Roleplaying Games


No time tonight for the descriptive niceties…and you’ve got internet access, don’t you? (chuckle…)  So without further ado:  the Audi R8 V10:

PM: +2   RED: 2   CRUS: 80   MAX: 197   RNG: 200   FCE: 2   STR: 7   COST: $200,000

Sometimes, we overlook the small things…  Recently, I came into possession of a Surefire E2D Defender Executive flashlight.  It’s a tactical flashlight with a 60+ lumen light (more if I put an LED lamp in it) and a combat bezel around the light and the activation button on the butt.  Adapters can let you hang it under your handgun (if you have a rail system like most polymer and Kimber combat handguns have, or on your rifle (same.)

The flashlight can be used as a self-defense weapon, striking with the striking bezel.  This adds a +1DC in the James Bond: 007 game (or gives a d2B in Cortex.)

Additionally, the intense light of the E2D can be used to momentarily stun an attack by flashing it in their eyes.  This requires the target to be at ranges of less than 10 feet, and a Fire Combat test with a base EF5.  A quality result of 4 (average), means the target is semi-blinded for the combat round, with a -1EF to his/her actions; a QR3 gives a -2EF to actions, a QR2 means they are -2EF this round and -1EF next round, and a QR 1 that they are incapable of action in the current round and at a -2EF for the next combat round.  (Yes, it really is that bloody bright when shone in your eyes in darkness or low-light conditions.)

Cortex rules for using the light as a blinding weapon:  The character makes an AGL+ Athletics or Guns test.  Success adds the number of points the roll was made by to the target’s actions for the combat round.  Extraordinary success means the target has half that modifier against them the following round.

’cause sometime you just need something scorchingly fast…

2010 SUZUKI HYABUSA

This motorcycle was designed to be the fastest production bike of its time.  While it is computer governed to 186mph as a top speed, a bit of tinkering allows the machine to top the 200mph mark.  Powered by a 1300cc inline four cylinder motor that produces 197hp and 102 ft-lbs of torque that shoots the 550lb vehicle from stop to 60 in under 3 seconds.  Teh bike is comfortable for long hauls, as well as hooning about.

PM: +2   RED: 3   CRUS: 80   MAX: 186 (220)   RNG:  180   FCE: 0   STR: 1   COST: $12,000

GM Information:  +2EF Pursue/Flee, -1EF to double back maneuvers.

I got one of the early Eclipse Phase RPG books from Catalyst when a friend of mine snagged one at last year’s GenCon.  I like much of the setting, although I think they throw a little too much at the wall with the aliens and Pandora Gates (think Stargates and your mostly there.)  The one thing that I didn’t like:  the system, especially the hugely clumsy character generation system.

Also, I found EP mechanics didn’t mesh well with the “you are your mind” theme of transhumanism.  You build a character in toto, and while you have the opportunity to reskin with another physical body, it never seemed to capture the idea of the physical body as a tool.  So I thought about porting it over into Cortex.

Some initial thoughts:  when building a character, the starting level of novice, veteran, or elite gives you points to build the “original” you, the one starting the game.  Once built, you can assume that the skills and the psychological traits and complications will stay the same unless the GM has some reason to tweak them, but the attributes might be something that can be toyed with as the character changes skins.

One way to handle changes in the characters “morph”, or physical body might be to allow them to rearrange their attributes when they change bodies.  Maybe the character needs a combat shell, but the only thing available is an older mining mecha turned combat walker.  It’s got the physical stats you need, but the processor is sub-par, lowering (for the time you’re in it) your alertness and intelligence.

If the character needs to buy/rent something upscale, they can either use whatever monetary /trade system your setting has, or they can throw plot points into it “buying” the higher traits for the length of their time in the body.  (Say, they are normally a d6s across the board physically, but they need a high end acrobatic humanoid body for some mission — they want an AGL d10, and VIT of d8…they throw 6 plot points to get the body rented for the time being.)

