Just a reminder…there are more game resources in the links to the right of the posting column.  Or click on the Role Playing Games link at the top.

There seems to be some interest in more stuff for the defunct James Bond:007 RPG.  My Q2 Manual is here for download: cars, guns, motorcycles, gadgets, and basic hacking guidelines.

For the Battlestar Galactica RPG fans, there’s new Colonial ships, revised Cylon ships (including the Resurrection Ship), and a host of other stuff.

For the out of print Star Trek RPG by Decipher, there’s new aliens and android character netbooks I did a few yeas back.

I will be consolidating some campaign-specific stuff for Hollow Earth Expedition in the future and putting it up, as well as house rules and campaign aids for Space:1889 using the Castle Falkenstein rules.  Eventually, I hope to have some system-neutral Victorian stuff, as well.  (You can find my guides to London online — either The Smoke for the Victoriana game, or a more historically accurate version from Adamant Games for their Imperial Age line.)

There will be more as time permits.

The MRAP-All Terrain Vehicle is an armored fighting vehicle designed to replace the agiing HMMWV of the US armed forces.  The heavier of two alternatives, it was a cheaper one at $475,000 a unit and over 5000 have already been ordered.


The V-shaped hull deflects blasts from improvised explosive devices, and the suspension has 16 inches of travel to facilitate operations in the worst of terrain.  The vehicle is Palsan composite armored, protecting the crew of five inside (four plus a gunner.)  The motor can take a direct hit from a 7.62mm round to the oil, coolant, or hydraulics systems and still travel a kilometer.  The tires are run flats that can travel 30 miles at 30 mph.  Traction control and ABS make it incredibly safe.

Taking a page from the operations of the past decade, the M-ATV has air conditioning, and electrical outlets for personal electronic devices.  The turret is wrapped with an armored plexiglass that allows the gunner some protection, but the weapon can also be controlled from inside the vehicle.  The weapons supported are the M240, the Mk 19 grenade launcher, or the BGM-71 TOW missile system.

The M-ATV has a 7.2 liter Caterpillar C7 turbodeisel motor that produces 370hp and 925 ft-lbs of toque.  It is electronically limited to a top speed of 65mph, but is capable of 80mph.  Weighing in at almost 25,000 lbs., the vehicle is brutally powerful.  It has a payload of 4000 lbs.

PM: -1   RED: 5   CRUS: 40   MAX: 65 (80)   RNG: 320   FCE: 5   STR: 25   COST: $476,000

GAME INFORMATION:
The M-ATV ignores off-road modifications, and gains a +1EF to safety rolls.  The hull is armored and reduces weapon DC by four, and absorbs 2WL.

Q Evaluation:
The first of the M-ATVs were delivered to USMC units in Afghanistan in 2009.  The vehicle is proving to be incredibly well designed for the rough terrain.  Cpt. Roberts.

(You can find the stats for the M240 machinegun and Mk 19 grenade launcher in the weapons section of the Q2 Manual in the Role-Playing Games Resources page of this site.)

Anyone who knows me, knows I am fascinated by airships, and the whole industry and culture of these majestic craft.  There have been several attempts to revive the dirigible — from Luftschiffbau Zeppelin’s new N-07 (curently flying in Germany and California with Venture Airships) to this new design by Seymourpowell out of London

Absolutely beautiful concept!

Ever since the trailer for the live-action Space Battleship Yamato hit the interwebs, I’ve been on a Star Blazers/SBY kick.  I finally found a reasonably priced set of the cartoons and movies (in Japanese with bad English dubbing…but worth it) and have been watching the episodes for the last few weeks when i have time.

It’s an interesting setting, and as I’m watching it, I’m beginning to realize how much American sci-fi in the last two decades was influenced by this 1975 anime.  Yamato (or Argo, for the American audiences) would get her ass handed to her every couple of episodes, and would be damaged at the end of a fight.  This sensibility worked it’s way into shows like Babylon 5, Deep Space Nine, and especially Battlestar Galactica, where the CGI-fueled effects could show the vessels taking a pounding, and the damaged models could be saved for use later.  (Enterprise‘s third season took this to a completely new level!)

