Friday, October 31, 2014

GURPS: Fun with weird recoil

I'm considering that, as listed, buck and ball fits the Metro far better than traditional slugs. No loss in power, only a bit of range lost (in an almost entirely CQB setting), along with a good bit of extra damage.

Things get weird, however, when you start putting buck and ball shotshells in guns that get more than one per round.

With buckshot, shotguns are treated as recoilless. Every further degree of success gets you another hit. With buck and ball, the first hit is always the slug, and any further successes are buckshot. No information is given for multiple shots.

My leaning is this; in a repeating gun, you get another slug on target every time you reach the slug recoil. First success gets a slug, then you get buckshot with all further ones until you get to the required 5 (even if this has buckshot from the second shell using successes, as would be the case in a slug+3 buckshot shell).

However, if you go for a double barrel (or bolt two shotguns together), it's straight up recoilless. Fire both barrels at once, first two successes are slugs, and beyond that is buckshot.

It gets even weirder when you start bolting guns together into twin-linked configurations. GURPS sadly does not list stats for the Villar-Perosa has stats for the Villar-Perosa as an LMG with a bipod, Assuming it's fired prone, it keeps the same rcl 2 of most other 9mm guns, and merely has a doubled rate of fire. GURPS recoil stats take muzzle climb/etc into effect for making bullets fail to connect, and it seems like a gun that does not weigh double firing two rounds at once would have somewhat increased recoil. Alternatively, both barrels firing at once would tend to put the rounds side by side.

This seems like something of a can of worms, and I may well just declare "screw it" and call it close enough at basic unchanged recoil.

Thursday, October 30, 2014

Tech Thursday

Couldn't be arsed to make this on Tuesday, so you get it today. Both days start with a T, it's close enough.
Fighting cancer with toxin producing genetic engineering
More progress in fixing broken spines and such
Hey, nature and nurture has a nature component. Astonishing.
Astonishing, not only finding that rolling water is easier than balancing it on your head, but successfully convincing people that rolling water is superior to making women balance it on their heads.
It's a fizzing apple. SCIENCE!
A new scope, that uses adjustable focal length lenses rather than moving them around. Seems handy.

Monday, October 27, 2014

End The List; away game crosspost

A thing from facebook, might as well post here since I haven't rambled about guns in a while.

I'm sure I'm completely opposite the message whoever made this intends to carry it, but I actually agree on the ends, even if we likely disagree on means. Notice something EVERY one of those has in common? If you said "Gun Free Zone", you'd be dead on. They say the definition of insanity is trying to do the same thing over and over and expecting different results. It's not the real definition, but it DOES call into question the sanity of going "Wait, do it again, but HARDER, it'll work THIS time! WAIT WAIT, let's make EVERYWHERE a gun free zone, that'll surely work!"
No, no it won't. CDC's look at guns not long ago showed that there are at least 1.5x as many defensive uses as criminal. Recent FBI study (for all that the way they handled the data is skewed as heck, to the point of invalidating the study) indicates that you're FAR more likely to die by falling off a bicycle than get hit by a mass shooter, so gun control to stop a statistical anomaly? Not a good plan, you'll mostly block lawful users (who may use it to DEFEND themselves), for marginal benefit against trying to stop a technology that is LITERALLY 1000 years old.
Want to know a good plan? Shoot the bad guys. Several of the recent mass shooters specifically passed on larger, easier to access targets in favor of those with the magical "no guns" signs to defend them. Several of them wrote manifestos, or video rants, about how they had to find someplace good and defenseless so they could get a proper body count. There are instances of the bad guy shooting the first person to respond with a gun before they saw there was a gun, seeing the gun AFTERWARDS, and immediately killing themselves. Their power fantasy generally ends the instant they face armed resistance.
Just about every mass shooting, even mass killing (most of which are totally ignored as "local" news, even when they have equal or higher body count than that of ones performed with a gun. No media bias, right?) in the past 50 years has happened in a Gun Free Zone.
Let's End The List, and remove schools as targets for crazy people in search of defenseless targets. Most of my principals were former military or police or whatever. Let's give them back access to the guns they were trusted to use, to protect those in their care. Let's allow teachers who want to engage in concealed carry. Instead of trying to pass laws that do NOTHING to prevent mass shootings that they just had waiting for some innocent blood to dance in to try and garner support, let's actually admit that something does not work and try something else.
I've got links to sources for any numbers I cite, but I'll need a bit of time to find everything and pull it together. Just had to get this rant about denial of reality off my chest.

Saturday, October 25, 2014

GM Cherry

Killing your first PC is one of those things I've seen around as a GM Milestone, the First Time of game mastering. It's something that in all the games, I've never actually done.

Part of this is completely unintentional. Those who have played in my campaigns are aware that because I am open and honest with my rolls, my games are essentially easy mode. I have shit for luck.
"Alright, player is out, standing in the open, there's a flying guard that everyone failed their checks to spot, if he can make the basic vision check, all the stealth goes out the *CRIT FAIL* ....... You continue on your way, no alarms or other signals of being seen to be heard or seen."
"Yes, player got forced from cover by an explosion, can't even dodge because laying down in the middle of the street, and now for machine gun of *CRIT FAIL* ............. a whole lot of whiff."
And so on. The only reliable thing in my campaigns tends to be that the opposition will fail hilariously badly at the most convenient possible times, and it's right there in the dice for all to see, not GM fiat.

However, I'm enough of a GM and player to be able to build around this. I can build situations dangerous and deadly enough to get past... but I often haven't wanted to. Much of my GMing has, to this point, involved a lot of newer players, and players new to GURPS. If I kill their character, it may be a month before they manage to build a new one, no matter how much browbeating and assistance I use to help speed them along.

GURPS Metro may finally change that, because I don't plan to pull my punches. I will try to keep things realistic and as fair as they can realistically be, but I'm expecting my players to learn, adapt, and improvise. They may not all survive the experience.

Friday, October 24, 2014

GM Resource: Subway Systems

Subway systems and similar are a great setting for a good deal of things, be it a frantic brawl, a stealthy escape, a shady investigation, or even just some realism, worldbuilding, and a means to get the PCs around town without anyone having bothered to buy a car.

The problem is, a great many places do not have anything remotely resembling a subway system, with the closest parallel being a city bus and/or taxis, if that. Whether the metro system is a mere occasional background for the campaign or the main setting, it's hard to make it convincingly as a GM if you have no experience with it.

I've been doing some research, and have enlisted the aid of friends who happen to LIVE in cities with very extensive metro systems, or close enough to have visited. I'll be sharing this resource and the fruits of my research for others who desire mass transport in their city, be it for a team of hard boiled detectives or explorers visiting a spaceport.

