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.
Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts
20120918
20120814
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.
CHIAPPA RHINO 20DS
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.
CHIAPPA RHINO 40DS/50DS/60DS
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.
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.
CHIAPPA RHINO 20DS
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.
20120618
Guns for Federal Agents, Volume I: 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.
FIELD AGENTS
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.
FBI SWAT
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.
HRT TEAM
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.
PERSONALLY OWNED FIREARMS (POW)
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.
FBI LONG ARMS
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.
20120514
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.
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.
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.
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.
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.
20120117
Where No Man Has Gone Before
So in my internet wanderings I’ve come across Old School Trek…
and the gaming boards therein. Of particular interest were the rules
“Where No Man Has Gone Before” – versions 1.0 and 2.0 a Star Trek RPG
using D20 and D20 MicroLite (extremely simplified D20) mechanics,
respectively.
In particular the 2.0 version got my attention and I immediately saw the potential of the rules. My only hesitation comes from the level/hit point mechanic of D20… cadets (lvl 1/2) will get knocked into sickbay by a frisbee – captains (lvl 9) can shrug off 4.5-9 times the damage… say a torpedo to the chest. This is an acknowledged flaw in the game, where the suggestion is to GM the matter: a character wades toward the Klingon knowing the disruptor won’t kill him gets vaporized by GM decree.
Um… no.
House rules
rules on “gritty damage” are suggested on the boards. They do away with
hit dice and use the Physical stat as HP. That is much better – but
the single physical stat will get points poured into it (better hp and
better damage – screw Charisma).
Also there are only a handful of skills. Know I don’t need Last Unicorn or FASA numbers of skills… but there should at least be a skill for each position/job). the transporter chief should have “transporters,” the helmsman should have “Helm,” and so on. So even with WNMHGB I’m looking at house ruling a number of things – skills and adding a END stat to use the gritty damage house rules with.
Sigh.
Then of course there is also the possibility of using Savage Worlds as the mechanic… essentially stripping out the D20 bits and replacing them with SW bits. The nice thing is that there is a vetted D20 to SW conversion… this is by far the most attractive option.
Yes, that is Paul Newman’s head stuck on William Shatner – I Gimp therefore I am.
In particular the 2.0 version got my attention and I immediately saw the potential of the rules. My only hesitation comes from the level/hit point mechanic of D20… cadets (lvl 1/2) will get knocked into sickbay by a frisbee – captains (lvl 9) can shrug off 4.5-9 times the damage… say a torpedo to the chest. This is an acknowledged flaw in the game, where the suggestion is to GM the matter: a character wades toward the Klingon knowing the disruptor won’t kill him gets vaporized by GM decree.
Um… no.
Also there are only a handful of skills. Know I don’t need Last Unicorn or FASA numbers of skills… but there should at least be a skill for each position/job). the transporter chief should have “transporters,” the helmsman should have “Helm,” and so on. So even with WNMHGB I’m looking at house ruling a number of things – skills and adding a END stat to use the gritty damage house rules with.
Sigh.
Then of course there is also the possibility of using Savage Worlds as the mechanic… essentially stripping out the D20 bits and replacing them with SW bits. The nice thing is that there is a vetted D20 to SW conversion… this is by far the most attractive option.
Yes, that is Paul Newman’s head stuck on William Shatner – I Gimp therefore I am.
20111228
Former Characters, Revisited
A few years back (about 2007) I ran a Marvel Superheroes game with randomly generated heroes. The concept had been somewhat similar to what Kick Ass would be: Street level, more realistic heroes... inspired by Marvel's New Universe titles from the '80s. The characters all lived in a fictionalized version of Pittsburgh, and one day while at the mall, they tried to intervene in a robbery... before they could be murdered by the baddies, a legitimate superhero showed up and saved them, although he was shot and mortally wounded. This "alien" superhero's blood acted as a powerful mutagen that bestowed on the PCs unexplainable powers.
The game was fun, a human plant, a demon offspring, a homicidal robot, a rather personable megalomaniac that invaded the city. The TSR rules proved a bit limiting for lower powered heroes and we tried a few other rules systems including Mutants & Masterminds and Necessary Evil... finally the Savage Worlds Superpowers Companion allowed us to properly realize the concepts.
Messing around with HeroLab I came up with these sketches of two of the PCs:
Brad Sterling - Youth Outreach Coordinator, Mt. Ararat Baptist Church. When Brad, a former army Ranger, is exposed to an other-worldly mutagen, he gains powers far beyond those of mortal man. He takes up the mantle of: Christian Soldier!
Scott Lawson - Legal Aide Clerk, Metropolitan County Courts. After stopping a robbery, Scott is chosen by a dying alien to become the City's champion of justice, and manifests the ability to become an animate plant. He is Overgrowth!
