The Steyr TMP has been a staple of action movies for a decade, but was a somewhat lackluster piece of equipment in real life. However, Brügger & Thomet, a Swiss defense contractor that specializes in sound suppressors, bought the design and did improvements to it that led to its recent adoption by the Swiss military for its echelon troops. (It is also popular with some police departments around the world.)



Also called the Machinenpistole 14, the MP9-N is a selective-fire 9x19mm personal defense weapon in the same vein as the P-90 or H&K MP7. It is capable of 1100 RPM, and uses either a 15, 20, or 30 round magazine, usually clear plastic to allow the user to do a spot ammunition check. It uses an H&K style selector, rather than the original Steyr cross-bolt safety/selector, has a folding stock, and a Piccatiny-style rail for attaching tactical lights or lasers.

PM: 0   S/R: 2/10   AMMO: 30   DC: F/I   CLOS: 0-8   LONG: 25-50   CON: +3   JAM: 98+   DRAW: -2   RL: 2   COST: $3000

GM Information: With a suppressor affixed, the MP9-N specs change in several areas:

PM: +1   DC: E/H   CLOS: 0-6   LONG 18-30   CON: n/a   DRAW: -3


Arsenal Arms created a “ballistic knife” — a combat knife with a six shot .22LR revolver cylinder inside the handle of the knife. The gun is actuated by turning a portion of the trigger, which levers up and for every squeeze, a round is fired. Some of the game stat stuff is conjecture based on videos on the web, as I’ve not actually seen one of these. The trigger looks very heavy and awkward, so accuracy is going to suffer severely. The cylinder looks like it might be off the NAA pocket revolvers, so you can probably carry an extra cylinder (if you can figure out how to keep the rounds in, and hot swap the cylinder. Reloading looks like you’d have to take the cylinder out, knock the rounds that don’t fall free, out, then feed and replace the cylinder before closing.



PM: o  DC: +2   CON: +1   DRAW: 0

(as gun) PM: -1   S/R: 1   AMMO: 6   DC: D   CLOS: 0-1   LONG: 3-6   CON: +1   JAM: 97+   DRAW: 0   RL: see GM information… COST: ~$2000

GM Information: the RS1 is designed to be a last ditch weapon, so reloading was not a priority. To hot-swap a cylinder, the reload time can be dropped to 3 rounds, to feed the cylinder in the weapon new rounds takes 5 rounds.

(Ed. If anyone has one of these and care to correct me on elements of the function, etc., please do…)

Here’s some vid of the thing in action:

The X-47B drone just made its first carrier landing. How important is this? Well, the Navy is saying its on par with the first naval aircraft. The craft are remote-piloted, smaller than most naval aircraft (more to a carrier), and are much, much cheaper per unit than most of the hot-shit new fighter designs. Oh, and not having a pilot on board means it can out turn anything in the skies.


Here’s the first catapult launch of the craft:

And the first landing:

Can Cylon Raiders be far behind..?

Here’s the stats for the X-47B for the James Bond: 007 RPG:

PM: +2   RED: 2   CRUS: 500   MAX: 700   RNG: 2,100   FCE: 5   STR: 25   COST: n/a

GM Information: The X-47’s small profile gives opponents looking for it a -2EF to their Perception. The drone can carry 4500 lbs of missiles or other ordinance.

Voting is open over on Stuffer Shack for the 2013 RPG site of the year. So, if you’ve enjoyed the site, gotten good use out of the game-specific materials, or just wants to be a mensch…go over and vote for us!

Quick note for the GMs out there: this is a toy you might not want your players to get their hands on unless absolutely necessary. They’re new, rare, still in testing, and expensive.

XM-25 25mm Defilade Target Engagement System (“Punisher”)

The XM-25 is a airburst grenade launcher that uses various targeting methods, including a thermal sight, and a laser aiming designator to program the internal ballistic computer onboard the round, allowing the user to program the range at which the grenade should detonate. This allows the round to be fired over an obstruction and explode above the target. They can also breach a thin barrier (like a window or door) and explode on the other side.

The 25mm × 40 low velocity grenades called high-explosive airbursting (HEAB) rounds, armour piercing explosive rounds, flechettes or canisters of lethal tiny darts for close-quarters combat, door breaching loads, anti-personnel rounds, and probably the weapon’s most lethal type of ammo: thermobaric (or fuel-air bombs [FAE]) grenades.

Here’s the US DoD description of the FAE effects: The [blast] kill mechanism against living targets is unique–and unpleasant…. What kills is the pressure wave, and more importantly, the subsequent rarefaction [vacuum], which ruptures the lungs…. If the fuel deflagrates but does not detonate, victims will be severely burned and will probably also inhale the burning fuel. Since the most common FAE fuels, ethylene oxide and propylene oxide, are highly toxic, undetonated FAE should prove as lethal to personnel caught within the cloud as most chemical agents.

