OSX Daily has the scoop on the 16 best new features, but here’s a quick overview:

The big one: NO BLEEDIN’ iTUNES SYNCHING REQUIRED! Wireless synching and PC free setup are going to be standard. There was nothing more annoying about the iPad than buying this shiny new device and having to get it home to synch it up before usage. Nothing was more annoying than having to synch and backup the iPad everytime you wanted to pull a few songs for a quick outing.

The next big one: the addition of all the cool multitouch gestures that I’ve been using by making my iPad a development machine. The pinch to close and other gestures make the home button almost obsolete and really increase ease of use. It was stupid not to have included it in iOS 4.3

Notifications have been updated so that they can be accessed from the home screen and the lock screen. They are all aggregated together and when using the device, they do not interfere with app use.

The iPad will get a split keyboard to allow thumb typing folks an easier experience.

There’s a new to-do list system (Reminders) and a new chat engine (iMessage) and Twitter is being rolled into the OS.

Software improvements to cameras. Hopefully this can cut the suck down on the iPad cameras some.

The big disappointment: where the heel is printing for the iPad, Cupertino? All the new features are guaranteed to make the iPad even more of a laptop killer…save for the lack of wireless (or hell, wired!) printing. This is the only aspect of the iPad keeping it from smashing the rest of the personal computing market.

Here’s a pic from outside my living room showing the smoke from Arizona. It’s bad enough we’ve had to shut all the windows and turn off the swamp cooler…meaning it’s about to get HOT in the house.

The camera kept trying to auto-correct the sky colors and the flash was the only way to trick it into showing the actual color.

I went out a few minutes ago and you could see the particular matter in the air in the headlights; all the other lights were haloing and starring from the refraction. Horrible breathing conditions.

On the up side, the atmospherics gave me an idea for a mystery/modern western novel…

I hit the range today to put in some much needed trigger time. One of the firearms that I took out was my Tanfoglio Witness 10mm. I’ve been shooting some excellent, but over-powered 165 grain ammunition that is deadly accurate and hugely powerful, but which is running the slide so fast I’m getting the occasional feed jam.

So I bought a couple boxes of the relatively cheap ($22ish at the range) HPR 180 grain 10mm, expecting the usual whimped out, glorified .40 S&W 10mm most of the big producers put out. I was wrong. This is full-power ammunition — I didn’t have a chronograph, but HPR is claiming 1250fps. I have no reason to doubt them, as it had the hearty snap of a real 10mm — after 100 rounds, it was nearly teeth-rattling.

Afterwards, the bore and the weapon were a bit dirty, but nowhere as much as I normally find after a couple of boxes put through the Witness (it’s an all steel gun — they tend to hang onto dirt.) The bore was a bit smoky, but no particulates of note, and most of the frame was clean.

I popped on their website — they’re a small and new outfit out of Payson, AZ. They cover the main autoloader self-defense calibers: .380, 9mm, .40, 10mm, and .45, as well as .223 for rifles. (Now if they’d only do 5.7x28mm!!!) In addition to the 180 grain TMJ 10mm, they do a full-power 180 grain XTP round that runs between $33-45 depending on where you look.

Definite thumbs up!

Finished work on my retelling if Perseus — it’s a pretty loyal telling of the original myth, but with more examination of the Olympians and their involvement. It’s being proofed and cover art is coming together and it should be hitting Kindle Store by midsummer.

The next, Cawnpore is a historical romance/war novel set during the Indian Mutiny of 1857. Anglo-Irish officer Richard Fortune arrives in the eponymous town on the eve of the outbreak of hostilities and is tasked with trying to keep the local potentate, Nana Sahib, placated over the new policy of “lapse”, where native rulers without issue had their lands and property seized by the East Indian Company on their passing. He falls for a dancing girl in Nana’s court and uses her as an asset to track sedition by members of the court. Unfortunately, the higher ups don’t believe that a mutiny will happen, and soon they are all fighting for their lives, trapped in a small fortification, surrounded by thousands of their former native soldiers. Reproofing the book, as the original proofs from publication have gone astray so I have to work from a preproduction version; should drop on the Kindle Store in July.