One idea for the mental attributes might be that while an new skin might have higher attributes, the character is unused to having the processing power or sensor acuity and they need time to ramp up to use it (if they don’t feel like throwing plot points at it.)  Allow them to test their attribute over time to see if they can learn to use the excess brainpower.

The toughest part of the EP and other transhuman settings is the disembodied — the sentient program, “ghost”, or whatever you call it.  Building a super-intellect AI at character creation is a bit harder.  You could 1) For balance the 48 points you have for a veteran character, for instance, could be cut in half to 24 (averaging a d8 for those mental attributes.)  The other 24 points could go into traits — maybe buying backups  or other benefits you would expect an AI to have.  2) You could allow them to buy their mental attributes a level lower (novice at 42 points) and allow the excess 6 pts to go to traits or skills (I like this, personally.)  The get a super intellect that can be stepped down when put into a body, as above.

Another option I’ve toyed with:  temporarily trading skills and (mental) traits for new ones.  You are a high-end cybershell with a top notch brain, but you need to copy yourself for an operation to a radiation-hardened vacuum-environment mecha on Europa.  To save bandwidth and memory costs on the transfer (or to the point, get the boffo physical stats you need), you trade a few of your skills and traits for the physical attributes and traits you need.  Essentially, you sent a stripped down version of your persona to the new body, since it’s to be temporary.

This is, admittedly, just a quick bit of spitballin’ to work out how you could work with the ideas from EP for changing character forms and mind-states, but it might be enough for some clever person out there to create rules for a transhuman setting.

BASIC INVENTION RULES, Part 2 (Creating New Stuff):

Sometimes, your character just wants to build new stuff.  Maybe their battlestar needs new fighters you have to build from scratch.  Maybe you have to build a giant robot for nefarious purposes.  Maybe your character wants to invent the aether flyer…

Here’s some ideas on how to do that.

1) There are two stages to invention: design and construction.  Design is a simple test – a one-off roll against Mechanical Engineering/Create New Device, with the difficulty giving the base time.  An Easy test (building a a spring-loaded arm holster) would be a matter of minutes.  An Average (redesigning a motor or an existing piece of technology) might take a few hours.  A Hard task (redesigning an existing piece of tech to be better [50% more range, accuracy, a +1 step to a single attribute] ) would take a day or more.  Formidable tests (designing a new device with similarities to existing ones – like a simple wind-up mechanical man based on clockwork) would take days to a week.  Heroic tests (like designing a new vehicle type) would take a month.  Incredible tests (designing a new piece of technology requiring a new understanding of chemistry, physics, etc.) would take a base time of 6 months or more…

In the case of building something requiring a new kind of understanding of science itself – say the creation of an aether flyer in Victorian times or warp drive in a near future game, I would suggest a Complex test for the design phase – requiring a Science Expertise (Specialty) of Formidable or more, followed by the Create New Device test.

2) Construction: with the design phase is done and now it’s time to build your machine.  An extraordinary success in the design phase will give you a +2 die step to your skill tests at this stage of the game.  A failure of design does not mean a failure of the machine, but rather gives a -2 die step to the skill when building the device.  A botch in design means the thing won’t work; you have to go back to the drawing board…

First you need to know, is it a simple device or a complex one with multiple systems/elements?  The spring-loaded holster requires a leather greave with a sliding metal arm(s) and a spring assembly with some trigger mechanism – a trigger around the thumb or a catch sensitive to the movement of the arm.  Each piece, however, is relatively simple…a single Mechanical Engineering/Create Device test should be sufficient.

For more complex gadgets like weapons, an extended test might be required.  The difficulty should be based on whether the device is a knock-off of something already around (say a new revolver in the Victorian era), a new design (a semi-automatic in the Victorian era or a gauss weapon in modern times), something truly radical (a ray gun in the 1930s.)

