A blog about writing, reading, gaming, education, family, and whatever else crosses my mind at the moment.
Friday, July 31, 2020
Here it Comes!
Thursday, July 30, 2020
Indie vs. Traditional
Wednesday, July 29, 2020
A Special Anniversary
Tuesday, July 28, 2020
Back to the Past
Monday, July 27, 2020
It Was the Best of Times, It Was the Worst of Times
Sunday, July 26, 2020
Great Classical Literature...or is it?
A feast of Pan or Colias or Genetyllis,
The tambourines would block the rowdy streets,
But now there's not a woman to be seen
Except--ah, yes--this neighbour of mine yonder.
Saturday, July 25, 2020
A Brave New World of Education
Friday, July 24, 2020
Originals or Remakes?
Thursday, July 23, 2020
Movie Review: The Mark of Zorro (1940)
Wednesday, July 22, 2020
Let's Read: Traveller, 1977 Edition, Interlude
Tuesday, July 21, 2020
Let's Read: Traveller, 1977 Edition, Characters & Combat, page 44
Welcome to the last page of Characters & Combat. This is
another page of tables, this time covering the modifiers for melee weapons.
Obviously, there aren’t any range modifiers, since those are on the ranged
table from the previous page. No, this page discusses required Strength levels,
DMs for not reaching those levels, Advantageous Strength levels and DMs, and
weakened blow modifiers. At the bottom, there’s a similar table for ranged
weapons, but with Dexterity modifiers instead of Strength.
So, what are the easiest weapons to use? A 4 Strength means you can handle a dagger without penalty; a broadsword requires an 8. JR’s strength is 4, so he can’t wield his Blade effectively anymore (5 Str required), and suffers a -2 DM, negating his skill bonus. Well, that sucks. Sniping it is, then. The negative modifiers for low strength are a mixed bag, ranging from -1 for a spear or cudgel to -4 for a broadsword…and a club. Okay, I’m going to go back to the weapon descriptions for a second. What’s the difference between a cudgel and a club?
A cudgel is defined in the text (page 34) as a ‘basic stick used as a weapon.’ It can even be a tree branch or an unloaded long gun. I thought that’s what a club is! But on the previous page, clubs includes ‘found’ weapons like a pistol-whip, or a beer bottle, and basically whatever else you find on the scene. That…doesn’t really differentiate them, does it? Clubs are smaller than cudgels, maybe?
But they have the same Strength requirements for everything except the Required Strength DM for low strength. You need a 5 to swing a club or cudgel properly, an 8 or more for an Advantageous DM, and a -1 for a weakened blow. Why on earth would you call a weapon a ‘club’ instead of a ‘cudgel’?
So, you can’t get more than a +2 bonus from Advantageous Strength, and you need to be pretty muscular to get that much; a dagger, club or cudgel (that’s driving me nuts) requires an 8 or better for Advantageous Strength; only the Broadsword requires the majestic 12. Weakened blows range from a -1 to a -4. Oh, and I just noticed that if you want to punch somebody with your bare hands, if your strength is under 6, you get a penalty of -2. Using your bare hands is inferior in every way to using a knife.
Alright, the ranged weapons. Shotguns are the easiest to use, requiring only a 4 Dexterity to fire them well, and even if you’re really clumsy, you still only get a -1 modifier. Carbines are the next-easiest, with a Dex required and a -1. Penalties for low Dex range from -1 to -3, so nothing as bad as the melee weapons can be. And the Advantageous Dexterity ranges are from 8 for a Rifle (JR’s specialty) up to 11 for a Body Pistol or a Laser Rifle. Again, Advantageous Dex DMs are either +1 or +2, and there are no ‘weakened blow’ modifiers for ranged weapons. Except if you’re throwing a dagger or a spear, I suppose. Or a cudgel. But not a club.
At the bottom of the page we have the explanation of what I just recapped, with the additional note that Weakened blow DMs are cumulative with any other modifiers affecting the attack.
