Twofer Deal
Nov. 13th, 2009 | 10:14 am
These will make great holiday presents and help with all of your game sessions, ensuring everyone will have their own books.
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Shooter's Guide: Sweet 16 now available
Nov. 2nd, 2009 | 07:57 am
mood: awake
White Hats and Black Rifles
Since its inception in the early years of the Cold War, the M16 has become one of the most ubiquitous assault rifles in the world. In American service, its longevity is unmatched by any other rifle - and precious few other infantry weapons. Its modularity enables both civilian and military users to adapt it to a wide variety of roles, from long-range competition to intense close quarters combat. What do you use your "AR" for?
Shooter's Guide: Sweet Sixteen is 93 Games Studio's fifth weapon supplement for the Twilight: 2013 roleplaying game. It examines the evolution of the M16, from the first prototypes to today's cutting-edge engineering developments. Detailed Reflex System information is provided for over 20 versions of the basic platform, as well as a modular rifle construction system enabling you to select your personal weapon from over 100 permutations. This dual-statted product also provides weapon and equipment traits and new qualities and feats for Spycraft 2.0. Sling up, rifleman!
Full Weapons List:
• ArmaLite AR-10A4 and AR-10(T) (7.62mm NATO)
• M16A1, M16A2, M16A3, and M16A4 (5.56mm NATO)
• M4, M4A1 (5.56mm NATO)
• Diemaco C7, C7A1, and C7A2 (5.56mm NATO)
• M231 Firing Port Weapon (5.56mm NATO)
• Colt RO635 and 639 (9mm Parabellum)
• Mk 18 Mod 0 CQBR (5.56mm NATO)
• Olympic Arms OA-93 (5.56mm NATO)
• AMU National Match Rifle (5.56mm NATO)
• M110 SASS and Mk 11 Mod 0 (7.62mm NATO)
• SAM-R (5.56mm NATO)
• Heckler & Koch HK416 (5.56mm NATO)
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Shooter's Guide: Cold Warriors now available
Aug. 12th, 2009 | 11:01 am
Training day is a biweekly event, lately, as the ammo supply from Arbil is getting thinner. At the moment, Dunivan is working a target – a man-sized silhouette spray-painted on a rock – at 300 yards while Sergeant Scott spots and coaches. I’m not looking forward to my turn. At that range, I can see the damn boulder if I squint, and my Kalashnikov is not exactly a precision weapon from three football fields away.
Crack! “Low. Six o’clock, four feet. Are you sure you have that thing set for three hundred?”
Dunivan checks the sights on his M4, grimaces, softly bangs his forehead against the ground, then clicks in a correction. “Uh... it is now, Sergeant.”
Scott stares skyward. “Ull, forgive him. Try again, Dunivan.”
Crack! “Better. Hit.”
Dunivan cranks out six more rounds before his much-abused rifle jams. “Crap!”
“Got you covered, Tom. Mind if I tap in?” Streeter flops down beside Dunivan and unfolds the bipod on his FAL without waiting for permission.
“How do you manage to keep turning up ammunition for that dinosaur when Brigade has been out for months?” Scott asks rhetorically. “Never mind. Engage, Aircraftman.”
Wham! Compared to the sharp reports of M4s, the FAL is like a hammer directly to the ear. The muzzle blast lifts dust in an eight-foot cone.
“Miss. Having an off day, Vincent?”
Streeter frowns slightly, peers through his scope, and fires again. Again. Again. “No, Sergeant, I’d have to say I’m pretty well dialed in.”
I can’t see where he’s hitting, but there’s a haze out there... I bring up my binoculars just in time to see the last rock chips pattering to earth. Around the target at six hundred yards. Sergeant Scott spots it at the same time I do. “Damn it, Streeter...”
“Sorry, Sergeant.” Streeter is thoroughly unapologetic. “Got a bit ahead of myself there. Comes of having a man’s rifle, you know...”
----------------------------------------
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Fine Old World craftsmanship...
The bolt-action rifle was the infantry rifle of choice for the first decades of the 20th century; the assault rifle for the last. Between these two eras, though, a different and lethal breed of firearm ruled the battlefield. No plastic-clad poodle-shooters or effete science fiction props, the battle rifles of the early Cold War were solid, sturdy, and lethal. For the rifleman who wants range and punch in a package with classic aesthetics and the weight of history, there's still no substitute...
