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Old 01-14-2018, 10:43 AM   #291
Icelander
 
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Default Re: [Modern Firepower] Technothriller gear for secret DHS team in 2017

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Originally Posted by acrosome View Post
Honestly? The most common binocular to find in a US Army unit right now is an off-the-shelf model that was bought with discretionary funds. The actual allotted number of M22s is incredibly low, so units just buy other commercial (but ruggedized) binoculars. Ones with vibration dampening are very popular.
So it would be very difficult to borrow a pair of M22s?

And I imagine that the soldiers at Ft. Bliss weren't all that enthusiastic about giving up commercial models they had to buy with discretionary funds.

Maybe it would make the most sense for the PCs to have gotten mothballed Steiner 7x50 from BORTAC stores.

Are the compact M24 7x28 more commonly available than the M22s?

I imagine that the PCs wanted one pair of compact binoculars and a larger one with better low-light performance. Of course, the Steiner would be old enough and possibly heavily used enough so that it might only offer a marginal improvement over newer compact binoculars.
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Old 01-14-2018, 01:56 PM   #292
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Default My thoughts on rules for optics

The simplified RAW is that optics reduce -1 in range Vision penalties per doubling of magnification and with an Aim maneuver, the user can focus on a target and reduce -2 in range Vision penalties per doubling of magnification for seeing details on that specific target.

As a practical matter, I'd rule that as magnification goes up, scanning the horizon with binoculars takes longer. As such, I don't think I'd allow increasing magnification to reduce range penalties to Vision for all purposes, with a practical maximum for general scouting probably around removing -3 in range penalties, only getting greater penalty reduction when scanning a smaller area than the entire forward facing of the character.

This would mean that typical mid-power binoculars, like the 10x42, were more or less optimal for scanning for threats or hunting for deer, with higher magnifications being primarily useful for more specific tasks requiring greater detail resolution. That's not to say that I'd never allow -4 or more in reduced Vision penalties from high magnification binoculars without an Aim maneuver on one specific target, just that getting a higher bonus requires that the character accepts that he's watching a somewhat smaller area, even if larger than one specific target.

Also, the more you go over 10x, the more stability becomes an issue, so to really get the maximum benefit from the highest magnification, you need a tripod or another way to stabilise.

Rifle scopes give +1 Acc per doubling of magnification and can be used in the focused role above. Personally, I'd not allow a rifle scope to reduce range penalties to Vision when scanning the entire forward arc for targets, ruling that the limited field of vision counteracted the magnification unless focusing on something in specific.

Greater magnification granularity

I was considering giving magnification levels close to breakpoints a slight boost, at least if the optics are high quality. In the real world, plenty of good optics are 6x and 7x, which GURPS treats identically to 4x. I think there is room for greater granularity.

My current idea for modifiers would be something like this:

(Magnification level = Vision penalty reduction / Vision penalty reduction with Aim)

1.5x = -0 / -1
1.75x = -1 / -1
2x = -1 / -2
3x = -1 / -3
3.5x = -2 / -3
4x = -2 / -4
6x = -2 / -5
7x = -3 / -5
8x = -3 / -6
10x = -3 / -7
14x = -4 / -7
16x = -4 / -8
20x = -4 / -9
25x = -5 / -9
32x = -5 / -10
40x = -5 / -11
50x = -6 / -11
64x = -6 / -12
80x = -6 / -13
100x = -7 / -13
128x = -7 / -14
160x = -7 / -15
200x = -8 / -15

Any suggestions for different breakpoints?

And, yes, I know that makes 10x kind of the ultimate sweet spot. I figure that as it's heavily used both in binoculars and riflescopes, we may as well elect to put the benchmark where it matches real world selection.

Low light performance

High-Tech notes that all but the cheapest TL7-8 telescopic sights reduce darkness penalties by 1, due to the ability of the scope to gather light. It is not noted that a similar rule applies for binoculars, but I'd personally rule that such light amplification applies generally to any kind of optics, assuming they are of a suitable design and quality.

As I noted above, I like Anthony's suggestion that some optics actually reduce the amount of light picked up compared to the unaided Mark 1 Mod 0 eyeball. Given the impact of good lens coatings and glass quality on real world performance at twilight, I hesitate to use only the ratio between objective lens and magnification to determine whether given optics give an additional darkness penalty or reduce it, but for optics of otherwise equal quality, the ratio is a good guideline.

