I love the Bren Ten…it’s been one of those guns I’ve wanted to buy for years, but could never get a good deal on.  I fired one way back in the ’90s and loved it — super accurate, powerful, and incredibly comfortable ergonomics.  I have settled for the nearest thing I could get, the Tanfoglio Witness in .45 or 10mm (although these are damned good values!)  VLtor, however, has remade the Bren 10mm handgun and they should be on the market in a matter of months (I’ve already got my local dealer hooking me up with one…)

In it’s day, the Bren was a fairly advanced piece of hardware.  Based on the CZ-75 and beefed up for a new combat round envisioned by Col. Jeff Cooper — famed gunhand — for combat and police work, the 10mm cartridge was an attempt to mate .357 magnum firepower with a semi-automatic pistol.  The Bren died a quick death due to financial woes of the manufacturer, but the 10mm round was — for a time — FBI standard and a popular hunting and self-defense cartridge.  However, the recoil was too stout for the poor Feeb agents and a whimped out version, .40 S&W, became the more popular round in the 1990s for police.  In the age of polymer-frame handguns, it’s a bit dated, but the accuracy and firepower are hard to beat.

VLtor’s version includes dedicated 15 round magazines, and it can use Tanfoglio magazines interchangeably.

PM: +1   S/R: 2   AMMO: 15   DC: H   CLOS: 0-4   LONG: 12-19   CON: +1   JAM: 98+   DR: 0   RL: 1   COST: $1300

GM Information:  The DC is for the original 200 gr, 1250 fps 10mm round (only really available from specialty manufacturers.)  Most 10mm ammo would provide a DC: G.

The gun was featured, most notably, on Miami Vice in the first two seasons.  VLtor is doing a “Vice Model” wth a hard chomed slide.  (The slide was chromed so that it was more visible in night shoots.)

Next up for James Bond: 007 RPG, the Springfield XD series of handguns.

Like the Glocks, Springfield Armory utilizes a polymer frame with lightweight alloy parts for the mechanics for the X-Treme Duty (XD.)  The XD also uses striker fire, like the Glocks, but the grip angle is more ergonomically correct for the shooter, allowing better accuracy.  Take down is also easy, accomplished with a rotating switch near the front of the receiver (similar to the SIG Sauer.)

Early versions, like the Glock, require the trigger to be pulled to allow the slide and barrel assembly to be slid free of the lower; newer versions do not, increasing safety.  Also, the XD used a similar trigger safety feature as the Glock, but improves on this with a grip safety similar to the 1911A1 series handgun.  As a result, the XD is as reliable, often better made, more accurate and safe, and easier to maintain.

The XD can be had in 3″, 4″, and 5″ barrels, and in calibers from 9mm and .40 S&W, to .45ACP and .45 GAP, as well as .357 SIG.  All versions include a Piccitinny-style equipment rail on the weapon for light or laser.  Additionally, SAs always ship with a right-handed holster and dual mag holder.

There is also the XDM — a larger framed version of the service pistol with interchangeable backstraps on the grip to different sized hands, a match grade barrel, and larger capacity.  While very accurate and reliable, the XDM is more difficult to conceal than most service pistols.  The XDM is available only in 9mm and .40S&W

Springfield Armory XD 9mm & .40S&W

PM: +1   S/R: 3   AMMO: 16   DC: F   CLOS: 0-3   LONG: 10-18   CON: +1   JAM: 99   DR: 0   RL: 1   COST: $550

GM Information:  This is for the 5″ XD in 9mm, the .40 version has a S/R: 2, AMMO: 12, and CLOS: 0-4.  For the 4″ version, LONG is reduced to 9-17, 8-16 for the 3″ barrel.  The 3″ Subcompact XD can have a CON: -1, but AMMO is 10 for 9mm, 9 for .40.

Springfield Armory XD .45ACP

PM:  +1   S/R: 2   AMMO: 13   DC: F   CLOS: 0-3   LONG: 10-17   CON: +1  JAM: 99   DR: 0   RL: 1   COST: $600

GM Information:  The .45 caliber gives a -2EF penalty for victims testing against stun.  The compact .45 has a PM: 0, AMMO: 9, and LONG: 8-16, CON: -1.