I'm going to try to make this a recurring thing, when I find topics for which information is not readily handy to the casual GM who wants realism without having to write a research paper.

"ok, so.. I'm not sure about the differences between Russian metro and NY subway, but I'll tell you what I know about the subway in regards to size.

Yes, the station does have to be as long as the train. Other than that, there's a huge range in size. The minimum would be something that's three tracks + two sidewalks wide. This accommodates trains going in both directions, a middle track for trains to skip stations (express or in case of construction), plus a standing platform on each side. The other floor would be for the turnstiles and booth, if there is a booth (there's always a booth on at least one "side" of the station, at one entrance. The station almost always has multiple entrances at the front and back of the train). An underground train may have the first floor at ground level or below ground level, with the train itself one floor below. An above ground train may have the first floor at ground level, or just have an open staircase from the street leading up to the first floor, with the train one floor above.

That's the minimum. One or two train lines may stop at a station like this, and there will be no other amenities. The next size up would have two to six lines, typically one to three local and one to three express, in any combination. This layout would be similar to the first, but almost always underground. It would basically have the following layout: local track - platform - express track - middle track - local track other direction - platform - middle track other direction. This layout may have a small news/candy stand in the middle or the platforms.

As it gets bigger from there, it also gets more complex, with trains on multiple layers, trains that are multiple city blocks from each other being connected through underground tunnels, etc.

Some stations have small shops such as small florists or accessory shops. Some stations are in the lowermost level of malls or department stores. Other stations house malls. The difference being whether you need to walk through a turnstile or not to get into the shop(s). The largest stations essentially look like airports, with food courts and somewhat larger stores inside, such as GameStops. Stores, except for the aforementioned news stands, are always on different levels from the actual train platform."

Sci Fi Friday: Space is the Place

Now if you'll excuse me, Interstellar Marines just updated. I'll have to make do with games, until it's time we head out for real.

Tuesday, October 21, 2014

Tech Tuesday
Figuring out how to fix problems.
Fusion will be handy for a great many things.
I'm waiting on autodocs, going to make the system ACTUALLY fix problems with the healthcare system. We'll have to figure out a way around the fact that there are very few jobs that probably won't eventually be mechanized, but that's a matter to deal with a bit down the line.
And yet more power generation that isn't terrible. A web of these under the skin might someday power implants or whatever.

Saturday, October 18, 2014

City design

I always work with weird settings, subterranean, arcology, etc.

I need to figure out how these actually WORK. In this case, it's metro stations (something I've been in all of once or twice in my life. I know I used the metro when I visited London way back when, and I think I may have used the NYC subway). I've seen a few more while watching things like Top Gear and approximations of them in video games. They're a fairly straightforward, utilitarian structure (generally), but it still helps to know a bit more about them before I start building a world around them.

Time for research!

Thursday, October 16, 2014

GURPS Metro: Weapons

NOTE: This will be updated further, and have an addendum. Guns are modified to be generic, with subcategories to be provided later. Everything is modified from guns out of High Tech, with minor corrections where needed and increased weight to reflect production restrictions. Please note any inconsistencies, errors, or things requiring clarification in the comments. Formatting issues will be fixed after posting.

This is the second of two main equipment posts, detailing the weapons designed and built for use by the denizens of the Metros.
The simplest of all weapons are the old fashioned ones. A sturdy knife, a hefty hatchet, a menacing machete, most metro dwellers carry a bit of sharp steel, though blunt weapons abound. Blades are simple to produce from salvaged steel, and good quality TL7 metals (fine quality for no price change) are fairly readily made with a bit of extra effort put into the mix and treatment of the steel (1.5x list price). Given the number of flesh eating mutants and confined spaces, weapons suited for very close quarters are favored (includes reach C). Any weapon listed in Low Tech is available, and all high tech melee weapons.

Custom Melee Weapons

Spiked Knuckles $15:
As brass knuckles, but change damage type to Cutting. Retains the ability to inflict knockback.
Any weapon including a striking handguard (cutlass, trench knife, etc) may be purchased with spikes added to it at cost. Weapons without a guard may have one added if it is feasible for close(er) combat. A variant of knuckles to be added to shoes/boots (spiked or regular) is available at usual cost, but cannot be used in the hand. +$5 to add to something already possessing a handguard.

Shotgun Club/Haft: $100
Rather than using the typical solid haft or club, a simple single-shot mechanism may be used as the basis of axes, hammers, and other such similar weapons, for a low weight alternative to a full shotgun. Treat as Baton or Light Club based on size/thickness of tubing used if not using a striking head, and add .5lb to a weapon so modified for the firing mechanism. ST 11, Shots 1(5), rcl 1/10 (first is shot, second is slugs). Takes 12g shotgun shells, RoF 1x9.

Combination Weapons: Varies
In the close confines of the Metro tunnels, and the wide variety of wildlife that likes to get up close and personal, a common tactic is to combine melee and ranged weapons, or occasionally different classes of ranged weapons. When two weapons are combined, use the weapon with the largest bulk's stat for the purposes of determining fast-draw skill (if applicable) and total unit bulk.

The staple of combat by sapient races, however, is the gun. The means and knowledge to produce low quality smokeless powder remains available, and handloading in the metros is the primary source of ammunition. Weaponry was in limited supply around much of the world that was consumed in the Calamity, most weaponry having moved towards the war front or been lost in the fall. Due to production limitations, weapons tend to be simple, ugly, and utilitarian. Even the finest of Metro-built guns are beautiful only to those who admire the pure utilitarian aesthetic.Most weapons fire pistol caliber cartridges, in the form of equivalents of 7.62 Tokarev, 9x19 Parabellum, and .45 ACP+P. 7.62 Tokarev has superior penetration against armor, but limited effectiveness against flesh. 9x19 performs moderately well against most targets. .45 ACP has difficulty penetrating armor, but does excellent damage to flesh. Longer barrels are used for more power, and shorter barrels where small size is desirable. Where large amounts of power are needed, .60 Fatboy serves as the Metro's magnum caliber. .60 Fatboy is actually a slightly shortened 20 gauge slug with a heavy case, and weapons that shoot it are often available with little modification as shotguns. Shotguns are available in 12 and 20 gauge, with 20 gauge prefered mostly by smaller races, for very compact shotguns, or those who desire the power of a shotgun but need larger ammuntion stores.
Because of the difficulty in producing them, intermediate and full power rifles (7.62x39 and 7.62x54R) are rare, and tend to be incredibly simple designs, often of single shot or bolt action design. A semi and full auto design has been developed, but ammunition is far more expensive, and so is typically only used specialists expecting to need substantially more firepower.