Perhaps the simplest solution would be to say that some late TL8 optics are available at expensive quality levels that reduce darkness penalties by 1 more than the objective lens / magnification ratio otherwise suggests. This applies most often to optics that are otherwise close to ratio breakpoints, like 6x30, 7x28, 8x30, 8x32 and 10x50.

Then the modifier for objective lens / magnification ratio would be:

2:1 or lower= -2 additional darkness penalty.
2.01:1 to 4.19:1= -1 additional darkness penalty.
4.20:1 to 5.59:1= no effect on darkness penalty.
5.60:1 or higher= reduces darkness penalty by 1.

Would anyone suggest different ratios, especially based on either physics or real world experiences?
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Old 01-14-2018, 05:43 PM   #293
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Default Re: [Modern Firepower] Technothriller gear for secret DHS team in 2017

Wouldn't the PCs be able to go to local sporting goods store, or ordering online, and buying binoculars? I have no idea if this is the Steiner binoculars you are wondering about. But there are many many available there from as low as less than a hundred bucks to a few thousand.
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Old 01-14-2018, 06:00 PM   #294
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Default Re: [Modern Firepower] Technothriller gear for secret DHS team in 2017

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Originally Posted by Žorkell View Post
Wouldn't the PCs be able to go to local sporting goods store, or ordering online, and buying binoculars? I have no idea if this is the Steiner binoculars you are wondering about. But there are many many available there from as low as less than a hundred bucks to a few thousand.
They did go to a sporting goods store. Where they spent more or less all of their discretionary funds. Well, at several stores, as well as with the black market contact in Mexico who sold them guns and ammo.

During the session where it happened, we made rolls for acquiring big ticket items and wrote down most of the purchased stuff, but for some of it, the GM waved a dismissive hand at discussions about specific capabilities and said the characters had whatever made sense and we'd specify exactly what by the time it came up in play.

Chief among the stuff abstracted away into some generic 'Surveillance Kit' were various bugs, listening devices or tracking devices... and the humble binoculars. It was understood that this was issued by Onyx Rain and contained more shiny toys the better the PCs could roll for their various equipment-acquiring skills. If a roll indicated less of a given class of equipment than needed, the GM would allow us to obtain it more creatively or use our discretionary funds. Gear minigame!

Basically, now that we are at specifying binoculars, there is less than $100 left in discretionary funds. Maybe $200 if we are okay with not having any spare gas money, because we are not dipping into the $10,000 emergency bribe stash.

So the options are a) being issued some from Homeland inventory with successful bureacratic wrangling, b) borrowing some from someone at Ft. Bliss using the old-boy network of NCOs or and/or the considerable charm of the PCs, or c) one of the PC spending their own money on binoculars.

The problem is that two of the three PCs who care about survival, tactical and surveillance gear don't have much money right now (one has none, because he is officially a prisoner supposed to be still in prison) and the third PC who might know anything about using optics for surveillance doesn't necessarily believe that she should pay for her gear out of her own pocket.
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Old 01-14-2018, 09:16 PM   #295
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Default Re: [Modern Firepower] Technothriller gear for secret DHS team in 2017

Pawn shops will have lots of binoculars in past experience
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Old 01-14-2018, 09:39 PM   #296
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Default Re: [Modern Firepower] Technothriller gear for secret DHS team in 2017

Realistically, if you need to scan a line (along the horizon, for example), multiply required scan time by magnification, and divide distance (thus, use the range/speed chart to get bonuses). If you need to scan an area, multiply required scan time by the square of magnification (this will usually render binoculars useless).

A reasonable (if somewhat tedious) option would be the average of min (RM for height, RM - magnification) and min (RM for width, RM - magnification) -- so at 100 yards, scanning an area 5 yards x 50 yards with x10 mag, would average -6 (min of -10 + 6 and -2 is -4, min of -10 + 6 and -8 is -8).
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Old 01-15-2018, 03:15 AM   #297
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Default Re: [Modern Firepower] Technothriller gear for secret DHS team in 2017

Low-Tech p42 has rules for scanning with optics.
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Old 01-15-2018, 05:48 AM   #298
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Default Re: [Modern Firepower] Technothriller gear for secret DHS team in 2017

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Originally Posted by Kalzazz View Post
Pawn shops will have lots of binoculars in past experience
I expect Chase Taylor thought long and hard about pawning the Onyx Rain issue smartphone* they gave him, which, trust issues aside, confuses and intimidates him. He didn't have any newfangled smartphone when he was arrested in 2011 and he doesn't understand how they seem to be the foundations of society now.

