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T:2013 Missing Weapons?
So I'm looking at the master ammo list and cross referencing to the core, addendum, and shooters guides. It looks like some ammo is missing (.32 extra short) as are some weapons (master ammo list includes .17 HMR and 7.62 Tokarev but I can't find what what weapons were included that use it).
Am I just blind? |
#2
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I believe this has been pointed out before and from memory there are weapons tucked away in obscure corners that use them as alternate calibres.
Not an expert on T:13 myself though, just repeating what I can remember.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#3
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Some weapon stats may have been posted on the old 93GS forum and never saved when it went away. It's also possible that we ran the calculations on those calibers in response to fan requests and never actually generated "official" stats. The inclusion of .17 HMR is odd and I can't recall ever stating out a rifle that fired it. On the other hand, I am astonished that I never published stats for anything in 7.62 Tokarev... it's possible I ran those numbers for the Czech weapons sourcebook I never wrote.
- C.
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#4
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#5
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http://www.americancowboychronicles....l-of-1882.html |
#6
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I think that part of this is the old master ammo list is by cartridge type rather than by use in some cases (so the. 30 carbine is listed as a rifle cartridge even though the multiple flavors of the M1 carbine are more detailed in the Pistol Caliber Carbine s supplement). No matter, between the cheeks design guidelines and the ballistics calculator, the most difficult thing for any new weapon or caliber is finding out the prices... |
#7
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The poster formerly known as The Dark The Vespers War - Ninety years before the Twilight War, there was the Vespers War. |
#8
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OK, so here's a rough go at the two .32 Extra Short pistols using FF&S, which really isn't intended for something as funky as a squeeze-trigger palm pistol. Both have extremely low range, which makes sense for a small black powder round from short barrels - these are for settling poker disputes, not military use.
I used an article at The American Cowboy for additional information on the Protector. Reloading involves taking the pistol apart, so it's incredibly slow and requires tools. Figure it can't be done in combat, but can be done during a non-combat 4-hour period regardless of what else is being done. Protector Palm Pistol, Model of 1882 Wt 0.30 kg, DAR, Mag 7i, Rld ?, Dam 1, Pen Nil, Bulk 1, SS 4, Rng 2 For the Remington-Rider, I couldn't find the weight after a decent amount of Google searching, so I assumed it's similar to the Protector just for the sake of getting some sort of stats out there. FF&S is insistent it can only have a 3-round tubular magazine, but the actual weapon's known to hold 5 rounds. While the tube is detachable, it has no way to keep rounds from being ejected while detached, so spare tubes cannot be used like detachable magazines. Thus, the magazine is 5i instead of 5 to reflect having to load each round and keep the end of the tube blocked to avoid premature ejection. While it's not a revolver per se, SAR is closest to emulating how the hammer and breech block have to be drawn back to eject the spent round and load a new one from the magazine. Remington-Rider Magazine Pistol, Model of 1871 Wt 0.30 kg, SAR, Mag 5i, Rld 1, Dam 1, Pen Nil, Bulk 1, SS 5, Rng 4
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The poster formerly known as The Dark The Vespers War - Ninety years before the Twilight War, there was the Vespers War. |
#9
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I also wonder how loads like the .44-40 and .45 Magnum are, quantity-wise - I'm guessing those are mostly handloads nowadays; but if society collapses I'd expect most ammo to be handloads anyway unless the collapse isn't complete enough to put manufacturers out of business. Actually, the current pandemic situation might be a good analogue - ammo is *scarce* right now. I imagine that in the ramp up to a nuclear conflict, between people in a "see it, buy it" mode in regards to common calibers and givens ramping up military production, that it would be even more difficult to buy. |
#10
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The Minneapolis Protector uses .32 Protector, a Benet primed centerfire cartridge that's slightly smaller than the .32 Extra Short (0.365" case length to 0.390"). The .32ES (rimfire) was used by the Chicago Protector and Remington-Rider. The rimfire .32ES can be made by Roberson Cartridge Company, which uses an offset .22 blank as the rimfire method. I don't know of anyone making the centerfire .32ES, but a .32 BB cap is almost the same size (difference of .007 inches in case length).
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The poster formerly known as The Dark The Vespers War - Ninety years before the Twilight War, there was the Vespers War. |
#11
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I've never particularly researched small arms ammunition so Benet priming was something I was very vaguely aware of but really knew nothing about. So I did what most people on a computer do...
I found the following link quite helpful, it discusses cartridge cases and their priming system but for the section specifically addressing Benet priming, use the second link (otherwise, just scroll through the pages until you get to the "Centerfire" label): - Cartridge Cases: https://projects.nfstc.org/firearms/...m03_t06_02.htm Centerfire: https://projects.nfstc.org/firearms/...3_t06_02_c.htm |
#12
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I'm in the process of taking the core, addendum, and shooters guides and reassembling a personal document to roll all the weapons into one document, apply errata, and rearrange sections (e.g. equipment before combat, exploration and upkeep after combat). I'm thinking that running through the v2 supplements to bounce off the list of weapons might be a worthy endeavour (and maybe segregate availability by era). Is there a similar set of guidelines for heavy weapons and vehicles as there is for small arms? It looks like the heavy ordnance uses a variation in the demo points to determine equivalent amount of TNT, but I'm struggling with the Blast and Frag values. |
#13
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I guess I have to admit -- I never really took a good look at T:2013, even though I was given a free PDF copy by the designers and actually bought some of the supplements. Guess I have some reading to do if I want to comment in an intelligent manner.
