Thursday, 31 December 2015

Weapons: Mk-7 Mine


            The Mk-7 Anti-track mine resembles a square plastic carrying case or flattened jerry can, 4 inches deep and 10 inches to a side. It has a moulded carrying handle and weighs around 11 pounds. The basic mine contains virtually no detectable metal although optional fusing systems may change this. The design has been widely copied. Outer casing is typically a mud-brown colour although grey, green and pale-sand colours are also produced. The pale-sand model also works well in snowfields.

            The Mk-7 Anti-track mine is a pressure-activated and can be scattered from ground vehicles, helicopters and low-flying aircraft, or can be manually buried. The mine is non-buoyant, waterproof and can be operated to a depth of 1 yard underwater. The mine is either surface-laid or buried down to 70 mm below the ground surface.

            The Mk-7 Anti-track mine is provided with a double anti-shock device operating mechanically and pneumatically. This device prevents the mine from being triggered when an impulsive load is applied onto the pressure plate, caused either by an accidental drop, when scattered by a helicopter dispenser, by the detonation of a nearby or suspended explosive charge, or by the action of fuel-air explosive mine-clearing systems.

            The hinged pressure plate on one face of the mine has glass shear pins and the sensitivity of the mine can be varied by changing these pins for ones of a different diameter or wall thickness. The plastic casing also has several auxiliary fuse wells. The mine can also be fitted with optional anti-handling devices, electronic proximity fuses or a tilt-rod fuse kit.

            The Mk-7 is of limited effectiveness against modern fighting vehicles but can disable them by cutting a track or destroying a wheel. It is effective against soft-skinned vehicles and many military cybershells.

            Somewhat obsolescent, the Mk-7 remains in wide use due to its low-cost, simplicity and versatility. Many organisations use the Mk-7 as a convenient demolition and satchel charge. Typically one fuse well will be fitted with a pull-igniter and a ten-second length of fuse in addition to any more sophisticated detonation systems.

            A Mk-7 does damage of 6d x 13 cr ex. Dismantling the mine yields 8lbs of useable advanced TS explosive, each pound doing 6d x 4 cr ex.

 

Useful Conversion Formulae


            GURPS source material generally uses the US version of the imperial system. If you are more comfortable with metric measurements this is generally not a problem.
  • One hex can be considered to be either a yard or a metre with little actual effect on game mechanics unless large numbers are involved. For metres into yards divide by 0.914.
  • An item weight in kilograms can be converted to pounds by multiplying by 2.2.
  • Speeds in kilometres per hour can be converted to miles per hour by dividing by 1.6. The mph result can then be halved to get the more game useful yards/sec equivalent:- 4 mph=2 yd/s.  
            Other imperial units such as cubic feet can usually be treated as arbitrary game units.  

            Temperature can be a problem. Many rules are written referring to 10˚(F) increments, for example.
            p.B9 tells us one Fahrenheit degree is 5/9 the size of a degree Celsius” and “To convert actual thermometer readings, subtract 32 from the Fahrenheit temperature and multiply the result by 5/9”. More convenient is to remember the approximation that:-

1˚F = 0.55˚C
1˚C = 1.8˚F

more easily remembered as:-

10˚F = 5.5˚C
18˚F = 10˚C

            Hence when a rule talks of “for every 10˚ change in temperature” it can be read as “for every 5˚C change...”. The comfort zone defined in Temperature Tolerance on p.B93 can be read as being For ordinary humans, this zone is 30°C wide and falls between 1°C and 32°C”.


Space Travel.
            While on the subject of useful formulae and conversions a useful one for Transhuman Space  and other space-based campaigns is:-

Delta-V (mps) ÷ 1100 = AU/day.
or
Days of Travel  = Distance in AU/(delta-V (mps) ÷ 1100)

 
            To convert Delta-V (mps) to a top speed in yards per sec multiply by 1,800.
            To convert Acceleration in G to a move of yards per second per second multiply by 10.


Falling Distances and Velocity.

Page 431 of the basic rules gives a table of velocities for falling objects. Alternately the formulae below can be used using a value of 10.73 for “g” on Earth. For other planets multiply this value by the relevant scaling factor (eg: 0.38 for Mars, 0.9 for Venus, 0.17 for Luna). Increasing density of atmosphere or fluid the object is falling through will reduce velocity.

“t” is the time in seconds. “d” is the distance fallen in yards in “t” seconds. “vi” is velocity in yards per second after “t” seconds of falling.




vais the average velocity in yards per second for an object that has been falling “t” seconds.