Buddhist leaders have hailed the the recent world peace milestone reached over the weekend when Honduras became the all-important 50th nation to ratify an international treaty to ban nuclear weapons, paving the way for the establishment of a comprehensive ban on nuclearn arms.
With the addition of the 50th signatory, the Treaty on the Prohibition of Nuclear Weapons, the first legally binding international agreement to comprehensively ban nuclear weapons, will come into force as international law on 22 January 2021, 90 days after the ratification by Honduras on 24 October. The international treaty, adopted on 7 July 2017, is ultimately aimed at the total elimination of nuclear weapons of war.*
In a written public statement on Monday, His Holiness the Dalai Lama lauded the news as a welcome development for the future of humanity, bringing the world one step closer to “more enlightened and civilized arrangements for resolving conflicts:”
I have no doubt that this treaty’s coming into force will contribute to even more concerted efforts to do away with these dreadful weapons and secure genuine and lasting peace in our world. It is my belief that our generation has arrived at the threshold of a new era in human history. Because we are all interdependent, our vast and diverse human family must learn to live together in peace. I commend the United Nations and the concerned member states that have made this treaty possible. It is an act of universal responsibility that recognizes the fundamental oneness of humanity.
The world has now taken the first positive step towards a more peaceful future, but our ultimate goal should be the demilitarization of the entire planet. I believe this is feasible if proper plans are made and people are educated to their advantages. Since the first step, the intention to eliminate nuclear weapons has been taken; ultimately total demilitarization can be achieved. (His Holiness the 14th Dalai Lama of Tibet)
The Tokyo-based Nichiren Buddhist organization Soka Gakkai International also welcomed the ratification of the UN nuclear treaty with a public statement on Monday. Soka Gakkai International’s director general for Peace and Global Issues, Hirotsugu Terasaki, stated: “The entry into force of the TPNW establishes the fundamental norm that nuclear weapons are subject to comprehensive prohibition. This has a profound historical significance. It is to be hoped that more countries will ratify the treaty by the time of its entry into force, thus further strengthening it as a prohibitory norm.” (Soka Gakkai international)
This year marks the significant milestone of 75 years since the atomic bombings of Hiroshima and Nagasaki. We would like to express our deepest respect and appreciation to all those involved in the long struggle for a world free from the scourge of nuclear weapons, including the hibakusha, the states that played a leading role in this effort, the United Nations and its agencies, international organizations, as well as our friends and colleagues in the NGO community, such as the International Campaign to Abolish Nuclear Weapons (ICAN), with whom we have worked over the years. . . .
It is up to civil society to decide if we will continue to tolerate humanity being held hostage by nuclear weapons, or whether we will raise our voices as an irresistible force for their banning and abolition. The Soka Gakkai and the SGI are fully committed to continuing our efforts to expand global people’s solidarity toward the realization of a world free from nuclear weapons. (Soka Gakkai international)
Soka Gakkai called on countries with nuclear arms and those dependent on nuclear arms—including Japan, the only nation to have experienced the devastation caused by a nuclear attack when the United States dropped atomic bombs on the cities of Hiroshima and Nagasaki—to participate in the first meeting of those countries party to the treaty, to be held within a year of its entering into force.
The secretary-general of the UN, Antonio Guterres, described the historic development as the culmination of a worldwide movement “to draw attention to the catastrophic humanitarian consequences of any use of nuclear weapons,” according to a statement from his spokesman, and “a tribute to the survivors of nuclear explosions and tests, many of whom advocated for this treaty.” (Al Jazeera)
Guterres also said the treaty “represents a meaningful commitment towards the total elimination of nuclear weapons, which remains the highest disarmament priority of the United Nations.” (The Guardian)
As of 25 October, 84 countries have signed the treaty and 50 have ratified the agreement. All countries holding nuclear arms—including China, France, India, North Korea, Pakistan, Russia, the United Kingdom, and the United States—and others that either come under the protection of the world’s nuclear powers or host weapons on their behalf, boycotted treaty negotiations. Only the Netherlands, which participated in the talks despite hosting US nuclear weapons on its territory, voted against the treaty. Singapore abstained.
The treaty prohibits the development, testing, production, stockpiling, stationing, transfer, use and threat of use of nuclear weapons, for those nations that have ratified it. For nuclear powers joining the treaty, it provides for a time-bound framework for negotiations leading to the verified and irreversible elimination of nuclear arms programs.
* Religious Communities Laud UN Treaty to End Nuclear Weapons (Buddhistdoor Global)
Statement on the UN Treaty on the Prohibition of Nuclear Weapons (His Holiness the 14th Dalai Lama of Tibet)
SGI Statement on the Ratification of the Treaty on the Prohibition of Nuclear Weapons by 50 States (Soka Gakkai international)
Treaty to ban nuclear weapons made official with 50th UN signatory (The Guardian)
Treaty banning nuclear weapons to enter into force (Al Jazeera)
9. Treaty on the Prohibition of Nuclear Weapons (United Nations Treaty Collection)


WASHINGTON: In a unusual political acquire for non-proliferation advocates, the Biden administration has cancelled the Sea-Introduced Cruise Missile-Nuclear plan, just one of the two new nuclear weapons greenlit by the Trump administration.
The Pentagon’s fiscal 12 months 2023 finances ask for, introduced now, zeroes out funding prepared for the so-named SLCM-N method, in accordance to a senior protection formal who spoke to reporters about the shelling out proposal.
“Really this choice arrived out of the Nuclear Posture Evaluation,” the official claimed. “There was path from the president to minimize the position of nuclear weapons in our protection strategy. That [decision to cancel SLCM-N] was a element.”
The perseverance is the most recent in a back again-and-forth spanning various administrations about the utility of a nuclear-armed cruise missile that could be released from destroyers or Virginia-class assault submarines that typically use common weapons.
For far more coverage of the FY23 price range rollout, click here.
The Obama administration’s 2010 Nuclear Posture Assessment named on the Navy to sunset the nuclear-version of its Tomahawk cruise missile, which was retired by 2013, according to the Federation of American Scientists.
The Trump administration’s 2018 NPR successfully reversed study course, recommending the development of two new nukes: a new nuclear-tipped sea-launched cruise missile and the W76-2 nuclear warhead, a reduced-yield nuke launched from submarines that initially deployed in 2019.
Final calendar year, the Navy asked for $15.2 million to get started investigation and growth things to do for SLCM-N and an accompanying nuclear warhead. However, the Biden administration’s greatest decision to cancel the program is not fully a shock.
During an function held in February, a panel of specialists weighed in on which applications appeared most susceptible ahead of the FY23 finances launched, with various pointing to the SLCM-N and W76-2 as possible targets.
Stacie Pettyjohn, director of protection applications at the Center for a New American Stability, observed that killing both energy would give President Joe Biden a political win — showing progressives that he is eager to lower nuclear arms without the need of getting to make cuts to key initiatives like the Ground Based Strategic Deterrent, Columbia-course ballistic missile submarine or B-21 bomber.
“It’s not a incredible loss, but it is a tangible matter that we are using away without having seriously slicing into the main acquisition packages,” she explained through the February function. “It’s making a sort of gesture in that direction without having owning to reduce off an total limb.”
Inspite of the cancellation of SLCM-N, funding for other nuclear programs flourished in the FY23 ask for.
When requested about the destiny of the W76-2, the senior protection official responded that there is “no adjust there,” hinting that the upcoming Nuclear Posture Assessment — owing to be produced in the coming weeks — will proceed to aid the reduced-yield warhead.
According to a office fact sheet on the price range, the Pentagon requested a total of $34.4 billion across the nuclear business for FY23, together with $4.8 billion for nuclear command, handle and communications.
The Navy asked for $6.3 billion for the Columbia-class submarine, its leg of the nuclear triad. Meanwhile, the Air Drive is also modernizing its two parts of the triad, inquiring $5 billion for the B-21 bomber method and $3.6 billion for the Floor Based mostly Strategic Deterrent system that will replace Minuteman III intercontinental missiles.