Shooter's Guide: Cold Warriors is 93 Games Studio's fourth weapon supplement for the Twilight: 2013 roleplaying game. It includes detailed Reflex System traits for 16 battle rifles and their variants, ranging from the first pre-WWII examples of the breed to those of the middle Cold War. This dual-statted product also provides traits for agents to deploy these weapons in Spycraft 2.0 missions. Lock and load, rifleman - the Known-Distance Range awaits!
Full Weapons List:
- Ag-42 and Ag-42B (6.5x55mm)
- AVS-36 (7.62x54mm)
- Beretta BM5, BM59 Alpini and BM59 Mk. IV (7.62x51mm)
- CETME Model B (7.62x51mm)
- FG 42 (8mm Mauser)
- FN 49 (7mm Mauser, 7.62x51mm, .30-06, 7.65mm Argentine, 8mm Mauser)
- FN FAL, FAL Para, FALO, and L1A1 SLR (7.62x51mm)
- G41(M), G41(W)
- G43 (8mm Mauser)
- H&K G3A3, G3A4, and G3KA4 (7.62x51mm)
- Hakim (8mm Mauser) and Rashid (7.62x39mm)
- Howa Type 64 (7.62x51mm)
- M14 (7.62x51mm)
- MAS-49 (7.5x54mm MAS)
- SiG SG 510 (7.62x51mm) and Stgw 57 (7.5x55mm)
- SiG SG 542 (7.62x51mm)
- SVT-38, SVT-40 andAVT-40 (7.62x54mm)

Available now at DTRPG
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In Stock @ Amazon.com
Jul. 15th, 2009 | 10:25 pm
They are listed as $26.39 so if anyone still needs copies or wants a second copy, now would be an excellent time to purchase one. They've purchased a limited number so let's see if we can get them to run out. >:)
https://www.amazon.com/dp/0982207409?ta
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Stage I Rules
Jul. 14th, 2009 | 08:05 am
mood: productive
This is the Stage I ruleset for Twilight: 2013. It includes everything you need to get started fighting WWIII in Europe using Stage I rules.
Staged Rules
Individual play groups often use "house rules" to tune their game systems to a specific preferred level of complexity and realism. To facilitate this, we've written the Reflex System with three stages of rules. This book is written with a default level of Stage II in mind. However, scattered throughout the text, sidebars and optional rules sections will highlight ways to simplify or enhance the rules for Stage I or Stage III complexity. Future supplements will also provide additional focused rule sets for Stage III play.
Stage I
Basic. Stage I rules are the minimum necessary to numerically define a character and play a fast-running game. Stage I rules tend to boil fairly complicated events down to simple abstractions. This level of complexity is recommended for introducing novice players to the Reflex System and the world of Twilight: 2013.
Stage II
Standard. Stage II rules contain a default level of complexity that strikes a balance between speed of play and realism. The complete Stage II rules set incorporates all of the systems that we consider essential for capturing the realities of survival in a postapocalyptic environment.
Stage III
Advanced. Stage III rules are written with the hardcore wargamer in mind. Stage III rules provide extra, often gritty, details of various aspects of play. However, Stage III play does tend to require a greater amount of bookkeeping and numbercrunching.

Until July 17th get them for free @ DTRPG
(you have to use this link in order to get it for free)
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May Product Updates
Jun. 1st, 2009 | 09:20 am
mood: accomplished
Twilight: 2013 - Character Dossier
A complete Twilight: 2013 Character Character Dossier, which contains a 20 page character sheet for up to three seperate characters (although this can be used multiple times for an infinite amount of characters).
PDF Edition
Print Edition (Amazon.com)

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Twilight: 2013 Rules Addendum
This addendum combines all of the Gunstravaganza firearms we've released on our forums along with new Stage III firearm rules not included in the Core Rules.
Included:
* Over 20 new firearms
* Stage III Ballistics Data
* Rules for Suppressors
* Stage III Quirks for Firearms from the Core Rules
PDF Edition

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@Amazon.com:
Twilight: 2013 Character Generation Booklet
The Twilight: 2013 Character Generation Booklet is the entire Chapter Four from Twilight: 2013 Core Rules provided in an easy to handout mini-book. Now your players can easily create characters without bogarting the Core Rules.
Twilight: 2013 Character Generation Booklet @ Amazon.com
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Twilight: 2013 Character Generation Booklet
The Twilight: 2013 Character Generation Booklet is the entire Chapter Seven from Twilight: 2013 Core Rules provided in an easy to handout mini-book. Now your players can easily equip their characters without bogarting the Core Rules.
Twilight: 2013 Character Generation Booklet @ Amazon.com
----------------------------------------
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The new phonebooks are here!