And that…is that. We have successfully navigated through the Characters & Combat book. Next up, we’ll be tackling Starships, which should be exciting. Because it’s starships. I’m going to take few days off, I think, to regroup and prepare to tackle this all-important subject. That, and I've got a sci-fi book to finish.
Monday, July 20, 2020
Pulp to Pop
Sunday, July 19, 2020
Let's Read: Traveller, 1977 Edition, Characters & Combat, page 43
We’re almost done! This next page is the Range Matrix table,
and we not only get to see range modifiers, we also get damage numbers. Well,
that’s handy. We get the same list of weapons as the previous page, which makes
sense. Why include different weapons, right?
Alright, so what do we have? The melee weapons all have two range options: Close, and Short. As I recall, positive modifiers are good, raising the target number. Negative modifiers make it tougher to hit. Got it. So, it’s interesting to see the melee weapons with two different ranges. I guess there’s ‘right in front of you,’ and ‘a few feet away’, and they have different modifiers. Hands and teeth are better at close range, while claws are better at short range. The already-legendary Thrasher is +5 to hit at close range, and +1 at short range. What the hell is a ‘thrasher’? I really, really want to know. It also does 2D+2 damage, which is 4-14, equal to a spear and better than most of the other melee weapons. The Cutlass does 2D+4, the Broadsword is 4D (but -8 to hit at close range), while the bayonet, halberd and pike are all 3D (and also have worse modifiers than the thrasher).
Ranged weapons come next. Body pistols are useless at Long range, while automatic pistols, revolvers, and shotguns can’t reach Very Long range. Laser rifles are your best bet at Very Long range, actually getting a positive modifier of +1 at VL range. Interestingly, Body pistols, auto pistols and revolvers are great at Close range, too. mind you, they aren’t great at the damage thing (although better than most of the melee weapons). The Laser Rifle is the king of all weapons, doing 5D damage and being great at anything other than Close range.
Sights and stocks are also included on this table; the sights only help if you’re targeting a Long-range or Very Long-range target, giving a +4 modifier to both of them. The Shoulder Stock is best for Medium and Long range, getting negatives for Close and Short. And the Folding Stock makes you worse at Medium, Long, and Very Long range, having no effect on Close and Short.
The notes at the bottom of the page indicate that the sights and stocks add their modifiers to the weapon’s own modifier; they don’t replace them. So, using a Telescopic Sight (+4) with an automatic rifle at Long range (+1) gives a total modifier of +5. Also, pikes only use the Short range modifier (+4) on the first combat round; after that, they’re considered to be Close (-4). So, pikes suck, even though they do 3D damage. You aren’t hitting anyone after the first round.
Saturday, July 18, 2020
Who is...Bard Conley?
Friday, July 17, 2020
Let's Read: Traveller, 1977 Edition, Characters & Combat, page 41-42
Page 41, and now we’ve got some tables. ‘Weapon and
Equipment Weights and Prices.’ That’s a handy thing to have. All the
information that was in the weapon descriptions is now handily tabled for our
viewing pleasure. I find it easier to absorb the information this way, since I
can do on-the-spot comparisons. There’s no new information here, it’s just
easier to read.
The bottom of the page has the Body Armor table, but all it offers is the name, price, and description of the armor. Man, that Battle Dress stands out with its six-figure cost.
I’m going to do two pages at once here, because there really isn’t anything special about the first page. So, the next page gives us the Weapons Matrix, and now we get a sense of what armor can do in this game. And man, do you ever want to be wearing some kind of armor…If you’re not wearing armor, even the guy with the spear is going to kick your butt. Guns are just going to annihilate you; it’s not going to be pretty.
Oh, what’s this? The first set of weapons are natural ones, and it’s the first mention of unarmed combat that I’ve seen. I guess it’s just standard melee rules for those. We have the following natural weapons available: Hands, claws, teeth, horns, hooves, stinger, and…thrasher? What the heck is that? Whatever it is, it’s nasty; it has the highest modifiers against any armor, including Battle Dress. Seriously, I want a thrasher even over an automatic rifle. +7 against no armor, Jack, and Reflec; +4 against Mesh, Cloth and Ablat, and it’s the only weapon that doesn’t get a negative modifier against Battle Dress. That is monstrous. Or alien; since it’s under the ‘natural weapons’ section, I’m guessing it’s some sort of special animal/alien creature attack.