President Lula da Silva’s defence of Iran’s nuclear programme hasincreased distrust regarding Brazil’s own nuclear ambitions,
not least thatthe country is seeking to develop the bomb – as Brazil’s military governmentonce attempted. More likely, Lula is using the issue to increaseBrazil’s standing in the global arena, posing as a pacifier between thosewho have the bomb and those who do not. This, however, is dangerousdiplomacy that potentially magnifies the risk of a real nuclear conflict.
Lula has managed to improve Brazil’s international standing – undoubtedlyhelped by the country’s increasing economic clout – by positioning himselfas a negotiator between “those who have and those who have not.” Thetactic has been used on several occasions, not least during global tradenegotiations, which turned Brazil into the advocate for the developingworld. And Lula is once again using the tactic in the context of the West’sopposition to Iran’s nuclear programme, which the US government claimsis aimed at developing a nuclear bomb, with the aim of positioning Brazilas a pacifier.
Lula is due to visit Iran later this week. He has told journalists that “whatBrazil wants with my trip to Iran is to guarantee peace in the world.” Forhim, “Brazil has the moral and political authority to fight for disarmamentand to be against nuclear weapons.” He then criticised the US position onIran, claiming, “this idea of demanding disarmament without dismantlingone’s own arsenal leads to the loss of moral authority.”While the real intention behind Lula’s foreign policy could really be globalpeace, it is clear from his own declaration that Brazil is seeking a bigger roleon the global stage, not least by equalising means of persuasion. But, thishas raised eyebrows about Brazil’s own nuclear ambitions. Two recent articles,one in the Brazilian magazine Veja and another in the German publicationDer Spiegel, suggested that the Lula administration is seeking to buildan atomic bomb.
Lula and his officials maintain that this is not the case, pointing out that theBrazil’s 1988 Constitution forbids the development of nuclear weapons. Thelogic of recent declarations, and the positioning of Lula’s administration, hascast doubts over his real intentions though. Right from the start, the Lulaadministration positioned itself against the Nuclear Non-ProliferationTreaty, which it claims is a way to dominate developing nations economicallyby preventing them from developing their own nuclear technology.In 2004, Brazil was in the spotlight for its refusal to allow full access toinspectors from the International Atomic Energy Agency (IAEA) to its centrifuges,claiming the need for industrial secrecy. At the time, however, thethen minister of science and technology, Roberto Amaral, defended Brazil’sright to develop the bomb. Lula’s vice-president, José Alencar, recentlyechoed these words, saying that nuclear weapons were the best “means ofdissuasion” against potential enemies in a country with Brazil’s continentaldimensions and offshore resources.
The Lula administration has also positioned itself against a renewal of theNuclear Non-Proliferation Treaty, claiming the “current great imbalances innuclear capabilities in the world.” While this is true, allowing more countriesto have nuclear weapons is a dangerous policy for peace. And, as morecountries pursue nuclear weapons, the bigger the risk becomes of suchtechnology falling into the hands of terrorist groups.


How technology helps military: In today’s modern era, technology has revolutionized the way in which militaries operate. From advanced weaponry to communication systems, technology plays a crucial role in modern warfare. In this article, we will explore the various ways in which technology helps the military.
- Advanced Weaponry
One of the most significant ways in which technology has transformed warfare is through the development of advanced weaponry. From missile systems to unmanned aerial vehicles (UAVs), technological advancements have enabled militaries to achieve greater accuracy and efficiency in their attacks.
For instance, drone technology has revolutionized the way in which militaries gather intelligence and conduct airstrikes. Drones can be equipped with high-resolution cameras and sensors that allow operators to obtain real-time information about enemy positions and movements. This information can then be used to launch precision strikes on enemy targets, minimizing collateral damage and reducing the risk to human soldiers.
Similarly, missile systems like the Tomahawk cruise missile have allowed militaries to strike targets from great distances with pinpoint accuracy. These weapons can be launched from ships or submarines and are guided by GPS technology, enabling them to navigate complex terrain and hit their targets with incredible precision.
- Communication Systems
Effective communication is crucial in military operations. Modern militaries rely on advanced communication systems to coordinate their movements and ensure that troops are in constant communication with each other.
Satellite communication systems, for instance, allow soldiers to communicate across vast distances, even in remote locations where traditional communication systems may not be available. These systems can transmit data, voice, and video, enabling troops to stay in touch with commanders and receive real-time updates about the situation on the ground.
In today’s digital age, cybersecurity has become a critical concern for militaries around the world. Cyberattacks can cripple military operations by disrupting communication systems, stealing classified information, and compromising sensitive data.
To combat this threat, militaries have developed advanced cybersecurity systems that are designed to protect against cyber threats. These systems use advanced encryption technology to protect sensitive data and can detect and respond to cyber threats in real-time.
- Training and Simulation
Technology has also transformed the way in which soldiers are trained for combat. Advanced training simulators can recreate realistic combat scenarios, allowing soldiers to practice their skills in a safe and controlled environment.
These simulators can simulate everything from combat missions to medical emergencies, enabling soldiers to develop the skills they need to respond quickly and effectively in high-pressure situations. This technology has not only improved the effectiveness of training but has also helped to reduce the risk of injury or death during training exercises.
- Logistics and Supply Chain Management
Effective logistics and supply chain management are essential for the success of military operations. Modern technology has enabled militaries to manage their logistics and supply chain operations more efficiently, reducing costs and improving overall effectiveness.
For example, advanced logistics management systems can track the movement of supplies and equipment in real-time, enabling commanders to make informed decisions about how to allocate resources. These systems can also identify potential bottlenecks and inefficiencies, allowing commanders to make adjustments to improve the overall effectiveness of logistics operations.
Technology has transformed the way in which militaries operate, from advanced weaponry to communication systems, and logistics management. These advancements have enabled militaries to conduct operations more efficiently and effectively, reducing the risk to soldiers and minimizing collateral damage. While technology has undoubtedly improved the effectiveness of military operations, it also raises ethical concerns about the use of advanced weaponry and the potential for cyberattacks. As technology continues to evolve, it will be essential for military leaders to balance the benefits of technological advancements with the potential risks and ethical considerations.


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1 Ittoryu, or 1 Sword Style is a sword style that consist of using powerful techniques with one sword. 2 Move Set 3 Pros: 4 Cons: Abundant combos can be made with this style Style can deal very high damage Has a powerful AoE guardbreak Very cool max haki effect No movement skills like Geppo or Skywalk Heavy use of stamina Requires 200 skill points to max out Only one guard breaking move Boss
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Ability 1: 108 pound phoenix - The user creates a large slash made on wind. Ability 2: Three thousand worlds - At high speeds the user dashes forward leaving the opponent wish powerful cuts on them dealing damage. Ability 3: Dragon Twister - The user creates a tornado of slashes dealing damage 3 Sword Style (Suzaku + Kitetsu + Mugenji) is obtained by interacting with Zoro again. Upon interaction, you will be offered Mugejin, which is the final sword that is needed to have the 3 Sword Style equipped. Mugenji costs 5 Million B$ and when bought, you will now have access to the 3 Sword Style, with more advanced moves and more damage overall. 2005-10-11 The three-sword style is a special style used by Crona and Ragnarok.
Zoro first started THREE SWORD STYLE! este o melodie cunoscută a PE$O PETE | Creează-ți propriile videoclipuri TikTok utilizând melodia THREE SWORD STYLE!
The three-sword style is a special style used by Crona and Ragnarok.1
The Swedish Police Authority (Swedish: Polismyndigheten) is the central and national Police officers typically wear a dark-blue uniform consisting of combat style trousers with a police In the cities, local governments were responsible for law and order, by way of a royal decree issued by Magnus III in the 13th century.