It looks like I’ll be doing more role playing game work for Cubicle 7, as well.

The original sucked (and not in the vampiric way)…this one looks like it could be good. Colin Farrell is playing the dickish vampire well, and David Tennant’s supposedly a scene-stealer as a Chris Angel-esque magician (the Roddy McDowell role in the original.)

There’s already a slapdash set of mass combat rules here on the Black Campbell site, but here’s another take to make the character’s respective actions more synergistic.

During a combat round, play is broken into initiative, the actions of the players/NPCs, then a final combat action by the respective commanders for morale.

Initiative is as in the core rules: the commanding officers roll their Alertness+Tactics in an opposed test (Cylons would use the basestar’s Alertness and Perception ratings if there’s no specific commander.) Winner goes first.

The commander then rolls an Alertness+Administration to see how well managed the ship or squadron is — the CO can pass off elements of this to other players. For instance, CDR Adama is overseeing the battle as a whole: his test, if successful, lends a skill dice step to his subordinates. He’s had COL Tigh take over damage control — he rolls the same ALE+Administration to give a dice step to the men under his command for making repairs (a fumble gives a -2 step to the DC teams as they are now uncoordinated.) CPT Adama is given command of the fighters and makes a ALE+Tactics test to aid the fighter pilots in their work.

The players now get to take their actions — Tyrol (or if there’s no PC, the ship Intelligence+Mech Engineering or Tech Engineering vs. damage suffered.) Starbuck takes the step Apollo gave for a successful tactics and slays a few toasters. The gunnery crews under another PC fire using his INT+Heavy Weapons skill with the step from CDR Adama.

Damage to the enemy ships is calculated. The fighter squadrons can be rolled as a unit, if you want — for simplicity sake, say the lead pilot can roll his AGL+Pilot v. the Cylon raider with a die step going to the attack or defense of the side with numerical superiority. Attacks by fighters on capital ships could be resolved with using the lead pilot’s skill v. the capital ship Agility or an EASY difficulty if in skirmish range, roll the damage of the vehicle with a step for each squadron attacking, then divide by 10 for the scale.

Next (or if the won the initiative, they went first) the Cylons do their worst, as per the rules.

Say all three PCs’ tests were successful: now the old man tests his WIL+Discipline to maintain the morale of the crew with a +3 die step (one for each success of the PCs). A failure will result in a -1 die step on the attribute of the NPCs and PCs on the next round of action. A success and the ship continues to fight well, an extraordinary success lends a +1 step to their skills for the next action round.

Do Cylons have morale? Depends on whether they have a resurrection ship in the area, doesn’t it?

It’s quick and very spitball, but it should work to allow the characters to have an effect on each other’s actions. It should also be applicable to ground forces with a bit of tweaking.

Looks like I’ll be writing for the Victoriana line again, starting with their upcoming Marvels of Science and Industry. I’ll be doing the vehicle and weapons chapters and some of the rules.

1) STEAL! All the best authors and artists have done it — they either call it an homage (think the Great Machine or the even the Shadows v. Vorlons metaplot of Babylon 5 [Forbidden Planet and Lensman respectively]) or a re-envisioning (everything friggin’ thing Shakespeare or John Scalzi wrote)…

You want a terrifying monster on your spacecraft light years from help? Alien…doesn’t have to be that particular alien, but you get the notion. Maybe you want that particular beastie in one of your campaigns…they’d drop into a Mythos campaign rather nicely, I think. Want a slightly run-down but noble contract pilot with a one eyed dog for your pulp campaign? Nothing says he has to be called Jake Cutter (but he is in my pulp China campaign…) You want to do a 1980s cop show with hot cars and clothes? You know where to steal from…just do it.

