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procyon

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Everything posted by procyon

  1. So you're saying that when I look in my silverware drawer at a pile of forks - what I am actually seeing is a huge multipower...
  2. When you boil a crab or lobster, I could care less what it thinks. Just how much of it will be mine.
  3. I really like that mechanic. Letting a brick grab whatever handy object is nearby, and turn the 'hard to hit, combat specalist' into a target as easily hit as 'Joe Normal' - has never sat well with me. Allowing the large object to simply add to OCV is pretty much perfect to me. Just like in 4e, that doubling size dropped your DCV by 2 - making the flip side that an object that size provides the same bonus to OCV. Very nice.
  4. Cool. I have never heard of it. I may have to see if I can track a copy down.
  5. Here is a start on the Italian weapons. (Been a busy weekend here at the hospital...) Italian Military Sidearms Glisenti Pistola a Rotazione (Bodeo) Modello 1889 (1891) An obsolete revolver using black powder cartridges, it was intended to be replaced by the Glisenti Mod 10, but still was in use during WWII. It used a loading gate and ejector rod that only ejected one empty at a time, requiring each chamber to be unloaded and loaded separately and making reloading very slow (extra phase) Glisenti Pistola a Rotazione Modello 1889, 10.35x20mmR +0 OCV, +0 RMod, 1d6K, Str Min 8, Shots 6, Wt 1.1 Glisenti-Brixia Pistola Modello 1910 (1910) This pistol which resembles the German Luger was intended to replace the Mod 1889 Revolver. It was chambered for the 9mm Glisenti which is essentially a reduced velocity 9mm Parabellum, as the weak blowback action could not handle the higher velocity ammunition. It can fire 9mm Parabellum but will have a Burnout roll of 9- when using this ammo. Glisenti-Brixia Pistola Modello 1910, 9mm Glisenti +0 OCV, +0 RMod, 1d6K, Str Min 7, Shots 7+1, Wt 0.8 Beretta Pistola Modello 1934 (1934) A reliable and durable pistol manufactured for the Italian Military. One was used in the 1948 assassination of Mahatma Gandhi.. Beretta Pistola Modello 1934, 9x17mm Corto (aka .380 ACP) +0 OCV, +0 RMod, 1d6K, Str Min 7, Shots 7+1, Wt 0.7 Beretta Pistola Modello 1935 (1935) This is simply the M1934 modified to shoot the .32 ACP. It was mainly issued to Air Force and police forces. A similar handgun, the Modello 1931 was in use by the Navy. Beretta Pistola Modello 1935, .32 ACP +0 OCV, +0 RMod, 1d6-1K, Str Min 6, Shots 8+1, Wt 0.7 Italian Military Rifles Vetterli-Vitali Fucile Modello 1870/87 (1887) A bolt action rifle converted from a single shot black powder rifle to a box magazine fed weapon using smokeless propellant. It was obsolete by the start of WWII, but was carried by a number of native troops serving in East Africa. Some were converted to fire the 6.5x52mm round (increase damage to 2d6-1K with Act 14-). Vetterli-Vitali Fucile Modello 1870/87 , 10.4x47mmR +1 OCV, +1 RMod, 1 1/2d6K, +1StunX, Str Min 10, Shots 3+1, Wt 4.6 Mannlicher-Carcano Fucile Modello 1891 (1891) The standard rifle of the Italian Army in both WWI and WWII. It was produced in a number of variants as both a rifle (fucile) and carbin (moschetto) but in game terms they all have identical statistics. A Mod 91/38 was used in the assassination of President J. F. Kennedy in 1963. Mannlicher-Carcano Fucile Modello 1891, 6.5x52mm Carcano +1 OCV, +2 RMod, 2d6-1K, +1StunX, Str Min 10, Shots 5+1, Wt 3.9 Steyr-Solothurn Fucile Controcarro S Modello 36 (1940) This weapon was called the S18-1000 by the Swiss manufacturer an was purchased by the Italians for use as an anti-tank rifle. It was a semi-automatic weapon that fired from a bipod & monopod or a 50kg two wheel carriage. It was fed from a 10 round magazine inserted from