Phantom Badger Light Assault Vehicle

Photos_08_PhantomWorks_700x466-660x439

The US Navy needed a small, light combat vehicle for reconnaissance, rescue, or combat situations that could be dropped from the V-22 OSprey. What they got was the Phantom Badger by Boeing. It crams a 240hp multi-fuel motor and five personnel into a jeep-like chassis that is just 60 inches wide, barely 13 feet long and has a range of roughly 300 miles.

The Phantom Badger has four wheel drive and steering, allowing for incredibly tight turning radiuses, and can ford up to three foot deep waters, hit 80mph on a paved road, and has interchangeable parts with most other US military vehicles, as well as a modular rear deck that can be reconfigured with a simple wench set.

The craft can either use a .50 caliber M2A1 machinegun on the rollbar behind the driver’s compartment; and two M249 5.56mm SAW for the two rear-facing seats; or it can carry up to six litters for wounded. One can be carried in a V-22, two in a Chinook helicopter or C-130, and ten can fit in a C-17 transport.

PM: +1   RED: 4   CRUS: 50   MAX: 80   RNG: 300   FCE: 2   STR: 5   COST: n/a

GM Information: The Phantom Badger receives a +1EF for off-road conditions. In a roll-over crash, the passengers receive the same damage as the craft, rather than one WL lower.

Here are a few special-operations weapons for your James bond:007 RPG campaign…

HECKLER & KOCH P11 Underwater Pistol

p11Developed in the 1970s, the P11 is a bulky weapon for use by combat divers. It uses five battery-ignited sold rocket propelled 7.62x100mm darts, each in their own barrel. The weapon cannot be reloaded by the operator, but must be returned to H&K. The range of the weapon varies according to the depth of the operator, and is only good for 100 feet or so in air.

PM: 0   S/R: 1   AMMO: 5   DC: G   CLOS: 0-1   LONG: 6-10   CON: +1   JAM: 98+   DRAW: -1   RL: n/a

GM Information: The P11 has a PM: -2 and ranges of CLOS: 0-2 and LONG: 4-10 in the atmosphere. For every 20′ depth after the first, the LONG: range decreases by one. Once the lower rating of long range is equal to close, all shots are long range.

On the Russian side of the fence:

SPP-1 Underwater Pistol

300px-SPP-1M

Made by TOZ (Tulsky Oruzheiny Zavod) in 1971, the SPP-1 fires 4.5x40mmR steel darts each in one of the four barrels of the pistol. Unlike the P11, the SPP-1 has a break-open action allowing the operator to reload the weapon. The barrels are smooth-bored and use hydrostatic effects to stabilize the round; in the air, the weapon is highly inaccurate.

PM: 0   S/R: 2   AMMO: 4   DC: F   CLOS: 0-1   LONG: 4-8   CON: +1   JAM: 94+ (98+ for M version)   DRAW: -1   RL: 4

GM Information: The SPP-1 has a PM: -2 and ranges of CLOS: 0-1 and LONG: 4-6 in the atmosphere. For every 20′ depth after the first, the LONG: range decreases by one. Once the lower rating of long range is equal to close, all shots are long range.

APS 5.66×39mm MPS Underwater Assault Rifle

800px-APS_underwater_rifle_REMOV

The APS was specially designed for Russian combat divers and uses a proprietary 5.66mm round that fires a steel dart from a specialized rifle casing. The gun is a smoothbore and uses hydrodynamics to stabilize the round. Out of the water, it is inaccurate, short-ranged, and without the buffering effect of water in the action, sees a dramatic rise in wear from use.

PM: 0   S/R: 2/6   AMMO: 26   DC: H/J   CLOS: 0-2   LONG: 6-10   CON: n/a   JAM: 93+  DRAW: -3   RL: 2

GM Information: The APS has a PM: -1 and ranges of CLOS: 0-1 and LONG: 6-15 in the atmosphere. For every 20′ depth after the first, the LONG: range decreases by one. Once the lower rating of long range is equal to 2, all shots are long range. Used in air, the APS has a JAM of 90+, but the action is rendered useless on a jam and cannot be repaired in the field.