Springfield Armory XD .357SIG

This version uses the new police-oriented .357SIG round — essentially a necked-down .40S&W case firing a .357 bullet at magnum speeds.  The .357 SIG XD only comes in the full service pistol.

PM: +1   S/R: 2   AMMO: 12   DC: H   CLOS: 0-4   LONG 10-19   CON: +1   JAM: 99   DR: 0   RL: 1   COST: $700

GM Information:  The .357 SIG round is very hard to come by outside of the US, and is mostly seen in the hands of police departments.

Springfield Armory XDM

PM: +2   S/R: 3   AMMO: 19 (16 .40)   DC: G   CLOS: 0-4   LONG: 12-20   CON: +2   JAM: 99   DR: 0   RL: 1   COST: $700

Fields of Experience in the James Bond: 007 RPG were pretty much useless, mechanically.  Here’s some house rules to make them otherwise.  Feel free to use or change as you like…

FIELDS OF EXPERIENCE

American Football:  Gives knowledge of the rules, players, teams, etc.  If played in the past, may add +1EF to evasion and HTH Combat (when charging or tackling.)

Astronomy/Astrophysics:  Gives basic knowledge of the subject as a given, +1EF to INT or SCIENCE tests for more advanced research questions.  Give a +1EF to PER tests regarding navigation when stars are seen.

Biology/Biochemistry:  As with astronomy on basic and advanced knowledge.  Can use SCIENCE +1EF to analyze compounds, mix the same.

Board Games:  Gives knowledge of game rules, also give a +1EF to use of maps.

Chemistry:  As with the other sciences on basic and advanced knowledge.  Gains a +1EF for improvising explosives.

Computers:  Gives a +1EF to CRYPTOGRAPHY or ELECTRONICS tests.

Cricket:  As with American Football for rules, etc.  +1EF for HTH Cmobat involving bludgeons.

Economics/Business:  Understands the intricacies of business and gains a +1EF to INT or PER tests involving examination of financial records for clues.

Fine Arts:  Give a +1EF to FORGERY or PER to identify the same.

Football/Soccer:  As with Football and Cricket regarding rules, etc. Gives a +1EF to Evasion tests.

Forensics:  +1EF to PER tests for forensic examination or searching an area for clues.

Golf:  Knows the rules, etc.  Gains a +1EF to Fire Combat tests to hit a golf ball when playing.

Ice Hockey:  +1EF to ice skating tests…and smacking people with big sticks.

International Law/ Law:  Just damned useful in the field.  Could aid a CHARISMA test when trying to con their way past bureaucrats or police.

Jewelry:  As with Fine Arts.

Mechanical Engineering:  Gives  a +1EF to INT tests to repair machines.

Medicine/Physiology:  Gives a +1EF to FIRST AID tests.

Microphotography:  Stupid — I don’t use it.

Military Science:  Not only do you know military weapons, vehicles, etc. but tactics.  Gain a+1EF PER or STEALTH tests to utilize terrain.  Hero Points to get hints from the GM how to use the surroundings to gain bonuses in combat.

Political Science:  Knowing the players is important, and this allows the character to have basic knowledge of political situations, +1EF to INT or LOCAL CUSTOMS to know more intricate details.

Rare Collectables:  See Fine art.

Skydiving/Fastroping:  Gain +1EF to EVASION tests using parachute or MOUNTAINEERING for fastroping.

Snow Skiing:  +1EF to EVASION using skiing.  I also snowboarding with this, but a

Snowboarding/Skateboarding FOE might be better…

Surfing:  Why this wasn’t in the original, I’ll never know…  +1EF EVASION when surfing.

Squash/Tennis:  As with the other hit it with a hard object skills.

Space Sciences:  As with astronomy.  +1EF INT to know safety procedures for space travel.

Toxicology:  Knowing poisons and how to counteract them.  +1EF to create, use, ID, or treat poison.

