18 September, 2012

Alarm für Anton Zwölf

It's been a busy month - not much gaming or painting in September.  Getting ready for a big move and a promotion at work.  I did pick up an XBox 360 and a couple games this week though, and I've been playing Autobahn Polizei a lot.

I'm thinking that it would make a fun table top game, and would go well with all of the Siku and Majorette cars I have collected over the years - not to mention the Need For Speed Mega Bloks.  The game is based on Alarm für Cobra 11, a comedy/action/drama from German TV network RTL. Essentially it is equal parts Starsky & Hutch, CHiPs, and CSI combined with the kind of explosive car chases you might find in a Michael Bay movie. It's not particularly complicated: Two autobahn police detectives (yes highway patrol "detectives") chase and investigate the crimes of bad guys intent on causing great harm, resulting in gratuitous automotive destruction.  In a recent episode terrorists stole a truckload of Botox in order to poison the city's water supply (Botox is derived from botulism), and the main characters alone went through three cars in stopping the plot.

Car action is a genre that I particularly am drawn to.  But one that is a bit hard to do on the table top.  Speed Rally is a great game for Speed Racer type races, but lacks the RPG aspects needed for a crime-fighting campaign.  A few years back I did do some Death Race-type highway combat based on Savage Worlds chase rules. I think it would make a good start point, but that means I need some vehicle stats - and for this genre, generic vehicle types just won't do.

27 August, 2012

Kriegstagebuch 001: Sunday Night Firefight

One of the really appealing aspects of Cyberpunk 2020 is highly visual nature of combat. To be sure combat is gritty and dangerous - but also very descriptive. With two of my players unavailable last night, I ran the other two through a couple CP2020 combats. We whipped up characters using the Friday Night Firefight quick generation rules from the 2013 boxed set, and armed and armored them using the quick and dirty expendables chart in the 2020 core book.

Chris - armed with a HK MP2013 10mm submachine gun and wearing a heavy armored jacket.
Jon - armed with a Sternmeyer Type 35 11mm heavy handgun and also wearing a heavy armored jacket.

Fred - armed with an FN-RAL 7.62mm battle rifle and wearing medium armored jacket.

The set up was random. Fred was positioned on the east sidewalk of a city avenue, about two storefronts north of the corner with the cross street. Chris and Jon are 20m south-west, they are crossing the cross street on the other side of the avenue, about 4m from the north-west curb. Neither group is in cover when initiative is called.

Fred gets the drop and emptied the RAL's 30rd magazine at the two, at a range of 20m. Nine rounds find targets, five on Jon and four on Chris. The first round is absorbed by Jon's jacket, but the next round causes a serious wound to Jon's unarmored right leg. The following three rounds all compromise the jacket's kevlar weave and drill into Jon's torso. Jon falls to the pavement stunned with potentially mortal wounds. Chris is hit in the left leg, right arm, and twice in the torso. The leg wound is minor. The hit to the right arm penetrates the jackets kevlar layers but inflicts minor damage. The two torso hits are more serious - both penetrate and inflict serious founds. Despite these critical wounds, Chris is able to return fire with a long burst from the HK. Fred is still in the open and takes eight 10mm slugs. The first round hits Fred right in the noggin - his skull ruptures like a ripe watermelon - instantly fatal. The next round binds up in the armor over Fred's torso, the third strikes the femoral in his left thigh, followed by a round that traumatically amputates the leg above the knee. Two more rounds drill into the left leg, followed by one to the right and a final hit to the bloody stump of the left thigh.

3.2 seconds had elapsed.

Originally I'd planned to have two gunmen, but seeing the extreme havoc that the battle rifle caused I settled on one. Barney did show up for a later bar fight. Fred was taken right out and Barney, though unable to cause any significant damage to either Chris or Jon, was able to absorb a great many hits before being KO'd. I think we went about 6 rounds in the hand-to-hand... that's a bit less than 20 seconds.

Chris seemed to enjoy the system - Jon not as much. Me - I loved it - it's been years since I ran Interlock and I forgot how detailed and deadly it was. Skill sets need to be reigned in or it will be a bloody meat parade. Both shooters hit at rather high hit ratios - Fred with 30% and Chris with 25%.  Both were world class shooters (top 10%) and I was not using the 2013 rule for coolness under fire.  With some reigning in of 9 and 10 level skills, supplanting a 2d6 roll for the 1d10, and the coolness under fire rules (essentially a COOL save modified by the number of firefights you've been in) - hit ratios should drop to a more reasonable 15-25% or so.

18 August, 2012

Economies of Scale

I don't particularly care about what size cars you use with your games - but I've gotten a lot of crap over my "tiny cars," so here I present some justification for my choice.

I don't base on 5mm rounds or GW-type plastic bases. I think it makes everyone look like they are standing on a kerb.  Instead I use 1" fender washers (I actually have about a thousand black oxidized steel washers I use), and occasionally 1.5mm acrylic bases (for motorcycles and horses).  These keep the mini closest to the table top and blend away far better to my eye than the 5mm rounds.

Ground Scale
In my games 1 inch equals 5 feet. That puts my ground scale at 1/60th.  It also means that this NewRay Fiat 500 is over 16 feet long and 7 and a half feet wide.  That is a lot of movement required to round a subcompact car. Of course ground scale is easily changed and almost always slightly out of alignment with miniature scale.

Miniature Dimensions
28mm minis are poorly proportioned. By that I mean they are ridiculously wide. The biggest argument I hear for 1/43rd cars is that it looks like the minis can get in side widthwise. That is true. However I never put my minis in my cars - but they very often stand near them. So for me - height is the important factor.

28mm is a pretty inaccurate descriptor of miniature scale.  Ideally the "X"mm refers to the eye height of a standing miniature - eye height is used to avoid confusion from hair, helmets or other headwear.  Grabbing a couple EM4 Future Wars minis, it seems that they run to just about 28mm at eye level.  Grabbing a few TAG, Artizan, Foundry and Copplestone minis (in upright standing poses) shows that most measure between 28-29mm at the eye.  Taking that 28.5mm as an average and comparing it to reality - the average American male is 69.5" or 1765mm.  Normal drawing proportions of a male body is 8 heads with the eyes located in the middle of the skull at 7.5 heads height.  However the minis tend much more toward 6 heads in height... the Suit from EM4 (middle below) is 5.8 heads tall with the eyes at 5.3 heads height.  If we assume he is of average height that puts the eyes at 63.5" or 1612mm.  1612/28=57.6 giving a miniature scale (based on height of the sculpt) of about 1/57.

As I said before minis are particularly wide (not to mention 5.5 to 6 heads tall) and elevated on a base - boosting eye height by ~2mm or 7%; So I choose to scale up my vehicles about 7% to compensate. In effect that means that I lower the average height of my minis to about 5' 5", but this is replaced by the slight mound of pavement or earth they are standing on.... I can deal with that. I also use larger scale cars for very small vehicles - my Mini is actually about 1/52 and the Willys Jeep is 1/53... conversely I drop to 1:60 scale on big things like helicopters. 

In the end I have minis that can see over the roofs of sedans, and are about the same height as normal (read: no elevation kit) SUVs. It also means that my minis can even look in the side windows of an Iveco Daily or Mercedes Sprinter van - without stepping up on the kerb.

16 August, 2012

28mm Vehicles

Perhaps the most divisive issue in miniature gaming is that of vehicle scale. One camp swears by 1/43 scale diecasts, the other by 1/55 scale.  Personally I'm a 1/55 guy. I'll tell you why.

1/43 scale vehicles are just ridiculously huge.  No one, of average height,  should risk being hit in the side of the helmet by the sideview mirror of a sedan.  I have some 1/43s but they were to support my Honourable Lead Boiler Suit 1/48 Ultra Moderns - a line that is no longer supported.  Cheap 1/43 diecasts are less common than they used to be, and most of them vary significantly in scale from 1/48 to 1/32 (1/32 is plastic army men size BTW).  It also shouldn't be a 20ft movement to cross from the left fender to the right.

Hot Wheels put out a load of 1/50 scale diecasts over the last decade.  "1/50" was more of a label than an accurate scale - they were made to fit the package (my Rat Rods '52 Beetle is closer to 1/43, and the DropStars Maybach is about 1/55, with most everything else somewhere in between).  They were mostly muscle cars, all of them pimped out, but they tended to be exaggerated in width making them a pretty match for many larger 28mm minis. Yes I said larger 28s. Few 28s are actually 28mm, most modern lines are in the 32mm+ range.  Anyway Hot Wheels abandoned mid scale diecasts (Rat rods, G Machines, DropStars) a couple years ago and, with the Hot Wheels collectors' market, they've become rather pricey.

I discovered Siku, a German brand of diecast car, at the Village Vanguard store in Kanazawa about a decade ago.  The nominal scale is 1/55, with some slight variation due to package space (but far less than with Hot Wheels or Matchbox).  1/55 matches my minis very well.  Most sedans came up to mid chest and SUVs were just short enough for the tall guys to look over.  I prefer Foundry Street Violence, Copplestone Castings, Artizan, The Assault Group, and EM4s (ex-Grenadier) Future Wars minis.  These manufacturers make up most of my miniature purchases and all of them mix very well. They are also rather small compared to newer "28s" like Corvus Belli, Victory Force, Mantic, Dust Tactics, et cetera.  Scale creep.  Since my minis tend to be closer to 28mm at eye level, and I base on washers not GW plastic bases, the 1/55 scale vehicles look great beside them. Yes the minis are a bit broad, but height-wise they look great. I'd rather have them look a little crowded in the car than dwarfed by it on the table.