the left side, but it could use the 20 round magazines from an anti-aircraft cannon. It had punishing recoil to fire. The Str Min is given for fire without the supports/fire from the bipod & monopod/fire from the carriage. Steyr-Solothurn Fucile Controcarro S Modello 36, 20x138mmB Solothurn Long +1 OCV, +3 RMod, 3 1/2d6K, +1StunX, Str Min 23/18/-, Shots 10+1, Wt 53.5 Italian Military Submachine Guns Moschetto Automatico Beretta Modello 1938 (1938) Considered by some the most effective Italian weapon of WWII, this submachine gun was chambered for the Mod 38A round, which is a slightly more powerful version of the 9mm Parabellum. It can fire standard 9mm Parabellum rounds and both are treated as equal in game terms. The Mod 38 has two triggers, one for semi automatic fire and one for fully automatic fire. It was adopted by the Germans as the MP.738 and was produced in several variants until the 1960's. It could use a 10, 20, 30, or 40 round magazine. Moschetto Automatico Beretta Modello 1938, Mod 38A 9x19mm +1 OCV, +1 RMod, 1d6+1K, AF10. Str Min 7/12, Shots 10+, Wt 3.3 FNA-B Moshetto Automatica Mod 43 (1944) Intended to supplement the issue of the Modello 38, the Mod 43 was still an expensive weapon to manufacture and was made in limited numbers. It had a folding stock and was mostly used by the RSI. It could use a 20 or 40 round magazine. FNA-B Moshetto Automatica Mod 43, 9x19mm Parabellum +1 OCV, +0 RMod, 1d6+1K, AF7. Str Min 7/12, Shots 20 or 40, Wt 3.2 FAI-TZ Moshetto Automatica Mod 45 (1944) This was a crude submachine gun produced in limited numbers for RSI troops at the close of WWII, it was noted for a very reliable double safety that was copied by later SMGs. FAI-TZ Moshetto Automatica Mod 45, 9x19mm Parabellum +0 OCV, +0 RMod, 1d6+1K, AF13. Str Min 7/12, Shots 40, Act 13-, Wt 3.2
  6. When we played Hero in our Fantasy game, it went faster then the supers games I have run. But it was still a bit slower due to all the options available and granular (compared to other systems I have played) nature (by this I mean the segments, recovery at the end of turns to track, etc.). But Hero really works well when you have a rather 'story rich' realm you want to play that doesn't really have the 'D&D feel'. Our sessions were probably around 90+% story based and the rest combat - by time used in a session. The D&D type games I have run with this ratio tended to bog down (but I haven't played anything past the 3e of D&D). But our Fantasy Hero game went on for several years.
  7. True. Not a solution. But it definitely absolves you of worrying about the problem.
  8. I don't know if they would approve of them. Of course, they probably won't disapprove either. Back to not caring....just on a larger scale.
  9. Or does his not caring prove the importance... Eh, don't care...
  10. Sadly, 'Lousy Rifle' was still good enough to kill off a president...
  11. Oh, character sheets ! Very cool ! We have been using copies of copies of copies for a while now. This will be a big help.
  12. Mostly, this would be correct. Although there would be exceptions. If you are talking .40 S&W v .45 ACP - in the game they would look the same. But if you are talking about .41 rimfire (actually a .40 cal round) out of a tiny derringer v the .454 Casull out of a 14" barrel - then the difference is worth several DC of damage to me. For the most part though, descriptions of guns for the game have more to do with the 'flavor' you are wanting. Just like a 10d6 EB lightning bolt is essentially the same as a 10d6 EB firebolt in game, but it can be a big deal for the person imagining it. I started putting together a list of Italian weapons from WWII as I doubt they get much more coverage than the French, but work has gotten busy of late. If anyone is interested I will see if I can finish them up before the weekend is out.