A knock-off should be an Easy extended task, a new design that is not terribly radical an Average, a innovative design Hard, a completely new gadget Formidable with similar time schemes to the design phase, but with each test taking that amount of time.

Sample tests:

Fabricating a new firearm: Craft (Metalworking) Average x2, Mechanical Engineering/Create New Device x2, possibly Guns/Gunsmithing.

Creating a new weapons (ray gun): Craft (Metalworking), Technical Engineering (Electronics), Mechanical Engineering/Create New Device.

Creating a smoke bomb marble: Science Expert/Chemistry, Craft/Glass Blowing, Mechanical Engineering/Create New Device

Creating a starlight vision system: Craft/Optics x2, Mechanical Engineering/Create New Device, possibly Technical Engineering/Electronics.

Building a pre-fab house: Craft/Carpentry x2, Mechanical Engineering/Construction x1, Mechanical Engineering/Plumbing x1.

For vehicles, there are some rules in Serenity that can be modified for use.  Figure out what the Attributes of the vehicle are (you can look at examples of vehicles in the core Cortex book), their skills, traits and flaws, etc.  Add the dice for the attributes, skills, speed (where applicable) and traits together to get the basic complexity of the device.  Failures in the design phase here get added (add the number of points the target for design was missed by.  I like the idea of turning this into flaws.)

2-12: Very Low Complexity.  Costs are x0.4 a similar device/vehicle.  Test difficulty – Easy.
13-20: Low Complexity.  Cost is x0.6 a similar device/vehicle.  Test Difficulty – Average
21-26: Average Complexity.  Test Difficulty – Hard
27-42: High Complexity.  Cost: 1.6 a similar device/vehicle.  Test Difficult – Formidable
43-48: Very High Complexity.  Cost: x2.4 a similar device/vehicle.  Test Difficulty – Heroic.
49+: Extreme Complexity.  Cost: x4 a similar device/vehicle.  Test Difficulty – Incredible or more.

Example: Dex – a mechanic in 1936 –  wants to build a jet pack for his Jackie, an axiatrix he works for.  The design phase sees him learning rocketry (a new science) – Hard Science/Physical.  He rolls his d12 Intellect and d6 Science and gets a 12 (success!) He designs the pack’s attributes: AGL d2 STR d4   VIT d2   ALE d0   INT d0 WIL d4.  Speed 3.  There are no skills, but he has given it a Flaw of Complex Needs d2 for the special fuel it uses.  Total: 17 – low complexity.  Normally, this would be a Hard d12 INT and d10 Mechanical Engineering/Create New Devices test, but it’s a brand new technology, so the GM raises the design difficulty to Formidable.  Dex rolls and scores a 22!  Extraordinary success!

Now he has to get to the construction phase.  This is an extended test.  With the extra success, he gets a +2 skill step to the tests.  The design phase is past and the complexity gives a difficulty of HARD.  Dex needs to get a total of 55 in his tests.  Each test takes a day.  He rolls his Craft of d10 (that’s with the +2 skill step) and Agility of d6 and fails with a 4, but the next test is a success of 11.  The formation of the metal casings took two days and he has a total of 11 (the failure didn’t count toward the total points.)  Mechanical Engineering/Plumbing to run the pipes for fuel, the storage tanks, etc. and Dex rolls his INT d12 and Mech Engineering d6 (now a d10 with the success step) and gets a 13.  Success and the total is now 24.  Mechanical Engineering/Create New Devices (he has a temporary d12+d2 from his design success) tests sees an 11, 7, and 18.  It’s been 7 days since he laid pencil to paper and he’s at 52 points.  The GM decirdes to have him test an INT+Craft/ Leatherworking (d12+d10) to create special trousers to ablate heat and flame from the pack.  Dex rolls an 22.  He’s done at 8 days and the GM decides the work on the flight outfit is flame proof, and that a quickly cobbled together helmet and jacket gives Jackie a 2W armor for combat or in the event of a crash.

