Tropers / Tuefel Hunden IV

Work Pages I Launched and Help maintain.
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Assorted General Research links and topics. Warning some of the links are to websites I don't always visit as overtime I have expanded my resources. If you find a link is down let me know I can remove or replace it. If you have a good link you think would fit here feel free to send to me in a PM.

     Assorted Material 

Simple Medieval Demographics for fantasy settings.

Encyclopedia Astronautica A collection of articles on numerous space and space based and related projects from around the world.

General Research Link Recommended. Warning limited access on a monthly basis sans subscription.

Rand Space Weapons Earth Wars Real world considerations of space based weaponry and warfare and its impact on the terrestrial side.

A collection of weapons law including various considerations in how the laws are interpreted.

     Weapons of Mass Destruction 

    Tactics and Techniques 

     ''Types of Projectiles 

TM 43-0001-28 Army Ammunition Data Sheets google for the reference.

Designation A website cataloguing a large number of US aircraft and weapon systems.

For the curious I dug these up on early explosive small arms rounds.
Check this out. Old description of early small arms exploding bullets. Referred to as a shell bullets or shell rounds.
A description of Fulminating rounds being used for hunting in reference to their effects against lions in particular.

     Weapon Effects 
Weaponry Effects

Ballistics General Reference STOP Before reading through any of the links below read this article. It is a very solid look at the mechanics of biology and physics of wounding via gunshot.

Rathcoombe Ballistics and Wounding

     Interesting vehicles, weapons, and equipment 

     Tuefel's Tools 

Mostly assorted reference charts and calculators from around the internet that have proven useful in many discussions or for references.

     Back of the Napkin Discussion Estimates and effort posts. 

This section is where various rough estimates, explanations, and ideas are outlined based on a discussion had at some oint. The idea being to give some detail to an idea or concept. These are not perfectly accurate examples and are not intended to be. They are just simple illustrations of the idea being discussed.

Asteroid Mining Summary by @Native Jovian

Steering a rover on Mars has the advantage of 1) being a small scale project, and 2) dealing with a relatively static situation. It's one rover doing one thing at a time, and the things the rover on Mars has to deal with are unlikely to change in the time it takes to send messages back and forth. If you're trying to do industrial-scale asteroid mining, neither thing is true anymore. Your project is going to have a lot of moving parts (collecting ore, smelting it, storing the finished product, occasionally sending the stored metal back to Earth, etc), and many of these things are time-sensitive and the situation can get away with you if you're not able to monitor it in real time (what if your ore collector accidentally causes a rock slide? what if your smelter has an issue and doesn't turn off when it's supposed to, so starts cooking itself? what if a return launch fails and an exploding rocket lands on the rest of the facility?)

Okay, so you send some humans to keep an eye on things in real-time. The problem is that human presence makes everything vastly more complicated, because you have to add "while keeping several humans alive in a situation which can kill them very quickly if something stops working properly" to whatever else you're doing. The farther you are from Earth, the worse it gets, because the longer your backup plan has to last. Going to the moon? If something screws up and you have to abort, you just have to last for three days before you get back to Earth. Coming back from Mars? That takes takes eight months under ideal conditions. Hope you planned for that.

Landing on Titan, intercepting a comet, or making a flyby of Pluto is all just rocketry. You're going to have to do that sort of thing for asteroid mining regardless of whether you're doing the actual mining there or bringing the whole asteroid back. But if you're moving the asteroid, all you're doing is landing a rocket there and then doing some more rocketry to bring it back. The only technical challenge here is bringing enough propellant along (which, to be fair is not a small challenge, but it's pretty much the only one). If you're doing something like an ion thruster or a solar sail, then you don't have to carry literal tons of propellant with you, but you do have to wait a few years before your asteroid gets home.

If you're going to do the asteroid mining there, then suddenly your payload has increased massively. You've got to bring not only all the mining equipment, but all the mass dedicated to the care and feeding of humans, which is going to be a lot. Then you have to bring enough propellant for your humans to come home eventually anyway, which by itself negates much of the savings of not trying to move the whole asteroid. You're presumably getting your refined ore home somehow, which means either more rockets and more propellant, or something like a mass driver, which is not only yet more stuff to schlep up there in the first place, it means you also have to build some sort of receiving system in Earth orbit anyway or else your payload just burns up in the atmosphere. (The other option is making your payload-return ship capable of reentry on its own, but that adds a ton more mass, and you have to drag it all the way out to the damn asteroid in the first place, which boosts your costs of setup even higher.)

If you're going to run this for more than one crew cycle, you need to ship more people out to replace the original crew, which increases your costs again. (Alternatively, all the infrastructure you invested in to get the process started is wasted because there's still ore and still equipment to mine it, just nobody there to run it.)

The super-tldr version is this: moving stuff through space is hard. The farther you're moving it, the harder it is. Human spaceflight requires a lot of stuff, and the amount of stuff increases the farther you're going, which only compounds the problem. Moving the asteroid allows you to reduce the amount of stuff you need to travel long distances to a minimum (one rocket to go there and bring the asteroid back), and then have all the actual mining stuff move a relatively short distance (just into orbit instead of all the way out to the asteroid).