The game was fun, a human plant, a demon offspring, a homicidal robot, a rather personable megalomaniac that invaded the city. The TSR rules proved a bit limiting for lower powered heroes and we tried a few other rules systems including Mutants & Masterminds and Necessary Evil... finally the Savage Worlds Superpowers Companion allowed us to properly realize the concepts.
Messing around with HeroLab I came up with these sketches of two of the PCs:
Brad Sterling - Youth Outreach Coordinator, Mt. Ararat Baptist Church. When Brad, a former army Ranger, is exposed to an other-worldly mutagen, he gains powers far beyond those of mortal man. He takes up the mantle of: Christian Soldier!
Scott Lawson - Legal Aide Clerk, Metropolitan County Courts. After stopping a robbery, Scott is chosen by a dying alien to become the City's champion of justice, and manifests the ability to become an animate plant. He is Overgrowth!
20110730
Aracnosian Conundrum
CAPTAIN’S LOG
STARDATE 7621.4
Having been pulled through some sort of rift, we find ourselves trapped in some sort of pocket universe. We’ve recovered a number of personnel from USS Hood. Hood herself remains fused to the alien craft and salvage is impossible. My engineer has scavenged the hulks and jury rigged most systems online – we are in dire need of dilithium though and our best bet seems to be a nearby rogue planet. Engines are operating at 23% and we should arrive within the hour.
Episode: 102
Location: Bill & Walt’s Hobby Shop – 245 4th Ave, Pittsburgh
Time/Date: 6pm, 4th August 2011
STARDATE 7621.4
Having been pulled through some sort of rift, we find ourselves trapped in some sort of pocket universe. We’ve recovered a number of personnel from USS Hood. Hood herself remains fused to the alien craft and salvage is impossible. My engineer has scavenged the hulks and jury rigged most systems online – we are in dire need of dilithium though and our best bet seems to be a nearby rogue planet. Engines are operating at 23% and we should arrive within the hour.
Episode: 102
Location: Bill & Walt’s Hobby Shop – 245 4th Ave, Pittsburgh
Time/Date: 6pm, 4th August 2011
20110721
Ghosts of Conscience
STARDATE 7620.1
UNITED FEDERATION OF PLANETS
STAR FLEET COMMAND
U.S.S. Oberon is directed to proceed with all possible haste to stellar coordinates -017.8 +072.8 +012.1. The commanding officer is entrusted with sealed orders to be opened on arrival at the specified coordinates, not before. This operation is classified and of the highest priority.
Commodore José I. Mendez
Commanding officer
Starbase 11
Episode: 101
Location: Bill & Walt’s Hobby Shop – 245 4th Ave, Pittsburgh
Time/Date: 6pm, 20th July 2011
UNITED FEDERATION OF PLANETS
STAR FLEET COMMAND
U.S.S. Oberon is directed to proceed with all possible haste to stellar coordinates -017.8 +072.8 +012.1. The commanding officer is entrusted with sealed orders to be opened on arrival at the specified coordinates, not before. This operation is classified and of the highest priority.
Commodore José I. Mendez
Commanding officer
Starbase 11
Episode: 101
Location: Bill & Walt’s Hobby Shop – 245 4th Ave, Pittsburgh
Time/Date: 6pm, 20th July 2011
20110718
Systems online.
U.S.S. OBERON
MIRANDA-CLASS – STARFLEET REGISTRY NCC-1880
COMMISSIONED STARDATE 6612.3
FIRST STARSHIP TO BEAR THE NAME
UNITED FEDERATION OF PLANETS
“And henceforth Goliath, you
and your clan shall be immune to my arts and shall become the Honor
Guard of Avalon from this day onward.”
Announcing a new Star Trek campaign using the Savage Worlds rules system.
Character generation and first adventure, “Ghosts of Conscience.”
When: Wednesday 20 July 2011 at 18:00
Where: Bill & Walt’s Hobby Shop
20110715
Class I Frigate - Miranda-class
And they shall have a starship...
USS Oberon NCC-1880, Miranda-class. Here is the technical order for the class - in the style of Fran Joseph's Star Fleet Technical Manual, based on Ghostrunner's Callisto miniature, kitbashed with parts from Vance's Toolkits.
Some of the work of the late Franz Joseph (Schaubelt)
Ghostrunner's Callisto-class research ship at Shapeways
Vance's Toolkits for original series and movie era ships
USS Oberon NCC-1880, Miranda-class. Here is the technical order for the class - in the style of Fran Joseph's Star Fleet Technical Manual, based on Ghostrunner's Callisto miniature, kitbashed with parts from Vance's Toolkits.