Wargaming:  As with board gaming.

Water Skiing:  as with skiing.

…with a side of Angelina Jolie…

…and for the role playing gamers out there, the James Bond: 007 RPG stats (for the bike, not Jolie.)

Triumph’s Street Triple R

A smaller version of the famed and powerful Speed Triple, the Street Triple R has a 675cc triple engine producing 107hp and 51ft-lbs of torque; about 20hp / 20 lbs less than the 1050cc triple of the Speed Triple.  The weight, however, drops by 100 lbs…giving it a better torque and power/weight ratio than its larger brother.  It also makes the handling of the Street Triple sublime.

PM: +2   RED: 3   CRUS:  75   MAX: 150   RNG: 200   FORCE: 0   STRUC: 1   COST: $9400

GM Information:  The Street Triple R gains a +2 quick turn and double back maneuvers.

UPDATE:  I just bought the non-R version of this bike, but kitted out with carbon fibre exhaust that gives it a bit more kick, power-wise.  The standard Street Triple has a softer ride, but about the same stats.

2011 Mercedes SLS AMG

Made to evoke the 300SL Gullwing, the new Mercedes follows the tradition with…gullwing doors.  The cabin ison the tight side, with some impared visibility and the care is big making tight parking spaces a challenge.  But it has a 6.2L AMG V8 pushing 571hp and 479 ft-lbs. of torque and a 0-60mph of 3.8 seconds.  The seven-speed gearbox, with paddle shifters, is a bit slow on the changes, and the automatic setting is a bit twitchy on which gears it selects.  The suspension is very well designed, however, with electronic traction control that is superlative.

The body is lightweight aluminum and carbon fiber and has a curb weight a bit over 3500 lbs.  And it looks incredible.  Did I mention gullwing doors?

PM: +2   RED: 2   CRUS: 90   MAX: 197   RNG: 200   FCE: 2   STR: 7   COST: $500,000

GM Information:  The SLS AMG gains another +1EF on safety maneuver checks.

2009 Moto Guzzi V7 Cafe Classic

This is a modern retro version of the original V7 of the 1970s, updated with modern technology.  Using the same 750cc mill as the Nevada or the Breva, the V7 is not exactly a racing bike.  The engine produces between 48 and 50hp, depending on the tuning, gives 41 ft-lbs. of torque to the 410 lbs. dry weight of the bike.  The gearing is steep and the bike will reach speeds of 120 mph if pushed to it’s limit, but it is happiest popping around town.

Where the V7 Cafe shines is reliability, maneuverability, and drop-dead sexy styling.  The 750cc engine has been around a while and all the kinks are worked out.  The shaft drive means less maintenance for the rider, and stable — if not spectacular — power delivery.  The flywheel, the shaft drive all pull the center of gravity low on the V7 Cafe, making it supremely maneuverable and easy to handle.

PM: 0   RED: 3   CRUS: 55   MAX: 120   RNG: 180   FCE: 0   STR: 1   COST: $9500

One skill suggested by the rulebook, but glossed over in James Bond: 007 RPG is languages.  It’s one of those skills that Bond never has a problem with — like the explorer Richard Burton, he just always seems to know the local lingo.

For real agents, that’s not so.  in fact, one of the main skills looked for by intelligence agencies is languages…the big ones are Arabic, Farsi, Korean, and Mandarin.  One (cheaper) option is make the languages a Field of Experience.  They have, at least, a working fluency in the language and never have issues with communications.  This would negate a good chance at role playing and deprive the GM of an excellent obstacle for the players — misunderstandings and/or complicatiosn caused by lack of communication.

The other is make them skills.  I favor this option.  This would mean characters would have to buy a Language [specify] and drop points in.  Charisma rolls would be effected by the language skill — I will often shift the Ease Factor of a charisma or seduction test based on the success of a language test.  Get a Quality Rating of Excellent might give a +1EF, or Very Good or Good your normal EF with modifiers, an Average would impose a -1EF on the charisma test, and a failure would mean you could simply not communicate your meaning.