Now, as a follow-up to the last post, we get into 2x 35 packs of army men.
Pros: Models are much more detailed, and larger if you want a slightly bigger scale. Includes some specialty gear like minesweepers, flamethrowers, and mortars
Cons: Models are way bigger than the scale of most gaming terrain and anything else, and completely random. Where the 50 packs came with a squad of fireteams in each, this is just a grab bag. Maybe usable for decoration, or if you buy a vast quantity to hopefully random-chance your way to something resembling a distribution of units with which to assemble a team.
I had really high hopes for these, but they were dashed by the reality of opening the bags and actually getting a good look at the contents. There isn't enough consistency to get them for minis, whether for wargaming or as tokens for a tabletop game on the cheap. Also, they're way larger than most gaming minis and terrain so you can't mix them in with other stuff.
Verdict: Not recommended
Up next in part 3, we look at assorted creatures and dinosaurs, and then in part 4 we get to the point of all this!
Showing posts with label GM Resources. Show all posts
Showing posts with label GM Resources. Show all posts
Wednesday, May 8, 2019
Friday, April 26, 2019
Budget wargaming: dollar store edition pt1
As a lead up to an upcoming gaming convention several months ago, I went to the local dollar store for some figure for running some improv RPGs. Among them, I got 2x 50 packs of army men 25 per side per bag. I wasn't interested in the unbagging, but I was very interested in the unit counts.
Cost: $2 plus tax (two packs of 50)
I was surprised by how fairly uniform they were. 3 of each unit type, roughly.
12 riflemen (3 prone, 3 crouch, 6 standing)
3 pointing men with rifle (NCO?)
3 radiomen
3 shotgunners
3 bazooka troops
With 3 riflemen and an NCO, you get a fairly usable squad with 3 fireteams. The rocket troops and shotgunners don't fit anywhere, and either serve as their own squads with no NCO, or the fireteams get buffed up to 6 man teams, with one shotgun trooper and rocketeer each.
One of the tan armies is short one NCO, but all the others are full strength with one bonus unit, to make 25. Get a couple bags and extras will likely offset the occasional miss, riflemen seem to be the most common extras (which statistically makes sense).
Quality: Models are a bit unsteady, but partly my little not-very-stable personal table I'm using is to blame. The quality of the modeling is meh, but it's sufficient to tell who's what, which is enough. For $1, you really can't complain. The degree of completeness and unit distribution is far beyond what I was expecting for the price.
Playability: With a $1 tape measure/measuring tape or just a straight dowel for Line of Sight, $1 for half a dozen dice and a D6 tactics system, or possibly a coin flip system (in most tactics systems, a basic troop winds up with about 50/50 odds), or even no dicerolling at all to enforce tactics and maneuvering, you wind up with a remarkably playable small unit setup.
Cobbling together a WH40k style system and unit cards works well, can fit your entire army's statblocks on a single notecard. Savage Worlds has the roots of a functional tactics game that was made with/in it, but they never really finished it out properly, and it requires the hard-to-dollar-store D&D dice.
Up next, I bust out the premium $1 army men, which are 35 of a single color to a pack.
Cost: $2 plus tax (two packs of 50)
I was surprised by how fairly uniform they were. 3 of each unit type, roughly.
12 riflemen (3 prone, 3 crouch, 6 standing)
3 pointing men with rifle (NCO?)
3 radiomen
3 shotgunners
3 bazooka troops
![]() |
Image courtesy of google image search, from an ARMA forum |
One of the tan armies is short one NCO, but all the others are full strength with one bonus unit, to make 25. Get a couple bags and extras will likely offset the occasional miss, riflemen seem to be the most common extras (which statistically makes sense).
Quality: Models are a bit unsteady, but partly my little not-very-stable personal table I'm using is to blame. The quality of the modeling is meh, but it's sufficient to tell who's what, which is enough. For $1, you really can't complain. The degree of completeness and unit distribution is far beyond what I was expecting for the price.
Playability: With a $1 tape measure/measuring tape or just a straight dowel for Line of Sight, $1 for half a dozen dice and a D6 tactics system, or possibly a coin flip system (in most tactics systems, a basic troop winds up with about 50/50 odds), or even no dicerolling at all to enforce tactics and maneuvering, you wind up with a remarkably playable small unit setup.
Cobbling together a WH40k style system and unit cards works well, can fit your entire army's statblocks on a single notecard. Savage Worlds has the roots of a functional tactics game that was made with/in it, but they never really finished it out properly, and it requires the hard-to-dollar-store D&D dice.
Up next, I bust out the premium $1 army men, which are 35 of a single color to a pack.