A conversation on the Cortex boards got me thinking about a rules set missing from the Cortex books: Invention.  This can be especially handy in a Pulp or Victorian sci-fi setting where superscience is the norm, but also can be reflected in settings like Battlestar Galactica – where the crew built a new fighter from scratch.

So here’s my first pass at a set of Invention rules.  They are necessarily fast and loose, but should work to provide some kind of framework for the Cortex GM…

BASIC INVENTION RULES, Part 1 (Modifying Stuff):

First, figure out what the character is trying to do.  Is it a simple modification?  One that would be a simple test, like adding night sights to a firearm that allows for it (like Glock and most other new firearms) – that should be a straightforward Mechanical Engineer (Customize) test as Easy with a base time of 30 minutes.  Or does it require real work?  If the gunsmith had to work with an old Colt 1911 with fixed sights, they have to shave the old sights, drill and tap the slide for the new sights…that’s work.  And an extended test of Average and 6 hours base time per test.

Second, what skill(s) are needed?  Mechanical Engineering (Customize) works well for most gear situations, but for complex tests, there might be others needed.  The example above with the 1911 would require a Craft (Metalworking) test to modify the slide, followed by a final Mechanical Engineering (Customize) to set the sights properly.

Here are some examples of modifications and the skills that might be needed:

Increase Speed of a Vehicle: Mechanical Engineering (Customize) to change exhaust on a motorcycle or drop in a supercharger or turbocharger on a car, another test or maybe a Tech Engineering (Programming) to remap the fuel injection and other sensors issues.

Increase the accuracy or range of a gun: 50% increase in range or a +1 die step to skill check requires a Mechanical Engineering (Customize) or Guns (Gunsmithing) EASY to add a scope or lasersight.  To swap out a barrel or do action modifications for reliability or accuracy would be a AVERAGE test.

Alter rifle from semi to full-auto: Average Mechanical Engineering (Customize) or an Average Craft (Metalworking) to modify the sear, and an Easy Mech. Engineering (Customize to install.)

Increase magazine capacity on a gun: Craft (Metalworking) Average to build a new magazine design.

Increase range of vehicle: 50% increase is an Average Mechanical Engineering (Customize) that might involve a Tech Engineering (Programming) for the fuel map.

Adding weaponry to a vehicle: Just bolting a mount for a gun to the roof of your Toyota truck (a la the Somali “technicals”) is an Easy Mechanical Engineering (Customize).  Hiding 1.5″ free flight missiles in under the fog lamps of your 1986 Aston Martin V8 is another matter – there’s the mount for the missiles, the aiming systems (if any), and the electrics for the launchers, as well as blast protection for the motor.  That’s an extended test with a Hard Mech. Eng./Customize to design it, another to make the mechanical modifications, a third or Tech Engineering/Customize to set up the computer for target control and the windscreen HUD and radio knobs for aiming…

Third, how difficult is the modification?  If it’s something that just swaps out, bolts on, or otherwise is plug and play – EASY.  If minimal modifications need to be made, AVERAGE.  If it requires a redesign or fashioning of parts, HARD+.  If it requires design and manufacture of parts, as well as modifications to the original parts, FORMIDABLE+

Fourth, how long will it take?  Base times for simple tasks should never be more than 6 hours.  For extended tasks, the base time for an Easy task should be minutes; Average an hour to 4 hours; Hard 6 hours to a day; Formidable should be a day to a week; Heroic should be a week; Impossible and higher a month base time.  (For example: Designing and building the 1969 Ferrari Daytona – from paper to release was a matter of less than three months…)

It the inventor has a staff – the stereotypical single strange assistant (Igor), for instance –  they should receive a +1 die step to their skill.  For multiple assistants, add +2 skill step to the skill.

Ever since I started running the Serenity RPG, I’ve been using the following rule for actions in action turn/combat round/whatever you want to call it.