As for the rest, Battle Dress just shuts it all down (except thrasher). The only reason to wear Reflect armor is if you know you’re going up against someone with lasers, against which this armor has a -8 modifier. Against most of the rest of it, it’s no better than plain old blue jeans and T-shirt. Ballistic firearms (except body pistols) will tear through it like tissue paper.
What else stands out? Mesh and cloth are pretty good against melee weapons and firearms, but not much against lasers. Oh, and there’s a note at the bottom that laser fire ablates ablat armor DM by one with every shot. So, it’s good at first, but it won’t last very long.
Thursday, July 16, 2020
Lets Read: Traveller, 1977 Edition, Characters & Combat, page 40
Nope,
there’s still more. Actually, it’s just a discussion of modern weapons that
match up with the weapons of Traveller. So, the weaponry is based on today’s
tech. There’s interstellar travel, space navies and battle armor, but
apparently weapons technology in the far future has atrophied. Sure, there’s
laser carbines and rifles, but everything else is something you can find in the
local gun shop.
The book
even explains that bullets are always going to be a very efficient way of
separating a person from their internal organs. Sure, that’s true, but this is
science fiction, remember? Where are the ray guns, the gauss rifles, the
gyrojet pistols? Come on, guys!
Anyway,
some of the weapons used as examples are the Walther PPK (James Bond in space!)
for the body pistol, the .44 Magnum for the automatic pistol, the S&W .357
Magnum for the revolver, a Ruger 5.56mm for the carbine, the M14 for the rifle
and automatic rifle, the Remington M1100 for the shotgun, and the Uzi for the
submachine gun. Well, then. There are a few other examples, but these ones are
the ones I’m most familiar with, anyway.
Oh, and the
rule book helpfully explains that laser weapons aren’t currently available in
1977. Well, they still aren’t in 2020, so that’s not surprising.
Ah, here we
go: “Referees may feel free to create other weapons to suit the needs and
desires of Traveller society.” So, there’s suggestions such as laser pistols,
pneumatic guns, and silenced machine guns. That last one sounds really cool; I
just imagined a space-ninja sneaking into a facility and silently
machine-gunning down his targets while their friends are in the next room
playing cards, never noticing a thing.
Well,
that’s it for this page, too. The bottom third or so is blank. Maybe now we’ve
reached the end of the rules. I recall that there are tables at the back,
though. Which is good, because so far, I have no idea which weapons are
actually better and more effective. We shall see when we turn the page
tomorrow.
Wednesday, July 15, 2020
In the Beginning: Released!
Tuesday, July 14, 2020
Let's Read: Traveller, 1977 Edition, Characters & Combat, page 39
Page 39’s
stuff actually starts on page 38, and we’re discussing ‘special
considerations.’ These are some miscellaneous issues with weapons combat. Let’s
take a look at them in order.
First, it’s
‘Drawing,’ which has nothing to do with paint or pencils. Drawing a weapon and
firing it in the same combat round gives a -3 penalty to the roll. I guess that
takes away some of the gunfighter scenarios. And the very next sentence says
otherwise, as two people drawing on each other gets described. No surprise that
Dexterity is the key factor in beating your opponent on the draw. This is an
unusual mechanic that I haven’t seen in these rules yet. Roll two dice and add
your Dex score; the higher number wins the first shot. Alright, then.
Then
there’s minor accessories: holsters, belts, scabbards, etc. They’re basically
weightless, being included as clothing. And they’re pretty cheap, as well,
depending on what they are accessorizing. There are shoulder holsters for
concealment, as well.
Throwing
blades are next; daggers and blades can be hurled at people with deadly
accuracy like forks, and again you’re adding your Dex score to the roll, and
subtracting the target’s evasion modifier. Oh, and you have to roll 18+ to hit,
so you’d better roll well, because an average roll is 7, which means you need a
Dex of B or better to hit. Good luck with that. If you do hit, it’s doing 2D-3
damage, so it could be pretty lethal, but on average it’s going to do four or
less damage. Stick with the guns instead.