Tuesday, February 26, 2019
Tilting at Windmills, Savage Worlds Plan of Attack
In my previous discussion on this topic, I mentioned my intent to rework the absolutely abysmal equipment section included by default. I set out to make some vaguely simple rules for assembling weapons and armor within the way the system works, only for it to swiftly balloon in complexity and still not feel detailed enough. Still, it was handy trying to use the default system to be reminded why this is so important, but that also set a timeline on it;
I need a list. I know what the outputs of the various gear generators SHOULD be, and have a convenient list of everything ever in GURPS to reference for relative power and effectiveness of things. I have some real world measures of effectiveness (A single shot from a pistol is 85% survival rate, a stab from a large knife has the same wound characteristics as an FMJ pistol bullet, etc).
The reasons for making a gear list are twofold; the first is simple expedience. An incomplete gear creation system doesn't help my games queued up waiting on equipment that isn't awful and random. The second is to mine trends out of the completed chart, to make sure that the generator can craft all available options.
This is simultaneously a simpler and greater undertaking, as it will no doubt develop into a book not dissimilar to the GURPS Tech books, albeit a short and brief one.
Wish me luck.
I need a list. I know what the outputs of the various gear generators SHOULD be, and have a convenient list of everything ever in GURPS to reference for relative power and effectiveness of things. I have some real world measures of effectiveness (A single shot from a pistol is 85% survival rate, a stab from a large knife has the same wound characteristics as an FMJ pistol bullet, etc).
The reasons for making a gear list are twofold; the first is simple expedience. An incomplete gear creation system doesn't help my games queued up waiting on equipment that isn't awful and random. The second is to mine trends out of the completed chart, to make sure that the generator can craft all available options.
This is simultaneously a simpler and greater undertaking, as it will no doubt develop into a book not dissimilar to the GURPS Tech books, albeit a short and brief one.
Wish me luck.
Sunday, January 8, 2017
GURPS Sci-Fi Sunday: Armor of The Future
In designing a near future military, it becomes vital to determine what is currently used, to gauge where the future is (presumably better, one would hope!). TL9 guns are generally assumed to be similar to TL8 weapons, differing with slightly increased damage due to improved powders, and lighter caseless ammunition (which has its own host of problems, but reduces the odds of FTE jams by having nothing to eject).
In the 1990s, a soldier or marine might wear the following
Fragmentation Vest w/ Plates. DR 5/2*, 9lbs, $3500 plus DR 25, 16 lbs, $350. Total DR 30/27, 25lbs $700
Frag Helmet DR5, 3 lbs $125
Boots, Jungle DR 3/2, 3lbs, $75
In 2010, a soldier or marine might wear the following
Assault Vest w/ Plates. DR 12/5*, 8 lbs, $900, plus DR 23, $600 OR DR 25, 8lb, $1000, Total DR
Ballistic Helmet, DR 12, 3lbs $250
Tactical Goggles, Nictitating Membrane 5 (DR 5 to the eyes) $100, Negligible Weight.
(OPTIONAL) DAP, DR 8/2*, 4 lbs, $100, protects shoulder and upper arm
Boots DR 2*, 3lbs $80, stealth +1 due to similarities in the modern tactical boot to running shoes.
The Trauma Plates listed in the box are SAPI plates, 4 lb ceramic plates rated to NIJ III protection (will stop up to 7.62x51 NATO ball ammo, 7d pi, 24.5 damage average). Modern plates may use ESAPI plates (rated to stop 30-06 AP, 7d+1 (2) pi-, 25.5 damage average for armor pen, 12 damage average to flesh), but aren't listed in GURPS. As the damage doesn't really change, a better way to treat them would be to add the Hardened modifier. Using stats available online, ESAPI plates are 5.5lbs, and are able to absorb the impact of basic armor piercing ammo (Hardened 1).
Not listed in GURPS are lightweight Plate Carriers with no inherent DR (but also nearly no inherent weight). Using stats available for plate carriers on the market, a plate carrier like the Scaleable Plate Carrier might be
1.5 lbs, possibly DR 1 (they're usually pretty sturdy fabric, but usually nothing bullet resistant).
From this, we get that the modern established military equips their troops with DR12 to the skull (pistol/frag rated), DR 23-35 to the torso depending on mission, and a nice set of sturdy boots. Gloves, deltoid and axiliary protection, and eye protection may be optional. Ballistic limb protection exists, but is very rarely used outside of guards and exposed turret gunners due to weight and cost.
So where do we go from here?
The first, most obvious place is Reflex clothing (DR 12/4*, weight 3lb, $450 for jacket (torso+arms) and 2.8 lbs, $280 for pants (legs+groin). This protects the vast majority of the soldier from non armor piercing pistol fire and fragmentation. Reflex gloves add 6/2*, neg weight, and $30 to the hands.
