With special guest star +Peter V. Dell’Orto

Amazing what you find on your computer. Your work computer no less. This file was dated from 2002.

I’m not sure the Quad ST idea will really have legs. Too mathematically intense, perhaps.

Quadratic Strength for GURPS
by Douglas Hampton Cole and Peter V. Dell'Orto
     There has been a long-running debate over how to handle lifting and strength in GURPS for a long time.  The original GURPS 3ed rules, which were that you could lift a certain multiple of your ST depending on how many hands were used, and how braced you were, had the benefit of simplicity.  You can pick up up to 25 times your strength if you lift with both hands.  Extra effort rules allowed you to lift more than this:  for each -1 to the success roll (made against ST), you could bump your lift up by 10%.  
     However, even with this methodology, it can sometimes be a bit difficult in GURPS to whip out an NFL lineman or pro-wrestler type…or even someone who spends quite a bit of time in the weight room.  While they're not found in every household in greater Woebegon, we probably know personally at least a few people who can fairly casually bench press well over 300lbs, and these people are not professional athletes.  This makes figuring things out a bit problematic.  If you declare that this lift is using the "extra effort" rules, how is it they whip out sets of ten?  If you declare that's a two handed lift, that's about ST12!  Implying that Joe Average can bench press about 250. Suddenly I feel the need to go to the gym.
     The difficulty is simply traced--real world lift ability varies by more than a factor of two from "average" to "upper limits of human potential," which is what strength scores of 20-25 are supposed to represent.  Linear ST (where lift is a multiple of the ST stat) doesn't quite have the range to cover human variation.
     One of the more popular alterations to how lifting ability is calculated in GURPS is to calculate lift based on the square of the ST score.  Referred to as "Quadratic ST" or "Quad ST," it has the advantage of being a bit more grounded in real-world physics, but more importantly expands the range of lift that "normal" humans can hoist.  Instead of ST20 lifting twice as much as ST10, your budding bodybuilder can lift four times as much (twice the stat yields four times the lift).
Lift Basis and Real World Lifting
     All the calculations of lift ability, and also encumbrance (the two primary bits that are derived from the ST score that would change using Quad ST) are currently based on the ST score directly.  To move to Quad ST, it will be useful to define a number that replaces ST in all the lift calculations, called "Lift Basis," equal to ST x ST / 10.  By itself, this small change allows much more diversity at the extremes of ST scores, while keeping the "average" character much the same as they always were. 
    Now that you've done that, how much can you actually lift?  The basic would indicate that "one handed lift" is six times Lift Basis, and "two handed lift" is 25 times Lift Basis.  While those are good generic descriptions, they don't necessarily connect well to what people might do in a weight room--it might be fun to be able to tell your fellow players "my character can easily curl over a hundred pounds…in one hand!"
   So how much can a character lift?  Here are some guidelines, based on 

> 1. The Quad ST formula and “lift basis” methodology

Okay, cool. The “Designer’s Notes” on why 6xST for one handed lift and 25xST for two-handed lift imply Benching X or Squatting Y would be very useful.

> 2. Extra effort rules and options (base off of HT, ST, DX; what
> happens when you fail)

Fine with me. Naturally, I like HT.

> I’d also like to incorporate your suggestion that Extra Effort be limited in most circumstances to a relatively small amount, but include the “scale” for super-heroic lifting – which fits in as well for Conan as for Superman.

An explicit mention that EE in the article can be substituted in Linear ST games would be nice – just takes a sentence, and I’m pretty sure it works there. I’m using it now, and it is working fine.

> 3. Some simple examples of real-world weightlifting records 4. Equipment used to set those records and what it does to the HT roll (I”m assuming HT because I like it best)

Yeah, me too. I’ve been swayed away from ST, and I was never really convinced on DX (too many lifters are big, blocky guys who couldn’t outlumber a slug but could pick up a house…). I also like the effect having one roll determine both success and possible injury, which is another pointer towards HT.
We should do this the same way I suggested last time this came up – you be the primary author, so you get the final word on what goes in or not. It works better if someone can end things with “I like it this way so it stays.” Since you’ve done most of the work, it’s only fair that you get to yea/nay parts of it.


Sorry for the hiatus in the issue review. I was on vacation, and more or less out of contact with computers and stuff. I did get in a major edit of a Pyramid article I’m writing, which was good, but by and large I was unplugged save for my cell phone. And my TF300 tablet. And a laptop. But relatively speaking, I was away from my computer.

Yeah, I’m not buying it either.

Anyway, this brings to a conclusion the full-issue review of Pyramid #3/57: Gunplay. As I said when I started, this issue, from front to back, is on-topic for this blog. Plus, of course, I kinda had an article in it, which means everyone should go buy it. Maybe twice.

