Weapon Card

Tollon's picture
Tollon
January 23, 2015 - 10:03pm

I'd like to know what you think?

 

Comments:

Tollon's picture
Tollon
February 3, 2015 - 2:18pm

If one of you kind gentlemen would point me in the direction of a medkit, i'll gladly do a card for it.

Second, after reading the interest in medkit, I thought about a damage control card for a ship or even spare parts on hand?

Finally, I was doing the Sentry Gun.  Yes I know it is a picture of an early Browning water cooled Machinegun.  So here is an updated version of the Sentry Gun and the Generic Auto Turrent.


Putraack's picture
Putraack
January 30, 2015 - 9:53pm
Good idea on the medkit, and the sentry gun.

For those of you doing the laminating thing, may I suggest on the back of the card, setting up blanks for the player to write in the character's to-hit numbers, perhaps at each range or when modified by options like autofire.

iggy's picture
iggy
January 31, 2015 - 12:10am
The med kit is in the equipment section of the Alpha Dawn Expanded rules.  I'm posting from my phone so I can't copy paste the kit contents so here is a link to them.
http://starfrontiers.wikia.com/wiki/Medkit
-iggy

jedion357's picture
jedion357
January 31, 2015 - 4:02am
Drive thru RPG has Drive Thru Cards now and I was going to suggest a nice Alpha Dawn picture for the back of the card and do a whole collection of cards just for AD equipment. However I also like the idea of using the backside of the card for grease penciling in more stats. However, most character sheets have a location for the base melee and ranged to hit of the character.

What might be good is a Melee card and a Ranged Card - there are a lot of modifiers for each and a card in the hands of a player would speed play.

BTW: My game master screen is the pages of the digitally remastered AD quick reference book that was done at SFman years ago and art work I liked on the other side and laminated. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Tollon's picture
Tollon
January 31, 2015 - 6:09am

Started simple.  Tell me what it needs and what needs to be changed.

iggy's picture
iggy
January 31, 2015 - 3:03pm
Here is the medkit seperated into consumables and equipment sections.

Consumables:
Local Anesthetic--10 hypo doses to relieve pain
Plastiflesh--5 cans of spray which closes up wounds and heals burns
Omnimycin--10 hypo doses to control infections
Acid neutralizer--1 bottle of liquid to neutralize acids
Antiseptic--5 cans of spray to clean and disinfect a skin area
Biocort--20 hypo doses to stimulate very fast healing
Telol--10 hypo doses of truth serum
Stimdose--10 hypo doses to revive unconscious individuals
Staydose--10 hypo doses to sustain a dying character for 20 hours
Antibody plus--10 hypo doses that increase the body's ability to recover from diseases
Antitox--10 hypo doses to neutralize poisons

Equipment:
Microforceps--adjustable, used to remove shrapnel and bullet fragments from wounds
Medscanner--an electrical instrument used to diagnose ailments
Spray hypo--syringe used to give shots without a needle
Sonic scalpel--same as in robcomkit
Laser scalpel--used to make deep incisions
Electrosurgeon--a small machine that keeps wounds open and controls bleeding during surgery.
Autosurgeon--a special device that allows a medic to operate on himself
-iggy

iggy's picture
iggy
January 31, 2015 - 3:55pm
Here are the other two kits from AD.

Techkit

Consumables
Insulated wire--10 meters
Uninsulated wire--25 meters, can support 2,000 kg
lon Bonding Tape--10 cm wide x 5 m long, bonds directly to any metal
Plastibond--tube of plastic filler, bonds to any plastic surface in one minute; five applications
500 nuts, bolts, clamps, screws and nails
10 hoses of assorted sizes
Spray lubricant--10 applications of pressurized synthoil
Spray waterproofing--will insulate circuits, cloth, etc., from moisture; five applications