Speaking of
which, there’s full automatic fire next, which is just four shots at once
instead of one per trigger-pull. There’s a better chance to hit on the tables,
and there’s a group-hit rule coming up as well. Of course, you’ll go through
ammo quicker. Oh, and you can shoot twice in a single round if you’re doing
full-auto, so that’s going to be handy.
Group hits
mean that you might hit the people on either side of the target you’re shooting
at with the automatic fire. It’s -3 to hit, but you could hit up to two other
targets with one burst. Sweet! Except, of course, that you don’t actually have
a choice to do this; it’s automatic when you do full auto fire. So, don’t fire
your fully-automatic machine gun into a melee fight when your best friend is in
there, because you’ve got a good chance of taking him out too.
Shotguns
also have a group hits rule. You can hit up to four targets at once if they are
in a group, herd, or pack, and if they’re no bigger than a human. If they’re
flying, you’re at +2 to hit them for some reason. Hey, I’ll take it. Dinner’s
on me, folks!
And that’s
it for this page; there’s almost half a page of blank space here. Are we out of
rules for this book? Tune in nest time to learn the exciting answer!
Monday, July 13, 2020
Coming Soon...
Sunday, July 12, 2020
Let's Read: Traveller, 1977 Edition, Characters & Combat, page 38
Okay, on to
page 38 of the first Traveller book. It looks like we’re finishing up with
Folding Stocks, then we move on to Armor. Good; not getting killed by all those
nasty things is a good thing to work toward. Let’s see what we have.
As
mentioned, the last of the gun accessories is the folding stock, which works on
carbines, rifles, and shotguns. It makes the weapon shorter, but less accurate,
with a -1 DM at any range when it’s folded. It makes the gun heavier, by half a
kilogram, and costs a mere 100 credits to put it on the gun. Well, that’s not
much. I’m still not sure it’s worth it, though, unless you’re doing some
concealment mission.
Alright, on
to the armor. This stuff doesn’t add to your weight allowance, so you can wear
whatever armor you want and still move as if you’re unencumbered. Sorry;
D&D words are part of my vocabulary now.
So, the
first piece of armor is ‘jack’ armor. It’s basically a jacket or a body suit
made of leather that might stop a knife if you’re lucky, but isn’t much better
than paper against guns. It does have the benefit of being cheap, though, at a
mere 50 Credits.
Next up,
Mesh, which is basically chain mail with leather backing. It actually does help
against gunfire, which is nice. Lasers, however, ignore it. Well, one step at a
time. It’s a handy thing to wear if you’re expecting hand-to-hand combat, since
it’s better than the jack against blades.
Then we
have Cloth armor, or more specifically, ballistic cloth armor. It ‘absorbs
impact energy,’ which means it’s going to turn gunshots into bruises. Still
painful, but not deadly. I approve of that. It’s noted that it’s versatile and
almost the best armor, and the price isn’t too bad at 250 Credits. Sweet deal.
Reflec
armor is basically mirrors, I guess. It actually works against lasers, but not
against anything else. But you can mix it with other armors, even wearing it
under your regular clothes if you want, so it’s good for stealth against guys
that you know are armed with laser weapons. Just hope they don’t go for the
head. This is a pricy armor, coming in at 1500 Credits. Still, those lasers
probably hurt a lot, so it’s good to have a defense against them.
Ablat armor
is next, and it’s the cheap version of Reflec armor, costing only 75 Credits.
Basically, it’s ablative, being vaporized when it’s hit by laser fire. It will
help a little against other weapons, too, but it’s not going to be as good as
Cloth. However, as the book points out, it’s easy to find and it’s cheap. So,
you’re more likely to see Ablat than Reflec, unless you’re in the pricer part
of town.
Ooh, Battle
Dress, a.k.a. Robert Heinlein’s dream machine. It costs a whopping 200,000
Credits, and that’s just for the basic suit, with no bells or whistles. Or ammo
packs. Also, it’s restricted to the military, and civilians can’t get it. Does
that include ex-military? Because I can see them refusing to lend it out to
former soldiers who are just out to get a quick buck.