Total weight of giving the body some measure of damage resistance from the neck down is $760, 5.8 lbs with the gloves. This option may not always be taken.
An alternative full-body armor is available in:
Reflex TacSuit, 20/10* DR, 15 lbs, C/12hr power, $3000. Covers the entire body from the neck down, and provides climate control if you put on a sealed helmet or mask.
OR
Reflex Vacc Suit, 20/10* DR, 30 lbs, 2C/24 hr power, $12,000. As above, but vacc rated. Gives climate control, pressure support (10 atm), radiation protection PF 2, and vacuum support (with proper helmet), plus biomed sensors
Skinsuits may be issued by militaries facing hostile environments such as other planets or the void of space, as they give DR 2* and provide vacuum support and significant climate control. Skintight space undies.
On top of this might go a
Reflex Tactical Vest (18/7* DR, 9lbs, $900, plus 34 DR, 9lbs, $600 plates), total of 52/41 DR, 18lbs,
OR
Light Clamshell, 30 DR, 12lbs, $600
OR
Heavy Clamshell, 45 DR, 18 lbs, $900.
The reflex tac vest might be worn as standalone primary armor, with no armored BDUs. Light or heavy clamshell atop reflex BDUs gives troops good survivability, and still pretty cheap and light.
Limb armor is taken care of by reflex BDUs, but heavier armor might be desired. Based on the Light and Heavy Clamshell, Ultralight would offer 15 DR, 6lbs, and $300 for the torso. Using the armor creation rules from Ultra-Tech or Low-Tech you can make other armors from the torso armor.
To adapt torso armors into a full suit for use with the Ultratech rules, multiply cost and weight by 4.
Examples:
DAP, 20% cost and weight of torso armor
Arms, 50% cost and weight of torso armor
Legs, 100% cost and weight of torso armor
Full Suit (neck down, not including hands and feet), 255% cost and weight of torso armor
An average troop might add Ultralight or even Light clamshell DAP to their kit, or just have whole body coverage of clamshell armor, while special operations might layer it over a tacsuit for extreme damage resistance.
Special cases may even warrant the following
Combat Hardsuit, 50/30 DR (torso/everywhere else), 30 lbs, $10,000. Worn with a space rated helmet, gives radiation PF 2, biomed sensors, waste relief system, and climate control. Not vacuum/pressure rated, but can operate in other kinds of harsh environments
OR
Space Armor, 50/30 DR (torso/everywhere else), 45 lb, $20,000. Worn with a space rated helmet, gives radiation PF 10, Pressure support (10 atm), climate control, and biomed sensors
There are several options when selecting helmets, depending on environment.
Troops expecting to fight only in planetary environments may use the following.
Light Infantry Helmet, 18 DR, 3 lbs, $250 protects skull
Visor, 15 DR, 3 lbs, $100 (Protects eyes/face)
OR
Armored Shades, 10 DR, 0.1 lb, $100
OR
Air Mask, 10 DR, 1 lb, protects eyes/face, $100. Requires air tank
OR
Filter Mask, 10 DR, 3 lb, protects eyes/face, $100. Filters breathable but contaminated environment.
All may add $50 for a HUD, or integrate any passive visual sensors
OR
Combat Infantry Helmet, 18/12 DR (18 skull, 12 eyes/face), 5 lb, $2000, B/12 hr. Provides Sealed when worn with a combat hardsuit or tacsuit. Includes GPS, Hearing protection, small radio, infrared visor w/ HUD, and filter masks.
Troops that may be exposed to vacuum may use the following
Visored Space Helmet, 20/15 DR (20 skull, 15 eyes/face), $2000, 4 lbs. Incorporates small radio, IR visor, and hearing protection. Seals and provides vacuum support.
OR
Space Combat Helmet, 40/30 DR (40 Skull, 30 eyes/face), $3000, 7 lbs. Incorporates small radio, IR visor, and hearing protection. Seals and provides vacuum support.
Any suits without integrated boots receive TL9 combat boots
Assault Boots, 12/6 DR (underside/sides), 3lb, $150. Add +4 to hiking skill.
What do we get from all this?
Future combatants have more variation in armor for different applications. Heavy gunners, turret gunners, special forces, and so forth.
On average, a typical frontline combat troop will have 40+ torso DR, between 0 and 30 limb DR, 18+ skull DR, and at least heavy armored eye protection with a HUD to run assorted tactical programs. Armor weight, kept to a minimum, is lower than that of a modern TL8 combat load. However, taking advantage of the substantially more extensive protection possible may push the weight above that of a current fighter. However, ultratech suits like the skinsuit, tacsuit, combat armor, and space armor allow substantial amounts of gear to be done without, such as warm/cold weather gear and sleeping bags, and lighter/more compact foodstuffs, weapons, and ammunition. Due to easy accessibility, combat in differing environments and conditions.