Three Sword Style cannot be used by Devil Fruit users. 3 Sword Style? - posted in Skyrim Mod Requests: Highly doubt its possible but out of curiosity, can it be done? As in placing a 3rd weapon in the position of your characters mouth, I don't really mean anything static, just being able to equip any 1h weapon (or sword) as a 3rd weapon and that being where it shows up when drawn, so the extra stats apply in battle making it so you're fighting with 3 swords, not just 1. 1 Ittoryu, or 1 Sword Style is a sword style that consist of using powerful techniques with one sword.
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Prerequisite(s): Combat Expertise, Weapon Focus with the chosen weapon, base attack bonus +3. Benefit(s) : Choose one weapon from the heavy blades or light blades fighter weapon group. While using this style, wielding the chosen weapon, and fighting defensively or using either the total defense action or the Combat Expertise feat, you gain a +1 shield bonus to your Armor Class . 3 Sword Style (Suzaku + Kitetsu + Mugenji) is obtained by interacting with Zoro again. Upon interaction, you will be offered Mugejin, which is the final sword that is needed to have the 3 Sword Style equipped. Mugenji costs 5 Million B$ and when bought, you will now have access to the 3 Sword Style, with more advanced moves and more damage overall.
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This thread is archived. New comments cannot be posted and The three-sword style is a special style used by Crona and Ragnarok.1 The English language terminology used in the classification of swords is imprecise and has varied widely over time. There is no historical dictionary for the universal names, classification or terminology of swords; A sword was simply a double edged knife.
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Dan is teaching an application sequence from the sword form, for the applications: 48. Flick the whip on the
This is done by holding 2 swords in each hand and putting one in your mouth. Many techniques can be done using this combination and it has been proven to be quite the adversary against certain enemies. A 3 sword style exactly like Zoro in One piece would be impossible. There is just no way that the person s teeth could hold up to the shock of holding a sword. However, if someone were to have some I read these three years ago and decided to create a sword that was functional to use by holding it with your teeth then a three sword style just to spite you.


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Evelyn (Evo) Owen lived in a hut at the foot of Macquarie Pass. His mother Constance was the daughter of Sir William McMillan, who owned a summer residence at nearby Tongarra, named River Farm.
Evo worked on the prototype for his famous Owen Gun at Brewster’s Garage at Albion Park, where he turned parts for the gun on the garage lathe.
The Owen Gun saved thousands of Australian lives during World War 2. It had just one moving part and was reliable in jungle warfare at New Guinea and Kokoda. It operated in wet, humid and muddy conditions, unlike other guns available at the time. The gun could be manufactured for £12 compared to £50 for the British Thompson Gun, but its manufacture was delayed for years by authorities who preferred the British weapon.
The Owen Gun was tested and produced at Lysaghts, Port Kembla, and finally cleared for production in 1943. It became a vital part of the defence of Australia during the war.
Evelyn got little recognition of his famous Owen Gun and a large portion of the money he made for his invention was taxed. He died in 1949 just short of his 34th birthday.


Tank research and development
Tank research and development continues in many industrial countries despite the end of the Cold war. The funds involved are lower than when the United States and the Soviet Union were engaged in a massive arms race. Most of the tank design bureaus or arsenals now function with reduced staff or have completely disappeared. The huge Kharkiv Morozov Machine Building Design Bureau which was responsible for so many innovative tank designs, is now a part of the Ukrainian government, and produces agricultural machinery as well as armoured vehicles.
The latest battle tanks show a growing trend for computerization (computer controlled) and automation of components. Future tank designs such as the Russian T-95 and the US MCS are proposed with unmanned turrets, with the crew in a single compartment in the hull of the tank, from which they can control the turret remotely. The turret's automatic loading system can then fire ammunition faster and of a size too large for a human loader, as well as store ammunition more efficiently since there is no need for crew space in the turret. Because the crew are contained in a single compartment space in the hull, the tank's size and mass can be reduced. Composite designs and lighter chassis are also proposed to reduce the tank's weight further to improve deployment and logistics.
Template:Unreferenced section In part to combat the threats of handheld anti-tank weapons, as well as to investigate ways of maintaining protection levels while reducing weight, the US and UK are investigating a series of advanced armour technologies.
One technology under development is electro-magnetic armour. Used to defeat shaped charge warheads, the armour uses a massive magnetic charge to break apart and disperse shaped charge jets. One proposed system uses a sensor net of fibre optics covering the vehicle. An impacting warhead will interrupt the flow of light through the fibre optics, registering a hit. An automated system registers the location and sends a signal to energise a powerful electric coil located behind the armour.
The spiralling electrons in the coil give rise to an intense magnetic field that interacts with the particles within the shaped charge jet. Although shape charges generate enormous forces by travelling at up to 9 km/s, the stream maintains its penetrating power over a very short, and specific, distance. The magnetic field "pinches" the charge jet, making it unstable and dispersing its force so the warhead's penetration power is significantly degraded. Other proposals use a layered electrified armour underneath standard armour. Penetration of the armour by a shaped charge results in a massive discharge of electricity powered by a capacitor array in the tank. The electricity discharges into the incoming jet of explosive gas/plasma and this disrupts its flow and direction by adding extra heat and electric charge. The electric discharge can also vaporize the molten metal used in some shape charges to increase penetration.
Using such systems could reduce main battle tanks from their current weight of 70 tons, down to a more manageable 20 tons, while providing superior protection. This would also have strategic implications. Current U.S. heavy armour divisions can take months to move from the continental United States to locations around the world. A lighter MBT could make deployment faster.
Other technologies being considered for MBTs include active armour, an advancement on reactive armour, which uses radar or other sensing technology to automatically react to incoming missiles. Once the system detects hostile fire, it calculates a firing resolution and deploys counter-projectiles to intercept and disrupt the incoming fire. Again the goal is to reduce overall tank armour while maintaining protection levels. This system could present risks to friendly infantry operating in close proximity to tanks.
With tanks evolving to suit modern day conflicts, tanks have been the focus of speculation as to what role and changes they will have. Some have suggested that given the unconventional warfare that is likely to be seen in the future, more agile tanks are likely to be seen if they are used at all. Current prototypes like the British stealth tank prototype, developed alone as the TRACER when the U.S. dropped out of its FSCS part of the project, have pointed out that the future of tanks lies in invisibility rather than invincibility as modern missiles can penetrate any tank's defences. The stealth technology—similar to the one used in stealth aircraft— makes the tank nearly invisible to enemy radar, by absorbing rather than reflecting radar beams. The British stealth tank prototype also has a low center of gravity and almost crawls on the ground to avoid detection. By virtue of its light weight and size, it is more of a scout vehicle than a main battle tank.
Other invisible tanks that blend into the visual environment by controlling luminosity via the use of flares and diodes are in conceptual stages in the US and UK military. Such a tank would not only be very difficult for the radar to pick up but also for the naked human eye. Prototype technology that used cameras to video surroundings and project it onto vehicles is currently undergoing testing by the British Ministry of Defence. It has been suggested that an invisible tank could be ready for service as early as 2012, although the main obstacle was reliability of the cameras and projectors.
Since the end of the second world war and the general introduction of missiles, manyTemplate:Who? have speculated that the modern battle tank's main cannon is obsolete. With anti-tank missiles having greater range, accuracy and ergonomics, the battle tank's main gun could go the way of the battleship's main battery: replaced with missiles. A missile-carrying tank could be turret-less, thus reducing the tanks visible profile, weight and construction costs. Missiles could be launched vertically to reduce target acquisition time and increase the rate of fire. Also a missile tank with advanced computerized missiles could target anything from airplanes, helicopters, ships and stationary targetsTemplate:Or. The advocates of better gunsTemplate:Who?, as opposed to missiles, point out that advanced gun systems can do all of the above, in addition to killing enemy soldiers with shrapnel rounds, in a more cost-effective way.