Equipment
Socket wrench--adjustable from 5 mm to 5 cm
Open end wrench--adjustable as socket wrench
Prybar--1 meter plasteel rod, collapses to 10 cm
Jack--5,000 kg capacity, .5 meter lift, collapses to 200 cm cube
Hammer--large ballpeen high-impact head
Electrosnips--powered metal-cutting shears (sheet metal only)
Magnegrips--electromagnetic vicegrips


Robocomkit

Consumables
Solder--1-meter roll of conductive soft metal
Breadboard circuits--5 standard boards for mounting robot circuitry
Components--box of transistors, diodes and computer chips for robot circuits

Equipment
Electrodriver, ion bonding tape, insulated wire, spray lubricant, electrosnips, spray waterproofing--all the same as those in the techkit.
Lasoldering iron--pen-sized laser soldering iron
Magnetic by-pass clips--10 small connectors used to short-circuit wiring
Demagnetizer--electrical tool to demagnetize fouled circuits Spray cleaner--spray solvent to remove dirt from the robot's works; 1 0 applications
Miniature flashlight--20 hours of light; magnetized handle
Calipers--capable of taking measurements as small as .001 mm
Needlenose pliers--similar to 20th century tool
Sonic Scalpel--tool for cutting plastic, metal or flesh; makes a smooth, bloodless incision up to 5 mm deep
Oscilloscope--miniaturized viewer which displays information on electrical flow and other aspects of circuitry
-iggy

Tollon's picture
Tollon
January 31, 2015 - 5:21pm

When doing these cards, alot of information has to be condense or abbrevated to fit on the card, just like you did in your posts iggy.

Second concerning Plastiflesh and Antiseptic.  I can't find any information on the number of uses per can.  I used five uses as an example in my draft card.  another item is devices within each kit and their power consumption so we can add how many batteries each kit need and running time.

Finally you point out 500 nuts, claps and bolts in the Techkit, That seems a bit excessive and 500 tiny boxs would take up an entire sheet.  We either need to rethink this or delete it all together.

I need input on these questions before going any further.


iggy's picture
iggy
January 31, 2015 - 11:55pm
I copied the kit contents and descriptions direct from the book.  Your questions are valid and we should have a quick round of input from anyone here that wishes to speak up.

Plastiflesh
The kit has 5 cans, but how far does a can go?  How has everyone played this through the years?  I have always used this by GM judgement.  When a players had a lot of damage I ruled the full can was needed.   When it was just a scratch I kinda ingore the minimal usage from the can.  Should each can be worth 100 points of damage?

Antiseptic
The kit has 5 cans but again no rules on usage.  I have honestly just overlooked antiseptic, I didn't notice it there.  How has everyone else used the antiseptic?  Do we make this worth 100 points of damage too?

Devices and batteries
I have always just allowed them to run indefinitely like the chronocoms magically do. Foot in mouth
I ponder about how much energy each device should consume and that turns into a big question we have debated here on SF.US before, how much is an SEU?  I say we leave them alone and lets GMs house rule on this.

The 500 nut, bolts, etc.  I kinda laughed inside when I read that while copy-pasting it.  This shows the age of the game.  Yet, I as an engineer, do have little bottles of assorted screws, bolts, resistors, etc. in my toolbox all choosen to be the most common to the projects I work on.  I would bet that I have easily 500 pieces all together, not of each item, but of the agregate.  All of this is in the top tray of the tool box, about 18 inches x 8 inches x 2 inches.  When we we bring up a new product at a factory we typically list all the hot items we think we would need and build this collection of parts before we go.  I would have the PC write down all the little bits of hardware he is using to fill this out with on the back of his card.  This way the PC is roll playing more and not just reaching into his magic box of parts.
-iggy

Tollon's picture
Tollon
February 1, 2015 - 1:23am

I understand the thing about house rules.  We all have them.

I never did the point system with the Plastiflesh, it was always usage.  One spray one wound.  Larger wounds more sprays or cans.  "Tis was only a flesh wound",  there is a box of kiddy bandages at the general store waiting for you or "Suck it up soldier!"