Weapons listed here already include all price modifications resulting from Metro production. 9x19 has a slight price reduction to represent the economy of scale, as the primary round produced and used. All weapons have a cheap, average, and fine variant, for .6X cost, 1X, and 2X list price respectively. Cheap guns have -1 to malf, average has 0, and fine has +1. A cheap gun may be turned into an average gun later at cost, or with a full day's work and .2x the gun's base value  in material with 4 Armoury (small arms) rolls, by adjusting the fit of parts, adding lubrication, etc. An average gun may be converted to a fine gun at cost if someone else is doing the work, or with two days work and .6x the gun's base value in parts. A few guns are available in Very Cheap configurations, which cannot be upgraded. Cost for Very Cheap quality is .2X, -2 to malf. A * in the Malf category indicates a gun is susceptible to the flaws from ammo.

New manufacture ammunition using subpar parts is at .9 damage, range, and ST, -1 acc, and -1 malf for autoloading guns.

Terminology: See also High Tech 78 for details on guns, handling, etc.

Hammer: The hammer is the part that strikes the firing pin to fire a gun. An exposed hammer gives -1 to fast draw, and causes the gun to get stuck on a critical failure. Some guns have a striker instead, but it's functionally the same, although strikers are always internal.
Bolt: The part of a repeating firearm that moves to push the cartridge into the chamber. Open bolt guns fire by releasing the bolt, which pushes a round into the chamber an immediately fires it. Cheaper and simpler, but give -2 to HT rolls to resist fouling. Closed bolt guns are protected from getting stuff in them, but retain more heat. In the event of a LOT of firing, there's the chance to cook off rounds. Open bolt guns do not have hammers/strikers.
Action: How the gun works. A single action gun requires the hammer or striker be cocked between each shot. On a revolver, this means reaching up to pull it back, on an automatic it will be cocked as the bolt travels back to grab the next round. Double action uses a longer, heavier trigger puller to cock the hammer prior to the shot, but give a -1 to ACC on aimed shots.
Stack: Single stack vs. double stack. Single stack puts each round in a magazine directly atop the next. Slim and easy to make, but lower capacity. Double stack is wider, and staggers the rounds, but can be very finicky at lower qualities.

The staple of the Metros, most people will own at least a small handgun. Life's rough, and even the concrete of the subterranean cities can't keep out all of the terrors that roam the world. Revolvers are still around, adding a simple C-clip or moon clips if compatible to permit the use of rimless rounds, or being of simpler gate loading designs. Revolvers tend to be larger and heavier, to withstand the added pressure of +P rounds, often with longer barrels to milk as much power from the round as possible. Most different designs are available in all of the available calibers, so particular stats will be listed, damage dependent upon caliber and barrel length (if applicable). A caliber available only to revolvers with a solid frame and other such durable, reinforced weapons is the .60 Fatboy, an enormously heavy round that does massive damage. pistols that are capable of full auto are listed at their full auto rate, but are commonly available in semi-automatic, or may have a selector switch for both if of higher quality. Most Metro pistols can accept a stock of some kind, often detachable (possibly usable as a holster) but are listed without one. Guns that can be made as machine pistols are listed with full auto fire rates, purchased or set to semi-auto they have RoF 3.

The standard repeating combat arm of the Metro dweller is the humble submachinegun. Simple to produce, most designs are hardly more complicated than a spring, a weight, and a few tubes. Using the prevalent handgun ammunition and often a slightly longer barrel, they make up for their low power per shot compared with many old world guns by volume of fire. Most different designs are available in all of the available calibers, so particular stats will be listed, damage dependent upon caliber and barrel length.
For .45 ACP, multiply RoF by .75 and add 1 to ST, and 7.62 Tok multiply RoF by 1.25 and subtract 1 from ST. All SMGs assume a fixed stock is included.

4.5" 9x19 barrel is standard. Reduce bulk penalty by 1 for 2.5" barrels if combined with a shortened grip/magazine, increase by 1 for 8" barrels, and 2 for 13" barrels

Barrel Lengths:         7.62x25        9x19           11.43x23         15.25 Fatboy
2.5"                          2d+2 pi-        2d  pi         1d+3 pi+          3d-2 pi++
4.5"                          3d-2 pi-        2d+1 pi       2d-1 pi+           3d-1 pi++
8"                             3d-1 pi-        2d+2 pi       2d pi+              3d pi++
13"                            3d pi-           3d-1 pi       2d+1 pi+          3d+1 pi++
Cost Per Shot            $0.4                $.5             $1                     $2
Weight Per Shot          .024           .026           .047                    .08

Guns (Pistol)
Weapon               Acc   Weight   RoF    Shots   ST   Bulk   Rcl   Cost   DR   HT/HP    Malf
Derringer               0         .5          1       1(20)     6     -1        2    $200     4   10/3      16
Double Derringer   0        .7          1       2(20)     6     -1        2    $280     4   10/3      16
Gate Loader           1        3.5         3      6(5i)      10    -2        2    $700     8   12/6      17
Bottom Break        1        2.5         3      6(3i)      10    -2        2    $580     4   10/5      17
Top Break              1         3           3      6(3i)      10    -2        2    $1100    4   10/6      16
Swing Out              1         3           3      6(3i)      10    -2        2    $1200    6   11/6      17
Small Blowback     1         2         18      SMag     9     -2        2    $500     4   10/5      17*
Small Blowback+   1        2.5       18      Mag       9     -2        2    $750     6   11/5      17*
Recoil Operated     1         3          14      8+1        9     -2        2    $1000    4   10/6      17*
Recoil Operated+   1        2.5       14      15+1       9     -2        2    $1400    6   11/5      17*