OthersTemplate:Who? have pointed at the development of the above mentioned advanced armor and defensive concepts as rendering the anti-tank missile useless. Modern tank armament has tended to focus on cannon fired KE penetrators, as reactive armor and the above-mentioned systems cannot defeat these very basic rounds. Increasing the velocity of gun-fired penetrators has been a major focus to increase range, accuracy and penetration. At present, research by NATO states on a new 140mm tank gun is underway. Such a large gun requires the need for automatic loading systems and caseless or even liquid propellant that can be stored more ergonomically. Conventional gun projectiles have a difficulty achieving very high velocities due to the speed of ignition of chemical explosives and the actual velocity of the explosive gas. The standard 120mm cannon used by many NATO states can achieve speeds below 2100 m/s. The 140mm cannon is projected to achieve at most 2300 m/s. Railguns and coilguns have been proposed, as these systems could provide much greater velocities and removed the need for dangerous explosives, but such systems require space-consuming generators and capacitors and have technical problem related to their mechanisms of action. A railgun is limited only by the amount of power available, but projectiles faster than 6000 m/s would be seriously hindered by atmospheric friction, putting an upper limit on projectile speeds. An intermediate solution is the use of electrically enhanced explosives or plasma impulse guns, such as Electrothermal-chemical technology. They would use electricity to vaporize or even turn into plasma an inert or explosive liquid that would propel a bullet. Gas velocities and pressures much higher than conventional explosives could be achieved resulting in greater bullet velocities, inert liquids or less-combustible explosives could be used. An electrically enhanced explosives cannon could achieve speeds of 3000 m/s.
Power plant research
The turbine engine long ago supplanted piston engines in both military aircraft and ships, but whether it will be successful in tanks has yet to be seen. Many types of alternate power-plants such as fuel cells have been experimented with.
One proposal is to use a Diesel-electric or turbine-electric series hybrid. These power plants would provide power by spinning a generator that would provide electricity to electric motors mounted inside the wheel hubs. In serial hybrid configuration allows for a huge variety of engines choices that would not be feasible with a conventional drive system, such as Stirling or Rankine cycle engine which are very efficient and are fuel flexible. Hypothetically even radioisotope thermoelectric generators could be used though the price and danger of contamination makes that unlikely. The engines can be designed for producing only constant power (other than peak power) making them smaller and much more efficient. In conjunction with electrical batteries and or ultracapacitors for storing excess and recaptured energy such a system would be far more fuel efficient than traditional tank power plants allowing for greater combat radius and less logistic support. A hybrid system could move about without running its generators, this allows for greatly reduced thermal and sonic signatures that are commonly used to target or detect tanks today. A system of this kind could be more rugged and damage sustaining with the use of multiple engine/generators and electric motors. Such a power plant could also provide electricity for energy weapons and defense systems like the ones mentioned above. A hybrid electric version of the M113 APC created by United Defence L.P. outperformed the conventional M113 in many areas, in an experimental setting.
On several occasions the tank has been declared obsolete, and expected to be replaced by cheaper, faster, lighter amoured cars. This has been either to increases in the perceived vulnerability of tanks to other battlefield weapons or in the transfer of tank qualities (mobility, fire-power) to other battlefield components.
The first such declaration came about because of the introduction of wire-guided missile in the 1960s, which allowed a small team, typically two men, to defeat any tank on the battlefield at fairly long ranges. Tank designers responded with increased armour, composite armour, and reactive armour systems, which while they do not entirely defeat this threat, require the size and weight of a missile needed to defeat a modern MBT to be much larger and less portable.
This declaration was made again in the 1970s with the widespread introduction of larger missiles, this time mounted on helicopter gunships. "Fighting tanks can't survive under hostile skies, and under friendly skies they have no purpose."
In more modern times the ending of the Cold War has once again led to a discussion of the role of the tank on the modern unconventional warfare "battlefield." Rapid deployment and mobility when fighting light forces appears to be much more important than capabilities against other tanks. Belgium has recently re-equipped its two tank battalions with 8×8 wheeled vehicles. In the first decade of the 21st century, Canada had begun to liquidate its park of 30-year-old Leopard tanks in favour of the eight-wheeled Mobile Gun System—but after finding the need to send Leopards to Afghanistan the decision was reversed, and new, more heavily armoured Leopard 2A6Ms have been acquired and sent into action. Denmark has deployed tanks to Afghanistan as well, and the US Army found tanks to be extremely useful in the ongoing conflict in Iraq.
To accommodate for the changing role the manufacturer Krauss Maffei Wegmann has designed a Leopard 2 called the PSO (peace support operation) that is supposed to be more fitted for tasks in peace-keeping operations and in urban areas (not normally a favorite area of deployment for MBTs).
- Future Tank Technology Videos, Pictures and Information
- Adams, Stephen (2007-11-01). "MoD tests technology to turn tanks 'invisible'". The Daily Telegraph. http://www.telegraph.co.uk/news/main.jhtml?xml=/news/2007/10/31/ntank131.xml. Retrieved on 2007-11-29.
- "Army tests James Bond style tank that is 'invisible'". The Daily Mail. 2007-10-30. http://www.dailymail.co.uk/pages/live/articles/news/news.html?in_article_id=490669&in_page_id=1770. Retrieved on 2007-11-29.
- Lewis Page (30th December 2008). "Demise of British tank industry admitted". The Register. http://www.theregister.co.uk/2008/12/30/tank_industry_checks_out/page2.html. Retrieved on 2009-02-19.


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Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Many weapons have special properties related to their use, as shown in the Weapons table.
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
This weapon requires two hands when you attack with it.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Equipping Weapons in Dungeon Realms
The weapons you chose during character creation will show up in your character sheet, but you will need to equip them. To do so, tap on the “equipment” icon showing a treasure chest, which takes you to your inventory. Tap and hold on an item in your inventory, then drag it to a smaller empty slot above—it will highlight yellow to show it’s available. Tap on your weapons to view their properties and descriptions. The bigger empty slot in the middle is for your armor (covered in the next section).
Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.
Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.
Armor Class (AC)
Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. You can find the AC of your armor by tapping on its icon in your inventory.
Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. Tapping on a piece of armor in your inventory will show its properties and prerequisites. If the armor shows a prerequisite of “Strength 13” or “Strength 15”, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. You can equip a shield by dragging it into one of the two smaller slots in your inventory.
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
Padded armor consists of quilted layers of cloth and batting.
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Standard Exchange Rates
1 Gold Piece is 10 Silver Pieces and 100 Copper Pieces
1 Silver Piece is 10 Copper Pieces
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
Burglar's Pack (16 gp)
Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Diplomat's Pack (39 gp
Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
Dungeoneer's Pack (12 gp)
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Entertainer's Pack (40 gp)
Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
Explorer's Pack (10 gp)
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Priest's Pack (19 gp)
Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
Scholar's Pack (40 gp)
Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.


Because there’s something in it for everybody. The current global nuclear weapons-control regime operates on a dangerously untenable false premise: that only ‘responsible’ nations can or should be allowed to make and maintain arsenals of nuclear warheads. At first blush, it may seem highly rational: only those who will behave responsibly should have the most dangerous weapons; but, then, upon further examination, who is qualified to make that judgment?
Probably not one nation not specifically seeking to expand the “nuclear club” to include itself would entrust to an autonomous international body the adjudication of who is responsible enough to have the right to add more nuclear weapons to the global stockpile. Certainly, the US tends to oppose allowing any external body to judge its own level of inherent responsibility or sovereign rights. And international law, at present, forbids the proliferation of nuclear weapons.


Ukrainian servicemen fire an M777 howitzer, Kharkiv Region, northeastern Ukraine. This photo cannot be distributed in the Russian Federation.
Vyacheslav Madiyevskyy | Future Publishing | Getty Images
In the U.S. weapons industry, the normal production level for artillery rounds for the 155 millimeter howitzer — a long-range heavy artillery weapon currently used on the battlefields of Ukraine — is about 30,000 rounds per year in peacetime.
The Ukrainian soldiers fighting invading Russian forces go through that amount in roughly two weeks.