Steal ship designs from games you like. If I ever get around to my homebrew sci-fi setting, I’m using the ships from Jovian Chronicles. Steal guns — the pulse rifle from Aliens or the BFG Deckard has in Blade Runner jump to mind for your sci-fi or cyberpunk campaign; I stole the Tachikomas from Ghost in the Shell for my Serenity campaign (minus the cheery voices, but after thinking about the Fruity Oaty Bars commercials…) Steal characters and modify them; rename them if you like. I’ve used a variant of Sam Elliot’s character from the not-great but fun Shakedown in Bond games for 20 years; more recently I used his character from Avenger wholesale. (’cause Sam Elliot can rescue almost any scene, if not a movie…)

The real gold mine for stuff to steal — especially if you have a square like me in your group that doesn’t do computer or console gaming: video games! Dead Space, Mass Effect, L.A. Noire (man, this one’s almost enough to get me to buy an XBox360…), etc. These are great for set pieces, alien races, characters, ship, etc.

2) REUSE…or steal from yourself or other campaigns you’ve been in. I reuse plot lines all the time — some without modification, some with heavy alteration. I and other reuse characters. My ex-wife played a variant of her first character from an old Bond campaign in subsequent campaigns, in a Stargate campaign, in a superheroes campaign. Others have used the same general character tweaked and renamed — Jed Callahan is always the acrophobic, wise-talking inventor/ gunsmith/mechanic who likes guns way to much, and manages to get himself into trouble at every turn (and the rest of the players with him.) He started out as a Car Wars character, became a superhero character whose only power was he couldn’t die and healed very quickly…otherwise, normal. He was in an espionage campaign or two. He showed up in a sci-fi game.

3) [Insert name of series here] RE IMAGINED! They did it with Batman, James Bond, Battlestar Galactica  and you can do it, too. Have an old campaign that died on the vine with one group? Revitalize it with the new group. Or have a look at how you want to change the tone — the new espionage campaign I’m running, The Professionals, is similar to the last Bond campaign — a super-elite group that fights bad guys around the world. Last time, the characters were CIA, and were the honest and true guardians of America fighting bad political decisions and getting slapped around for it. They couldn’t operate legally in the US, but sometimes had to. It was more Sandbaggers than James Bond.

This time, the group is a test program — an interdepartmental task force that has sworn Secret Service agents and CIA special action team members on it, and is co-operated by the National Clandestine Service and Department of Homeland Security. Are they legal? Well, Eric Holder says so, but it remains to be seen…they have a short time to prove their worth to the law enforcement and intelligence communities, and to make the various directors look good. It’s one part The Shield, one part 24, and one part The Unit…they’re not always right, they’re rarely pretty, and the piss a lot of people off. But they get the job done (so far…)

I’m thinking about firing up a version of the Gorilla Ace! campaign that had so much potential before that gaming group blew up. Maybe it’ll fly, maybe it won’t — bu the idea was too good to let die & I need a filler pulp game for the time being, as my wife is out of rotation for the next few months due to baby and work scheduling.

I remember the original 1973 version scared the living piss out of me when I was a kid (I was eight or nine when I caught it on a Saturday horror fest on TV.) Del Toro’s producing, and it looks like it could be pretty taut.

Starring in the next starting teaser for an upcoming mission is the Donzi 38 XR Competition powerboat:

Donzi’s 38 ZR Competition is a water-going sports-car: It’s fast, nimble and sleek. With five bucket seats and a couple of stowage lockers in the deck (think of it as a long hood), it’s a little more roomy but not much more than the average sports car. With its engines cranking out 5,300 rpm, the 38 ZR Competition reaches 112.5 mph; cruising is 83 mph. Time to plane with the tabs down is 5.8 seconds, and from a standing start the boat reaches 77 mph in 20 seconds.

PM: +1   RED: 3   CRUS: 80   MAX: 112   RNG: 350   FCE: 3   STR: 13   COST: $500,00 or more

GM Information: Gains a +1 to quick turn maneuvers.