Apr. 7th, 2009 | 07:10 pm
mood: accomplished
Today I finally received the hardback copies of Twilight: 2013.

In case you're wondering I am the doofus in the pic.
Before everyone asks...I'll be sending out books starting tomorrow. Please be patient though, I am a one man operation in this regards so I can only do so many per day. I'll have them all out as soon as possible.
They should be arriving at the retailers in a few weeks. Remind your FLGS to order some [or you can order directly from me ;) ].
Order Direct - http://93gamesstudio.com/site/node/25
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Printing status update
Mar. 17th, 2009 | 12:30 pm
mood:
excited
My files have finally been excepted and I received the proof copy already (which was in a form I was not expecting). I've sent this back and now await the books to be shipped. I was told that the estimated ship date to me is March 27th and things are looking solid for that date (maybe even a day or two sooner).
As soon as the books are in my hand I'll be turning them around and sending them out as fast as I can. Please be patient though as I'm a one man shop in this regard and I've several hundred to repackage, sign and send out. It might take me a few days to get ALL of them out.
In preparation for the hard copies I've removed the pre-order option and replaced it with a single (or more) copy purchase option. I placed the single copies purchased directly from 93GS at 25% off ($29.99 each, retail is $39.99). This price will be good until the end of April 2009.
Shipping is:
- US - $5
- Canada & Mexico - $20
- International - $38.95 (up to 4 copies)
- American Armed Forces addresses - Free
Purchase Twilight: 2013 Core Rules
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Shooter's Guide: Pistol Caliber Carbines
Jan. 20th, 2009 | 02:28 pm
mood:
cheerful
The pistol-caliber carbine occupies an awkward tactical niche. Not as compact as a pistol, not as powerful as a rifle, and lacking a submachine gun's automatic fire... what's to recommend it? How about virtually no recoil, man-killing accuracy out to 200 meters, the same ammo and magazines as your sidearm, and civilian-legal purchase around the world – all in a lightweight polymer package you can hide in a tennis racket bag? Interested now? Yeah, we thought so...
Shooter's Guide: Pistol-Caliber Carbines is 93 Games Studio's first weapon supplement for the Twilight: 2013 roleplaying game. It examines the advantages and disadvantages of the "PCC" and provides detailed Reflex System information for 11 families of carbines and 7 companion handguns. Weapons detailed in this document include the Beretta Cx4/Px4 Storm, the Kel-Tec SUB-2000, the classic M1 carbine, and more. This dual-statted product also provides weapon traits and new qualities and feats for Spycraft 2.0. Whether you're walking point through the ruins of Chicago or running a low-profile covert op on Embassy Row in Belgrade, something here is sure to be a useful addition to your armory.
Available at: DTRPG
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Thanks
Nov. 8th, 2008 | 10:24 pm
mood: accomplished
G-1 (Administration)
Design: Clayton A. Oliver, Keith Taylor, and Ed Thomas
Additional Conceptual and Design Assistance: Candace Brunk (medicine and NBC warfare), Andy C. Davis, Kelly Gage (mounts), Robert Hudson, Camille Oliver, Tatu Salonen, Pete Sears, Justin Stodola (ballistics), Scott Taylor, Golden Tullis (close combat), and Jim Wardrip
G-3 (Operations)
Written By: Clayton A. Oliver, Simon Pratt, and Keith Taylor
Additional Writing: Gary Astleford, Josh Benton, Andy Davis, Andy Miller, Martin Ralya, Tatu Salonen, Justin Stodola, and Team NPC (Derek Klein and Max Messina)
Cover Art: Tyler Windham
Interior Art: AndrewDobell, Diego Gisbert, Scott Harshbarger, Rick Hersey, Johan Lindstrom, Art Lyon, Chris Martinez, Bradley McDevitt, Jesse Mohn, Matt Morrow, Clifford Morton, Jason Mullins, Miguel Santos, Filip Stojak, Keith Taylor, Kurt Taylor, Norm Scott, Jeff Ward, Richard Whyte, Tianyang Yan and Brandon Young
G-4 (Logistics)
Production Director: Keith Taylor
Art Director: Keith Taylor
Editrix: Candy Hall Brunk
Layout & Typesetting: Keith Taylor
G-5 (Civil Affairs)
Personnel Management: Keith Taylor
Playtesters: Jose Antonio, Gary Astleford, Josh Benton, Micheal Boehm, Phil Glotfelty, Robert Holleman, Neal Hyde, Derek Klein, Shane Mclean, Max Messina, Jason Mullins, John Palchak, Simon Pratt, Micheal Robuck, Norm Scott, Sean Shumate, Darren Stengel, Justin Stodola
Consultants: Ed Thomas, Robert Hudson, Derek Klein, Max Messina, Simon Pratt, Justin Stodola, Jim Waldrip and Tatu Salonen
G-6 (Communication)
Special Thanks
Pete Sears, for meritorious service as an example to others
Zombie Squad, for unerring dedication to preparing humanity for the coming zombocalypse
All of the fans of Twilight: 2000, who without them this edition would not exist
Clayton's Dedication
To my my father, Bernie Oliver, for years of support in the face of my sometimes-questionable maturity and sanity
To Camille, for doing your part and most of mine
To Rich Dansky and Phil Brucato, for setting my feet upon this path
Keith's Dedication
To Robin for your incredible tolerance
To Clayton for going above and beyond the call of duty
Again, to all of the fans of Twilight: 2000 (and Twilight: 2013)
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Pre Orders #2
Nov. 7th, 2008 | 09:17 am
Doing only 500 for the special. As fast as they run out.