Random Thought Table ( +Steven Marsh ): 
Make Each Shot Count

Steven’s weekly endnote to each issue is tied to the theme being presented. He’s not a crunch guy, at least in the RTT, and so he’s often discussing the in-and-out of plot development and story pacing. This RTT is no exception. He talks about the methods for keeping the focus on the guns, and the plot, and the plots about guns.

Be Resourceful

This section takes some time to discuss how to play fast and loose with something that is usually subject to strict resource management constraints. It also turns this on its head, with a question for those of us with little time or patience for bean-counting: If you’ve already decided that you’re not going to track shots, how do you introduce and make fun a section of an adventure where ammo management is the key plot point?

The Section Title So Long I’m Not Even Going To Try

But it’s a good pun. Well, sorta: When a Wound Makes a Guy Lycanthrope Up and Die, That’s Ammo-y. You be the judge.

You’ll see what I did there in a minute.

A very short shout-out to when it’s not the gun, or the amount of ammo or total quantity of dakka in question, but the kind. When your target is a werewolf, or something that Just Won’t Die unless you shoot it with a rocket launcher or something, then the plot revolves not around lots of bullets, but just a few of a special type, at the right moment.  And what’s more, if you don’t use them, perhaps you can keep them around as loot or a life insurance policy. One of the hardest things for some players to do is to use up expendable but non-replaceable items. So make them have to do it, make them want to, but make them also realize that yes, they’re using a precious resource that they might need later on.

Our Greatest Fear . . . A Dusty Corridor

Some guns harder to clean than others

Weapons require cleaning (though some weapons less and some more than others), and focusing on the need for maintenance, and what can happen when it’s not done, is a plot point that has little to do with the usual Acc, Dmg, 1/2D Range, Bulk type of statistic. Ensuring that they go boom when they are so commanded, and realizing that having to take the time and effort to service the firearms carried, is an important part of real-world gun care and feeding, and ensuring that spare moments are actually occupied with this makes sense. Especially if the PC is supposed to be a Tier One operator or something.

Shoot Carefully

I’m shocked, shocked that the quote used wasn’t “Hey, Ryan, be careful what you shoot at. Most things in here don’t react too well to bullets.” – Captain Ramius (Sean Connery), The Hunt for Red October. Perhaps it was too trite. But the helium example? Helium doesn’t combust with anything. Perhaps the goal was irony.

But one way to enact serious gun control is to make it so that every shot that doesn’t go to plan is a serious risk. They did it in Red October, and they did it as well in Aliens, where the standard bullets in the pulse rifles were 10mm explosive-tipped caseless rounds. Under a giant power plant where apparently even a small containment breach would trigger a 40 megaton explosion. In a fusion reactor. Maybe it was the audience’s Willing Suspension of Disbelief that exploded? But I digress.

Plenty of Shots, Not Much Time

Finally, in a quick text box that is probably barely longer than some of the notes in this mini-review, Steven notes that one way to keep the tension and ignore number of bullets is to focus on having a very, very limited time frame to accomplish a goal. He (correctly) points out that one or two seconds of GURPS combat, enough for everyone to have gone once in the usual “GURPS turns are interleaved and hard to figure out until everything’s over” way, can take a long time to resolve, and thus create much more tension than might be expected.

Parting Shot

While not rules-centric, the overall points are well made. Roleplaying game characters do not very often have that hesitation to start gunfights, seemingly are immune to legal structures, and frequently can – or are even expected to – resolve nearly any situation with violence. Bringing a sense of tension back to this can required emphasizing different aspects of the firearm, not just “how much damage does it do, if you can hit” but also “can you get through the fight with limited resources intact” or even “can you get through the next ten fights with enough resources intact.

Odds and Ends

The final page in the issue points out other places where you can find bullets that are exotic that are already published in GURPS books, including Horror, High-Tech (the original and both Pulp Guns volumes), Monster Hunters, Loadouts: Monster Hunters, Low-Tech, and – oddly enough – Dungeon Fantasy 8: Treasure Tables.
Ballistic’s Report

This issue rocked on toast. Every single article was well written and/or filled with good stuff. It had the first part of what could easily have been a full e23 supplement on the Modern Warfighter. It had everything you could have ever wanted to know about one of the most famous attack helicopters ever. It had a gun company (for use as a patron or supplier) and a historical example of a gun that didn’t hit it’s target marketing-wise, and could break your shoulder and set your ship on fire to boot. It contained a lot of detailed optional rules for those whose willing suspension of disbelief does not extend to dodging bullets. For the supernatural set, it listed some things to blow out of the muzzle that aren’t jacketed lead or mild steel. To wrap it up, the editor points out that firearms are plot devices as much as they are instruments of destruction, and a wise GM will treat them as both.