  13. Just thoughts I have used with my groups over the years. At the start, if you have the time and can manage it, run each of the characters in a session or two - separately. Now if a pair of characters happen to write their PC's as a team to begin with (say they decide their characters are brother and sister or such) you can run them together. If you have fairly accommodating characters - you can even make this part where they get their powers. Have each of the adventures be separate issues - but all leading to the same root cause or issue. A root cause that reveals each of the PCs existence to one another and requires them to work together to overcome. Or perhaps a patron that helps them to work together or supplies the one crucial item needed to accomplish the goal. Now, on the overall arc - you kind of need to know what the story is going to be before you can put that one together. You will need to know who the main anatomist is and what their goal is. The actual details of how it will be reached can be left as general points, but the end game has to be set. If you are particularly nasty, you can make the reason they have become heroes be the result of the main bad guy empowering them. If you are cruel, you can make giving up those powers as a necessary part of defeating the bad guy and starting anew. Another nasty twist is to take that initial patron, the one who guides them and helps them to become well respected heroes over the course of MANY adventures - be the big bad guy or his main assistant. This can be rough plotline to follow so be prepared for how your players will react. The betrayal becomes very real when it is revealed and can be rather personal to the PC's. Particularly if the PC's have ended up succeeding in many adventures just to realize that all their successes have actually cleared the path and laid the foundation for the big bad guy. It really is a bit like writing a story. You have to really know what the story is about, what it's theme will be, and how the plot and characters will work together to create that story. But if you can make the big bad guys goals and the PC's goals the same so that the PC's work towards them to achieve them - they won't feel like they are being railroaded or their actions have no lasting effects. They will see their actions grow and feel like they have made a difference in their world. Which will make the betrayal at the end all the more telling, and the character investment in undoing what has occurred even more compelling. Regardless what way you go, best of luck.
  14. Which mean they aren't very interesting. But my cats do consider them rather tasty.
  15. Is there some rule of thumb on penetration vs DC's of damage out there? Or just a 'how it feels to you' sort of thing. Just curious. For our games it would get 5d6+1K AP. What seems to be missing from a lot of the shaped charge weapons in the rules - is the secondary blast from the warhead. The Panzerschreck would have a linked 8d6 EB Explosion in our game. A lot of the detonation energy is not used in penetrating the target. So when you shoot the weapon at a tank with troops riding on the top of it (fairly common), you aren't going to just damage the tank when the better part of a pound of explosives goes off.
  16. From the older son to his younger siblings. "If you don't fight the big bad guy till the end of the story, you won't lose as much."
  17. Before or after they hit? I suppose that depends on if they will explode of course...
  18. How I currently acquired my current group for Hero probably won't work for most. All it takes is have a bunch of kids, then wait between 1 and 2 decades...