I've discovered over time a number of other 1/55 scale cars, older Majorettes, Matchbox and Hot Wheels casts of sub-compacts, and a number of "1/64" scale Jada releases. I'm not sure why Jada calls them 1/64 - they are much closer to 1/55 - marketing towards collectors I suppose.  I started picking up a few cars here and there that looked right.  Then Battle Machines came out and I got all of them except the rigs.  A little small (1/58 or so) but close enough.  Then came Hero Patrol.

Since the majority of my vehicles are German Siku's or French Majorettes, I was sorely in need of US police cars.  I found a supply of Corgi Crown Victorias in Chicago Police livery in 1/55 and cleaned the store out. But they numbered only six, and are nigh impossible to find on the intertubes.  Then, last year, at WalMart, of all places, I found Jada's Hero Patrol line.  Chevy Impalas, Chevy Tahoes, and Dodge Charger police cars measuring just a shade smaller than 1/55 - and less than $3 a piece. I bought dozens.  A second wave (with Pittsburgh PD Impalas!), and now third have been released, featuring numerous department schemes and I am intent on collecting more.

Recently I discovered MegaBloks Need For Speed Action Scale vehicles in the clearance isle of Target.  Basically a Lego-type chassis with a single piece front, single piece back, two doors and a top.  Easiest building set ever - and in 1/55.  The vehicles are mostly high performance cars (as the NFS license would suggest) including Skylines, Porsche 911s and the Audi R8. The Audi R8 and McLaren MP4-12C are two I models I scooped up - the supercars make rather decent near future vehicles - and McLaren MP4-12C police cars are awesome!  The body pieces are all snapped to a standard size chassis - making for some slight variations in scale, and the body parts are tight fitting and not interchangeable (no McLaren front on a Porsche), but you can "damage" vehicles by removing pieces... if you don't mind revealing the Lego-type nubs.

In addition to civilian and police cars, I've tracked down a couple Chinese made diecast BTR-80s, two Russian army trucks, a New Ray AH-64 Apache gunship, and a couple M-48 Patton tanks (plastic army men tanks are spot on - look for older Timmee casts that are much more detailed), all in 1/55.  I've also added a pair of MotorMax Hind Ds and a few New Ray UH-60 Blackhawks in 1/60.  I find that larger helicopters can be a bit smaller scale on the table top and not look ridiculous.  I'm also looking to pick up a couple New Ray CH-46s in 1/55, and maybe their 1/60 scale Chinook.

Imagine trying to field those in 1/43 or 1/48 scale... there'd be no room for the minis to move.

14 August, 2012

Chiappa Rhino Revolvers

Below find complete stats for the Chiappa Rhino series of revolvers (featured prominently in the new Total Recall) for use in modern and near future Savage Worlds powered gaming.

Introduced in 2009, The Chiappa Rhino series is a modern Italian revolver design from the minds of Antonio Cudazzo and Emilio Ghisoni. Ghisoni's previous work included the Mateba revolver which the Rhino shares similarities.

Like the Mateba, the Rhino's barrel is located below the revolver axis pin and fires from the lowest chamber (unlike traditional revolvers which fire from the uppermost chamber). This inverted design produces less muzzle flip as the recoil forces are more in-line with the forearm.  Of particular note is that the Rhino utilizes a striker-type hammer that is completely internal; What appears to be a conventional hammer is actually a charging lever that cocks the hammer when pulled back and then returns fully forward.

The revolver itself consists of an aluminium alloy frame with steel barrel and cylinder. The cylinder is flattened on the sides (like a hexagon with rounded corners) to further reduce the bulk of the weapon. The Rhino is available in four models of increasing barrel length: 20DS (2" barrel), 40DS (4"), 50DS (5"), and 60DS (6"). All models are available in a blued finish (Black Rhino) or a hard chrome finish (White Rhino), with a variety of grips in composite or wood.  An accessory rail is located below the muzzle on the 40DS, 50DS and 60Ds, with an additional rail located on the top of the 60DS.  All models and finishes are available chambered in .357 Magnum, 9x21mm IMI or .40 S&W. Both the .40 and 9mm versions use moon clips for loading.

Caliber: .357 Magnum
Range: 10/20/40
Damage: 2d6+1
RoF: 1
Weight: 1.5 lbs
Shots: 6 rds
Cost: $330, 6rd speedloader $9
Notes: AP 1, Double-Action, Revolver

Like all .357 revolvers, the 20DS may be loaded with .38 Special ammunition (Damage: 2d6). Also available chambered in 9x21mm IMI (using the same stats as the .357 version), and .40 S&W (Damage: 2d6). Moon clips for either version cost $5.

Caliber: .357 Magnum
Range: 12/24/48
Damage: 2d6+1
RoF: 1
Weight: 2.0 lbs
Shots: 6 rds
Cost: $390, 6rd speedloader $9
Notes: AP 1, Double-Action, Revolver

Like all .357 revolvers, the Rhino may be loaded with .38 Special ammunition (2d6 damage). The full size Rhinos are also available chambered in 9x21mm IMI and .40 S&W using the stat block above. Moon clips for either version cost $5.

09 August, 2012

Finished: Copplestone Scavengers & Partisan

In May I finally got some Woodland Scenics Burnt Grass flock to finish the bases of my Copplestone Castings scavengers. They actually come from three packs; Two are Sewer Scavengers (FW2), two are Scavenger Heroes (FW31) and the last is from the Partisan Fighters (FW40) pack.  I've had these minis for years - part of a large order I placed in 2004 while living in Japan.  They sat a round for quite a while, were based on washers then MDF rounds, then washers again...  Finally I decided to paint them at our weekly paint night, without an actual plan.

I don't paint particularly well, occasionally I manage to pull off something cool, but mostly I block paint and use Army Painter Quickshade.  This is mostly from a lack of patience and that if I don't do it this way I'll be repainting them forever.

My basic plan is to paint minis into 10 man units/gangs, a nice round number that fits well into VHS box mini cases.  Four of the scavengers here will be part of the same gang, noted by the red articles on all of them - I was inspired by a western gang painted with the same idea in Warhammer Historical Old West.  The tall, man-ish lady will be part of another gang noted by the blue.  Basically I ended up painting Crips and Bloods/TAP Boyz. - though that certainly wasn't planned.

The black chap was towards the end of the night and is based on a friend of mine.  You can see that my accuracy had suffered a bit from fatigue. Still on the table he looks fine and I don't think I'll repaint - though I might use a black Sharpie to nick that red fleck on his dreads.

Of all I think I am most impressed with the Crown Royal bag on the belt of the dude with the SMG.  Sitting around painting with a bunch of old-skool gamers, that part of the sculpt just screamed "Crown Royal dicebag!"  I am rather pleased how the stitching came out.

I got these guys painted in pretty much one night, a couple touch ups and the quickshade applied later in the week.  It was about there that they languished as I was without any dull coat.  Once I got around to picking that up I needed flock... thus the weeks added up.  Finally (a couple weeks later) they stood finished.

These are the first minis I'd completely finished this year, though I have a about seven western minis that were painted and quickshaded before these guys (awaiting dull coat and finished bases).  These guys have already appeared in a Daring Tales of the Sprawl game, and should work well in post apocalyptic, dirty/hard sci-fi and even modern settings. Last week an order from EM4 of ex-Grenadier Future Wars minis arrived from the UK - once my bases arrive from Litko I'll try to get them painted up to oppose these guys in Combat Zone and Cyberpunk/DTotS RPGs.

08 August, 2012

Total Recall (2012)

I started a cyberpunk themed game a few weeks ago and so I've been keen on things cyberpunk - bought Lockout on Blu-ray and loved it. Rewatching Outland and Ghost in the Shell. So I was looking forward to Len Wiseman's remake of Total Recall, which came out last Friday.  Life and flaky friends kept me away from it until Sunday, when I saw it at an early matinee.

Most of the reviews I've seen of the movie have been negative - but then again most reviewers write the review before they see the movie. Seriously. I've been to many press preview showings - if the movie is a big one, the press seats might be full. If it was something like Your Highness, there were two critics - both left before the halfway point.  Terminator: Salvation got nailed by critics (I loved it) including Steven Rea of the Philadelphia Inquirer, whose 7 sentence review included the line: "Message to Hollywood: Stop with the time-travel stuff."  Yep. He disliked all of the time travel in a franchise premised on time travel - despite the fact that there wasn't any time travel in Salvation. Rea also was a fan of Mission Impossible: Ghost Protocol - though he thought it wasn't quite as good at MI:III; So we know all of his taste is in his mouth.

Total Recall has given me a greater understanding of being a movie critic in the age of digital publishing.  Use Wikipedia and the trailer to write your review, edit it later as needed.  The Wikipedia article on Total Recall listed the power blocks as New Shanghai and EuroAmerica, when in fact the blocs were the United Federation of Britain and The Colony.  Yet, I've found over 16 reviews of the film that site New Shanghai and EuroAmerica.  NPR, Empire, DNA, Game Zone, Movieline, Cinema Source, i4u, Florida Times Union, Deseret News, Kansas City Star, Detroit Free Press - the list goes on.

Some of these reviews were then edited to remove the above terms which still showed up in Google search extracts.  DNA tried to cover up the mistake by inserting the claim that New Shanghai and EuroAmerica were the names of the nations in Philp K. Dick's short story/inspiration We Can Remember it For You Wholesale. They aren't mentioned in that story at all.  NPR did something similar, the article now reads that the names come from an earlier version of the script. Maybe NPR critics don't use Wikipedia to write movie reviews, but they do seem to base them on scripts rather than watching the released film.

I've also noticed that Verhoeven's Total Recall is now a highly thought of classic.  That's interesting because I remember how badly it was received in 1990. Of course it did very well and is now a beloved cult classic. It wasn't in 1990. It is now. Weird huh?

