Quote:
Originally Posted by Joseph Paul
The range you give is probably due to a variation in the types of rounds. Lots of the rounds use the spin of the round to set the fuse. A certain number of revolutions would equal a set distance so it should be very consistent within a type of round. If it is still not clear just roll some dice. What else did you want to know?
|
Nothing else, thanks. So to increase realism (
and complexity) for GM's like me, a roll of 1d6 should do. (1-3 arm/ 4-6 fail).
I just ask because I don't have the technical knowledge and the link that I found described this vague term of between 14-27 meters to arm a fuse. I thought that is something more fixed as always at 20 meters some round would arm by design, or adjustment by an armourer; or just like you said when determined spins are reached, which would be between 14-27 meters, the round would be armed. If it is the case, as I am much inclined to play like this, a dice roll would be valid. optional rules.