Derringer: The simplest, cheapest gun, available with one or two barrels. The cheap single barrel is a screw on affair, with an external single action hammer. An average quality single barrel gains a break open mechanism. Fine receives a self-cocking trigger. The double derringer is of higher quality by necessity. Cheap double has a break open mechanism, but no ejectors and exposed hammers. You must manually switch the hammer mechanism from one barrel to the other. Average double has a self-switching trigger. Fine quality double gains an ejector and a self cocking mechanism with internal hammers. May use any length barrel
Gate Loader: Built like an old fashioned single action, it has a solid frame and a simple loading gate. Very Cheap ones are unsafe, single action only, and do not have an integral shell ejector mechanism, simply a spot to store a stick. Cheap  gate loaders allow you to fill all chambers safely with a halfway position, but must be manually reset to this position after shooting happens, gain double action trigger, and gain an attached swing-out ejection rod. Fine revolvers have a fixed ejection rod, gain a hammer stop safety. Gate loaders are strong enough to withstand the use of magnum rounds. May use any length barrel
Bottom Break: An exceptionally simple, if awkward, revolver that permits all rounds to be loaded or ejected simultaneously. Cheap quality does not include an ejector, and is single action. Average quality adds a hand-pressed ejector. Fine quality upgrades the ejector to an auto-eject and double action. Cannot be used with full power ammunition, gains -1 malf permanently if so used, and will explode on a roll of 15 or worse. May use any length barrel
Top Break: An improved break open revolver, it is more comfortable to use and more sturdily built. They can use full power rounds at no penalty, and follow the same upgrade path as the Bottom Break (above). May use any length barrel.
Swing Out: Swing out revolvers are nearly as sturdy as the gate loader, but all rounds may be loaded or unloaded simultaneously. Slightly slower to reload than the bottom break, its main advantage is being strong enough for use with magnum rounds. May use any length barrel.
Small Blowback: The simplest self loading handgun available, the small blowback pistol is simply a very heavy slide, a fixed barrel, and a trigger mechanism. Cannot be used with full power ammunition without being reinforced (2x weight, +1 bulk). May use any length barrel if the slide is weighted for it.
Small Blowback+: As per small blowback, but of superior quality. A standard sized small blowback pistol may be used with full power ammunition in moderation, and uses a double stack magazine
Recoil Operated: The simplest recoil operated gun, it uses a tilting barrel locking mechanism and a moderately weighted slide. Ammunition counts are low due to single stack detachable magazines, or use clip-fed fixed magazines. Moving the fixed magazine in front of the trigger guard (C96 style) gives +1 bulk, +1 ST, a fixed barrel, and permits the use of any length barrel.
Recoil Operated+: Operates as the recoil operated, but is lighter and takes larger magazines. Forward magazine guns may now use detachable box magazines.

Guns (Pistol or SMG)
Weapon             Acc    Weight   RoF    Shots   ST   Bulk   Rcl   Cost   DR   HP/HT     Malf
Large Blowback      1       5      15      30     10    -3     2    $700   4    10/7       16*
Large Blowback+     1       5      25      30     8     -2     2    $900   6    11/7       17*
Rotating Barrel     1       4      15      30     8     -2     2   $1200   6    11/6       17*

Certain guns can be set up to work as a semi-automatic pistol or a full auto machine pistol. Fired semi-auto they use Pistol, and full auto uses SMG. They are listed without stocks, but lend themselves to being mounted with lightweight folding stocks (increase bulk and acc by 1 and multiply ST by .8, round up).
Large Blowback: Using a fixed receiver and a traditional heavy internal bolt, if it fires from an open bolt it's an SMG and a pistol from a closed bolt. The magazine goes in front of the trigger guard, and the top of the gun hangs back over the hand. May only use 5" and shorter barrels. With a snub barrel, bulk drops to -3.
Large Blowback+: Utilizing a harder-to-manufacture telescopic bolt, the gun is smaller for the same capability. May put the magazine in the grip and have the back of the receiver hang back over the hand, or use a magazine in front of the trigger guard with no overhang at the back.
Rotating Barrel: Using a simple locking mechanism based on a rotating barrel with locking lugs on the bolt, a lot of size and weight can be dropped. Gives a superbly compact machine pistol. Bolt and barrel must be designed for compatibility.

Submachine Guns
Guns (SMG)
Weapon                     Acc    Weight   RoF    Shots    ST   Bulk   Rcl   Cost   DR   HP/HT   Malf
Blowback                     2         9           9        mag       8     -4        2    $500    4      10/8       16*
Improved Blowback    2         8           11       mag      9     -3        2    $900     4      10/7       17*
Heavy Blowback         2         10         6        mag      10    -5        2    $700     6      11/9       17*
Heavy Blowback+       2          9          6        mag      10    -4        2    $1100   6      11/9       17*

Blowback: The simplest SMG. A few tubes and some springs, the main downside is the sheer size of the bolt, and the fact that being incredibly hard to screw up, most are poorly cobbled together.
Blowback+: Switching to a telescoping bolt from the traditional requires substantially more effort to produce, but results in a much smaller gun. High quality regular blowback guns may be purchased for .75x list price, having the same overall stats as the blowback, but with +1 across the board to malf.
Heavy Blowback: This SMG, rather than changing the operating system, is an attempt to replicate the effect of a SAW or LMG in a pistol caliber chambering. Heavy SMGs may be used with the SMG or LMG skill, but to take advantage of the extra capabilities (quick swap barrels, bipod, adjustable rate limiters) requires the use of the LMG skill. A Heavy SMG is a much higher quality blowback SMG, as above, with quick swap barrels (usually longer), a bipod, a reinforced magazine catch to better hold weight of drum magazines, a 3 point tactical sling, and a higher quality stock. Barrels are often ported. Typically equipped with drum magazines.
Heavy Blowback+: As Heavy Blowback, but using a telescoping bolt for a smaller overall size.


Shotguns have long held the honor of CQB weapon supreme, only falling in effectiveness as capable body armor became widespread. In the cramped confines of the Metros, the shotgun's ease of manufacture and use make it a popular alternative to the SMG. Ammunition is large and heavy, but a repeating shotgun can put far superior amounts of lead into the air than all but the fastest of any other guns. Shotgun loads are versatile, further securing their place in the Metros.

Just like pistol caliber guns, most of the patterns available are available in 12g or 20g. 21" barrel is standard. Because of a quirk of shotgun shells, damage doesn't change based on barrel length, only handiness. 21" (trench length) barrels are standard, but 12" (-1 lb, -1 bulk, -3 shots on pump guns, +2 on rolls to see/hear firer) and 30" barrels (+1 bulk, +1 lbs, +3 shots on pump guns) are available. 20 gauge mag or belt fed guns have either 1.2x capacity for the same size, or are .8x size for the same capacity. 20g shotguns tend to be lighter and recoil slightly less, reduce ST by 2

        Buckshot                           Slugs
           S     dmg     weight    cost       S   dmg        weight     cost
12g     9     1d+1      .18     $1.0       1   5dpi++      .18       $4.0
20g     7     1d          .08     $0.8       1   4dpi++      .08       $3.2

Guns (Shotgun)
Weapon           Acc   Weight   RoF   Shots     ST     Bulk   Rcl   Cost   DR   HT/HP
Slam Tube         0      4lb         1xS   1(5i)         10      -4    1/5   $100      8      12/6
Double Barrel     2      7lb        2xS   2(4i)        10      -5     1/5   $500      4      10/7
Pump                  2      8lb        3xS   7+1(2i)     10      -5     1/5   $800     4      10/8
Lever                  2      8lb        2xS   7+1(2i)     10      -5     1/5    TBD    4      10/8
Revolver             2     12lb       3xS   12(3i)      11      -5      1/5   $800     4      10/9
Pump+:              2       9lb        3xS   28+1(2i)  11      -5      1/5   $1000   4      10/8
Box Fed Pump    2      9lb        3xS   mag(3)    11      -5     1/5   $1000    4      10/8
Revolver+           2     11lb       3xS   12(2i)      11      -5     1/5   $1000    4      10/9
Belt Fed              2     20lb       3xS   50(5)       13      -6      1/5   $2000    8      12/10

