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Global Game Notes: Gear, House Rules, Misc.

Posted by JessFor group 0
Jess
GM, 68 posts
From Montana
Just a fat guy
Thu 1 Mar 2018
at 18:43
  • msg #1

Global Game Notes: Gear, House Rules, Misc.

This thread is for stuff where it would be inconvenient to post some gear on a character sheet (a bundle of stuff where there would be to much to list each item separately for example), house rules (I don't have any at the moment, but maybe later), or anything that generally covers the game specifically that everyone needs to know.
Jess
GM, 69 posts
From Montana
Just a fat guy
Thu 1 Mar 2018
at 18:44
  • msg #2

Global Game Notes: Gear, House Rules, Misc.

Cold Weather Gear:

If a character has cold weather gear listed on their sheet, this is what is in it:

*Cold-Weather Gear: This set of clothing is designed to supplement the basic clothing issue for troops that must operate in cold weather. It consists of a hood for the field jacket (issued with fatigues), wool undershirt, insulated canteen covers (to keep your water from freezing outright – it’s still cold enough to give you a jolt), wool underwear (not quite as protecting as milspec long underwear), a sweater, a scarf, a pile cap, a pair of wool gloves with outserts (the gloves can be worn without the outserts, and they will protect against 8 degrees, but they get wet in a hurry and do not dry quickly), liners for the field jacket/fatigues (light and heavy liners) and a pair of insulated boots ("Mickey Mouse Boots"). Various pieces of this setup are worn depending on the individual's taste and the temperature. The weather protection of cold weather gear is primarily in the gear it is worn with. Some items are available alone, and use the stats for those items already listed. The gear is usually issued in camouflage pattern or OD green/OD brown/black, but can sometimes be had in white.  This kit will save your life or stop you from getting frostbite, but can be uncomfortable or downright clumsy if active or worn for a long period of time. (This is particularly true of the gloves with outserts.)

Cold Weather Gear

Weight: 9.2 kg

Volume: Heavy

Temperature (degrees F): 8

Cost: $773
This message was last edited by the GM at 23:44, Thu 01 Mar 2018.
Jorg Mendez
Player, 67 posts
Fri 2 Mar 2018
at 06:40
  • msg #3

Global Game Notes: Gear, House Rules, Misc.

In reply to Jess (msg # 2):

I have thermal fatigues, which is the standard definition. Should I replace those with the cold weather gear?
Jess
GM, 70 posts
From Montana
Just a fat guy
Sun 4 Mar 2018
at 01:33
  • msg #4

Global Game Notes: Gear, House Rules, Misc.

In reply to Jorg Mendez (msg # 3):


Nope, I will adjust. I did not realize that is what you had
Jess
GM, 71 posts
From Montana
Just a fat guy
Tue 6 Mar 2018
at 17:46
  • msg #5

Global Game Notes: Gear, House Rules, Misc.

Thermal Gear:

Thermal Fatigues

Wt: 15 kg

Volume: Large

Protects to: -65F

Price: $250
Jess
GM, 72 posts
From Montana
Just a fat guy
Tue 6 Mar 2018
at 17:47
  • msg #6

Global Game Notes: Gear, House Rules, Misc.

In reply to Jorg Mendez (msg # 3):

Will you be wearing them regularly (with regards to the character sheet), or do you want them in your rucksack?
Jorg Mendez
Player, 68 posts
Wed 7 Mar 2018
at 07:18
  • msg #7

Global Game Notes: Gear, House Rules, Misc.

In reply to Jess (msg # 6):

Wearing as appropriate, as far as the temperature and weather go. If, for example, in garrison, with the possibility of warming, then probably not.

On patrol in Winter, probably some of the gear with the rest available in the ruck.
Jess
GM, 103 posts
From Montana
Just a fat guy
Tue 1 May 2018
at 18:50
  • msg #8

Global Game Notes: Gear, House Rules, Misc.