Some of the work of the late Franz Joseph (Schaubelt)
Ghostrunner's Callisto-class research ship at Shapeways
Vance's Toolkits for original series and movie era ships
20110714
And a campaign shall be born....
Obviously, this is the character sheet for my Star Trek campaign using Savage Worlds as the rules system. More soon...
20101230
Operations Order #101229
Delta Green/Realms of Cthulhu Demo Game
Come for the Reaping
Location: Bill & Walt’s Hobby Shop, 245 Fourth Ave, Pittsburgh PA 15222
Phone: 412-281-9040
Time & Date: 29 December 2010 @ 5:00PM
“You are cordially invited to a night at the opera…”
This Saturday I will be running the adventure Come for the Reaping as an Explorer’s Society demo of Reality Blurs’ Realms of Cthulhu. The adventure will be set in the mid-1990s in the Delta Greensetting. Up to 6 players will portray Delta Green agents or friendlies. We start at 5pm and expect the game to finish at approximately 10pm. Our normal habit is to secure pizza as a group from Ephesus Pizza up the street.
UPDATE
Setting: Los Angeles, CA – 29 December 1995
Participants in this game: Agent Peter Johnson (FBI), Jennifer Gage (LACoFD – paramedic), Gharret Reese (civilian – criminal)
Come for the Reaping
Location: Bill & Walt’s Hobby Shop, 245 Fourth Ave, Pittsburgh PA 15222
Phone: 412-281-9040
Time & Date: 29 December 2010 @ 5:00PM
“You are cordially invited to a night at the opera…”
This Saturday I will be running the adventure Come for the Reaping as an Explorer’s Society demo of Reality Blurs’ Realms of Cthulhu. The adventure will be set in the mid-1990s in the Delta Greensetting. Up to 6 players will portray Delta Green agents or friendlies. We start at 5pm and expect the game to finish at approximately 10pm. Our normal habit is to secure pizza as a group from Ephesus Pizza up the street.
UPDATE
Setting: Los Angeles, CA – 29 December 1995
Participants in this game: Agent Peter Johnson (FBI), Jennifer Gage (LACoFD – paramedic), Gharret Reese (civilian – criminal)
20101204
Operations Order #101210
Delta Green/Realms of Cthulhu Demo Game
Winter Break
Location: Bill & Walt’s Hobby Shop, 245 Fourth Ave, Pittsburgh PA 15222
Phone: 412-281-9040
Time & Date: 10 December 2010 @ 5:00PM
“You are cordially invited to a night at the opera…”
This Saturday I will be running the one-sheet adventure Winter Break as an Explorer’s Society demo of Reality Blurs’ Realms of Cthulhu. The adventure will be set in the mid-1990s in the Delta Green setting. Up to 6 players will portray Delta Green agents or friendlies. We start at 5pm and expect the game to finish at approximately 10pm. Our normal habit is to secure pizza as a group from Ephesus Pizza up the street.
Winter Break
Location: Bill & Walt’s Hobby Shop, 245 Fourth Ave, Pittsburgh PA 15222
Phone: 412-281-9040
Time & Date: 10 December 2010 @ 5:00PM
“You are cordially invited to a night at the opera…”
This Saturday I will be running the one-sheet adventure Winter Break as an Explorer’s Society demo of Reality Blurs’ Realms of Cthulhu. The adventure will be set in the mid-1990s in the Delta Green setting. Up to 6 players will portray Delta Green agents or friendlies. We start at 5pm and expect the game to finish at approximately 10pm. Our normal habit is to secure pizza as a group from Ephesus Pizza up the street.
20100831
Ithaca Mag-10 “Roadblocker” (Remington SP-10)
Caliber: 10 gauge
Range: 14/28/56
Damage: 3d8/2d8/1d8
RoF: 1
Weight: 11lbs
Shots: 2rds (+1 in the chamber)
Cost: $890
Notes: AP1, Shotgun, Double-Action
The Mag-10 is a semi-auto shotgun in 10 gauge, introduced in 1977, for use by police during roadblocks. While 10 gauge never regained the popularity it had in the 19th century, the Mag-10 did see some success. Ultimately, improvements in the 12ga. magnum were soon able to deliver comparable performance in a more mainstream caliber. The Mag-10 was dropped by Ithaca in 1986.
The Mag-10 found new life in 1989 as the Remington SP-10 Special Purpose Magnum Shotgun. The Their literature claims that the 10ga. offers lighter felt recoil and better patterns than 12ga. magnum.
The Mag-10/SP-10, like other shotguns, can be loaded with slugs. A 10 gauge, 3 1/2″ slug does 2d12 at all ranges.
