Thursday, December 6, 2007
The GE M134 Vulcan minigun is an aircraft cannon, usually found gracing the door of an assault helicopter or (in slightly different guise) the wing pods of a fighter plane. In popular culture the term "Minigun" has come to refer to any externally powered Gatling gun of rifle caliber, though the term is sometimes used to refer to guns of similar rates of fire and configuration regardless of power source and caliber. Specifically, the term Minigun refers to a single weapon, originally produced by General Electric. The "mini" of the name is in comparison to designs that use a similar firing mechanism but 20 mm or larger shells.
In Hollywood, however, it's more often found tucked nonchalantly under the arm of a very large man, specifically Jesse Ventura in Predator or Arnold Schwarzenegger in Terminator 2, and is used by them to make a real mess of somebody's day or, more often, a whole bunch of somebodies... For various reasons it would be completely impossible for even a superhero to use it like that, but it looks marvelous on screen.
These stats are taken from Modern Ops with a few modifications (like being able to carry it) by me.
GE M134 Vulcan Minigun (Hollywood style)
Ammo: 10 Combat Rounds
Weight: 50 lbs
Notes: AP 2, MBT, +4 to hit
“It’s a lever-action, breech loader. Usual barrel length’s thirty inches. This one has an extra four. It’s converted to use a special forty-five caliber, hundred and ten grain metal cartridge, with a five-hundred forty grain paper patch bullet. It’s fitted with double set triggers, and a Vernier sight. It’s marked up to twelve-hundred yards. This one shoots a mite further.
The core rules state that the weapon ranged listed in the gear section are "effective" ranges for the table-top. To get the real world range for a weapon you multiply the brackets by 2 yards and then by 2.5. So the Sharp's Big .50 in the core book (120" max) would have a real world range of 600 yards. About half of what Quigley's rifle could shoot. So here's my version of it:
Modified 1874 Sharp's Big .50 Rifle
Weight: 15 lbs
Notes: AP 2, Snapfire Penalty, Vernier Sight (+2 Shooting at ranges greater than Short)
A few notes about Quigley. I'm sure he would have d12 Shooting and probably the Professional (d12+1) and Expert Edges (d12+2). He'd also have Marksman and Improved Trademark Weapon (Sharp's Big .50). I would allow him to use his +2 bonus from ITW to hit with it in melee combat as well because he does that several times during the movie. He'd also have Rapid Reload which he used frequently through out the movie and Quick Draw which he used in the final scene against Marston. Finally, instead of adjusting the rifle you could use this Edge from Clint Black and just use the normal stats from the core rules for the Sharp's Big .50.
Requirements: Heroic, Marksman, Shooting d10
Your character has an additional Range increment for ranged weapons that is double Long Range. The character cannot move or perform any other actions in the same round he attacks in order to use this Range Increment. In addition, he suffers a -6 Range Modifier penalty to his attack roll.
I must admit that I love gear and equipment. That's one of my favorite things to do at character creation. Unfortunately, there aren't a whole lot of "crunchy bits" for the gear in the Savage Worlds rules. So I'm going to stat up a few of my favorites from some movies I've watched recently. Here they are:
This piece of gear was first seen in the "guitar case" that the Mariachi in Desperado carried. It wasn't used in the film but the weapon was expanded and saw use in the film From Dusk Till Dawn. The idea came from Rodriguez and Savini (the special fx guy).
Hooligan Mark 1
Created for a vigilante Mariachi by a small firearms shop in northern Mexico. The short barrel and dual revolving cylinders are hidden behind a black codpiece. The assembly is spring activated by a specific motion of the wearer's hips. The assembly is difficult to aim, which accounts for the short ranges.
The crotch gun has 2 chambers of 6 bullets each. It fires in a three round burst and can do so once per round. It takes an action to active and the user makes an opposed Stealth roll versus the targets Notice roll. With a success the shooter gets the Drop on the target. You may only get the Drop once per combat with this weapon.
Model: Rodriguez-Savini Crotch Gun Mark 1 (.357 Magnum)
ROF: 3RB only
Tuesday, September 25, 2007
Wednesday, September 5, 2007
A Wild Card may spend a Benny to recover d4+1 Power Points. This takes an action as he calls upon his inner reserves. You may not exceed your usual limit.
Tuesday, September 4, 2007
The year is 1940. The Axis powers are searching for fabled artifacts of vast power. If they are able to find them and use them the world is doomed. It's up to a chosen few to stop these evil forces and save the world from certain destruction. Or something like that.
