Enter Boneworks, a game built to display the hardware and, I suspect, serve as a game engine akin to how Source was used (but for VR, of course). I have my suspicions that this may be the killer app, once the hardware becomes more affordable ($1000 for a full Index VR rig, plus a VR ready computer). I expect the other members of the VR market will emulate the controllers in short order.
Showing posts with label Gear. Show all posts
Showing posts with label Gear. Show all posts
Tuesday, May 7, 2019
Tech Tuesday: VR Continues to advance
So it has recently been announced that Steam has their own entry into the VR market, the main feature of which is a set of controllers that are just shy of a glove, allowing natural movement of the fingers copied by your hand in game, allowing you to grab things by grabbing them, rather than retraining yourself to interact via less advanced controllers.
Enter Boneworks, a game built to display the hardware and, I suspect, serve as a game engine akin to how Source was used (but for VR, of course). I have my suspicions that this may be the killer app, once the hardware becomes more affordable ($1000 for a full Index VR rig, plus a VR ready computer). I expect the other members of the VR market will emulate the controllers in short order.
Enter Boneworks, a game built to display the hardware and, I suspect, serve as a game engine akin to how Source was used (but for VR, of course). I have my suspicions that this may be the killer app, once the hardware becomes more affordable ($1000 for a full Index VR rig, plus a VR ready computer). I expect the other members of the VR market will emulate the controllers in short order.
Wednesday, March 6, 2019
Interstellar Warfare Wednesday: Combat Droid Applications
As promised in my latest Sci-Fi Friday, I'm going to touch on the potential applications of combat androids as force multipliers, in local and interstellar conflicts. After all, losing a robot in action is far more palatable to the public than losing a living being, at least until such time as people have casual mind-backups for respawn.
As a preface, in the interests of minimizing human involvement even forces that don't make extensive use are likely to have AI/robotic assistance in vehicular applications, such as loader/gunner aboard tanks, subordinate to the commander and able to let any crewman aboard take direct control over the actual aiming. But that's not what we're talking about. We're interested in robot soldiers.
Let's look at the Atlas. It's more graceful and probably faster than many people these days, and in a few robotic generations will likely be more fluid and capable, perhaps with proper hands instead of grippers and problem-solving abilities. It probably won't be able to compete with a competent human for a while, at least until the line between humans and robots blurs, but even then the processing power to make a sapient is substantially greater in size, weight, and expense; Even once robots are people, we'll still have a lot of nonsapient bots that serve the all important role of a body to fill space, the boots on the ground needed to actually take and hold territory.
But how to use them?
The principle behind it is simple; Robots are minimalist to upkeep. When not needed, you can turn them off, and they take no power. Supertech batteries usually have little to no charge loss when not in use, so unless there's a major increase in technology you can just shelve them until needed. On a ship, they're cargo, with nothing but their own mass, their gear, and maybe some spare parts to worry about. They don't draw a paycheck.
The long and short of it is what level they are integrated into the military command structure, and whether they are integrated with human/sapient troops. The star wars prequels are famous for their Battle Droids, opposing the valiant (if ethically questionable) Clone Troopers. In the prequels, battle droids are frequently deployed anywhere from battalion to brigade, with whole companies seeming to be the smallest units seen. Because why not, droids are cheap, where a platoon of men would suffice you can just throw a whole company.
Possible deployments:
Fireteam Level: Human NCO of (Lance) Corporal rank or equivalent.
Robot troops hold duties equivalent to a Private or Private, First Class. This layout has the greatest integration of humans, with every small combat element having a human at the helm to guide it and make intuitive decisions. In games with a small team, this is the Player Character and their 3ish AI controlled companions. A particularly good example of this is Star Wars: Republic Commando
Squad Level: Human NCO of Sergeant rank or equivalent
Robot troops form fireteams in their entirety, with upgraded capabilities on the leadership bots managing each team. The Sergeant is close enough to handle individual management required to account for the lack of flexibility likely to hamper even the robot Lance Corporals. This layout is typical of real time tactics. The player character is still able and expected to wade into combat themselves and as such receives an avatar of some sort, but has control of 2-3 fireteams they can direct via real-time tactics interface, as well as their own more capable team to assist them. A particularly good example of this is Dawn of War 2
Platoon Level: Human CO (2nd) Lieutenant rank or equivalent
Robot troops fill the space of every level of NCO and the forces below them. Theirs is not to reason why, theirs is but to do or die. Such a force will begin to be heavily inflexible, and/or highly dependent upon the problem solving abilities of the AI's operating the combat robots. You will tend to either see micromanagement by the CO to make up for the lack of capability or simple robot-wave style tactics used like a sledgehammer. This is about the highest level of real time tactics, and the player typically either has no avatar or they are a specialist super-unit too valuable to commit to any but the most pivotal battles as their loss is a game-over. Company of Heroes 2 is a good example, with a number of squads and fireteams at your command, able to manage some level of orders and objectives without major input from the player beyond a goal, although for gameplay purposes micromanagement of the fireteams gives best results.
Company Level: Human CO Captain rank or equivalent
A single human will control several platoons with AI Lieutenants, each controlling several AI sergeants, each controlling AI (lance) corporals in charge of fireteams. Function at this level is highly dependent upon the quality of the command AIs, and the individual robot AIs, requires inflexible and predictable tactics, or requires a significant amount of micromanagement by the human CO to jump between questions and firefights as they arise. This is typical of the RTS genre, which will involve not only managing training of troops, but usually the building and maintenance of bases.
At levels above this, changes are largely academic. Beyond platoon level, it becomes increasingly hopeless for the commanding officer to exert the degree of individualized control often seen in video games to respond to situations beyond the AI's capabilities.
It is of course possible to have mixed commands, with units anywhere from solely human for delicate operations to an entire throwaway battalion of robots to hurl into the caverns of the spacemonsters to try and root them out. A troop transport ship might have a substantial force of humans aboard, with large quantities of robots in waiting, to organically shift the force makeup according to the scale of the conflict required. Another option is to produce additional robotic troops on-site, using renewable bioplastics or materials harvested from asteroids or the combat zone. This requires only a capable robot factory. On vessels of sufficient size for some resource processing and a specialized factory to feed them into, it may be the norm alongside a small compliment of troops; Humans can do vital tasks, but as the scope of force required expands so too do robotic supplements to their numbers.
Odds are good, to avoid highlighting human officers AND keep costs down, such androids will be built to simply wear standard armor and use regular equipment. Spacesuits might be left depressurized, or only pressurized enough to not be plainly obvious, or even fakes to cut down on costs. Any weapons usable in spacesuits should be suitably functional to artificial troopers, even if their hands have less dexterity. If the suits are built-in/on, they'll need to be upgraded/altered any time the human crew suits change, assuming uniform spacesuits in military and paramilitary applications.
In fiction, the purchasable army is always the hallmark of the bad guys, like the Trade Federation. But, as discussed, there's a lot of potential for use bolstering the numbers of small forces or in places where literal force multiplication can make a world of difference due to ability to get that force to where it's needed.
As a preface, in the interests of minimizing human involvement even forces that don't make extensive use are likely to have AI/robotic assistance in vehicular applications, such as loader/gunner aboard tanks, subordinate to the commander and able to let any crewman aboard take direct control over the actual aiming. But that's not what we're talking about. We're interested in robot soldiers.
Let's look at the Atlas. It's more graceful and probably faster than many people these days, and in a few robotic generations will likely be more fluid and capable, perhaps with proper hands instead of grippers and problem-solving abilities. It probably won't be able to compete with a competent human for a while, at least until the line between humans and robots blurs, but even then the processing power to make a sapient is substantially greater in size, weight, and expense; Even once robots are people, we'll still have a lot of nonsapient bots that serve the all important role of a body to fill space, the boots on the ground needed to actually take and hold territory.
But how to use them?
The principle behind it is simple; Robots are minimalist to upkeep. When not needed, you can turn them off, and they take no power. Supertech batteries usually have little to no charge loss when not in use, so unless there's a major increase in technology you can just shelve them until needed. On a ship, they're cargo, with nothing but their own mass, their gear, and maybe some spare parts to worry about. They don't draw a paycheck.
The long and short of it is what level they are integrated into the military command structure, and whether they are integrated with human/sapient troops. The star wars prequels are famous for their Battle Droids, opposing the valiant (if ethically questionable) Clone Troopers. In the prequels, battle droids are frequently deployed anywhere from battalion to brigade, with whole companies seeming to be the smallest units seen. Because why not, droids are cheap, where a platoon of men would suffice you can just throw a whole company.