But as for buying binoculars at a pawn store, wouldn't that risk scratched lens coatings, misaligned glass and a host of potential problems?

The PCs would need to be able to tell a functioning used optic from one with little aesthetic, but the innards hopelessly compromised.

What skill would you use to maintain and diagnose optics? Being able to clean lenses correctly, fix minor issues caused by hard treatmeant and know what kind of damage absolutely required sending it in for repairs?

What about actually repairing some?

Are weapon optics included in Armoury (Small Arms)?

If so, there must logically be a default for optics that use the same technologies, but do not happen to be mounted on a rifle.

What skill would someone who specialised in the care and repair of optical instruments take?

*Certain to be absolutely loaded with surveillance apps, trackers and bugs, designed not to help in their mission, but to allow their bosses to spy on them.
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Old 01-15-2018, 06:08 AM   #299
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Default Re: [Modern Firepower] Technothriller gear for secret DHS team in 2017

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Originally Posted by johndallman View Post
Low-Tech p42 has rules for scanning with optics.
Huh.

I certainly didn't expect to see such a rule there. But it is and it should work fine.

In short, optic Bulk penalises scanning, which can be reduced or eliminated by Taking Extra Time. Optic Bulk does not affect focusing on a single target and will thus usually be irrelevant for riflescopes and most uses of spotting scopes. It mostly only matters for binoculars used to find targets.

Now I simply have to assign TL8 optics Bulk values, on the assumption that a 4 lbs. pirate spyglass with 4x magnification has Bulk -2.

I'm inclined to believe that a binocular design is better than a monocular one for rapid scanning, so I'd reduce the Bulk penalty by 1 for scanning purposes (not Holdout, however, where binoculars are obviously harder to conceal for the same weight).

Base Bulk would match level of magnification, but optics that are smaller and handier than TL4 spyglasses should get a bonus of 1-2 levels of functional Bulk. It's possible that fancy gewgaws having to do with focusing and stabilising would do the same.

Stabilising a light pair of binoculars is mostly a matter of having adequate Trained ST to hold them steady for long periods, experience and one of the many things that go into DX in GURPS. At a human scale, it means that very light, low magnification optics can be stabilised with a firm two handed grip, the use of low-tech aids like a strap or at worst, against an object, analogous to how firearm are Braced (use the same rules).

Depending on strength and skill level, normal people (Trained ST 10) can adequately stabilise up to 8x or 10x magnification binoculars of not much over 2 lbs. using nothing more than both hands and possibly a neck strap. Higher magnification usually requires assuming a stable position or bracing against an object. Heavier binoculars require higher Trained ST, using the relative skill level of such skills as Observation, Soldier, Survival or Hobby Skill (Birdwatching).

Inadequately stabilised optics will at best give the benefit of half their actual magnification, at worst be useless in game terms.

Bracing or other forms of stabilisation makes it possible to get any benefit from higher magnification, but most methods of stabilisation beyond a firm two handed grip do make it slower to scan the entire front arc. Add -1 or even -2 for very stable positions (making it hard to move the optic fast) to effective Bulk unless watching only that part of the forward arc within a few degrees each way of the field of view of the optic. Only tripods designed for easy and fast handling avoid this penalty.

Mounting an optic on a weapon will probably raise MinST and possibly also penalise effective Bulk. I don't think I'd count the full Weight of a rifle + optic to calculate MinST as if it were binoculars, as unless the rifle is terribly balanced, it isn't really held in the same way as binoculars and each added pound matters less. I'd probably add anywhere from +1/4 to +1/2 of the weapon Weight to the optic weight when calculating MinST. Optics other than low magnification, wide field of view dedicated tactical optics would also take a -1 penalty to Bulk for being mounted on typical CQC Bulk -4 weapons and -2 penalty to Bulk for being mounted on especially unwieldy sniper weapons.

Now, what real world optics should I think of as the benchmark for different Bulk levels?

