to work out the stats for a totally hypothetical gun, or one where there is little information available? You can use Vehicles (3rd ed) or Guns, Guns, Guns! (not GURPS, but has conversion rules for 3rd ed) to build it, then convert to 4th edition if you are playing that. Gun Stats will help.
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>>97306983
Wait until they drop Russia 2028 in actually 2028
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>>97308356
I guess it keeps getting postponed because they need to model the newest technological advances in Russian weapons like donkeys and Ladas
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>>97308775
I think it has more to do with Tarkov being a machine that prints money than your thing.
>>
In a break from the usual prehistoric creatures, I tried to actually use Gun Stats. Converting real-world data into the system is really easy once you have a spreadsheet set up, but finding the data is an absolute nightmare. Numerous contradictory sources for some things, absolutely nothing for others. Had to guess-timate a couple of things like magazine and grenade prices.

https://samuelbaughn.blogspot.com/2026/01/famas-in-gurps.html
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>>97309601
I think with prices you have to wing it more than anything else
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>>97309601
>Numerous contradictory sources for some things
Like what?
>>
>>97309008
Tarkov is a fucking scam which is a pity, actually fun to play against fellow lowbies and shitters but the nolife chinks and poopsocks pay the bills
GURPS would make for great playing in that universe but alas, my players are mostly fantasyfags
>>
>>97310315
>nolife chinks
I've never once seen a chunk who was skilled and not using obvious hacks since their culture doesn't mind cheating at things. Of course I've also never seen a chunk in taking so far.
>>
>>97310312
Not him but weight, especially ammo/mag weight and penetration stats for explosive anti-armor ammo are sometimes iffy
It's so bad on the internet, I have had to slap my own AK mag on the kitchen scale just to find out which site has it right
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>>97310323
They still don't have a life because they need to farm the game day and night in order not to starve
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>>97310312
Weight. Lots of sources don't specify whether it is loaded, unloaded, or whatever. Those that do, don't agree. Even manuals aren't always 100% reliable, but that's what I went with in the end. Couldn't find any numbers on whether the accessory rail mounts added significant weight, or the weight of the FELIN controls.
Rate of Fire. Will vary a bit depending on load, circumstances, etc. so went with an average.
Muzzle velocity. This is going to vary depending on the exact test conditions, loading, etc. so I just went with a number which seemed plausible.
Dates. Some places say the F1 was in production until 2000, others that there were no new ones after 1992. Different dates for when they removed the tritium sights. Confusion about when the rifle grenades were introduced.
Details of the SWORD sight. Inconsistency on whether the IR element is a thermal imager or just basic IR / light amplification. Also unclear whether the IR element has magnification.
Whether the brass-cased ammunition issue is real. Some people say it is actually dangerous, others that it is a myth.
General quality. Some say the rifles are delicate and unreliable, others that they are very reliable. Probably going to vary depending on circumstances and maybe the exact production date, etc. I just went with it being an average quality weapon.
>>
>>97310329
>penetration stats for explosive anti-armor ammo are sometimes iffy
This is absolutely the case with the AC 58. Some sites claim it can go through 14" of steel! Even the low-end claims (10") seem pretty optimistic for a 58mm warhead.
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>>97310315
PvE is alright with friends but every waking minute I play PvE or PvP I just get more annoyed they aren't just working on all the ideas they had and rolling it into a stalker successor like the original plan. A lot of really genuinely good ideas keep dying on the vine because they can't change certain things or it will fuck up progression and they're too small of a studio to actually effectively play whack a mole like people want with bugs and hackers. The current running theory is that most of the million+ new purchases are playing PvE since myself and everyone else keep being hurled into matches with men I can only describe as having never once seen the sun so hopefully the gopnik in chief uses that as an excuse to finally do it.

Great place for a game though both current EFT and the pre-EFT contract wars are fantastic for GURPS campaign, and the world-building is well done. All the traders are well defined with clear factions and politics you can expand on. You'll have to infer a few things and the wiki sucks so you'll have to no life it or watch a bunch of videos to compile it all.
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>>97310323
A chink in tarkov so far*
Phone posting is a hell.
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>>97310432
I'm trying to stat a few late soviet prototypes and I'm coming across a few that I suspect aren't actually real because I can't find a single person or account of firsthand experience on the english or russian speaking internet. Some firearm info is so poorly documented that I feel like I'm beating water.
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>>97310491
Basically everything in the late USSR was fake, so it's extremely plausible that there were many 'official' projects which simply didn't exist in any meaningful sense and only served as ways of channelling money, influence, etc. to certain people. Since there is so much lost documentation and fake shit, it's also perfect for people to just invent things for clickbait or whatever. Add LLM-generated slop into the mix and you have a hopelessly contaminated mess of data.
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>>97310491
>>97310543
While it could be that the sov gun designers were just faking shit for funding, clout, or to just keep their job, I think it's entirely possible this can be explained by the projects just being so dead end and unnotable otherwise that pictures and data never got released. Take some of the tool room projects of many of the big name companies, there are an absolute ton of guns that we can reason must have existed in at least half a dozen prototype units but there are often 0 pieces of remaining documentation. Some of that is the documentation not ever having been released, some of it is the documentation not surviving many decades or at this point half-centuries.
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>>97310491
There are lots of super mega obscure prototypes that only exist in some collector's vault and perhaps there's a pic of two in some low print run Russian book
You could always try emailing Maxim Popenker, don't know if he replies to mails though
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>>97310652
if I email him "Does the OTs-33 really exist or is it a conspiracy, if so why?" it may make me look and sound insane
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>>97310707
What do you mean by "really exist"? There are photos of the thing out there so either there were a few mockups made for photo ops or they had at least a few functional prototypes.
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>>97310707
Just ask if *list* are prototypes that actually existed. If someone knows it's him
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>>97310954
I don't think more than a handful (single digits) have been produced despite KBP claiming they're in active production.
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>>97310980
That's possibly true. Do you actually speak Russian? How are you going about doing your research on their corner of the internet?
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>>97311019
NTA but find a Russian guy. The ubiquitous and more than adequate browser translators also work to translate pages. The issue is, of course, finding the actual pages or docs you want to translate as you are not likely to find them by searching in English
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>>97311019
>Do you actually speak Russian?
Badly
>How are you going about doing your research on their corner of the internet?
Very slowly
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>>97310980
I asked my Russian, he says it looks like a bunch were made but it was developed and produced with intent to sell to police agencies, and that not all things made to sell to police end up also going on the civilian market in Russia. So not seeing random people talking about their experiences with it online doesn't necessarily mean much.
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>>97312397
desu I've never seen OMON or SOBR pictured with one but maybe it's a 'IRS revolver' type situation where the guys who have it aren't giving it up.



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