Think of it like this: the only real benefit of doing the asteroid mining on site is that you don't have to move the ore slag and mining tailing (the parts of the asteroid that aren't the actual metal you want, basically) back to Earth. The downside is that you do have to move all the equipment, supplies, etc out to the asteroid. Which is going to have more mass overall? The asteroid parts, or all the stuff you need to mine it (including crew and all their supplies and equipment, rockets and propellant for traveling there and back, rockets and propellant to send the mined material back, etc) over the lifetime of the entire project?

If we're talking about a reasonably pure asteroid (and we should be, because if we're not then why are we mining it in space instead of on Earth?), then moving the impurities is going to be cheaper than moving everything but the impurities.

Travel Time Chart

A series of simple estimation tables generated for a discussion on a theoretical Planet Side to Space "Shore Battery". 15km/s was used as the low end for all basic projectiles and the base line for most of the comparisons. This chart would apply to any projectile fired in space. Projectile in this case would be things like rail gun rounds, giant rocks, missiles, rockets, or anything comparable. For the sake of simplification the basic assumption is that the projectile has achieved the listed velocity at launch or shortly after and maintains a steady velocity from launch to target.

HEO Table in 10 km/s Bands
Base Distance to Target 35,786 km
Speed km/s Time To Target est. Seconds Difference from previous velocity band Difference from 15 km/s Starting Velocity
15 km/s 2,385.7/s N/A N/A
20 km/s 1,789.3/s 596.4/s 596.4/s
30 km/s 1,192.8/s 596.5/s 1192.9/s
40 km/s 894.6/s 298.2/s 1,491.1/s
50 km/s 715.7/s 178.9/s 1,670/s

Common GPS Orbit Table in 10 kms Bands
Base Distance to Target 20,350 km
Speed km/s Time To Target est. Seconds Difference from previous velocity band Difference from 15 km/s Starting Velocity
15 km/s 1,356.6/s N/A N/A
20 km/s 1,017.5/s 339.1/s 339.1/s
30 km/s 678.3/s 339.2/s 678.3/s
40 km/s 508.7/s 169.6/s 847.9/s
50 km/s 407/s 101.7/s 949.6/s

LEO Orbit Table in 10 kms Bands
Base Distance to Target 2,000 km
Speed km/s Time To Target est. Seconds Difference from previous velocity band Difference from 15 km/s Starting Velocity
15 km/s 132/s N/A N/A
20 km/s 96/s 36/s 36/s
30 km/s 66/s 30/s 54/s
40 km/s 49.8/s 16.2/s 82.2/s
50 km/s 39.6/s 10.2/s 92.4/s

The 15 km/s shot at the three bands
General Band at the borders of each band Time in Seconds to target
HEO 35,786 km 2,385.7/s
Common GPS 20,350 km 1356.6/s
LEO 2,000km 133.3/s

Shots with range bands in in 10K km bands.
Distance in increments of 10K km Base speed of 15km/s= Time to target in seconds for base comparison Velocity in increments of 10km/s band starting with 20 km/s = Time to Target in seconds

_________ _________ _________ _________ _________ _________
_________ 15 km/s 20 km/s 30 km/s 40 km/s 50 km/s
10K/km 666.6/s 500/s 333.3/s 250/s 200/s
20K/km 1,333.3/s 1000/s 11.1/s 8.3/s 6.6/s
30K/km 33.33/s 25/s 16.6/s 12.5/s 10/s
40K/km 44.44/s 33.3/s 22.2/s 16.6/s 13.3/s
50K/km 55.55/s 41.6/s 27.7/s 20.8/s 16.6/s

1,000 Km with velocities from 10km/s-100 km/s in 10km/s bands.
Object Velocity Time Taken in Seconds Difference from previous velocity Difference from base 10km/s Velocity
10 km/s 100/s N/A N/S
20 km/s 50/s 50/s 50/s
30 km/s 33.33/s 16.6/s 66.67/s
40 km/s 25/s 8.33/s 75/s
50 km/s 20/s 5/s 80/s
60 km/s 16.66/s 3.33/s 83.4/s
70 km/s 14.28/s 2.37/s 85.72/s
80 km/s 12.5/s 1.78/s 87.5/s
90 km/s 11.11/s 1.39/s 88.89/s
100 km/s 10/s 1.11/s 90/s

5,000 km with velocities form 10km/s-100 km/s in 10km/s bands.
Object Velocity Time Taken in Seconds Difference from previous velocity Difference from base 10km/s Velocity
10 km/s 500/s N/A N/A
20 km/s 250/s 250/s 250/s
30 km/s 166.66/s 83.34/s 333.34/s
40 km/s 125/s 41.66/s 375/s
50 km/s 100/s 25/s 400/s
60 km/s 83.33/s 16.67/s 416.67/s
70 km/s 71.42/s 11.91/s 428.58/s
80 km/s 62.5/s 8.92/s 437.5/s
90 km/s 55.55/s 6.95/s 444.45/s
100 km/s 50/s 5.55/s 450/s

10,000 km with velocities form 10km/s-100 km/s in 10km/s bands.
Object Velocity Time Taken in Seconds Difference from previous velocity Difference from base 10km/s Velocity
10 km/s 1,000/s N/A N/A
20 km/s 500/s 500/s 500/s
30 km/s 333.33/s 166.67/s 666.67/s
40 km/s 250/s 83.33/s 750/s
50 km/s 200/s 50/s 800/s
60 km/s 166.66/s 33.34/s 833.34/s
70 km/s 142.85/s 23.81/s 857.15/s
80 km/s 125/s 17.85/s 875/s
90 km/s 111.11/s 13.89/s 888.89/s
100 km/s 100/s 11.11/s 988.89/s

Charts for Light Second to 1 Light hour distances with velocities in 100 km/s, 500 km/s, and 1,000 km/s Time Taken in days, hours, minutes, and seconds m=minute and s=seconds rounded up.