Each extra action above the first comes with a -1 die step to the attribute. Say you have a d8 Agility. If you changed a magazine on a gun, then want pop off a shot in that turn, you can.  But the shot is a d6+skill.  Say you double tapped, the second shot?  d4+skill.  While doing that you were snagging your rucksack and wanted to get up.  Roll either an Agility or Strength and Athletics (if you had a Strength of d8, you would roll a d4+Athletics, as opposed to a d2+Athletics for an Agility.)

The limitation:  once one of your attributes is at d0 — you can do nothing, including take any kind of passive defense or passive perception tests (you tunnel vision on your tasks.)  We find it works out to roughly 3-5 actions a person could take in 6 seconds, each increasingly harder.  I’ve found that most players will leave themselves a d2 or d4 for wiggle room, should they need to defend against attack or notice something important.

I was reading through an article on Jerry Miculek today — he’s a shooter for Smith & Wesson in the USPDA competition.  The guy is a freak of nature, capable of accurately putting 5 rounds downrange in .45 of a second!  That got me thinking about my own effective rate of fire with a handgun, rifle, etc…even with my 10mm, I can drop with some accuracy rounds at a rate of 1.5/second.  Twice that with a 9mm or the 5.7mm.

The rate of fire in the James Bond: 007 RPG has always seemed a bit slow to me.  Granted, that’s because the firefights in the old movies usually consisted of the actor taking aim and firing a round, maybe two, in a cautious and considered manner.  But since the likes of Martin Riggs and John McClane came on the scene, the protagonists are a bit more quick n the trigger — in line with what real firefights are like.  (Most police in shootings are surprised by how fast things happen.)

The Action Round for the game is described as 3-5 seconds.  That two second wiggle room was designed to give the GM some leeway in what to allow the characters to do, but it is a bit long for a fist- or firefight.  So I propose a harder target for the time period: 5 second, or 12 action rounds a minute.  What can you do in five seconds?

Figure most people can achieve 2-3 short actions, like shoot something, change a magazine, and maybe do some kind of shuffling movement.  The characters in the game are supposed to be trained, if not exceptional, in moments of action.  So I propose they can do up to an action an action a second.  (Just timing myself now, I was able to dry fire three times on three different targets around the room with a handgun…in three seconds.)

Suggestion 1:  the actions a person can take in the action round are equal to their SPEED, as in the rules.  What an action entails:  movement (from shuffling (to give the opponent attempting to hit a -1EF) to running, popping up from cover and getting back down [each an action!]), changing a magazine for a weapon (with the reload time now being the number of actions the move takes; so a  tube-fed shotgun’s RL: 5 would take a character with a Speed of 2 just over 10 seconds…about right under ideal conditions), dropping an object or picking one up, taking a bead (to get the +3EF), engaging a target (so with a Speed of 2, you could engage two targets …but could not move or change mags), or do that many HTH actions (either attack or defense.)

Suggestion 2:  The number of targets a character can engage with a firearm is equal to their Speed, and they may fire a number of rounds at each target equal to their Speed or the S/R of the weapon (whichever is lower.)  If they shoot at a single target, the rounds that can use are equal to the Speedx2.  If the character can fire 5 or more rounds at a target, resolve it like burst/autofire with one roll and add +2DC to the weapon (So a Beretta 92 in the hands of a character with a speed of 3 could go Martin Riggs for 6 rounds, with the gun DC rising from F to H.)

For burst or autofire weapons, the number of rounds is the maximum number of targets that could be hit by the burst or strafing attack, minus the QR of the test (so an MP5 with a S/R of 6 could hit up to six people, but with a QR of 4, at best the character hit two targets.)  Instead of gaining negative modifiers to their Ease Factor for the number of people they are engaging  (Spray Fire rules, p.50, main book), the character gains a -1EF for each 10′ wide area.  Each extra 10′ arc also halves the maximum number of people you can hit.   So if you have to spray an area 20′ across with an M4 carbine (S/R: 2 or 10), you would gain a -2EF and could only hit up to 5 people.  Now you could mitigate this a bit by taking a number of your actions — say you have a Speed of 2 — two bursts of fire (really one long extended one) across the 20′ would be two 10′ arc attacks.

