November 2012
Monthly Archive
30 November, 2012
Battlestar Galactica: Blood and Chrome Episode 7 &8
Posted by blackcampbell under Science Fiction | Tags: battlestar galactica blood and chrome |Leave a Comment
29 November, 2012
New Guns for JB:007 — Tactical Shotguns
Posted by blackcampbell under Roleplaying Games | Tags: james bond role playing game |[6] Comments
Here’s a trio four “tactical” shotguns (which is a fancy way of saying they look nasty, rather than pretty implements with wood trimming) for the James Bond: 007 RPG. These are all relatively new, and I haven’t had a chance to shoot any of these but the Saiga, so the data may be a bit off. We’ll start with the oldest, most tested of the bunch:
IZMASH/SAIGA IZ-107 12 gauge
The Saiga is a 12 gauge version of the Kalashnikov semi-automatic rifle. It usually comes with a 5-round magazine (see below), but can be had with a 10-round stick magazine and there are drum magazines, as well (or questionable reliability.) Fit and finish is a bit rough, but they function with AK fortitude.
;
PM: 0 S/R: 2 AMMO: 5/10 DC: H CLOS: 0-10 LONG: 20-50 CON: n/a JAM: 99 DRAW: -3 RL: 2 COST: $800
;
KEL-TEC KSG-12
Kel-Tec is a relatively small player in the US firearms market, but they do low-cost, slightly natty-looking, but very, very high quality firearms. The KSG is their attempt to do a combat shotgun and address the perennial issue of small magazine capacity. The shotgun has two tubular magazines, side by side, with a seven round capacity each. The gun is pump action and after seven shots, the user must flip a switch inside the loading/ejection port directly next to the ends of the two magazine tubes. (Thanks, KF!)
;
PM: 0 S/R: 2 AMMO: 14 DC: H CLOS: 0-8 LONG: 20-40 CON: n/a JAM: 98+ DRAW: -2 RL: 10 COST: $1100-1500
GM INFORMATION: The KSG requires a Fire Combat test at EF5 to swap the barrels after seven rounds are fired.
;
UTAS UTS-15 12 gauge
Similar to the KSG, but much more large and imposing looking, the UTS-15 is made in Turkey and has a decent reputation for usability and reliability. Like the KSG, there are two seven round tube magazines, but the UTS automatically flips between the magazines after each pump action, keeping the weight even and removing the issue of user error.
;
PM: 0 S/R: 2 AMMO: 14 DC: H CLOS: 0-10 LONG: 20-50 CON: n/a JAM: 98+ DRAW: -3 RL: 10 COST: $1700
;
SRMArms SRM1216
The other semi-auto in the list, the SRM1216 is a new design that uses a quirky four-tube magazine that is rotated after every four shots by the operator. The four tube magazine can then be swapped quickly(ish) for a new magazine; this last action can be a bit difficult in stress conditions.
PM: 0 S/R: 3 AMMO: 12 DC: H CLOS: 0-8 LONG 20-45 CON: n/a JAM: 98+* DRAW: -2 RL: 2 COST: $2500
GM Information: After every for rounds, the magazine must be rotated to continue firing. This requires a Fire Combat EF7 test and the first round on the new tube is 96+ to reflect the operator not properly seating the magazine for use.
;
28 November, 2012
Battestar Galactica RPG: After Action Report
Posted by blackcampbell under Roleplaying Games | Tags: battlestar galactica rpg |Leave a Comment
Our Battlestar Galactica campaign returned last night after a week’s hiatus, and launched straight into a fast-paced push episode. Our Colonial Security Service (our analogue for the FBI) discovered a link that they had disregarded for more time-sensitive ones — that the thirteen suspected Cylon agents they had picked up had all attended a science-fiction convention on Leonis. Researching the event, he found out it had the venue moved from he usual 2 star hotel convention hall to a swanky high-end spa on the outskirts of Luminiere, the capital of Leonis.
This is immediately suspicious, as the spa is one of those 300 qubit/night places…hardly the place that they would move a convention. The spa is isolated, high-end, and has all manner of the therapeutic treatments for stress and injury. The place, to him, “feels” important, and the photo of the owner is familiar to him, but he can’t place where. It’s a weekend, and the leadership of Operation RIPTIDE is not in for the day. Realizing the link is very tenuous, but he has this gut feeling is very important, he convinces Commander Pindarus (another PC) to get them a loaner raptor from his soon-to-be new command Galactica. (There’ a fleet tradition that if you’ve been assigned, but haven’t officially taken command, the current CO will loan you non-mission essential gear.)
