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[OOC] Calibration - homebrew gng (2/2/1 of 7)
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<blockquote data-quote="doghead" data-source="post: 2814756" data-attributes="member: 8243"><p>--- MILITARY LIFE ---</p><p></p><p>-- Imperial Ships --</p><p></p><p>- Resolute Class Cruisers -</p><p></p><p>Top Speed: 30 miles per hour.</p><p>Armament: 3 main triple turrets, top deck; 6 secondary double turrets, side deck.</p><p>Air Wing: 2 heavy lifters, 4 light fighter bombers.</p><p></p><p>- Heavy Lifters 'Toads' -</p><p>Top Speed: 30 miles per hour.</p><p>Armament: None.</p><p>Notes: carrying capacity of 6 marines.</p><p></p><p>- The Imperial Marine Force -</p><p></p><p>For many, pursuing a career in the marines is considered social suicide - the Marine Force is generally unpopular in society as many marines are failures in life running away from their problems on land. Marine officers, unlike their counterparts in the regular army or navy, faced obstacles when trying to climb the social ladder, as officers in the marines were widely perceived as failures unable to obtain commissions in the army.</p><p></p><p>The Marine Force's role includes providing shipboard infantry for security, boarding parties and small-scale landings. The Marines' other traditional position on a Naval Service ship is manning "A" turret.</p><p></p><p>- Life On Board a Naval Service Ship -</p><p></p><p>An important tradition on board naval vessels has been the ship's bell. This was historically used to mark the passage of time on board a vessel, including the duration of four-hour watches. They were also employed as warning devices in heavy fog, and for alarms and ceremonies. The bell was originally kept polished first by the ship's cook, then later by a person belonging to that division of the ship's personnel.</p><p></p><p>Another important tradition is that of Piping someone aboard the ship. This was originally used to give orders on warships when shouted orders could not have been heard. The piping was done by the ship's bosun and therefore the instrument is known as the Bosun's Pipe. The two tones it gives and the number of blasts given off, signify the order given. It is also used in a ceremonial way, i.e., to "pipe" someone aboard the ship - usually captains, including the ship's captain, and more senior officers.</p><p></p><p>- Radio alphabet code -</p><p></p><p>Alfa Bravo Charlie Delta Echo Foxtrot Golf Hotel India Juliett Kilo Lima Mike November Oscar Papa Quebec Romeo Sierra Tango Uniform Victor Whisky X-ray Yankee Zulu</p><p></p><p>Each squad is assigned a call sign, which is added to the ships call sign. It is usually up to the senior officer to chose which call signs he uses. They don't have to go in sequence.