You have to
have the Vacc Suit skill from character creation to use Battle Dress, though,
which will limit the option to Navy, Marines, Scouts, and the Merchant Marine.
And the last two might not qualify as military (okay, merchants definitely
aren’t military; scouts might be, depending on the setting). So, practically
speaking, this armor is for Navy and Marines only. I would probably rule that
ex-soldiers might have access to this stuff, if only because otherwise there’s
no reason to put it in the game anyway.
Oh, one
more juicy tidbit about this armor: It doubles your personal strength score. It
also nullifies your endurance requirements in combat, so you can do this all
day. Nice!
At the very
bottom of the page are two lines that go with what’s on the next page, so I’ll
include it in the next entry.
Saturday, July 11, 2020
Why Modern Cartoons Suck
Friday, July 10, 2020
Let's Read: Traveller, 1977 Edition, Characters & Combat, page 36
Page 36,
and as promised, more ranged weapons to deal severe pain and death. We begin
with the Automatic Rifle, which is basically what you’d expect, shooting four
bullets per trigger-pull unless you want to go semi-automatic. It’s hefty,
weighing in at 5 kg, and while it uses the same ammo as the regular rifle, it
can also use a special belt with 100 bullets that weighs half as much as the
automatic rifle itself, so you’d better have eaten your Wheaties if you want to
be running around with this bad boy. Oh, and it’s the priciest weapon so far,
at a whopping 1000 Credits. Some guys don’t even muster out with that much.
Next up,
the shotgun. Perfect for indiscriminate fire and weddings alike, the shotgun is
basically what you’d expect to see in a shotgun today. It’s a full meter long,
and weighs 3.75 kg. It’s a lot cheaper than the automatic rifle, at a mere 150
Credits. Its ammo is good for ten cartridges, each weight 750 grams and costing
10 Credits. So, a much cheaper weapon. But not as cool as an automatic rifle.
Finally, we
find the submachine gun at the bottom of the page. It uses the same ammo as an
automatic pistol (but not the same magazines), and fires up to 30 cartridges
before needed ammunition. It weighs and costs half as much as the automatic
rifle.
I should
note that the last five weapons, starting with the carbine, all have a sling
option for easier carrying. There’s no note yet on whether or not this makes it
easier (i.e., lighter) to carry them. We shall see.
Thursday, July 9, 2020
Amazing Stories, February 1927
And that, so I thought, was the end of it. A bit of a disappointing ending, but still, it was an ending. Except that it wasn’t; Cavor did survive, and manages to get some messages back to Earth. However, it’s impossible for anyone to reply, so the remainder of the book is nothing but transcriptions of Cavor’s messages, describing the Selenite culture and how awesome he thinks it is.
This part of the book really brought it down in my estimation; Wells, clearly a socialist, describes his version of an ideal society much along the lines of Plato’s Republic, and it’s boring. The second installment was a lot of fun, but this…no. Cavor’s final message is an attempt to pass on the secret of Cavorite, but the Selenites have figured out that they don’t want humans showing up to mess up their society, and shut him down before he can reveal the secret.
This installment is 24 pages long; it felt like a lot more, and for the last four chapters I kept hoping it would just end. But it just went on and on and on…it was a chore to finish. I know, Wells is a pioneer of science fiction and he’s awesome, but this…it didn’t work for me at all.
NEW STOMACHS FOR OLD, W. Alexander
Okay, then. We go from the moon to a restaurant, and a story about…stomach transplants. Apparently, in the future envisioned by Mr. Alexander, you can trade stomachs with someone else. However, you also trade their tastes and appetite, as the unfortunate Col. Seymore discovers. He gets a stomach transplant because of a stomach ailment (which means that the recipient of his stomach gets the same suffering, I suppose. Not much of a trade, but it paid well). He then finds himself constantly drawn to a particular restaurant in the less-savory part of town. This leads to complications in his life as he can’t resist the delectable Italian food, and everyone else thinks he’s become involved in criminal activity.