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com Last edited by pmulcahy11b; 04-22-2021 at 08:56 PM. Reason: Left out a word. |
#14
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But this is the internet! You're not supposed to actually THINK before commenting!
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#15
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The "hit points" are nice because they are used as a comparator to the damage rather than having damage subtracted like in D&D. The results of that comparison determine wound severity and additional effects (shock, bleeding, instability, etc.) I don't know how realistic it is, but it gives the feeling of realism. For those that like fiddly bits, the Stage III ballistics adjust damage and penetration based upon range. It's a shame really, that it never got the mainstream love it deserves. It's a worthy successor, mechanics-wise, to v1 and v2/2.2. Last edited by 3catcircus; 04-23-2021 at 09:32 AM. |
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#17
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The setting on the other hand....
__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#18
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I'm the 90s when v2/2.2 was made, the internet was just starting to become a thing (Gopher search was it, and Mosaic was the tool for this WWW thing.). When T:2013 was created, you could get the news on YouTube. Now? We got to see a Myanmar coup live in real time on a Twitter feed. It's not my cup of tea, but I hold no ill will for the T:2013 authors. Their timeline has events that have been seen in multiple post-apoc media depictions: Under the Dome, The Walking Dead, Jericho, etc. Last edited by 3catcircus; 04-26-2021 at 09:34 PM. |
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Looking back at it from 15 years after we started design work, my biggest regret about the Reflex mechanics was trying to do too many things in a tabletop game engine that work much better with a computer mediating the action. I took too many design cues from X-COM.
- C.
__________________
Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#20
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#21
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I was a fan of the T:2013 rules from the moment I got the book, and remain a fan. I've promoted those rules far and wide and consistently defended them when they've been criticised. Not sure where the idea came from that I was ever a hater. As for the setting, that's one of those things that some old guard T2Kers could never be happy with unless it exactly mirrored their vision of how it should be. I doubt any two random T2Kers could ever exactly agree on the "perfect" timeline.
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"It is better to be feared than loved" - Nicolo Machiavelli |
#22
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The use of range bands and physics-based damage modeling seems like it might be overkill in comparison to a d100 system or d&d, but it gives a better "feel." The wound system is very tight - more detailed than a d&d hit point system where you are at 100% until you cross the magic 0 hp, but not a death spiral like some other rpg systems. The modifiers to determine what your final TN is for ranged combat *is* a bit complicated, but not so unwieldy as to be impossible to use. The other thing that takes some work is figuring out what hard, normal, easy, etc. are when determining non-combat TNs. My opinion: the only thing that would significantly improve the rules (and supplements) is a chart showing weapons, equipment, and vehicles availability by era with an expanded set of each of them via supplements . This would certainly be handy to allow people to set up Twilight:2000, core Twilight:2013, Twilight: WW2, etc. |
#23
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Tech is way different now as you can expect everyone to have a phone. I am really waiting for someone to do this well. |
#24
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This. I found some excel calculators to plug in variables with the output being the +/- to your TN. It's now in google sheets and sitting in my phone...
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#25
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What I would like to see is an official reflex system v2.0 engine, as a settings independent book. Damn, I'd love to contribute in such a project |
#26
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The rights to Reflex are in a hazy situation. Keith and I once discussed transferring the system's legal ownership to me (we'd always intended it to be a generic modern system, not exclusively tied to 2013). He's stated elsenet that the transfer happened, but I never received a signed contract from him. Absent that legal document, the system's ownership still resides with whatever legal entity succeeded 93 Games Studio - probably Keith himself unless he started another LLC.
Having said that, my layperson's understanding of IP law is that you can't actually copyright game mechanics, so the concepts and principles of Reflex are available for someone to use as the underpinnings for a "spiritual successor" sort of work. I can tell you that it's unlikely to be me who designs it. I don't know if I have another core system in me. Most of my tinkering these days has been with house rule modifications of v2.2 and occasional forays into other uses for the Gumshoe and Powered by the Apocalypse engines. If I were going to redesign Reflex (which is not a coy hint - see preceding paragraph), the first thing I would do would be to rework the initiative system. In demo games and short campaigns I ran, it was the single biggest time suck and the greatest sticking point for new players. I personally loved it as a departure from turn-based initiative that provided greater tactical flexibility, but it required a lot of focus from the referee and every player to maintain speed. "Huh, what, it's my turn again already?" I would probably replace it with a conventional turn system, but with individual characters' action economy based around sort of action point system (the X-COM influence is still strong) rather than a fixed number of actions. See also my comments on initiative here. - C.
__________________
Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
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