That’s according to Dave Des Roches, an associate professor and senior military fellow at the U.S. National Defense University. And he’s worried.
“I’m greatly concerned. Unless we have new production, which takes months to ramp up, we’re not going to have the ability to supply the Ukrainians,” Des Roches told CNBC.
Europe is running low too. “The military stocks of most [European NATO] member states have been, I wouldn’t say exhausted, but depleted in a high proportion, because we have been providing a lot of capacity to the Ukrainians,” Josep Borrell, the EU’s high representative for foreign affairs and security policy, said earlier this month.
NATO Secretary-General Jens Stoltenberg held a special meeting of the alliance’s arms directors on Tuesday to discuss ways to refill member nations’ weapons stockpiles.
Military analysts point to a root issue: Western nations have been producing arms at much smaller volumes during peacetime, with governments opting to slim down very expensive manufacturing and only producing weapons as needed. Some of the weapons that are running low are no longer being produced, and highly-skilled labor and experience are required for their production — things that have been in short supply across the U.S. manufacturing sector for years.
A US M142 High Mobility Artillery Rocket System (HIMARS) firing salvoes during a military exercise on June 30, 2022. The U.S. Department of Defense has announced that the U.S. will be sending Ukraine another $270 million in security assistance, a package which will include high mobility artillery rocket systems and a significant number of tactical drones.
Fadel Senna | Afp | Getty Images
Indeed, Stoltenberg said during last week’s U.N. General Assembly that NATO members need to re-invest in their industrial bases in the arms sector.
“We are now working with industry to increase production of weapons and ammunition,” Stoltenberg told the New York Times, adding that countries needed to encourage arms makers to expand their capacity longer term by putting in more weapons orders.
But ramping up defense production is no quick or easy feat.
The short answer: no.
The U.S. has been by far the largest supplier of military aid to Ukraine in its war with Russia, providing $15.2 billion in weapons packages to date since Moscow invaded its neighbor in late February. Several of the American-made weapons have been game changers for the Ukrainians; particularly the 155 mm howitzers and long-range heavy artillery like the Lockheed Martin-made HIMARS. And the Biden administration has said it will support its ally Ukraine for “as long as it takes” to defeat Russia.
That means a whole lot more weapons.
The U.S. has essentially run out of the 155 mm howitzers to give to Ukraine; to send any more, it would have to dip into its own stocks reserved for U.S. military units that use them for training and readiness. But that’s a no-go for the Pentagon, military analysts say, meaning the supplies reserved for U.S. operations are highly unlikely to be affected.
“There are a number of systems where I think the Department of Defense has reached the levels where it’s not willing to provide more of that particular system to Ukraine,” said Mark Cancian, a former U.S. Marine Corps Colonel and a senior advisor at the Center for Strategic and International Studies.
That’s because “the United States needs to maintain stockpiles to support war plans,” Cancian said. “For some munitions, the driving war plan would be a conflict with China over Taiwan or in the South China Sea; for others, particularly ground systems, the driving war plan would be North Korea or Europe.”
What this means for Ukrainian forces is that some of their most crucial battlefield equipment – like the 155 mm howitzer – is having to be replaced with older and less optimum weaponry like the 105 mm howitzer, which has a smaller payload and a shorter range.
“And that’s a problem for the Ukrainians,” Des Roches says, because “range is critical in this war. This is an artillery war.”
A boy walks past a graffiti on a wall depicting a Ukrainian serviceman making a shot with a US-made Javelin portable anti-tank missile system, in Kyiv, on July 29, 2022.
Sergei Supinsky | AFP | Getty Images
Other weapons Ukraine relies on that are now classified as “limited” in the U.S. inventory include HIMARS launchers, Javelin missiles, Stinger missiles, the M777 Howitzer and 155 mm ammunition.
The Javelin, produced by Raytheon and Lockheed Martin, has gained an iconic role in Ukraine — the shoulder-fired, precision-guided anti-tank missile has been indispensable in combating Russian tanks. But production in the U.S. is low at a rate of around 800 per year, and Washington has now sent some 8,500 to Ukraine, according to the CSIS — more than a decades’ worth of production.
Ukrainian soldiers take pictures of a mural titled ‘Saint Javelin’ dedicated to the British portable surface-to-air missile has been unveiled on the side of a Kyiv apartment block on May 25, 2022 in Kyiv, Ukraine. The artwork by illustrator and artist Chris Shaw is in reference to the Javelin missile donated to Ukrainian troops to battle against the Russian invasion.
Christopher Furlong | Getty Images
President Joe Biden visited a Javelin plant in Alabama in May, saying he would “make sure the United States and our allies can replenish our own stocks of weapons to replace what we’ve sent to Ukraine.” But, he added, “this fight is not going to be cheap.”
The Pentagon has ordered hundreds of millions of dollars’ worth of new Javelins, but ramping up takes time — the numerous suppliers that provide the chemicals and computer chips for each missile can’t all be sufficiently sped up. And hiring, vetting and training people to build the technology also takes time. It could take between one and four years for the U.S. to boost overall weapons production significantly, Cancian said.
“We need to put our defense industrial base on a wartime footing,” Des Roches said. “And I don’t see any indication that we have.”
A Lockheed Martin spokesman, when contacted for comment, referenced an April interview during which Lockheed CEO Jim Taiclet told CNBC: “We’ve got to get our supply chain ramped up, we’ve got to have some capacity, which we’re already investing to do. And then the deliveries happen, say, six, 12,18 months down the road.”
Raytheon and the U.S. Department of Defense did not respond to CNBC requests for comment.
In the meantime, Ukraine can look elsewhere for suppliers — for instance South Korea, which has a formidable weapons sector and in August inked a sale to Poland for $5.7 billion worth of tanks and howitzers. Ukrainian forces will also have to work with replacement weapons that are often less optimal.
A Ukrainian serviceman mans a position in a trench on the front line near Avdiivka, Donetsk region on June 18, 2022 amid the Russian invasion of Ukraine.
Anatolii Stepanov | AFP | Getty Images
Jack Watling, an expert on land warfare at the Royal United Services Institute in London, believes there is still ample scope for Ukraine to supply itself with many of the weapons it needs.
“There is sufficient time to resolve that problem before it becomes critical in terms of stepping up manufacture,” Watling said, noting that Kyiv can source certain ammunition from countries that don’t immediately need theirs, or whose stocks are about to expire.
“So we can continue to supply Ukraine,” Watling said, “but there is a point where especially with certain critical natures, the Ukrainians will need to be cautious about their rate of expenditure and where they prioritize those munitions, because there isn’t an infinite supply.”


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Pistol optics are designed to provide the highest probability of hitting on the targets by allowing shooters to focus quickly. The MECANIK MO1 tactical micro-optic reflex sight is designed in consideration of tactical requirements. During the design process, we worked with special operation forces & law enforcement units from all over the world. It is equipped with high-tech features that will crown its unique patented exterior design.
The MECANIK MO1 tactical micro-optic reflex sight TCF (Tactical Concave Face) allows operators to grasp their pistols from the slide more effectively. It also helps to rack their pistols with one hand at the waist band more successfully.
Thanks to the aggressive side serrations, the grip area of the shooter on the slide has been increased.
The high technology motion sensor in the MECANIK MO1, helps the battery life to be preserved when the optics are not in use.
Thanks to the light sensor inside, it automatically adjusts the brightness of the red dot that marks the target. This feature is especially vital for shooters working in environments with different light intensities. MECANIK MO1 Tactical Micro-Optic Reflex Sight has 3 MOA red dot, which is the ideal dot size for special operation units operating intensively in urban warfare, using CQB/CQC tactics. MECANIK MO1 has co-witness feature thanks to its low-profile structure.
We are proud to give you the most efficient, reliable and rugged electronic sighting system in the world.
- 3 MOA Red dot sight
- It is designed for duty and concealed carry pistols.