Possible deployments:
Fireteam Level: Human NCO of (Lance) Corporal rank or equivalent.
Robot troops hold duties equivalent to a Private or Private, First Class. This layout has the greatest integration of humans, with every small combat element having a human at the helm to guide it and make intuitive decisions. In games with a small team, this is the Player Character and their 3ish AI controlled companions. A particularly good example of this is Star Wars: Republic Commando
Squad Level: Human NCO of Sergeant rank or equivalent
Robot troops form fireteams in their entirety, with upgraded capabilities on the leadership bots managing each team. The Sergeant is close enough to handle individual management required to account for the lack of flexibility likely to hamper even the robot Lance Corporals. This layout is typical of real time tactics. The player character is still able and expected to wade into combat themselves and as such receives an avatar of some sort, but has control of 2-3 fireteams they can direct via real-time tactics interface, as well as their own more capable team to assist them. A particularly good example of this is Dawn of War 2
Platoon Level: Human CO (2nd) Lieutenant rank or equivalent
Robot troops fill the space of every level of NCO and the forces below them. Theirs is not to reason why, theirs is but to do or die. Such a force will begin to be heavily inflexible, and/or highly dependent upon the problem solving abilities of the AI's operating the combat robots. You will tend to either see micromanagement by the CO to make up for the lack of capability or simple robot-wave style tactics used like a sledgehammer. This is about the highest level of real time tactics, and the player typically either has no avatar or they are a specialist super-unit too valuable to commit to any but the most pivotal battles as their loss is a game-over. Company of Heroes 2 is a good example, with a number of squads and fireteams at your command, able to manage some level of orders and objectives without major input from the player beyond a goal, although for gameplay purposes micromanagement of the fireteams gives best results.
Company Level: Human CO Captain rank or equivalent
A single human will control several platoons with AI Lieutenants, each controlling several AI sergeants, each controlling AI (lance) corporals in charge of fireteams. Function at this level is highly dependent upon the quality of the command AIs, and the individual robot AIs, requires inflexible and predictable tactics, or requires a significant amount of micromanagement by the human CO to jump between questions and firefights as they arise. This is typical of the RTS genre, which will involve not only managing training of troops, but usually the building and maintenance of bases.
At levels above this, changes are largely academic. Beyond platoon level, it becomes increasingly hopeless for the commanding officer to exert the degree of individualized control often seen in video games to respond to situations beyond the AI's capabilities.
It is of course possible to have mixed commands, with units anywhere from solely human for delicate operations to an entire throwaway battalion of robots to hurl into the caverns of the spacemonsters to try and root them out. A troop transport ship might have a substantial force of humans aboard, with large quantities of robots in waiting, to organically shift the force makeup according to the scale of the conflict required. Another option is to produce additional robotic troops on-site, using renewable bioplastics or materials harvested from asteroids or the combat zone. This requires only a capable robot factory. On vessels of sufficient size for some resource processing and a specialized factory to feed them into, it may be the norm alongside a small compliment of troops; Humans can do vital tasks, but as the scope of force required expands so too do robotic supplements to their numbers.
Odds are good, to avoid highlighting human officers AND keep costs down, such androids will be built to simply wear standard armor and use regular equipment. Spacesuits might be left depressurized, or only pressurized enough to not be plainly obvious, or even fakes to cut down on costs. Any weapons usable in spacesuits should be suitably functional to artificial troopers, even if their hands have less dexterity. If the suits are built-in/on, they'll need to be upgraded/altered any time the human crew suits change, assuming uniform spacesuits in military and paramilitary applications.
In fiction, the purchasable army is always the hallmark of the bad guys, like the Trade Federation. But, as discussed, there's a lot of potential for use bolstering the numbers of small forces or in places where literal force multiplication can make a world of difference due to ability to get that force to where it's needed.
Monday, February 25, 2019
Miscellaneous Monday: BAG DAY
Tax season is once more upon us, and I'm maybe in position to actually pick something new up finally? It's been a long, long time since I acquired anything new. At present I have a few thoughts in mind for what to snag if it's in the budget after trying to pay down all my bills.
Option 1: Cheap Pocket Pistols
I'm signed up with Operation Blazing Sword, although I haven't been contacted for training as of yet. The areas I operate in have people with fancier qualifications (which I honestly should go for myself) and/or areas that are just kinda empty. At any rate, if I have someone come to me for training, and they have specific want to defend themselves, my typical advice of "Glocks are the honda civic of guns; a little spendy for brand name but you know they're boring, practical, and reliable" isn't of much help to those without the ~$600 for a new Glock. My remedy for this is to buy a grab-bag of cheap stuff, Hi-point (maybe with carbine), kel-tec, etc. Stuff around $200 or less. I can get two for the price of something nicer, but I get the benefit of being able to give a true recommendation of stuff based on my own experience with it.
Cost: ~$200xQTY
Option 2: 10mm Auto Glock
Glock now has the G40, 10mm auto with longslide and 15 in the mag. This gun makes me suspicious that Glock has been peering into my brain. I want two of them, but one will suffice for not-stupid purposes (I have no dominant eye, right eye aligns with right hand, left eye with left hand, which means that I can dual wield effectively and even aim two pistols down sights at once with a little coordination). Non-stupid purposes include cold weather carry after I pick up a new long-coat, and carry up north in bear country.
Cost: ~$600
Option 3: PLR-16 or other piston drive intermediate-rifle caliber pistol.
I've long had a fondness for giant rifle-pistols, which seem to have picked up the moniker of assault pistols by people that hate black guns. I've discussed my fondness for stupid guns before, but now I actually have a specific purpose for it and some advancements in technology make it only ridiculous, not stupid (mostly). I've got armor that mostly serves as exercise weight, and would like to pair it with something stronger than my Glock 26 if I need gun and don't have time to get the AR-15 out of the gun locker. The smaller size means it's more easily stashed with the armor, possibly even strapped to it in a holster, widespread reflex sights make it easier to aim, and SBR 5.56 now exists tailored to optimizing in short barrels to get the power to the bullet instead of blinding/deafening/setting-on-fire everyone in the vicinity because only half the juice went into the bullet. No pistol brace, probably a pull-sling style notstock.
Cost: ~$400?
Option 4: Bulletproof coat or vest
BulletProofEveryone has some nice looking coats with NIJ IIA or IIIA inserts. I want armor, even though I'm good at avoiding being stupid places doing stupid things with stupid people. If nothing else, I miss the bonus strength and fitness from carrying a heavy backpack everywhere. This was going to be a birthday present to myself already, but wasn't in the budget. Specifically, the Logan overcoat, which includes protection for the upper leg. Alternatively, they have a nice looking softshell, or I might just snag a low profile vest that fits under my loose work shirts.
Cost: $379 (IIA) or $429 (IIIA) for the Logan, $200-600 for vests
Option 5: Expand/improve rifle armor
I have a nice basic plate carrier with curved front plate and flat back from AR500, but it's just not up to snuff. The carrier doesn't hold tightly enough for me to move vigorously in it, which I would expect to do if I actually were to NEED the armor, and also need to do for workouts while using it as an unnecessarily badass weighted training vest. Furthermore, I want to add an abdominal armor panel, side panels, and make some custom DAP panels that hold the curved 6x8 panels along the outside of my upper arms. Picking up a helmet also seems useful, I may just snag a military surplus steel one because the good ones have similar protection against handgun rounds and lack of protection against rifles, and it's $25ish for a surplus steel helmet vs. $180 or so for a PASGT.
Cost: Varies with panel/carrier.
Option 6: Assorted accessories
This probably still includes a surplus helmet, because cheap, but also handles things like getting some much needed glass for the rifle (currently uses BUIS as main sights), a replacement stock to balance the weight out, some new P90 mags for the AR-57 upper I bought ages ago and immediately lost mags for in a series of moves between apartments, possibly stuff to build a second lower so the AR-15s and AR-57 can be their own separate guns (putting the regular carbine stock on the AR-57 because it's not going to sell for anything and no point leaving it un-attached). Alternatively, buy a second lower with the Magpul UBR attached. I could also do with a proper fighting knife, a grappling hook because reasons, trauma kit stuff, and the like.