And the newest entry by the Russian military is the:

ADS 5.45mm Amphibious Rifle

800px-5.45mm_ADS_rifle_-_InnovationDay2013part1-44

Designed to overcome the inherent issues of an underwater weapon, the ADS was designed to be used in water or in the air, using a standard AK-74 magazine for 5.4rx39mm ammunition. Spetnatz and combat divers need to carry two different types of ammunition (the 5.45x39mm PSP for underwater, and any of the standard 5.45mm on land) to use the weapon, but the action does not suffer damage as the old APS did, and the effectiveness of the weapon is retained on land.

PM: 0   S/R: 2/10   AMMO: 30   CLOS: 0-20   LONG: 40-90   CON: n/a   JAM: 98+   DRAW: -3   RL: 2

GM Information: the range of the ADS is CLOS: 0-4 and LONG: 7-14 in the water, with -1 to the LONG range for every 30′ below the first. When the lower number of the LONG range reaches 4, all shots are long range.

For the VOG-25 40mm grenades used in the launcher:

PM: 0   S/R: 1/2   AMMO: 1   DC: J (area)   CLOS: 0-30   LONG: 40-120   CON: n/a   JAM: 99   DRAW: -3   RL: 1

…and not the usual “ouch, I fell down and hope the armor keeps me from breaking something” armor, Colombian clothier Miguel Caballero has a new line of ballistic and crash protection for motorcyclists…

Miguel-Caballero-RoadPower

This armor provides -4DC and soaks -1WL of damage (-2WL for impact involving a motorcycle crash.) It is heavy — the jacket, pants, and a good helmet mean about 25-30 lbs. of weight being carried. The gear looks like normal motorcycle wear, if a bit bulkier, and is CON -3 to be spotted by opponents. Cost: $5000

One of the conceits in our Battlestar Galactica game is that the Colonial Fleet steadily moved away from a fixation on preparing for war with the Cylons, to a more ‘Coast Guard” sort of footing — reduced special operations ability, more drug/gun interdiction, counterterrorist, and search and rescue-oriented missions where the main threat were humans. Instead of heavy battle rifles, they moved to pistol cartridge carbines like the Storm and P90 — guns that were well-suited for shipboard combat against soft targets (people) and were easier to teach Colonial Fleet personnel to use comfortably.

In the event of the return of the Cylons, however, I submit that the small arms lockers of repositories like Ragnar would be loaded with older weaponry that was oriented toward Cylon-killin’. To that end, here’s one of the weapons systems I would think we’d see in the Colonial Fleet inventory, but which doesn’t see widespread use:

Armor-piercing ammunition — I would assume that most of the rounds fleet personnel scrambling to mean the Cylon threat would grab would be AP rounds. These would be steel core or nosed rounds like the SS190 for the 5.7x28mm and 5.56mm.  These ignore 3W of armor according to the rulebook. I would assume they also had some kind of depleted uranium or similar AP round for heavier weapons like anti-materiel rifles and heavy machineguns. These should gain the benefit for small arms but for use against vehicles. (Example: a .50 M2 would have a d4W against vehicles, but with the DPU rounds would gain the “ignore 3W armor” benefit.

Another thing you would most likely see would be battle rifles in the .30/7mm to 8mm range. An example might be the FAL .7.62mm with a d8W damage, a range of 300 yards, and 20 rounds in the magazine. But the weapon I think you would have seen for boarding/counterboarding actions and urban settings would be the venerable shotgun…but with an improved payload.

For our game, I’m introducing the equivalent of the real-world FRAG-12 round. This is a 3″ 12 gauge shell that has a fin-stabilized 19mm round that increases the range of the shotgun dramatically. These rounds could be armor piercing slugs that fragment on hard targets, showering metal fragments throughout the Cylons that should damage electronic components and tear the “musculature” of the machines. Like the FRAG-12, there could also be HEAP (high explosive, armor piercing) rounds to add insult to injury. The FRAG-12 rounds would give a d10W damage and ignore 3W of armor for the AP version, and would increase the range of a shotgun the usual 8 yards to 30 yards; the explosive “grenade” rounds would do the usual d10W+2d6W explosive round damage.

Because of the utility for engaging Cylons, you could make a good bet that your marines would not waste AP rounds on humans when doing counterterror or law enforcement operations, and would be armed with the standard rounds for their weapon. But feel free to disagree.

