Search results
Results from the WOW.Com Content Network
Guns! Guns! Guns! provides step-by-step instructions on how to design virtual firearms for any roleplaying game system. [1] Some of the parameters covered are damage value, projectile velocity, range limit, and barrel length. [2] The book provides conversions of this data for eight different RPG systems, including GURPS and Torg. [2]
Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!
The 14"/50 caliber gun was a naval gun mounted on New Mexico and Tennessee-class battleships. These ships also featured the first "three-gun" turrets, meaning that each gun in each turret could be "individually sleeved" to elevate separately (however, they could be linked so they would elevate as a unit, similar to the triple turrets on other ...
The game was released in 1986 for the PC DOS, Atari ST, Amiga, Commodore 64, FM Towns, MSX, PC-98, Sharp X68000, and ZX Spectrum. Gunship was also ported to the Sega Genesis by U.S. Gold only in Europe in 1993. However, this version of the game differed from the others by featuring more arcade-style gameplay and horizontal shoot 'em up stages.
Each ship is rated for movement in terms of inches per turn. For example, a battleship might have a movement of 6 inches per turn. Each ship can move up to its maximum rate, but must move at least one inch each turn, unless combat damage has left it dead in the water, or if the ship is undertaking a special action such as Create Smoke, or Rig for Silent Running.
Upgrade to a faster, more secure version of a supported browser. It's free and it only takes a few moments:
In order to fight, the ship must be equipped with guns. When hit by enemy fire, the ship gets damaged, and occasionally a gun is lost. If the ship's condition reaches zero percent, it will sink, and the game ends. But if the player succeeds in sinking all hostile ships, he earns some booty (cash).
The guns would fire a 155 mm version of the ERGM which would double the payload and increase the range to 100 nautical miles (185 km). [35] Together the two guns [29] would give the ship a rate of fire of 24 rounds/minute, giving them the throw weight of two 6-gun 155 mm artillery batteries. [36]