Future combat is likely to involve major injuries to limbs, death of a thousand cuts with penetrating damage doing a few points of blunt trauma at a time through torso armor (or, knockout), or a showstopper with a lucky/skilled headshot. Armor piercing ammunition is all but mandatory between major armor issuing powers. The listed ultratech weapons do 6d or 7d for the average infantry small arms (21 and 24.5 damage, respectively), meaning 40-50 DR can soak an armor piercing shot without being Hardened.
In the 1990s, a soldier or marine might wear the following
Fragmentation Vest w/ Plates. DR 5/2*, 9lbs, $3500 plus DR 25, 16 lbs, $350. Total DR 30/27, 25lbs $700
Frag Helmet DR5, 3 lbs $125
Boots, Jungle DR 3/2, 3lbs, $75
In 2010, a soldier or marine might wear the following
Assault Vest w/ Plates. DR 12/5*, 8 lbs, $900, plus DR 23, $600 OR DR 25, 8lb, $1000, Total DR
Ballistic Helmet, DR 12, 3lbs $250
Tactical Goggles, Nictitating Membrane 5 (DR 5 to the eyes) $100, Negligible Weight.
(OPTIONAL) DAP, DR 8/2*, 4 lbs, $100, protects shoulder and upper arm
Boots DR 2*, 3lbs $80, stealth +1 due to similarities in the modern tactical boot to running shoes.
The Trauma Plates listed in the box are SAPI plates, 4 lb ceramic plates rated to NIJ III protection (will stop up to 7.62x51 NATO ball ammo, 7d pi, 24.5 damage average). Modern plates may use ESAPI plates (rated to stop 30-06 AP, 7d+1 (2) pi-, 25.5 damage average for armor pen, 12 damage average to flesh), but aren't listed in GURPS. As the damage doesn't really change, a better way to treat them would be to add the Hardened modifier. Using stats available online, ESAPI plates are 5.5lbs, and are able to absorb the impact of basic armor piercing ammo (Hardened 1).
Not listed in GURPS are lightweight Plate Carriers with no inherent DR (but also nearly no inherent weight). Using stats available for plate carriers on the market, a plate carrier like the Scaleable Plate Carrier might be
1.5 lbs, possibly DR 1 (they're usually pretty sturdy fabric, but usually nothing bullet resistant).
From this, we get that the modern established military equips their troops with DR12 to the skull (pistol/frag rated), DR 23-35 to the torso depending on mission, and a nice set of sturdy boots. Gloves, deltoid and axiliary protection, and eye protection may be optional. Ballistic limb protection exists, but is very rarely used outside of guards and exposed turret gunners due to weight and cost.
So where do we go from here?
The first, most obvious place is Reflex clothing (DR 12/4*, weight 3lb, $450 for jacket (torso+arms) and 2.8 lbs, $280 for pants (legs+groin). This protects the vast majority of the soldier from non armor piercing pistol fire and fragmentation. Reflex gloves add 6/2*, neg weight, and $30 to the hands.
Total weight of giving the body some measure of damage resistance from the neck down is $760, 5.8 lbs with the gloves. This option may not always be taken.
An alternative full-body armor is available in:
Reflex TacSuit, 20/10* DR, 15 lbs, C/12hr power, $3000. Covers the entire body from the neck down, and provides climate control if you put on a sealed helmet or mask.
OR
Reflex Vacc Suit, 20/10* DR, 30 lbs, 2C/24 hr power, $12,000. As above, but vacc rated. Gives climate control, pressure support (10 atm), radiation protection PF 2, and vacuum support (with proper helmet), plus biomed sensors
Skinsuits may be issued by militaries facing hostile environments such as other planets or the void of space, as they give DR 2* and provide vacuum support and significant climate control. Skintight space undies.
On top of this might go a
Reflex Tactical Vest (18/7* DR, 9lbs, $900, plus 34 DR, 9lbs, $600 plates), total of 52/41 DR, 18lbs,
OR
Light Clamshell, 30 DR, 12lbs, $600
OR
Heavy Clamshell, 45 DR, 18 lbs, $900.
The reflex tac vest might be worn as standalone primary armor, with no armored BDUs. Light or heavy clamshell atop reflex BDUs gives troops good survivability, and still pretty cheap and light.
Limb armor is taken care of by reflex BDUs, but heavier armor might be desired. Based on the Light and Heavy Clamshell, Ultralight would offer 15 DR, 6lbs, and $300 for the torso. Using the armor creation rules from Ultra-Tech or Low-Tech you can make other armors from the torso armor.
