Mike Brown | 3 Jun 2006 00:01
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st. tail st

i have most of the episodes and i can't recall any instances of her moveing  
a heavy object.  Can you tell me wiche one to look int? thanks.

Onno Meyer | 5 Jun 2006 11:00
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[VEHICLE] of the week 606 – Exhibit SM/1120/13125549 aka Crybaby

  This is a weekly posting with GURPS vehicles (and the like) to the 
GURPSnet mailing list. I grant the permission for all non-commercial 
redistribution of my work, but I would like to know if you put it on 
a website or the like. With a slight delay, old vehicles appear
at   http://omeyer.gmxhome.de/GURPSnet_files/summary.html
  Onno Meyer, 2006-06-05

Exhibit SM/1120/13125549 aka Crybaby v1.0 (GURPS Traveller TL10)
  Copyright 2006 by Onno Meyer

  Exhibit 13125549 is a modified Instellarms Space Defense Missile. The 
warhead and most of the engine were removed to make room for a standard 
starship transponder, a blip enhancer and communicators. The radio and 
the laser communicator are less powerful than regular starship systems, 
but few pirates pay attention to such details. 
  In Imperial space, decoys like the Crybaby are illegal because of the 
modified transponder code - a legal communications relay would identify 
itself as a relay, not a ship.
  The power cell lasts for 3 hours, with a delta-V of 214 kps.

Subassemblies: Body +0. 
Powertrain: 600-lb. vectored reactionless thruster; 360,000-kWs rE
  power cell.

Armor    F      RL     B      T      U
Body:   4/40   4/40   4/40   4/40   4/40

Equipment:
  Body: Very long range radio; long-range laser communicator; IFF; blip 
enhancer; C4 small, hardened robot brain. 
(Continue reading)

Zan Lynx | 5 Jun 2006 19:04
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Re: [VEHICLE] of the week 606 – Exhibit SM/1120/13125549 aka Crybaby

On Mon, 2006-06-05 at 11:00 +0200, Onno Meyer wrote:
>   This is a weekly posting with GURPS vehicles (and the like) to the 
> GURPSnet mailing list. I grant the permission for all non-commercial 
> redistribution of my work, but I would like to know if you put it on 
> a website or the like. With a slight delay, old vehicles appear
> at   http://omeyer.gmxhome.de/GURPSnet_files/summary.html
>   Onno Meyer, 2006-06-05
> 
> Exhibit SM/1120/13125549 aka Crybaby v1.0 (GURPS Traveller TL10)
>   Copyright 2006 by Onno Meyer
> 
>   Exhibit 13125549 is a modified Instellarms Space Defense Missile. The 
> warhead and most of the engine were removed to make room for a standard 
> starship transponder, a blip enhancer and communicators. The radio and 
> the laser communicator are less powerful than regular starship systems, 
> but few pirates pay attention to such details. 
>   In Imperial space, decoys like the Crybaby are illegal because of the 
> modified transponder code - a legal communications relay would identify 
> itself as a relay, not a ship.
> The power cell lasts for 3 hours, with a delta-V of 214 kps.

Hmm.  What's it for?  Pirates luring in targets by sending a false
distress signal while they hide in ambush?  3 hours does not seem long
enough for this.
--

-- 
Zan Lynx <zlynx@...>

Brandon Cope | 5 Jun 2006 19:09

Re: [VEHICLE] of the week 606 –Exhibit SM/1120/13125549 aka Crybaby

Zan Lynx wrote:

> On Mon, 2006-06-05 at 11:00 +0200, Onno Meyer wrote:
> >   This is a weekly posting with GURPS vehicles (and the like) to the
> > GURPSnet mailing list. I grant the permission for all non-commercial
> > redistribution of my work, but I would like to know if you put it on
> > a website or the like. With a slight delay, old vehicles appear
> > at   http://omeyer.gmxhome.de/GURPSnet_files/summary.html
> >   Onno Meyer, 2006-06-05
> >
> > Exhibit SM/1120/13125549 aka Crybaby v1.0 (GURPS Traveller TL10)
> >   Copyright 2006 by Onno Meyer
> >
> >   Exhibit 13125549 is a modified Instellarms Space Defense Missile. The
> > warhead and most of the engine were removed to make room for a standard
> > starship transponder, a blip enhancer and communicators. The radio and
> > the laser communicator are less powerful than regular starship systems,
> > but few pirates pay attention to such details.
> >   In Imperial space, decoys like the Crybaby are illegal because of the
> > modified transponder code - a legal communications relay would identify
> > itself as a relay, not a ship.
> > The power cell lasts for 3 hours, with a delta-V of 214 kps.
>
> Hmm.  What's it for?  Pirates luring in targets by sending a false
> distress signal while they hide in ambush?  3 hours does not seem long
> enough for this.