  19. Warning, Major wall post ahead. In the hopes of not reinventing the wheel, I will start with a bunch of weapons from the French in WWII. I expect that it wouldn't be hard to find examples of weapons for the US, English, German, and Soviet militaries that have already been done. But a game set in France based around the resistance, or even during the 1940 German invasion of France would benefit from some of these. The entries are given as the name of the weapon (date of acceptance/issue), as short description, followed by the stats for the game. Weapons listed with a +1 on the shots indicates that a round may be held in the chamber in addition to those held in the magazine. This list is in no way a complete compilation of all the small arms in use by the French military at the beginning of WWII and gives only the more common weapons. I only own the 4th Ed of the game, and these are based on those rules. The game stats are my interpretations of how these weapons would perform in the Hero System. Str Min for these weapons do not follow what would be calculated from the standard rules and are my perceptions only. Feel free to change them if you do not agree. The same can be said of any weapon stats other than the number of rounds held and the weight. Most French automatic weapons were regulated to fire at 450 rounds per minute, which would be between AF7 and AF8. Sadly, I have no idea how to embed pics of these weapon. You will either have to look them up or wait for someone to (perhaps) post images of these weapons. But there is a nice pic of the Mod 1924 M29 LMG at the bottom of the previous page. French Military Sidearms ⦁ MAS Pistolet-Revolveur Modele 1892 (1892) A swing out cylinder revolver, where the cylinder swung out to the right. Widely known as the Lebel, although M. Lebel had nothing to do with the design. Obsolete, but still in use during WWII. MAS Modele 1892, 8x27mmR Lebel +0 OCV, +0 RMod, 1d6K, Str Min 7, Shots 6, Wt 0.9 ⦁ Astra Pistolet Automatique Modele 21 (1921) A Spanish pistol used in number by the French military. It could chamber and fire many types of 9mm handgun ammuntion to include the 9mm Bergman-Baynard, 9mm Browning Long, 9mm Glisenti, 9mm Parabellum, 9mm Steyr, and .38 Super Auto (which could be of use to a partisan with no reliable source of ammunition). Stats given are the same regardless of ammo used for simplicity. Astra Modele 21, 9mm Bergman-Baynard +0 OCV, +0 RMod, 1d6+1K, Str Min 7, Shots 8+1, Wt 1.0 ⦁ Gabilondo Pistolet Automatique Ruby (1915) A Spanish pistol modeled after the FN Browning Model 1910 and in common use by the French during WWII. Gabilondo Ruby, .32 ACP (aka 7.65x17mmSR) +0 OCV, +0 RMod, 1d6-1K, Str Min 6, Shots 9+1, Wt 0.7 ⦁ MAB Pistolet Automatique D (1935) Copy of the FN Browning Model 1922. While not adopted by the French military, it was in wide use by both the military and police, and was reissued by the German occupation forces. MAB D, .32 ACP +0 OCV, +0 RMod, 1d6-1K, Str Min 6, Shots 9+1, Wt 0.9 ⦁ MAS Pistolet Automatique Modele 35A (1938) Standard French handgun adopted shortly before the start of WWII. Many were captured by the Germans who issued it as the P625(f). MAS 35A, 7.65x20mm Long (MAS) +0 OCV, +0 RMod, 1d6K, Str Min 7, Shots 8+1, Wt 0.9 French Military Rifles ⦁ Lebel-Berthier Mousqueton 1886 (1887) A bolt action rifle with the distinction of being the first chambered for a smokeless propellant cartridge. It carried 8 rounds in a tubular magazine below the barrel, one in the carrier between the magazine and barrel, and could hold one last round in the chamber. Although slow to reload, difficult to use sights, and obsolete, it was still in front line service at the start of WWII. It could also fit the adapter to fire the V-B Rifle Grenade. The Germans issued the rifle as the Gewehr 301(f) to some occupation troops. Lebel-Berthier Mousqueton 1886, 8x50mmR Lebel +1 OCV, +1 RMod, 2d6K, +1StunX, Str Min 11, Shots 8+2, Wt 4.4 ⦁ Fusil Automatique Modele 1917 RSC (1917) A few other models of semi-automatic rifles were produced by the French, but