</p><p></p><p>ie IC Resolute Decision has three squads</p><p>* Romeo Delta Papa</p><p>* Romeo Delta Sierra</p><p>* Romeo Delta Whisky</p><p></p><p></p><p>-- Military Ranks --</p><p></p><p>[code]Marine Force Naval Service</p><p>- NCO Ranks -</p><p>Marine Ordinary Seaman</p><p>Lance Corporal Able Seaman</p><p>Corporal Leading Seaman</p><p>Sergeant Petty Officer</p><p>Colour Sergeant Chief Petty Officer</p><p></p><p>- Warrant Officer -</p><p>Quartermaster Sergeant Master at Arms</p><p>Sergeant Major Boatswain</p><p></p><p>- Commisioned Officers -</p><p>Lieutenant Midshipman*/Sub-Lieutenant</p><p>Captain Lieutenant</p><p>Major Lieutenant-Commander</p><p>Lieutenant-Colonel Commander</p><p>Colonel Captain</p><p></p><p>* pre-commisioned officer of less than 19 years. Ranked under Warrant Officers.[/code]</p><p></p><p>-- Standard Equipment Issue --</p><p></p><p>Marines are generally issued with one set of armour, one firearm, and one melee weapon. Revolvers and dress swords are generally limited to Commissioned officers and Senior NCO's (Sergeants and above). </p><p></p><p>- Armour -</p><p>Killingworth Light Infantry Mk 1 Malloy Armour </p><p>* Soak 5, MaxDex +6, ACP -0, ASF 10 %, Spd 30 ft., Weight 13 lb.</p><p>* Light Fortification.</p><p></p><p>- Melee Weapons -</p><p>Boston 'MP' Mk 1 Club</p><p>* Dam 3, Crit 10/+0, Rng 10 ft. Weight 3 lb.</p><p>Imperial Munitions 'Naval Service Pattern' Mk 1 Pack Sword</p><p>* Dam 3, Crit 8/+0, Weight 2 lb.</p><p>Imperial Munitions 'Naval Service Pattern' Mk 1 Dress Sword</p><p>* Dam 4, Crit 8/+0, Weight 4 lb.</p><p>Norsteel 'Standard Pattern' Mk 1 Axe</p><p>* Dam 3, Crit 10/+5, Rng 10 ft., Weight 3 lb.</p><p>Norsteel 'Standard Pattern' Mk 1 Battle Axe</p><p>* Dam 4, Crit 10/+5, Weight 6 lb.</p><p></p><p>- Firearms -</p><p>Colchester '1893' Type III Revolver</p><p>* Dam 6, Cal .45, Crit 10/+0, Rng 40 ft. ROF S, Mag 6 cyl, Weight 5 lb.</p><p>* 3 cyl, Weight 1 lb.</p><p>Smith Type II 303 Carbine</p><p>* Dam 7, Cal .303, Crit 10/+0, Rng 120 ft., ROF S, Mag 5 box, Weight 9 lb.</p><p>* 4 clips, Weight 2 lb.</p><p>Harris 'Naval Model' 12 gauge Shotgun</p><p>* Dam 7, Cal 12 g, Crit 10/+0, Rng 45 ft, ROF S, Mag 1 int, Weight 7 lb.</p><p>* 12 shells, Weight 1 lb.</p><p></p><p>- Potions -</p><p>4 x Potion of CLW.</p><p></p><p>--- GENERAL EQUIPMENT LIST ---</p><p></p><p>[CODE]-- Armour --</p><p>Armour Soak MaxDex ACP ASF Mve Wgt Cost</p><p>- Soft Armour -</p><p>Dress Uniform 2 +5 -0 10 % 30 ft. 10 lb. </p><p></p><p>- Hard Armour -</p><p>Light Infantry Armour 4 +4 -1 20 % 30 ft. 25 lb.</p><p>Heavy Infantry Armour 6 +3 -3 25 % 30 ft. 35 lb.</p><p>Assault Armour 8 +1 -5 35 % 20 ft. 45 lb.</p><p></p><p>Malloy: - +2 +3 -10 % -- 50%</p><p>Adamantine: +2 -- -- -- --</p><p>[/CODE] </p><p></p><p>[CODE]-- Weapons ---</p><p>- Simple -</p><p>Weapon Dam Crit Range Weight</p><p>Club 3 10/+0 10 ft. 3 lb.</p><p>Crossbow, light 4 8/+0 80 ft. 4 lb.</p><p>Crossbow, hvy 5 8/+0 100 ft. 4 lb.</p><p>Dagger 2 8/+0 10 ft. 1 lb.</p><p>Spear 4 10/+0 20 ft. 6 lb.</p><p></p><p>- Martial -</p><p>Weapon Dam Crit Range Weight</p><p>Axe, hand 3 10/+5 10 ft. 2 lb.</p><p>Axe, battle 4 10/+5 xx 6 lb.</p><p>Axe, 2H 6 10/+5 xx 12 lb.</p><p>Bow, long 4 8/+0 100 ft. 3 lb.</p><p>Bow, short 3 8/+0 60 ft. 2 lb.</p><p>Halberd 5 10/+5 xx 12 lb.</p><p>Sword, dress 4 8/+0 xx 4 lb.</p><p>Sword, pack 3 8/+0 xx 2 lb.</p><p>Sword, great 6 8/+0 xx 8 lb.</p><p></p><p>- Firearms -</p><p>Type Dam Cal Crit Range ROF Mag Weight</p><p>Revolver 6 .45 10/+0 40 ft. S 6 cyc 3 lb.</p><p>Carbine 7 .303 10/+0 90 ft. S 5 box 6 lb.