More likely running away from Imperial or local space forces. This is what
the crybabies in Firefly/Serenity were used for -- escape.
--
(Continue reading)

hal | 6 Jun 2006 18:19
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Shooter and Target profiles

Hello Folks,
  I thought I'd hit you with the following question to see what you all
think of it.

If you have a target that is hidden behind some object such that he is only
half exposed - the target gets a beneficial modifier on his behalf.  If you
have a target that is standing out in the open in a "weaver" stance for
example, he is perpendicular to the shooter and fully exposed.  But what if
you have a target that turns his body sideways to you before you fire at
him.  By definition, he has pretty much halved the target space he was
occupying and thus, would be in a similar situation as a target who is
behind cover of sorts with only half his body showing.

In such a circumstance, would it be worth noting as a GM, that a PC who
turns his body sideways for extra survival purposes, should gain such a
benefit?

Personally?  I'm inclined towards permitting this.  The caveat of course is
that what is good for the goose is also good for the gander.  PC's who can
turn sideways in an effort to minimize their target profile should also
have to deal with NPC's who do the same.  I'm inclined towards making such
an action highly unlikely for NPC's who do not have the skill Tactics at a
level of at least 12, possibly 14.

Thoughts?

        Hal
Kurt Feltenberger | 6 Jun 2006 18:37

Re: Shooter and Target profiles

At 12:19 PM 6/6/2006, you wrote:
>Hello Folks,
>   I thought I'd hit you with the following question to see what you all
>think of it.
>
>If you have a target that is hidden behind some object such that he is only
>half exposed - the target gets a beneficial modifier on his behalf.  If you
>have a target that is standing out in the open in a "weaver" stance for
>example, he is perpendicular to the shooter and fully exposed.  But what if
>you have a target that turns his body sideways to you before you fire at
>him.  By definition, he has pretty much halved the target space he was
>occupying and thus, would be in a similar situation as a target who is
>behind cover of sorts with only half his body showing.
>
>In such a circumstance, would it be worth noting as a GM, that a PC who
>turns his body sideways for extra survival purposes, should gain such a
>benefit?
>
>Personally?  I'm inclined towards permitting this.  The caveat of course is
>that what is good for the goose is also good for the gander.  PC's who can
>turn sideways in an effort to minimize their target profile should also
>have to deal with NPC's who do the same.  I'm inclined towards making such
>an action highly unlikely for NPC's who do not have the skill Tactics at a
>level of at least 12, possibly 14.
>
>Thoughts?

I'd let it go, personally.  If the situation was something where you 
were dueling with pistols in the classic dueling stance, then it 
would have merit.  However, in most cases both the shooter and the 
(Continue reading)

hal | 6 Jun 2006 19:09
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Re: Shooter and Target profiles

Hi Kurt,
  Thank you for your exceedingly FAST and prompt reply :)

I decided to splurge recently and picked up a copy of the Whitewash City
printable buildings from Hotz productions located at
http://www.erichotz.com/whitewash.html  What I'm dreaming about (or is that
salivating about?) is running a quickie Wild West scenario using GURPS
rules and being prepared ahead of time to run a quickie scenario for people
who may or may not be familiar with GURPS.  The style of teaching GURPS "If
you can think of doing it in real life, you can do it in GURPS" helped
tremendously when it came to introducing my wife to gaming, and I don't
doubt it would help introduce others into it if I'm careful.