I like both versions. The 1990 film is a fun 80's action cheese-fest. The 2012 version is a sci-fi flick for a more savvy audience.  Living Daylights versus Casino Royale. Beckinsale is freaking awesome - hands down enough to carry the entire film. She is hotter than Stone and more dangerous than Ironside; She kicks more ass in Recall than any film I've seen recently (yeah I'm looking at you Dark Knight Rises - Batman/Bane fight was a preschool slapfight in comparison). Visuals kicked ass, and I found the film entirely enjoyable and a must-buy on Blu-ray.

So much so I went and saw it again Sunday evening.

Arasaka Corporation Ltd.

The Arasaka Corporation is the primary antagonist of R. Talsorian's Cyberpunk RPG.  I love this game. It was pretty much all I played in junior and senior high school.  I've been continually amazed at how prophetic both Cyberpunk and Robocop have been over the last twenty years. I noticed when the Pittsburgh Police started driving Ford Tauruses. The rise of the PMC and Blackwater. The Citizen's United verdict greatly increasing the rights and powers of corporations, and the financial disaster precipitated by virtually unchecked corporate greed.  A decade of warfare leaving millions dead, and thousands of veterans disabled; The rise of advanced prosthetic technology, biofuels, and near universal computing access.  We live in the dark future.

Of course the game (written in 1988 and set between 2013-20) has had some misses as well. Fax machines are not the epitome of digital publishing technology. Hacking is still more Wargames than Tron. And true cybernetic prosthesis are awaiting the nerve-circuit connection.

This has left me with some choices in running Cyberpunk.  I don't want to run it as written - it's too retro.  Revamping the timeline and pushing the action into the 2050s or beyond is a possibility that, I think, engenders a more sci-fi mise-en-scène bordering into transhumanism. The option I'm left with is an adapted modern setting... merely a couple years in the future. The world is as it is now, a bit darker, with more cyberware (no full 'borgs, cyberpsychosis is still being identified), and technology and equipment that we see everyday - perhaps a more than a little inspired by Millennium's End. I think of this as the Robocop version of Cyberpunk.

The more I think of this the more appropriate it sounds. The first edition of the game was set in 2013 - next year!  A low tech campaign requires very little modification to adapt it to the modern day.  My favorite miniatures (Copplestones and EM4) have a rather modern look, and mix well with my fleet of modern vehicles. Such a setting requires less preparation for a adult rather than teenage players - who have less time to read background. It's now, but with robotic limb replacements.

So I guess I have some work to do... What stays the same, what changes, what needs to be added, and what dropped? Do we play with Interlock, or with Savage Worlds powered Daring Tales of the Sprawl or Ghost Protocol rules?

Cyberpunk NOW

R. Talsorian’s Cyberpunk 2020 was a watershed game for me.
At a comic book convention in 1991, I picked up a bootleg of Akira and Appleseed. This quickly lead to Cyberpunk SWAT gaming – powered by the only modern rules we had – Palladium. We’d been playing Palladium for a while in a Macross game (Robotech with all the Macek inspired crap stripped back out) and I grabbed Ninja’s & Superspies to use as a basis. Well, as anyone who’s ever played a Palladium game can tell you – the rules suck.  It embodies the worst of power gaming and is inconsistent.  Following an adventure where I’d emptied a 30rd mag from my M16 into a terrorist’s chest at close range, and a 30mm grenade… leaving the man wounded but still in the fight – we decided to look elsewhere.
Relating the adventure to some fellow (sadder and older) geeks, we were turned on to Cyberpunk 2020. I ordered a copy immediately.  It was the only thing I played for about 5 years and then it shared time with Star Trek gaming.
Eventually I fell out of Cyberpunk gaming… the late 90′s made a dystopian future seem improbable. Crime was down, economy was good.
Suffice it to say that the last decade has done much to validate the Cyberpunk premise.
And I have returned to Cyberpunk.  Last month we began a Cyberpunk game, two characters were generated using Interlock, but with an influx of players we switched to Savage Worlds in order to get down to playing.  The game is pretty much ad hoc and I’m still figuring out what exactly to do with it.  Do I stick with Savage Worlds, or do I Interlock up the new players and run Cyberpunk rules.  Very different play styles, CP is extremely deadly and a bit crunchy. Savage Worlds is rules light and cinematic.  Do I update the setting, the timeline? Cyberpunk play was set between 2013-2020. The way I see it I have three choices:

1. Play the Cyberpunk Setting as written – RetroDark Future
2. Advance the timeline adapt the tech (no faxes) to reflect modern cyberpunk a’la the new Total Recall, Red Faction, and Deus Ex.
3. Play modern cyberpunk, the Dark Future is now (or tomorrow) basically a darker version of today with emergent cybernetics (the Robocop option).

Of these three I’m drawn to the second two. I have lots of modern vehicles and minis, and many older cyberpunk minis (Copplestones, EM4 et cetera) lend themselves more to the Robocop style of cyberpunk than the universe of Infinity.  This does mean a bit of a drawdown in tech – basic cybernetics – full borgs very , very, very rare. Netrunning becomes more like hacking, the game ends up being Millennium’s End with cybertech like that in I Robot.  If I want to preserve those two aspects of the tech I need to advance the timeline and end up with a more sci-fi type universe  (Lockout, Total Recall, and Infinity).
If I go the Robocop option I can keep Saburo Arasaka… hmmm… I think that’s the ticket.

20 June, 2012

Guns for Federal Agents, Volume III: Federal, State, Local and International

This is the third post concerning weapons for law enforcement in the Delta Green campaign (late 1990s).  Today we have the work of xglockmanx (mall ninja/LEO wannabe), from his Geocities site sometime around Y2K. His list seems pretty good and mostly period appropriate to the late 90s.  An added feature is the inclusion of weapons for several state and municipal police forces, as well as US military and international LEOs.

Here are some information on police agencies, federal agencies, foreign agencies, and the military and what guns they use. I found this info on the web so some of them could be inaccurate or outdated.

Anchorage Police Department-

Glock 21 .45 ACP handgun

Arizona Department of Safety-
Between 1986-1998, they carried the SIG 220 .45. They have now changed to the .40 SIG P226, 228, and 229. The COLT AR-15, RUGER MINI-14, and REMINGTON M870 shotgun are present in their patrol vehicles.

Phoenix Police S.A.U. Unit-
.40 Glock 22 and 23, MP5A3 sub machine gun, HK UMP .45, Steyr AUG assault rifle, Remington 870 shotgun

California Highway Patrol-
.40 S&W 4006 handgun, Remington 870 12 gauge shotgun

Los Angeles Police Department (LAPD)-
9mm Beretta 92FS handgun, .45 S&W 4506 handgun, Remington 870 shotgun, AR-15A1 assault rifle converted to semi-fire only

Modified .45 Springfield 1911 handgun, HK MP5A4 and A5 sub machine guns, HK33 assault rifle, 5.56 COLT CAR-15 assault rifles, 5.56 COLT M4 assault rifles,7.62 ROBAR SR-60 bolt action rifles, 7.62 Remington Model 700 bolt action rifles, 7.62 PSG-1 rifle, Benelli M1 Super 90 semi-auto shotguns, Remington M870 shotgun

Los Angeles Sheriff’s Department (LASD)-
9mm Beretta 92FS handgun

LASD Special Enforcement Detail (SED)-
9mm Beretta 92FS handgun, 9mm HK MP5A3 sub machine guns, 5.56 COLT AR-15 assault rifle, 7.62 Remington model 700 bolt action rifle, Benelli M1 Super 90 semi-auto shotguns

Alhambra Police Department (Los Angeles County)-
They have been seen with the S&W (don’t know which model) and HK USP handguns. 9mm HK MP5A2 are present in their patrol cars.

Monterey Park Police Department (Los Angeles County)-
They have been seen with the S&W and SIG handguns.

West Covina Police Department (Los Angeles County)-
They have been seen with the GLOCK and HK P7M13 handguns.

San Francisco Police Department-
.40 Beretta 96D handgun, GLOCK 22 handgun, Beretta 1201 semi-auto shotgun

Santa Barbara County Sheriff’s Department-
.40 HK USP handgun

Washington D.C. Metropolitan Police-
9mm Glock 17 handgun

D.C. Metro Police Emergency Response Team (ERT)-
9mm SIG 226, 5.56 COLT CAR-15, 9mm HK MP5A3 sub machine gun, 9mm IMI UZI sub machine gun

Miami Metro-Dade Police Department-

9mm Glock 17

Honolulu Police Department-
9mm S&W 5906 handgun, Benelli M3 shotgun

Georgia Bureau of Investigation (GBI)-
9mm S&W 6906 handgun

Indiana State Police-
.40 Beretta 96

New Orleans Police Department-
9mm Beretta 92FS

New York State Police-
9mm Glock 17 handgun

New York City Police Department (NYPD)-
9mm Glock 19 handgun

NYPD Emergency Service Unit (ESU)-
9mm Glock 19 handgun, 9mm MP5A5 sub machine gun, 5.56 RUGAR AC556 assault rifle, 5.56 RUGAR MINI-14,

Portland Police Bureau Special Emergency Response Team (SERT)-
9mm Glock 17 handgun, 9mm HK MP5PDW sub machine gun, 9mm HK MP5A3 sub machine gun, 5.56 COLT CAR-15 assault rifle, HK HK93 semi-auto rifle, Benelli M1 Super 90 semi-auto shotgun

Texas Department of Public Safety, Texas Rangers-
.357 SIG SIG SAUER 226, 229 handgun, 5.56 RUGER MINI-14, Remington 11-87 semi-auto shotgun