Range: 14/28/56
Damage: 3d8/2d8/1d8
RoF: 1
Weight: 11lbs
Shots: 2rds (+1 in the chamber)
Cost: $890
Notes: AP1, Shotgun, Double-Action
The Mag-10 is a semi-auto shotgun in 10 gauge, introduced in 1977, for use by police during roadblocks. While 10 gauge never regained the popularity it had in the 19th century, the Mag-10 did see some success. Ultimately, improvements in the 12ga. magnum were soon able to deliver comparable performance in a more mainstream caliber. The Mag-10 was dropped by Ithaca in 1986.
The Mag-10 found new life in 1989 as the Remington SP-10 Special Purpose Magnum Shotgun. The Their literature claims that the 10ga. offers lighter felt recoil and better patterns than 12ga. magnum.
The Mag-10/SP-10, like other shotguns, can be loaded with slugs. A 10 gauge, 3 1/2″ slug does 2d12 at all ranges.
20100824
Colt AR15 Series Rifles and Carbines
Caliber: 5.56mm NATO
Range: 24/48/96
Damage: 2d8
RoF: 1
Weight: 8lbs
Shots: 30rds (20rds available)
Cost: $500, 30rd magazine $24, 20rd magazine $16.
Notes: AP1, Semi-Auto
The AR15A2 Government Model R6550 is a semi-auto only version of the M16A2 assault rifle. Introduced by Colt in 1985, it was intended for the civilian market and those law enforcement agencies looking for a SA M16 clone. The 6550 looks very much like the M16A2, with the same style stock/foregrip, the improved rear sight, and the heavier A2 profile barrel. Since the 1960s there have been hundreds of semi-auto AR-15 rifles – far too many to detail here – all with essentially the same stats. I have listed some of the models used by Federal agents in the 1990s.
R6000 – M16 style receiver (no forward assist), fixed stock, 20″ A1 profile barrel w/ bayonet lug.
R6500 – A2 style receiver, fixed stock, 20″ A1 profile barrel w/ bayonet lug.
R6550 – A2 style receiver, fixed stock, 20″ A2 profile barrel w/ bayonet lug.
In addition to the full size rifle, various semi-auto carbines are available as well – based on what would become the M4 carbine in 1998. Again – they all use the same stats so I will only detail a few, commonly used versions.
R6001 – M16 style receiver (no forward assist), 2-position aluminum stock, 16″ A1 profile barrel w/ bayonet lug.
R6520 – A2 style receiver, 2-position fiberlite stock, 16″ A1 profile barrel w/ bayonet lug.
R6530 – A2 style receiver, 2-position fiberlite stock, 16″ A1 profile barrel w/o bayonet lug.
R6720 – flat-top receiver, 4-position nylon stock, 16″ A1 profile barrel w/ bayonet lug.
Caliber: 5.56mm NATO
Range: 24/48/96
Damage: 2d8
RoF: 1
Weight: 6lbs
Shots: 30rds (20rds available)
Cost: $500, 30rd magazine $24, 20rd magazine $16.
Notes:AP1, Semi-Auto
Range: 24/48/96
Damage: 2d8
RoF: 1
Weight: 8lbs
Shots: 30rds (20rds available)
Cost: $500, 30rd magazine $24, 20rd magazine $16.
Notes: AP1, Semi-Auto
The AR15A2 Government Model R6550 is a semi-auto only version of the M16A2 assault rifle. Introduced by Colt in 1985, it was intended for the civilian market and those law enforcement agencies looking for a SA M16 clone. The 6550 looks very much like the M16A2, with the same style stock/foregrip, the improved rear sight, and the heavier A2 profile barrel. Since the 1960s there have been hundreds of semi-auto AR-15 rifles – far too many to detail here – all with essentially the same stats. I have listed some of the models used by Federal agents in the 1990s.
R6000 – M16 style receiver (no forward assist), fixed stock, 20″ A1 profile barrel w/ bayonet lug.
R6500 – A2 style receiver, fixed stock, 20″ A1 profile barrel w/ bayonet lug.
R6550 – A2 style receiver, fixed stock, 20″ A2 profile barrel w/ bayonet lug.
In addition to the full size rifle, various semi-auto carbines are available as well – based on what would become the M4 carbine in 1998. Again – they all use the same stats so I will only detail a few, commonly used versions.
R6001 – M16 style receiver (no forward assist), 2-position aluminum stock, 16″ A1 profile barrel w/ bayonet lug.
R6520 – A2 style receiver, 2-position fiberlite stock, 16″ A1 profile barrel w/ bayonet lug.
R6530 – A2 style receiver, 2-position fiberlite stock, 16″ A1 profile barrel w/o bayonet lug.
R6720 – flat-top receiver, 4-position nylon stock, 16″ A1 profile barrel w/ bayonet lug.