Hell, the entire premise of the show was cribbed for Crusude, B5’s sequel series.  The similarities — searching for a cure to stop a plague on Earth that would destroy all life mirrors the race to Iscandar to get the “decontaminator” that would reverse the effects of radioactive bombing of the earth.  The American Star Blazers‘ captain was named Gideon; as was the captian of Excalibur.  Both vessels had a super-cannon, built from alien technology, that would kick the crap out of anything up to asteroid size, and both were left to repower for a time after firing it.

Yes, the uniforms are cheesy.  Yes, the idea of a flying battleship build out of the wreckage of Yamato is cheesy…it’s still bloody cool!

So…some suggestions for a Star Blazers setting.  There’s the usual alternate universe idea — you get to play the characters, or analogues, saving the Earth.  You could play after the initial series, where the Earth Defense Force is up and running, on another ship.  Personally, while I like using “canon” when it aids in world-building and establishing background material, I don’t let it constrain the game.

Here’s a setting close to the show premise: It’s 2199 and Earth is reasonably peaceful.  There is a global government with a federal system in which the former countries are states.  (This allows for the national pride of Yamato in the series.)  We’ve settled Mars, maybe a few of the outer planets.  We have a small space fleet primarily for search and rescue, and some defensive capability.

Along come the Gamerasu/Gamilons, looking for habitable real estate as their own world is dying.  Apparently, the pickings are sparse, as they’ve come all the way from the nearby Magellanic Cloud (148,000 light years away.)  They start bombing out world with asteroids — this will destroy habitation, but without radioactive damage to the world; they also carry a pathogen that is changing the Earth’s atmosphere to something more suitable for the Gamilons.

Earth builds a bunch of warships.  Gamilons keep destroying them. We realize the damage to Earth’s ecosphere means we won’t survive.  The Gamilons will, if once the change goes far enough.  The changes will be unstoppable in one year.

We get aid from a mysterious alien leader, Starsha of Iscandar.  She’s got a way to reverse the effects, and plans for how to get there — a new drive system.   To avoid getting a rock dropped on the assembly area, Earth is building a battleship underground — right under the wreck of an old battleship.  To disguise her radar signature, she is build to look similar to the wreck…

Most of the missions would involve troubles with the alien tech we don’t fully understand, avoiding or engaging in battles with the Gamilons, and trying to get to Iscandar and back in time.  i would drop a lot of the bad sci-fi elements of the cartoon (it was 1975, ferchristsake!) but hang onto the elements that made the show good.

What system to use?  There was a board game/wargame in the universe a few years back that looks absolutely atrocious.  I’ve seen suggestions for using Traveler, Star Hero, or Big Eyes, Small Mouth.  The anime style of the latter is appealing, but depending on if you wanted tactical crunch or role-playing as the primary element of play should be the main factor.

For me, Star Blazers was effective more for the realistic characters and their interactions.  The stress of genocide, the youth of the crew, made for heavy angst and interesting strains.  Even friend Shima and Kodai (don’t remember the American character names…one was Wildstar), were competitive and at odds with each other.  (Shades of Galactica…)  I would probably use the Cortex system for the ease of character creation, and for the hazy ship rules allowing for a more free-form combat, but Traveler would be my suggestion for the more tactically oriented guys.

I’m hoping to maybe put together some basic ship concepts in a few days, as well as twist this setting to my own particular brand of sci-fi madness.  We’ll see how it goes…

Wired has a blog post on some ideas for sprucing up board games with technology.

While the idea is very cool, and I’m sure it would appeal to those looking for a crossover between tabletop and video gaming, I can’t help but feel this won’t take off.  There’s a certain visceral feel to have hand-painted miniatures (or the wee plastic ones that Wizards is big on right now), drawing out a map (or building one from 3-D tiles and what have you), that this won’t capture.