One of the platforms that is pretty bloody deadly on its own, before you include the FRAG-12 rounds is the AA-12 automatic shotgun. Here’s a look at this beast in action:

Here’s the AA12 stats for BSG — AA12 shotgun   Damage: d10W (+2d6W)   Range: 30 yards   Cost: 3500   Availability: Military, rare   Ammo: 8 (stick mag), 20 (drum)

And for James Bond: 007 — 

AUTO-ASSAULT 12 SHOTGUN

PM: +1   S/R: 2/5   AMMO: 8/20   DC: I/K   CLOS: 0-10   LONG: 20-50   CON: n/a   JAM: 95+   DRAW: -2   RL: 2   COST: $3,500

FRAG-12 Ammunition

The FRAG-12 ammunition in JB:007 doubles the long range of the shotgun using it. The explosive version does DC: J and has half the blast radius of a standard grenade. In the AA-12 the explosive FRAG-12 does DC: J/L

The latest 12-cylinder grand turismo automobile in Ferrari’s prancing stable, the F12 or F12berlinetta is a marvel of design and technology. It is a bit smaller on all axes than the 599, lighter yet more stiff, with a lower center of gravity and 54% of the weight balanced over the rear drive wheels. It has been engineered to do the two things a GT car must do — go fast, and be comfortable and easy to use for long distances — extremely well.

The F12 is powered by a 6,262cc 65 degree V12 — the same motor from their FF — which produces 730hp and 509 ft-lbs. of torque. All this power is channeled through the 7-speed dual-clutch, automated semi-automatic gearbox operated by  ‘paddles’ behind the steering wheel, and can push the F12 from 0 to 60 in 3.1 seconds and up to 210 mph.. A notable feature is the Aero Bridge, an air channel running from the bonnet, through the flanks and along the sides of the vehicle, creating an effect that increases downforce to 270 lbs at 120 mph. Another feature is Active Brake Cooling ducts, which open to direct cooling air only when the brakes are hot.

The car is a two seater, with new “Frau leather” upholstery with aluminium, Alutex, and carbon fibre trim, and also has increased luggage space compared to the 599.

OD-AS781_RUMBLE_G_20120801120829

PM: +2   RED: 2   CRUS: 120   MAX: 210   RNG: 200   FCE: 2   STR: 6   COST: $350,000

GM Information: The F12 receives a +1 to Quick Turn and any braking maneuvers.

[Editor’s note: What a beautiful machine!]

UPDATE (and bonus):

FERRARI FF

The FF premiered many of the technologies of the F12berlinetta. The engine is the same as the F12, the transmissions are similar. It is a four seater, with fold-down rear seats and a “shooting brake” configuration (it’s a hatchback), that gives it good carrying volume — between 16 and 28 cu. ft. — for distance travel.

ff

PM: +2   RED: 3   CRUS: 110   MAX: 202   RNG: 200   FCE: 2   STR: 7   COST: $300,000

GM Information: The FF gains a +1 EF to Pursue/Flee tests.

[Editor Noe: …aaaaaand not so much…]

I’ve been tinkering with a one-off James Bond: 007 RPG game, and one of the elements was this NPC:

FIONA LESLIE KERR9 (2)

The daughter of a recently retired Home Office official, Sir Martin Kerr and his wife Aisling, Fiona Kerr is a recent relatively addition to the Special Operations Division of SIS. Schooled at Girton College, Cambridge University, she took a Masters in Politics and International Relations, but was better known for her athletics. A gymnast and competition runner as a youth, she had to give up the former when she “matured” in her mid-teens. She was an Olympic alternate in track in 2000.

Her highly competitive nature and her outstanding performance at Girton led to her recruitment as a field agent in 2006, where she took top marks for her marksmanship. She was linguistic aid for special operations in Iraq from 2006-2008, then was trained for close protection missions with the CPU RMP, serving in Paris and Moscow stations. Her cold efficiency drew the attention of her superiors and in 2009 she was sent through the Special Reconnaissance Programme, and served with the SRR for a year before being selected for Special Operations Programme.

She passed the SAS-sponsored courses, taking top marks in the sniper course, but barely passing the field course in Scotland. Her urban environment training however, was passed with ease. She was made SOD in 2011 and given the code number 005 to replace her original codename Kite.