Option 1: Cheap Pocket Pistols
I'm signed up with Operation Blazing Sword, although I haven't been contacted for training as of yet. The areas I operate in have people with fancier qualifications (which I honestly should go for myself) and/or areas that are just kinda empty. At any rate, if I have someone come to me for training, and they have specific want to defend themselves, my typical advice of "Glocks are the honda civic of guns; a little spendy for brand name but you know they're boring, practical, and reliable" isn't of much help to those without the ~$600 for a new Glock. My remedy for this is to buy a grab-bag of cheap stuff, Hi-point (maybe with carbine), kel-tec, etc. Stuff around $200 or less. I can get two for the price of something nicer, but I get the benefit of being able to give a true recommendation of stuff based on my own experience with it.
Cost: ~$200xQTY
Option 2: 10mm Auto Glock
Glock now has the G40, 10mm auto with longslide and 15 in the mag. This gun makes me suspicious that Glock has been peering into my brain. I want two of them, but one will suffice for not-stupid purposes (I have no dominant eye, right eye aligns with right hand, left eye with left hand, which means that I can dual wield effectively and even aim two pistols down sights at once with a little coordination). Non-stupid purposes include cold weather carry after I pick up a new long-coat, and carry up north in bear country.
Cost: ~$600
Option 3: PLR-16 or other piston drive intermediate-rifle caliber pistol.
I've long had a fondness for giant rifle-pistols, which seem to have picked up the moniker of assault pistols by people that hate black guns. I've discussed my fondness for stupid guns before, but now I actually have a specific purpose for it and some advancements in technology make it only ridiculous, not stupid (mostly). I've got armor that mostly serves as exercise weight, and would like to pair it with something stronger than my Glock 26 if I need gun and don't have time to get the AR-15 out of the gun locker. The smaller size means it's more easily stashed with the armor, possibly even strapped to it in a holster, widespread reflex sights make it easier to aim, and SBR 5.56 now exists tailored to optimizing in short barrels to get the power to the bullet instead of blinding/deafening/setting-on-fire everyone in the vicinity because only half the juice went into the bullet. No pistol brace, probably a pull-sling style notstock.
Cost: ~$400?
Option 4: Bulletproof coat or vest
BulletProofEveryone has some nice looking coats with NIJ IIA or IIIA inserts. I want armor, even though I'm good at avoiding being stupid places doing stupid things with stupid people. If nothing else, I miss the bonus strength and fitness from carrying a heavy backpack everywhere. This was going to be a birthday present to myself already, but wasn't in the budget. Specifically, the Logan overcoat, which includes protection for the upper leg. Alternatively, they have a nice looking softshell, or I might just snag a low profile vest that fits under my loose work shirts.
Cost: $379 (IIA) or $429 (IIIA) for the Logan, $200-600 for vests
Option 5: Expand/improve rifle armor
I have a nice basic plate carrier with curved front plate and flat back from AR500, but it's just not up to snuff. The carrier doesn't hold tightly enough for me to move vigorously in it, which I would expect to do if I actually were to NEED the armor, and also need to do for workouts while using it as an unnecessarily badass weighted training vest. Furthermore, I want to add an abdominal armor panel, side panels, and make some custom DAP panels that hold the curved 6x8 panels along the outside of my upper arms. Picking up a helmet also seems useful, I may just snag a military surplus steel one because the good ones have similar protection against handgun rounds and lack of protection against rifles, and it's $25ish for a surplus steel helmet vs. $180 or so for a PASGT.
Cost: Varies with panel/carrier.
Option 6: Assorted accessories
This probably still includes a surplus helmet, because cheap, but also handles things like getting some much needed glass for the rifle (currently uses BUIS as main sights), a replacement stock to balance the weight out, some new P90 mags for the AR-57 upper I bought ages ago and immediately lost mags for in a series of moves between apartments, possibly stuff to build a second lower so the AR-15s and AR-57 can be their own separate guns (putting the regular carbine stock on the AR-57 because it's not going to sell for anything and no point leaving it un-attached). Alternatively, buy a second lower with the Magpul UBR attached. I could also do with a proper fighting knife, a grappling hook because reasons, trauma kit stuff, and the like.
Monday, April 13, 2015
Motor Monday: Steambike and musings
http://laughingsquid.com/black-pearl-a-custom-motorcycle-powered-by-a-steam-engine/
Old fashionedy steam engine, rather than one of the higher end ones (like those in the Stanley Steamer cars, or modern recirculating steam engines). Only 5mph, but it looks fantastic. Still, could probably build one with a bit more performance for the form factor, even if you still ran it on steam.
In other news, a local powersports shop was doing an open house/sale night thing, and I picked up a rather nice motorcycle jacket for relatively cheap. Good reviews and ~$50 off the best price I could find online or so.
Old fashionedy steam engine, rather than one of the higher end ones (like those in the Stanley Steamer cars, or modern recirculating steam engines). Only 5mph, but it looks fantastic. Still, could probably build one with a bit more performance for the form factor, even if you still ran it on steam.
In other news, a local powersports shop was doing an open house/sale night thing, and I picked up a rather nice motorcycle jacket for relatively cheap. Good reviews and ~$50 off the best price I could find online or so.
This will be my "Scary Motorcycle Jacket" for if I do race days or just go places. If/when I actually buy a bike, I'm picking up one of those inflatable motorcycle vests in day-glow orange and green or something to toss on over it for actual visibility and extra safety, although the armor on this thing and reviews are all pretty fantastic.
Thursday, April 9, 2015
Parts Cost
Been looking to beef up my AR-15 so it balances properly, and looking at one of the Magpul stocks (the UBR). Was kind of flabbergasted at the price, compared with other stocks, such as the $30 magpul one that I have now. Until I remembered that the UBR includes the $90-at-the-cheapest buffer, as well. Still pricier, but not so bad. Should have taken the advice, buy once cry once (at the time I hadn't seen the UBR, and didn't realize how ludicrously frontheavy my AR would be).
On the plus side, in addition to generally being a better stock (more cheek weld, sturdier, balance), you can buy an aluminum toothed strike plate for it. I want one, because reasons.
Thankfully, the flatmate is looking to begin building his own AR.
Edited because McThag complained of the lack of pictures of something I don't yet have to take pictures of, and was planning to do when it actually arrives. Here's what it'll look like when it arrives before it's mounted.
On the plus side, in addition to generally being a better stock (more cheek weld, sturdier, balance), you can buy an aluminum toothed strike plate for it. I want one, because reasons.
Thankfully, the flatmate is looking to begin building his own AR.
Edited because McThag complained of the lack of pictures of something I don't yet have to take pictures of, and was planning to do when it actually arrives. Here's what it'll look like when it arrives before it's mounted.
And with the strike plate
Tuesday, April 7, 2015
GURPS Monster Hunter
Wound up with a 3DS recently, and a copy of Monster Hunter 4. Everybody who played has always told me I'd like the series, and it turns out they were right. Finally I have motivation for a fantasy campaign again that is actual low tech. And while there's a lot of custom equipment, it's not THAT custom.
It's interesting, contemplating how the development of weaponry would differ if our primary enemy as a species wasn't ourselves. If monsters the size of elephants were the norm rather than a frightening rarity, we'd no doubt have a whole slew of different weapons. We've developed large weapons for as long as we've been able, but no doubt we'd have put extra effort in with suitable foes to motivate us.
Ludicrously massive weaponry abounds in the Monster Hunter world, but at the small ends it's quite readily handled by completely stock GURPS rules; instead of large or knives as a sidearm, you carry a kukri/falchion/shortsword. Going sword and board? You have a broadsword or bastard sword instead of the shortsword that was the somewhat standard companion of shields for much of history. Spear and shield is still around and quite effective. The perk for Weapon Strength (counts only towards avoiding penalties due to low strength and benefits of high strength for things like one-handing a two-handed weapon, etc)
The first weapon shown is the old fashioned sword and board. Nothing of any difficulty or interest there, other than the possibility of making one from a giant monster's tooth or tail or whathaveyou.
Next up is among the most famous of the weapons from Monster Hunter, the so-called Greatsword. I'm inclined to have it use the 2hd Axe/Mace skill, and Very Unwieldy. High strength and it hits like a truck. You can also hold it in a defensive grip and use the Block skill with it and get a sizeable defense bonus. It is less a sword, than a bludgeon with a wedge for an edge. Telegraphic attacks are rather common to put enough momentum on it to actually swing.
After that is the warhammer. Larger than normal, but nothing really worth noting. The Maul and Great Club and so on serve well enough, bigger ones with more ridiculous strength requirements aren't hard to make.