I’m biased towards such, but this was a great issue, and the title “Gunplay” doesn’t really do justice to the breadth of material it covers. In fact, the only article that really dealt with actual gunplay is my own. The rest are equipment-based or plot-based, and more broadly useful than the issue’s moniker might think!

This is an article-by-article review of Pyramid #3/57: Gunplay. While I don’t usually do this, the subject matter of this issue is just what this blog ordered, and even if one of my own articles is in it, I really think every article, and nearly every word, of this issue is worth reading. So, a series of (hopefully) shortish posts. You can find the installments on Modern Warfighter: Gear here, as well as The Devil’s Chariot, Brock-Avery Guns, Dodge This, and The Nock Volley Gun.

Magic Bullets ( +Christopher Rice )

This is all about how to kill supernatural critters. The article is basically only one section, with a bunch of sub-sections to divide it up by categories. It’s two pages long, an equipment list of a very specialized type. In fact, Chris notes that it was an Appendix Z submission that was padded out a bit to make it long enough to stand on its own, so brevity was in fact, one of the article’s mission statements. Bear that in mind when I note that certain things could have been added: perhaps, perhaps not.
Ultimately, this is a different type of article than the rest, largely because while Ken, +Hans-Christian Vortisch, and Graeme are reporting stats on real-world and verifiable equipment, +David Pulver was inventing a company with a few real-world-based guns to go with it, and I created some mechanics (which only have to feel right), +Christopher Rice is inventing stuff. He’s also playing in my sandbox, as it were – I didn’t call this blog Gaming Ballistic for nothing, and that “Doctorate in GURPS Ballistics” thing in my Steve Jackson Games author bio is only sort of a joke.

So, I’m going to do sort of two reviews. One from a game-able perspective, the other from a total “bring out your nitpicks!” perspective. I should do full disclosure, though: I playtested the article (perhaps peer-review is the better phrase), so if some of these later nits came up only now, that’s my fault for not pointing them out to Chris back then.

The Right Ammunition

Real-world .30-06 wooden training bullets. So they say.

After a brief introduction that basically notes that certain supernatural critters require just the right ammunition type (werewolves and silver, right? Vampires and wood?), the article starts right in. For simplification purposes, it notes that weight will remain unchanged unless otherwise noted, and the big difference will be cost.

Throwing realism aside, this is totally the right call. It might even be the right call in spite of any “realistic” nitpicks (oh, I’ll do that later).

Following the intro, he breaks the bullets down by payload type.


Ultimately, he treats these as a type of hollow-point bullet, complete with increased wound channel modifier, armor divisor, and increase of DR for items with DR 0. Each liquid also gets a linked effects, which is explicated in footnotes.

Irradiated Vampire-killers. Accept no substitutes.

There are nine liquids listed, from the el cheapo garlic extract to the downright spendy silver nitrate tear gas.

The only flaw that I think I’d note here is that it would have been useful to have noted which type of creatures each bullet is typically sovereign against. This is a partial gripe: he does note that asafetida is ward against spirits, and some of these are obvious or at least relatively common knowledge. “Wolfsbane” is probably not going to be used against an insane Frog Prince. Or if so, the bullet itself is likely going to do just fine.

Liquids: The Nitpick Version

The real nit here is the assumption that these bullets will have unchanged weight. Nearly every one of the loads is lighter than the copper-jacketed lead it replaces. Hell, silver nitrate has a density of 5.35 g/cc, while jacketed lead pistol bullets will tend to have a density between about 10.0 and 10.8, in my experience.

That means that to have a constant weight, they will be quite large. Probably large enough that they won’t feed in an automatic pistol or rifle, and will have to be hand-loaded one at a time. That’s not a bad thing, and in fact, adds to the drama of the moment.

The other thing about these is that unless you’re dealing with a shotgun, a bullet, especially a rifle bullet, is a shockingly small volume. As examples, to pick some common cartridges

Volume of 22mm Samaritan bullets: 12.5ml

40 gr .22 LR: 0.25 ml
230gr .45 ACP: 1.4 ml
147gr 9x19mm: 0.9 ml
180gr 10mm Auto: 1.1 ml
300 gr .50 AE: 2.0 ml (ok, that’s not so common except in the movies)
M855 5.56x45mm: 0.42 ml
7.62x39mm: 0.87 ml
7.62x51mm NATO: 0.98 ml
12G full-bore shotgun slug: 3.5 ml

Now, that volume assumes the entire thing is the projectile. If (say) 50-75% of that volume is liquid payload, there will be very, very little of it.

Now, one thing that does not change here is the base damage. The kinetic energy of the bullet is determined, more or less, by the energy of the powder behind it, and the distance it moves down the barrel. So since caliber and energy don’t change, neither does the GURPS damage. However, the light weight will probably make the ballistic coefficient go lower, which will drop both 1/2D and Max range.

