This seemed an appropriate addition to the game’s stables…

After a rough start (one review saw the vehicle famously not even make it out of the parking lot), Tesla Motors is now turning out beautifully designed, fast luxury vehicles that might even make it from London to the coast (as an early model infamously could not in an episode of Top Gear…) The P85D is powered by a  85 kWh battery (or a 90 kWh, if want another 6% of range), which drives two motors — a 503hp equivalent rear wheel motor, and a 259hp equivalent front wheel motor. The all-wheel drive gives the P85D a total torque of 713 ft-lbs deliverable…instantaneously, and the title of the “fastest sports sedan in the world” with a 0-60 of under 3 seconds, and a 0-100 of 3.2 seconds…better than a GT3 car when sent to “Insane” setting. the top speed is 155mph, and it has a range of about 250 miles if driven at highway speeds — this falls off dramatically at speeds over 100mph.

It can be had in two and four door. The interior is nicely appointed with leather seats, a large, easy to operate touchscreen in the center of the dash, and multiple amenities, including wifi, bluetooth, and other modern electronic perks, but the big one is  autopilot, which can warn the driver of other cars when merging into traffic, which has an adaptive cruise control that adjusts to the traffic speeds ahead, which can can follow the curve of the road and lane center, and changes lanes for you with the tap of the turn signal. It has a remote control driving application for your phone, even…



The main limitations of the Tesla are the recharge times. Even with a proper 220 outlet pushing the recommended power, users see about 29miles for each hour charged. That means an eight to nine hour recharge time from near empty to full charge. Run the car dry and you are stuck for a night.


PM: +2   RED: 4   CRUS: 60   MAX: 155   RNG: 250   FCE: 3   STR: 9   COST: $150,000

GM Information: The range on the Model S is halved if the car is run over 100mph. The car recieved an additional +2EF Pursue/Flee, and Safety tests.

Wanna see how damned fast this is? Watch it destroy a Holden kitted out for racing and a Walkinson.


What was that..? You need to use some Red Army types as bad guys for your James Bond: 007 RPG? Well, here’s their latest subgun/PDW, the QCW-05 in their proprietory 5.8x21mm DAP92 cartridge (their answer to the 5.7x28mm):


The QCW-05 stands for “Silenced Assault Gun, 2005” and there is a 9mm version, the JS-9. The weapon uses a split magazine that has two staggered ammunition tracks to crowd 50 rounds of 5.8mm into it; the JS-9 uses standard 30 round H&K MP5 magazines. The round is a 43-grain steel-core bullet moving at 1500 fps (with the suppressor) with an energy in the low 9mm range. A simple peep sight on the bullpup’s carrying handle works adequately, and the charging handle is protected by the carrying handle, as well.

PM: +1   S/R: 2/10   AMMO: 50   DC: E/H   CLOS: 0-8   LONG: 20-60   CON: n/a   JAM: 96+   RL: 2   COST: $16,000

GM INFORMATION: Without the suppressor, the DC is +1 for both ratings, CLOS 0-9, CON +4. The JS-9 follows:

PM: +1   S/R: 2/10   AMMO: 30   DC: E/H   CLOS: 0-9   LONG: 25-65   CON: n/a JAM: 99+   RL: 2

The JS-9 gains the same bump in DC and CON as the QCW-05 when the suppressor is removed.


QSZ-92/CF-98/QSW-06 “Silenced” Pistol

There are several versions of this pistol in the Chinese 5.8x21mm or 9mm Luger cartridge in service since the mid-90s. It is a full-size service pistol, usually issued with a suppressor. They look, for the most part, very similar.


In 5.8mm, it has a 20 round capacity, in the 9mm versions 15, and uses a rotating lock breech short recoil system that provides fairly low recoil impulse. The controls are easy to reach and use and ergonomics are surprisingly good, save for a very long double action trigger pull. They have a relatively low service life on their barrels, compared to service pistols like the American’s Beretta M9, or the Glock 17 with an expected use of about 10,000 rounds. They are a popular import weapon to Canada.

PM: 0   S/R: 3   AMMO: 15/20   DC: E/F   CLOS: 0-8   LONG: 12-18   CON: +1   JAM: 98+   RL: 1   COST: $600

GM INFORMATION: The second rating on the AMMO and DC is for the 9mm version.




PM-06 9mm Submachinegun




The Polish-made PM-06 is a 9mm submachinegun that uses selective fire from a closed bolt, and has a collapsible stock. Low recoil and controllability make the weapon an excellent one for urban operations.