- Automatic brightness adjustment(10 level)
- Thanks to the hi-tech motion sensor, it turns off when not in use. It starts working again when motion is detected.
- Low-profile design that can be used with co-witness feature.
- Thanks to its high quality super led feature, it has a clearer dot compared to its competitors.
- MECANIK MO1 comes pre-zeroed out of the factory for METE series pistol.


We’ve seen people making this mistake over and over again. Honestly, we’ve made the mistake ourselves more times than we’re proud of. So, it took us a while to understand how to avoid or overcome *said* mistake.
And the mistake happens (can happen) when you’re trying to bag the Best Sights For Ruger Super Blackhawk. So, to get the most out of your moolah, you’ll need to follow three steps:
A) Understand what you need
B) Do some thorough research (read, watch, think, analyze)
C) Crosscheck the features with your needs
Now, we can’t help you with steps A and C. But we can make step B super easy for you. And that’s what we’re going to do here. All the information that you can ask for or need about Sights For Ruger Super Blackhawk is available here at your service. You just need some street-smart to make use of this info.
Let’s show you what we’re talking about.
Top Rated Best Sights For Ruger Super Blackhawk in 2022
Best Sights For Ruger Super Blackhawk Reviews of 2022
Ruger Rear Sight Base Assembly,Blackhawk, Super Blackhawk, Old Army, Bisley, Single Six
HIVIZ Litewave Front Sight for Ruger Super Blackhawk Revolvers, Black (RBLW01)
- hiviz litewave front sight for ruger super blackhawk revolvers.
- fits super blackhawk, blackhawk and bisley models with pinned front sights
- does not fit .45 colt models.
- includes green, red and white replaceable litepipes
- made in usa
HIVIZ RHLW01 Ruger Interchangeable LITEWAVE Front Handgun Sight
- Litewave Interchangeable Front Sight
- Diagonal-Wave Design For Increased Durability And Brightest Sight
- Skeletonized Sight Body
- Fits Super Blackhawk Hunter
- Sport type: Tactical & Military
Ruger GP100, Redhawk, Super Redhawk Rear Sight Complete Assembly
Premium Leather Paddle OWB Revolver Holster with Retention Strap Fits Ruger Super Blackhawk 44 Mag 7.5" BBL Old Style Trigger Guard (Square) Right Hand Draw, Brown Color #1455#
- USBR Adjust to wear on the Strong Side or CROSS-DRAW. Made from Premium Genuine Leather. Hand-made molding for a perfect fit. The retention strap helps keep the gun securely in place. Retention strap has a snap closure on the front of the holster. Plastic tab on the holster strap provides fast pulls. Adjustable tension screw for customized retention.
- Sight rail space to protect the leather and muzzle sight. Has a moving polymer paddle to adjust the carrying angle. Using 2 screws on the polymer paddle the holster can be easily switched between horizontal and vertical stances. Paddle design makes it easy to put on and off. May be used with or without a belt. Fits up to 4 - 4.5 cm belts.
- PLEASE NOTE: THE HOLSTER MAY APPEAR TO FIT TOO TIGHT AT FIRST AND WHEN HOLSTERING YOUR GUN THE FIRST TIME; THIS IS FOR LONG USAGE OF YOUR HOLSTER, CONSIDERING THE FACT THAT THE LEATHER WILL RELAX WITH USE.
- 3-5 BUSINESS DAYS WORLDWIDE EXPRESS SHIPPING WITH UPS/ FEDEX
Meprolight Ruger GP100 & Super Redhawk Tru-Dot Night Sight Adjustable Sight - Rear Sight Only,Multi,ML20996R.S
- Product Type: Sporting Goods
- Package Height: 23.368 Centimeters
- Package Length: 1.778 Centimeters
- Package Width: 12.192 Centimeters
Williams Adjustable Front/Rear Fiber Optic Sight Set (70960), Black
- MATERIAL - Fiber Optic Front and Rear, CNC Machined Aluminum
- FRONT SIGHT COLOR - Red. Rear Sight Color - Green
- TYPE - Adjustable, Front/Rear
- FEATURES - 0.04, 0.06 inches fiber diameter. Screw-on attachment
- COMPATIBLE WITH New Model Single-Six
Williams 70958 Fiber Optic Green Adjustable Rear & Fixed Front Sight Set, Multicolor
- The sights are compatible with Ruger GP100/Redhawk/Super Redhawk
- Adjustable green fiber optic rear sight
- Improved low light visibility
- CNC machined high grade aluminum
- Fits Ruger GP-100 and other Ruger revolvers
Nylon Belt or Clip on Gun Holster Fits Ruger Blackhawk, Super Blackhawk, Vaquero, Single Six, Super Single Six, Bisley Vaquero, Redhawk, Old Army (6 Shot) with 7 1/2" Barrel
- Fits right or left hand
- Has metal clip that can be moved from side to side if needed.
- Has a belt loop on both sides for your belt.
- 30 Day money back guarantee.
- Product Type: Sporting Goods
- Package Height: 1.27 Centimeters
- Package Length: 19.05 Centimeters
- Package Width: 10.414 Centimeters


This is what this game is all about: the ancient fallacy of war. After all rotation, acceleration, self-destruction, and movement for an impulse is done, players may declare any and all missiles, drones, and liquid metal gun bolts they are launching. Missiles may be launched separately or all at once (although missiles in the same hex are quite volatile), but no more than [size class] drones may be launched during one impulse. For example, a size class II spacecraft cannot launch more than two drones per impulse. This is about the only advantages a large size class gives to a spacecraft.
Every spacecraft in the game has a size class from I up depending on how many boxes (spacecraft systems) it contains. This size class determines how much power it takes for life support, how fast it may launch drones, what its minimum number of engine systems is, and how easy it is to hit. Drones and missiles — since they are represented by counters and may be fired upon — each have a size class as well; however, they are size class 0, making them the hardest things to hit in the game.
The number of boxes on the SSD of the spacecraft, with the exception of the boxes in the radar track, determines the size class of that spacecraft as follows:
size class I: up to 80 boxes [escorts]
size class II: 81-160 boxes [cruisers]
size class III: 161-320 boxes [dreadnoughts]
size class IV: 321-640 boxes [gate guards]
Rarely did mobile spacecraft reach size class IV, and only once during the Pentagon War, in the case of the Human-Centaurian triple ramscoop "Defender," did any spacecraft exceed it. Should a unit with more than 640 non-radar boxes be used in this game, it will use the formula established above to determine its size class, with one added to the size class for every 2x the number of boxes on board (641-1280 boxes would be size class V, etc.).
Usually, most units not friendly to one another will be aware of each others' presence. Reconaissance is pretty accurate, radar is effective out to very long ranges, and non-movable bases have a tendency to stay in the same spot where you last saw them. However, there are some cases (such as when a spacecraft is invisible to radar) where one side will not be aware of the other. There are even cases when neither side is aware of the other, such as when both are radar invisible or a planet blocks line of sight. In these circumstances, the positions, facings, and velocities of all non-detected units are kept track of secretly by the owning player. The opposing player does not get to see the Acceleration Record(s), and counters are not placed on the map until an enemy vessel notices these units.
A unit is automatically detected by the opposing player, and thereby placed on the map, if any of the following situations occurs:
At the beginning of each turn during the radar lock-on phase, all units which declare that they are using active fire control must check to see if they have "locked on" to the enemy. For each such unit, the owning player rolls one 6-sided die. If the result is less than or equal to the highest undestroyed number on the "radar" track, lock-on has been achieved. Most radar tracks start with a "6," so that lock-on is automatic unless this track is damaged.
If lock-on is not achieved — and lock-on is automatically not achieved if the player specifically declares that his spacecraft will not be using active fire control — the following restrictions apply (see the appropriate rules section later on to find out what these mean):
Most weapons in this game are direct-fire weapons; that is, the results are determined as soon as they are fired. These weapons are: lasers, proton cannons, electron cannons, acid gum guns, and radiation guns. Missiles and liquid metal gun bolts are seeking weapons; and while point defense is technically direct-fire, it's treated differently than the other direct-fire weapons and is not classified with them.