Kate Beckinsale. Just because.

What I’d do as an alternate rule here is say that such funky additives, against the right creature, allow the bullets to work like bullets, maybe with the pi size reduced one step, or even just breaking even. So instead of spirits or supernatural creatures just being irritated at you for shooting them with pesky widdle bullets (how cute!) they will have their usual impact. Hell, even if your .45 ACP does pi- instead of pi+, if the trade-off is “does damage at all” then it’s worth it.

One interesting tidbit, though, is if you can actually make these loaded, lighter bullets, they’ll be fast. A .45 ACP that replaces half its volume of lead core with silver nitrate will only mass 175 grains or so. In GURPS, that’s not worth anything. My calculated 1/2D and Max ranges drop from 290yds to 215yds and 1740 yds to 1470 yds, respectively. A water-filled bullet would be 145 yds and 1190 yds.

Is all that crap worth it?

No. No it is not. It adds book-keeping and math for no real good purpose, while the existing “keep it all the same, charge more, and treat them as hollow-points with extra badness vs. the right critter” makes it a decent choice. The only fault, again, is that these odd loads are the same as JHP bullets (though they cost more) even though they’re very sub-optimized for killing people, rater than supernatural critters. The only real change I’d recommend to Chris’ work is to knock down his bump-up of wound type for regular Joes. Keep the (0.5) armor divisor, but do not increase the wound type against flesh-and-blood. Do whatever you want for the thing it is supposed to be bad for. Increase the wound modifier, add linked effects, etc.

Special Metals

Five alternate metals, with different costs for the bullets. In this case, not bothering with the slight changes in weight-per-shot is totally the right call, and the increase in cost for the inner core of the bullet is quite reasonable. Nothing to gripe about here.

Special Minerals

Some of these are just fun. He notes that the hard part of this is to get the inner core into shape, since you can’t pour it into a mold.

Do you know how hard this is to machine? Do you?

True, true, but most modern bullets’ cores are swaged into the jacket, not poured or cast. Still, that’s a true deep-dive nitpick, and others can probably nitpick my nitpick, noting that cast copper or other solid bullets are exactly that: cast. They are in fact, poured into a mold. So what’s the right call? Keep it simple. This is a game.

As almost the last sentence, he notes that with the right gemstone, you can use these as a mana reserve making it available as a spell arrow.

Explosive fireball bullets? Yes, please!


I’m pretty sure that all of this is more-or-less borrowed from the existing rules from either High-Tech or Loadouts: Monster Hunters, both of which would have had good reason to do these. I know we discussed new rules, and we then said: “Waitaminute, these surely have to exist already.” And so they did.

Windham-Pryce. Rogue Demon Hunter.

The footnotes for the wood items (seven of them) follow the advice I have for liquids, making it very, very obvious what the appropriate target of each wood type is.

As a note, I always thought that a shotgun-launched saboted wooden stake would be the best use of modern firearms vs. vampires. A shotgun chambered for a 3.5″ shell could probably fit a 1/2″ diameter, 2.5″ long wooden dowel, which you could bore out and fill with silver or lead to increase the mass, and thus stability. That seems to me a non-trivial anti-vampire projectile.

Plus: shotguns. Coolness delivered by pump-action. Even Wesley says so.

Ballistic’s Report

Despite my nits – and most of those are confined to liquid-filled projectiles – this article is well done, and all about the fun. A lot of supernatural creatures need to have significant resistance against modern firearms to pose a challenge (See Monster Hunters 3: The Enemy, p. 25), and thus conversely need a weakness to make it more interesting. After the right level and success at Hidden Lore or other research, being able to determine that one particular type of material or spell can be speed-delivered at 1500 fps might make a fun climax.

As such, this article delivers. If its not 100% accurate where ballistics are concerned, well, a lecherous werewolf (with guns!) isn’t exactly 100% realistic now, is it?

People on the SJG Forums still reference the work I did a while ago on bullet statistics conversion from real-world data. The fact is, the equations for weapon penetration did not change form 3e to 4e, and where there are some real issues with scaling weapons, the derivation of penetration is the same, and (more or less) the wound channel (damage size, bullet type) modifiers are the same.

So it holds up well.

That being said, I wrote it in 2002, meaning it’s been kicking around now for more than ten years.

Yeah, I feel old.

I’ve tweaked it here and there, and added more cartridges where I needed them. Some sample results follow.

But for those who want the most recent version of the sheet I use myself, well: Here it is.

What rounds does it contain? Here’s a list, with some stats.