To adapt torso armors into a full suit for use with the Ultratech rules, multiply cost and weight by 4.
Examples:
DAP, 20% cost and weight of torso armor
Arms, 50% cost and weight of torso armor
Legs, 100% cost and weight of torso armor
Full Suit (neck down, not including hands and feet), 255% cost and weight of torso armor
An average troop might add Ultralight or even Light clamshell DAP to their kit, or just have whole body coverage of clamshell armor, while special operations might layer it over a tacsuit for extreme damage resistance.
Special cases may even warrant the following
Combat Hardsuit, 50/30 DR (torso/everywhere else), 30 lbs, $10,000. Worn with a space rated helmet, gives radiation PF 2, biomed sensors, waste relief system, and climate control. Not vacuum/pressure rated, but can operate in other kinds of harsh environments
OR
Space Armor, 50/30 DR (torso/everywhere else), 45 lb, $20,000. Worn with a space rated helmet, gives radiation PF 10, Pressure support (10 atm), climate control, and biomed sensors
There are several options when selecting helmets, depending on environment.
Troops expecting to fight only in planetary environments may use the following.
Light Infantry Helmet, 18 DR, 3 lbs, $250 protects skull
Visor, 15 DR, 3 lbs, $100 (Protects eyes/face)
OR
Armored Shades, 10 DR, 0.1 lb, $100
OR
Air Mask, 10 DR, 1 lb, protects eyes/face, $100. Requires air tank
OR
Filter Mask, 10 DR, 3 lb, protects eyes/face, $100. Filters breathable but contaminated environment.
All may add $50 for a HUD, or integrate any passive visual sensors
OR
Combat Infantry Helmet, 18/12 DR (18 skull, 12 eyes/face), 5 lb, $2000, B/12 hr. Provides Sealed when worn with a combat hardsuit or tacsuit. Includes GPS, Hearing protection, small radio, infrared visor w/ HUD, and filter masks.
Troops that may be exposed to vacuum may use the following
Visored Space Helmet, 20/15 DR (20 skull, 15 eyes/face), $2000, 4 lbs. Incorporates small radio, IR visor, and hearing protection. Seals and provides vacuum support.
OR
Space Combat Helmet, 40/30 DR (40 Skull, 30 eyes/face), $3000, 7 lbs. Incorporates small radio, IR visor, and hearing protection. Seals and provides vacuum support.
Any suits without integrated boots receive TL9 combat boots
Assault Boots, 12/6 DR (underside/sides), 3lb, $150. Add +4 to hiking skill.
What do we get from all this?
Future combatants have more variation in armor for different applications. Heavy gunners, turret gunners, special forces, and so forth.
On average, a typical frontline combat troop will have 40+ torso DR, between 0 and 30 limb DR, 18+ skull DR, and at least heavy armored eye protection with a HUD to run assorted tactical programs. Armor weight, kept to a minimum, is lower than that of a modern TL8 combat load. However, taking advantage of the substantially more extensive protection possible may push the weight above that of a current fighter. However, ultratech suits like the skinsuit, tacsuit, combat armor, and space armor allow substantial amounts of gear to be done without, such as warm/cold weather gear and sleeping bags, and lighter/more compact foodstuffs, weapons, and ammunition. Due to easy accessibility, combat in differing environments and conditions.
Future combat is likely to involve major injuries to limbs, death of a thousand cuts with penetrating damage doing a few points of blunt trauma at a time through torso armor (or, knockout), or a showstopper with a lucky/skilled headshot. Armor piercing ammunition is all but mandatory between major armor issuing powers. The listed ultratech weapons do 6d or 7d for the average infantry small arms (21 and 24.5 damage, respectively), meaning 40-50 DR can soak an armor piercing shot without being Hardened.
Saturday, June 13, 2015
GURPS CheatSheet: 4e Basic Set in 5 pages or less
In my quest to make GURPS a bit more playable for people who aren't crazy and read its copious amounts of rules, and to supplement my own GM screen, I went through and collected most of the major rules of GURPS into a handy little compendium. By getting just the rules, it collects the actual stuff needed to play into about 5 pages (skipping all the character generation stuff and rules attached to that, with the expectation that a player will make their own reference sheet for things that effect them).
https://www.dropbox.com/s/eb1gp2cxe0jjv9i/GURPS%20cheatsheet.odt?dl=0
Still tweaking, formatting, and adding to it, but there's the sheet as it presently is
Page 1 is basics of play: odds of 3d6 based success, the different types of tests, and when to roll.