Range: 24/48/96
Damage: 2d8
RoF: 1
Weight: 6lbs
Shots: 30rds (20rds available)
Cost: $500, 30rd magazine $24, 20rd magazine $16.
Notes:AP1, Semi-Auto
20100818
Heckler & Koch MP-5 series
Caliber: 9mm Parabellum
Range: 14/28/56
Damage: 2d6
RoF: 3
Weight: 6lbs (A2/A4) or 7lbs (A3/A5)
Shots: 30rds (15rds available)
Cost: $680 (A2/A3) $720 (A4/A5/N), 30rd magazine $22, 15rd magazine $11.
Notes: AP1, Auto, 3rd Burst (A4/A5 models)
In 1964, H&K began designing a family of 9mm SMGs based on the G3 battle rifle’s operating system. The result was the most successful SMG series in history. The German Federal Police and Border Guards adopted the MP5 family in 1966. Following the Munich massacre the German Border Guards created GSG9, a counterterrorist team, who made the MP5 a primary weapon. The weapon so impressed special operations units that the UK’s SAS adopted the MP5 as well for CT operations. In 1980, the MP5 was in the hands of the SAS troopers as they rescued the hostages from the Iranian Embassy.
Since that time the MP5 has been adopted by hundreds of military and law enforcement organizations in 44 countries. Numerous design changes and new models have been produced over the last 4 decades. Early MP5s features a narrow “slimline” checkered foregrip and straight magazines. Curved magazines were an early improvement, and later a wider “tropical” foregrip became standard. Various attachments and modification are available for the MP5, including white light and laser sight mounts. Stocks and trigger groups are standardized and may be exchanged between models. Note: autofire trigger groups will not fit on semi-auto uppers or vice versa.
Of the many versions produced since 1966, most commonly encountered are:
MP5A2 – fixed stock, S-E-F (safe, semi, auto) trigger group, $670.
MP5A3 – telescoping stock, S-E-F trigger group, $670.
MP5A4 – fixed stock, 4-position (safe, semi, 3rd burst, auto) trigger group, $720.
MP5A5 – telescoping stock, 4-position trigger group, $720.
MP5N – US Navy version of the MP5A5 with a threaded barrel and ambidextrous selector, $720.
The MP5 is also available in a silenced version, known as the MP5SD, and a shortened machine pistol version called the MP5K. Semi-Auto versions of the MP5 are very common in US and international law enforcement. These versions will be covered in their own entries.
In 1992 the Heckler & Koch to produced MP5A4/A5s chambered in 10mm Auto and .40 S&W. These models are most notable for the straight, clear plastic magazines used (later magazines were opaque grey or black). The FBI acquired a number of MP5/10s in 1994. Both lines were discontinued in 2000.
Variants of the MP5/10 and MP5/40 include:
MP5/10A2 – 10x25mm, fixed stock, four-position trigger group, $1,160.
MP5/10A3 – 10x25mm, telescoping stock, four-position trigger group $1,160.
MP5/40A2 – .40 S&W, fixed stock, four-position trigger group, $970.
MP5/40A3 – .40 S&W, telescoping stock, four-position trigger group, $970.
Caliber: 10mm Auto (MP5/10), .40 S&W (MP5/40)
Range: 20/40/80
Damage: 2d6+1
RoF: 3
Weight: 6lbs (A2) or 7lbs (A3)
Shots: 30rds
Cost: $1,160 (MP5/10) $970 (MP5/40), 30rd magazine (10mm) $23 30rd magazine (.40S&W) $22.
Notes:AP1, Auto, 3rd Burst
Range: 14/28/56
Damage: 2d6
RoF: 3
Weight: 6lbs (A2/A4) or 7lbs (A3/A5)
Shots: 30rds (15rds available)
Cost: $680 (A2/A3) $720 (A4/A5/N), 30rd magazine $22, 15rd magazine $11.
Notes: AP1, Auto, 3rd Burst (A4/A5 models)
In 1964, H&K began designing a family of 9mm SMGs based on the G3 battle rifle’s operating system. The result was the most successful SMG series in history. The German Federal Police and Border Guards adopted the MP5 family in 1966. Following the Munich massacre the German Border Guards created GSG9, a counterterrorist team, who made the MP5 a primary weapon. The weapon so impressed special operations units that the UK’s SAS adopted the MP5 as well for CT operations. In 1980, the MP5 was in the hands of the SAS troopers as they rescued the hostages from the Iranian Embassy.
Since that time the MP5 has been adopted by hundreds of military and law enforcement organizations in 44 countries. Numerous design changes and new models have been produced over the last 4 decades. Early MP5s features a narrow “slimline” checkered foregrip and straight magazines. Curved magazines were an early improvement, and later a wider “tropical” foregrip became standard. Various attachments and modification are available for the MP5, including white light and laser sight mounts. Stocks and trigger groups are standardized and may be exchanged between models. Note: autofire trigger groups will not fit on semi-auto uppers or vice versa.