Medkit were only to be used by doctors or paramedics (high level characters or NPC).  First aid kits were more common and used by the Rambo's and ninja wantabee that played with me.  If you ended up in a hospital or in an ambulance then you might see one.

Techkit and Robo Kits were usually combined into one and found onboard their ships.  Since electronics and mechanical issues were more likely to take place there.  Spare parts were in the ship's storage area. The guys who like to tinker might have there very own but most PC were interested in weapons and new survival tech.  Plot hooks required questions like, "when was the last time the batteries were changed?" and "Joe just dropped the field scanner for the fifth time?"  Wear and tear is need on the equipment as well.

I'll have to scround around and find the medical article in the Magazine.

I won't be able to do it today because of a birthday party.

So we Need your INPUT on this...


jedion357's picture
jedion357
February 1, 2015 - 6:05am
Only things with doses should be tracked with check off boxes, those things also have a price listed somewhere for replacing. a can of plastiflesh does not and should be one of the things that are assumed to be easily preplaced or part of the expense rule in the rules: characters give up 50% of their income for living expenses.

The individual listings should be shortened to just "5 cans plasti-flesh" - the card is about easy use, if a player forgets what one item is supposed to be used for then they can look it up in the book.

I would suggest a house rule for the plasti-flesh: on a critical failure the referee can rule that an item that is not tracked by the replaceable doses is used up and or broken. Much in the same way some referee's rule a critical failure while using an auto-rifle causes it to jam. In this case the if medic that had a critical failure and has had something not tracked in doses as broken or used up is now at a -5 or -10% to all future med skill rolls that requires use of items from the kit. referee can assess a cost equal to 25% of the med kit to remedy this when the character is back at "town".
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Karxan's picture
Karxan
February 4, 2015 - 10:26pm
Tollon, awesome job on all of the cards. When they are done, are you going to post them here somewhere or submit them to the Frontier Explorer for print? I would like to have them myself.

Tollon's picture
Tollon
February 6, 2015 - 9:18am

First thing, life has once more intruded in to my alloted time for the cards.

Iggy:  I thought about first aid pouches and came up with the idea of auto injector instead of hypo-sprays.  Based on my life expereience in the military, auto injectors are one time items, there would be no need for hypo-sprays since they would be disposable.  Other than that, I haven't had time to research the information.

TeriObar:  I would like your input on how to proceed with the publication of these cards into a single PDF.  I am also aware that there might be a need to index them with the magazine or create (cut, copy and paste) a decription section in said PDF which cover the weapons depicted on the cards.

The Pulse Rifle from Aliens.  If the community wants that included in these cards, I don't have a problem making a card out.  I just feel these cards should deal with Star Froniters material and not imported material, at this time.  Perhaps a supliment could be made covering such items could come later.  I know that Star Frontierman magazine just covered conversion of SF weapons, so I think we can hold off on those until a later date.

I have now come across two weapons which should be seen as seperate weapons.  The Sentry Gun and the Tangler Gun.  In the case of the Sentry Gun, we have one which is programed by the person deploying the weapon and it can be used as a stand alone gun turret (as per optional rules). In the same desciption it talks about a generic Sentry Gun which players might come across during an adventure (GAT stands for Generic Auto Turret.).  That is why I can up with two seperate drawings for the same weapon. The reason is quite simple, both weapons are basically the same but can be used in different situations. It allows the GM to us the GAT in adventures where installations have auto turrets defending the perimeter or inside the building.  While the Sentry Gun can be used as a point defense system by the players giving them a chance to have an extra weapon at their camp.

The Tangler Gun depicted in the magazine is a revolver style weapon.  In the weapon's description however it talks about an automatic version and a manual one.  The Auto version talks of a Powerclip used to recharge the pneumatic firing system while also saying it can be manually operated to charge the system.  I like the idea of both weapons and seperated them into two distinct weapons.

Of course, I need to do the write up on both of these weapons.

