The “Jin Na” SMRL (Shoulder Mounted Rocket Launcher) consists in a scaled down version of the previous Type-51w 'Huā zi' MRRL. It follows its main design philosophy, adapting it into an infantry weapon. It resembles a 1 meter-long tube, with a handle and a trigger protected by a trigger guard. The trigger activates a magneto sparker, which ignites the 105 mm rocket inside it, shooting the weapon up to 900 m forward, with 400 m as its maximum effective range. It is muzzle loaded.
Toskhesian engineers have prioritized safety and accuracy, adding fins to the rocket to stabilize its flight and sights to help the wearer aim. The monumental heat wave expelled by the design has not been a prioritized point to correct in the design, as it will not impair our infantry use for the weapon as long as someone doesn´t stand right behind the shooter.
Hard Difficulty: 1The
“Jin Na” SMRL is our first attempt at a shoulder-fired anti-tank rocket, a larger rocket than any of our previous rockets, and quite literally the largest shoulder-fired anti-
anything rocket in the
world - at least for another 30 years. It is named in loving memory of our gone-but-not-forgotten hero Jin Na, but unfortunately fails to live up to its Hippo-killing namesake. First and foremost, the SMRL is a meter-long steel tube that is muzzle-loaded with a massive 105 mm rocket. The warhead actually doesn't fit inside the tube but instead pokes out like the head of a lollipop with an intertia-triggered graze-fuze on the end, kept in safety mode by a small wire pin. The tube itself isn't all that wide; the cordite propellant is actually necked down quite a bit from the High-Explosive warhead. The planned magneto sparkler doesn't quite work; it frequently fails to fire, either due to faulty spark-gaps or some other unknown issue. Furthermore, with the tight fit between the propellant charge and the tube we don't have any place to afix stabilizing fins. This means that accuracy is terrible and the rocket will frequently cork-screw off in random directions. Lastly, the ratio of thrust to weight isn't quite high enough. Successful firings result in a heavy drop-off, requiring the user to fire it upwards to compensate.
Overall the weapon is quite useless. Perhaps with a bit more work it could be a functional anti-tank rocket, but for the time being our soldiers refuse to use it since it's more likely to miss and blow up an allied position than actually take out the target. 1 Ore, 1 Oil.
It is now the
Strategy Phase. Please select where you would like to push this year, where you wish to deploy your National Effort designs and heroes, whether you will accept the USSR's deal, and whether you wish to contact the United Nations for an Article Violation.
Because some people have asked:On the topic of visiting the U.N. to protest violations of the Geneva Conventions.You will vote during strategy phase whether or not to accuse the other side of violating the conventions. There must be a 75% majority of those who voted to accuse - if that vote passes, then the Combat Phase will include a segment setting up the trial. Both sides have until the
next turn to set up their argument on whether or not the specific weapon violates one or more Articles. That turn will then start with the U.N. ruling, and if they rule it a violation then the guilty side will have some penalty and be unable to use that weapon that turn.
It basically takes 6 months to have a weapon declared illegal, which is an unfortunate product of how the game design works. Alternatively we could have inter-combat phase trials, but I felt that would slow the game down too much. If someone has an alternative idea for how to handle this aspect, please let me know!