MP5A2 – fixed stock, S-E-F (safe, semi, auto) trigger group, $670.
MP5A3 – telescoping stock, S-E-F trigger group, $670.
MP5A4 – fixed stock, 4-position (safe, semi, 3rd burst, auto) trigger group, $720.
MP5A5 – telescoping stock, 4-position trigger group, $720.
MP5N – US Navy version of the MP5A5 with a threaded barrel and ambidextrous selector, $720.
The MP5 is also available in a silenced version, known as the MP5SD, and a shortened machine pistol version called the MP5K. Semi-Auto versions of the MP5 are very common in US and international law enforcement. These versions will be covered in their own entries.
In 1992 the Heckler & Koch to produced MP5A4/A5s chambered in 10mm Auto and .40 S&W. These models are most notable for the straight, clear plastic magazines used (later magazines were opaque grey or black). The FBI acquired a number of MP5/10s in 1994. Both lines were discontinued in 2000.
Variants of the MP5/10 and MP5/40 include:
MP5/10A2 – 10x25mm, fixed stock, four-position trigger group, $1,160.
MP5/10A3 – 10x25mm, telescoping stock, four-position trigger group $1,160.
MP5/40A2 – .40 S&W, fixed stock, four-position trigger group, $970.
MP5/40A3 – .40 S&W, telescoping stock, four-position trigger group, $970.
Caliber: 10mm Auto (MP5/10), .40 S&W (MP5/40)
Range: 20/40/80
Damage: 2d6+1
RoF: 3
Weight: 6lbs (A2) or 7lbs (A3)
Shots: 30rds
Cost: $1,160 (MP5/10) $970 (MP5/40), 30rd magazine (10mm) $23 30rd magazine (.40S&W) $22.
Notes:AP1, Auto, 3rd Burst
20100807
Operations Order #100812
Delta Green/Realms of Cthulhu Demo Game
Victim of the Art
Location: Bill & Walt’s Hobby Shop, 245 Fourth Ave, Pittsburgh PA 15222
Phone: 412-281-9040
Time & Date: 12 August 2010 @ 5:00PM
“You are cordially invited to a night at the opera…”
This Saturday I will be running the adventure Victim of the Art as an Explorer’s Society demo of Reality Blurs’ Realms of Cthulhu. The adventure will be set in the mid-1990s in the Delta Green setting. Up to 6 players will portray Delta Green agents or friendlies. We start at 5pm and expect the game to finish at approximately 10pm. Our normal habit is to secure pizza as a group from Ephesus Pizza up the street.
UPDATE
Setting: American Museum of Natural History, New York, NY – 12 August 1995
Participants in this game: Agent Richard Johnson (FBI), Agent Peter "No Relation" Johnson (FBI), Dr. Holden Bottom (civilian – professor)
Victim of the Art
Location: Bill & Walt’s Hobby Shop, 245 Fourth Ave, Pittsburgh PA 15222
Phone: 412-281-9040
Time & Date: 12 August 2010 @ 5:00PM
“You are cordially invited to a night at the opera…”
This Saturday I will be running the adventure Victim of the Art as an Explorer’s Society demo of Reality Blurs’ Realms of Cthulhu. The adventure will be set in the mid-1990s in the Delta Green setting. Up to 6 players will portray Delta Green agents or friendlies. We start at 5pm and expect the game to finish at approximately 10pm. Our normal habit is to secure pizza as a group from Ephesus Pizza up the street.
UPDATE
Setting: American Museum of Natural History, New York, NY – 12 August 1995
Participants in this game: Agent Richard Johnson (FBI), Agent Peter "No Relation" Johnson (FBI), Dr. Holden Bottom (civilian – professor)
20100803
Smith & Wesson Model 29
Caliber: .44 Magnum
Range: 14/28/56
Damage:2d8
RoF: 1
Weight: 3lbs
Shots: 6rds
Cost: $760, Speedloader $11
Notes: AP1, Double-Action, Revolver
The gun forever identified with Inspector Harry Callahan. Introduced in 1956, the Model 29 was for many years the most powerful handgun available, until supplanted by Freedom Arms .454 Casull revolver in 1983. By the early 1970s the pistol had lost much of its glamor and was considered a curiosity, the purview of collectors and some law enforcement officers. While working on Dirty Harry, Clint Eastwood had two Model 29s built from parts for the film – the model having been dropped from the S&W line. The resulting screen appearance greatly increased the desirability of the revolver, and the Model 29 has remained popular, and in production, ever since.