Sword and Lance. The lance is basically just used as a spear, and in some instances IS just a spear. Other than possibly making an even larger Monster Hunting spear from the various ones listed (such as the boar spear, which is itself already a beefier spear). Not shown is a more aggressive version, called the Gunlance. I'll find a vid of that. A lot of them fold or telescope to save space when put away.
Next up is the Longsword, basically an odachi. To use it in GURPS, it's just a greatsword, or a slashing greatsword (+1 cut, -1 thrust), and maybe use the rules out of Dungeon Fantasy for making oversized weapons. Rules as written play in here just fine.
The Bowgun is, as far as I can tell, a TL5 or 6 pump shotgun, built at TL4(?). There's a lot of fairly intricate technical stuff that shows up in the series, but based on vehicles and stuff, it's probably a definite fantasy TL4, for TL4+1 or so at least. There's also a Heavy Bowgun, which is a larger, heavier bowgun. All of them shoot slugs by default, and you can load specialty ammo for elemental effects, things like bola shot, and buckshot. Big, fat, slow moving, heavy rounds? Sounds like a shotgun. Bows are also a thing, with ludicrous large knife to shortsword sized arrows that can be wielded in melee combat as such, but not shown in this vid. Ones in my world would come with a bayonet or striking area standard, because giant monsters trying to get up close.
Last up is the Switch Axe. A big two handed axe, the rear blade can fold up and over as the front of the axe blade slides down to turn it into somewhere between a greatsword and a longsword. All methods of achieving this are fairly complex, but reasonably doable. GURPS terms, probably a couple ready maneuvers to switch between forms, possibly with a chance of jamming (fast draw roll to switch faster?) Another weapon that works similar but in reverse is the Charge Blade, which is a sword and shield, but the shield can attach to the sword to make ludicrous axe. discussed later.
Now, on to stuff that didn't get shown.
The Gunlance. Essentially a bangstick with a bayonet. The chamber is loaded with rounds like the fancy, super-flash ones Hollywood uses to make ridiculous muzzle flash, for the purpose of blowing things apart. I see no reason you couldn't have a gunlance just have a proper shotgun in it, same as the bowgun, and it's just harder to use by virtue of being made for one-handed use.
Other than a few oddities like the spread-shot, the bow doesn't do anything you wouldn't expect. other than be ENORMOUS. Behold.
I'm thinking just a longbow, or compound longbow, with those heavy arrows trading range for damage over regular broadheads. Also, you can use them to stab and slash, because it's large by the standards of spears, let alone arrows.
The charge blade is a large shield with a mating sword. Used separately, it's sword and board as standard. Attach the shield to the sword, and it's a huge greataxe. More practical than the switch axe in that it actually comes with some defense when not in ludicrous axe mode.
Another weapon is the Hunting Horn. Basically a giant instrument that can be used as a bludgeon, it's just a musical hammer. I'd treat it as a means for magic-based music, or have one that similarly had syntactic magic runes built into it to be adjusted and used by the wielder, per Thaumatology.
There's also the insect glaive, but it's basically just another spear/polearm with a handy dandy helperbug. I'd probably not bother to make it its own thing, and just have the lances/spears usable without a shield.
Wednesday, April 1, 2015
Buy A Gun Day
It's coming moderately fast. I like to plan my purchases in advance, so time to start pondering. I've bought a lot of guns this past season, so I'm willing to call those my acquisitions for the year.
On the other hand, I've got a fancy new job making decent money, and there's always things on the list. Wouldn't mind picking up something smallish, mayhaps.
Things on the list include
5.56 ammo. Got the AR-15 (that still needs to be rebalanced to actually be comfy to use. Too heavy with the super dissipator forend and ultralight grip and stock), but not a single round to feed it with.
AR-15 mods, to balance the thing (see above)
AK pistol, in 5.45 or 7.62, because I love me some stupid tinyguns. A mare's leg magnum also fills this role, as does the PLR-16 which is both moderately regularly available as far as Kel-Tec's go (because stupid), and something I've held and liked.
.22lr pistol, because practice. Or a glock conversion barrel if there are any that aren't terrible
A new cleaning kit, because I could stand to give my guns some TLC and my old standard kit, while it technically fills all necessary roles, does so just barely.
On the other hand, I've got a fancy new job making decent money, and there's always things on the list. Wouldn't mind picking up something smallish, mayhaps.
Things on the list include
5.56 ammo. Got the AR-15 (that still needs to be rebalanced to actually be comfy to use. Too heavy with the super dissipator forend and ultralight grip and stock), but not a single round to feed it with.
AR-15 mods, to balance the thing (see above)
AK pistol, in 5.45 or 7.62, because I love me some stupid tinyguns. A mare's leg magnum also fills this role, as does the PLR-16 which is both moderately regularly available as far as Kel-Tec's go (because stupid), and something I've held and liked.
.22lr pistol, because practice. Or a glock conversion barrel if there are any that aren't terrible
A new cleaning kit, because I could stand to give my guns some TLC and my old standard kit, while it technically fills all necessary roles, does so just barely.
Sunday, March 29, 2015
GURPS gun mods: Spreader Choke
http://www.paradigmsrp.com/gator-shotgun-spreader/
GURPS: Gun Fu gives special rules for allowing shotguns to use their effective RoF for things like Suppressing Fire and Spraying Fire as a cinematic rule. I'm inclined to permit the use of such weapon mods, known as a duckbill or gator choke, to allow the same in a realistic campaign.
I'm torn, however, between treating the attack as a narrow cone or just permitting spraying fire/etc. As a cone, based on performance in videos, I'd treat it as 2 yards wide at 1/2D range, and within 1/2 of 1/2D it's just shotgun rules as normal. As a cone, I'd also probably say you could aim it at a single target in the center and get maybe 2/3 of the shot in the center hex and 1/6 through the hexes on either side, or spin the shotgun/choke vertically to use mostly-normal shotgun rules.
Treating it as a cone, at 1/2d range you'd get 4 pellets per 12g 00 buck shell in each of the hexes if you aimed right between them, or if you aimed at a single hex you'd have 6 pellets and 1 on either side per shell.
Treating it as spraying fire would just use regular rules for lost projectiles across empty space/etc.
GURPS: Gun Fu gives special rules for allowing shotguns to use their effective RoF for things like Suppressing Fire and Spraying Fire as a cinematic rule. I'm inclined to permit the use of such weapon mods, known as a duckbill or gator choke, to allow the same in a realistic campaign.
I'm torn, however, between treating the attack as a narrow cone or just permitting spraying fire/etc. As a cone, based on performance in videos, I'd treat it as 2 yards wide at 1/2D range, and within 1/2 of 1/2D it's just shotgun rules as normal. As a cone, I'd also probably say you could aim it at a single target in the center and get maybe 2/3 of the shot in the center hex and 1/6 through the hexes on either side, or spin the shotgun/choke vertically to use mostly-normal shotgun rules.
Treating it as a cone, at 1/2d range you'd get 4 pellets per 12g 00 buck shell in each of the hexes if you aimed right between them, or if you aimed at a single hex you'd have 6 pellets and 1 on either side per shell.
Treating it as spraying fire would just use regular rules for lost projectiles across empty space/etc.
Wednesday, March 25, 2015
Interstellar Warfare Wednesday: The Suit
Where would the space marine be without his trusty suit? Not space, that's for damn sure.
But how exactly does one design space armor? Thus far, it's been about all we can do to make space suits to allow something resembling space survival. With some help from Atomic Rockets and a degree in engineering, I've been working on that.
There are several major considerations with any space suit. Most habitats maintained by humanity will be pressurized with air, rather than pure oxygen, due to the sheer danger of a large, pure oxygen environment. Current protocol is to pressurize to a full 1 Atmosphere, 101kPa. Most of our space suits, due to being internally pressurized, however, are only pressurized to 32 kPa. This leads to a problem: The Bends. Going rapidly between pressures will lead to terrible problems, which is itself a problem for anyone in space, and even moreso for the space combatant, who may need to suit up and launch with very little warning, and no time to prebreathe to vent the inert gasses in their system that leads to the bends.
So how do you get around this? There's a few ways. Space combat ships are likely to be kept at 50-60 kPa, which permits the use of air rather than pure oxygen, but is substantially closer to the low pressure that works for the human system. That will substantially lessen the severity and chance of the bends, even without other systems to resist the bends, while not converting the ship into a missile with an oxygen warhead.