Now all I'd have to do is consider the effects of gunpowder smoke acting as
a mild form of teargas (in heavy enough concentrations) or obscurring the
view if you have enough of it hanging about YOU, and so on.  I might even
do some minor research on various weapons and see if I can make it worth
the while for people to just have plain fun.

Ah well - food for thought.

:)

        Hal
Jonathan M. Thompson | 6 Jun 2006 19:14

Shotguns

We were playing and we came across something that I wasn’t sure about. When
you have a shotgun and you have scatter shot, do each individual shots do
damage or is it just a total damage for the whole thing. If someone would
explain this too me I would appreciate it as the rulebook is not quite that
helpful. 

Jonathan M. Thompson
President, Battlefield Press, Inc. (http://www.battlefieldpress.com)
jthompson@... / AIM - GreyLnsman
Open Core Role Playing System, Eric Flint's 1632 Resource Guide and Role
Playing Game & Ted Nomura's Luftwaffe 1946 Role Playing Game - Available
now. Men of Mystery: A Game of Weird Menaces in the days of WWII using the
Unisystem - Coming in 2006 

--

-- 
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.394 / Virus Database: 268.8.2/357 - Release Date: 6/6/2006

Kurt Feltenberger | 6 Jun 2006 19:26

Re: Shooter and Target profiles

At 01:09 PM 6/6/2006, you wrote:
>Hi Kurt,
>   Thank you for your exceedingly FAST and prompt reply :)

No prob.  Things are s-l-o-w at the office today.

>I decided to splurge recently and picked up a copy of the Whitewash City
>printable buildings from Hotz productions located at
>http://www.erichotz.com/whitewash.html  What I'm dreaming about (or is that
>salivating about?) is running a quickie Wild West scenario using GURPS
>rules and being prepared ahead of time to run a quickie scenario for people
>who may or may not be familiar with GURPS.  The style of teaching GURPS "If
>you can think of doing it in real life, you can do it in GURPS" helped
>tremendously when it came to introducing my wife to gaming, and I don't
>doubt it would help introduce others into it if I'm careful.

If you do this, remember that the modern technique of gun fighting is 
really only about forty years old or so.  Most of what we train for 
today were techniques that were not common knowledge or in general 
use back in the old west.  Some of the real pros used the techniques, 
but the average gunman or cowboy probably didn't.  You might want to 
contact the folks at the Single Action Shooting Society and see 
whether they have a chapter near where you live so you can attend and 
get an idea on a modern take at old west gunfighting.  The people at 
the events I've attended have been among the most knowledgeable, 
kind, and pleasant folks I've ever met and when they're not competing 
are more than willing to talk all about the club, it's events, 
history, and the old west.

>Now all I'd have to do is consider the effects of gunpowder smoke acting as
(Continue reading)

hal | 6 Jun 2006 19:37
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Re: Shooter and Target profiles

I Mentioned the Weaver Stance primarily to give people a means to
visiualize the stance of the target relative to the shooter that someone
like you or me would know ;)

I won't be using the weaver combat stance in the game nor permit it.  

>but the average gunman or cowboy probably didn't.  You might want to 
>contact the folks at the Single Action Shooting Society and see 
>whether they have a chapter near where you live so you can attend and 
>get an idea on a modern take at old west gunfighting.  The people at 
>the events I've attended have been among the most knowledgeable, 
>kind, and pleasant folks I've ever met and when they're not competing 
>are more than willing to talk all about the club, it's events, 
>history, and the old west.

I might be a bit gun shy (pun intended) when it comes to directing
questions at the people who do the real McCoy when it comes to cowboy
shooting, mounted shooting etc.  I will however browse through the website
you've mentioned.  :)  Yee Haw!

>>Now all I'd have to do is consider the effects of gunpowder smoke acting as
>>a mild form of teargas (in heavy enough concentrations) or obscurring the
>>view if you have enough of it hanging about YOU, and so on.
>
>Maybe a very minor obscurement penalty, if that.  You're not going to 
>have a couple dozen shooters in an ordered line touch off volley fire.

About the only time I can see it mattering is if a person stays in one
place and fires off a lot of rounds in place, or is in a building where
people are shooting over the bar-top or behind the upturned poker table and
(Continue reading)


Gmane