1 Light Second=299,792 km _____________
100 km/s 49 m 58 s
500 km/s 10 m
1,000 km/s 5 m

30 Light Seconds=8,994,000 km _____________
100 km/s 24 h 55 m 48 s
500 km/s 4 h 55 m 48 s
1,000 km/s 2 h 24 m 0 s

1 Light Minute=11,180,000 km _____________
100 km/s 1 d 7 h 3 m 0 s
500 km/s 6 h 12 m 0 s
1,000 km/s 3 h 6 m 0 s

30 Light Minutes=539,626,424 km _____________
100 km/s 62 d 10 h 57 m 44 s
500 km/s 12 d 11 h 47 m 32 s
1,000 km/s 6 d 5 h 53 m 46 s

1 Light Hour=1,079,252,848 _____________
100 km/s 124 d 21 h 55 m 28 s
500 km/s 24 d 23 h 35 m 5 s
1,000 km/s 12 d 11 h 47 m 32 s

Personal Rail Gun

Jasaiga: For our hypothetical personal EM weapons it all boils down to can we get the power source for it to be small enough and have enough acceleration behind a projectile to compete with or surpass contemporary fire arms.

Lets start with a very rough approximation for a very rough of idea of what it might look like.

So we have a black box soft sci-fi power source and sorted out the material science side of the problem. For fun lets say we have a way to manage recoil up to 20mm Hispano Suiza and Soviet 14mm rounds as a standing shoulder fired weapon for big guns and .50 BMG for common infantry weapons.

Lets start with an AMAT weapon. The weight for the weapon is lets say arbitrarily as heavy as the Barret M82A2, about 30lbs, with the same partially over the shoulder stock design. Because it is just for a simple frame of reference and I think it looks kind of cool. Just about everything we know about the weapon is a black box design to simplify this.

This will be an AMAT weapon I will do a smaller caliber rifle next.

Ok we need to figure what it would take to possibly put the punch of those bigger bullets in terms of joules delivered into a smaller projectile.

Lets go with a 10mm diameter projectile and say it is half the weight of the heaviest .50 BMG rounds which puts it at a 400 Grain bullet.

We need a rough point of reference for our target energy to find out how fast this round needs to zip along to meet that estimated target energy. According to this NAVSEA DTIC article stumping for 20mm AMR's, the NTW-20 firing 20mm HS has a muzzle velocity of 2,600 FPS firing the M-95 20mm HS AP round. Said round, just the projectile itself, has a weight of .29 lbs/0.13 kg for just the round. Plug that into the Shooters Calculator for an estimate for impact energy and you get 40,836 joules. Lets say our target energy is about 40,000 joules. That is our target energy for our MANPACK EM AMAT (translated man/personnel portable/packable Electro Magnetic Anti-Material) Weapon from the projectile at the muzzle.

The EM AMAT would have a projectile profile very roughly like this.

So to get that 400 grain/.0259kg .39"/10mm projectile to hit that hard you need it to go about 5,800fps:1,767.84 m/s:1.767 km/s.

That is one zippy little round and has higher muzzle velocity then most modern large tube artillery pieces. It would have a very flat comparative trajectory at very long ranges and would likely kill or seriously damage just about anything short of a tank.

So taking that basic information and plugging it into another simple ballistic calculator with ballistic coefficient borrowed off of a similar weight high velocity round in this case the .408 Cheytac-claimed but for our case it works as we are not looking to be super accurate.

Here is your very rough ballistics chart. The projectile is still super sonic at 9,000 yds and potentially lethal well past that. You would have a huge MOA drift but guided projectiles could possibly solve that issue.

Now for the EM Semi-Auto AR pretty much all the same black box considerations as the other weapon only smaller and lighter.

So lets step it back for the personal fire arm. I am just going to halve the bullet weight and diameter so a 5mm projectile with a 200 g/.0129 kg weight.

Lets say we want this bad boy to hit as hard as the 800 grain Barnes .50 BMG which gives us target energy of about 20,000 joules.

So to make that smaller round hit about as hard as that .50 BMG round it needs to hit about 5,775 fps:1,760.22: 1.760 km/s. The reason the velocity is about the same is pretty much all the values are just halved. However those two estimated muzzle energies for the 20mm HS and the Barnes .50 BMG are pretty much exactly that.