Every direct-fire weapon has a firing arc that says where it may fire. The firing arcs used in this game are: left-front (LF), right-front (RF), left (L), right (R), left-aft (LA), and right-aft (RA). These firing arcs extend from the hex the spacecraft is in (all direct-fire weapons may fire at anything in their hex), out along the rows of hexes going in the six directions. If a spacecraft were facing direction "A", its LF firing arc would cover any spacecraft within the boundaries of the row of hexes going in direction "A" and the row of hexes going in direction "F". Note that the firing arcs overlap.
There are shorthand names for composite firing arcs, since most weapons have more than a 60 degree arc of fire. LF+RF form the front double arc (F2). LR+RR form the aft double arc (A2). L+LF+RF+R form the front quadruple arc (F4), while L+LR+RR+R form the aft quadruple arc (R4). LF+L+LR make up the left side triple arc (L3); consequently, RF+R+RR make the right triple arc (R3). The front 180° arc, extending along the lines between hexes rather than a hex row, covering the hexes it bisects, is called the front triple arc (F3); it counts as three firing arcs. The aft 180 degree arc is, of course, the aft triple arc (A3). Although not recommended for weapons design, a single 60° arc facing directly forward would be the front arc (F), and a single 60° arc facing directly backward would be the aft arc (A). Like the F3 and A3 arcs, these would end in hex boundaries, not rows.
When a direct-fire weapon is fired, two dice are rolled and added up. To their sum is added the size class of the target spacecraft. The range penalty (see chart) is further subtracted from this, and the final result of [2d6 roll] + [size class of target] - [range penalty] is catalogued on either the chart of the firing weapon or against its "hit number".
Proton cannons, electron cannons, and acid gum guns are "bolt"-style direct-fire weapons. They either hit their target or they miss; there are no "degrees" of how well they hit. For this reason, they have a "basic hit number" listed. If the modified dice roll is greater than or equal to this number, the weapon scores a hit; if it is less, the weapon misses. The damage of hits by proton and electron cannons diminishes with range, however.
Lasers and radiation guns are "beam"-style direct-fire weapons. Instead of a basic hit number, they have a range of damage they can do. Just catalog the modified dice roll against their chart to arrive at the number of damage points done. However, since size class 0 objects have no structural strength when compared to spacecraft, any hit will destroy them; against these size class 0 targets, beam-style direct-fire weapons do have a basic hit number just like bolt-style direct-fire weapons.
Radiation guns require two turns of continuous changing to fire. Lasers, electron cannons, proton cannons, and acid gum guns, on the other hand, may be fired as often as once per turn. This presents a rather unrealistic situation if a weapon is fired on impulse 12 of one turn and then immediately again on impulse 1 of the next turn. For this reason, weapons capable of a maximum fire rate of "once per turn" may not fire for at least three impulses from the time they were last fired to the time they can be fired again. Thus, if a spacecraft had one left-aft firing laser and fired this on impulse 11 of turn 5, it could not fire this same laser again until impulse 3 of turn 6, after three impulses had elapsed where that particular weapon had not fired. If the laser in question had been fired on impulse 12 instead, the owning player would have to wait until impulse 4 of the next turn to fire it again.
Magnetic beams may only be "fired" as often as once per turn, also (either to attempt to grab a unit or to atttack a liquid metal gun bolt). Thus, they must also be inactive (not fire) for three impulses before they can fire after being used.
Obviously, if a weapon takes more than one turn to arm and fire (as is the case with liquid metal guns and radiation guns), it is going to have to wait at least three impulses between firings anyway, so this rule is a moot point as far as they are concerned.
Missiles and liquid metal gun bolts home in on their target. When they are launched, their counters are placed on top of the launching spacecraft, their targets are (secretly) declared and may not thereafter be changed, and their initial heading is selected. Missiles may be targeted in any direction, but liquid metal guns may only fire on targets within their launcher's firing arc. Since they have no outside control, these weapons thereafter "home in" on their target, moving forward, in whatever direction their counter is facing, on every impulse they are to move. They may change heading by one hexside (60°) every impulse; since facing is unimportant to these weapons, their counters face whichever direction their velocity components add up to, thus eliminating the need for extensive bookkeeping.
When they enter the target's hex, they attempt to ram (q.v.) their target. If a liquid metal gun bolt misses its ramming attempt, it will double back and try to ram its target a second time. Missiles may be pre-programmed to double back if they miss their targets, or they may just detonate and inflict half their warhead strength on their target and on everything else in their targetís hex. If the seeking weapon successfully rams its target, it delivers its damage — although the strength of a liquid metal gun bolt may be lowered by range and proton cannon fire, and missiles may be stopped short by point defense. A missile is destroyed before it reaches its target explodes, and everything in the missile's hex takes half its warhead damage.
Characteristically, missiles travel at speed seven and liquid metal gun bolts travel at speed twelve. If power is applied to missiles, and if this option is used, they may be "rail launched" by a one-use electromagnetic launcher at speed twelve. There are also other missiles that may be purchased for spacecraft that naturally travel faster or slower. Missiles further have a limited duration, thanks to fuel limitations, and thus may not travel more than 30 hexes before they expire (they may be detonated at this point). Again, other makes of missiles may have different durations.
Liquid metal gun bolts are the only objects in the game that are immune to the effects of most weapons. Only proton cannons can effectively disperse the matter and magnetic field of a liquid metal gun bolt; any other weapons will have no effect. For every 2 points of damage scored by a proton cannon against a liquid metal gun bolt, the bolt's damage will be reduced by one point when it hits its target.
Point defense is machine guns, short-range conventional missiles, and low-power energy weapons used to attack weak targets in the spacecraft's hex. Since its procedure is different from any other weapons', it must be classed separately.
Each spacecraft may have only one point defense system; however, this system may consist of any number of boxes. The point defense system has a point defense rating, determined as follows: add up the number of undestroyed point defense boxes on board the spacecraft, and if the number is greater than 5 assume it to be 5. This may sound trivial, but when point defense is fired at more than one target in an impulse, it's the number of boxes that's effectively reduced by 1 to determine the rating, not the rating itself.
hile direct-fire weapons must be fired at the end of an impulse, point defense is fired immediately after the movement segment, and thus may be fired before an enemy unit (including a missile) gets a chance to ram. It may be fired any number of times during the Point Defense segment, at any target in the same hex as the spacecraft. When fired, roll a single die (not two dice as with direct-fire weapons), subtract the size class of the target, and compare this with the point defense rating. If the rating is greater than or equal to the modified roll (i.e. the modified die roll is less than or equal to the rating), the PD has hit its target and scored one (1) point of damage. Note that this is sufficient to destroy any size class zero target; note also that this is the only thing which may be fired at missiles by their targets when the missile reaches the target's hex. Of course, even if a missile is destroyed, it explodes and all spacecraft in its hex take half its warhead strength in damage. Each object in the spacecraft's hex may be fired at by point defense only once per impulse.
The first object fired at by point defense during any given impulse is fired at with the PD's full effectiveness. The second object fired at during the same impulse is fired at as though the point defense system had one less operational box. Since a spacecraft's point defense rating can never be higher than five, this reduction of effective boxes will not diminish the point defense rating of a spacecraft with six or more PD boxes. The third object fired at during the same impulse is fired at as though the PD system had two less operational boxes. The fourth is fired at as though the PD has three fewer operational boxes, et cetera.
Now that you know how to dish out damage, we'll show you how to take it. All damage incurred in a single impulse is incurred simultaneously, during the damage assessment segment, after all spacecraft have had a chance to move and fire. For every unit of screening a spacecraft has, the amount of non-radiative damage it receives is reduced by 1 point. If this difference is zero or less, the spacecraft takes no physical damage. If there is not enough screening to cover the amount of non-radiative damage incurred that impulse, then the remaining damage is applied to the armor facing the direction of the attack.