Yes, having moving stuff on the board is neat.  Hell, little robotic minis that did what they were instructed would be pisser! but it loses some of the fun of the board game.  My favorite remains Supremacy! — the original version with the highly abstract map with it’s square and ovoid pieces, and of course the mushroom-shaped “clouds” for the nukes.

Normally, I’m a technophile.  I really want a Surface table with multi touch where the players can all manipulate dice programs, their pdf character sheets, and I can have map overlays for pieces, etc.  (Not too different from this idea, really…) so I don’t know why this particular bit of application doesn’t thrill me.

Caprica is giving us, with it’s first two episodes, some excellent worldbuilding.  And I don’t just mean the excellent CGI of the cityscape — which I love.  In the first two minutes of the first episode (not including the pilot), they established a bunch of background elements that flesh out the world.  Blimps over sports stadiums (and beautiful designs for airships, at that), there’s a hint that cubits have “cents” — I deleted the episode off my DVR, so I didn’t get a chance to catch the word.

Later, we see that group marriage is legal but rare in the colonies (or at least, Caprica.)

UPDATE:  Cubits have “pieces.”

…and it’s a giant iPhone Touch with a book reader.  No multitasking in sight.  I love the idea of a tablet running a light OS like those for a smartphone, but come on!  multitasking people!  For now, I’ll stick with my HP tablet, and I’m sure the PC end of the computing world will have something to combat this soon.

It is, however, great iNews to the Applephiles who can’t get enough iCrap.  The Apple iStock climbed something like $10 over the course of the big iReveal.

The Smith & Wesson Model 500 is a five-shot, double-action revolver produced using the .500 S&W Magnum cartridge.  It is the most powerful production firearm on the market and has little practical use outside of big game hunting.  The 500 comes with a recoil compensator on all of the variants of the weapon (4″, 8 3/4″, and 10.5″ barrels), and a recoil absorption spring that allows the frame to flex in relation to the grip (made of thick and heavy rubber.

The Model 500 fires a 350 gr bullet at 1975 feet per second for a muzzle energy of around 3,000 ft/lbs.  The muzzle energy is about the same, or slightly higher than a 7.62mm NATO rifle!

PM: +1   S/R: 1/2   AMMO: 5   DC: K   CLOS: 0-10   LONG: 20-40   CON: +1   JAM: 99   DR: -1   COST: $1500+

GM Information:  The .500 is a stout round with incredible recoil.  S/R rises to 1 in the 10.5″ barrel.  The CON jumps to +2 with the 8″, +3 with the 10.5″ barrel.  DR drops to -2 on the 10.5″ barrel.

Q Evaluation:  There is almost no reason for an agent to carry this weapon, unless they are worried about being attack by a water buffalo or a small tank.  The accuracy is solid to 100 yards and farther with a scope; the effective range for big game is about 200 yards. CPT Michael Roberts

(Here’s a little something for the gun bunnies in your game that have to have the biggest, baddest handgun available.)

Because I just watched the Top Gear spot on it, and it is the only Ferrari since the 365GT Daytona to stir my blood — the Ferrari 612 Scaglietti.

Introduced in 2005, the Scaglietti is Ferrari’s latest GT offering.  Powered by a 534 horsepower / 434 ft-lbs torque producing 5.7 liter V12 engine, the car is fast and responsive.  It will sprint from 0-60mph in 3.8 seconds, and reach a top speed of190 mph.  The gearbox is in the rear to aid in balancing the car, and is computer controlled — allowing the driver to select automatic or manual (via paddle shifters.)

It is also comfortable, with dual climate control, power adjust headrests, reverse-sensing warning system, automatic headlights, with most of the controls mounted on the steering wheel.  Steering is lighter than on the 575M and the 559, allowing the driver to throw the 4100 pound auto around with ease.

PM:  +2   RED: 2   CRUS: 120   MAX: 199   RNG: 200   FCE: 2   STR: 8   COST: $325,000

GM Information:  The Scaglietti gains another +1PM to pursue/flee maneuvers.