For the sake of simplicity I am going just say it has the same BCE as the other round by design as calculating an actual BCE of a desired shape is a huge pain in the ass. You pretty much have the same ballistic chart only this round has obviously less energy at impact then its bigger AMAT cousin at the same ranges.

Here is the basic and fairly simple ballistic calculator I used. You can play with it and see what it does. It isn't the most accurate calculator but it is good enough for the back of napkin stuff like this. It has a basic trajectory calculator, recoil energy calculator, bullet kinetic energy calculator, and a max point blank range. Max PBR is distance that you do not have to adjust your sights for drop. firing at 16x16 (rough center mass target size) the EM AR rifle for example would have a max PBR of about 3,000yds/2.743 km. That is a really flat trajectory. For recoil the estimated powder charge is about 200 grains.

So there you go some very rough back of the napkin and with can of salt look at one possible consideration of personal EM weapons.

Loitering Attack Munition or Mini-Attack Drone Payload in Cluster Weapons

Because I was a bit bored while cooking dinner after getting home I decided to do another "Back of the Napkin" calculation.

This is for those Mini-UAV drones linked a few pages back. Now obviously they have the usual obvious signal and visual recon value but what about a weaponized version?

I did some digging around and got the general specs for the mini drone. I re-watched the launch vid and noticed how the drone deploys. It deploys in manner very similar to various cluster bomb weapons. That is, it uses a chute or ballute, to air brake and slow the velocity down so it can properly deploy. So I got to thinking. If we can pack this thing into the various flare launchers why not the various cluster munition carriers? Sort of like the LOCASS was designed to ride the MLRS ATACM missile.

So I crunched the numbers a bit and figured the current drone is a bit small and that a warhead plus other attachments would make it overall bigger.

A very very rough estimate it would be about 10" long 3" diameter and roughly occupies a cylinder like space of about 70 cubic inches. It could fit a light weight HEDP warhead like the DPICM cluster bomblet which can penetrate 2" of RHA on average and produce casualty inducing fragmentation for about 15 feet. Alternately it could possibly fit the EFP puck from the smart cluster bomb that could take out armor and personnel.

So I then made an assumption that it would be using typical cylindrical carriers for internal volumes similar to at least two weapons. I started with the CBU-105 with BLU-108 sub-munition packages. There are 10 of those units in a single CBU-105 weapon. I also wanted to do one with the "Grid Square Eraser" rockets.

CBU-105 bomb with BLU-108 units first . The individual BLU-108 units are 31" long 5.25" diameter. That is roughly 500" cubic inches per unit. There are 10 units in the CBU-105 which gives us rough 5,000 cubic inches of occupied internal space. So using the rough size estimation above you get a mini-drone CBU-105 container packing in about 71 drone units . That is actually more units than the puck system that can be self propelled, have larger area coverage, likely higher accuracy, can chase moving units, and are semi-self directing.

Pretty nice. So what about ye Olde "Grid Square Eraser" MLRS rocket units?

The one I chose was the more recent MLRS M30 Rocket with DPICM M855 payload rocket. I found the dimensions of the bomblets and worked out the volume they occupied. Height 3" and 1.5" diameter with 404 per rocket. That is 3.68 cubic inches per unit and an estimated 404 units per rocket is about 1,490 cubic inches.

So like above. For the US MLRS M30 Rocket with DPICM M855 payload rocket you get about 21 mini drone units. While you get fewer drones in this one they are comparably more accurate. The higher quantity of smaller munitions is to ensure target area saturation to get hits because they had purely ballistic trajectories on release. The smaller number of smart munitions are far more capable and far less likely to have issues with duds or misses. Basically the same advantages as the bomb unit. It would be filling a niche the re-purposed Brilliant Anti-Tank weapon was going to fill.

Now for the fun part. You launch your weapon and after arrival you tell it what you want it to attack. Using an on board target reference library the weapons then hunt, track, and engage the targets according to attack profiles most likely to produce maximum effect. Which means if needed multiple units hit the same target or possibly go after individual targets. You could even in theory use it to attack low slow targets like slow flying helicopters and loitering enemy drones as well as ground targets.

The Giant Space Based Planet Raiding Gigacarrier

Fox: Your ship is fucking huge.

Since we don't know the specific shape or dimensions of the object we use the basic volume formula of LxWxH=Volume. We can use this general information to get a general estimate by using ratios and comparative information.

So 32km x 11km x 4km =1408 kilometers of cubic space in total. We don't know the shape and dimensions of everything for the ship like its actual detailed dimensions but we have a rough estimate.

We can make a general estimate of a known terrestrial Super Aircraft carriers. The biggest one is the Gerald R. Ford which isn't quite complete yet but we know its general stats. All of the super carriers have the ability to carry an estimated 90 max fixed wing aircraft. What they do operationally carry varies from as low as 60 up to 80. The Gerald R Ford is roughly rated at 75+ craft. So using its general dimensions we can make a ratio for comparison. We apply the same comparison to your ship and you get a decent rough estimate.

Since the Gerald R. Ford is not as big as your massive vessel we need to match up the numbers for decently accurate ratio comparison. The Gerald R. Ford doesn't reach into the Kilometer ranges for sheer size but your ship does.