Only 500 available for Special Pre-Order and a good chunk are already gone.
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Twilight: 2013 --- PRE-ORDERS Now Available
Oct. 30th, 2008 | 07:44 pm
mood:
high

Guess what? That's right, it's now time to preorder your very own copy of Twilight: 2013.
It is July, 2013. World War III has been raging for several years. The earth’s population has been virtually decimated by nuclear bombing and fallout, famine, and disease. The surviving ten percent of the world’s population remains engaged in conflict. Military action still occurs - when there is sufficient fuel, ammunition and manpower – and all the civilians can do is try to stay alive.
Using real-world events through 2007 as a basis, Twilight: 2013 tells the story of our planet’s slide into oblivion, pitching players into a world devastated by war and ravaged by disease, immersing them in the tattered remnants of a place that is both familiar and alien. Twilight: 2013 is the core rule book for the 3rd Edition of the popular Twilight: 2000 series of RPG games originally published by GDW.
The main rules set provides a detailed character creation system which allows players to choose to side either with the veterans of the world’s military forces, or with the civilians who are caught up in the conflicts. With a staged rules system that caters to both novice and experienced players, Twilight: 2013 lets you choose to participate further in the world’s downfall, or help in the struggle to preserve and rebuild.
Fans of Twilight: 2000 will notice that Twilight: 2013 has evolved into a rich character-based role-playing experience, set against a military backdrop, with both military and civilian paths from which to choose.
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The Spirit of the Season
Oct. 21st, 2008 | 02:51 pm
mood:
anxious
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Update
Oct. 16th, 2008 | 09:48 pm
mood:
nervous
Book is completely finalized. Printer has been chosen (for the most part, still working out the details - file format, delivery dates, etc). Marketing/Fullfillment partner has been chosen, awaiting contracts.
What now...
I am awaiting final authorization from the license holder to announce pre-orders. That said, I've just found out that the books won't make it to hobby stores until at least Feb. But I'm allowed to sell them direct, so until then you'll at least be able to purchase through me. Which actually helps me out $$$. The PDF version should be available for purchase from Drivethrurpg and other download sites by late Nov. at the latest.
Pre-orders once available will consist of:
1) Core Rules - Hardback Book (will ship once printed, 4-6 weeks, will have them before the holidays though)
2) Core Rules - PDF (downloads available immediately)
3) Character Generation Booklet (to make generating characters easier with the party)
4) Equipment Booklet (to make drooling over the equipment easier) - both these books are so that you can at least be making characters and buying equipment without hogging the main rule book
5) Character Worksheet Pad (33 character sheets and worksheets in a tear off pad)
6) Laminated quick rules sheet (x5)
7) The finished story from Sith - Solitude
8) I'll also be throwing in the first adventure/city supplement (which I have but is now in editing) as soon as it's available
9) Immediate access to the downloads section of the website for NPCs, Organizations, rumors, etc.
10) Oh yeah, free shipping to anywhere in North America (Europe, I'm still working on the details for this one)
The key thing is that while the book is printing you'll have immediate access to the PDF version and can begin play.
I'd love to tell you that the license holder told me I'll be able to do this in just a few days but we know how that's been going on.
I hope this helps.
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Some Interior shots
Aug. 30th, 2008 | 02:42 pm
mood:
calm



PS, enjoy the spoilers too.