Slam Tube: The simplest shotgun possible, it's merely a chunk of tubing with an inner diameter the size of a shotshell as a barrel, and another tube that fits over it with a nail in the back. Pull the barrel out, stick a shotshell in it, slide them back together, and slam them together to fire. Cheap is literally just a tube in a tube, average adds a few grips, and a rudimentary "trigger" that holds the barrel in place when it isn't pulled. Fine quality adds a guide peg, a separate loading cut in the receiver tube, and a simple ejector, allowing the gun to be fired in much the same manner as a single-loaded pump shotgun.
Double Barrel: The eponymous double barrel break open shotgun. For cheap, you get a good solid action, no ejectors, and exposed hammers. Good quality yields a hand ejector. Fine quality reworks the mechanism to add auto ejection and moves to a hammerless design.
Pump: Your basic pump shotgun. Cheap quality only has one action arm to operate the bolt, and an exposed hammer. Good quality gets you a second action arm for a smoother pump. Semi auto variants available at 1.5X cost, +.5lb, and -1 to Malf. Can be used one handed, and may exceed RoF 3 with Fast Firing.
Lever Action: In progress
Revolver: Essentially a giant gate loading revolver. Heavy, but can retain a large storage capacity regardless of the length of the barrel. Very cheap ones require the barrel be manually rotated and have a single action trigger. Cheap ones add a short pump mechanism for easier loading, with external hammers, good quality moves to internal hammers and has the option of a spring drive (semi-auto fire) with a -1 to malf, and fine adds a spring loaded cylinder at no penalty.
Pump+: Using a variation of the standard tubular magazine, rounds are stored at approximately 90 degrees to the barrel, similar to a P90 magazine. Gives up to 4X ammo capacity with no increase in bulk penalty. Upgrade path is identical to regular pump, and semi-auto is available.
Box Fed Pump: Using a detachable box magazine to feed from, magazine capacity is no longer restricted by barrel length, and reload speed is substantially improved. Upgrade path otherwise similar to that of the standard pump. Large capacity magazines increase bulk
Revolver+: Modeled after an enormous top break revolver, the improved revolving shotgun allows all rounds to be ejected and loaded simultaneously. Cheap has no ejector, good adds a hand eject, and fine upgrades to self-ejecting. Other upgrades follow the same path as the standard revolver shotgun.
Belt Fed: Some situations call for a veritable storm of lead, and a true storm of lead calls for a belt fed shotgun. Cheap ones are pump action and finicky, with -1 to malf. Good quality remains pump, but sorts out reliability issues. Fine quality is semi or full automatic.


The standard pre-calamity arm, the humble rifle equipped everyone from the trained fighting man to the sharpshooting hunter. Post calamity, because of the increased need for material components compared with pistol ammunition, rifle rounds are rarely used except by those who need long range and precision. Even chambered in pistol calibers, the long barrels, quality stocks, and rare optics provide superior accuracy and power. Very little armor in the Metro can hold up to a full power rifle round.
Rifle ammunition comes in a few varieties, but the guns are similar enough to be listed generically, with modifications based on caliber. The equivalent calibers would be 5.45x39, 7.62x39, and 7.62x54R. All are sturdy, heavily tapered rounds that feed and extract well in roughly made and maintained weapons. In these calibers, they may only be purchased at good quality or better. Rifle style guns can also be purchased in pistol calibers, at half price, and are available in the usual quality grades. In rifle calibers, 16" is treated as standard. Add +.1 to the weight of a loaded 7.62x54R per 10 rounds, and subtract .1 per 10 for 5.45x39. Bullet damage and price is listed with cheap ammo followed by expensive.

Barrel Length      5.45x39         7.62x39       7.62x54R
8"                       (3d+2)4d-1     (4d)4d+1      (3d+2)4d
12"                     (4d)4d+1         (4d)5d-1       (4d-2)5d
16"                     (4d)4d+2       (5d-1)5d+1    (5d+1)6d
20"                     (5d-1)5d+1     (5d+1)6d      (6d-1)7d-2
24"                    (5d+1)5d+3      (6d)6d+2      (6d+1)7d
Cost                     $0.8/$2          $1.2/$3          $1.6/$4
Weight                   .023               .036                .05

Guns (Rifle)
Weapon             Acc   Weight      RoF    Shots      ST   Bulk   Rcl   Cost     DR   HT/HP
Single Shot          3         9              1         1(3)        10    -5       4      $800     6      11/8
Bolt Action          4        10             1        5(3i)        10    -5       4     $1400    4      10/9
Lever Action        3        8              2        5+1(2i)    9     -5       3     $1200    4      10/8
Rotating Barrel     2       11           10      Mags+1   10    -5       3     $1000     6     11/9*
Locking Bolt        3        11           10       Mags+1   10    -5       3     $1500     4     10/9*

Single Shot: Using a variety of similar methods, single shot rifles permit one round to be loaded into the breech of the gun. Very cheap is little more than a tube with a nail held roughly in place to use as a firing pin. Cheap quality ones use slow, clunky methods to lock and lack ejectors, with exposed hammers. Good quality adds a simple ejector to free the spent casing but requires the casing then be removed manually. Fine quality ejects the cartridge entirely from the gun simply by opening the action to reload.
Bolt Action: Your standard bolt action. Cheap ones typically have fixed magazines and bolts that don't permit the use of a scope (if you can find such a thing). Good quality generally involves a turned down bolt handle compatible with optics if available. Fine quality permits the use of detachable box magazines.
Lever Action: Tough and fast, the lever action was a huge boost in firepower in its day, and retains the ability to provide rapid accurate shots even in an age of automatics.
Rotating Barrel: Using a rotating barrel recoil locking mechanism, what it lacks in accuracy it gains in simplicity. Essentially a modified Improved Blowback system, it's the simplest self-loading rifle design to make. It uses the same upgrade path as the Improved Blowback, and may be either built to fire from a closed or an open bolt.
Locking Bolt: Your standard piston driven recoil operated repeating rifle. Cheap ones have fixed magazines, good ones can take detachable box magazines, and fine quality ones include a last shot hold-open for faster reloads.