Armor is numbered #1 through #6, based on the relative direction it faces:
Which armor (#1 through #6) is hit is determined as follows: draw an imaginary line between the centers of the attacking hex and the target hex, and from there determine which of the target's hexsides has been crossed. Each armor section is assumed to give a 60° arc of protection against the hexside it faces. If the imaginary line goes exactly between two hexsides, determine which armor would be hit if the spacecraft that was going to move next were to move.
If the firing spacecraft and the target spacecraft are in the same hex, as in the case of a missile or a liquid metal gun bolt striking its target, judge which armor is hit from their positions before the current impulse — as far back in time as necessary until they weren't occupying the same hex.
If fire has hit the spacecraft from more than one direction during an impulse, and the spacecraft has screens, a little averaging must be done. Total the damage scored against the spacecraft, subtract the screen rating from this total, and divide the damage against separate armor sections in proportion to the original attacks. You may have to use [amount of damage from one direction] divided by [total damage] to determine the ratio of damage against the armor.
EXAMPLE: Our old friend the Aklinon is attacked by two electron cannons and a proton cannon from direction "1" that do 16 total points of damage. Earlier that impulse, a missile entered its hex from direction "3", and the poor sucker missed its point defense roll so the Aklinon now takes the full 12 damage points from the missile's warhead. The player totals the damage (16+12=28) and subtracts the Aklinon's screen rating (8). Now, 20 points must be allocated between armor #1 and armor #3 in the same exact proportions that the 28 damage points struck the spacecraft. This is done as follows: 16/28 = 0.571 (four-sevenths), 20 x 4/7 = 11.4, which rounds to 11 points of damage against armor #1; 12/28 = 0.429 (three-sevenths), 20 x 3/7 = 8.5, which rounds to 9 points of damage against armor #3. How about that, all 20 points were used up! The Aklinon must now cross off 11 boxes from #1 armor and 9 boxes from #3 armor.
Lasers and radiation guns, which are classed as "radiative" weapons, are the exceptions to the above rules on screening. Since neither fires any kind of physical object, electromagnetic screens do not interfere with them; lasers and radiation guns totally ignore screens and are applied directly against the target's armor, if any. Since they don't interfere with screens either, their damage doesn't have to be added together and "apportioned" among different sections of armor if their target is hit from multiple directions.
If the armor they hit is "new," however — i.e. it has no undestroyed boxes — then the first five points of radiative damage incurred against that section of armor during that impulse are ignored. Effectively, each undamaged section of armor has five points of "screening" that only works against radiative weapons. This is because spacecraft designers know about radiative weapons' ability to sidestep screens, and make up for it by "mirroring" the surfaces of combat craft with chrome or other shiny metals. In order for radiative weapons to damage new armor, at least six points of radiative damage must be scored against that section of armor in a single impulse. After the armor has been damaged, though, it loses its reflectiveness and can be further damaged normally.
Radiative weapons may, at the firing spacecraft's option, be timed so as reaching their target "last" during an impulse. This way, other non-radiative weapons may first have a chance of damaging the armor, thus leaving the radiative weapons no reflective surface to contend with. This decision must be made beforehand, during the fire decision segment of that impulse.
In the event that the screens and the armor combined aren't strong enough to stop all the damage, the remaining damage is applied internally. For every point of interior damage, roll 2 dice of different color, and look up the result on the Damage Allocation Chart. That damage point will destroy one box belonging to the system indicated. If the listed system is not available, roll the dice a second time, re-rolling them if they happen to generate exactly the same roll (not the same type of system hit, the same pair of numbers). If this second listed system is not available, re-roll a third time, discarding previously rolled number pairs. If this third system isn't available to be damaged either, roll a fourth time, again discarding earlier results. If that fourth system rolled still isn't available to be damaged, the hit must be scored against Final Damage.
If the last Final Damage box has been destroyed and the spacecraft receives another Final Damage hit, the spacecraft is destroyed, and will (optionally) explode using the self-destruction rules.
If interior hits are scored against secondary weapons (secondary weapons being lasers, electron cannons, and proton cannons), the weapon(s) must be able to fire in the direction the attack came from; i.e. a spacecraft facing direction "A" in hex 2020 that's struck from hex 1917 and takes an interior "laser" hit may apply this hit to any laser that can fire in the L firing arc. If no such weapon is available, the next level on the chart is used.
Although you could mark a system as destroyed with an asterisk, a capital "D," or a smiley face in bright red crayon, it is important that your opponent knows which systems you have marked as destroyed. The SSD sheets are public, after all. To this end, the following system of notation has been developed and should be used by all players unless they agree otherwise before the game begins:
A lot of internal damage, if it doesn't destroy a spacecraft outright, can seriously impair its ability to function in a combat situation. A spacecraft is considered crippled if any of the following conditions are true:
Crippling an enemy spacecraft is usually worth some victory points, depending on the scenario.
When a spacecraft self-destructs or a missile is detonated or destroyed, it explodes. All explosions in this game are treated in a similar fashion:
An explosion has a basic strength. In the case of a self-destructing spacecraft, this is calculated from the undestroyed systems on board. In the case of a missile, this is half its warhead strength. The strength of an explosion is equal to its basic strength in the hex it goes off.
As the distance from the explosion increases, its effect diminishes. In all hexes one hex away from the explosion, the strength of the explosion is its basic strength minus eight. Two hexes away, its strength is its basic strength minus sixteen. At three hexes distant, its strength is its basic strength minus 24. This reduction of the explosion's strength by 8 points per hex away continues outward until the strength is zero or less, at which point everything from there on out is "out of range."
All objects within range of the explosion, except for liquid metal gun bolts, are affected — friend or foe. Since drones and missiles inside a launching spacecraft are not considered separate objects, they are protected. Likewise, two spacecraft attached to one another are considered a single object, as one spacecraft "shields" the other.
Any object of Size Class I or greater (except liquid metal gun bolts) merely takes the explosion's strength in damage points, inflicting the damage (against its screens first, of course, if it's operating any) during the damage assessment segment.
Size Class 0 objects, such as drones and missiles, are normally destroyed by taking one (1) damage point. This would ordinarily mean that any explosion, no matter how weak, would vaporize all size class 0 targets within range. Instead, to make things fair, size class 0 objects in explosions merely have a chance of being destroyed. Roll two dice, add them up, and if their sum is greater than the strength of the explosion in the size class 0 object's hex, it has survived; otherwise, it has taken that one fatal point of damage and is destroyed. Note that if this object is a missile, this missile will explode for half its warhead strength as well. Very large pyrotechnic cascades are possible with a hex full of missiles.
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Sods of earth for camouflaging the positions have been removed in the rear from beneath trees and brush (9). The forward perimeter and flanks are protected by a double-apron barbed wire fence (a 'Flanders fence', 8) some 30-50m from the positions, keeping the troops beyond hand-grenade range. In the battery Command Post (E), ATS personnel would operate the heightfinder (F), spotting binoculars (G), and the predictor (H). HAA gun, one of the earlier guns on the site, covered by a camouflage screen. The guns formed part of an integrated system of anti-invasion defences. The men of the battery were billeted in the hotel next to the No.2 Gun.
An early-war rifle platoon (Zug) defensive position is depicted here with all three squads (Gruppe, labelled A, B and C) deployed on line. It was intended that the squad light machine guns (2) be positioned to cover the entire platoon front without gaps, but this was not always possible.
A 3.7cm anti-armour gun (5) and two heavy machine-gun squads (6) have been attached to the platoon along with an anti-armour rifle troop (7).
The platoon's 5cm light mortar (4) is positioned to the rear, but in a place where it could observe its target area, as it had no observers.
Anti-tank cubes form the next level of protection (D), with concertina barbed wire laid behind them.
Along the beach and behind the battery and observation post (F), tubular scaffolding has been erected to hinder both landings by boat and troop movements (C).