San Antonio Police Department-
.40 Glock 22 and 23 handguns

Washington State Police-
.40 Beretta 96 handgun

9mm M9 Beretta handgun, COLT M4 assault rifle, COLT M-16A2 assault rifle, FN 249 SAW, Remington M24

9mm M9 Beretta handgun, COLT M4 assault rifle, Barrett M1982 SASR, Remington M24, FN 249 SAW

9mm M9 Beretta handgun, 9mm HK MP5SD3 sub machine gun, COLT M4A1, Remington M24, FN 249 SAW

9mm SIG 226 handgun, HK MP5A3

.40 Beretta 96D Brigadier model handgun, FN P90 sub machine gun, HK MP5A3 Sub machine gun, COLT M4 assault rifle, Springfield M-1A, Remington M870 shotgun

9mm Glock 17 and 19 handguns, HK MP5A3 sub machine gun, Steyr AUG assault rifle, Remington 870 shotgun

Wilson .45 handgun, .45 HK MARK 23 SOCOM handgun, COLT M4A1, FN 249 SAW, HK MP5SD3 sub machine gun

9mm SIG 228 handgun, HK MP5A5 sub machine gun, HK MP5K sub machine gun, HK MP5PDW, 5.56 HK51, IMI 9mm UZI, Remington 870 shotgun

.40 Glock 22 and 23 handguns, .40 SIG SP2340 handgun, HK MP5A3 sub machine guns

.40 Glock 22 and 23 handguns, .40 Glock 27 (backup gun) handgun, 9mm SIG 228

Les Baer 1911 .45 handgun, HK MP5/10 10MM sub machine gun, MP5SD3 sub machine gun, COLT M4A1, COLT M-16, Remington M40A1, Barrett M82A1

Springfield Bureau Model 1911 .45 handgun, HK MP5/10 10MM sub machine gun

.40 Beretta 96 Brigadier handgun, .40 HK USP Compact handgun, SIG 229 handgun

9mm SIG 228 handgun (hey, they have to shoot people who don’t pay taxes)

9mm M9 Beretta handgun, .45 Colt 1911A1 handgun, HK MP5N sub machine gun, HK MP5SD3 sub machine gun, COLT M4, COLT M-16A2, Remington M40A1, Benelli M1014 shotgun, Mossberg M590 shotgun, FN 249 SAW

9mm Glock 17 and 19 handguns

.45 S&W 645 handgun, Colt 9mm SMG, Colt M-16A2

9mm M11 SIG 228

9mm SIG 228 handgun

9mm Glock 17 handgun, HK MP5A3 sub machine gun

9mm SIG 228 handgun (they have to shoot those damn bugs off of the crops)

9mm Glock 17 handgun, Remington M870 shotgun, COLT CAR-15

.40 Glock 22 and 23 handguns, HK P7M13 9mm handguns, Remington M870 shotgun

.357 SIG SIG SAUER 229 handgun


.357 SIG SIG SAUER 229 handgun, IMI UZI 9mm sub machine gun, HK MP5K sub machine gun, HK MP5A3 sub machine gun, COLT AR-15 assault rifle, FN P90

9mm Beretta 92FS

Special Air Service Regiment (SASR)-

9mm Browning handgun, 9mm HK USP handgun, HK MP5KA4 sub machine gun, HK MP5SD3 sub machine gun, COLT CAR-15

Gendarmerieeinsatzkommando Cobra (GEK)-
9mm Glock 17 handgun, Steyr TMP machine pistol, Steyr AUG assault rifle, Franchi SPAS-12 semi-auto shotgun

Royal Canadian Mounted Police-
9mm S&W 5946 and 3953 handguns

Hong Kong Police Department-
.38 special S&W revolver 4 inch, .38 special S&W revolver 2 inch (CID and other detectives)

Hong Kong Police Department Special Duties Unit (SDU) Flying Tigers-
9mm Browning handgun, 9mm Glock 17 handgun, HK MP5A5 sub machine gun, HK MP5SD6 sub machine gun, HK MP5K sub machine gun, COLT CAR-15, HK53 assault rifle, HK G3A3, HK 33SG1 sniper rifle, PSG-1 sniper rifle, Remington model 700 bolt action rifle, Remington M870 shotgun, Franchi SPAS-15 semi-auto shotgun, Remington 11-87 semi-auto shotgun

Groupe d’Intervention de la Gendarmerie Nationale (GIGN)
9mm MAS PA-MAS-G1 handgun (liscensed Beretta Mod 92), .357 Manurhin MR-73 revolver, HK MP5K sub machine gun, HK MP5A5 sub machine gun, HK MP5SD6 sub machine guns, SIG 551 SWAT assault rifle, 5.56 FAMAS assault rifle, HK G3A3, Barrett Model 82A1 rifle, Remington M870 shotgun, Franchi SPAS-12 semi-auto shotgun
Police Nationale (National Police)
.38 special RUGER SP-101 revolver, .357 magnum Manurhin RMR revolver

Federal Border Police Guards
9mm SIG 225 handgun
Grenzschutzgruppe 9 (GSG-9; Federal Border Police Guards Counter-Terrorist Team)
9mm Glock 17 handgun, MP5K sub machine gun, MP5A3 sub machine gun, MP5SD3 sub machine gun, SIG 551 assault rifle, PSG-1 sniper rifle

Gruppo Intervento Speciale (GIS)
9mm Beretta M92S handgun, .357 S&W M28 revolver, 9mm Beretta 93R machine pistol, Beretta PM-12S sub machine gun, HK MP5A5 sub machine gun, MP5SD3 sub machine gun, PSG-1 rifle, HK G3-SG1, Franchi SPAS-15 semi-auto shotgun

Toyko Metropolitan Police Department
.380 SIG 230 handgun

London Metropolitan Police
Only issued to Armed Response Units (SO19) and some high ranking constables, other constables are restricted to carry firearms; 9mm Glock 17 handgun, HK MP5A5 sub machine gun

London Metropolitan Police Special Branch SO19 Firearms Unit-
9mm Glock 17 handgun, HK MP5A5 sub machine gun, HK MP5SD3 sub machine guns, HK 93A2 sniper rifle

22nd Special Air Service Regiment (SAS)-
9mm SIG 226 and 228 handguns, HK MP5K sub machine gun, HK MP5A3 sub machine gun, HK MP5SD3 sub machine gun, HK53A3 assault rifle, Benelli M1 Super 90 semi-auto shotgun, Barrett L82A1 rifle, PSG-1 sniper rifle, 5.56 Enfield L85 assault rifle

Nottinghamshire Police-
In early 2000, the police in Nottinghamshire was the first police force in the UK to have armed police officers patrolling the city (regular police officers in the U.K. could not carry firearms, with the exception of the Armed Response Unit). Nottinghamshire officers now carry 9mm Walther P99 handguns and have a 9mm HK MP5SF2 in their patrol cars as backup.

19 June, 2012

Guns for Federal Agents, Volume II: US Federal Agencies

These volumes were intended to be a regular feature, a different agency each time, however research on this topic is a serious pain. The FBIs transition from revolvers to autoloaders – especially the troubles with the S&W 1076 – provide lots of insight into what was issued during each year of the 1990s. Quite frankly there isn’t anywhere near the level of reliable data on other federal agencies. Taking the US Marshals Service for example… it seems they issued Beretta M92 series pistols for some time, switched to Glock G17 and G19s and now issue Glock G22 and G23s. When these transitions happened is not readily available.
Considering how much time it took me to compile the first volume of this guide, I’ve decided to just repost two of my primary sources. Today’s post is one of my very favorite sources, Vortisch wrote the page specifically for Delta Green and his research seems to be very good. I was quite displeased to find that the site was no longer available, but luckily Internet Archive contained the relevant page.

Copyright Hans-Christian Vortisch 2001

The inventories of the most important federal agencies in the USA. Many are listed in Delta Green.

Bureau of Alcohol, Tobacco and Firearms (ATF)
Standard handgun is the 9×19mm SIG-Sauer P228, adopted in 1988. It replaced the 9×33mmR (.357 Magnum) S&W Model 19 Combat Magnum revolver. On request, individual agents receive the 9×19mm SIG-Sauer P225, P226 or P239 instead. Issue backup guns are either the 9×29mmR (.38 Special) S&W Model 64 revolver (2″ barrel) or 9×17mm SIG-Sauer P230 pistol. Longarms include the 9×19mm H&K MP5SFA2 semi-automatic carbine, 5.56×45mm Colt CAR-15A2 Model 6520 semi-automatic carbine and 18.5×70mmR Remington Model 870 shotgun.

Bureau of Alcohol, Tobacco and Firearms (ATF) Special Response Teams (SRT)
These units use, apart from the guns available to normal agents, the 9×19mm H&K MP5A4 and MP5A5 burst-fire carbine (with 2-round burst limiter), 5.56×45mm H&K HK53A5 assault carbine (with 2-round burst limiter), 5.56×45mm Colt CAR-15A2 Model 6720 semi-automatic carbine and Remington Model 700 bolt-action sniper rifle.

Bureau of Indian Affairs (BIA)
The firearms of the BIA agents vary according to the area they operate in, generally complying with the sidearms used by local native police. These include the 9×19mm Glock 17, 9×19mm Glock 19, 9×19mm S&W Model 5906, 9×19mm S&W Model 6906 or 11.43×23mm (.45 ACP) SIG-Sauer P220-1 pistol, 5.56×45mm Colt AR-15A2 semi-automatic rifle or 5.56×45mm Ruger Mini-14 semi-automatic rifle, and 18.5×70mmR Miroku-Browning BPS, 18.5×70mmR Mossberg Model 500 or Winchester Model 1300 pump-action shotgun.