We played a one-shot Friday night (we were missing several players so we didn't play our usual campaign game). I ran the crew through a Golden Age game using the powers from Necessary Evil. They were all Novice with 10 XP and were required to take at least one good guy Hindrance (Code of Honor, Heroic or Loyal). And they were not allowed any of the bad guys Hindrances (Blood Thirsty, Greedy, Heartless, Mean, Vengeful). I like Black and White for my Golden Age heroes!
Everyone had a great time and I even had a couple players tell me it was one of the most fun one shots we've ever done. That always make a GM feel good.
I used Major Maxim (rebased) from the Indyclix game as one of my major bad guys. Of course, he will be a recurring villain for them (if we play again). I wrote him up as a Legendary character with 100 XP (using my modified Rank chart) so I can play him at any level by just taking away level-ups. Here he is:
Baron Von Blood
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d12+4, Intimidation d8+3, Notice d8, Stealth d8, Throwing d8
Charisma: -6, Pace: 8", Parry: 10, Toughness: 16 (4)
Edges: Ambidextrous, Brawny, Combat Reflexes, Fleet Footed, Harder To Kill, Improved First Strike, Improved Frenzy, Improved Sweep, Power Points (x5), Two Fisted, Quick
Hindrances: Bloodthirsty, Heartless, Mean, Vengeful (Major)
Attack Melee (10), Level 4, AP 2
Growth (5), Level 3, Monster
Regeneration (15), True Regeneration
Super Attributes (5)
Super Skills (3)
Personal Combat Armor (+4, Heavy Armor covers torso, arms, legs, head)
Monday, August 27, 2007
The first few times we played Rippers it was apparent that the "bad guys" from the GM's section were underpowered. Especially against 6 Seasoned player characters. So I beefed most of them up. Here is my version of a Hyde. Also, to keep players from just taking "injections" and becoming Hydes themselves, I had my versions have implants of glands that would secrete the formula so they could "Hulk out" for combat but sneak around as normal joes.
Also, it doesn't make much sense that the Hydes from the Rippers book have Improved Nerves of Steel if they aren't Wild Cards. So I made all my Hydes Wild Cards.
I rebased the Heroclix version (left) of Mr Hyde on 1.250" washers that I painted flat black. They look pretty good.
Hyde Hybrid (WC)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Guts d6, Notice d6, Shooting d6, Stealth d6
Charisma: -2, Pace: 6, Parry: 6, Toughness: 7
Edges: Brawny, Combat Reflexes, Two Fisted
Equipment: Pistol, Knife
Shape Change: On a successful Vigor roll the "human" becomes a Hyde. This takes a full round and no other actions may be performed.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Guts d6, Intimidation d6+1, Notice d4, Stealth d4
Charisma: -6, Pace: 7, Parry: 6, Toughness: 10
Edges: Brawny, Combat Reflexes, Improved Nerves of Steel, Two Fisted
Hindrances: Bloodthirsty, Mean
Friday, August 24, 2007
So I've changed the Rank Table for my campaigns. Here it is:
D&D 3.0 Level
It gives an additional Level-Up per rank and takes an additional 20 XP to gain the Legend Rank. Nothing earth shaking or ground breaking but just a change we use in all our campaigns.
Thursday, August 23, 2007
In addition to getting a d6 for a Raise on attack rolls we wanted something to give Wild Cards (both PCs and NPCs) a bit more kick. When both Fighting and Wild Die Ace on an attack roll you double the total damage. This includes the bonus d6 if you hit with a Raise.
If a Wild Card rolls double one's on an attack roll they may not spend a benny to re-roll. In addition, the GM still gets to "make up something rotten to happen to your character". This only applies to combat. Bennies may still be spent to reroll critically failed Skill attempts.
Critical Miss Benny
If a Wild Card rolls double one's on an attack roll they gain a benny. This helps off-set the "rotten" thing that is about to happen to your character! Remember, this benny cannot be spent to re-roll the miss.
Bennies for XP
The number of bennies in-hand at the end of a play session is the chance on a single d6 to gain one extra experience point. A player with six or more bennies can divide them as desired between two d6 rolls for one XP each. Two rolls is the maximum. (Adapted from Advanced Dungeons and Savages)
Any player may nominate another player to earn a benny for a witty comment, good roleplaying or any other "in-game" reason. The other players then vote yea or nay. A player may only earn one "voted" benny per play session.
Benny for Re-Shuffling
The GM may give the action deck to the player with the least amount of bennies at the table to reshuffle the deck. They earn a benny. (Adapted from Evil Mike, who adapted it from Clint Black)
Wednesday, August 22, 2007
This is my first post on my new Savage Worlds Blog. I'll be posting my homebrew rules, ideas and campaigns along with information for my players to this Blog. Currently I am running a Savage Serenity (before the BDM) campaign, 50 Fathoms campaign (just kicked off) and a Rippers campaign. There's lots more to come so stay tuned!