Q Evaluation:  The Scaglietti is an amazing car.  It is quiet, comfortable; a proper Grand Touring car with four proper seats and a decent-sized boot.  It is also blazingly fast, highly maneuverable, and elegant as anything the prancing horse has put out.  007

I bought a 2007 Triumph Speed Triple a few years back when I was celebrating my first teaching gig at the University of New Mexico.  I had been impressed with the original release, and it wasn’t until 2007 that i could afford (barely) to buy one.  Previous to it, I had been riding a 2001 Triumph Sprint RS that was my first “real” bike.  Unfortunately, the low fuel light had come on for the RS, and you know…that just meant I needed a new bike.

My local shop, PJ’s Triumph and Ducati (great shop for a bike, by the way!) set me up.  I was originally going in for something a bit more practical — the Bonneville — but if I want practical, I’ll drive me Ford!  So I got a good deal on their demo…partly because it had a few barely visible scratches, partly because it was in Roulette Green, and no one was interested in it.

I rode the motorcycle home that night with 600 miles on it.  The motor’s throaty, with that peculiar triple whine.  It was beefy, fast, and maneuverable.  I called him Dionysus — because it was tempting and likely to kill me…just like the god of inebriation.

Dionysus has been with me almost three years and the bike has performed flawlessly.  There have been no issues with it, mechanically.  I did swap the Michelin Power Pilot tires for Power Roads, which I find grip just as well, and last a whole lot longer.  Maintenance is every 6000 miles for fluids, and 12,000 for the vales, etc.  The 12k maintenance is a bit pricey — would have cost me almost $1000, but I purchased a maintenance plan with the $2000 PJ cut off the bike for her obnoxious color and “damage.”

These bikes are finely balanced, and highly maneuverable.  The weight of the bike only really comes into play in aggressive riding, when you do occasionally have to muscle the bike through the corners.  (But then again, I’m still something of a novice having ridden for eight years, and having started at the age of 34.)  Dry weight is 420 pounds, but fully loaded it’s closer to 470.

The 1050cc triple produces scads of power.  They put out about 130hp and 72 ft/lbs of torque at their peak (about 6-7000 rpm) and they redline at 10,000.  My bike dyno’d at a shade under 80 ft/lbs of torque, with a normal fuel map.  I love it.  The torque means no downshifting for a pass.  I’ve snapped the throttle at 60mph and scooted past a line of cars at the century mark in sixth gear in under 3 seconds.  the guys riding with me were banging down the gearing just to keep up.

Granted, others with Ducati 1098s make me look anemic.

The bike has a 0-60 of 2.9 seconds.  It’s not theoretical.  This cycle is, in normal British fashion, polite.  If you go easy on the throttle, it will treat you well and is very controllable.  If you want to go punk, however, it will thrash with the best of them, coming off the mark with it’s front wheel in the air.  Above 130mph, the front wants to lift badly, and when I redlined it in sixth, I was doing somewhere in the 150s.  (I wasn’t looking at the speedo…I was too busy crapping myself!)

These Triumphs are on par with Japanese motorcycles for quality of manufacture, are just as fast, and often quicker off the mark.  And they don’t look or sound like anything else on the road.

The styling on the newer Speed Triples hasn’t changed much.  The exhaust is a bit more sleek (but I like these better), and the wheels are a bit prettier.  There’s also a nice cowling around the radiators that makes the lines flow a bit better.

UPDATE: Well, I’ve run into a problem that apparently is common for the 1050 motor — the electrical system takes a dump at about 4 years/17-20,000 miles in.  I started having trouble with the battery last month.  Got back from Scotland and the bike ran for two days, before the battery died.  Replaced it.  Died two days later — it’s the rectifier.  Replaced.  Two days later it dies again — the stator.  Total cost will be about $800.

My local mechanic and bike shop guy have seen this a bunch in the Speed Triple, and on one Street Triple.  When the electrical system goes, the whole damn thing cascades.  It’s been annoying enough I’m thinking of getting rid of my Speed Triple and moving over to either a Bonneville or a Moto-Guzzi V7 Cafe.  I will wait to see if the bike is reliable for the next few months, but anymore troubles and it’s gone in favor of a used car or bike.