Capitol Police
The Capitol Police adopted the 9×19mm S&W Model 5946 and 9×19mm S&W Model 6946 pistols in 1992, the former for uniformed agents, the latter for plain-clothes agents. In 2000, these were replaced by the 10×21mm (.40 S&W) Glock 22 and 23, respectively.

Capitol Police Crisis Reaction Team (CRT)
The CRT fields the following guns: 10×21mm (.40 S&W) Glock 22 pistol (replaced the 9×19mm FN-Browning HP Mk 2), 10×21mm (.40 S&W) H&K MP5/40A3 submachine gun (replaced the 9×19mm H&K MP5A3) and 5.56×45mm H&K G36E assault rifle.

Central Intelligence Agency (CIA) Military Special Projects (MSP) Special Operations Group (SOG)
The elite assets of the ad hoc-assembled SOG teams can be provided with virtually any firearm commonly available. The one available photo shows them being armed with 5.56×45mm Colt M4A1 assault carbines (CAR-15A3 Model 927) and 40×46mmSR Colt M203A1 underbarrel grenade launchers.
The standard CIA weapons used to be the 9×19mm FN-Browning HP-35 pistol and 18.5×70mmR Winchester Model 1200 Defender pump-action shotgun, but these have certainly been replaced by more recent designs.
The CIA’s own Cessna U-27A (Model 208B Caravan I) Utility/Special Missions Aircraft can be used to deliver seven men by parachute.

Diplomatic Security Service (DSS) Mobile Security Division (MSD)
These agents carry 9×19mm SIG-Sauer P228 pistols, 9×19mm H&K MP5K-PDW submachine guns, 9×19mm H&K MP5A5N submachine guns, 5.56×45mm H&K HK53A5N assault carbines (main longarm), 7.62×51mm H&K G3K battle rifles and shotguns.

Drug Enforcement Agency (DEA)
The DEA initially issued various revolvers to its agents, however, from 1987, agents could field one of the following pistols: 9×19mm Beretta Model 92F, 9×19mm Glock 17, 9×19mm SIG-Sauer P226 or 9×19mm S&W Model 459. Between 1992 and 1998, the standard issue sidearm was the 9×19mm SIG-Sauer P228 pistol, replacing the earlier weapons. In late 1998, the 10×21mm (.40 S&W) Glock 22 and 23 pistols were adopted as new standard handguns. However, since 2000, after graduating from basic training, agents can replace the Glock with the 10×21mm (.40 S&W) H&K USP Compact, 10×21mm (.40 S&W) SIG-Sauer P226, 10×21mm (.40 S&W) SIG-Sauer P229 or 10×21mm (.40 S&W) SIG-Sauer SP2340, if they want – these are acquired through the agency. The H&K USP Compact seems to be the most popular. Other guns available include the 9×19mm Colt CAR-15 Model 633 submachine gun, 9×19mm Colt CAR-15 Model 635 submachine gun (at least 2,200 bought since 1988), 10×21mm (.40 S&W) H&K UMP submachine gun (3,000 replacing the CAR-15 weapons beginning in 2001), 5.56×45mm Colt CAR-15A2 Model 720 burst-fire carbine (M4), 5.56×45mm H&K HK53A5N assault carbine (main rifle calibre weapon), 5.56×45mm Colt AR-15A2 Model 645 burst-fire rifle (M16A2), 5.56×45mm Colt HBAR-15A2 Model 750 light machine gun, 7.62×51mm Saco M60 machine gun, 18.5×70mmR Remington Model 870P pump-action shotgun (with 14″ barrel) and 40×46mmSR Colt M79 grenade launcher. The heavy weapons are, of course, not normally used in the USA, but rather during drug war operations in South and Central America.
Helicopters include the Bell UH-1H Iroquois and the newer Sikorsky UH-60A Black Hawk, both with two door-mounted 7.62×51mm Saco M60D machine guns when used against drug smugglers.

Federal Sky Marshals
Issue sidearm is the 9×19mm SIG-Sauer P228 since 1992.

Federal Bureau of Investigation (FBI)
The FBI issued 9×29mmR (.38 Special) Colt Official Police and 9×29mmR (.38 Special) S&W Model 13 Military & Police revolvers in the 1980s. Authorised privately-purchased weapons included the 9×33mmR (.357 Magnum) S&W Model 19 Combat Magnum revolver and 11.43×23mm (.45 ACP) SIG-Sauer P220-1 pistol. This situation was finally seen as no longer adequate, and some 1,500 9×19mm SIG-Sauer P226 and 1,000 9×19mm S&W Model 5946 pistols were purchased in 1988, which most field agents never got, however. In 1991, the Bureau received at least 9,500 copies of the 10×25mm S&W Model 1076, which was especially designed for the FBI (as seen in “Twin Peaks”). It was issued with four 9-round magazines, two 11-round magazines and one 15-round magazine per agent. However, the gun turned out to be a complete failure. All were returned to the factory. Thus, some 15,000 9×19mm SIG-Sauer pistols were purchased over the course of the 1990s, most of them P226s. In 1993, the more compact 9×19mm SIG-Sauer P228 was adopted. Agents with very small hands, especially women, could opt for the slimline 9×19mm SIG-Sauer P225. Since January 1998, all new agents are trained on the 10×21mm (.40 S&W) Glock 22 pistol, with the smaller 10×21mm (.40 S&W) Glock 23 for those who prefer it. The ultra-compact 10×21mm (.40 S&W) Glock 27 is authorised as concealed backup. Older agents continue to field their SIG-Sauer pistols, if they wish, and even new agents can switch to the 9×19mm guns if they qualify with them. Several small revolvers are authorised for undercover agents, including the 9×29mmR (.38 Special) S&W Model 10 Military & Police (with 2″ barrel), 9×29mmR (.38 Special) S&W Model 38 Bodyguard Airweight (with 2″ barrel), 9×29mmR (.38 Special) S&W Model 60 Chief’s Special Stainless (with 2″ barrel) and 9×33mmR (.357 Magnum) S&W Model 19 Combat Magnum (with 2.5″ barrel).
Since 1989, the FBI issued the 9×19mm H&K MP5SFA2 (and MP5SFA3) semi-automatic carbine to field agents. These are identical to the MP5A4 and MP5A5 submachine guns respectively, except for the fact that they are only capable of single shots. Beginning in 1994, they were replaced by the 10×25mm H&K MP5/10A2 submachine gun (offering single shots and 2-round bursts only). In rural areas, semi-automatic 5.56×45mm carbines and rifles such as the Colt CAR-15A2 Model 6520 are used. Only SWAT-qualified agents can field full-automatic weapons. The standard shotgun is the 18.5×70mmR SGT Tactical Response Model 90102 FBI, a modified Remington Model 870 with tactical light and spare rounds holder.

Federal Bureau of Investigation (FBI) Regional SWAT
These agents are trained by the HRT, and similarly equipped. They used the 9×19mm SIG-Sauer P226 until 1998, when some 5,000 11.43×23mm (.45 ACP) Springfield Bureau Model pistols were purchased, a heavily customised Colt M1911A1-clone. They also have 9×19mm H&K MP5A2, MP5A3 and MP5SD3 submachine guns, 10×25mm H&K MP5/10A3 submachine guns (with 2-round burst setting), 5.56×45mm Colt CAR-15A2 Model 777 assault carbines (since about 1998), 5.56×45mm Colt AR-15A2 Model 645 burst-fire rifles (M16A2), 7.62×51mm H&K G3A3 battle rifles (especially for use in rural areas), 7.62×51mm Remington Model 700 bolt-action sniper rifles (M40A1 configuration with 10× scope), 12.7×99mm McMillan Model 87 bolt-action sniper rifles and 18.5×70mmR SGT Tactical Response Model 90102 FBI pump-action shotguns.
(The arsenals of many SACs often also contain less orthodox weapons, such as 11.43×23mm (.45 ACP) Auto-Ordnance M1928 Tommy Guns and 40×46mmSR Colt M79 grenade launchers. But these are not normally used.)
Vehicles in service include the Cadillac Cage Peacekeeper 4×4 armoured car, DDGMC LAV-APC Bison 8×8 armoured personnel carrier and the Sikorsky UH-60A Black Hawk helicopter.

Federal Bureau of Investigation (FBI) Hostage Rescue Team (HRT)
When the HRT was founded in 1983, it first used the 9×19mm FN-Browning HP Mk 2 pistol, which was later supplemented by the 9×19mm SIG-Sauer P226 pistol. In 1995, 250 11.43×23mm (.45 ACP) Les Baer SRP Bureau pistols built on a high-capacity Para-Ordnance frame were acquired. The HRT also uses the 9×19mm H&K MP5SD6 suppressed submachine gun, 10×25mm H&K MP5/10A3 submachine gun (adopted 1994), 5.56×45mm Colt CAR-15A2 Model 777 assault carbine, 5.56×45mm Colt AR-15A2 Model 645 burst-fire rifle (M16A2), 5.56×45mm H&K HK33A2 assault rifle, 7.62×51mm H&K PSG1 sniper rifles (with 6× scope), 7.62×51mm Remington Model 700 bolt-action sniper rifle (M40A1 configuration with 10× scope), 12.7×99mm Barrett Model 82A1 sniper rifle and 18.5×70mmR SGT Tactical Response Model 90102 FBI pump-action shotgun.

Immigration and Naturalization Service (INS)
The issue sidearm since the early 1990s has been the 10×21mm (.40 S&W) Beretta Model 96D Brigadier. In 2000, the INS acquired at least 4,500 10×21mm (.40 S&W) H&K USP Compact pistols for its plain-clothes agents. The 5.7×28mm FN P90 personal defence weapon is also in service.