in small numbers (generally 4000 or less). The Modele 1917 was produced for use during WWI and production neared 90,000 weapons. It also shared many parts with the standard Lebel rifle which aided maintenance and production. Even with this, it saw very limited use during WWII. It was a gas operated rifle with an en-block 5 rd clip that no other French weapon shared. It was also unreliable if not cleaned regularly (d/t the small gas port) and had problems with the clips used. It would not be inappropriate for dirty or abused M1917 RSC's to be given an Activation roll of 14- (bolt failed to cycle full after last shot or clip failure caused a mis-feed). Fusil Automatique Modele 1917 RSC, 8x50mmR Lebel +1 OCV, +1 RMod, 2d6K, +1StunX, Str Min 12, Shots 5, Wt 4.7 (Act 14-) ⦁ Lebel-Berthier Fusil Modele 07/15 M34 (1934) Last issue weapon based on the Lebel-Berthier Mod 1886 bolt action. It used Mauser style 5 rd stripper clips. Although replaced by the MAS Modele 36, it was still in service as were several earlier models. Lebel-Berthier Modele 07/15 M34, 7.5x54mm MAS +1 OCV, +2 RMod, 2d6K, +1StunX, Str Min 10, Shots 5+1, Wt 3.8 ⦁ MAS Modele 36 (1936) Intended to replace the Lebel and Berthier series of rifles, not enough were completed to replace the other arms in French military service before the start of WWII. It used the same clips as the M34 and was considered an ugly but reliable and was the length of many contemporary carbines (about 40"). Like most French rifles of the period, it had no manual safety. It had a spike bayonet in a tube below the barrel (full phase to emplace, 1d6+1K, Str Min 8, -1 RMod when in place). These rifles were also taken into German service following the fall of France and designated Gewehr 242(f). MAS Modele 36, 7.5x54mm MAS +1 OCV, +2 RMod, 2d6K, +1StunX Str Min 10, Shots 5+1, Wt 3.7 French Military Submachine Gun ⦁ Pistolet Mitrailleur MAS Modele 38 (1939) The standard French SMG at the start of WWII was the US M1928A1 Thompson, known as the Modele 39. The Modele 38 was a French design that entered use just before the start of the war. It was used by the Germans following the occupation of France as the MP722(f). Some users complained of the low powered round used by the weapon. Of note, it was the weapon used by partisans to shoot the Italian leader Benito Mussolini on April 28th, 1945. MAS Modele 38, 7.65x20mm Long +1 OCV, +0 RMod, 1d6K, AF10. Str Min 7/12, Shots 32, Wt 3.5 French Military Machine Guns ⦁ Fusil Mitrailleur Modele 1924 M29 (1929) This was the standard LMG of the French military during WWII. It used 25 round top mounted magazines and had two triggers - one for automatic fire and the other for semi-automatic fire. A folding bipod was attached to the weapon. An earlier version, fielded in 1925, could chamber the German 7.92x57mm ammunition, but would blow up if fired with it (treat as a 1/2d6K Exp). These weapons were later rebarreled to prevent this. FM Modele 1924/29, 7.5x54mm MAS +1 OCV, +2 RMod, 2d6K, +1 StunX, AF 8, Str Min 10(bipid)/15, Shots 25+1, Wt 8.9 ⦁ Hotchkiss Mitrailleuse Modele 14 (1914) This was the French air cooled MMG. It was a tripod mounted weapon that fired from 24 round strips that were fed into the receiver from one side and fell out the other. A 250 round belt was also available but used mainly in tanks as the strips proved difficult for a single operator to load while maintaining effective fire. It was generally employed by a 3 man crew. Hotchkiss Modele 14 MMG, 8x50mmR Lebel +1 OCV, +2 RMod, 2d6K, +1 StunX, AF 8, Str Min -, Shots 24 (250), Wt 53 with tripod ⦁ Hotchkiss Mitrailleuse Modele 30 (1931) The Modele 30 was the standard French HMG. It was essentially a Modele 14 scaled up in size to fire the 13.2x99mm round. It was generally used as a naval anti-aircraft round or on armored vehicles. It used 20 round strips, 30 round magazines, or 100 round belts. +1 OCV, +3 RMod, 3d6K, +1StunX, AF 8, Str Min -, Shots 20 (or more), Wt 80.5 with tripod French Military Hand Grenades ⦁ Grenade Modele 15 F1 (1915) Designed for WWI, copies were adopted by