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!

One of the features of Third Edition (and sorry, I never played Man to Man, The Fantasy Trip, or GURPS First or Second editions; my first experience was with Third Edition, maybe even 3ed Revised) that was retained as-is into Fourth Edition is that of the half-damage range, commonly abbreviated 1/2D.

In third edition, after you passed the 1/2D range, not only did you lose half your damage (the ‘what it says on the tin’ part), but you also lost the benefits of accuracy (or lost half of it, something like that). So beyond a certain range, you were only using your pure skill, and got no Aim bonuses.

In Fourth Edition, they did away with the Acc part (and good riddance), but not only retained the concept of 1/2D, the numbers were retained as well.

Does that work?

Well, absolutely it works on one level. GURPS penetration/damage numbers are based on the square root of Kinetic Energy, which means that for penetration, the 1/2D number is actually the point where the velocity of the bullet has fallen by half.

OK, fair enough. And certainly a better design choice than having many damage increments or something else more complicated.

What about the values?

Let’s take a look at some common cartridges, and peruse the High-Tech Weapons Tables.

.22 LR: 70 yds
.357M: 190 yds
9mm: 160 yds
.40S&W: 160 yds
.45 ACP:  150 yds
7.62x39mm (AK-47): 500 yds
5.56x45mm (M16): 800 yds
7.62x51mm (.308): 1,000 yds
.30-06: 1,100 yds
.50 BMG: 1700 yds
12G Shotgun: 40 yds

So, notionally, each of these hits half its velocity at these ranges. Right?

Let’s see what my spreadsheet (no true ballistics calculator, true) says. It’s been close to right before, so:

.22 LR: 226 yds
.357M: 257 yds
9mm: 260 yds
.40S&W: 310 yds
.45 ACP:  290 yds
7.62x39mm (AK-47): 435 yds
5.56x45mm (M16): 370 yds
7.62x51mm (.308): 645 yds
.30-06: 645 yds
.50 BMG: 940 yds
12G Shotgun (shot): 120 yds
12G Shotgun (slug): 225 yds

So, how did we do? Not well – though if people have access to real ballistics data on these bullets, it would be an interesting check on my own numbers! Overall, pistols retain velocity about 100 yds farther than GURPS would have them. For rifles, with the exception of the AK-47 bullet, it seems like “too high by a factor of two” is closer. Interesting!

I’d like to check my shotgun numbers with real data. I’m positive that my model is OK for supersonic rifle-shaped projectiles, and much less good for subsonic ones. For example, my understanding is that once you go subsonic, you lose velocity relatively slowly, accounting for the increased deadliness of projectiles out to max range, which my sheet does not model well, but GURPS probably does, since you only get to half-D once.

Parting Shot

This is an Nth degree quibble in the land of a game where quibbling is mostly all you can do. Does it bother me? Not really, but a comment by +Justin Aquino about using the 1/2D range as a proxy for velocity got me thinking about 1/2D, and I got to thinking about it a little more. The numbers my sheet produces I think help with certain levels of plausibility, if you’re shooting pistols at moderate distances or rifles at long ones.

Also note that the 1/2D range is basically a function (to 1st order) of the shape and weight of the bullet, the primary impact being sectional density, and ballistic coefficient/shape being another (though sectional density is going to be a big input to BC). Long, skinny, well-shaped bullets like the 6.5 Grendel will retain their velocity very well, which is why that cartridge basically has the same 1/2D range in my model (640 yds) as the 7.62x51mm and .30-06 (and those two fire essentially the same bullet). That’s not right – actually Alexander Arms shows the 120gr 6.5 Grendel with a 1/2D of over 800 yards (!), so shaping can be a Big Deal – but it does give a feel for the numbers (and that my own figures probably are off by as much as 30% as well!).

Ultimately, most games will not turn on whether the 1/2D of a bullet is off. In fact, most RPG scenarios are probably resolved within easy pistol range – less than 30 yards. But for those that aren’t, and one memorable Black Ops game featured an exchange of fire at well over 1,000 yards distance – it can be important.

A lot of the recent article Dodge This was focused on Perception rolls, specifically and most often, Vision rolls.

In GURPS, if the thing you’re looking at is “in plain sight,” then you get a +10 bonus to Vision to see it.

Not in plain sight?

That’s a big bonus . . . sort of. +10 is basically “you can see it fifty times more easily than in a more obstructed field of view.”

Or, another way, you can see a man-sized target as clearly at 100 yards “in plain sight” as you can see at a six-foot distance in somewhat more challenging conditions. More or less “you can see someone at the other end of a football field as easily as you can at the tip of your spear.”

But what does “in plain sight mean?” Can you ever not be in plain sight?

I was thinking about this in two ways. The first was somewhat mechanical (shocked, shocked, I know you all are). Basically, if the line of sight from you to your target, and 10x farther than that is basically unobstructed, he’s in plain sight.

So if you’ve got a quarry 50 yards out, then (to first order), if there’s basically nothing in the way from you to 500 yards in the direction of your target, he’s in plain sight and you can claim that bonus.

Why? Well, I figure that there are two parts to it. One is a line from you to him, but the other is “what’s behind him that might obscure or confuse the viewer?” If the nearest terrain is 10x farther away than the object is, well, that’s probably OK.

That’s probably a sub-optimal solution, though. Math for no gain, etc.

What I’m thinking is the better solution is that when making a Vision roll, just roll vs Vision+10 in all circumstances. Objects are, by default, treated as being “in plain sight.”

Then you can just apply the usual penalties for range (which are darn steep, -10 at 100yds, and -18 at a mile), purposeful and natural camouflage, stealth, and lighting.

Abrams and T-72 (I think)

Note that the “can you see it at one mile” thing isn’t necessarily a bad joke. An M1A2 Abrams tank is about SM+4 or SM+5 (probably +5, since the T-72 is +4 in High-Tech). It can certainly kill you deader than hell at that range without trying that hard. For a normal guy on an open field, that’s Vision+10, +5 for size modifier, and -18 for range. Net of Vision-7, or about one chance in six of spotting it. Camouflage or poor light makes it even less likely. You’re dead before you know he’s even there.

Not that I’m saying it’s unrealistic. It’s probably about right.

But it seems to me that the “in plain sight” modifier is best handled by just giving it all the time.

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.