This is an article-by-article review of Pyramid #3/57: Gunplay. While I don’t usually do this, the subject matter of this issue is just what this blog ordered, and even if one of my own articles is in it, I really think every article, and nearly every word, of this issue is worth reading. So, a series of (hopefully) shortish posts. You can find the installments on Modern Warfighter: Gear here, as well as The Devil’s Chariot, Brock-Avery Guns, and Dodge This

The Nock Volley Gun (Graeme Davis)

For those who like their firearms huge, impractical, and conferring massive bonuses to Intimidation, the Nock Volley Gun is for you. This article details a very real piece of kit, giving the weapon’s history, description, and a brief bit on use.


Invented by the same person who gave us the double-barreled shotgun, the weapon was created to deal with boarding actions on ships. As mentioned in the article, the prototype had two issues: bone-cracking recoil and a tendency to set your ship on fire.
Slow to load and hazardous to fire, apparently it never really took off. Go figure.
The Gun

The weapon description is complete and focuses mostly on the rules and optional rules (six of them, on Recoil, Misfires (common with this weapon), Muzzle Blast, Intimidation, Special Powder, and a much needed Speedloader.
Each section is well laid out, brief but informative, and tells a prospective GM or player what they need to know to capture the feel and use of the weapon in play.

The weapon only saw a limited period of actual service (1780-1815) and would be suitable for Age of Sail type stuff. Otherwise it features in a few TV and Movie appearances, and so would make a nice fit there.
Hard to see in the smoke, but Master and Commander features one!
Parting Shot

A short review, but this article delivers. It’s all you wanted to know about a unique piece of kit, with optional rules to simulate why this gun might have been designed, but also ultimately failed. It’s tightly written, rules focused, and terse in a good way. When you finish, you will know whether your character (or a flavorful NPC) might want to carry one (gah! heavy!), or how to use one if you stumble across one mounted to a ship’s rail.
There are also enough optional rules that adding volley concepts to fictional pieces of weaponry are a very real option for game and world-builders. So if you want a volley assault rifle, well, Graeme’s got you covered.

This is an article-by-article review of Pyramid #3/57: Gunplay. While I don’t usually do this, the subject matter of this issue is just what this blog ordered, and even if one of my own articles is in it, I really think every article, and nearly every word, of this issue is worth reading. So, a series of (hopefully) shortish posts. You can find the installments on Modern Warfighter: Gear here, as well as The Devil’s Chariot, and Brock-Avery Guns.

Reviewing my own work. How terribly narcissistic.

Dodge This ( +Douglas Cole )

This article tries to break down some alternate rules for dodging projectiles of all speeds. It’s organized in three sections, and includes one large box on why rules such as these might not be a good idea for inclusion in the Basic Set, and ends with some tables summarizing some of the suggestions for penalties, modifiers, and die rolls given in the article.

Keen Eyes and Fast Reflexes

Saw that one coming . . .

This section spends about a page on perception rolls. No, really. The basic rules hang a lot on the question of whether or not you are aware of a foe, because tucked right in the definition of Active Defense is the prohibition of using one against an attack you can’t perceive in some way.

The sub-sections includes a bit on GURPS’ default assumptions about perception rolls and awareness, and then provides some suggestions for GMs that want to have a die roll determine whether a foe is currently being tracked. Lots of penalties, arcs of vision, and it touches on Danger Sense and Enhanced Tracking, two Advantages that can help with Perception checks.

All of them end the same way: lacking other options, you can defend against that which you’re aware of. If you’re not, you can’t.

Bob and Weave

A very short section containing an optional rule. If post-hit defending breaks your SoDoM (Sense-of-Disbelief-o-Meter), then you’re given a variant: Move and Attack (Evasive), which allows you to dodge like a funky monkey, giving penalties to be hit, but taking penalties to your own actions as well.

Active Defenses

The last section gives details on using these options with incoming projectiles. First, seeing an incoming ranged threat, notionally from a thrown car (I should have worked that in for supers) or a hurled axe all the way down to rifle bullets. This is basically a determination of the size modifier of the threat, and if you can resolve it, a Perception roll based on size and movement.

From there, you can try and stop it, but a method of penalizing defenses based on projectile speed is given for those who feel that fast attacks should be harder to parry, block, or dodge. The rules are rationalized in the case for using objects or shields as cover, as well as a short discussion of how they work with spells. Also lists the penalty for dodging lasers. For whenever that comes up.

Finally, for those who know and love Tactical Shooting, which also has some harsh rules for the dodging of bullets, a few words are spent on how to mesh this article with those rules.

This is an article-by-article review of Pyramid #3/57: Gunplay. While I don’t usually do this, the subject matter of this issue is just what this blog ordered, and even if one of my own articles is in it, I really think every article, and nearly every word, of this issue is worth reading. So, a series of (hopefully) shortish posts. You can find the first installment on Modern Warfighter: Gear here, and the review of The Devil’s Chariot here.

Eidetic Memory: Brock-Avery Guns (David Pulver)

Eidetic Memory is a monthly column written by +David Pulver . It’s usually filled with interesting stuff. This month is no exception.