WEAPONS
WeaponROFDamagePenetrationBulkMag.Recoil SSRecoil BurstRangeReloadWeightAmmo
M1911SA2Nil173-12-1.4kg.45ACP
Python 6.6DAR2Nil16R3-4-1.1kg.357M
Glock 17SA1Nil1173-11-.62kg9mmP
Glock 21SA2Nil1134-13-.74kg.45ACP
P226SA1Nil1153-11-.86kg9mmP
P229SA1Nil1133-9-.91kg9mmP
P226SA2Nil1123-12-.9kg.357Sig
M9SA1Nil1153-12-1kg9mmP
MakarovSA1Nil183-10-.5kg9mmM
Ruger P-85SA1Nil1142-12-.9kg9mmP
S&W Model 59SA1Nil1143-12-1kg9mmP
PPKSA1Nil173-10-.8kg.380ACP
AKR531-Nil2/3301430-4kg5.45mmB
M4331-Nil4/5303434-2.52kg5.56mmN
Colt 9mm SMG53Nil3/4301630-3.2kg9mmP
M10102Nil1/3322920-3.5kg9mmP
BlackhawkSAR32-Nil26R3-15-1.5kg.44Mag
HP-35SA1Nil1132-12-1.1kg9mmP
High StandardDAR-1Nil06R2-10-1.3kg.22lr
Buck MarkSA1Nil2102-18-1.36kg.22lr
M11101Nil1/216/3221120-2kg.380ACP
M3A152Nil3/4302430-4.5kg.45ACP
Mini-Uzi102Nil1/33021030-3kg9mmP
MP-5A252Nil4302530-3kg9mmP
Mk23 Mod 0 W/silencerSA2Nil2122-14-1.59kg.45ACP
HK SP-89SA1Nil215/301-11-2kg9mmP
S&W M7652Nil3/4362430-4kg9mmP
M192852Nil520/1001330-7kg.45ACP
Uzi52Nil2/325/322530-4kg9mmP
Vz-6151Nil1/310/203/16/44/12-1.6kg.32ACP
Hawken1/1231-Nil61i2-16-4.1kg.50 Ball
Weatherby Mk VBA32-Nil73i3-77-3.64kg.243Winchester
MAK-90SA42-Nil6303-46-3.8kg7.62mmS
AK-47532-Nil5303750-5kg50
AKM532-Nil5303750-4kg7.62mmS
AK-74531-Nil5303750-4kg5.45mmB
AR-7SA-1Nil473-50-1.2kg.22LR
AR-180SA31-Nil4/5303-55-3.6kg5.56mmN
M82SA92-3-Nil458/4-90*/215*-17.5kg.50BMG
EnfieldBA42-3-Nil6104-55-4.6kg.303
L1A1SA42-3-Nil5204-65-5kg7.62mmN
G3542-3-Nil5204765-5kg7.62mmN
HK-91SA47-3-Nil5204-65-5kg7.62mmN
GalilSA31-Nil4/5353-55-4.6kg5.56mmN
1855 Sharps1/542-Nil51i4-58-3.35kg.577Ball
1861 Springfield1/642-Nil91i4-51-3.97kg.54 Mini Ball
Richmond1/1242-Nil101i4-40-4.76kg.58 Ball
Pattern 18391/552-4-Nil91i5-45-5.06kg.75 Ball
An-942\531-Nil4/53011/446-3.85kg5.45mmB
M1 CarbineSA21-Nil4153-45-2.5kg.30C
M1 GarandSA42-3-Nil583-75-4.3kg30-06
M14542-3-Nil6204970-4.8kg7.62mmN
M-61A1521-Nil520/302555-3.6kg5.56mmN
AR-15SA21-Nil5302-55-3.6kg5.56mmN
M16A2331-Nil5303555-3.8kg5.56mmN
M21SA42-3-Nil6204/2-80*/90*-5.4kg7.62mmN
M40BA42-3-Nil55i7-85*-3kg7.62mmN
AS Val532-Nil4/52041133-2.5kg9mmPAB-9
VSS Vintorez541-2-36203852*-3.4kg9mm SP-6
M1891 NagantBA42-3-Nil653-75-4.6kg7.62mmB
M700BA42-3-Nil55i5-75*-3.2kg7.62mmN
Remmington 541-TBA1Nil651-53-2.6kg.22LR
Mini-14SA31-Nil520/304-50-3.4kg5.56mmN
SKSSA42-Nil5103-55-4kg7.62mmN
M1903BA42-3-Nil554-75-4.2kg30-06