several nations (Russian F1 and US Mk II). It was the distinctive 'pineapple grenade' that many think of. Originally an impact fused grenade when first produced, by WWII it incorporated a time delay fuse to prevent premature detonations. +0 OCV, +0 RMod, 1d6+1K, Exp, Range by Str, Shots 1, Wt 0.5, (delayed effect 4 segments) ⦁ Grenade a Main Defensive Modele 37 (1937) The standard French fragmentation grenade intended to replace the F1. The F1 was still available in large numbers and employed. +0 OCV, +0 RMod, 1 1/2d6K, Exp, Range by Str, Shots 1, Wt 0.5, (delayed effect 4 segments) ⦁ Grenade a Main Offensive Modele 37 (1937) A concussion grenade painted gray to avoid confusion as it was otherwise nearly identical to the fragmentation model which was normally painted red. +0 OCV, +0 RMod, 5d6N, Exp, Range by Str, Shots 1, Wt 0.3, (delayed effect 4 segments) (As a note, for those characters who hold their action to reduce the time on the fuse when thrown, an Unluck roll could be made to ensure that a faulty fuse was not a problem...) French Military Rifle Grenade ⦁ V-B Grenade The V-B Grenade (named for its designers Vivien & Bessieres) was fired from a standard service rifle with the use of an adapter and a standard 8mm cartridge. It was armed by the bullet striking a plate in the grenade and had an 8 second delay fuse. It could be fired from the shoulder, but was often employed with the butt of the rifle braced on the ground due to the heavy recoil (treat as -2 OCV but reduces Str Min by 5). The rifle takes an additional -1 RMod for standard fire with the adapter in place. These statistics give the grenade a range of 100", which was the farthest it could be expected to travel. For those interested, the grenade would travel approx 25" a segment to reach it's target and could be designed in such a way - allowing it to be intercepted in flight and the fuse delay to be shorter when it reaches the target - but I have not done so. Adapter statistics +0 OCV, -2 RMod, Str 120 for throwing grenade, x2 Max Range, Str Min 13. Shots 1, Wt 0.2 V-B Grenade 2 1/2d6K, Exp, Wt 0.8, (delayed effect 8 segments) French Infantry Organization As a gross simplification, here is an example of French infantry unit organization up to the company level at the outset of WWII. I think it has been covered in some detail above, but here is a recap for those that might actually be interested in trying to run a game that involves French forces in combat. The base infantry unit was a squad consisting of the leader and 11 men in two elements. The first group was the demi-groupe de voltigeur (shock group) and the other was the demi-groupe de fusiliers (fire group). The voltigeurs consisted of 4 men armed with rifles and a grenadier armed with a rifle and rifle grenades. The fusiliers were generally led by a caporal (corporal) armed with a rifle, a LMG gunner (usually FM Mod 24/29), the LMG assistant gunner/loader with a pistol and extra ammo for the LMG, and three ammo carriers armed with rifles and extra ammo (both 8mm & 7.5mm) for the unit. Platoons were made up of a command squad (Officer, NCO, signal operator, & observer/runner) and three infantry squads. Some also included a special grenade launcher squad - but equipment and training shortages made this uncommon. Companies generally consisted of a command platoon, three infantry platoons, and a mortar squad (usually 60mm Brandt Mle 1935) Additional notes This list includes common weapons in use by the French at the start of WWII, but the French had a distressing habit of employing many weapons that were non-standard. Free French forces fighting in Africa or during the invasion of Europe following D Day may be found using these weapons or equipment gained from the British or US. Partisans operating in France during the German/Vichy occupation could be found using any weapon they could aquire. And again, these are just my interpretations of how these weapons would be written up in the 4th Ed Hero rules. Feel free to alter/bend/fold/mutilate/etc - however you would care to suit them to your games.