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[Official] Firearms list
Jun. 20th, 2008 | 10:47 pm
Autoloaders
.22 target pistol
.22 LR
.32 holdout pistol
.32 ACP
.380 service pistol
.380 ACP
9mm service pistol
9mm P
.357 SIG service pistol
.357 SIG
.40 S&W service pistol
.40 S&W
Beretta Model 92
9mm Parabellum
Colt Model 1911A1
.45 ACP
FN Five-seveN
5.7mm FN
Glock 17
9mm P
H&K Mk. 23
.45 ACP
Makarov PM
9mm Makarov
Yarygin Pya
9mm Parabellum
Revolvers
.38 Special holdout
.38 Special
.38 Special service
.38 Special
.357 Magnum holdout
.357 Magnum
.357 Magnum service
.357 Magnum
.44 Magnum
.44 Magnum
.454 Casull
.454 Casull
SMG
9mm SMG
9mm Parabellum
CZ v.61 Skorpion
.32 ACP
CZ v.83 Skorpion
.380 ACP
CZ v.82 Skorpion
9mm Makarov
FN P90
5.7mm FN
H&K MP5K
9mm Parabellum
H&K UMP
9mm Parabellum
H&K UMP
.40 S&W
H&K UMP
.45 ACP
Izmash PP-19 Bizon
9mm Makarov
Assualt Rifles
Assault rifle
5.56x45mm
Bullup assault rifle
5.56x45mm
Carbine
5.56x45mm
Battle rifle
7.62x51mm
AK-47
7.62x39mm
AK-74
5.45x39mm
AKS-74U
5.45x39mm
M16A4
5.56x45mm
M4A1
5.56x45mm
QBZ-95
5.8x42mm
Steyr AUG
5.56x45mm
Steyr AUG (carbine)
5.56x45mm
Target and Hunting Rifles
Target rifle, bolt action
.22 LR
Target rifle, semi-auto
.22 LR
Small game rifle, bolt action
5.56x45mm
Hunting rifle, bolt action
6.5x55mm
Hunting rifle, bolt action
7.62x51mm
Hunting rifle, bolt action
.30-06
Hunting rifle, bolt action
.300 Winchester Magnum
Big game rifle, bolt-action
.460 Weatherby Magnum
Bolt Action Service Rifles
Lee-Enfield No. 4 Mk. 1
.303 British
Mauser Kar98k
8mm Mauser
Mosin-Nagant
7.62x54mm
Semi-Automatic Service Rifles
M1 Carbine
.30 Carbine
M1 Garand
.30-06
SKS
7.62x39mm
Bolt Action Sniper Rifles
Sniper rifle
7.62x51mm
Anti-material rifle
.50 BMG
AI AW
7.62x51mm
AI AWM
7mm Remington Magnum
AI AWM
.300 Winchester Magnum
AI AWM
.338 Lapua
Semi-Automatic Sniper Rifles
Sniper rifle
7.62x51mm
Barrett Model 82
.50 BMG
Dragunov SVD
7.62x54mm
M14
7.62x51mm
M16 DMR
5.56x45mm
M16 DMR
7.62x51mm
Break Action Shotguns
20 gauge Shotgun
20 gauge
12 gauge Shotgun
12 gauge
Pump Action Shotguns
.410 bore Shotgun
.410
20 gauge Shotgun
20 gauge
12 gauge Shotgun
12 gauge
10 gauge Shotgun
10 gauge
Semi-Automatic Shotguns
20 gauge Shotgun
20 gauge
12 gauge Shotgun
12 gauge
Saiga 12 Shotgun
12 gauge
Saiga 20 Shotgun
20 gauge
Saiga 410 Shotgun
.410
Squad Automatic Weapons (SAW)
FN Minimi
5.56x45mm
RPK
7.62x39mm
RPK-74
5.45x39mm
General Purpose Machine Guns (GPMG)
FN MAG
7.62x51mm
PKM
7.62x54mm
Heavy Machine Guns (HMG)
Browning M2HB
.50 BMG
KPV
14.5x114mm
NSV
12.7x108mm
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Update - Suppressive Fire
May. 4th, 2008 | 03:41 pm
mood: awake

Morale and Threats
A Hollywood hero never succumbs to fear. Regardless of the odds arrayed against him, he sets his square jaw and fixes his steely gaze upon the hordes of enemies. In the Reflex System, however, characters are a bit more human. The following rules model the conditions under which a character's courage can fail him, reducing his combat effectiveness and ultimately robbing him of his will to fight.