The next step is the suit itself. There are 4 major types of spacesuit: Hard, Soft, and Compression. Compression suits are popular in fiction, and modern tech is trying it's hand at them. Basically a fancy spandex jumpsuit, it pushes on the body with the same pressure as atmosphere would, applying that same 32 kPa through mechanical tension instead of air pressure. A hole in the suit just leads to a bruise, and the suit adds very little difficulty to tasks due to its form-fitting nature. Still, it can only apply low pressure or the wearer will be unable to breathe. Some fiction has these compression suits being used as space underwear, allowing spacers to don a helmet in case of emergency and survive even exposure to vacuum. Soft suits are mostly what has been used for human space exploration: semi rigid, with constant volume joints. Unfortunately, they can ONLY be used with low pressure, or the suit would inflate so hard the astronaut could not move. They also make just about all tasks FAR harder as they fight your every move. Hard suits are a fully rigid suit permitting high pressure, but they're exceptionally bulky, complex, and resist all motion even harder than a soft suit. A fourth style, the hybrid suit, incorporates elements of both hard and soft suits.
Unfortunately, the already complex task of surviving in space is complicated by the fact that an interstellar warrior may need to fight in other environments, including those that swing to the other end of the spectrum and place far greater pressure upon their environment suit than Earth atmosphere.
For the purposes of a space combat force, and indeed any space travelers, a compression skinsuit makes sense, worn as an undergarment. The suits can be customized as desired and worn as a base layer, or even an outer layer for the daring and immodest in accepting company. For a space combatant, this will be worn even inside of a full spacesuit as an emergency layer; in case of the suit taking damage sufficient to decompress, the wearer remains vacuum resistant. Unfortunately, this suit for all its advantages, offers no further resistance to high pressure than that of a normal human, which is good to just shy of 8 Atmospheres, or 804 kPa. Still, combined with another suit, it serves as a vital base layer for combat sustainability, and may be used for suits intended exclusively for use no higher than slightly above 1 Atmosphere.
To form the main suit of the space marine, a hybrid suit makes the most sense. A heavy duty, armored torso minimizes the bulk of the hardsuit, allowing the same higher pressure to be used as the space station or ship, eliminating the need for prebreathing. Limbs are enclosed in a semi-rigid suit, kept at minimal pressure as an assistance to the compression suit, to prevent undue difficulty due to fighting the pressure. The entire armor system is rigid enough to withstand pressures far above those of an unequipped human, permitting the combatant to engage in battle under any circumstances where human interests are likely to be found and fought for.
This suit will be armored for combat, using materials such as steel armor plate, titanium, or other materials that provide multiple hit survivability; the weight of the armor, if high tech low-weight armors are unavailable, is offset by obviating the need to carry spare plates and increased combatant survivability.
OTHER CONSIDERATIONS:
Gloves. For a great deal of time, it was uncertain if space-capable gloves would be possible. We managed, but they are immensely difficult to operate, often leading to a great deal of pain and suffering for those using them. Rather than the multi-purpose hooks and pincers originally theorized, space combat forces will wear a simple glove inside of the arms of their suit, within the pressure unit. Via mechanical or electronic control, this glove will operate a separate hand built into the suit, possibly providing as much or greater dexterity and feedback to the suit's wearer than pressure gloves might.
Biological Considerations: On assignment, a space combatant may be required to eat, sleep, and perform vital human necessities for days or weeks at a time in their suit. Current systems manage this by high tech underwear for the short durations in suit. For combat spacers, a double catheter system will both permit the suit's wearer to deal with physiological needs as required and prevent issues caused by human waste disposal systems not working properly in freefall (the bladder doesn't register as full until it's absolutely at capacity without the effects of gravity).
Food: Extended duration operations that require multiple meals to be had in suit will make use of a failsafe micro-airlock, that can be loaded with meal bars or similar to be loaded into place. Combat drugs, water canteens, and other such systems may also be similarly reloadable while in vacuum.
Heat: A combat suit will need a more robust than standard heat ventilation system, and a combination of available and proposed mechanisms will be used.
Injury prevention/maintenance: All portions of the suit will be separated, and decompression issues are resisted by the compression undersuit, but exposure to hostile environments is to be avoided. Suits may include materials that will foam when the suit is punctured, sealing the hole and applying pressure to a wound inside. An application of liquid wound sealant may be included in one of these layers. Alternatively, such a Foam Bandage may be stored as a syringe, and may even be usable on internal injuries to the wearer's torso with or without a suit.
0G afflictions: It has been found recently that a suit with resistance bands built in to apply an imitation of gravity between the heels and shoulders of an astronaut largely mitigates bone and muscle loss due to freefall. Such a suit will be standard when not in armor, and may be an adjustable part of the compression space underwear. A similar system may resist arm motion as well to retain muscle.
But how exactly does one design space armor? Thus far, it's been about all we can do to make space suits to allow something resembling space survival. With some help from Atomic Rockets and a degree in engineering, I've been working on that.
There are several major considerations with any space suit. Most habitats maintained by humanity will be pressurized with air, rather than pure oxygen, due to the sheer danger of a large, pure oxygen environment. Current protocol is to pressurize to a full 1 Atmosphere, 101kPa. Most of our space suits, due to being internally pressurized, however, are only pressurized to 32 kPa. This leads to a problem: The Bends. Going rapidly between pressures will lead to terrible problems, which is itself a problem for anyone in space, and even moreso for the space combatant, who may need to suit up and launch with very little warning, and no time to prebreathe to vent the inert gasses in their system that leads to the bends.
So how do you get around this? There's a few ways. Space combat ships are likely to be kept at 50-60 kPa, which permits the use of air rather than pure oxygen, but is substantially closer to the low pressure that works for the human system. That will substantially lessen the severity and chance of the bends, even without other systems to resist the bends, while not converting the ship into a missile with an oxygen warhead.
The next step is the suit itself. There are 4 major types of spacesuit: Hard, Soft, and Compression. Compression suits are popular in fiction, and modern tech is trying it's hand at them. Basically a fancy spandex jumpsuit, it pushes on the body with the same pressure as atmosphere would, applying that same 32 kPa through mechanical tension instead of air pressure. A hole in the suit just leads to a bruise, and the suit adds very little difficulty to tasks due to its form-fitting nature. Still, it can only apply low pressure or the wearer will be unable to breathe. Some fiction has these compression suits being used as space underwear, allowing spacers to don a helmet in case of emergency and survive even exposure to vacuum. Soft suits are mostly what has been used for human space exploration: semi rigid, with constant volume joints. Unfortunately, they can ONLY be used with low pressure, or the suit would inflate so hard the astronaut could not move. They also make just about all tasks FAR harder as they fight your every move. Hard suits are a fully rigid suit permitting high pressure, but they're exceptionally bulky, complex, and resist all motion even harder than a soft suit. A fourth style, the hybrid suit, incorporates elements of both hard and soft suits.
Unfortunately, the already complex task of surviving in space is complicated by the fact that an interstellar warrior may need to fight in other environments, including those that swing to the other end of the spectrum and place far greater pressure upon their environment suit than Earth atmosphere.
For the purposes of a space combat force, and indeed any space travelers, a compression skinsuit makes sense, worn as an undergarment. The suits can be customized as desired and worn as a base layer, or even an outer layer for the daring and immodest in accepting company. For a space combatant, this will be worn even inside of a full spacesuit as an emergency layer; in case of the suit taking damage sufficient to decompress, the wearer remains vacuum resistant. Unfortunately, this suit for all its advantages, offers no further resistance to high pressure than that of a normal human, which is good to just shy of 8 Atmospheres, or 804 kPa. Still, combined with another suit, it serves as a vital base layer for combat sustainability, and may be used for suits intended exclusively for use no higher than slightly above 1 Atmosphere.
To form the main suit of the space marine, a hybrid suit makes the most sense. A heavy duty, armored torso minimizes the bulk of the hardsuit, allowing the same higher pressure to be used as the space station or ship, eliminating the need for prebreathing. Limbs are enclosed in a semi-rigid suit, kept at minimal pressure as an assistance to the compression suit, to prevent undue difficulty due to fighting the pressure. The entire armor system is rigid enough to withstand pressures far above those of an unequipped human, permitting the combatant to engage in battle under any circumstances where human interests are likely to be found and fought for.
This suit will be armored for combat, using materials such as steel armor plate, titanium, or other materials that provide multiple hit survivability; the weight of the armor, if high tech low-weight armors are unavailable, is offset by obviating the need to carry spare plates and increased combatant survivability.