Page 2 is combat basics, the turn order, and so on
Page 3 is rules for injury and recovery
Page 4 and 5 are further special situations, including rules for shooting things in cover, size/range/speed tables, rate of fire bonuses, and hit locations.
https://www.dropbox.com/s/eb1gp2cxe0jjv9i/GURPS%20cheatsheet.odt?dl=0
Still tweaking, formatting, and adding to it, but there's the sheet as it presently is
Page 1 is basics of play: odds of 3d6 based success, the different types of tests, and when to roll.
Page 2 is combat basics, the turn order, and so on
Page 3 is rules for injury and recovery
Page 4 and 5 are further special situations, including rules for shooting things in cover, size/range/speed tables, rate of fire bonuses, and hit locations.
Thursday, February 5, 2015
GM Resource: Secret High Tech Monster Hunters
In settings with secret supernatural elements, be it mutant heroes, shadowy cults, or an intersection with the hereafter, there is a near certainty that there will be an organization devoted to dealing with them. Often times the party plays the part of members of this organization, Other times, this organization may play the antagonist, whether the party is playing the evil side, or the group has a zero tolerance policy regardless of good or evil.
Be they player or NPC, I'll be providing suggestions for equipment and particular training that such an organization is likely to have for ease of generation. For the purposes of this list, I will be considering tech levels from the invention of functional repeating firearms onwards.
Vehicles: Low profile vehicles with good performance. Motorcycles provide a substantial amount of performance and ability to get a great many places, but leave the rider exposed. Trucks have surprising amounts of power off the line, and a truck capper can make disposal of monstrous corpses a cinch. Vehicles such as hot hatches can handle a chase or getaway, without drawing the undue attention a sports car might.
Be they player or NPC, I'll be providing suggestions for equipment and particular training that such an organization is likely to have for ease of generation. For the purposes of this list, I will be considering tech levels from the invention of functional repeating firearms onwards.
Gear
Routine gear carried on a day to day basis, when not specifically hunting:
Sturdy coat/vest, such as a motorcycle or riding vest. May be a standard pattern with lots of different customization available to prevent a group of hunters on or off duty from appearing to be related by an organization. Serves to hide equipment and offers a bit of protection.
Some manner of pistol, This pistol will be as state of the art as can be tested to be reliable. It is likely to be chambered for magnum or high power rounds in a caliber that will permit the use of payload rounds containing elements supernatural beings respond negatively to. Typically as large of a capacity as can be carried without excessive size. May have a compact suppressor stored separately if available.
Knives. A standard or above average sized, combat usable folding knife (balisong, tactical folder, switchblade, or similar). Likely to have at least one push knife, dagger, or similar with specialty treatments such as Cold Iron or Silvered.
Concealable light body armor. Run into enough mysterious horrors that supposedly don't exist when you're just trying to go for a walk/have a drink/have a picnic, and you'll decide that at least some armor stays on even off duty.
Pocket Medkit. Life's rough, good to have some bandages.
Tiny Supernatural Response Kit. A minor kit with a few miscellaneous monster repellents, things to prevent critters with infectious bites from turning people, things to seal/turn the undead or help them move on, things of that nature.
Hunt Gear, carried when a target has been identified or is known to be in an area. Includes everything from the routine gear except where things may be switched out for larger versions, such as medkits and supernatural response kits.
Sturdy coat/vest/cover garment to give protection and hide gear.
Compact combat arm. A mare's leg with a folding stock, SMG, or rifle carbine pistol or SBR depending on the tech level. Suppressed if available, loaded with tailored rounds if the target's type is known. In remote areas, full sized weapons may be used.
Larger knife (fixed blade), shortsword, tomahawk, etc. Something capable in melee without excessive size. If the target's type is known, it'll be tailored to dealing with them.
Concealable Combat Armor. A heavier vest (steel shirt, concealable plate carrier, etc), greaves/shin guards, and bracers, possibly with heavy bracer designed to serve as a concealed shield.
Compact medkit. Trouble is expected, more stuff to deal with things going wrong.
Compact Supernatural Response Kit. A larger kit tailored to dealing with the particular target or symptoms reported.
Traps, compact rappelling kit, and miscellaneous other such equipment.
Vehicles: Low profile vehicles with good performance. Motorcycles provide a substantial amount of performance and ability to get a great many places, but leave the rider exposed. Trucks have surprising amounts of power off the line, and a truck capper can make disposal of monstrous corpses a cinch. Vehicles such as hot hatches can handle a chase or getaway, without drawing the undue attention a sports car might.
Training
Weapon skills for gear carried, unarmed combat skills (wrestling/judo in particular, monsters tend to try to grab)
Observation, to keep an eye on the area around them without being noticed.