A character's morale condition is determined by two factors: his Coolness Under Fire value and the current threat level arrayed against him. Various threat conditions represent events or injuries that can negatively affect a combatant's morale. The character's threat level is equal to the total number of threat conditions that apply to him during the current combat scene. As long as his threat level is less than or equal to his CUF, he suffers no adverse effects. He's sufficiently hardened that the bullets, bombs, and blood don't faze him. However, if his threat level exceeds his CUF, he suffers a penalty on all checks equal to the difference between threat level and CUF. If the difference is 5 or more, his will to fight is broken and he's unable to take any actions other than fleeing, performing first aid on himself, communicating, and curling into a fetal ball and weeping. At the end of each exchange of fire, he may not press - he must hold. Furthermore, a broken character automatically fails all opposed and competing social checks.
Example: Leslie has CUF 8. As long as her threat level is 8 or less, she suffers no morale-related penalties. If her threat level increases to 11, she suffers a -3 penalty on all checks. If her threat level increases to 13 or higher, she becomes broken, unable to carry on the fight due to a total morale failure.
Suppressive Fire
Most attacks are made with a definite target in mind – randomly spraying bullets downrange is unlikely to neutralize any enemies. However, some situations call for controlled fire into an empty area in order to discourage opponents from moving through it or otherwise doing anything that might make them targets. This technique is known as suppressive fire. Any firearm can be used for suppressive fire.
Suppressive fire requires a snap shot Attack action, targeting an area rather than an enemy. The maximum width of area that can be suppressed is equal to half the number of bullets being fired in meters (e.g. a three-round burst can suppress an area up to one and a half meters wide). Using a single shot or a short burst (5 rounds or less) gives an area an effective threat rating of 1. A long burst (5 or more rounds) gives it a threat rating of 2. Using explosives or tracer ammunition increases the threat rating by 1 (the incoming fire is visible in this case, not just audible).
If a character takes an action that places him within the suppressed area and exposes him to the source of the suppressive fire, his current threat level increases by the suppressed area's threat rating. This lasts until the end of the current exchange of fire. If he exposes himself before the attacker's next action, the attacker also gets a "free shot" on him, using the same rate of fire that he used for the suppression. This action has a tick cost of zero and is resolved before the suppressed character's action is resolved.
Example: Keith is using his Minimi (ROF B5/B9) to suppress two enemies who are behind an armored bunker door. Keith hoses bullets into the door at his gun's high rate of fire, laying down a 9-round burst. The Minimi's ammo mix includes tracer rounds, so anyone who sticks his head out of the door before the end of the exchange of fire will suffer a +3 increase to his threat level.
The bunker door is too thick for the Minimi to penetrate, so the enemy troops aren't initially exposed to the fire. However, before Keith's next action, one of the enemies opens the door to throw a grenade at Keith. As he exposes himself to the suppressive fire, his threat level immediately increases by 3. Keith takes his free attack on the exposed enemy, putting down another 9-round burst - and his target.
Keith's next action is to reload. While Keith is reloading, the second enemy takes the opportunity to run out of the bunker toward Keith's position. This also exposes him to Keith, raising this enemy's threat level by 3 as well. However, Keith is no longer engaged in suppressing the same spot, so he doesn't get a free attack on the second target.
Just an FYI, this will probably be the last rules snippet in preparation for the release and pre-orders.
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Update - Skills
Apr. 30th, 2008 | 01:20 pm
mood:
energetic
I thought I would give you guys some insight into skills for this installment. Below is the skill list and two skills described.
Snippet:
Skill List
Agriculture
Animal Husbandry
Aquatics (Qualification: SCUBA)
Archery
Artillery (Qualification: Guided)
Artisan (Cascade)
Aviation (Qualifications: Heavy, Performance, Rotary, Remote)
Climbing
Command
Computing (Qualification: Programming)
Construction (Qualification: Demolition)
Deception
Driving (Qualifications: Heavy, Motorcycle, Remote, Tracked)
Electronics
Fieldcraft
Forensics (Qualification: Forgery)
Freefall (Qualification: Tactical)
Gunnery (Qualification: Guided)
Hand-to-Hand (Qualification: Grappling)
Hand Weapons (Qualification: Grappling)
Instruction
Intimidation
Language (Cascade)
Longarm
Mechanics (Qualifications: Aviation, Industrial, Machinist, Nautical)
Medicine (Qualifications: Surgery, Veterinary)
Mounts (Qualification: Teamster)
Performance (Cascade)
Persuasion (Qualification: Psychiatry)
Seamanship (Qualifications: Remote, Sailing, Submersible)
Security
Sidearm
Special Equipment (Cascade)
Special Vehicle (Cascade; Qualification: Remote)
Streetcraft
Support Weapons (Qualification: Guided)
Tactics
Artisan (Cascade)
Artisan covers a wide variety of skill sets related to the creation of works of physical or literary beauty and of simple functional objects. Many Artisan cascades are archaic and were largely replaced by mass production in the pre-Last War world, but their remaining practitioners are now in high demand after centuries of decline. At the GM's discretion, a Artisan cascade may cover a specific sub-set of the Mechanics skill, such as gunsmithing or machining.