Stoner M22531-Nil5303855-4.2kg5.56mmN
Sig SSG-69BA42-3-Nil65/104-85*-4.6kg7.62mmN
SVDSA42-3-Nil6104-90*-4.6kg7.62mmB
Winchester 1873LA21-Nil515i2-45-4.4kg.44-40
Winchester 1894LA32-Nil56i4-50-3.1kg30-30
Winchester M-70BA32-Nil75i3-87-3.41kg.243
Marlin 1895LA42-3-Nil74i4-72-3.4kg45-70
Ruger No1-BSS32-Nil61i3-76-3.97kg.243
Marlin Camp 9SA21-Nil512/201-36-2.8kg9mmP
Calico M100SA1Nil3/450/1001-33-1.91kg.22LR
Calico M900SSA21-Nil3/550/1001-32-2.87kg9mmP
Colt 1851 NavySAR (1/10)1Nil152-11-1.19kg.36 Ball
S&W No 2 ArmySAR1Nil16R5Nil7-.54kg.32 S&W
Savage 111FAKBA42-3-Nil74i4-68-3.28kg.30-06
Glock 22SA21-Nil1154-12-.63kg.40S&W
Glock 20SA21-Nil1153-13-.77kg10mm
Bar M1918A2542-3-Nil6202/15/265/90-9.25kg.30-06
RPK1032-Nil530/40/7516/360/75-5kg7.62mmS
RPK-741021-Nil530/4016/350/75-4.5kg5.45mmB
M2491021-Nil530/200B1360/75-7kg5.56mmN
M1895/1914542-3-Nil5250B14/265/125-50.6kg.30-06
DShK592-2-3850B7/-15/865/150-128kg12.7mmB
Obregon PistolSA2Nil173-14-1.13kg.45ACP
KPV5122-2-310100B****150-50kg14.5mmB
M214 6-Pac5\5031-Nil410001560/90-12.3kg/38.65.56mmN
M2HB582-2-38105B3/-13/-65/150-51.2kg.50BMG
HK-21542-3-Nil650B14/2/165/90/125-12.5kg7.62N
HM-352Nil2/3322530-3.6kg9mmP
M-60542-3-Nil6100B14/2/165/90/125-10kg7.62mmN
M134 Minigun10042-3-Nil41500B****90-24kg7.62mmN
M1919A4542-3-Nil5250B14/265/100-48.2kg.30-06
L7A21042-3-Nil6100B16/4/265/90/125-12kg7.62mmN
MG-341042-3-Nil650B17/4/265/90/125-12.3kg/31.3kg8mmM
PKM542-3-Nil650B2/1/15/2/165/90/125-10kg7.62mmB
Stoner LMG1031-Nil5302/1/111/6/360/75/90-5.6kg5.56mmN
M1917A1542-3-Nil5250B12/165/150-49.5kg.30-06
Mossberg M500PA4/93-4-Nil/Nil58i4-40-4kg12Ga
Remington 870PPA4/93-4-Nil/Nil48i4-40-4kg12Ga
Savage 311-RSA4/93-4-Nil/Nil52i5-40-3.5kg12Ga
SPAS-12PA/SA4/93-4-Nil/Nil5/69i4-40-4.31kg12Ga
Auto-5SA4/93-4-Nil/Nil75i5-40-3.11kg12Ga
USAS-1234/93-4-Nil/Nil57/202540-7.3kg12Ga
Striker-12DAR4/93-4-Nil/Nil4/612i4-38-4.41kg12Ga
KS-23 (Shot)PA8/18Nil/Nil73i4-50-3.86kg23mm Ga
Tec-9SA2Nil2362-15-1.42kg9mmP
Tec-22SA-1Nil1301-7-1.31kg.22LR
Ruger 10/22SA1Nil510/301-38-2.27kg.22LR
Bottle 1d6/2     S   
Knife (+2) 1d6+     S   
Hatchet 1d6+(STR/2))     S   
Club (-1) 1d6+(STR/2     S   
Bayonet(+1) 1d6+(STR/2)+     L**   
Spear 1d6+(STR/2)     L   
Axe (-2) 1d6+STR     L   
Machete (+1) 1d6     L   
M177531-Nil2/3301430 2.5kg5.56mmN
M203 HE1C:3 B:15Nil 1--100/40011.4kg40mm
M203 HEDP           
            