The characters grab a few of the Colonial Marines that are attached to RIPTIDE but haven’t left for their weekend travels yet, snag a raptor, and jump to Leonis to check out the lead. They arrive at night and we get a view of Luminiere, the “City of Lights”. The “Old City” is very Parisian, with old, elegant buildings, a river with bridges, everything lit with old style streetlamps. The rest of the city is a riot of neon, holo-ads, reactive streets that illuminate with traffic info to supplement the heads-up on your car. It’s like Shanghai, but without restraint.
The spa is in a forest preserve outside of town, and the officer characters, Pindarus and the Riptide lawyer CPT Querro, go in with the CSS agent, Chaplain, as patrons (expensing the trip.) Their four marines, one of which is SGT Cadmus (another PC). they set up in the trees on a bluff overlookng the facility ad have a few run-ins with the guests, pretending to be other patrons of the spa. While they’re out in the rain, with the mists from the hot springs and cool rain (very atmosperic), the officers tour and enjoy the facility while Chaplain hacks the mainframe and finds a wealth of information on the Cylon operations — the kind of technology they’re using, the people they’ve used it on, and he manages to snag much of it and dumps it to a cloud drive on the LeoNet, with a timed forward to his CSS email account. He goes to find the officers and when he opens the door, there is a moment where he faces off against the wife/surgeon side of the couple that run the place.
Pindarus and Querro question the male half, a physical therapist who looks a lot like Rick Worthy. They find him pleasant and seemingly authentic, and they get him to give them a tour of the new medical facility where guests will be able to get cosmetic surgery. There they link up with Chaplain, in some sort of daze while the firmware that the Cylons put in him ten years ago during his car accident (and the inspiration for his fantasies of being abducted by aliens) — he’s been the information link that has been allowing the Cylons to stay ahead of Riptide. He has actively worked for them; they just monitor his senses and short-term memory and collected data through him — a human camera or bug.
The place is part high-end, minimalist aesthetic surgery, as advertised, but the wealth of creepy biomechanical tentacles equipped with surgical instrumetns and clusters of senors added a good creepy quality. They also see the other surgeon here…a twin or something of the owner! They quickly realize the danger they are in and the fight ensues in which we get a taste of the speed and strength of the Cylons. Even these non-combat models do a pretty good job on the characters and I had an initial worry of a total party kill. Pindarus gets pretty badly banged up, Chaplin a busted nose, and Querro — the man that almost never gets range time as a legal officer — saves the day by using a dropped pistol during the fray to drop one of the Cylons. (Chaplain got the woman.) the other surgeon escapes.
Outside, the marines get aggressed by a copy of the woman and a pair of highly-professional, but oddly robotic moving men. She drops two of the marines using a crossbow, the men have suppressed P90s that do a good job on another, leaving Cadmus alone to fight them. He takes a bolt in the ass, manages to wrestle away the P90 but it jammed (botch roll), and he wound up using the body of one of the men to catch rounds, then rolled with him down the hill they were on and off a 20′ cliff into one of the hot springs below. The woman follwed, leaping into the pool, and he stops her with a well-places underwater shot to the head (deafening himself in the process.)
The PCs link up outside the medical facility and run for their car in the parking lot. Minutes later, the medical facility (not the whole spa) blows itself all over the place in a mighty explosion. The characters inform the local CSS branch and local cops and beat a retreat to CSS HQ, where Chaplain is adamant about being debriefed immediately, the others go for medical attention.
End of play for the night. There’s a few obvious issues for the characters: What was going on with Chaplain? Pindarus is paranoid enough that this will definitely play out next session. Is the information he uploaded safe? What about the people they saw — two pairs of twins? What are the chances of that? Can the Cylons clone people? Or were they machines with flesh covering? How will the brass — already peeved over other high profile mistakes in the last few sessions — going to handle a major explosion with at least a half dozen civilians injured and off-duty three marines dead? (Not to mention to officers injured…)
27 November, 2012
New Car for JB:007 — Buick Regal Grand National
Posted by blackcampbell under Roleplaying Games | Tags: james bond role playing game |Leave a Comment
I wrote this up because it featured prominently in Life, a show I rather liked…
1987 Buick Regal Grand National GNX
The Buick Grand National was one of the last rear wheel drive muscle cars the company put out. Even while they came electronically limited to 120mph, the GNX was one of the fastest American cars of the late 1980s. The turbocharged 231 cu.in. v6 motor was produced by MacLaren and would generate 276 hp and 360 ft. lbs. of torque. Only 547 were made.