Typical Actions: Creating a functional object or work of art is either an instant or incremental action, depending on the item's complexity (variable attributes, depending on the nature of the act of creation). Appraising an item is a simple action (EDU), as is critiquing a work of art (COG).
Sample Cascades: Basketry, Blacksmithing, Bowyery, Brewing, Carpentry, Cinematography, Fiction Writing, Gem Cutting, Glassblowing, Glasscutting, Gunsmithing, Knitting, Leatherworking, Locksmithing, Machining, Painting, Photography, Poetry, Sculpture, Silversmithing, Tailoring, Videography, Watchsmithing, Welding, Woodcarving.
Mechanics
The Mechanics skill covers the maintenance and repair of all mechanical equipment. The basic skill covers all commonly-available items that can be maintained with normal hand tools and have a level of complexity equal to or less than that of an internal combustion engine. Qualifications expand this expertise to other specialized types of mechanical equipment.
Typical Actions: Evaluating damage or diagnosing a malfunction is a simple action (AWA). Repairing damage or a malfunction is an incremental action (CDN for small items, MUS for large equipment).
Aviation Qualification: This qualification represents additional training in aircraft engines, airframes, and associated mechanisms.
Industrial Qualification: This qualification represents additional training in large-scale fixed installations, such as climate control systems, elevators, and other "physical plant" equipment, as well as heavy factory or cargo-handling machinery.
Machinist Qualification: This qualification enables the character to create new mechanical parts, given appropriate tools and raw materials.
Nautical Qualification: This qualification represents additional training in ship propulsion and steering systems and other technologies unique to naval architecture.
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Guns, Guns, Guns Part II
Mar. 24th, 2008 | 12:37 pm
mood: awake
One of the iconic lever-action rifles, the "
Over the course of the gun's history, about 7 million were produced in a variety of calibers and configurations. The majority of these were sold on the
Type: Hunting Rifle
Caliber: .30-30
Capacity: 6 (in)
Stage I
| Damage | 6 |
| Penetration | x2 |
| Range | Tight/Open |
| ROF | S |
| Speed | 3/6/8 |
| Bulk | 3 |
| Weight | 3.2 kg |
| Barter Value | GG550 |
| Street Price | $1,100 |
Stage II
| Damage | 6 |
| Penetration | x2/x3 |
| Range | Tight/Open |
| ROF | S |
| Speed | 3/6/8 |
| Recoil | 12 |
| Bulk | 3 |
| Weight | 3.2 kg |
| Barter Value | GG550 |
| Street Price | $1,100 |
Stage III
| Damage/Penetration | |
| Personal | 7/x2 |
| Gunfighting | 7/x2 |
| CQB | 7/x2 |
| Tight | 6/x2 |
| Medium | 5/x2 |
| Open | 4/x2 |
| Range | Tight/Open |
| ROF | S |
| Speed | 3/6/8 |
| Recoil | 12 |
| Bulk | 3 |
| Weight | 3.2 kg |
| Barter Value | GG550 |
| Street Price | $1,100 |
Quirks:
Image: Like all lever-action rifles, this is an archaic design that offers few quantifiable advantages over more modern weapons. However, choosing to carry it is a statement in and of itself, an evocation of Old West imagery and the associated values. Use of a Model 1894 as a primary weapon grants a +2 bonus to all uses of the character's Luck reputation aspect - if and only if the observer shares the same cultural image of cowboys. This bonus becomes a penalty if the character demonstrates gross incompetence with the weapon. Adopting the Model 1894 as a character's primary weapon may also, at the GM's discretion, be worth a survival point.
Suppression: Although rapid fire with a lever-action gun is wastefully inaccurate, a skilled operator can put a good amount of lead in the air. This is beneficial in situations in which volume of fire is more important than accuracy. When performing suppressive fire, a lever-action weapon like the Model 1894 functions as a semi-automatic firearm.