Immigration and Naturalization Service (INS) Border Patrol
The issue sidearm since the early 1990s has been the 10×21mm (.40 S&W) Beretta Model 96D Brigadier with special 11-round magazine. Privately purchased 10×21mm (.40 S&W) H&K USP Compact or 10×21mm (.40 S&W) SIG-Sauer P229 pistols are authorised for plain-clothes agents or off-duty wear only. The standard longarms are the 5.56×45mm Colt CAR-15A3 Model 977 assault carbine and the 18.5×70mmR SGT Tactical Response Model 90121 Border Patrol pump-action shotgun, a modified Remington Model 870.
Vehicles include Chevrolet Tahoe 4×4 trucks, some AM General Hummer 4×4 trucks and MDHC MD 500E and MD Helicopters MD 600N helicopters.

Immigration and Naturalization Service (INS) Border Patrol Tactical Unit (BORTAC)
Guns include the 10×21mm (.40 S&W) Beretta Model 96D Brigadier pistol, 9×19mm H&K MP5A2 and MP5A3 submachine guns, 10×21mm (.40 S&W) H&K UMP submachine gun, 5.56×45mm Colt CAR-15A3 Model 977 assault carbine, 5.56×45mm H&K HK53A2 and HK53A3 assault carbines, 5.56×45mm Colt AR-15A1 Model 603 assault rifle (M16A1), 5.56×45mm H&K HK33A2 assault rifle, 7.62×51mm Springfield M1A semi-automatic rifle, 7.62×51mm Remington Model 700 bolt-action sniper rifle, 7.62×51mm Steyr SSG-PI bolt-action sniper rifle, 7.62×51mm Saco M60E3 machine gun, 18.5×70mmR SGT Tactical Response Model 90121 Border Patrol pump-action shotgun, 40×46mmSR Colt M79 grenade launcher and 40×46mmSR Colt M203 underbarrel grenade launcher (under AR-15A1).

Internal Revenue Service (IRS) Criminal Investigation Department (CID)
The CID agents carry 9×19mm SIG-Sauer P228 pistols.

NASA Special Operations Team (at the JFK Space Center)
Armed with 9×19mm Glock 17 pistols and 9×19mm H&K MP5A3 submachine guns.

US Customs Service Enforcement Branch Special Response Team (SRT)
The officers from the Enforcement Branch are issued the 10×21mm (.40 S&W) H&K USP Compact pistol, which replaced the 9×19mm S&W Model 6906 pistol. The 9×29mmR (.38 Special) S&W Model 60 Chief’s Special revolver is issued as backup weapon. They also pack 9×19mm H&K MP5A5 burst-fire carbines, 9×19mm H&K MP5SD6 suppressed burst-fire carbines, 5.56×45mm Colt CAR-15A2 Model 725B burst-fire carbines, 5.56×45mm Steyr AUG A1 burst-fire rifles, 7.62×51mm Remington Model 700 bolt-action sniper rifles (with 10× scope) and 18.5×70mmR Remington Model 870P pump-action shotguns.
(Note that none of the above weapons will fire full-automatic, all are restricted to single shots and 3-round bursts.)
Helicopters include the MBB-Kawasaki BK117B-1 and Sikorsky UH-60A Black Hawk.

US Department of Agriculture
Special agents carry the 9×19mm SIG-Sauer P228 pistol.

US Department of Energy Nuclear Security Patrol
These officers typically carry 9×19mm Glock 17 pistols and either a 5.56×45mm Colt CAR-15A2 Model 6530 semi-automatic carbine or 18.5×70mmR Remington Model 870P pump-action shotgun.

US Department of Energy Special Response Team (SRT)
All nuclear facilities in the USA have a SRT for emergencies. These have ordnance including the 9×33mmR (.357 Magnum) Colt Python revolver, 9×19mm SIG-Sauer P226 pistol, 9×19mm CAR-15 Model 633 submachine gun, 9×19mm CAR-15 Model 635 submachine gun, 9×19mm H&K MP5A3 submachine gun, 9×19mm H&K MP5SD3 sound-suppressed submachine gun, 5.56×45mm Colt CAR-15A2 assault carbine, 5.56×45mm Colt AR-15A2 assault rifle, 7.62×51mm Remington Model 700 bolt-action sniper rifle, 7.62×51mm H&K HK21E machine gun, 7.62×51mm Saco M60 machine gun, 18.5×70mmR Remington Model 870P pump-action shotgun and 40×46mmSR Colt M203 underbarrel grenade launcher (under AR-15A2).
Around nuclear facilities, the Cadillac Gage Peacekeeper 4×4 armoured car is used, while US Army-surplus Chenowth M1040 FAV 4×2 fast attack vehicles are employed for nuclear test site security.

US Marshals Service
The issue sidearm is the 9×19mm Glock 19.

US Marshals Service Special Operations Group (SOG)
The Deputy Marshals of SOG (formed 1971) pack 9×19mm Glock 19, 9×19mm Beretta Model 92F or 11.43×23mm (.45 ACP) S&W Model 645 pistols, 9×19mm Colt CAR-15 Model 635 submachine guns, 5.56×45mm Colt CAR-15A2 Model 723 assault carbines, 5.56×45mm Colt AR-15A2 Model 645 burst-fire rifles (M16A2), 7.62×51mm Remington Model 700 (M24) bolt-action sniper rifles (with 10× scope) and 18.5×70mmR Ithaca Model 37DS pump-action shotguns.

US National Park Service
Issue sidearm of the Park Rangers used to be the 9×19mm H&K P7M13 pistol, until it was superseded by the 10×21mm (.40 S&W) Glock 22 and 23 pistols in the late 1990s. Long-serving Rangers are permitted to field their old P7M13s until they wear out. Also carried is the 5.56×45mm Ruger Mini-14 semi-automatic rifle or a Colt AR-15A2 semi-automatic rifle. A pump-action shotgun is doubtless also in service.

US Secret Service
The standard sidearm of the special agents was the 9×29mmR (.38 Special) S&W Model 10 revolver, but this was replaced in 1992 by the 9×19mm SIG-Sauer P228 pistol. In 1999, it was in turn replaced by the 9×22mm (.357 SIG) SIG-Sauer P229 pistol.

US Secret Service Counter Assault Team (CAT)
The sidearm is the 9×22mm (.357 SIG) SIG-Sauer P229 pistol. The gun that protected the president used to be the 9×23mmSR (.38 Super Auto) SIG-Sauer P220, but this has long been replaced. Other weapons include the 9×19mm IMI Model 39 Uzi submachine gun (sometimes in attaché case), 9×19mm H&K MP5K submachine gun (sometimes in attaché case), 9×19mm H&K MP5A3 submachine gun, 5.56×45mm Colt AR-15A1 Model 603 assault rifle (M16A1), 7.62×51mm Remington Model 700 bolt-action sniper rifle (with 10× scope), 7.62×51mm Vaime SSR Mk 2 suppressed bolt-action sniper rifle, 12.7×99mm McMillan Model 87R bolt-action sniper rifle and 18.5×70mmR Remington Model 870P pump-action shotgun. The 5.7×28mm FN P90 personal defence weapon seems to have been adopted as well.

18 June, 2012

Guns for Federal Agents, Volume I: The FBI

Federal agents, both PC and NPC are part and parcel of the Delta Green campaign, and the most notable federal agency is the FBI.
This is a simplified list, intended to give a character flavor by identifying the most likely weapon issued to him or her, upon graduation from Quantico.

1974 to 1980 - Field agents are issued the S&W Model 10 with a 2.5″ barrel, chambered in .38 Special.
1981 to 1990 - Standard issue is the S&W Model 13 with a 3″ barrel, chambered in .357 Magnum.
1991 to 1992 - The S&W 1076, a 10mm Auto autoloader, is standard issue for all agents.
1993 to 1997 - Agents are given a choice between two 9mm Para autoloaders, the SIG-Sauer P226 and SIG-Sauer P228.
1998 to present - Agents may choose between two autoloaders in .40 S&W, The Glock G22 or Glock G23.

1974 to 1980 - S&W Model 19s with a 4″ barrel, chambered in .357 Magnum, are issued to SWAT-qualified agents.
1981 to 1990 - SWAT-qualified agents issued S&W Model 459 autoloaders in 9mm Parabellum.
1988 to 1997 - SWAT-qualified agents are issued 9mm Para SIG-Sauer P226 autoloaders.
1998 to present - SWAT-qualified agents are issued the Springfield Armory Bureau Model, a .45 ACP autoloader.

1983 to 1994 - HRT team members are issued the Novak Custom Hi-Power Mk II, 9mm Para autoloader based on FN Browning Hi-Power Mk II.
1995 to 1997 - HRT agents are issued the Les Baer Custom P14.45 SRP, .45 ACP autoloader, based on the Para Ordinance P14.45.
1998 to Present - HRT membes are issued the Springfield Armory Bureau Model, a .45 ACP autoloader.

Prior to 2007 the FBI has a well-developed POW policy, allowing agents to purchase and carry their own firearms, providing it met certain criteria.  SIG-Sauer and S&W (and Colt until the mid/late 1980s) were approved makes.  Revolvers needed to have a 2-4″ barrel and be of steel construction.

Field agents may be issued one of several long arms, kept in the vehicle, to be used in more significant incidents.  These weapons include Remington 870 shotguns, Colt AR15A2 rifles and carbines, H&K MP5SF carbines (1989-1993) or H&K MP5/10SF carbine (from 1994).
SWAT-qualified agents are permitted to use automatic weapons, including: MP5 sub-machine guns (before 1994), MP5SD sub-machine guns, H&K Mp5/10 sub-machine guns (from 1994), Colt M16A2 assault carbines and assault rifles, Colt M-4 assault carbines (from 1998), H&K G3 battle rifles, Remington M40A1 and McMillan Model 87 sniper rifles, and Remington 870 shotguns.
HRT teams utilize the same long arms as the regional SWAT teams with the addition of H&K HK33E assault rifles, H&K PSG-1 and Barrett Model 82 sniper rifles.