Eventually, the other stomach-transplant participant gets arrested for not paying for a meal (because he can’t afford the high-priced food Col. Seymore is accustomed to), and in the ensuing aftermath, they trade stomachs again and Col. Seymore’s tummy is all better afterward for some unexplained reason.
This one’s only about three pages long, and I’ve got to say, it’s a weird one. It’s the author’s first published pulp story, and he would only publish a few more, sporadically, after this, all in Amazing Stories. It’s not a bad story, it’s just…odd. Nothing much really happens, although there is a bit of humor there. At least it doesn’t devolve into a discourse on stomach ailments.
THE ELEVENTH HOUR, Edwin Balmer & William MacHarg
This is the second appearance of Luther Trant, the psychological detective who made his first appearance in the December 1926 issue. This story is another reprint, first appearing in February 1910, in Hampton’s Magazine. It was reprinted twice afterward before being published here. It’s only nine pages long, and I’m sure there will be people who complain about racism because some Chinese characters appear. Tough; it works within the story. Deal with it.
So, it’s another murder mystery; the victim knows he’s going to be killed at eleven o’clock that night, but Trant doesn’t get the message in time to stop it from happening. He does, however, get to solve the case after the victim’s wife is arrested for the crime. He does so using his trusty lie-detector device from the last story. I won’t spoil it, of course; I write mysteries, so I don’t want people knowing the end first. It’s not a bad story, and not nearly as long as the first one. Trant got more efficient at finding killers, apparently.
THE THOUGHT MACHINE, Ammianus Marcellinus
There’s no way that isn’t a pen name. And in fact, it is a pen name; the actual author is Aaron Nadel. And this is his first pulp story; another newbie! There’s hope for me yet! Well, not really.
Alright, so this is an interesting story, one that predicts computers and artificial intelligence, and then provides an excellent example of what life under A.I. would be like (no, not Skynet). Basically, computers take over everything, and eventually humanity forgets how to do anything, since the machines do it all for them. So, humanity devolves into a tribal, primitive race once again; only the ‘priests’ have access to any real knowledge, since they’re the only ones who can still read. Mind you, they can’t understand most of what they’re reading, including how to repair the broken machines, or even better, actually do things manually instead of relying on said machines to do it for them.
The story is somewhat grim; the ending is telegraphed early on, and you know it’s not going to end well. The amusing part is that the scientist responsible for developing these amazing machines does so because of the oldest reason of all: love. His lady-love is, of all things, a flapper, and the author does a good job of contrasting the party-girl mentality with the witless, naïve scientist. Still, in the end, it’s all her fault, because she’s the reason he ends up building the A.I. machines. The story is quick, only five and a half pages, but it packs a lot in there. It’s not the best story in the issue (how can it be, when Burroughs is in it?), but it’s not the worst, either.
Oh, and at the end of the story, there’s a reproduced photograph of an exploding mushroom like the ones described in “The Red Dust” from the previous issue. Very cool.
THE SECOND DELUGE, Part IV, Garrett P. Serviss
At last, we reach the end of this novel. It’s been quite a ride. Actually, this installment isn’t that long, at only thirteen pages. There’s not a lot going on, as it’s mostly denouement at this point. Mount Everest is the last piece of Earth to be submerged, and the Ark is there to witness it. Cosmo estimates that it will take another five years before the water recedes enough for even Everest to peek out.
So, they go traveling around in the ark because there’s absolutely nothing better to do. They end up back over America, and to their utter surprise, the Ark discovers land at Pike’s Peak in Colorado. The explanation for how this is possible, since the Rockies aren’t nearly as high as the Himalayas, seems a bit awkward, and it boils down to ‘America is just that awesome.’ Well, okay then. In fact, there are quite a few survivors in those mountains, almost three million souls to reestablish humanity. The book ends with Cosmo’s epitaph, which credits him with saving humanity. Well, that’s nice.
I enjoyed this book; it’s not as action-packed as A Columbus of Space, but it was a fun read. Serviss is entertaining, and it’s criminal that he’s virtually forgotten today. Still, he didn’t write nearly as much as others like Wells or Burroughs did. I just wish I’d heard of him before starting this project.