            
            
            
            
            
            
            
            
            
            
            
            
            
            
            
            
            
            



G3, HK-21, Obregon, HM-3, MG-3 are Mexican Army issue that has been either captured or issued to Mexican/Soviet friendly forces in Texas
Medium Range for Shotguns (Except USAS-12 & KS-23)ROF: 10 Dam: 1 Pen Nil
Medium Range for USAS-12 ROF: 5X10 Dam: 1 Pen: Nil
Medium Range for KS-23 ROF: 20 Dam: 1 Pen: Nil
Melee Weapon (+X) is Hit modifier
+ On rifle, if not on rifle, count as knife
** Mounted on a tripod or vehicle only, recoil essentially 0
*Range includes optics, -15 to range if damaged or lost
This message was last edited by the GM at 04:34, Fri 26 Oct 2018.
Jess
GM, 104 posts
From Montana
Just a fat guy
Tue 1 May 2018
at 19:23
  • msg #9

Global Game Notes: Gear, House Rules, Misc.

Hit Locations:
Roll Location      
1 Head        
2 Right Arm        
3 Left Arm        
4 Chest        
5 Abdomen        
6 Abdomen        
7 Right Leg        
8 Right Leg        
9 Left Leg        
10 Left Leg        

This message was last edited by the GM at 21:13, Tue 01 May 2018.
Jess
GM, 105 posts
From Montana
Just a fat guy
Tue 1 May 2018
at 19:26
  • msg #10

Global Game Notes: Gear, House Rules, Misc.

Multiple Rules


NPC Stats
Level                       Initiative                   Attributes                Asset                        Damage
Elite                              5                                   8                          15                             5
Veteren                         4                                  7                          13                             4
Experienced                  3                                  6                          11                             3
Novice                           1                                  5                           9                               1

Task Difficulty Levels
Difficulty Asset      
Easy X 4        
Average X 2        
Difficult X 1        
Formidable X 1/2        
Impossible X 1/4        

Firing Range Difficulties
Range Aimed Shot Quick Shot 
Short Average Difficult    
Medium Difficult Formidable    
Long Formidable Impossible    
Extreme Impossible Not Allowed    

Range:
Short: RNG
Medium: RNG X 2
Long: Medium X 2
Extreme: Long X 2

Aimed Shot: One action aiming weapon
Quick Shot: More than one shot in a turn, only first shot counts as aimed.
This message was last edited by the GM at 05:22, Wed 02 May 2018.
Jess
GM, 106 posts
From Montana
Just a fat guy
Wed 2 May 2018
at 05:49
  • msg #11

Global Game Notes: Gear, House Rules, Misc.

Experience and Skill Advancement

Experience points are converted to increases in skill levels during a lull in the characters' activities, perhaps during a day spent in rest and maintenance (the periods between active adventuring, in other words). When the referee thinks the time is right, the characters' points may be converted to increased skill levels.

To do this, the character spends experience points to buy levels in a skill. To buy a level costs points equal to its numerical value: to buy Mechanic: 5 costs five experience points(assuming the character has Mechanic already). A character must already have achieved the level immediately below the one sought, although a character can advance more than one skill level at a time (to go from Mechanic 3 to Mechanic 5 would require 4+5=9 skill points, which could be expended at the same time).

If the character's experience points for the skill are not converted, they may be accumulated. Points acquired may be used to build up any skill.

Initiative: A separate point system exists for improving initiative. Referees should award one point for each session in which there is a firefight, awarding an extra point for a particularly outstanding shot or a superior feat of hand to hand combat. Initiative points are used to buy increasing levels of initiative I like any other skill, but Initiative experience points can only be used for Initiative.

Advance by Observation: If a player observes another player successfully accomplishing a task, the observing player gains one experience point. This observation must be a close-up examination of the task and must have the cooperation of the character actually performing the task. If the referee considers the skill sought to be a complicated one (such as Mechanic), the task should take longer than usual (perhaps substantially longer), as the character performing the task will often have to pause to explain what he is doing or to answer questions. A character may gain experience points from observation only if the observed character's skill level is at least twice as great as the skill level of the observing character.

Some skills are used for tasks which do not take specific time periods and which cannot be explained or taught except by direct example. (Observation is a good example of this). Characters may gain experience points through observation of these tasks. For example, if a group of characters encounters a group of NPCs, the characters' Observation skill is that of the character with the highest skill, modified downward for having extra people along. If the group is successful in surprising the NPC group, character may gain an experience point in Observation by watching an expert at his craft.

Instruction: A character may be taught a skill. Teaching a skill is Difficult: Instruction. The instructor may teach a number of students equal to his Instruction skill level and must have a skill level in the skill being taught. An instructor cannot teach a student whose skill level in the subject is equal or greater than that of the instructor. The task takes one period per day for one week (seven consecutive days). Successful completion of the task (rolled at the end of the week) results in experience points both for the student and the instructor. The instructor gains experience for accomplishing a task as explained in the experience rules. Students gain a number of experience points (in  the skill being taught) based on the number of students being taught.

If the number of students is less than half of the instrutor's skill level, each student gains three experience points. If the number of students is half or more of the instructor's skill level, each student gains one experience point.

New Skills: A character with no level in a particular skill (as differentiated from level 0 at a skill) may attempt to learn the skill. This may be done either through observation  (in which case the level gained is 0) or through instruction (in which case the skill level gained is 1). In either case, the experience point cost will be 1.
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