Stealth and Shadowing, to track targets or potential targets unobtrusively, plan ambushes, etc.
Acting, to serve as bait or pretend not to know or otherwise .
Occult/thaumatology/similar. Knowledge about creatures, magic (possibly the ability to cast spells if magic is available to this group, at least ability to identify magic-derived effects and potentially break/resist them).
Tactics, Traps. Ability to plan ambushes effectively and respond to evolving situations.
First Aid. Self Explanatory.
Fast Draw/Quickdraw. Get gear into a fight, either to surprise the target or in response to an attack.
Suggested Stats:
Above average strength and dexterity for/due to combat training.
Above average resistance to afflictions, death, and mental effects (constitution/health and willpower)
Bravery or fear resistance
High speed
Increased Perception
Increased Perception
Sunday, January 4, 2015
GM Resources: Prebuilt high-strength implanted blade
A character I've had for ages, since before I got into tabletop gaming, is gradually being built in GURPS. He's a semi-willing dimension hopper, used in a manner not unlike a living, slow speed tactical nuke by the greater multiverse, tossed into worlds out of balance (too far gone, worlds that failed to produce heroes or who's heroes were slain before they could sort shit out, etc). He has several things such as Injury Tolerance (Resilient Physiology), and is generally a life-mimicking construct. In his travels, at some point he lost his left arm in an ultratech world, and picked up a prosthetic with a multi-mode laser and an implanted large knife (katar for functionality). His arm eventually regrew around/through the prosthetic, but the weaponry stayed because he'd gotten used to it being there. At some point I'll probably put the entire character here just as a minor amusement, along with his gear listing at various TLs.
Trying to decide on what specific details of the knife, and the price as an Innate Attack, I did this.
He is ST 20 for damage purposes with the weapon. With minor modification, these stats can be tweaked to represent other strength values. Final prices are at the bottom, vibro versions include the option of using the weapon without the vibro setting activated.
At tech levels where this is more readily available, it would be more efficient to purchase the weapon with 3 points (extra arm: weapon mount (2 pts) and Payload 1 (1 pt)) and cash, listed here as innate attack because it can be taken to any tech level and will eventually grow back if damaged or removed (or can be repaired using any knife available in a very unpleasant manner, which eventually be modified by weird magic-ish processes back to meet the final stats).
Fine katar
2d+1 Impaling (8pts/dice, 2.3d, 18.4 pts) Reach C, -30%
3d Cutting (7pts/dice, 3d, 21 pts) Reach C,1 -20%
Nuissance Effect (cuts open heel of hand, -1 reaction) -10%, Breakable (DR6 -10%, SM -6 -10%, unpleasant repair -5%, -25% total), Temporary Disadvantage One Hand (-15%) Total -50%
Fine Katar Impaling 18.4-80%= 3.68=>4
Fine Katar Cutting 21-70%= 6.3=>7
Superfine Katar
Superfine Armor Divisor (2) +50%
2d+2 Impaling (8pts/dice, 2.6d, 20.8 pts) Reach C, -30%
3d+1 Cutting (7pts/dice, 3.3d, 23.1 pts) Reach C,1 -20%
Nuissance Effect (cuts open heel of hand, -1 reaction) -10%, Breakable (DR6 -10%, SM -6 -10%, unpleasant
repair -5%, -25% total), Temporary Disadvantage One Hand (-15%) total -50%
Superfine Katar Impaling 20.8+50%-80%= 14.56=>15
Superfine Katar Cutting 23.1+50%-70%= 18.48=>19
Fine vibro katar
Vibro Armor Divisor (3) +100%
3d+1 Impaling (8pts/dice, 3.3d, 26.4 pts) Reach C, -30%
4d Cutting (7pts/dice, 4d, 28 pts) Reach C,1 -20%
Nuissance Effect (cuts open heel of hand, -1 reaction) -10%, Breakable (DR6 -10%, SM -6 -10%, unpleasant repair -5%, -15% total), -5% Costs Fatigue, Nuissance Effect (obvious hum) -5%, Temporary Disadvantage One Hand (-15%), Total -60%
Fine Vibro Katar Impaling 26.4+100%-90%= 29.04=>30
Fine Vibro Katar Cutting 28+100%-80%= 33.6=>34
Superfine Vibro Katar
Superfine Vibro Armor Divisor (5) +150%
3d+2 Impaling (8pts/dice, 3.6d, 28.8 pts) Reach C, -30%
4d+1 Cutting (7pts/dice, 4.3d, 30.1 pts) Reach C,1 -20%
Nuissance Effect (cuts open heel of hand, -1 reaction) -10%, Breakable (DR6 -10%, SM -6 -10%, unpleasant repair -5%, -15% total), -5% Costs Fatigue Nuissance Effect (Obvious Hum) -5%, Temporary Disadvantage One Hand (-15%) Total -60%
Superfine Vibro Katar Impaling 28.8+150%-90%= 46.08=>47
Superfine Vibro Katar Cutting 30.1+150%-80%= 51.17=>52
----------------------------------------------------------------------------------------------------
Fine Katar (6.3+(.2*3.68=.736)=7.036=> 8
Superfine Katar (18.48+(.2*14.56=2.912)=21.392=> 22
Fine Vibro Katar (33.6+(.2(3.68+6.3+29.04=39.02)=7.804)=41.404=> 42
Superfine Vibro Katar (51.17+(.2(46.08+18.48+14.56=79.12)=15.824)=66.994=> 67
Trying to decide on what specific details of the knife, and the price as an Innate Attack, I did this.