Pneumatic Weapons

Pneumatic weapons have been around as long as compressed gasses were available to provide the power. With the difficulty in procuring ammo, pneumatic weapons permit the use of anything properly sized, be it simply purchasing a bag of loose bullets, paying only for the moderately well available lead, or happening upon some perfectly sized ball bearings while exploring. The methods used to get and maintain pressure vary, but are typically a hand pump for use in the field, or occasionally a steam generator. Damage and range are per caliber, using available pistol bullets , and generally do damage as per a barrel of one size smaller. Gas efficiency can be traded for more power for barrel length. The main advantages of pneumatic weapons is cheaper ammo, quieter shots, no muzzle flash, and the ability to use longer barrels.

Pneumatic Weapons
Guns (Air Gun)
Weapon                    Acc   Weight   RoF   ST   Bulk   Rcl   Cost     DR   HT/HP
Compressed Air Rifle       1      9       1    10    -6     2    $900     4    10/8
Compressed Air Pistol      1      4       1    8     -3     2    $750     4    10/6

Compressed Air Rifle: Patterned after early repeating air guns, it has a tank that can be pressurized to a high degree, and used to fire multiple shots. The tank on an air rifle is larger, and made better use of with the long barrel. Ammo is substantially cheaper, using only the bullet without a cartridge or powder. Depending on the settings, with ammo of sufficient quality to withstand doing so, it may be fired at much higher velocities than normal if sufficient air and barrel length are available to drive the shot. Substantially quieter than a standard firearm.
Compressed Air Pistol: Using a small air tank, or a rifle tank and a carefully made air hose, pneumatic pistols offer a more compact version of the Air Rifle.


Most heavy weapons are generally overkill for the post calamity world, but a few big guns remain, chief among them the grenade launcher. The grenades built in the Metros tend to look like enormous shotgun shells, and the guns that fire them are indeed often scaled up shotguns. They're typically smaller than pre-calamity rounds, and usually designed to avoid causing damage to the tunnels that are now home. Cavern Crackers exist, but their use is frowned upon except in the direst of circumstances. The simplest launchers don't use self contained grenades, instead firing only the warheads using other means, and can be used to fire anything that will fit properly into the barrel. Wasteland grenades are 30mm fragmentation. The use of more powerful grenades that could damage the tunnels is frowned upon, but numerous loadings are available. Launchers that do not fire the standard grenades can purchase a variant with only the warhead, similar to pneumatic guns and standard ammo, but are listed assuming they're firing impact darts as a low energy cannon.

Fragmentation: 2d[2d+1] cr ex $20
High Explosive: 4d cr ex $20
Shaped Charge: 4d(10) cr ex. Armor divisor and full damage only apply to object actually hit, no armor divisor and 1/2D to surrounding area.
Smoke/gas: Produces an 7 yard radius cloud lasting 20 seconds. 1d+1(.5) cr dkb if hit directly. Smoke and/or gas may be inert or harmful as desired (poison, teargas, etc). $40
Stun: HT-3 Aff, see stun grenade.    $30
Fire: 1d 2yd area burn, 1dx5 secs.   $30

Weight-per-shot: .35 lb

Guns (grenade launcher)
Weapon                 Damage    Range       Weight   RoF    Shots    ST     Bulk   Rcl   Cost   DR   HT/HP
Spud Gun                      5d imp    80/300      5lb     1       1(20)    8     -5     2    $50    8    12/9
Pneumatic Cannon       5d+2 imp  90/400      8lb     1       1(5)     8     -5     2    $100   4    10/7
Repeating Air Cannon  5d+2 imp  90/400      15lb    3     10(3)    11    -6     2    $400   4    10/9
Single Shot                  Grenade   50/500      7lb     1         1(3)     8     -4     2    $750   4    10/7
Revolver                      Grenade   50/500      15lb    3        6(3i)    10    -5     2    $1000  4    10/9
Pump                            Grenade   50/500      10lb    3        4(3i)    10    -4     2    $1000  4    10/8
Revolver +                   Grenade   50/500      14lb    3        6(3i)    10    -5     2    $1500  4    10/9
Pump +                        Grenade   50/500      10lb    3        5(3)     10    -4     2    $1500  4    10/8
Belt Fed Pump             Grenade   50/500      25lb    3        20(4)   12    -6     2    $2000  6    11/10

Spud Gun: A simple affair, little more than a pipe sealed at one end with a hole into which propellant and a flame may be placed to fire anything stuffed down the barrel. A cheap spud gun is extremely unreliable, but essentially just a pipe. A good quality spud gun adds grips and aiming equipment, with a trigger to work the ignition source. If not fired promptly, fuels will usually settle out of the air, requiring the chamber to be primed to fire once more. A fine quality spud gun attaches the fuel source to the gun, and adds a breechloading mechanism, permitting the gun to be primed and fired as required.
Pneumatic Cannon: A versatile, dangerous weapon. Typically single shot, they can fire anything that will fit more or less snugly into the barrel. The simplest is a bit of pipe and a pump to pressurize it, and must be completely repressurized after every shot, and muzzle loaded. Good quality cannons may use detachable air rifle tanks, expending the entire tank in a single shot, and have a breech loading mechanism of some manner. Fine quality cannons are more air efficient, typically using specially made large tanks that can power multiple shots, using a simple bolt and a gravity hopper.
Repeating Pnuematic Cannon: Purpose built for repeating fire, the repeating cannon incorporates a mechanism to load from a magazine or belt, and has a tank configuring permitting a full load of projectiles to be fired. Power can be adjusted to improve efficiency, to ensure that a full load may be fired when using larger feeding devices, at the cost of range and impact power if using direct hit rounds.
Single Shot: Following the popular pattern of the break open derringer or other breechloading mechanism, it fires the Metro custom grenade shells.
Pump: Essentially a scaled up pump shotgun.
Revolver: Essentially a scaled up revolver shotgun. A larger cylinder is available, doubling capacity, but adds +4 lbs and a further -1 bulk.
Revolver +: A scaled up improved revolver shotgun. Larger cylinder is available as per standard revolver grenade launcher.
Pump +: A scaled up box fed pump shotgun.
Belt Fed Pump: A modified pump grenade launcher built to feed from a grenade belt.

Liquid Projectors:

With the wide variety of dangerous liquids in the post-calamity world, it wasn't long before someone decided to squirt some of them at their enemies. Flamethrowers were among the first, but anything from liquids that release toxic fumes to electrogoop can be used. Liquid projectors are routinely used near entrances to the Metros, for dealing with swarms of aggressive wildlife that may attempt to rush the gates, or mounted to a variety of vehicles. Man portable versions are used to root out nests that are dangerously near to the Metros.