Something like it really existed

Ultimately, this article is hard to review, since basically it contains four pages of juicy details, history, and hints at plot seeds wrapped around maybe five or six guns.

Brock-Avery Guns is a fictional corporation designed as a patron or supplier. Since the article covers the company’s history from about 1717 to the present, which makes it suitable from everything from the American Revolution to dealing with insurgents in Afghanistan (or really covert stuff in our own borders, if you’re a fan of +Sean Punch‘s covert ops campaign).

Chinese .45 ACP Broomhandle!

Each firearm is given its place in history, some really fun design notes as to how and why it was made, plus some great stories, always hinting at the supernatural or just plain weird, on how it was used.

The weapons include a .50 Flintlock “Cemetary Gun,” a belt-fed .380 ACP small machinegun, two different .45ACP pistols based on a Mauser C96 “broomhandle” design, a monster .30-06 battle rifle, and an over-under pistol firing .380ACP in one barrel . . . and a gyrojet rocket in the other!

Pretty cool. Go read it.

This is an article-by-article review of Pyramid #3/57: Gunplay. While I don’t usually do this, the subject matter of this issue is just what this blog ordered, and even if one of my own articles is in it, I really think every article, and nearly every word, of this issue is worth reading. So, a series of (hopefully) shortish posts. You can find the first installment on Modern Warfighter: Gear here.
The Devil’s Chariot ( +Hans-Christian Vortisch )

The Devil’s Chariot is basically ‘everything you could ever want to know about the Mi-24V “Hind” helicopter. I mean everything. The article is divided into five sections.

I have to call out one bit in particular in the introduction. Hans uses a quote from the Bible to introduce the article, a long one from Revelations 9:7-10. It is totally creepy how well the quote can apply to helicopter gunships:

And the shapes of the locusts were like unto horses prepared unto battle; and on their heads were as it were crowns like gold, and their faces were as the faces of men. And they had hair as the hair of women, and their teeth were as the teeth of lions. And they had breastplates, as it were breastplates of iron, and the sound of their wings was as the sound of chariots of many horses running to battle. And they had tails like unto scorpions, and there were stings in their tails: and their power was to hurt men five months.

So after a short introduction on what may well be, as he says, “The world’s most famous helicopter,” he gets right to it.

MIL Mi-24V “Hind-E” (Russia, 1976-1986)

This is the introductory section. The vehicle is described in real-world terms, broadly. It covers some nicknames, as well as the production and usage history, including the Mi-35 export version. It then gives a brief rundown of who uses them, and in some cases how many were purchased and remain functioning. You definitely get a flavor for who bought them, and also that you’d better be prepared to spend significant maintenance effort on them – 75% of Uganda’s purchased rotorcraft are out of service!

The Mi-24V in Detail

When Hans says detail, he means detail.

The first bit covers the construction and armoring of the airframe, again in real-world terms, making it amenable to SWAG conversion to other systems that can base armor protection off of type and thickness of material. It briefly touches on the helicopter’s reputation for unvulnerability (the famous scene from the original Red Dawn where it shrugs off an RPG hit comes to mind)  and where that may have originated, and where it’s wrong.

Engine, payload, fuel system, electronics. Crew compartment and flight systems. GURPS skills required to successfully operate the craft. Gunsights. And a detailed and specific Hit Location Table with location penalties to hit each place, with footnotes talking about details and DR of each location. It’s well done, and I think all vehicles should have one.

In case you want to bring friends, Hans describes the layout and capacity of the cargo/passenger area, you can bring either four or eight friends along.

Hans has a penchant for weapon statistics and details, and this article proves no exception. He probably lists every single possible armament for the craft. Though the carrying capacity is surprisingly limited, mostly by engine power, the hardpoint rating for each mount is given. Then he details all the weapon loads used for the craft.

Mi-24V Armament

Without going into too many details, any new weapons are given the usual treatment. The write-ups include wonderful details such as design quirks (you can only fire ten bursts of any size with the main 12.7mm machinegun!) in addition to usual ammo load and usage notes.

The vehicle statline is provided on p. 20, along with the detailed armament table summarizing nine different weapons that can be mounted to the vehicle.

Using the Mi-24V

The article finishes up with some notes on use. First, how to get one in the first place, by nefarious or not-so-nefarious means. Hard to approach but easy to steal, seems like. Notes on how they’re used with the rules in GURPS Action 2 for chases and attacks are provided.

The article touches very briefly on operational employment (in pairs or trios) and covers why. A text box notes what movies you can see the Mi-24 (or mocked up ones) in action.

The last few paragraphs cover in meticulous detail every single thing found on the pilots or in the cabin of one of these aircraft. Right down to insect repellant and water purification tablets.