Ht: 5’6″   Wt: 130 lbs   Appearance: Striking   Age: 33   Fame: 85   Rank: 005

STR: 8   DEX: 12   WIL: 10   PER: 12   INT: 10; HTHD: A   STA: 30 hr.   RUN/SWIM: 25 min   CARRY: 101-150   SPEED: 3

FIELDS OF EXPERIENCE: Computers, Golf, International Law, Military Science, Political Science, Skydiving

SKILLS: Boating 5/17, Charisma 10/20, Cryptography 5/15, Demolitions 5/15, Disguise 7/19, Diving 6/16, Driving 8/20, Evasion 10/20, Fire Combat 13/25, Hand-to-Hand Combat 8/16, Interrogation 10/20, Languages: Arabic 10/20, French 10/20, Italian 10/20, Russian 8/18, Spanish 10/20; Local Customs 10/22, Lockpicking/Safecracking 5/17, Moountaineering 6/15, Riding 5/16, Seduction 10/20, Sixth Sense 6/17, Stealth 12/23

WEAKNESSES: Close Personal Ties, Overly Competitve

PREFERRED WEAPON: Kel-Tec P32 .32 (undercover work), Walther PPQ 9mm, Accuracy International AWR .338 Lapua rifle

VEHICLE: Ferrari California (black) with Level II armor, tear gas system, hidden compartment for weaponry

COMMON GADGETS: Samsung Nexus 4 (gotta have that product placement!) w/ remote control for Ferrari and taser case.

Developed as an alternative to the 5.56mm round for the US Special Forces, the .300 Blackout cartridge is designed to give the benefits of the heavier, larger caliber .30 round, but allow for the performance of A 9mm  submachinegun when fired through a suppressed, short barreled rifle (SBR.) Most importantly, the Blackout cartridge does not require modification of the bolt, unlike the 6.5 Grendel or 6.8 SPC. The .300 Blackout round hasn’t been adopted as of yet, but is starting to find popularity with civilian shooters looking for a more powerful AR-style rifle.

M4 SBR .300 Blackout

PM: 0   S/R: 2/10   AMMO: 30   DC: F/H   CLOS: 0-12   LONG: 40-70   CON: +3   JAM: 98+   DR: -2   RL: 2   COST: $1800

GM Information: Without a silencer, the SBR has a DC: of G/I. In a standard 16″ barrel carbine M4, the .300 Blackout has the same stats as the M16 from the Q Manual, except for the DC: J/L and ranges of CLOS: 0-15   LONG: 50-80.

In honor of my new carry piece, here’s the Kimber Stainless Pro Carry II (but the stats should be about the same for the Super Carry, and any of the Pro Carry line.) The Pro Carry uses a stainless steel slide, but an aluminum frame to cut down on weight. There are also some MIM metal parts in the design, as well, that shooters complain about but the majority of Kimber owners don’t appear to have had serious troubles with them, other than steel followers in magazine scratching the aluminum frame near the feed ramp.

1264253093

KIMBER Pro Carry II/Super Carry II .45mm

PM: +1   S/R: 2   AMMO: 7   DC: F   CLOS: 0-3   LONG: 10-18   CON: -1   JAM: 98+   DRAW: +1   COST: $1000

GM Information: The victims of the .45 round receive a -2EF to their pain resistance tests. There are also 9mm version of the Pro Carry, the specs for which are:

PM: +1   S/R: 3   AMMO: 9   DC: F   CLOS: 0-3   LONG: 10-18   CON: -1   JAM: 98+   DRAW: +1   RL: 1   COST: $1000

And honestly…I’d rather have one of these — the Super Carry Pro, but that’s a look I particularly like and it would be a good match for my CZ-85 (similar in coloration.)

328-DEFAULT-L

Here’s an excellent ride for a femme fatale or privileged henchman — the Russian-made Marussia B2.

Russia’s premiere sports car, the B2 is a limited run (500 units), well-designed rocket that is built by Valmet — who also do the Fisker Karma. It uses either a 2.8 liter V6 turbo engine or a naturally aspirated 3.5 liter V6 engine that generates 420 or 300 horsepower, respectively. ThANKS TO IT’S 2425 lb. weight, the B2 can sprint from 0 to 60 mph in just 3.2 seconds and has a top speed nearing 190mph. The interior is cramped, but rich in leather and carbon fiber, and has an excellent sound system. Color, interior appointments, everything is full customizable (for a price) buy the customer. A base model is $130,000.

marussia-b2-13_600x0w

marussia-b2-23_600x0w

 

PM: +2   RED: 3   CRUS: 120   MAX: 190   RNG: 240   FCE: 2   STR: 5   COST: $131,000

GM Information: The B2 receives a +1 on Pursue/Flee and on braking maneuvers.

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.

;