</p><p>Rifle 7 .303 10/+0 120 ft. S 5 box 9 lb.</p><p>Shotgun 7 12 g 10/+0 45 ft* S 1 int 7 lb.</p><p>[/CODE]</p><p></p><p>- Dam Conversion Table -</p><p>The Dam values are drawn directly from the Damage (Medium) column of the weapon tables. As size is already incorporated through Str modifiers as well as Dam modifiers, it doesn't seem necessary to have differing damages for different sizes.</p><p></p><p>1 = 1d3, 2 = 1d4; 3 = 1d6; 4 = 1d8; 5 = 1d10; </p><p>6 = 1d12, 2d6; 7 = 2d8; 8 = 2d10; 9 = 2d12.</p></blockquote><p></p>
[QUOTE="doghead, post: 2814756, member: 8243"] --- MILITARY LIFE --- -- Imperial Ships -- - Resolute Class Cruisers - Top Speed: 30 miles per hour. Armament: 3 main triple turrets, top deck; 6 secondary double turrets, side deck. Air Wing: 2 heavy lifters, 4 light fighter bombers. - Heavy Lifters 'Toads' - Top Speed: 30 miles per hour. Armament: None. Notes: carrying capacity of 6 marines. - The Imperial Marine Force - For many, pursuing a career in the marines is considered social suicide - the Marine Force is generally unpopular in society as many marines are failures in life running away from their problems on land. Marine officers, unlike their counterparts in the regular army or navy, faced obstacles when trying to climb the social ladder, as officers in the marines were widely perceived as failures unable to obtain commissions in the army. The Marine Force's role includes providing shipboard infantry for security, boarding parties and small-scale landings. The Marines' other traditional position on a Naval Service ship is manning "A" turret. - Life On Board a Naval Service Ship - An important tradition on board naval vessels has been the ship's bell. This was historically used to mark the passage of time on board a vessel, including the duration of four-hour watches. They were also employed as warning devices in heavy fog, and for alarms and ceremonies. The bell was originally kept polished first by the ship's cook, then later by a person belonging to that division of the ship's personnel. Another important tradition is that of Piping someone aboard the ship. This was originally used to give orders on warships when shouted orders could not have been heard. The piping was done by the ship's bosun and therefore the instrument is known as the Bosun's Pipe. The two tones it gives and the number of blasts given off, signify the order given. It is also used in a ceremonial way, i.e., to "pipe" someone aboard the ship - usually captains, including the ship's captain, and more senior officers. - Radio alphabet code - Alfa Bravo Charlie Delta Echo Foxtrot Golf Hotel India Juliett Kilo Lima Mike November Oscar Papa Quebec Romeo Sierra Tango Uniform Victor Whisky X-ray Yankee Zulu Each squad is assigned a call sign, which is added to the ships call sign. It is usually up to the senior officer to chose which call signs he uses. They don't have to go in sequence. ie IC Resolute Decision has three squads * Romeo Delta Papa * Romeo Delta Sierra * Romeo Delta Whisky -- Military Ranks -- [code]Marine Force Naval Service - NCO Ranks - Marine Ordinary Seaman Lance Corporal Able Seaman Corporal Leading Seaman Sergeant Petty Officer Colour Sergeant Chief Petty Officer - Warrant Officer - Quartermaster Sergeant Master at Arms Sergeant Major Boatswain - Commisioned Officers - Lieutenant Midshipman*/Sub-Lieutenant Captain Lieutenant Major Lieutenant-Commander Lieutenant-Colonel Commander Colonel Captain * pre-commisioned officer of less than 19 years. Ranked under Warrant Officers.