  20. Ok, it isn't like I am just saying - 'Hey, you don't want to play my way, you only get half the points.' This is just in respect to 'new players' that are just starting and in all likelihood have never read through the rules. More of what is above - especially with new players. They don't know what cost there are, how they can spend them, etc. If they don't already have a contact or favor on their sheet (that I probably wrote for their first adventures) - they probably have no idea it even exists. So I take what the player says they think the character learned/accomplished - and try to translate it into how that would actually come out in the game on the sheet. This gets to be a really big deal when a player is (like my youngest daughter in our current game) 11 y/o and it will be years before she gets down the rules. If she wants her heroine (Alley Cat) to be able to do something - she will come to me and discuss it. I will draw up the options and list them out as she gains XP - and she can pick what she feels is closest to what she is hoping for. Of course, there are often times when the response is - 'that is going to take a loooongggg time and a lot of points. Is that what you are really wanting to work for... When the players get more experienced - I usually stop giving out the 'option' paper as they don't need it and the 'picks' (other than the straight point option) is usually one or two XP more than what they would normally get from the adventure - to try and get them to appreciate character development over min/max development. Because (in my experience) most new players that have little understanding of the system and only have experience in games that reward becoming the most effective death machine ever - tend to try and figure out what makes that happen and spend every last point in that respect, never bothering to worry about the rest of the options and rules.
  21. I will see what I can do. We have a healthy number of weapons written up, but they are based on my damage and personal perception of how well they shoot in many cases (ok, my parents owned a gun club and I grew up shooting/still shoot competitively - so I am a 'gun nut'...) The most subjective thing is going to be the OCV/RMod that you tack on them. And in reality, weapons are very individual even when you have the exact same model. I have shot 98k Mausers that will hold an inch at 100 yds all day long with the right loads. And I have shot some that have a problem keeping a bullet in a pie tin at 50 yds.
  22. Which due to the unusual amount of downtime tonight, I can pull up and put a part of it here... 90 ft-lb (.22 Short, .22 LR handgun, .25 ACP) 1/2d6K 120 ft-lb (.22LR, .32ACP) 1d6-1K 180 ft-lb (.38 Spl, .380ACP, 9mm Mak, 8mm Nambu) 1d6K 375 ft-lb (9mm Para, .40 S&W, .45 ACP, .45 LC) 1d6+1K 750 ft-lb (.22 Hornet, .357 Mag, .30 Carbine, .41 Mag) 1 1/2d6K* 1200 ft-lb (.223/5.56, .44Mag, ) 2d6-1K** 1500 ft-lb (.454 Cas, .50 AE, .243Win, .30-30 Win, .308 Win, .45-70) 2d6K*** 3000 ft-lb (.30-06, 8mm Mauser ) 2d6+1K 6000 ft-lb (.460 W Mag, .600 Nitro) 2 1/2d6K 12000 ft-lb (.50 BMG, 12.7x108) 3d6K 25000 ft-lb (14.5x114) 3d6+1K 50000 ft-lb (20x110) 3 1/2d6K * .410 shotgun ** 20 ga shotgun *** 12 ga shotgun Standard for birdshot damage. Buckshot get +2DC vs RR. Slugs get +2DC vs RR and no RP. Which means that most shotshells with buckshot have the same damage at range as the standard rules, without making them (essentially) close range elephant guns. The ft-lb marks are general amounts. A round very close may get bumped up, but the amounts are for the most part the minimum to get that level of damage. Each DC represents a doubling of the amount of energy in the round (approx). Ok, sorry for the multiple edits. Also, some handgun rounds - when used in a rifle - will get moved down the chart one DC. Like .357 Mag &.44 Mag rifles. For them, longer barrels help. But rounds like the 9mm, not so much.
  23. I like my job in the NICU. The babies never file complaints. Or send in nasty surveys. The fact that I spend less than a quarter of the time taking care of patients that I did a few decades ago, so that I can spend time documenting for the commisions and agencies that I DID take care of my patients...
  24. That is why I work nights. I get to go home and sleep when the kids are at school and the wife is off to work. Quiet...
  25. I'm just curious about the opening post. Why would 8mm Mauser get 2 1/2d6 (German MG's) and .30-06 (US BAR) get 2d6+1 ? They are almost equal in nearly every measurable quality, with the .30-06 actually generating more energy. Granted, I drew up my own firearm charts long ago as I wasn't satisfied with what came with my game books.
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