Your ship has 32,000m long x 11,000m wide x 4,000m tall for a total of 1,408,000,000,000 m of estimated cubic space by general dimensions. Your ship is fucking huge to put it lightly.

The Gerald R. Ford has 337m of length x 78m max width x 76m max height for a total of 1,997,736 meters of total estimated cubic space by general dimensions.

So Gerald R. Ford has a Max estimate of 90 fixed wing craft to the total general dimension of 1,997,736 meters of space. That is a ratio of 1 aircraft to 22,197 meters of space roughly.

The Gerald R Ford has a max estimated crew of 4,297 note 

So the ratio of crew to space is 1 crew to 464 meters.

Your super ships massive size assuming fighter craft and crew dimensions are similar or the same is going to house a lot.

Your max estimated craft is 63,431,995 craft. Even only a 1/3rd of that number you would have well over 20 million aircraft.

Your total crew is 3,034,482,758 Or roughly just less then half the population of Earth.

It matches Gerald R. Fords Ratio of 1 craft to 47 crew.

Those are very rough numbers based general volume estimate.

You are flying around a small to medium sized country and fitting half the earth into berthing you would find common modern naval vessels which trend towards the very compact. Same for the air craft. You could easily afford to have much larger ships in your hangers and have plenty of room for a fighter compliment capable of drowning air space of the planet earth with just straight fighter craft.

You could wipe out the entire population on the planet and then repopulate it with your crew.

Now lets say for various reason your crew and craft compliment is 75% less due to a need for more supplies, various pieces of equipment, larger berthing spaces, more varied and larger craft etc.

At 75% Reduced craft compliment is still a whopping 15,857,998 craft.

Your crew size is still a massive. 758,620,689 crew.

That is a shitload of craft and crew and because we reduced both by the same amount the craft to crew ratio remains the same.

In short your ship is huge. This is the kind of vessel you use to attack entire planets.

Likely [nja] several times over.[nja][nja][nja]

Zepv: I wrote this up in a word doc after I saw your post this morning and came back to it off and on as I was doing other things. I finished it several hours back but I only just now got around to posting it.

The really short and condensed version is that a lot of the same technology that affects regular infantry affects paratroopers as well with a few exceptions. The key areas of difference for paratroopers is their ride ot the jump point and how they get down.

Going to break this down into a few sections under some notes because there is a lot there. Mostly because you suggested near future. You have a lot of material to possibly work with including new or extant technology that is likely to improve not far down the road.

Paratroopers and detection threats 

Near future tech for paratroopers and infantry in general. 

Jump Gear. 

The transports 

    Electronic Warfare Information 


The You Are Green Speech From Boot Camp: MCRD Sandiego

Here your race, color, creed, and religion do no matter. You are all worthless until you prove yourselves. You are no longer "I" you are This Recruit. You only have last names so we can pick your worthless slimy hides from the mass of green. Your are all GREEN, you may be light green or dark green, but you are all GREEN.

  • Deliberately Mispells the Teufel Part of his name as it is usually taken. Yes I am aware of the nuances of the German language and that Teufel Hunden is technically incorrect but its how the corps has viewed it for a long time and its how we are known.
  • Was an armorer for the Marines. Armorer=Armored Cages full of hundreds of guns to repair, tweak, and tinker with.:)

     Tuefel Humor 

Tuefel humor are things I find funny or amusing. Unless stated otherwise I am not the originator of the material
List: The 213 things Skippy is no longer allowed to do in the U.S. Army

A little joke poem written when I made a bunch of pound cakes for people one year.

This weekend eight pound cakes will be made forged in the Ovens of Tuefel Haus.

Two Cakes for families to have alongside their holiday pie.

Four for the hungry mouths in the echoing lobby of office.

One for the friend at work who made that really tasty stuff.

One cake to feed the bakers in their comfy computer chairs.

In the land of corn fields where sleeping Chihuahuas lie.

One kitchen in which to bake them all, One person to serve them,

One person to give them all and into hungry mouths feed them.

In the land of corn fields where sleeping Chihuahuas lie.

Now for the groan factor the nom-dictionary... my poor wife she ended up laughing and shaking her head then unleashing PUNishment. This is Tuefel Made.

DeNOMination-Religion with tastiest souls

NOM de Guerre-a very tasty name

NOMinate-to pick the one with most flavors.

aNOMaly-To eat the irregular

AstroNOMer-studying nomming of existence.

astroNOMical-tasteful finity.

carciNOMa-in Soviet Russia NOM eats you.

chroNOMeter-measures NOM per second.

ecoNOMic-greedy companies go OM NOM NOM NOM NOM taxpayers money.

enveNOM-disagreeing with something you ate.

NOMad-food on the go.

trigoNOMetry-a complex meal.

USMC Rules for Gunfighting

1. Bring a gun. Preferably, bring at least two guns. Bring all of your friends who have guns.

2. Anything worth shooting is worth shooting twice. Ammo is cheap. Your life is expensive.

3. Only hits count. The only thing worse than a miss is a slow miss.

4. If your shooting stance is good, you're probably not moving fast enough nor using cover correctly.

5. Move away from your attacker. Distance is your friend. (Lateral and diagonal movement are preferred.)

6. If you can choose what to bring to a gunfight, bring a long gun and a friend with a long gun.

7. In ten years nobody will remember the details of caliber, stance, or tactics. They will only remember who lived.

8. If you are not shooting, you should be communicating, reloading, and running.

9. Accuracy is relative: most combat shooting standards will be more dependent on "pucker factor" than the inherent accuracy of the gun.