BONUS INTERVIEW
Yes, we have a two-page interview with Fred Wells, son of Herbert George. Fred just wants to come to America to make movies, but keeps getting asked questions about his father. It’s a bit of a puff piece, really, but there’s some insight into Wells’ character which is interesting to learn. It also touches on the secret of Wells’ success as a writer: he bases his characters and stories on real-life situations, adding a touch of science, fantastic or otherwise, to make it memorable. It’s a formula that clearly worked for him, and one that all writers should take note of.
I’m not going to describe all the letters like I did last time; there are about eight of them, some loving the magazine, some disliking parts of it. The usual letters column in a magazine like this, really.
And that’s it for this issue. As two serials end, another begins, and we’ll get more scientific goodness next time. Thanks for reading, and don’t forget to check out my own author page at Amazon. There’s more coming soon, including my first science fiction publication, so I hope you’ll take a good look at it.
Wednesday, July 8, 2020
Let's Read: Traveller, 1977 Edition, Characters & Combat, page 37
Ah, here we
go! I was wondering when we’d get the real sci-fi weapons. Everything so far
has been something you can find at the local gun shop or military depot in present-day
Earth. Now, however, we finally get to the lasers. Laser carbines, to be
specific, which have ammo packs that can handle 50 shots before needing to be
recharged. Which takes eight hours. Seriously? A Tesla recharges faster than
that, and it’s only driving around the block. Haven’t they heard of
speed-chargers in the future? And it’s not like this is a small clip that you
attach to the gun; no, this is a backpack that plugs into it with a heavy-duty
cable! Man, they were not very forward-thinking with this tech. Or maybe that’s
what the sci-fi of the period was like. Anyway, this sucker is easily the
heaviest weapon so far, weighing in at 5 kg on its own, plus 3 more for the
backpack. And it costs 2500 Credits (including the backpack, apparently).
Next up,
the laser rifle. Even heavier, but twice as durable with a 100-shot limit on
the power pack. You can’t switch from a carbine to a rifle on the same power
pack, of course. That would be too easy. The rifle is much heavier, weighing in
at 6 kg, plus 4 for the pack. 3500 Credits is the bargain price for this bad
boy. Jamie can’t even carry this thing without straining his sciatic nerve.
Regular sniper rifle it is, then.
Alright, so
that covers the weapons that are in the game. Now, let’s see what options the
game has given us to accessorize these toys.
First up,
telescopic sights that have something called a ‘DNI,’ which I don’t recall
seeing yet. And I just realized that it’s a typo on the PDF file, and it should
be ‘DM.’ So, +4 to hit with telescopic sights, which will reduce range
penalties. Well, that makes sense. However, they are delicate little flowers,
and even the slightest jarring can wreck them, and you won’t even realize it
until you’ve missed a few shots in a row. That’s right, if they go out of
alignment, you automatically miss every shot. There’s even a night-vision
option available that costs a lot more than the regular one. Man, I gotta read
some of that 60s-70s sci-fi. The good stuff, of course.
Next up,
the silencer. It does exactly what you’d expect it to do; it’s only available
on body pistols, automatic pistols, and revol—wait. you can put a silencer on a
revolver now? How exactly is that going to work? I’m not a gun expert, but even
I know that a revolver’s shot noise comes from the cylinder, not the muzzle. I
mean, sure, there are ways to silence a revolver, but this book explicitly
states that it’s a muzzle-attachment. Good luck silencing that one. Maybe it’s
a more futuristic revolver that works like a not-revolver. Which would make it
not a revolver, wouldn’t it? Anyway, silencers aren’t interchangeable, and they
weigh up to 750 grams.
After that,
we have shoulder stocks, which attach to a pistol or revolver and make it more
accurate at longer distances. It takes five rounds to attach or detach this
thing, so you’d better have it ready in advance if you want to use it in a
firefight. Of course, attaching it means you can’t holster it, so everyone will
know you’re looking for trouble.
We will
continue with this on the next page.