PM: +1   S/R: 2   AMMO: 25   DC: F   CLOS: 0-10   LONG: 40-60   CON: +3   JAM: 98+   DRAW: -2   RL: 2 COST: Game Information: Gain a +1PM when the shoulder stock is extended. The next set of statistics are for full-auto:

PM: 0   S/R: 6   AMMO: 25   DC: H   CLOS: 0-10   LONG: 40-60   CON: +3   JAM: 96+   DRAW: -2   RL; 2


Here’s a few things to aid GMs with their james Bond: 007 campaign:

One of the things dropped to the public from the Edward Snowden leaks was the Advanced Network Technology catalogue.

nij ratingsThe Q Manual gives the James Bond: 007 RPG player armor ratings for vehicles, but did not really address personal body armor. I covered this in my Q2 Manual, but thought it might be worth coming back to for those who want to understand the reason for the game specifications on personal body armor.

Level I armor is lightweight and allows for easy production of body armor that can look like ordinary clothing — a tee-shirt or a vest. They stop most light rounds — .22, .32, .380 — but does not usually take care of all of the kinetic damage. These are usually in the range of DC C to E. The armor reduces the damage class by -2DC.

Level IIA armor can handle mid-weight and speed bullets like 9mm and .40 S&W (DCs in the range from E to G.) Damage class is reduced by -4.

Level I and IIA are usually older vests or special order items, as they are considered by law enforcement to be ill suited to protecting officers from modern ammunition. The older armor also rarely protect against bladed weapons, something that most newer vests do. That doesn’t mean, however, they wouldn’t be perfect for the deep cover officer looking to have some protection, but not advertise this fact. Level I armor has the equivalent of a CON -4, Level II CON -2 to be spotted with a PERCEPTION test.

Level II armor  is is the standard for hot-weather police department and is also available to civilians in the US and a few other nations. Level II is rated to stop fast (“hot”) 9mm, .40S&W/10mm, .357 magnum+P ammunition (DCs in the G-I range.) It lowers DC by -4DC but also provides a -1WL benefit, but also cuts the Run/Swim and Stamina times by a quarter.

Level IIIA is typical of police and military units where concealment of armor is not a high priority. They are rated to handle up to .44 magnum pistol cartridges and can stop most shotgun shot (DCs in the H to J range.) It provides -6DC protection, but halves the Run/Swim and Stamina times of a character using it.

Level III is “tactical” armor, and is normally worn over clothes with MOLLE or velcro-attached pouches to carry ammunition, radios, etc. It also typically adds a “rifle plate” or “trauma plate”, which provides protection for up to .308/7.62mm rifle rounds and 12 gauge slugs (DCs in the I to L range.) It provides -6DC and a -2WL benefit, but it also halves a character’s Run/Swim and Stamina times, and adds a -1EF to Dexterity tests. Often tactical units will include a kevlar helmet that provides protection worth -4DC .

Level IV armor is rated for high-power armor-piercing rounds like the US APM2 .30-06 round. It is hot, heavy, and uses both ceramic, steel, or carbon fiber plates, in addition to kevlar fabric to protect against these high-energy projectiles. Level IV armor also nearly always includes a helmet that gives -4DC protection, but gives the character a -1EF to any Perception-based test. Also the neck roll on Level IV armor gives a -6DC rating.

One issue: these materials are, however, brittle and usually break up on impact, providing single shot protection against high energy bullets. The armor provides a -8DC  for the first impact on the vest (front or back.) However, it loses a -4DC of protection per hit where the original DC was K or higher.

As you can tell, the design intent is to drop the damage to about DC B or C, where the worst the character suffers is a light wound, but usually takes a stun. Gamemasters can add hit locations to the mix, if their players get a bit too cocky, thinking the armor makes them invincible. (See the GM Screen for hit location table.) All of this armor is generally good for the torso area, although Level IV armor is a notable exception.

Here are some examples of modern body armor:

Second Chance makes a concealable armor in Level IIa through IIIa in the Summit line. They also make a “stab-proof” twaron armor vest for correctional officers in their Prism Spike line and gives a Level IIa protection versus both handguns and blades. Their Prism Multi-Threat armor is Level IIIa.

American Body Armor (ABA) makes the Xtreme line of police vests from Level IIa through to Level IIIa.

Savvy is one of the few manufacturers of body armor specifically for females. It also provides improved impact resistance in the breast area. Their vests come in Level II and IIIa.

Point Blank makes armor for both police and military. Their Vision and Hi-Lite series are more focused on deep cover protection, and the C-Series on uniform use. They also make “carriers” — tactical vests that can have armor plates inserted into them and typically provide Level IIIa protection. Police tactical line — Level III and IV are the Dragonfire and Spider lines. Their military offerings are the IOTV (Improved Outer Tactical Vest) in Level III and IV.


One of the readers is looking to maybe play in a Skype-based James Bond:007 game, if there’s anyone out there GMing one. Jonathan’s in the eastern time zone, and if you hit the comments on the JB:007 page of the site, you should be able to get his contact info. Or just sing out in comments on this post.

Passin’ it forward!