PM: +1 RED: 4 CRUS: 70 MAX: 120 (165) RNG: 250 FCE: 2 STR: 6 COST: $11,000 (new)
GM Information: +1EF to Pursue/Flee. With the rev limiter disabled, the motor will push the vehicle to 168mph.
25 November, 2012
New Ship for Battlestar Galactica RPG
Posted by blackcampbell under Roleplaying Games | Tags: battlestar galactica rpg |Leave a Comment
I’ve been watching Blood & Chrome, and on the whole I’ve enjoyed it. I have a few quibbles about seeing some of the ships from the Exodus period — Valkyrie and the Berzerk, for instance; I would have assumed these newer vessels from the big deal they made about Galactica‘s age in the miniseries and the assumption that there would have been some advance in ship design from the war to the Cylon attacks. Okay, fanboy moment over!
ORION CLASS BATTLESTAR (Heavy Cruiser)
[Sizes very very approximate based off of a screen cap or two…] Class: Orion Type: Heavy Cruiser Scale: Spacecraft Length: 1250′ Beam: 300′ Draught: 290′ Decks: 9 Crew: 150+pilots
ATTRIBUTES: Agility: d6 Strength: d10 Vitality: d6 Alertness: d8 Intelligence: d6 Willpower: d8
Secondary Attributes: Life Points: 18 Initiative: d6+d8 Armor: 3W, 2S Speed: 6 [SL/JC]
SKILLS: Heavy Weaponry: d4, Mechanical Engineering: d4, Perception: d6, Pilot: d4
TRAITS: DRADIS Absorbant Hull d4 [adds to difficulty to spot]
ARMAMENT: Medium Point Defense System [d10W Planetcraft scale, Skirmish Range], 12 Medium Spacecraft Scale Railgun Batteries [d10W, Capital Range], 8 Missile Tubes [d10W Medium Spacecraft scale, Short DRADIS Range], 4 Nuclear Missile Tubes [d12+d6W Spacecraft scale, Short DRADIs Range]
AUXILIARY CRAFT: 10 Vipers, 6 Raptors, 2 Shuttles
This is a best-guess Osiris from the Blood & Chrome webseries.
24 November, 2012
Errata for Battlestar Galactica RPG Added
Posted by blackcampbell under Roleplaying Games | Tags: battlestar galactica rpg |Leave a Comment
Thanks to reader Geoffrey Loggins who supplied us with a compilation of the errata for Battlestar Galactica. It can be accessed through the BSG Resources page, or directly at this link.
24 November, 2012
Battlestar Galactica: Blood and Chrome Episodes 5 & 6
Posted by blackcampbell under Science Fiction, Television | Tags: battlestar galactica |1 Comment
22 November, 2012
Hollow Earth Expedition: Adventure Seed
Posted by blackcampbell under Roleplaying Games | Tags: hollow earth expedition rpg |Leave a Comment
I recently ran a “teaser” session of Hollow Earth Expedition, since one of the major character’s player was away on a cruise this week and we could finish the Battlestar Galactica game we’re running. The adventure was set in 1933, about three to four years before the main campaign will be taking place. The adventure was called Tequileros.
Background stuff: At some point, to give people an idea of what’s going on in the world, I dropped a bunch of newspaper headlines… Germany has withdrawn from the League of Nations and World Disarmament Conference after allies refused their request to increase their defenses in violation of the Treaty of Versailles. The United Boeing 247 that was destroyed over Chesterton, Indiana appears to have been due to a bomb. “Machine Gun” George Kelly and his wife Kate have been convicted of the federal crime, under the LIndbergh Law, for kidnapping oilman Charles F Urschel and Kelly is to be one of the first inmates of the new prison the feds just took over from the army — Alcatraz. Congress is considering the effort to amend the Constitution to end Prohibition. Willy Post has done the first solo circumnavigation of the Earth by plane in just under eight days.
The characters are in San Diego County, California for whatever reason. They will at some point be at a restaurant or public space where they will be asked by Treasury Agent Dennis Dunn and San Diego County Sheriff Matt Mitchell to form a posse. They have word that one of the big bootleggers in the city is about to receive a massive shipment of tequila from Tijuana. The tequileros are trying to avoid interception by moving the booze over the border out in the desert to the east of town.
They will need to track down the most likely avenue of approach, either through talking to the Mexican zoot suiters (it a bit early for them, but it’s too good a flavor to not use) or by combing the desert using tracking skills. Eventually, they’ll find Lucas Saavedra, the local bootlegger, out in the middle of the desert with a big bag full of cash and four mooks that are there to take possession of the trucks the Mexicans are bringing over. Two Ford BBs or a similar 1.5-2 ton pickup will come over the line in a dry wash with a driver and a “shotgunner” — probably armed with a pistol and shotgun — and 4-6 of mounted and armed guards for protection. Saavedra and his mooks will be similarly armed, but if you need to bump up the difficulty, give someone a BAR or a Tommy Gun. (It’s pre-1935 gun regulations.)