9.5 Use a gun that works EVERY TIME.

10. Someday someone may kill you with your own gun, but they should have to beat you to death with it because it is empty.

11. Always cheat; always win. The only unfair fight is the one you lose.

12. Have a plan.

13. Have a back-up plan, because the first one won't work.

14. Use cover or concealment as much as possible.

15. Flank your adversary when possible. Protect yours.

16. Don't drop your guard.

17. Always tactical load and threat scan 360 degrees.

18. Watch their hands. Hands kill. (In God we trust. Everyone else, keep your hands where I can see them).

19. Decide to be aggressive ENOUGH, quickly ENOUGH.

20. The faster you finish the fight, the less shot you will get.

21. Be polite. Be professional. But, have a plan to kill everyone you meet.

22. Be courteous to everyone, friendly to no one.

23. Your number one Option for Personal Security is a lifelong commitment to avoidance, deterrence, and de-escalation.

24. Do not attend a gunfight with a handgun, the caliber of which does not start with a ".4"

Navy Rules to Gunfighting

1. Go to Sea

2. Send the Marines

3. Drink Coffee

     Things to sort and research. 

General Notes: WWII Common US Rifle Grenade. AT Grenade effective range for light and medium tanks and hardened position point targets is 75 yds. Fragmentation timed or impact 200yds area target.

Small Scale Naval and Land Artillery

Experiemental Armored Vehicles

Exotic Weaponry

     Possible Writing Work 

Felsen Luft

Fora Thanks

MellonCollie for Felsen Luft and reminding me to describe how the alloy works better.
  • No problem ^__^. Glad to help.

     For Pics funny 
Pics Collection Edited and moved. It can now be found in this Imagur Album


Preserved for Posterity since no one else can write on other tropers user pages any longer.

Oorah you silly Jarhead. -Barkey

  • scribbles "USAF wuz here" on your wall*


Vandalism Muffin Go! -MissHedgey

You are awesome -Rumetzen

Here's to our very own Srgt. Rock. HUP TWO! - Krrackknut.

* pokes* I saw what you did there, you vandal. :P - Dec

Heya Tuefel, Keep it classy. ~Lance.

I hide in your shadow and make faces at the ants that cross my path. * nods* Also, a buttercup is a flower, a butter cup is a cooking aid. Get it straight before I poke you >:[ ~Buttercupistiny
Update: You are the Bloody Baron to my Peeves :3

You have one of the most chaotic contributer pages. Not that that's a bad thing. And you keep on bringing interesting links to the aviation thread. —Catfish42

You always bring an expert opinion to anything military. Someday I wish to be as cool a person as you. - Flanker 66

"But Tuefel is an Elite Mook. Forget not that I am a former U.S. Marine. I eat razor wire and piss napalm." I salute thee, sir. - The FAN

First I found this page. Then I was like "hey that's awesome". Then I was like "whoa how does he know all this". Then I was like "haha so saving those images". Then I was like "my good sir, I can only aspire to being as awesome as you one day."-Dreadnought

-salute- I'm impressed sir. There really aren't as many tropers who stir up admiration in me as much as you. Sir. :) - Keybreak

Proud Warrior Race Guy - harmattane, adding tropes as requested.

"That is the first sign of aging. You have absorbed so much Media your emitting trope radiation and its affecting your bio-electric systems." %Haven

Cool, you'd really hug a bear too? ~Enzeru

You have probably heard this before, but that is an amazing amount of research material. 0_0 Amazingness is known to be distributive, and your own amazingness has been confirmed separately by external observation in the fora, so... myth confirmed? I'm not sure exactly where I was going with that; I should probably reorganise before I publish. - Noaqiyeum

Greetings! I appreciate the humor ^_^ nil desperandum! ~Libris Dedita

I had a good laugh looking at your pictures folder. -Mokona Zero

You have the biggest troper page in the world... T 448 Eight

Post/Wiki Work/Wwrite up save space.
     The Parable Parable 
One Day Parable made a horrible joke in the forum. say there is no black and white, just shades of grey.
To which Parable responded, "there are 50 shades of grey, to be precise."

Little did Parable know that his most heinous crime was witnessed someone watching quietly.

The initial reaction was obvious.
Action had to be taken soon.

It was clear something had to be done.
So hunters were sent for Parable.

They scoured the world for Parable.
Parable was alerted to the search.

An attempt at drastic action by Parable was made.
It was not enough so Parable in an act of desperation made a shady deal.

But alas Parable was betrayed and forced to seek the final act to escape. He summoned his mighty army.
The Mighty Spartans. They were a force to be reckoned with. For a time they protected Parable from his pursuers.
Sadly the Spartan shields and spears were no match against an A-10 Thunderbolt Air Strike.
His army defeated Parable faced capture at the hands of his enemies.

The appearance of an implacible foe forced Parable to surrender.