The Model 29 comes in several factory barrel lengths – stats for the 6 1/2″ barrel are above – but will also work for the 8 3/6″ and 10 5/8″ versions as well. The 4″ and 5″ barrels use the stat block above but with a range of 12/24/48.
Range: 14/28/56
Damage:2d8
RoF: 1
Weight: 3lbs
Shots: 6rds
Cost: $760, Speedloader $11
Notes: AP1, Double-Action, Revolver
The gun forever identified with Inspector Harry Callahan. Introduced in 1956, the Model 29 was for many years the most powerful handgun available, until supplanted by Freedom Arms .454 Casull revolver in 1983. By the early 1970s the pistol had lost much of its glamor and was considered a curiosity, the purview of collectors and some law enforcement officers. While working on Dirty Harry, Clint Eastwood had two Model 29s built from parts for the film – the model having been dropped from the S&W line. The resulting screen appearance greatly increased the desirability of the revolver, and the Model 29 has remained popular, and in production, ever since.
The Model 29 comes in several factory barrel lengths – stats for the 6 1/2″ barrel are above – but will also work for the 8 3/6″ and 10 5/8″ versions as well. The 4″ and 5″ barrels use the stat block above but with a range of 12/24/48.
20100727
Beretta 92/96 series
Caliber: 9mm Parabellum
Range: 12/24/48
Damage: 2d6
RoF: 1
Weight: 2lbs
Shots: 15rds (20rd avail.)
Cost: $490, 15rd magazine $19, 20rd magazine $24
Notes: AP1, Semi-Auto
The Model 92F/FS is the civilian model of the military M9 pistol. The Beretta is distinct in having won three weapon trials to reach service – JSSAP in 1980, the XM9 trials in 1983 and the XM10 trials in 1988. The Air Force adopted the Beretta 92SB-1 in small numbers following JSSAP (Joint Service Small Arms Program) but the Army remanded a rematch and organized the XM9 trials. The updated 92F won this trial as well and became the issue weapon of the US military in 1985. In 1988 the slide on a SEAL Team M9 fractured and hit the sailor in the face causing facial lacerations. An investigation lead to the discovery of a few other such events, signs of stress fractures on the slides of other M9s and the procurement of the weapon was halted. At issue was the area of the slide under the ejection port, excessive stress – caused by hot loaded ammunition – caused metal fatigue that went unnoticed by Navy armorers. The Navy purchased the SIG-Sauer P226 for SEAL use and retrofitted an enclosed slide to the Fleet’s other M9s. These “Dolphin” slides were soon discarded due to increased feed problems caused by the design, and P226s in SEAL service also suffered slide failures caused by the hot loaded ammunition. In 1988, the XM10 trials were organized – and the Beretta (model 92FS) won yet again.
The 92FS differs from the earlier 92F in that a slide retention device was added. This internal modification features a hook that catches on an enlarged hammer axis pin in the case of a slide failure – preventing it from injuring the firer. Models without this feature (made before 1988), using P+ ammo, may separate on a critical failure, causing d4 damage to the firer’s face or chest. This should be a rare occurrence for well-maintained M9/92s.
Other 92 series weapons can be represented with these stats as the
differences are usually minor. The first generation Model 92 (1976-81)
featured a European-type mag release on the heel of the butt, a frame
mounted safety and a rounded trigger guard. The 92S moved the safety to
the left side of the slide – it was not ambidextrous. The 92SB, as
adopted by the USAF in 1980, had an ambidextrous slide mounted safety,
and an American type mag release behind the still rounded trigger
guard. The 92F (initial issue M9) changed the safety to a decocking
lever, added a recurved trigger guard and thicker magazine floor plate.
The Berretta 92 series was the issue weapon of numerous law enforcement bodies, most notably the LAPD. Its popularity with LAPD officers declined following the North Hollywood Shootout – where the penetration of the 9mm round was insufficient to penetrate the bank robbers body armor.
The Model 96, chambered in .40 S&W, was introduced in 1990.
Caliber: .40 S&W
Range: 12/24/48
Damage: 2d6+1
RoF: 1
Weight: 2lbs
Shots: 10rds
Cost: $460, 10rd magazine $15
Notes: AP1, Semi-Auto
The San Francisco Police Department began issuing the Model 96D in the mid-1990s.
Full-size Beretta 92/96s are available with numerous features. Inox versions feature stainless steel construction. 92D/96D models are double action only, may not double tap (replace the note “Semi-Auto” with “Double-Action”), cost $50 less, and lack the decocking lever and hammer spur.
Range: 12/24/48
Damage: 2d6
RoF: 1
Weight: 2lbs
Shots: 15rds (20rd avail.)