21 November, 2012
Setting the Scene: Historical Games
Posted by blackcampbell under Roleplaying Games | Tags: gamemaster tips |[2] Comments
I like running historically-based games — 1930s pulp, Victorian speculative fiction (I’m not calling it steampunk!) — and one of the challenges is setting the scene realistically enough for the players to feel they are in another time and place. One way to do this outside of describing the immediate setting — the small number of cars, the trollies, the advertising of 1930s New York City, for example. Another way that I’ve found is useful is to include newspaper headlines.
Both of the periods mentioned above had healthy news industries, with kids hawking papers on the street corner. Extra! Extra! Read all about it! Germans pull out of the League of Nations! For periods where there are papers, or radio, or television, you can have news in the background to give your game world a more full flavor…you could even use it for foreshadowing on later adventures in your campaign. Maybe you mention the breakdown of diplomatic relations between Japan and China in the early part of 1937 a few sessions before you send the characters to Shanghai on the eve of the Japanese offensive on the city.
21 November, 2012
Battlestar Galactica RPG: Travel/Comms Times
Posted by blackcampbell under Roleplaying Games | Tags: battlestar galactica rpg |[7] Comments
(For this piece, I’m using the Quantum Mechanix Map of the Twelve Colonies — which we use for our Battlestar Galactica RPG campaign.)
First off, I had to get a general idea of how fast BSG ships move — using the speculations over on Battlestarwiki.org, I worked out that the sublight Speed Rating in BSG is rough half the percentage of C; in other words, Colonial One with its Speed 6 is capable of up to .12C. (Yes, that means raiders are capable of .18C — really bloody fast…but it’s sci-fi. Roll with it.)
Now that we know how fast the ships can go, we need to know the distances involved in traveling around the Colonies. The map specifies an SU as the distance from Caprica/Gemenon’s barycenter to the sun — about the same as an astronomical unit (handy!) or eight light minutes. We now have distance pegged from light speed. We can get fancy and measure the orbits on the map, but I’m not quite that OCD — each of the four systems seem to have their outer planets orbiting at roughly 5-6SU. In each of the four systems, that means that the Colony worlds are never more than roughly 2.5SU away from each other. You can assume that a trip from, say, Picon to Tauron at their furtherest from each other, take a liner like Colonial One would take about 2.2 hours, but a trip out to Persephone would be about 6SU, which would take a ship like Galactica about five hours at flank speed.
For communications time, figure the rough distance between the worlds in SU, times by eight, and double it for a return message. So if Picon and Caprica are at periapsis (closest distance) the time to cross .2SU is 1.6 minutes. If Caprica and Tauron are 1.5SU apart, receiving the latest Caprica Tonight broadcast would have a lag of 12 minutes.
What about between the stars? Helios Α and Β, and Helios Γ and Δ are both locked in barycentric orbits with each other, with a distance of 60 and 70SU respectively, and both pairs of stars are locked together at about .16LY. A message sent between Colonies in Helios A and B would take between 7.3 hours (for periapsis) and 9.3 hours (at apoapsis.) This means Galactica at full burn would take between 73 and 93 hours to cross the distance from Tauron to Virgon, depending on their position. You would have comparable times between Helios Γ and Δ.
For example: Using this map and speed rating, the old girl was, in the miniseries, hell and gone from anywhere when the attack began. It was roughly 30 minutes to get a message to Caprica, so she was 3.75SU away…out near the Erebos asteroid belt. We could assume she was on her way home from Scorpia Yards, but since they specified the ship hadn’t done an FTL jump in decades, she did it sublight. The distance between the two pairs of stars is .16LY. Even at full speed, Galactica would take almost two years to transit from Scorpia to Caprica.
That means that travel between the four stars is perfectly doable at sublight speeds and would explain why there were a wealth of non-FTL ships plying Colonial space. One thing it does suggest is that to cut down on communications latency, the Colonies use some kind of courier service(s) to move data between the two pairs of stars. I envision a kind of packet boat that jumps from, say, Caprica to Libran, does a data dump of bank records, government documents, express mail, etc. and that from a central hub the data is broadcast out to the destination worlds. Government, military, and financial data is probably shipped daily, but personal stuff might go weekly.