His trial was swift and the verdict was stunning.
Parable was elated.

The public response was less enthusiastic.
Many were surprised.
Others Furious.
Soon an angry momb chased Parable.

While valiantly fighting back the mob Parable was suddenly slain by an assassin.
This is how the Parable Zombie Apocalypse started.
How this goes is a story for another day.

After Credits
FFiiiifffffty Ggggrrrrrrrrreeeeeeeeeeeyyyyy!!!!

     Trope idea 

Help Tuefel with a trope idea.

What I am looking for.

Examples where an elevator used as a set piece for a surprise attack. This can be done anyway as long as it is focused on the elevator. The two chief examples being someone in an elevator is attacked by someone outside the elevator. This can be in the elevator lobby or through the ceiling or walls by surprise. The inverse is someone inside the elevator catches someone outside it by surprise in a surprise attack. This trope can play into other elevator related tropes. Elevators delivering a surprise booby trap would feasibly work as well.

Please PM me with examples.

Summary of the trope idea

The elevator often serves as a convenient method to direct some aspect of a work. Be it an action sequence, romance, or even a drawn out battle the elevator is a useful plot location. Because of the nature of an elevator it easily traps even powerful characters and induces a artificial weakness. It serves as a handy way to eliminate or kill a character and/or NPC's. Heroes and villains alike are vulnerable when inside an elevator as its confines limits options for movement and rarely offers any form of cover or protection from an attack. This makes the elevator an ideal point of ambush often leading to other elevator themed tropes like Elevator Action Sequence. Elevators packed with potential targets often become a mobile room filled with carnage.

It is not limited to action going into the elevator but can have the action coming from the elevator. An elevator door opens and suddenly all hell breaks loose from inside it. This can play into Empty Elevator where an empty elevator arrives and suddenly. Whether or not the elevator is attacked by those outside it something or someone burst from the elevator and surprises the people outside it. Sometimes an inquisitive person investigating what looks like might be an empty elevator gets snatched into the interior or through the roof hatch before they are dispatched.

Another possibility is the elevator is used to deliver a deadly surprise like bomb, grenade, or claymore mine that goes off taking out anyone lurking around elevator and often taking out the elevator as well.

While this is a trope you would more commonly find in Action, adventure, and/or suspense works it can show up in horror/scary works. Often with the monster/creature/<insert bad thing here> attacking people in the elevator through the roof, floor, walls, or door while the elevator is in motion. Sometimes the creatures stop the elevator before attacking with the occupants wondering what those strange sounds are before they are often fatally attacked in their suspended metal coffin. Two other variations are the monster jumping out of the elevator or the monster charging into as soon as the doors open. Sometimes someone will be snatched from inside the elevator through a roof maintenance and access hatch.

This trope is likely to serve as the spring board to other tropes and action sequences. For example the monster ambushes people in the elevator it comes to stop and the survivors run out with monster tearing through the elevator and initiating a chase sequence. Or the ambush doesn't quite work out and leads to an elevator action sequence.

The key part of the trope is the elevator serves as the point of surprise either from or into the elevator.

A specific example of how this trope might work is the elevator scene from the movie The Departed Which can be seen here. The Departed Elevator Scene Costigan has apprehended Sullivan in front of Trooper Brown and takes Sullivan to the elevator leaving Brown behind. The scene then focuses on those two on their elevator ride down. As soon as the doors open at ground floor Costigan is ambushed and killed with a close range gunshot to the head by Trooper Barrigan. While two other characters are shot in this scene only one is ambushed thanks to the nature of the elevator delivering him to a predictable point allowing him to be shot in the head a second or two after the doors open.
Blurb Example
In movies an elevator can be a dangerous place to be in. Especially if you are any sort of character in an action, horror, thriller, or suspense work. Elevators can be deadly traps, an impromptu prison, mobile battle ground, or even possibly your ride to destiny. However there is another type of hazard from elevators. While they provide a often quick, convenient, and a easy way to rapid traverse vertical distances there are good reasons to avoid an elevator. Any character be they {{Mook}, Red Shirt, Protagnist, Antagonist, or any other character climbing into an elevator is putting their life on the line. The elevator travels a predictable path in the majority of cases one of two directions handily indicated by some mechanism or device, most elevators cannot be seen out of meaning the characters inside cannot see possible threats outside the elevator, and many elevators are relatively small boxes that notably limit options for both cover and freedom of movement.

The very structure of most elevators scream shooting fish in a barrel or come get me I am an easy target. Unless you are on an absurdly large elevator you have little or no room to move and the majority of elevators have no place to hide. This makes them ideal spots to ambush someone while they are in it. Sometimes though the surprise comes from inside the elevator sprung upon those unsuspectingly waiting outside or perhaps Genre Savvy Mooks and Red Shirts waiting or looking for the wrong thing only to be in turn surprised from inside or above the elevator.

There is a reason why in a combat situation in real life Military and Law and Enforcement opt to take the stairs instead. Genre Savvy or paranoid characters may avoid the obvious death trap altogether sometimes even opting to leave the would be ambushers with an empty elevator instead.