[/code] -- Standard Equipment Issue -- Marines are generally issued with one set of armour, one firearm, and one melee weapon. Revolvers and dress swords are generally limited to Commissioned officers and Senior NCO's (Sergeants and above). - Armour - Killingworth Light Infantry Mk 1 Malloy Armour * Soak 5, MaxDex +6, ACP -0, ASF 10 %, Spd 30 ft., Weight 13 lb. * Light Fortification. - Melee Weapons - Boston 'MP' Mk 1 Club * Dam 3, Crit 10/+0, Rng 10 ft. Weight 3 lb. Imperial Munitions 'Naval Service Pattern' Mk 1 Pack Sword * Dam 3, Crit 8/+0, Weight 2 lb. Imperial Munitions 'Naval Service Pattern' Mk 1 Dress Sword * Dam 4, Crit 8/+0, Weight 4 lb. Norsteel 'Standard Pattern' Mk 1 Axe * Dam 3, Crit 10/+5, Rng 10 ft., Weight 3 lb. Norsteel 'Standard Pattern' Mk 1 Battle Axe * Dam 4, Crit 10/+5, Weight 6 lb. - Firearms - Colchester '1893' Type III Revolver * Dam 6, Cal .45, Crit 10/+0, Rng 40 ft. ROF S, Mag 6 cyl, Weight 5 lb. * 3 cyl, Weight 1 lb. Smith Type II 303 Carbine * Dam 7, Cal .303, Crit 10/+0, Rng 120 ft., ROF S, Mag 5 box, Weight 9 lb. * 4 clips, Weight 2 lb. Harris 'Naval Model' 12 gauge Shotgun * Dam 7, Cal 12 g, Crit 10/+0, Rng 45 ft, ROF S, Mag 1 int, Weight 7 lb. * 12 shells, Weight 1 lb. - Potions - 4 x Potion of CLW. --- GENERAL EQUIPMENT LIST --- [CODE]-- Armour -- Armour Soak MaxDex ACP ASF Mve Wgt Cost - Soft Armour - Dress Uniform 2 +5 -0 10 % 30 ft. 10 lb. - Hard Armour - Light Infantry Armour 4 +4 -1 20 % 30 ft. 25 lb. Heavy Infantry Armour 6 +3 -3 25 % 30 ft. 35 lb. Assault Armour 8 +1 -5 35 % 20 ft. 45 lb. Malloy: - +2 +3 -10 % -- 50% Adamantine: +2 -- -- -- -- [/CODE] [CODE]-- Weapons --- - Simple - Weapon Dam Crit Range Weight Club 3 10/+0 10 ft. 3 lb. Crossbow, light 4 8/+0 80 ft. 4 lb. Crossbow, hvy 5 8/+0 100 ft. 4 lb. Dagger 2 8/+0 10 ft. 1 lb. Spear 4 10/+0 20 ft. 6 lb. - Martial - Weapon Dam Crit Range Weight Axe, hand 3 10/+5 10 ft. 2 lb. Axe, battle 4 10/+5 xx 6 lb. Axe, 2H 6 10/+5 xx 12 lb. Bow, long 4 8/+0 100 ft. 3 lb. Bow, short 3 8/+0 60 ft. 2 lb. Halberd 5 10/+5 xx 12 lb. Sword, dress 4 8/+0 xx 4 lb. Sword, pack 3 8/+0 xx 2 lb. Sword, great 6 8/+0 xx 8 lb. - Firearms - Type Dam Cal Crit Range ROF Mag Weight Revolver 6 .45 10/+0 40 ft. S 6 cyc 3 lb. Carbine 7 .303 10/+0 90 ft. S 5 box 6 lb. Rifle 7 .303 10/+0 120 ft. S 5 box 9 lb. Shotgun 7 12 g 10/+0 45 ft* S 1 int 7 lb. [/CODE] - Dam Conversion Table - The Dam values are drawn directly from the Damage (Medium) column of the weapon tables. As size is already incorporated through Str modifiers as well as Dam modifiers, it doesn't seem necessary to have differing damages for different sizes. 1 = 1d3, 2 = 1d4; 3 = 1d6; 4 = 1d8; 5 = 1d10; 6 = 1d12, 2d6; 7 = 2d8; 8 = 2d10; 9 = 2d12. [/QUOTE]
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