Parting Shot

Hard to say anything other than “it’s that complete.” If you are looking for a scary adversary or a worthy prize – but not something as sophisticated and expensive as say the AH-64D – you’ll find it here. The article is encyclopedic in scope and tone, but I’d be hard pressed to find anything missing.

This is an article-by-article review of Pyramid #3/57: Gunplay. While I don’t usually do this, the subject matter of this issue is just what this blog ordered, and even if one of my own articles is in it, I really think every article, and nearly every word, of this issue is worth reading. So, a series of (hopefully) shortish posts.

Modern Warfighter: Gear (Kenneth Peters)

This article takes a look at (mostly) man-portable non-weapon equipment lugged around by TL8 soldiers of the lavishly-equipped set.

The article is grouped (by what we know as B-HEADs, or section dividers) into Full Battle Rattle, Uniforms, Body Armor, and New Equipment.

Each section is then given to High-Tech or Ultra-Tech style equipment descriptions. Ken is a military guy, and knows a lot of this equipment from personal experience, I think (his bio has him deployed for OIF/OEF at MARCENT as a Planning Specialist). Each item has not only the relevant details, but some worthy chestnuts on use, abuse, and how the troops look at stuff.

Full Battle Rattle

Clothing, drink, food, identification, light, navigation, and timekeeping make up the section on Basic Gear. Mostly these are references to equipment already listed in GURPS High-Tech. The section on Personal Gear is just that, covering everything from a notebook and space pen to tools, video, and computer equipment. The bits on Special Issue are purpose-built for certain missions and needs, and include B&E tools, biometrics, IED jammers, and signaling, just to pick out a few. While many of these continue the pattern of simply referencing gear in the wildly-complete High-Tech, some reference the new equipment section of this article, so there’s a mix of old and new, but each piece of equipment is given a note on when and why it might be issued.

Finally, there’s a short section on the personalization that soldiers do with their stuff. From quick-pull loops on magazines, to how magazines might have three tracer bullets in a 30-round mag, to gun-cleaning and first-aid kits – it’s got some flavor and usage notes to read.


This gives flavor and composition on the various types of uniforms that troopers might use. From utility uniforms, to infantry utility clothing (largely distinguished by being flame-resistant and much more durable), to semi-formal digs when you need to dress to impress without resorting to formalwear.

Body Armor

Mostly a descriptive section, with references to pre-written (High-Tech) and new equipment introduced in the article. A lot of this is given to useful information about the protection vs. comfort/mobility tradeoff, as well as speculation on whether future typical insurgent/militia types will enjoy the same level of protection as modern Western troops.

Alternate rules for donning armor, fatigue (with a shout-out to The Last Gasp in a box-text on encumbrance, so thanks Ken!), and off-size armor for people of odd sizes and shapes are also covered briefly but effectively.

New Equipment

This bit has thirty new pieces of cool kit. Each gets a full High-Tech-style write up (much more efficient than, say, Gangnam Style). Nifty gear includes anti-sniper bullet detectors, a whole buncha new armor and helmets, a couple of drones and robots, a gaggle of lasers for various purposes, and detection and protection equipment. Clothing, too.

Ballistic’s Report

This is basically somewhere between a really nifty TL8-based expansion to High-Tech, or more accurately, a bit-by-bit publication of a Loadouts book using Pyramid as a vehicle instead of the usual e23 route. Given the slowdown in GURPS througput due to the Big Ass Ogre, this is probably a wise choice!

Content-wise, for games featuring modern Western-style soldiers, or TL8/9 blends so common in Sci-Fi military movies and TV (Aliens comes to mind), this stuff is a valuable extension and expansion for the genre.

Good stuff, and nice work.

I’ve got another article in this month’s Pyramid magazine. Called “Dodge This,” it was the result of a long series of discussions between me and +Peter V. Dell’Orto about dodging firearms and bullets. It was somewhat a reaction to my experiences which led me to write The Occasional Silliness of Dodging Lasers, and the follow-up on “Lesser Silliness.”

Peter and I went back and forth quite a bit on structuring the article, and while I did a lot of the number crunching (it’s what I do), Peter is really good about making sure that things work in play. He’s also a big fan of minimizing the number of rolls and contests, so that play is minimally disrupted. So the article, though he basically said “it’s all you” and gave me sole credit, is as much his as mine.

With that, here was a quick summary of the issue that Ken Peters threw down on the GURPS Forums. I need to take the time to go over the entire issue myself and make my own comments. But in the meantime, I leave you with his words:

Modern Warfighter: Gear Slowly but surely you’ll be getting an entire book out of this 🙂 This article covers the non-weapon gear for a modern warfighter that currently doesn’t have an entry in the gear books. It also goes into some detail on military uniforms (I kept this very generic and rules legal) because that’s actually a rather interesting subject all by itself (this is kept very generic and I avoided US-centric absolutes when possible).
More information on body armor that extends Tactical Shooting? Check pp. 8-9 
Need stats for the Switchblade missile/UAV? That’s on p. 13 under Loitering Munition.
Curious about those barricades you see around bases and embassies? On p. 14 they are described under Multi-Cellular Defense Barriers.