I'm hoping you will see the logic behind my decisions and seek your input on these changes.

 


Abub's picture
Abub
February 6, 2015 - 3:22pm
i assume the amount of energy required to power a autoloading mechanism is neglagable to the SEU's in a power clip right?
-----------------------------------------------

Inigo Montoya's picture
Inigo Montoya
February 12, 2015 - 8:24am
I have done the same thing for my kids (and myself) for our game. I printed out the stats on one side and printed out a lable with an image for the backside. Though I simply glued them to a 3x5. However, I made a card for everything; weapons, equipment, transportation, robots... If it was available for them in the game, then it had a card. I even made a card of their characters info. I felt led to do this because character sheets often got lost and/or confused with duplicate and non-updated copies. I also got tired of wasting time for them to look up definitions/statistics in the books as they tried to decide what to acquire or use. With the cards all rubberbanded together, a bag of dice and my notes, our game is easily transportable and and little quicker to progress through. Tollon, kudo's on the cards you have created. They look very sharp. And looking back at my abused stack of 3x5, I heavily support the idea of laminating!

RanulfC's picture
RanulfC
March 6, 2015 - 7:38pm
jedion357 wrote:
TerlObar wrote:
  I got my wife a laminating machine for Mother's Day a few years back (at her request) so she could make activity kits for the kids.  I'll have to put it to use.


LOL, defensive about buy the spouse an appliance for Mothers Day? A dangerous move unless its her idea.

Just FYI all. Do NOT buy your wife a coffepot for her Birthday. Even if she says she wants one do NOT give it to her for her Birthday. It will not end well. Just saying...

Randy

RanulfC's picture
RanulfC
March 7, 2015 - 8:18pm
Sentry vis-a-vis Tangler:
As I recall a "Sentry" gun is simply an automatic weapon with a sensor suite which allows it to target and fire automatically on anything that comes within range and is "tagged" as a foe. This could include stunners, lasers, gryrojet, etc and even a tangler verions I suppose which would call for a seperate card per type.

Tanglers in and of themselves spat out rounds that exloded into ribbions which "entangled" the target and while I could see a "sentry" version I don't really see how an automatic/burst-fire version would do any good beside a semi-automatic version which fires ONE round at ONE square as multiple rounds I would think would get in each others way...

Randy

JCab747's picture
JCab747
March 1, 2017 - 6:47pm
This is a good, old discussion. I like these cards.
Joe Cabadas

JCab747's picture
JCab747
March 2, 2017 - 9:32am
Tollon wrote:

If one of you kind gentlemen would point me in the direction of a medkit, i'll gladly do a card for it.

Second, after reading the interest in medkit, I thought about a damage control card for a ship or even spare parts on hand?

Finally, I was doing the Sentry Gun.  Yes I know it is a picture of an early Browning water cooled Machinegun.  So here is an updated version of the Sentry Gun and the Generic Auto Turrent.


There's a couple things missing from this card. It's a STA or structure point box. How does one destroy this thing?

The "Bugs in the System" module has an automated turret with a STA score of 125, for example.

Is this the same sentry gun from Star Frontiersman issue 5? If so, you should include the attack and the IM numbers too.
Joe Cabadas

jedion357's picture
jedion357
March 5, 2017 - 2:45pm
I'm wondering if we should put these cards up in the magazine.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

JCab747's picture
JCab747
March 5, 2017 - 3:01pm
They would be a good resource.
Joe Cabadas

TerlObar's picture
TerlObar
March 5, 2017 - 6:23pm
Uhh, we did a few issues back (issue 16).  Not that particluar one but ones for all the standard weapons from the AD rules.
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JCab747's picture
JCab747
March 5, 2017 - 7:48pm
TerlObar wrote:
Uhh, we did a few issues back (issue 16).  Not that particluar one but ones for all the standard weapons from the AD rules.

That's true. Maybe Tollon could do a few more for other things... if he's willing.
Joe Cabadas