OTHER CONSIDERATIONS:
Gloves. For a great deal of time, it was uncertain if space-capable gloves would be possible. We managed, but they are immensely difficult to operate, often leading to a great deal of pain and suffering for those using them. Rather than the multi-purpose hooks and pincers originally theorized, space combat forces will wear a simple glove inside of the arms of their suit, within the pressure unit. Via mechanical or electronic control, this glove will operate a separate hand built into the suit, possibly providing as much or greater dexterity and feedback to the suit's wearer than pressure gloves might.
Biological Considerations: On assignment, a space combatant may be required to eat, sleep, and perform vital human necessities for days or weeks at a time in their suit. Current systems manage this by high tech underwear for the short durations in suit. For combat spacers, a double catheter system will both permit the suit's wearer to deal with physiological needs as required and prevent issues caused by human waste disposal systems not working properly in freefall (the bladder doesn't register as full until it's absolutely at capacity without the effects of gravity).
Food: Extended duration operations that require multiple meals to be had in suit will make use of a failsafe micro-airlock, that can be loaded with meal bars or similar to be loaded into place. Combat drugs, water canteens, and other such systems may also be similarly reloadable while in vacuum.
Heat: A combat suit will need a more robust than standard heat ventilation system, and a combination of available and proposed mechanisms will be used.
Injury prevention/maintenance: All portions of the suit will be separated, and decompression issues are resisted by the compression undersuit, but exposure to hostile environments is to be avoided. Suits may include materials that will foam when the suit is punctured, sealing the hole and applying pressure to a wound inside. An application of liquid wound sealant may be included in one of these layers. Alternatively, such a Foam Bandage may be stored as a syringe, and may even be usable on internal injuries to the wearer's torso with or without a suit.
0G afflictions: It has been found recently that a suit with resistance bands built in to apply an imitation of gravity between the heels and shoulders of an astronaut largely mitigates bone and muscle loss due to freefall. Such a suit will be standard when not in armor, and may be an adjustable part of the compression space underwear. A similar system may resist arm motion as well to retain muscle.
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
Thursday, January 15, 2015
Truck gun, further contemplation
http://gunfreezone.net/wordpress/index.php/2015/01/12/revisiting-the-idea-of-a-truck-gun/
Some good discussion on bringing More Gun in the car just in case. Various intermediate rifle caliber pistols were brought up, and many of the comments went straight to "NONE OF THOSE, if you have those the police will shoot you on sight because badguys also have them!"
This isn't quite accurate. According to a lot of stuff I've seen on training exercises, under the stress of even a simulated active shooter situation, police tend to go straight to "If gun, shoot". I'll find the specific articles if I can, but the gist of it was a simulated active shooter response, with unknown numbers of police responding from different angles. Police were shooting other uniformed police, because they were shooting immediately upon seeing the gun before anything else processed, and most of the blue team casualties in the exercise were friendly fire. Just about the only person that didn't get shot on reaction? The refs, wearing orange safety vests, the mark of "Do Not Shoot" in almost all paintball, airsoft, training exercises, and just about anywhere else that's got living no-shoots.
Further proof for carrying effective things even if they're Evil Black Rifles; Most police have them, under the term Patrol Rifles. I'd be astonished if there were no police in all the country who didn't carry AK's as their patrol rifles instead of AR-15s, in some region where the officers have to provide their own.
If you're going to the trouble to have a truck gun, you might as well throw in a safety vest with it (camouflage in urban environments is nearly useless anyway).
If you go for a rifle pistol, I'd suggest putting a bipod on it in case you need to shoot at long ranges where pistol kinematics make sufficient precision hard.
Some good discussion on bringing More Gun in the car just in case. Various intermediate rifle caliber pistols were brought up, and many of the comments went straight to "NONE OF THOSE, if you have those the police will shoot you on sight because badguys also have them!"
This isn't quite accurate. According to a lot of stuff I've seen on training exercises, under the stress of even a simulated active shooter situation, police tend to go straight to "If gun, shoot". I'll find the specific articles if I can, but the gist of it was a simulated active shooter response, with unknown numbers of police responding from different angles. Police were shooting other uniformed police, because they were shooting immediately upon seeing the gun before anything else processed, and most of the blue team casualties in the exercise were friendly fire. Just about the only person that didn't get shot on reaction? The refs, wearing orange safety vests, the mark of "Do Not Shoot" in almost all paintball, airsoft, training exercises, and just about anywhere else that's got living no-shoots.
Further proof for carrying effective things even if they're Evil Black Rifles; Most police have them, under the term Patrol Rifles. I'd be astonished if there were no police in all the country who didn't carry AK's as their patrol rifles instead of AR-15s, in some region where the officers have to provide their own.
If you're going to the trouble to have a truck gun, you might as well throw in a safety vest with it (camouflage in urban environments is nearly useless anyway).
If you go for a rifle pistol, I'd suggest putting a bipod on it in case you need to shoot at long ranges where pistol kinematics make sufficient precision hard.
Wednesday, January 7, 2015
Neat
https://www.youtube.com/watch?v=IvQCAZzCV4s
It won't embed properly, but at the link is a flexible sword that fits under a belt.
I came across these when pondering methods of making a necklace knife with a substantial enough blade to be worthwhile, so as to have a low-profile means of keeping a knife handy while wearing things like my bikini swimsuit.
I kind of want one even though it's incredibly ridiculous, but I know that pure leather belts are nowhere near strong enough without a reinforcing band.
It won't embed properly, but at the link is a flexible sword that fits under a belt.
I came across these when pondering methods of making a necklace knife with a substantial enough blade to be worthwhile, so as to have a low-profile means of keeping a knife handy while wearing things like my bikini swimsuit.
I kind of want one even though it's incredibly ridiculous, but I know that pure leather belts are nowhere near strong enough without a reinforcing band.
Sunday, January 4, 2015
GURPS Punktech: powered melee weapons
Through a great deal of the various punk genres, powered or otherwise enhanced melee weapons of various sorts are rather common. Chainswords, enormous war-drills, flaming blades, and axes with a circular saw for a blade.
GURPS provides no provisions for such weapons, but tools and stats that could be used are provided through most of high tech. Stats for ultra-tech weapon modifications such as Vibro will also be used in their creation.
A few things will be determined based on tech level.
TL0+(5 through 8) (Stonepunk): Your powered weapon is some manner of animal. It can get grouchy with you, and requires the usual care and maintenance one might expect.
TL4+1 (Clockpunk): Wound spring drive. Gives minimal time of operation between windings, but it's a freaking clockwork powered weapon. Generally simple, such as the buzz axe or war drill. Relatively lightweight and very quiet. At higher tech levels, may be equipped with another drive source to run it when the spring is unwound, or to rewind it quickly. Rewinding a weapon requires a winding key and 5 seconds of cranking per 1 second of run time, except on smaller weapons where a manual hand crank may be included. Large spring assemblies can provide power for about a minute from full wind, while a squeeze-cranked weapon can store 15 seconds. 2x weight for correctly sized spring assembly (Replaces modifier for Chain and Buzz weapons. Larger assemblies can be built separately and linked to weapon with flexible whip). ST increases to that required by other weapons of that size.
TL5+1 (Steampunk): Steam/air drive. Mechanical weapons require compressed air or a steam line, typically from a backpack source. Larger suits, vehicles, etc. may have the compressor or steam generator integrally, assuming they don't use such power for their own operation. Always loud when active, often accompanied by billowing clouds of steam or dust kicked up by the high pressure. Pressure source must be maintained (compressed air bottle, or steam generator at operating temperature). Provided power is available, can roar to life with essentially no wind-up time.
Purchase compressed air tanks as per Air Tanks, High Tech p.74. Steam generator is $500, 25 lbs.
TL6+1 (Dieselpunk and Raygun Gothic): Engine drive. May or may not produce a lot of smoke, sounds like most running lawncare power tools. Must be started and kept idling as with any other two stroke power tool. Engine is often carried as a pack, with a flexible coupling to connect power to the blade. Medium Backpack Engine is $300, 10 lbs, if attached to weapon, the weapon requires +3 ST or becomes more unbalanced.Takes whatever fuel the engine is designed for.
Electric drive is available, see Atomicpunk and double weight and cost for stats.