Sprayables     DMG        Special
Fuel              2d brn      Ignites area and flammables
Acid             1d-1 cor    Eats through armor
Poison          Varies      Varies by poison
Electrogoo     1d-1 br     Stuns on hit; Make HT -(1/2 dmg) roll to remain conscious
Freezegoo      1d-1        Bonus damage for targets with cold vulnerability;

Liquid Projectors
Liquid Projector (Sprayer)
Weapon                  Damage    Range   Weight   RoF    Shots    ST   Bulk    Cost   DR   HT/HP
Chem Pump            Special        8          8/3        JET      8           6     -4       $75      4       10/8
Large Chem Pump   Special       12       36/30    JET      10         9     -6       $120     4       10/12
Hand Pump             Special        6         4/1        JET      5           4     -3       $50       4        10/6
Heavy Sprayer        Special       20        50         JET      20         14    -8      $600      6       11/14

Chem Pump: A self contained unit, the chem pump permits just about any liquid to be thrown from the muzzle, with range varying on the weight and viscosity of the liquid. Fuel is common, but various poisons, electric slimes, and supercooled compounds are also routinely sprayed. A cheap sprayer has a fixed air tank that must be manually pressurized, though fuel canisters are quick swap. Leaks happen. Any ignition sources are essentially a long-necked lighter that must be worked manually before a shot. Good quality chem pumps integrate the lighter into the device for ease of use, and allow air tanks to be swapped as easily as fuel tanks. Fine quality Chem Pumps have an improved feed system that allows the use of fuel canisters with an attached air tank, and now feature an integrated self-lighting pilot light. All versions tend to look like a mad scientist's super soaker.
Large Chem Pump: Backpack version of the standard chem pump, it's overall larger and can be adjusted to higher pressures and larger sprays for greater range. Quality is per Chem Pump, cheap quality requires the backpack be either removed or operated by someone else to engage/disengage fuel flow, good quality allows it to be done by the wearer without removing it, and fine quality reduces odds of springing leaks.
Hand Pump: A miniaturized, handheld chem pump. Can provide identical performance to a full on chem pump, but with much smaller ammunition capacity, or at a lighter setting for ammo conservation.
Heavy Sprayer: A scaled up Chem Pump, usually the fuel and air are piped in by hoses from sizeable tanks. A sufficiently powerful wielder may carry it into battle, but it is usually mounted to a gun emplacement or a vehicle.

Grenades:        DMG                   Cost      Special
Fragmentation:  4d[2d] cr ex            $30      Explosion/fragmentation rules on B414. [2d] is fragmentation, makes attack at skill 15 vs all targets within 10 yards, modified by range, position, and size. Roll randomly to see where it hits, if that location is behind cover, cover takes the hit.
Assault:        5d cr ex                $30    
Molotov:        1d-1 brn 1 yd area      $5       3d direct hit+1d/sec after, 2dx5 sec burn time, unsealed DR protects at 1/5th
Fire:           1d+1 brn 2 yd area      $30      1dx5 seconds of burn from fuel over area
Stun:           HT-5 Aff, 10yd $30      Hearing+Vision affliction; Stuns. Roll HT-5 each turn to unstun.
Smoke/Gas:      10yd cloud, 30 secs     $40      Can be smoke, or add chemicals.

The feeding devices for most modern firearms. If you run out of loaded magazines, you have problems, so always bring spares. Magazines are a key point of autoloading guns, so after one or two good designs were figured out, all further guns were just made to accept them. They're often available in different capacities. Cheap single stack mags have -1 malf, cheap double stack mags get -2 malf. Pistol mags come in angled and straight varieties. Drums give -1 bulk and -1 malf, and -2 malf further at cheap quality.

Revolver Speedloader: $15, .3lb.
Revolver Moon Clips: $5, negligible weight

Pistol Magazines
Single Stack
Capacity        5           8          16       30
Cost:             $32      $37.5     $50      $300  
Weight(E/F): .1/.2    .2/.4      .3/.6     1.7/2.4
HT/HP:          10/1    10/2       10/2       9/5
Special                                            Drum

Pistol/SMG Magazines
Double Stack
Capacity          10         15      30            50       100
Cost:               $35       $40      $45        $412.5   $450
Weight(E/F): .2/.4     .3/.6    .7/1.4      3.75/5   6.5/9
HT/HP:           10/2     10/2     10/3        9/6      9/8
Special:                                                Drum     Drum

Shotgun Magazines:
Capacity:           5          10          20
Cost:              $52.5       $60     $412.5
Weight(E/F):    .3/1.2   .6/2.4    3.5/7
HT/HP:             10/2     10/3       9/6
Special:           Single Stack     Drum

Rifle Magazines:
Capacity:             10        20      30        75
Cost:                  $45       $45     $45      $400
Weight(E/F):    .35/.7    .5/1   .75/1.5     2/5
HT/HP:              10/2    10/3    10/3       9/5
Special                                                 Drum

Grenade Launcher Magazines:
Capacity:            4             8         16
Cost:               $78          $90       $500
Weight(E/F): .45/1.85  .9/3.7    5/10.5
HT/HP:             10/2      10/3      10/6

Gun Modifications

See GURPS High Tech (P. 153) for more.

Storm Variant: Essentially, bolting two guns together and linking them. Ammo capacity and fire rate are doubled. Generally speaking a storm weapon is ordered as such, rather than made after the fact, although two identical guns can be combined in such a manner if desired. Can only be done to repeating firearms, whose magazines do not go through the grip. Cost is 2X, weight is 1.75X, recoil is 1.5x, fire rate is 2x. Reloads either take double time, or require coupled magazines to reload both at once. On firearms using a gas operation system, recoil may be kept steady by having the barrels alternate in an over/under configuration.

Stocks: Folding or add-on stocks cost $100. Firing a gun meant to have a stock one handed with the stock folded gives -1 acc, +1 bulk, and multiply ST by 1.2. Guns intended for use one handed do this in reverse, +1 acc and -1 bulk, multiply ST by .8. Cost is $100, weight is .75 lb.

Magazine Coupler: Clamp magazines together for a faster reload. $20, .3 lb

Suppressors: In the cramped tunnels, gunfire becomes even more deafening, and tends to attract unwanted attention. It's not uncommon to see suppressors worth many times the value of the gun to which they are attached, even by races who's subterranean development lead to protected hearing. Use Homebuilt Suppressor (High Tech 158) with normal equipment price modifications.