Suggestion 3: Using spray fire to do suppressive fire (keep an enemy’s head down):  You’re not really trying to hit anything, and your Ease Factor to do this is EF5.  You automatically use the maximum number of rounds you could use on a single target (for a handgun with S/R:2 and a Speed of 3, that would be 4 rounds, or the an autofire weapon’s second rating [S/R: 2/6 for example].)  For each action used, you gain a +1EF for the test.  Aditionally, the bad guys will keep their heads down for an extra round/extra success.

Example:  If you have a Speed of 3 and a handgun with an S/R: 2, you fire 6 rounds for suppressive fire.  The gun has a magazine with 15 rounds, so you decided to use all of your actions on suppressive fire, hoping to allow your teammate to move unseen to an advantageous position.  The total rounds fired would be 15, with a +2EF to the test.  The character gets a QR3 — the bad guys stay down not just this round, but the next.

Suggestion 4:  Hand-to-hand combat is a bit more time consuming than pumping a trigger.  You are, by necessity, moving — shuffling feet, swinging arms or kicking, grappling or otherwise engaged in multiple complex actions.  The number of actions is equal to the character Speed.  The character can use the actions for attack or defense (not in the original rules.)  Attacks are handled as they are in the original rules, but if a character chooses to, they may instead defend from an attack, using their HTH Combat skill.

Example:  Bill is in a fight with a couple of goons.  He has initiative and chooses to punch Goon 1 in the face, trying for a knockout blow, but wants to use his second action as a defense, blocking an attack from Goon 2.  He tests against Goon 1 (with a -2EF for the knockout blow) and succeeds.  Goon1 is down and Goon 2 swings a lamp at Bill.  Goon one hits him with a QR3 (Good) — Bill tests his HTH against the QR3 (that’s his Ease Factor) and succeeds.  The attack fails.

Suggestion 5:  New Speed Ratings.  No one is so slow they’ll act once every 10 seconds (Speed 0 in the original game rules.)  So here’s a more realistic Speed rating.

Speed is figured by adding DEXterity and PERception:  2-6=Speed 1, 7-14=Speed 2, 15-22=Speed 3, 23-28=Speed 4, 29-30=Speed 5.

With this last suggestion, there’s the possibility of a character, really going super-badass.  If a GM wanted to avoid this, they might be worth it to use Draw on a firearm or melee weapon to slow the number of attacks (so a submachinegun with a DR: -2 would mean no more than 3 targets with a Speed of 5.)

Comments and suggestions are welcome.

I love the Bren Ten…it’s been one of those guns I’ve wanted to buy for years, but could never get a good deal on.  I fired one way back in the ’90s and loved it — super accurate, powerful, and incredibly comfortable ergonomics.  I have settled for the nearest thing I could get, the Tanfoglio Witness in .45 or 10mm (although these are damned good values!)  VLtor, however, has remade the Bren 10mm handgun and they should be on the market in a matter of months (I’ve already got my local dealer hooking me up with one…)

In it’s day, the Bren was a fairly advanced piece of hardware.  Based on the CZ-75 and beefed up for a new combat round envisioned by Col. Jeff Cooper — famed gunhand — for combat and police work, the 10mm cartridge was an attempt to mate .357 magnum firepower with a semi-automatic pistol.  The Bren died a quick death due to financial woes of the manufacturer, but the 10mm round was — for a time — FBI standard and a popular hunting and self-defense cartridge.  However, the recoil was too stout for the poor Feeb agents and a whimped out version, .40 S&W, became the more popular round in the 1990s for police.  In the age of polymer-frame handguns, it’s a bit dated, but the accuracy and firepower are hard to beat.