TL7+1 (Atomicpunk or alternate timeline): Electric motor power. Power supplied by batteries (regular or nuclear, depending on setting). Rev up happens quickly, and even while running sound is kept to a moderate level. Can be kept on but not running nearly indefinitely. Motor size is determined by size and type of weapon. Small blades (large knife and shorter) use 1 lb motors, long knives and shortswords use a 2 lb motor, broadsword and bastard sword sized blades use a 4 lb motor, and greatswords use 6 lb motors. Scaled up weapons increase the motor size proportionally.
TL8+1/9 (Cyberpunk): Electric motor power. See TL7+1, halve weight and cost for superior motors/batteries/etc.
We'll start with the biggest one, featured prominently in some cyberpunk worlds, and most famously the world of Warhammer 40K; The CHAINSWORD. Or, chainblades in general, since the technology is versatile and can be applied to make a chain version of most blade things, though at lower tech levels the blades tend to be much larger to make full use of the weight of the power source.
Both chainsaws and vibro weapons add 1d of damage to the user's regular strength-based weapon damage. We'll keep that. Vibro, however, emits only a barely perceptible low hum, requires very little power to run, and gives a fairly substantial armor divisor. On top of that, it's only available at TL10. On the other hand, prototype chainsaws show up at TL6, with them becoming practical at TL7. They do the same +1d of damage, but with an armor multiplier when not equipped with carbide blades, and a chance of the chain snapping on any contact with something they can't cut. We'll be keeping the +1d, modified for power source according to tech level (noise, weight, etc). Because a chainsblade is designed simply to do more damage, rather than gouge material, with regular steel blades there is no change in armor penetration, and carbide teeth give an armor divisor of (2). Combined with Superfine or equivalent, the armor divisor increases, but not as much as it would with Vibro, with (1) becoming (2), and (2) going to (3). Because of the difference in chain and tooth construction, chains do not catch and snap. A variant with reciprocating blades, such as a Sawzall, but it is functionally the same. Weight and required ST of weapon is 1.5x, plus any modifiers for the power source.
Next up is the Buzz weapon. Buzz axes feature prominently in the Borderlands series, and a great many post apocalyptic games, where the saw blade used as an axe head may or may not be connected to power. Van Helsing's Tojo blades from the 2004 movie could be considered a hand cranked version of a buzz knife (treat as clockwork). Buzz weapons add +3 damage and an armor divisor of (2) at any level. No change in weapon weight other than inclusion of power source.
War Drills are just what it says on the tin. Most famously used by the Big Daddies of the Bioshock game series, they are massive metal drills that often wrap around the outside of the forearm, often with spiked protrusions along the shaft of the auger. They are optimized for grinding flesh, and only have an armor divisor of (2) if carbide tipped. Primarily used to stab, stabbing with the tip while running does Thrust+2d+2 pi++, and bashing with the side does +2 and does cutting damage while the drill is running. Use whatever skill is closest to the drill's setup, typically Brawling (for those worn around the arm) or Spear (for those held with two hands on approximately a haft). They tend to be very heavy, but those built with a relatively small drill may be wielded exactly as any spear. A small drill (1 foot long, approximately 30 degree taper) weighs 10 lbs plus drive system (assume 5 lbs of springs for clockpunk), and a giant drill weighs 25 lbs (with 15 lbs of springs for clockpunk). Giant drills do increased damage when used as a bludgeon, and count as a small shield for +1 DB.
Breakers are a type of weapon unto themselves, and are wielded in the manner of a war drill, or mounted to the arm and used to strike with. Regardless of their implementation, breakers are effectively miniature jackhammers. They show up most commonly attached to mecha and power armor, with variations present in WH40K, Armored Core, and anime series such as Big O. Breakers at clockpunk level (4+1) are only available as single shot weapons, releasing their entire spring winding in a single shot. At higher levels, with a source of high pressure or sufficiently powerful motor, they can be used in a manner not unlike that of a jackhammer, although they tend to be far smaller and less powerful for portability and wield-ability. Unlike war drills, breakers cannot apply their boosted damage except on striking with the tip, although tip slashes performed with them are extremely damaging. They do Thrust+3d(2) pi++ damage and weigh around 20 lbs for repeating variants.
Electro weapons imbue your violence with the power of LIGHTNING!(lite). Available once electricity becomes available, it's pretty much a cattle prod rigged to a weapon of some kind (a pair of blades, generally, with each blade serving as a contact, although heavy bashing instruments such as maces, provided the striking surfaces can be insulated from one another for use as contacts, are quite common). Unlike a stun gun, it is adjusted to inflict additional damage, and even has a chance of causing a heart to stop. Deals 1d of burn damage and incapacitates on a failed HT-3 roll per normal stun guns. $100, 2 lb available at TL5+1 and beyond.
Flame weaponry marries a modified cutting torch or pocket torch to a weapon, often a blade (blades similar to those of a non-running chainblade are common, alternating between blade teeth and flame nozzles). Adds 1d-2 of burn damage per second and runs on butane. An average $1 refill will get you about 4 minutes of active blade time. Available at TL5+1 and beyond. At TL7+1 and up, a plasma generator backpack and compressed air tank (see Plasma Cutter, High Tech p. 27) will bump this damage up to 2d+2(2) per second (the plasma is split between several nozzles). Regular flame upgrade cost is $20/nozzle, weight is negligible, making it popular for those looking for a flashy way to add damage to their melee combat.
Prototype Rocket Hammer: Almost identical to the TL9 rocket hammer given in Ultra Tech, the prototype rocket hammer is a far simpler affair. The combination of parts becomes available at TL4+1: Reliable springs to power a rotating hammer, percussion primers, and rockets. Small, fast burning solid fuel rockets are used, the primer ignited by the hammer to produce reliable, near-instant ignition. They're not quite as powerful as the TL9 version, giving +4 ST for the hit and +2 ST required for that swing. The mechanism costs about $150 at TL 4+1 or 5, and drops by $25 per TL after. Each mechanism only holds one shot, and must be centered along the axis of the weapon to avoid producing a spin that gives penalties. Multiple shots may be added to a weapon of sufficient size to hold the mechanism and motors. Replacement motors are $15 apiece.
Prototype Rocket Hammer: Almost identical to the TL9 rocket hammer given in Ultra Tech, the prototype rocket hammer is a far simpler affair. The combination of parts becomes available at TL4+1: Reliable springs to power a rotating hammer, percussion primers, and rockets. Small, fast burning solid fuel rockets are used, the primer ignited by the hammer to produce reliable, near-instant ignition. They're not quite as powerful as the TL9 version, giving +4 ST for the hit and +2 ST required for that swing. The mechanism costs about $150 at TL 4+1 or 5, and drops by $25 per TL after. Each mechanism only holds one shot, and must be centered along the axis of the weapon to avoid producing a spin that gives penalties. Multiple shots may be added to a weapon of sufficient size to hold the mechanism and motors. Replacement motors are $15 apiece.
Saturday, January 3, 2015
Dern it; flashlight edition
My Protach 1L flashlight has gone missing. Was wearing a pair of fancy, thin fabric dress pants yesterday, so it may have managed to slip out sometime during the day, because my phone and keys are both enormous and could have caught on it. If it turns up around the apartment, I suppose I'll give it to someone, since I'm upgrading to a 2L flashlight for more power.
On the plus side, it lasted more than a whole year, which is a long time. My pockets grind things into powder in remarkably short time.
I'm also still waiting on the buffer retainer pin for my AR-15, thinking I'm just going to order one when I buy a nice stack of Magpul 40 rounders.
On the plus side, it lasted more than a whole year, which is a long time. My pockets grind things into powder in remarkably short time.
I'm also still waiting on the buffer retainer pin for my AR-15, thinking I'm just going to order one when I buy a nice stack of Magpul 40 rounders.
Tuesday, December 30, 2014
Tech Tuesday: Technology and Traditional Gaming.
Not doing my usual Tuesday linkdump, although I'm overdue for one.
I've discussed a bit on how things like Roll20 with their character Field of View settings make a lot of interesting things possible to increase immersion and blur the line between traditional gaming and video gaming. I can't help but predict that things like the Occulus Rift, combined with easy digital modelling software like Google Sketchup, will lead to a further blurring of these lines, for GMs who are so inclined.
Just got a Logitech G35 headset as a slightly late Christmas present. One of the features it comes with is built in voice change software. Voice changing software is something I've been looking at for a while for GMing and playing characters. Why? Because there's something that bugs me about playing a woman with not-quite-James-Earl-Jones voice. Fantastic for comedy, but doesn't work so well and breaks immersion in more serious stuff. I haven't had the chance to play around with voice changers in a long time, they've come a LONG ways since where the ones I had as a kid.