A GM can probably understand why you don’t want characters wandering about with the latter. Considering the cost of the FAE round is about $1000/shell, you have a good reason for why they wouldn’t be issued one under anything but the most extreme conditions.

PM: 0   S/R: 1   AMMO: 4   DC: see below   CLOS: 0-30   LONG: 100-210   CON: n/a   JAM: 95+   RL: 2   COST: $30,000

GM Information: The XM-25 must be aimed to use the programmable function of the grenades. The user gets the usual +3 EF modifier, but can ignore cover modifiers against them. The damage of the grenades is DC: J for the HEAB and HEAP rounds (the armor piercing rounds half the armor of a vehicle and ignore personal armor benefits.) The canister rounds do DC: I and ignore half the personal armor benefits. Door breaching rounds are area effect, but the damage if DC: H and the barrier provides double the usual damage protection, but is itself destroyed.

The FAE grenade does DC: L with a blast radius of 25′ for damage falloff. Fire damage at DC: F follows for 6 rounds, unless the fire can be extinguished. The damage is applied to any structure that the person might be in — like a small house, say. They’re incredibly destructive.

This is loosely based on the mission the group played last week. It’s for a team of four to six spy/military type characters.

Moving on intelligence gathered at Camp Delta from a Russian arms dealer, the team is being put in play to stop the sale of weapons from the bratva (Russian mob) and al-Shahab in Somalia. the method of delivery is keen: the freighter Kapitan Kurila has been “hijacked” by Somali pirates and brought into port in Mogadishu. Their mission is two fold: 1) destroy the shipping container (standard 20x8x8′) with serial number BF20389 and the armaments (including explosives, ammunition, etc.), and 2) capture/kill the arms dealer’s number two guy who is moving into the lead position, Igor Borodin. Borodin is with the deal to do a face-to-face with the al-Shahab #2 Sheik abu Yassou Rouma. Abu Yassou, if discovered, is eminently expendable.

Satellite imagery puts the freighter at the wharf inbound of the southern waterbreak. There’s easy ingress from the sea, but a 50 yard area to cross that will most likely have Somali terrorists hanging around waiting to offload and take possession of the weapons. They can come in from the sea, as well and board on the starboard side, away from the wharf. (Use Google maps — they have a good shot of the area I’m talking about.)

The ship itself is a 300′ Feeder-style freighter with the cargo holds modified to take standard containers, two arranged side to side, with up to four or five stacked on top of each other. There will be a small area to maneuver around the containers to check numbers, gain entrance, etc. The gunwhales of the ship are lower than the main deck, allowing for relatively easy access (EF5 Mountaineering.) There are three holds, searching each will take about 3 minutes, during which time they should have to be careful of the crew of 14 and about 4 of Somalis. An EF6 Demolitions is needed to destroy the container, delivering a DC L to the container, and a DC H to the boat.

The team members looking for Borodin will find him on the second deck of the superstructure in the officer’s wardroom with Abu Yassou, two former-Spetnaz-types, and there is a Somali lookout in the corridor. Six of the crew are in the first level wardroom watching Russian porn and with a good Charisma EF4 can be subdued. There is a man working the ship’s crane, there are three men aiding in moving the containers, and two guards roving. The Somali guards are on the cargo deck with the loading crew. There’s about a dozen ashore waiting for delivery with a couple of pickups they are going to offload into. The sheiks old Mercedes-Benz C class is there, as well.

Any alert and they’ll have the place swarming with the Somalis from the wharf. Ten minutes after a firefight starts, they’ll have more bad guys than they can handle.

They will extract by boat to a waiting submarine.

Have fun…

This is a repost from the early days of the blog, when we had a much smaller readership. I’m looking for comments from the James Bond RPG fans regarding them, especially if you try them out. — Scott

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.  About a round a second 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 hard 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, without moving, 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 maximum number of targets a character can engage with a non-automatic 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 an autofire weapon’s second rating [S/R: 2/6 for example].)  For each action used, you gain a +1EF for the test.  Additionally, 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 rather than attack, instead defend from an attack, using their HTH Combat skill in an opposed test.

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: 2-8 = Speed 1, 9-23 = Speed 2, 24-30 = Speed 3 ( An alternate idea is to expand the speed ratings: 2-6=Speed 1, 7-14=Speed 2, 15-22=Speed 3, 23-28=Speed 4, 29-30=Speed 5.) With this alternate 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.