VLtor’s version includes dedicated 15 round magazines, and it can use Tanfoglio magazines interchangeably.

PM: +1   S/R: 2   AMMO: 15   DC: H   CLOS: 0-4   LONG: 12-19   CON: +1   JAM: 98+   DR: 0   RL: 1   COST: $1300

GM Information:  The DC is for the original 200 gr, 1250 fps 10mm round (only really available from specialty manufacturers.)  Most 10mm ammo would provide a DC: G.

The gun was featured, most notably, on Miami Vice in the first two seasons.  VLtor is doing a “Vice Model” wth a hard chomed slide.  (The slide was chromed so that it was more visible in night shoots.)

Next up for James Bond: 007 RPG, the Springfield XD series of handguns.

Like the Glocks, Springfield Armory utilizes a polymer frame with lightweight alloy parts for the mechanics for the X-Treme Duty (XD.)  The XD also uses striker fire, like the Glocks, but the grip angle is more ergonomically correct for the shooter, allowing better accuracy.  Take down is also easy, accomplished with a rotating switch near the front of the receiver (similar to the SIG Sauer.)

Early versions, like the Glock, require the trigger to be pulled to allow the slide and barrel assembly to be slid free of the lower; newer versions do not, increasing safety.  Also, the XD used a similar trigger safety feature as the Glock, but improves on this with a grip safety similar to the 1911A1 series handgun.  As a result, the XD is as reliable, often better made, more accurate and safe, and easier to maintain.

The XD can be had in 3″, 4″, and 5″ barrels, and in calibers from 9mm and .40 S&W, to .45ACP and .45 GAP, as well as .357 SIG.  All versions include a Piccitinny-style equipment rail on the weapon for light or laser.  Additionally, SAs always ship with a right-handed holster and dual mag holder.

There is also the XDM — a larger framed version of the service pistol with interchangeable backstraps on the grip to different sized hands, a match grade barrel, and larger capacity.  While very accurate and reliable, the XDM is more difficult to conceal than most service pistols.  The XDM is available only in 9mm and .40S&W

Springfield Armory XD 9mm & .40S&W

PM: +1   S/R: 3   AMMO: 16   DC: F   CLOS: 0-3   LONG: 10-18   CON: +1   JAM: 99   DR: 0   RL: 1   COST: $550

GM Information:  This is for the 5″ XD in 9mm, the .40 version has a S/R: 2, AMMO: 12, and CLOS: 0-4.  For the 4″ version, LONG is reduced to 9-17, 8-16 for the 3″ barrel.  The 3″ Subcompact XD can have a CON: -1, but AMMO is 10 for 9mm, 9 for .40.

Springfield Armory XD .45ACP

PM:  +1   S/R: 2   AMMO: 13   DC: F   CLOS: 0-3   LONG: 10-17   CON: +1  JAM: 99   DR: 0   RL: 1   COST: $600

GM Information:  The .45 caliber gives a -2EF penalty for victims testing against stun.  The compact .45 has a PM: 0, AMMO: 9, and LONG: 8-16, CON: -1.

Springfield Armory XD .357SIG

This version uses the new police-oriented .357SIG round — essentially a necked-down .40S&W case firing a .357 bullet at magnum speeds.  The .357 SIG XD only comes in the full service pistol.

PM: +1   S/R: 2   AMMO: 12   DC: H   CLOS: 0-4   LONG 10-19   CON: +1   JAM: 99   DR: 0   RL: 1   COST: $700

GM Information:  The .357 SIG round is very hard to come by outside of the US, and is mostly seen in the hands of police departments.

Springfield Armory XDM

PM: +2   S/R: 3   AMMO: 19 (16 .40)   DC: G   CLOS: 0-4   LONG: 12-20   CON: +2   JAM: 99   DR: 0   RL: 1   COST: $700

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