He is ST 20 for damage purposes with the weapon. With minor modification, these stats can be tweaked to represent other strength values. Final prices are at the bottom, vibro versions include the option of using the weapon without the vibro setting activated.
At tech levels where this is more readily available, it would be more efficient to purchase the weapon with 3 points (extra arm: weapon mount (2 pts) and Payload 1 (1 pt)) and cash, listed here as innate attack because it can be taken to any tech level and will eventually grow back if damaged or removed (or can be repaired using any knife available in a very unpleasant manner, which eventually be modified by weird magic-ish processes back to meet the final stats).
Fine katar
2d+1 Impaling (8pts/dice, 2.3d, 18.4 pts) Reach C, -30%
3d Cutting (7pts/dice, 3d, 21 pts) Reach C,1 -20%
Nuissance Effect (cuts open heel of hand, -1 reaction) -10%, Breakable (DR6 -10%, SM -6 -10%, unpleasant repair -5%, -25% total), Temporary Disadvantage One Hand (-15%) Total -50%
Fine Katar Impaling 18.4-80%= 3.68=>4
Fine Katar Cutting 21-70%= 6.3=>7
Superfine Katar
Superfine Armor Divisor (2) +50%
2d+2 Impaling (8pts/dice, 2.6d, 20.8 pts) Reach C, -30%
3d+1 Cutting (7pts/dice, 3.3d, 23.1 pts) Reach C,1 -20%
Nuissance Effect (cuts open heel of hand, -1 reaction) -10%, Breakable (DR6 -10%, SM -6 -10%, unpleasant
repair -5%, -25% total), Temporary Disadvantage One Hand (-15%) total -50%
Superfine Katar Impaling 20.8+50%-80%= 14.56=>15
Superfine Katar Cutting 23.1+50%-70%= 18.48=>19
Fine vibro katar
Vibro Armor Divisor (3) +100%
3d+1 Impaling (8pts/dice, 3.3d, 26.4 pts) Reach C, -30%
4d Cutting (7pts/dice, 4d, 28 pts) Reach C,1 -20%
Nuissance Effect (cuts open heel of hand, -1 reaction) -10%, Breakable (DR6 -10%, SM -6 -10%, unpleasant repair -5%, -15% total), -5% Costs Fatigue, Nuissance Effect (obvious hum) -5%, Temporary Disadvantage One Hand (-15%), Total -60%
Fine Vibro Katar Impaling 26.4+100%-90%= 29.04=>30
Fine Vibro Katar Cutting 28+100%-80%= 33.6=>34
Superfine Vibro Katar
Superfine Vibro Armor Divisor (5) +150%
3d+2 Impaling (8pts/dice, 3.6d, 28.8 pts) Reach C, -30%
4d+1 Cutting (7pts/dice, 4.3d, 30.1 pts) Reach C,1 -20%
Nuissance Effect (cuts open heel of hand, -1 reaction) -10%, Breakable (DR6 -10%, SM -6 -10%, unpleasant repair -5%, -15% total), -5% Costs Fatigue Nuissance Effect (Obvious Hum) -5%, Temporary Disadvantage One Hand (-15%) Total -60%
Superfine Vibro Katar Impaling 28.8+150%-90%= 46.08=>47
Superfine Vibro Katar Cutting 30.1+150%-80%= 51.17=>52
----------------------------------------------------------------------------------------------------
Fine Katar (6.3+(.2*3.68=.736)=7.036=> 8
Superfine Katar (18.48+(.2*14.56=2.912)=21.392=> 22
Fine Vibro Katar (33.6+(.2(3.68+6.3+29.04=39.02)=7.804)=41.404=> 42
Superfine Vibro Katar (51.17+(.2(46.08+18.48+14.56=79.12)=15.824)=66.994=> 67
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."
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."
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