Am I the only one who goes into this much depth to get my characters to be differentiated from just me talking? I can do, and maintain, an accent for a whole session as needed (or 5, or 10, if GMing. I've had several campaigns where the players couldn't remember which NPC was what, but could keep track of them based on the accents they'd had)
I've discussed a bit on how things like Roll20 with their character Field of View settings make a lot of interesting things possible to increase immersion and blur the line between traditional gaming and video gaming. I can't help but predict that things like the Occulus Rift, combined with easy digital modelling software like Google Sketchup, will lead to a further blurring of these lines, for GMs who are so inclined.
Just got a Logitech G35 headset as a slightly late Christmas present. One of the features it comes with is built in voice change software. Voice changing software is something I've been looking at for a while for GMing and playing characters. Why? Because there's something that bugs me about playing a woman with not-quite-James-Earl-Jones voice. Fantastic for comedy, but doesn't work so well and breaks immersion in more serious stuff. I haven't had the chance to play around with voice changers in a long time, they've come a LONG ways since where the ones I had as a kid.
Am I the only one who goes into this much depth to get my characters to be differentiated from just me talking? I can do, and maintain, an accent for a whole session as needed (or 5, or 10, if GMing. I've had several campaigns where the players couldn't remember which NPC was what, but could keep track of them based on the accents they'd had)
Friday, December 26, 2014
Travel bleh
Going to Florida in a bit. Florida doesn't honor WI concealed carry permits. I don't believe I can get this corrected in time. I've never traveled with a gun anyway, so I guess I can kick that can down the way a bit.
On the plus side, FL knife laws are pretty lenient, although the bit of looking I'm doing indicates my ludicrous pocket-kukri is right on the borderline of questionable (the retention shaping and sheer size make it questionable). On the other hand, the good old fashioned Ti-Lite should be pretty much perfectly legal.
Maybe I'll bring my dive knife as well, because nothing says "I'm here to have a good time but don't screw with me" like a string bikini and a dive knife. Open Carry of whatever is good to go.
On the plus side, FL knife laws are pretty lenient, although the bit of looking I'm doing indicates my ludicrous pocket-kukri is right on the borderline of questionable (the retention shaping and sheer size make it questionable). On the other hand, the good old fashioned Ti-Lite should be pretty much perfectly legal.
Maybe I'll bring my dive knife as well, because nothing says "I'm here to have a good time but don't screw with me" like a string bikini and a dive knife. Open Carry of whatever is good to go.
Wednesday, December 3, 2014
That's not a knife
THIS is a knife!
Knives, really. My old EDC Ti-Lite, my new Spartan, and my GI Tanto for my proper fightin' knife. All from Cold Steel. Had good luck with everything I've gotten from them thus far, the Ti-Lite being the first and a couple Kudu's for gifts. Spartan and GI Tanto first impressions, Ti Lite longterm review.
So, review time.
First thoughts on the Spartan, which I've had for about a week. Thought one; Good cripes is this thing massive. I knew it was heftier than the ti-lite, but I'm pretty sure I could bludgeon an elephant to death with this thing. Even folded, it's slightly enormous.
![]() |
The old EDC on the left, the new on the right |
Knives, really. My old EDC Ti-Lite, my new Spartan, and my GI Tanto for my proper fightin' knife. All from Cold Steel. Had good luck with everything I've gotten from them thus far, the Ti-Lite being the first and a couple Kudu's for gifts. Spartan and GI Tanto first impressions, Ti Lite longterm review.
![]() |
Ti-Lite Grivory handle, Spartan, GI Tanto |
So, review time.
First thoughts on the Spartan, which I've had for about a week. Thought one; Good cripes is this thing massive. I knew it was heftier than the ti-lite, but I'm pretty sure I could bludgeon an elephant to death with this thing. Even folded, it's slightly enormous.
On the plus side, the pocket catch is far superior. The ones on the ti-lite are finicky about actually deploying the blade, and have a nasty habit of attempting to shred your leg; they're SHARP. They also get in the way of several knife grips.
PROS
Big blade. This is a pocketknife you can legitimately fight with.
Feels good in the hand, great to hang onto.
Retention, that grip keeps it where you want it, in hand. Also a con, more on this later.
Modest price. Shelled out about $60 for this on Amazon, thus far it seems to be worth it.
Curve actually makes it fit in the pocket, even the smallest pockets I have (on garments with vaguely functional pockets, anyway. It will not fit in Imitation Pockets). It even fits with the copious amount of other things I carry.
Ambidextrous, comes with a spare pocket clip so you can put one on the other side.
Razor sharp out of the box.
CONS
WI law treats ANY knife of any size as a weapon, but by and large all but the worst whimpering ninnies will buy "It's not a weapon, it's a knife, purchased because it actually fits my hand so I can use it safely because I can hold it. It's also nearly identical dimensions to a butter or steak knife." This thing? Can't possibly claim this thing isn't a weapon. On the plus side, I avoid Wimp Zones as much as I possibly can.
Weight. It's not light by any stretch of the imagination
Size. It'll fit pockets, but if you've got borderline functionality pockets, this'll fill them up pretty well.
Has a spring to keep it shut, if you aren't careful when trying to close it it'll bite you (Applicable based on difference in closing mechanism as compared to the Ti-Lite.)
Opening the thing without using the pocket catch is kind of a pain. It's SO wide, you almost can't reach with your thumb to flip it one-handed without a LOT of wrist action to provide the momentum to get past the spring.
Risky to close one-handed.
The grip things that keep it so nicely in your hand make it substantially more difficult to reverse your grip one-handed. I've practiced this with a great many blades, and can do so easy as breathing, but I have to really work at it to pull it off with the Spartan.
On to the GI Tanto
It's a cheap ($20) fighting knife. Balances real nice, because it's made to be throwable, and it's fairly light, which is good or bad depending on your needs and purposes. Came moderately sharp, needs some TLC to get a really nice edge on it. Grip is small, good for smaller hands, but if you wear size large unisex gloves, it'll probably feel too small to hold comfortably in all but a few grips. Even still, the grip is decent, it's just not the "OooOoh, that's niiiice" of a few things I've held.
And now, the Ti-Lite
This is a fantastic value for money. The quilons allow the blade to be deployed as fast as you can pull it out of the pocket, and the lack of a (strong) spring and narrow size makes it easy to deploy one-handed. Similarly easy to close, as the quilon stops the blade from closing past 90 degrees while your thumb is in the way of the blade. I can and have pulled the blade out of pocket, opened it without using the pocket catch, made the cut I needed to, and snapped the blade shut again and back into the pocket in barely a second. Downside of the lack of spring, combined with the pocket catch, is the blade can get snapped slightly open, just enough to poke you in the hand.
The counterpoint has almost identical blade, but has the lock on the back of the knife in a similar manner to the Spartan, and a spring to keep the blade shut. It lacks the pocket catch, and the thumbknob to deploy the blade is slightly more annoying to get at (easily fixed by a few seconds with a Dremel tool)
Monday, November 24, 2014
Subcompact carry
Presently Cricket is riding in the holster that I've always carried Hammer in, the Glock brand Glock holster. It is, however, an OWB design. I can leave my shirts untucked for work, but it'd still be nice to have something with some actual concealment value.
Any suggestions? Accessible while seated and wearing a longcoat is preferred, leaning towards belly band or ankle holster. I know how to draw a strongside pistol in a car, but it's really hard to get a Wisconsin-capable coat out of the way, and even harder with a duster.
Any suggestions? Accessible while seated and wearing a longcoat is preferred, leaning towards belly band or ankle holster. I know how to draw a strongside pistol in a car, but it's really hard to get a Wisconsin-capable coat out of the way, and even harder with a duster.
Because it was demanded
Cricket and Hammer, and the holster they'll be carried in when I finish getting back in shape.
See? Glocks.
Sunday, November 23, 2014
New toy
For National Buy Ammo Day Week I decided I'd pick up a little something extra. In addition to my 100 rounds of 9mm, I grabbed a new in box Gen 3 Glock 26, with a +2 floorplate. Just brought it home today.
I'd post a picture, but it's a stock standard Glock 26, and you've probably seen one before.
I think I'll call it Cricket. Small and easily overlooked, but it can make a hell of a noise.
I'd post a picture, but it's a stock standard Glock 26, and you've probably seen one before.
I think I'll call it Cricket. Small and easily overlooked, but it can make a hell of a noise.
Subscribe to:
Posts (Atom)