13 June, 2012

Special Agent Murphy, FBI

So I was watching Dog Day Afternoon with my wife the day before last. I don’t think I had actually seen the whole thing before. Most certainly I never realized that Lance Henriksen was in it – but there I am Friday watching it and there he is splattering Sal’s grey matter all over the inside of the airport limo. This is by far the youngest I’ve seen Lance in anything:

Special Agent Murphy (Lance Henriksen) in Dog Day Afternoon
So the post for today is a Savage Worlds weapons post inspired by Special Agent Murphy of the New York Field Office, circa 1975.

Smith & Wesson Model 36 Chief’s Special

Caliber: .38 Special
Range: 10/20/40
Damage: 2d6
RoF: 1
Weight: 1.2lbs
Shots: 5rds
Cost: $200, Speedloader $8
Notes: AP1, Double-Action, Revolver
The Model 36 is a typical “snub-nosed” revolver seen in holsters of many plainclothes law enforcement officers.  Known as a “five-shot” among agents, it was an approved weapon for carry by the FBI until revolvers were finally disallowed in the mid-2000s. The stats above work for either the standard 1.875″ barrel or 3″ barrel versions.  The Model 36 was introduced by S&W in 1950, and is still in production.

Terrene Map – NW Continent

New group of players about to start a Castles & Crusades campaign. I’m looking forward to some old-school dungeon crawls (kill things, steal their stuff). While I don’t have an overarching theme for the campaign (other than “kill monsters, steal their stuff”), I have been plotting out a campaign map – which has tied into something I’ve been toying with for years.
I was living in Kaga when Ace Combat 5: Unsung War came out and I snatched it up and poured through it.  I really enjoyed the fictional world of “Strangreal” – and it struck me as a fantasy RPG world brought out of the mythic era into the modern age.  Since that time I’ve wanted to make something similar.  Now I have the chance.
The map above focuses on the pseudo-EuroAfrican continent.  In the Mythic Age the major powers will include a Teutonic empire, a Skraeling dominated wildland, and a Moorish/Spanish kingdom.

UPDATE – 17 JUNE 2012
Well, I killed the party 4 times, with goblins and two gnolls. The farthest they made it from their cell was room 5. Basically old school D&D had a certain Darwinian aspect to it – you rolled your character (including those 1st level HP) and if you died you rolled up a new one and he/she was found bound and gagged in the next room. But newbie RPGs are all “I like my character,” and eschew replacing the horribly weak, evolutionary dead-end, characters. Instead they just want you to give them more HPs. Yep, “give.” WTF?
Soooo Castles & Crusades was a bust, since the game was hosted at one of the players apartments, and he was particularly un-fond of D&D – in an effort to appease and find a better fit with the play-style of the group – we decided to return to our Delta Green/Realms of Cthulhu game.
Yes – D&D was too deadly so we are going to go with Cthulhu… I know.
Still this is cool for me – I started blogging to support my Delta Green campaign and that blog was expanded to become 10x28mm. It’s a nice return to home in a way. My host gets to shoot things (his request), most people have characters already, and I get to put them in mortal/preternatural danger on a regular basis.

18 May, 2012

Post-Apocalyptic Rides

I have collected a formidable array of 1/50 scale automobiles. I started collecting Hot Wheels G Machines line about 5 years ago for use in a Marvel Super Heroes campaign I ran using HeroClix for miniatures.  The broadness of the 1/50 scale cars combined with the low suspension and chopped roofs made them an attractive size for use with most 28mm minis. 1/43 scale diecasts are far too tall for most minis, and 1/55 are the right height but look too narrow beside the exaggerated wideness of gaming minis.  1/50s make a nice compromise – slightly too tall but wide enough. I should note that like other cars sold as 1/43 and 1/64, 1/50s can vary in actual scale… basically they are designed to fit a package size and average to be about 4″ long.
Of course the 1/50 scale Hot Wheels line was doomed to failure – as it was quite useful.  While they aren’t made anymore I still manage to pick up a few here and there, and I’ve even found some other diecast models that scale nicely with them, including a Jada diecast that is nearly 1/47 actual scale yet labeled “1/64.” Go figure.
My thoughts are to trick out a few of these for the post apocalyptic game Atomic Highway… I’m not sure I want to do all of them, as I might want normal cars for something in the future…. Anyway these are the models I have collected and can find:
  • 1969 Dodge Charger
  • 1970 Plymouth GTX
  • 1970 Plymouth Barracuda
  • 1930 Chevy Corvette Stingray
  • 1957 Chevy Bel Air
  • 1971 Dodge Challenger
  • 1968 Chevy Camaro
  • 1966 Imperial Crown
  • 1967 Pontiac GTO
  • 1970 Chevy Chevelle
  • 1970 Chevy Nova
  • 1977 Pontiac Trans Am
  • 1970 Chevy Camaro
  • 1956 Ford F100 Pickup
  • 1965 Buick Riviera
  • 1966 Ford Mustang
  • 1968 Ford Mustang
  • 1962 Volkswagen Karman Ghia
  • 2008 Nissan 350Z
  • 2008 Dodge Challenger
  • 1973 Ford Bronco
  • 1995 Range Rover
  • 1972 Bedford CF Van

14 May, 2012

State of DisUnion

So visitors to this blog (admittedly a very small group as I don’t think even my players pop in – so basically that means “me”) will notice that I really suck at keeping a blogging schedule.  I’m full of intention – “blog posts every Tuesday from now on” but always fall behind.  This was originally compounded by the fact that I would make separate blogs for different RPG projects… when a project was shelved the blog would go months (or years) without an update.  In my general effort to degooglfy my existence (screw your privacy agreement Google) I decided to combine the archives of my 6-7 Blogger blogs into this blog about a month or so ago.
And then I didn’t post anything for a while… I fixed some tags and reuploaded some pics that got lost in the transfer (though there is still more to fix) but that was it.
So what has been going on… well I have more interviews that don’t result in full-time employment. My son had his first birthday.  I’ve run a few Daring Tales of the Sprawl (Savage Worlds cyberpunk) games and played in a couple Marvel Super Heroes games. Been painting and collecting minis and vehicles.  Planning on a big life change in the next 6 months or so… big move back to the JPN.
At paint night I continue to start projects more than finish them – though 5 Copplestone scavengers and 7 Artizan/Foundry/Unknown western figs are waiting merely burnt grass flock. And a platoon of 12 Dust Tactics US Infantry are nearly finished painting close behind.  I still need to work on coming up with a paint scheme before I start laying color – the Copplestone troopers have been Simple Greened 3 or 4 times already as I start over – however I think I have their scheme figured now.
Purchases have been a lot of vehicles – several 1/50 Hotwheels G Machines as well as a few 1/50 diecasts from Solido, Jada and other manufactures to go with bigger scale minis I have.  I also got a number of Siku, Lledo, Jada and Majorette 1/55-ish pieces to complement my collection of more true-scale vehicles for 28mm.  Vehicle scale continues to be a multi approach deal – I pick up 1/55s as I see them and 1/50s as well.  50s I think look best with larger minis like Reapers and Victory Force, but the 55s are much better suited to most of my 28s – Foundry, Copplestone, EM4/Grenadier, Artizan, TAG etc.  I have abandoned 1/43 though – going so far as to sell of a number of my grossly large 1/43 Russian trucks and such.  Since Honorable Lead Boiler Suit has pulled the 40mm UltraModern line I really have no use for the 43s anymore. Of course Eric and Tony think 1/43 is right on – ’cause of course the average man’s chin should come up to the window sill of a VW Beetle…  Sorry guys – most cars roofs are between sternum and nipple height compared to me… my Jeep is chin height and even my wife can see over the roof of the Fit.  1/55 is the stuff.
Played the 4th episode of the SW cyberpunk game last night – it’s finally gelled into a cohesive setting of general cyberpunk rather than any specific adaptation. And up on the horizon may be a post-apocalyptic game.  With limited time left to game in the US, and other friends looking to play, a second project for off weeks seems a reasonable idea.  PA gaming has been a draw to me for a while and recently it seems that many of my friends are interested in it too.  Currently I’m thinking about game systems/setting…

1. D20 Modern: Post Apocalypse – love the setting rules – find D20 too rules heavy given the rather unrealistic feel (yeah I’m looking at you levels and hit points).
2. The Day After Ragnarok (Savage Worlds) – ’bout as cinematic (read: not-gritty) as D20 but way less rules dense.  The setting is interesting – Nazi conjure up a Norse Apocalypse that is only averted with a nuke.  It’s post apocalyptic 1940s by way of Robert E. Howard.  Pulp world torn asunder by the non-Euclidean corpse of the Midgard serpent draped over Europe and Africa, leaking chaos. Sadly most of my minis and cars are post period.
3. Hell on Earth Reloaded (Savage Worlds) – also easy to run.  Basically Deadlands moved into the future.  The Weird West has been turned into the Wasted West by supernatural/nuclear/mad science apocalypse.  Mutants, cultists, gunslingers, zombies – basically all you need in a world where the Civil War ended in a cold war between the Union and CSA. Andrew wants to play a Fist of the Northstar type and this setting seems best for that…
4. Gamma World (7e) – briefly considered but really not appropriate for campaign play – as your character will have different abilities based on the cards dealt you from game to game… also GW is rather silly.
5. Atomic Highway – Newer system based on a d6 mechanic. Rules lite, with a customizable setting that can be as gritty as Book of Eli or include mutants and monsters ala Night of the Comet. Seems to have the best vehicle rules for a good Twisted Metal/Mad Max feel.