What are the stats for modern FROG gear and other infantry uniforms? Check p. 8 easy peasy.

Canine tactical harnesses? See p. 11 my friend. I got it all covered.

The Devil’s ChariotThe very image of badass Russian hardware for decades: The Mi-24 Hind. Han’s left no detail unmentioned in this article, especially for applying this vehicle to a GURPS Actioncampaign.

The article covers the Mi-24V in detail, including information on the electronic warfare systems, what you can attach to the hardpoints, the flight controls, and even the seat layout (no graphics, unfortunately).

The guns obviously get the Han’s level of detail and there NINE new weapons with full stats and background information provided.

Curious as to what was contained on the survival gear of the crew? Did you know it had 20 water-purification tablets? Well now you do, because Hans has listed everything (with High-Tech page references). 

Eidetic Memory: Brock-Avery GunsThe manufacturer may be fictional, but the guns have detailed backgrounds and at least one is listed for every major era of play. The grave gun was particularly interesting and I had to look it up (yes, they really existed). A good example of how to take a theme and apply to something that is usually considered just an appliance.
BTW the mention of Transient Lunar Phenomena was pretty interesting. Need to see if I can get a database of those locations 🙂

Dodge ThisDouglas “Crunch King (in training)” Cole wrote this article to address the common question of “why is it so easy to dodge ranged attacks in GURPS?” After all, even in Rifts you have that -10 to dodge and that’s hardly a paragon of realism!
Well, he breaks it down for you. So complete is the article that I don’t really know what else to say. IF a player ever gripes about the dodge rules, especially the notes from Tactical Shooting, I’ll just print this off and hand it to them without saying a word. Maybe a grunt of command to actually read the entire thing.
What’s also interesting is that he extends the rules for Parry, Block and Dodge to cover all sorts of ranged attacks (and not just thrown weapons) – even spells!

The Nock Volley GunSometimes seen, never really described, this article is about a particularly interesting historical weapon (http://en.wikipedia.org/wiki/Nock_gun). That alone isn’t very exciting or novel, but what sells it are the optional rules that really spell out why this thing remains a historical artifact 🙂
I found the rules regarding the insane muzzle blast of this gun to be particularly noteworthy!

Magic BulletsNeed to put a diamond shard in your bullets to hunt that monster? This article has you covered, my friend. Obsidian cored rounds with a wolf tooth enamel coating? It’s just an order away!

This article extends the already voluminous list of “special loads” for bullets as seen in HorrorMonster Hunters, and Pulp Guns.

Random Thought Table: Make Each Shot CountHere Steven discusses using ammo itself as a pacing mechanism instead of just a largely forgotten bit of character sheet accounting. As he notes, many people approach this from a video game perspective where acquiring ammo is something you can do at a dead sprint with daemons spitting blood a footstep behind and you can casually load it even underwater or while on fire.

IMO this is one of the best Random Thought Tables in a long time, and I’m sure there will be a lot of GMs who get their eyes opened to these types of game balancing and plot pacing concepts.

Ballistic’s Report

I had a good time writing my own article. I won’t say that it just fell together, but Peter’s influence made itself felt in an entirely productive way. Not only did knowing I had a prospective co-author mean I buckled down and got my stuff done (I’m better with a deadline), but I sort of had to ask myself WWPD as well as WIWIP (would it work in play) more often than I usually do.

That probably means I asked it just less than I should.

I tend to write as a menu of options, fully endorsing what I feel is a core GURPS concept: “pick the rules you want, toss the rest.” Some of my options you might not like. Great! Ignore them. I write a lot of my rules articles to address issues that I see that bug me, but they might not bug everyone.

That Ken really liked my article is very gratifying, and I think that one of the reasons this article works (and rereading it, I do think it has a lot of goodness to it) is that it directly addresses an issue that, quite seriously, had every single player (including my wife) groaning about how unrealistic it was to just keep dodging laser beams. No amount of “but you’re dodging the line of fire” was going to make up for that.

So I knew there was something there, and the article on MECE applied to attack and defense rolls cinched it up: there were several options that might get it done.

From there, it was a matter of some clarifying discussion with Peter, a first draft, and then my usual suspects did the proofread and comment. I found so much utility in my Technical Grappling playtest that I try and hit up some of them, plus a few others, as often as I can to ensure I don’t miss important bits.

If you haven’t read the article, I’d certainly appreciate it if you would! If you have, I’d love to hear your thoughts – even if you thought it lacking.