Cost: $490, 15rd magazine $19, 20rd magazine $24
Notes: AP1, Semi-Auto
The Model 92F/FS is the civilian model of the military M9 pistol. The Beretta is distinct in having won three weapon trials to reach service – JSSAP in 1980, the XM9 trials in 1983 and the XM10 trials in 1988. The Air Force adopted the Beretta 92SB-1 in small numbers following JSSAP (Joint Service Small Arms Program) but the Army remanded a rematch and organized the XM9 trials. The updated 92F won this trial as well and became the issue weapon of the US military in 1985. In 1988 the slide on a SEAL Team M9 fractured and hit the sailor in the face causing facial lacerations. An investigation lead to the discovery of a few other such events, signs of stress fractures on the slides of other M9s and the procurement of the weapon was halted. At issue was the area of the slide under the ejection port, excessive stress – caused by hot loaded ammunition – caused metal fatigue that went unnoticed by Navy armorers. The Navy purchased the SIG-Sauer P226 for SEAL use and retrofitted an enclosed slide to the Fleet’s other M9s. These “Dolphin” slides were soon discarded due to increased feed problems caused by the design, and P226s in SEAL service also suffered slide failures caused by the hot loaded ammunition. In 1988, the XM10 trials were organized – and the Beretta (model 92FS) won yet again.
The 92FS differs from the earlier 92F in that a slide retention device was added. This internal modification features a hook that catches on an enlarged hammer axis pin in the case of a slide failure – preventing it from injuring the firer. Models without this feature (made before 1988), using P+ ammo, may separate on a critical failure, causing d4 damage to the firer’s face or chest. This should be a rare occurrence for well-maintained M9/92s.
The Berretta 92 series was the issue weapon of numerous law enforcement bodies, most notably the LAPD. Its popularity with LAPD officers declined following the North Hollywood Shootout – where the penetration of the 9mm round was insufficient to penetrate the bank robbers body armor.
The Model 96, chambered in .40 S&W, was introduced in 1990.
Range: 12/24/48
Damage: 2d6+1
RoF: 1
Weight: 2lbs
Shots: 10rds
Cost: $460, 10rd magazine $15
Notes: AP1, Semi-Auto
The San Francisco Police Department began issuing the Model 96D in the mid-1990s.
Full-size Beretta 92/96s are available with numerous features. Inox versions feature stainless steel construction. 92D/96D models are double action only, may not double tap (replace the note “Semi-Auto” with “Double-Action”), cost $50 less, and lack the decocking lever and hammer spur.
20100720
Browning Hi-Power
Caliber: 9mmP
Range: 12/24/48
Damage: 2d6
RoF: 1
Weight: 2lbs
Shots: 13rds
Cost: $470, 13rd magazine $17
Notes: AP1, Semi-Auto
Based on the classic Belgian design of 1935, this commercial model, the Mark I, was introduced in 1954. The Hi-Power was long the service pistol of Britain and the Commonwealth – and a favored weapon of the SAS until replaced by the P226 in the 1990s. Slight design improvements were made in 1973 that led to the Mark II of the early 1980s. Early Mark IIs featured the walnut grips pictured above. These were replaced in production with molded polyamide in 1986 and on all Mark IIIs in 1988. The Hi-Power features a magazine disconnect, making the weapon unusable without a seated magazine – this feature is often removed in customized examples.
From 1993 .40S&W-chambered Hi-Powers Mark IIIs became available, with a 10rd magazine capacity.
Caliber: .40 S&W
Range: 12/24/48
Damage: 2d6+1
RoF: 1
Weight: 2lbs
Shots: 10rds
Cost: $460, 10rd magazine $15
Notes:AP1, Semi-Auto
Range: 12/24/48
Damage: 2d6
RoF: 1
Weight: 2lbs
Shots: 13rds
Cost: $470, 13rd magazine $17
Notes: AP1, Semi-Auto
Based on the classic Belgian design of 1935, this commercial model, the Mark I, was introduced in 1954. The Hi-Power was long the service pistol of Britain and the Commonwealth – and a favored weapon of the SAS until replaced by the P226 in the 1990s. Slight design improvements were made in 1973 that led to the Mark II of the early 1980s. Early Mark IIs featured the walnut grips pictured above. These were replaced in production with molded polyamide in 1986 and on all Mark IIIs in 1988. The Hi-Power features a magazine disconnect, making the weapon unusable without a seated magazine – this feature is often removed in customized examples.
From 1993 .40S&W-chambered Hi-Powers Mark IIIs became available, with a 10rd magazine capacity.
Caliber: .40 S&W
Range: 12/24/48
Damage: 2d6+1
RoF: 1
Weight: 2lbs
Shots: 10rds
Cost: $460, 10rd magazine $15
Notes:AP1, Semi-Auto
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