Must say that I lean currently toward Atomic Highway or Ragnarok currently – but I’m not decided yet…
So there – a post. Maybe the next one will come in a week… or whatever. Deal with it.

04 April, 2012

Scotland Police, Fine Young Cannibals

I picked up a Heller 1/43 scale plastic model of a Leyland Rover SD1 3500. The Rover SD1 was the archetypal British police car of the 1980s, and was one of the vehicles featured in the climactic chase scene in Doomsday, one of my very favorite movies.

The Doomsday car was actually a ’78 Rover SDX 2600, a smaller engined South African version that is visually almost identical to the Heller model. It was decked out with a yellow and red “jam sandwich” stripe with a dull yellow heptagram insignia centered on the door. A number of viewings and copious frame advancing lead to the digital recreation seen below. The center featured the typical Scottish police crest of the thistle topped with a crown in a wreath with a scroll at the bottom. Around this was a band of text that was very difficult to decipher. It was three words, one at top separated from the two on the bottom by two dots. I’m very confident that the last word is “POLICE” and rather sure that “SCOTLAND” rounded out the bottom… the top word however was rather tricky. At first I assumed it was “CENTRAL”, the Central Scotland Police being a real police force. However some digging proved the heptagram to be unlike any insignia used by any Scottish police. I returned to the frame advance and was able to determine that there were eight characters in the word in question – something like “CANNIBAL.” I have no idea if this is really what the crest reads – but it makes for a rather good in-joke by the production crew, so I whipped up a graphic in GIMP to make into a decal. The idea here is for a Doomsday inspired Combat Zone force…

Good thing, where have you gone?

14 February, 2012

Personnel Files – KAT 15763

Kataishi, Edward     OF-151-096
Captain / Date of Rank: 82707.3
Commanding Officer
Assigned U.S.S. Singularity 60152.8
Starfleet Academy, San Francisco Earth 42692.9
Born 18059.9 Sol IIIa (Med File – CA-657-7)
Parents Hideki Kataishi and Alexandra Federova
Valedictorian, Starfleet Academy 40692.9
Federation Citation of Honor 46993.7*
Starfleet Citation for Conspicuous Gallantry 51792.4
Grankite Order of Tactics 51914.5
Starfleet Decoration for Gallantry 52610.0
Starfleet Medal of Commendation 78731.2
Star Cross 83707.3
Average Efficiency/Coind Rating 9.3

On 47163.8 Lt. Commander Kataishi was in command of the runabout Hudson, pursuing suspected Cardassian spies in the Almatha Sector.  Refusing a direct order from Admiral Derek Haydn, Kataishi broke off pursuit when the suspect vessel crossed into the de-militarized zone.  A General Courts-Martial was convened finding Kataishi guilty of insubordination, dereliction of duty, conduct unbecoming an officer and 5 other charges.  He was sentenced to New Zealand Penal Settlement.
Due in part to a petition by his former commanding officer, Captain Odane Thomas, and a dire need of trained tactical officers in light of hostilities with the Dominion, Kataishi was pardoned and recomissioned as ensign on 48762.9.  His service during the conflict was exemplary, but promotion followed slowly due to his reputation and status a a former convict.
Lt. Commander Kataishi was selected to serve as Executive Officer of U.S.S. Singularity by Commander Mara Sehteez on 61152.8 – a position he held until taking over command on 71790.4

Dates of Rank:
Lieutenant (JG) 40692.9*
Lieutenant 42897.0*
Lieutenant Commander 46993.7*
Ensign 48762.9
Lieutenant (JG) 52072.5
Lieutenant 55073.7
Lieutenant Commander 60181.9
Commander 71786.1
Captain 83079.4

*Redacted per Courts-Martial ruling 47337.5

Victory Force Miniatures: Spacefarers

Inspired by the lack of player interest in my Cthulhu and Wierd West games, finding Where No Man Has Gone Before, the release of Trek ships from Heroclix, and more than a bit of playing Star Trek Online, I converted half of my Victory Force Miniatures to look more Star Trek-ish.
The Victory Force Miniatures were always on my list for Star Trek proxies, but recent events lead me to order two packs to try them out.  Only a couple days after placing the order they arrived from the midwest.
As is the minis make decent proxies – just paint and play.  There are differences, the yoke doesn’t extend over the deltoids on the sleeves, and there isn’t a communicator.  When I ordered I planned to convert them with ProCreate to extend the yoke onto the sleeves, at a combadge and convert the pants to cover the boot tops.  But that’s a lot of work – maybe I’d just paint them up as is afterall…
Enter Star Trek Online.  The wife got a new laptop last week – which is Windows (I run Ubuntu)… which means it can run DC Universe and Star Trek Online.  Suffice it so say It has run quite a bit of both… a scant couple days later Eddie Kataishi is a lieutenant commander (level 16).  He’s based on an old pen and paper character made a decade and a half ago when we played the then new Last Unicorn Star Trek: Next Generation RPG.  The nice thing about all of the aborted Star Trek campaigns I’ve run is a plethora of character and ship names to use on STO. My first ship was Oberon, and my current is Singularity.  Mirsh Aldin is the name of my Andorian Engineer… its like a reunion.
DCU gets played too – but not as much… Foxy Vengeance and The Green Lantern Corpse probably feel a little neglected.
Anyway… I’ve long liked the look of the Sierra 1 Starfleet uniforms from STO.  It’s the one that you see in all the promo art and a version was worn by Captain Data in the Abrams’ “Star Trek” (don’t get me started on that crap) comic prelude.  I use the Sierra 1 as my crew uniform.  My tunic scheme is a black lower, charcoal under-yoke/collar whith the yoke padding done in department color (TNG/VOY/DS9 system not TOS).   Lowers are a pair of black trousers or an optional skirt of black with a department color panel down the left thigh.  This is the scheme I plan on using for my VMF Spacefarers.
Yesterday I sat down with some ProCreate and set to converting the VMF minis.  I added deltoid caps to the yokes, a plain arrowhead combadge, and a rank panel under the yoke on the mini’s right chest.  The underyoke (if done) will be represented by paint rather than modeling.  Overall they came out really well… I knocked one deltoid cap cleaning up the dried ProCreate but it will superglue back on well.
I finished 5 of the 10 last night, will try to do the other half tonight. Wednesday is painting night so I have my project planned.
After that I have some not-Gorn, not-Klingon, not-Romulan, and not-Jem Hadar minis to order. I’ve also dug out my old DS9 Runabout by Playmates, it is remarkably close to 28mm…

11 February, 2012

Star Trek Online

Been playing a lot of Star Trek Online the last few days.  Here’s the crew of my ship, the Nova-class U.S.S. Singularity, NCC-93516.

Captain Edward “Eddie” Kataishi
Commanding Officer

Human male
Height: 186cm     Weight: 79kg
Hair: Black     Eyes: Brown
Born: Kelly City, Mars – SD 20059.9
Valedictorian, Starfleet Academy class of 2365

As a lieutenant commander in 2370, he refused to follow a direct order to pursue a Cardassian vessel into the Demilitarized Zone resulting in his conviction of insubordination by General Courts Martial.  Released from New Zealand Penal Settlement and reinstated as ensign during the Dominion War (2373-2375).

Commander Nylla Ensereph
Executive Officer

Andorian female
Height: 180cm     Weight: 69kg
Hair: White     Eyes: Medium blue
Born: Lor’Tan, Andoria – SD 56181.5
Starfleet Academy class of 2401, graduated with distinction.

Nylla served as a combat team leader before attending Advanced Tactical Training and joining the crew of Singularity.  She advanced to the position of XO following the demise of the previous XO during an away team mission.

Commander Mirsh Aldin Vyhr
Chief Engineering Officer

Andorian male
Height: 194cm     Weight: 92kg
Hair: Off-white     Eyes: Light blue
Born: Lok’nar, Andoria – 54074.4
Starfleet Academy Class of 2399

Mirsh is named for his grandfather, famed starship captain M’rsh Aldin commanding officer of the ill-fated USS KaohsiungSingularity is Mirsh’s first posting as Chief Engineer.

Lieutenant Commander Jolid Rhee
Chief Science Officer

Trill female
Height: 183cm     Weight: 72kg
Hair: Dark brown     Eyes: Green
Born: Starbase 39-Sierra – SD 62074.1
Starfleet Academy class of 2407.

A joined Trill, Jolid is notable for being the first host for the Rhee symbiont.  As such, she does not benefit from the wealth of life-experience typical of other joined Trill, but in exchange her strong personality is not muted by the memories of past hosts.

Lieutenant Commander Mara Qu’vaj
Chief Medical Officer

Klingon female
Height: 197cm     Weight: 90kg
Hair: Brown     Eyes: Grey
Born: Port Emily, Sherman’s Planet – SD 57089.5
Starfleet Academy class of 2405, with honors
Salutatorian, Starfleet Medical Academy class of 2409

Mara’s family was killed during the Borg Invasion of 2381.  She and her older brother Tu’Mach were evacuated to Nimbus III, where they were raised by human friends of the family.  In 2399, when relations between the Federation and the Klingon Empire soured, Tu’Mach sided with his Klingon heritage, Mara maintained loyalty to her foster parents’ culture.

Additional crew compliment:

5 ensigns
4 NCOs
29 crewmen
2 civilians
44 total
56.8% male (25)
43.2% female (19)
54.5% Human (24)
13.6% Andorian (6)
11.4% Tellarite (5)
6.8% Vulcan (3)
4.5% Betazoid (2)
2.3% Deltan (1)
2.3% Klingon (1)
2.3% Rigelian (1)
2.3% Trill (1)