Elevator Ambushes are usually portrayed in one of two ways. The first way is someone gets into an elevator expecting the elevator ride to go as expected only to suddenly find themselves under attack from someone or something outside the elevator. In action movies it is pretty common for the elevator to be shot up as soon as the doors open just like shooting a fish in a barrel. Sometimes the shooting starts before the doors even opening denying the occupants any chance of being aware of their impending doom and possibly retaliating. In any horror or thriller movie the monster, mad man, or creature may surge through elevator doors as they open, drop in through the roof into the car, pull someone up through the roof, or even attack right through the floor, roof, or walls of the elevator car itself.

The other depiction of the elevator ambush is the surprise coming from inside the elevator being sprung on those waiting outside it. The doors on an elevator open and suddenly there is a character attacking from the supposedly easily controlled space often rapidly plowing through any opposition thanks to their element of surprise. An unlucky Mook or Red Shirt might get yanked into a elevator suddenly if it opens and they go to investigate the lack of a person getting out. Sometimes the parties waiting outside the elevator attack the elevator before the doors open or lay in wait for any to occupant to arrive to their doom to suddenly have the tables turned on them. The character they were planning on ambushing will often burst from the elevator typically from the roof access hatch, a small part of the elevator not able to be seen directly, or even drop from a ceiling cling from above. Monsters, creatures, or other scary critters often surge out of the elevator or launch themselves from the ceiling or access hatch above.

Sometimes it is even possible for someone in the elevator to ambush someone else in it.

Elevator Ambushes are typically short. Those that run for too long lose the element of surprise and turn into other tropes like elevator action sequence.

Particularly clever or Genre Savvy characters may instead choose to leave a surprise in the elevator in their stead like a bomb, claymore mine, grenade sans pin or other unpleasant surprise to deal with their would be ambushers.

  • Dredd: Shortly after Dredd and Anderson assault up the stairs through the riot gas cloud an elevator is shown ascending. It arrives at a floor with an audible ding and is noticed by by two of Ma-Ma's thugs. One of the thugs goes to investigate the elevator peering into it before being jerked inside followed by the sound of the one the judges guns putting him down. Dredd and Anderson then attack out of the elevator with Dredd shooting the second thug.
  • The God Father:Victor Stracci and an associate are ambushed in an elevator by Peter Clemenza who uses a shotgun to kill both of them. The doors open and as they are trapped in the elevator they are killed with blasts from from the shotgun.
  • Die Hard with a Vengeance: While John Mc Clain is riding the elevator with the Mooks down he catches on that they are not who they claim to be. While still in the elevator he distracts them with idle chatter and springs a surprise on them shooting the first guy and launching a Elevator Action Sequence that results in an elevator full of dead Mooks.
  • On Hermajestys Secret Service: A mook is sitting at a desk when the elevator rings. Noticing no one gets out the Guard Mook walks over to the elevator and question. Bond leaps out shoving the door into the mooks face launching a short brawl with Bond subduing the Mook.
  • Film/Watchmen: Ozymandias is discussing things with the business men when the elevator dings. The scene has an awkward pause as the surprised people and the faux delivery man stare at each other for a few short seconds. Then the faxu deliveryman drops his delivery and pulls out a pistol and begins shooting before stepping out of the elevator.
  • Space Adventure Cobra:
    • In Episode 8 Fierce Battle! Cobra versus Bowie, Cobra has to ascend an elevator to continue pursuing Crystal Bowie. At the top two of Bowie's mooks are waiting outside the elevator. As soon as it arrives they spray the elevator with weapon fire. The doors then open revealing no one is there. As they approach Cobra drops from the ceiling inside the elevator and kills both of them.
    • Episode 7 "Janes's Revenge!", when Tavege is riding the elevator back down from the Refresh Center Cobra ambushes him outside the elevator with his Psycho Gun splitting both him and his armor in half from crotch to the top of his head.
  • Armored Trooper VOTOMS: Chirico Cuvie and Fyana are fleeing together in VOTOMS from the plotters. Their pursuers rouse the local arena fighters with a promise of a big bounty. Instead of descending in the elevator Chirico places a directional bomb in it. The elevator doors open and the would be ambushers realize too late what it is. The bomb goes off and wipes out the ambushers and destroys the elevator in the process.
  • Video Game/FEAR: At one point in the game while wandering around one of buildings an elevator unexpectedly arrives and opens revealing a waiting enemy soldier who attacks the player right off the bat.
  • Metal Gear Solid: Snake gets onto a cargo elevator scouted out by Otacon. As he is riding it down it is revealed he is caught in ambush by four enemy soldiers wearing stealth camo suits waiting for him to get on. This leads to an Elevator Action Sequence as Snake fights the hidden enemies.
  • Dead Space 2: After repairing the Solar Array elevator you are suddenly attacked by monsters as you ride the elevator resulting in an Elevator Action Sequence battle.
  • Hitman: Blood Money: In one mission it is an option to hide on top of an elevator and ambush someone getting into and hauling their body through the maintenance hatch.
  • Gearsof War 3: The player has to select an elevator to call. There is chance said elevator will arrive with enemies who immediately burst out to attack the player and friendly NPC's.

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Dust Tactics Konflikt 47

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