Compensators, Brakes, and Muzzle Ports: Using an add-on to the end of the barrel or holes carefully drilled just before the muzzle, Propellants from fired bullets are diverted to suppress recoil and assist in keeping control of the weapon. +1 skill on turns firing 3 rounds or more, -1 required ST, +2 to rolls to see/hear the gun being fired, -2 to rolls to resist being dazzled. Incompatible with suppressors and flash hiders. $100

Bipods: A pair of legs, fixed, rotating, or adjustable, attached to the gun. Allows the gun to be braced by setting it on just about anything handy. A gun fired from a bipod is much easier to use, making it possible for individuals who otherwise might not be able to use or control the gun to make use of it.

Night Sights: Several varieties of glowing mushrooms grow in and around the Metros, from which a variety of glowing elements of varying powers can be made. One of these is a paint that works not unlike tritium. Improved Visibility Sights (High Tech 156), negates -1 of darkness penalties and permits aiming in low light.

Red Dot/Reflex Sights: More glowshroom tech, these sights are just clunkier versions of the pre-Calamity ones. Negate -3 in darkness penalties, and give +1 to shots with the where the gun is held as to make the dot visible. Difficult to use with a gas mask on.

Aiming Light: A lower tech version of a weapon laser, it's a flashlight with a very tightly focused beam. Gives +1 to aim the weapon from any position, but targets that are not substantially distracted gain +1 dodge. $75, .5lb, 20 yd range.

Tuesday, October 14, 2014

Tech Tuesday Hey look, batteries that aren't terrible, that aren't made of Unobtainium. Progress! Cyberware gets ever closer. We aren't to where losing a limb results in an upgrade to prosthetics, but we're getting to the point where that's actually approaching feasible. How will society react if it's actually possible to trade up from meat to circuits? Going to be somewhat interesting. Smartphone app, lets you take a bunch of pictures for something that get converted into a 3d model. Quality is passable. Could see this having interesting applications if you have a 3d Printer, of which there are now a plethora of ~$500 models even.

Monday, October 13, 2014

Gurps vehicles

I just realized that I'm going to need to make railcars for GURPS Metro. I think I can just use jeeps out of high tech for surface transportation at least. There MIGHT be rules for a hand cranked railcar given that I can modify if I'm really really lucky.

Building things in GURPS vehicles is so bad that it requires the use of differential equations at times.

I really don't want to use GURPS Vehicles, but I want to have actual stats for things. I don't really want to have to build another book just to get usable rules

Sunday, October 12, 2014

Doing my part

I hang out with a number of folks online who are DECIDEDLY left leaning, and play the token libertarian of the group. Everybody has fun and generally gets along pretty well, and friendly sass happens all around.

I've had a few who were sort of interested take me up on my offer to be the resource for all things weapon related. Some of them are from places as distant as Scotland, interested and willing to learn about things.

Even helping out one of them who had problems with the only gun owner he knew being a racist uncle. As in "has a gun that he refers to as nigger-popper" levels of ACTUAL racist. He had made some very disparaging comments about gun owners as a whole, painting with a broad brush, and my bf and I called him on it and explained how it wasn't helping, even with regards to the minority of gun owners that fall into that category.

I've been helping him to find a personal pistol to buy, he's leaning towards a Hi Power at the moment if he can find one he can afford. Doesn't care for the plasticy bits, I told him to go to a range and try a bunch of stuff, but pointed him towards a few of the good all steel guns and he was quite appreciative.

This is how we win. Force them to see gun owners as actual people with legitimate reasons for their choice to own and even carry, and they might just start to consider it.

Friday, October 10, 2014

Sci-Fi Friday: The Great Martian War

Unfortunately I can't get it to embed because Vimeo and Blogger don't play nice without me having to download and reupload. Go watch it, it's a mere 3 minutes, and fairly well done.

This is exactly the feel I want for my raygun gothic space game.

Thursday, October 9, 2014

Darn Ebola

Finally remembered my planned Halloween costume I wanted to do, a wasteland survivor, but I need a gas mask for it. No doubt panicky people have all piled on and driven prices way up.

Wednesday, October 8, 2014

It's... it's done...

GURPS Metro Weapons is done. Well, pending a few last looks over and dreaming up some stats for unpleasant liquids to spray from a reinforced super soaker. Anyone who knows guns is of course welcome to point out any problems they see so long as they come with a suggestion to fix it (or at least a direction). Prices on it are based on complexity of the item and materials required, rather than actual prices, due to the near-total lack of regulations.

Tuesday, October 7, 2014

Tech Tuesday Goin' back to space. Hydrogen production that isn't godawful! And better batteries! Remember the stuff for allowing rats paralyzed by spinal injuries to walk again? Variations on that have been approved for human trials in the moderately near future. Thermal camera case for your phone, for a mere $200. Not a lot of pixels, but infravision! Combine this with a directional microphone, and you have the makings of a lot of help for people with hearing problems. Pair it with good language banks and equal or better translator software, and you have the makings of nearly real time universal translating. Improving the tubes with lasers. Sadly these lasers do not help me in my quest to build a lasgun.

And now some news you can use, Failing eyesight is a problem a great many bloggers and shooters have (and the overlap between them). Got one of those fancypants smartphones? Make it help!

Saturday, October 4, 2014

The way it was meant to be played

If you own any of the Metro games

Play them on Hardcore and/or Realism/Ranger mode.

You die incredibly easy, but so do the enemies. Metro 2033 and friends adjust difficulty by scaling health and ammo drops around, but do not change fire rates or reload speed. This is what makes hordes so much harder, because it takes half a magazine to kill anything on normal difficulty, but only 2-3 shots on hardcore or realism.

Another bonus? It makes the knife actually viable. I've stepped in and melee'd a SUBSTANTIAL number of monsters to death, and gone through entire wildlife sections using almost nothing but. Knife fighting mutant horrors takes a little practice, but it feels good man, so good.

In a Metro related matter, other than grenade launchers and a few other things like magazines (most guns in the Metro use standard mags, so it's easier to just say "it takes these types" rather than listing stuff for every single gun.

Thursday, October 2, 2014

GURPS: Squirt Guns and Flashlights

GURPS High Tech is less than helpful with a few things. Flashlights get the barest of descriptions, listing only a range for the light beam, although I recall seeing that light beams were 1 yard wide somewhere. Thanks to Roll20, i'll be using a board that can only be seen by the players when things in darkness have the light beam on them. Since the whole game takes place in tunnels, I plan on using this a lot, so it helps to know how to approximate.

I'm also working on weapons for GURPS Metro still (nearly done, at least with the main post!), and building the general purpose liquid unpleasantries sprayers based on modified squirt guns from High Tech 180. Problem is that the squirt gun lists things like RoF 3.5/2 and Shots = Jet. I'm guessing that's supposed to mean that it gets 3.5 shots per pint (2 pint tank). Range is listed as special, but doesn't give much in the way of where to find it. I know I've seen it somewhere, but I'll have to hunt a bit as it isn't made obvious.