Bulk 0:
Tiny pocket opera glasses in 3x25, 4x21 or other ultra compact designs. (Holdout +1)
Bushnell Powerview Extra Wide 4x30? (Holdout -1)

Bulk -0.5 (not sure whether to give 0 or -1):
Leica 8x20 BCR Ultravid Compact? (Holdout +1)
Other very compact 6x to 8x binoculars (Holdout +1 to 0)

Bulk -0.75 (not sure whether -1 or 0):
Compact 8x and 10x binoculars (Holdout 0 to -1)
Zeiss 10x25 Terra ED Compact? (Holdout -1)
Fujinon M24 7x28? (Holdout -1)
Typical 8x30 or 8x32 binoculars (Holdout -2)

Bulk -1:
Most 8x and some 10x binoculars (Holdout -2)
Fujinon/Kama-Tech/Steiner M22 7x50 (Holdout -3)
Other heavy or clumsy 7x50 binoculars (Holdout -3)
Vortex Optics Viper HD 10x42? (Holdout -2)
Riflescopes or other monocular devices in up to 4x magnification?

Bulk -2
Largest and bulkiest 8x to 10x binoculars (Holdout -3)
High magnification (12-24x) binoculars (Holdout -2 to -3)
Heavier, clumsier, older or narrow field of view monocular optics of up to 4x
Common TL8 riflescopes or other light monocular devices in 5-8 magnification?
Very light 11-15x spotting scopes on good, smoothly traversing tripods

Bulk -3
Heaviest and clumsiest high magnification (12-24x) binoculars (Holdout -3 or worse)
Extremely high magnification (25-39x) binoculars (Holdout -3 or worse)
Riflescopes or other light monocular devices in 8-12x magnification?
Most 10-15x spotting scopes stabilised?

Bulk -4
Ultra high magnification (40-60x) binoculars (Holdout -3 or worse)
Riflescopes or other monocular devices in 11-15x magnification
16-24x spotting scopes stabilised?

Bulk -5
Riflescopes or other monocular devices in 16-24x magnification
25-39x spotting scopes stabilised?

Bulk -6
Riflescopes or other monocular devices in 25-39x magnification
40-60x spotting scopes stabilised?

Bulk -7
Riflescopes or other monocular devices in 40-60x magnification
61-90x spotting scopes stabilised

Bulk -8
Riflescopesor other monocular devices in 61-90x magnification
91-135x spotting scopes stabilised

Bulk -9
Riflescopes or other monocular devices in 91-135x magnification
136-200x spotting scopes stabilised

Bulk -10
Riflescopes or other monocular devices in 136-200x magnification
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Last edited by Icelander; 01-17-2018 at 05:12 AM.
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Old 01-15-2018, 08:31 AM   #300
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Default Re: [Modern Firepower] Technothriller gear for secret DHS team in 2017

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Originally Posted by Icelander View Post
I certainly didn't expect to see such a rule there. But it is and it should work fine.
I was after weight for a TL4 spyglass, and there was the rule, begging to be pointed out in this thread.
Quote:
Originally Posted by Icelander View Post
But as for buying binoculars at a pawn store, wouldn't that risk scratched lens coatings, misaligned glass and a host of potential problems?

The PCs would need to be able to tell a functioning used optic from one with little aesthetic, but the innards hopelessly compromised.

What skill would you use to maintain and diagnose optics? Being able to clean lenses correctly, fix minor issues caused by hard treatmeant and know what kind of damage absolutely required sending it in for repairs?

What about actually repairing some?

Are weapon optics included in Armoury (Small Arms)?

If so, there must logically be a default for optics that use the same technologies, but do not happen to be mounted on a rifle.

What skill would someone who specialised in the care and repair of optical instruments take?
The skill for a professional is Mechanic (Optical Instruments) (Low-Tech, p10). The general -4 default from any other Mechanic specialisation applies, possibly with TL or familiarity penalties. So does the general IQ-5 default for Mechanic.

Defaults for this for simple tasks like cleaning and assessing if a device is working should be provided by any skill that uses optical instruments, for the appropriate instruments. So Photography for cameras, Observation or Soldier for binoculars, Guns (Rifle) or Armoury for sights and spotting scopes, and so on.

I'd give a default from Armoury (Small Arms) to Mechanic (Optical Instruments) as if Armoury were a Mechanic specialisation.

Last edited by johndallman; 01-15-2018 at 08:48 AM. Reason: Low-Tech reference, defaults
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