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Guns, Guns, Guns Part I
Mar. 24th, 2008 | 12:31 pm
mood: awake
So with no further ado, here's your snippet:
FN Mk 16 (SCAR-L)
The early 2000s saw the emergence of a number of new 5.56mm NATO assault rifles, many of which were promoted as replacements for the decades-old M16 family. The Mk 16 was more successful than many of its rivals, winning the U.S. Special Operation's Command's SCAR (Special Operations Forces Combat Assault Rifle) competition in 2003. US SOCOM issued approximately 100,000 Mk 16s by the outbreak of the Twilight War, resulting in the rifle seeing global, if relatively limited, combat use. As was the case with many new assault rifles of the early 21st century, semi-automatic versions also enjoyed brief popularity on the American civilian and law enforcement markets.
Most of the Mk 16's features are evolutionary rather than revolutionary: four accessory rails, an adjustable stock that folds to the right side of the weapon, compatibility with standard M16-series magazines, extensive use of polymer structural elements, and an ambidextrous selector switch. Like many proposed M16 replacements, the rifle uses a gas piston operating mechanism rather than a direct impingement system, resulting in less heat buildup and fouling. Otherwise-identical models were sold in three barrel lengths: CQC (25cm/10"), Standard (36cm/14"), and LB (46cm/18").
Type: Assault Rifle
Caliber: 5.56mm NATO
Capacity: 30
Stage I
| | Mk 16 CQC | Mk 16 Standard | Mk 16 LB |
| Damage | 6 | 6 | 6 |
| Penetration | x2 | x2 | x2 |
| Range | CQB/Open | Tight/Open | Medium/Sniping |
| ROF | S/B4 | S/B4 | S/B4 |
| Speed | 2/3/5 | 3/4/6 | 3/5/7 |
| Bulk | 2 | 3 | 3 |
| Weight | 3 kg | 3.3 kg | 3.5 kg |
| Barter Value | GG800 | GG800 | GG900 |
| Street Price | $1,600 | $1,600 | $1,800 |
Stage II
| | Mk 16 CQC | Mk 16 Standard | Mk 16 LB |
| Damage | 6 | 6 | 6 |
| Penetration | x2/x3 | x2/x3 | x2/x3 |
| Range | CQB/Open | Tight/Open | Medium/Sniping |
| ROF | S/B4 | S/B4 | S/B4 |
| Speed | 2/3/5 | 3/4/6 | 3/5/7 |
| Speed (folded) | 2/3/4 | 2/3/5 | 2/4/6 |
| Recoil | 7 | 6 | 6 |
| Recoil (folded) | 11 | 9 | 9 |
| Bulk | 2 | 3 | 3 |
| Weight | 3 kg | 3.3 kg | 3.5 kg |
| Barter Value | GG800 | GG800 | GG900 |
| Street Price | $1,600 | $1,600 | $1,800 |
Stage III
| | Mk 16 CQC | Mk 16 Standard | Mk 16 LB |
| Damage/Penetration | | | |
| Personal | 6/x2 | 7/x2 | 7/x2 |
| Gunfighting | 6/x2 | 7/x2 | 7/x2 |
| CQB | 6/x2 | 7/x2 | 7/x2 |
| Tight | 6/x2 | 6/x2 | 7/x2 |
| Medium | 5/x2 | 6/x2 | 6/x2 |
| Open | 4/x2 | 5/x2 | 5/x2 |
| Sniping | - | - | 3/x3 |
| Range | CQB/Open | Tight/Open | Medium/Sniping |
| ROF | S/B4 | S/B4 | S/B4 |
| Speed | 2/3/5 | 3/4/6 | 3/5/7 |
| Speed (folded) | 2/3/4 | 2/3/5 | 2/4/6 |
| Recoil | 7 | 6 | 6 |
| Recoil (folded) | 11 | 9 | 9 |
| Bulk | 2 | 3 | 3 |
| Weight | 3 kg | 3.3 kg | 3.5 kg |
| Barter Value | GG800 | GG800 | GG900 |
| Street Price | $1,600 | $1,600 | $1,800 |
Quirks:
Image: The Mk 16's reputation links it to its largest body of users, the American special operations community. Possession of a mil-spec Mk 16 (but not a semi-auto civilian version) grants a +1 bonus to all uses of the character's Force reputation aspect. This bonus becomes a penalty if the character demonstrates gross incompetence with the weapon.
Reliability: For the purposes of triggering breakdowns, the Mk 16's Durability is considered to be 1 higher than its actual value.
Scarcity: The Mk 16 was never produced as widely as other weapons, resulting in supply chain issues for some users. Spare parts cost 3x normal.

