19 June 2026

It's Not Unique To Being Black

One side of my family is from Scotland.

The Scots were brutally subjugated by the English for a good long time.

Wars were fought.

A sort of independence was won, but they remain part of the UK.

Some Scots were treated in a manner tantamount to being slaves.

Do I deserve restitution for this?

No.

It didn't happen to me.

It didn't happen in living memory.

It didn't even happen to anyone I've met.

My family kind of got it from both sides, having aligned with the wrong side in one war and ending up exiled in England.  At least the Sassinak kept their word and granted a small holding near Staffordshire in exchange for the loyalty.

It was such a good deal that five of six brothers left for America.

They put it behind themselves and started over from nothing.

The Italian side of the family did much the same, at a time when it was better to be a CENSORED than a papist fucking WOP.

It's always interesting to see the race bait industry forget that the Irish (three times) and Italians were treated worse than blacks at a couple of places in history.

Places in history that are still in living memory, unlike slavery. 

It *IS* Crack

Europeans have discovered Ranch Dressing.

They're even getting in trouble for trying to take it home in their carry-on luggage.

I want them to become familiar with another term, for when they get home:

"First fix is free." 

18 June 2026

Default Round

The default .303 Brit round for GURPS: High Tech is the Cartridge S.A. Ball, .303 Inch, Mk VII (c).

This is a 1.1 inch long, 174gr spitzer bullet at 2,440 fps.

Plug that into Gun Stats and it comes very close to what High Tech says for the Short Magazine Lee-Enfield Mk III.

The numbers for Mk I through Mk VI don't match well.

It's interesting to compare the numbers between this and 7x57mm and seeing that GURPS agrees with the Boer out-ranging the Brits.  NEAT! 

Gun Stats says .303 British Mk VII is 6d+2 pi at 870/3,300.  Published was 6d+2 pi, 800/3,300.

7x57mm Mauser from a Mauser 93/95 calculates to 6d+1 pi, 1,150/4,800.

This tastes right from reading period accounts of those shooting at each other. 

Akschually

Yes, the current stoppage of hostilities is a memorandum of understanding.

To be BINDING on the US, it will have to pass Congress and THAT will be a treaty.

It should be a surrender document, but even if it was, it too would require Congress to sign off on it.

I thought it plain enough to not bore my readers with the trivial details, but the bigots insisted I be clearer.

A, valid, point they make using slurs is:  Will Israel play ball?  I predict that they won't and that will be Iran's excuse to start being their old selves.  And we're going to have to drop some more bombs.

That this agreement with Iran can be made when they're saying they won't be bound by it says a great deal about the conspiracy theories that Zionists control the US Government.

But that's another story that I have never felt like typing out. 

That's Not Gonna Be Popular

I'm reading that we're on the hook for $300 billion to rebuild Iran and there's fuck-all about getting the uranium out of their reach.

I can easily see Congress not ratifying this treaty.

Oh, did everyone forget that this is a treaty?

They sure as fuck remembered that Congress was supposed to authorize having a war. 

I Predicted This

Marv and I discussed going on the Hot Rod Power Tour because of the anniversary of Route 66.

Then we noticed much of the route was in Illinois.

We snarked that a bunch of cars would end up missing because the start point was in Joliet.

Well...  Guess what happened. 

Gods it must suck walking out of your hotel to find an empty parking spot where your car was parked.

Surprisingly, it wasn't older cars, which are generally easier to steal.

Must have been manuals. 

Worth Your Time

I love how Europeans are reacting to seeing actual America instead of touring our cities.


 Link if playback don't work.


 

Highest Ever?


Didn't cover much history at journalism school did they?

The highest-ever number of anti-semitic incidents in Germany happened a bit earlier than 2025.

I'm willing to bet that Kristallnacht had more incidents in a single day than all of 2025.

Never forget, you can't spell Nazi without Socialism. 

17 June 2026

Shitty Afternoon

Spent the evening with a badly backed up shitter and having to pay a plumber to snake it.

$600 that we didn't think we'd be having to spend.

Turns out, it wasn't even the brown trout that caused the issue, but decades of grease accumulation in the drain past the kitchen sink.

It would have been $350 if we'd been able to remember where to dig to find our cleanout.

The good news is, we have found it... now.  Too late to save the money.

On the plus side, I have a brand new wax ring on the garage bathroom now and it's shimmed level perfectly! 

I Have A Potential Solution

Dear gun makers, want this shit to end?

Stop all government sales.

No sales to any government entity or employee.

State, clearly, "people no get, cop no get," and watch the police lobbying organizations suddenly become pro-gun.

Ammo makers, you too.

The only reason places like NY and Cali keep doing this disarmament shit by a thousand cuts is because they know they have the support of the cops who still get theirs even if no civilian can own a gun.

I would not be surprised to find SIG-Sauer at the heart of all this, because their business model is centered on agency, government and military sales.  Losing the civilian market suits them and they'd be pleased to have monopoly status.

They should ask H&K and Colt how that works out in the long run. 

I Know Why

 

They are referring to this.

It's because the people of Great Britain have been disarmed.

16 June 2026

They Rhyme

 Something else I noticed, even though I experienced in real time the "this new game is so much better than the other game we've been playing!" feeling.

They all handle things pretty much the same way.

Most of them have a point where you're wounded so badly you pass out.  Most of them have a chance for medical intervention to keep you from dying even if you took a LOT of damage.

None of them are particularly difficult to use, once you've gotten past the author.

LBB Traveller and Top Secret are particularly bad in how they're laid out.  T2K suffers from things being widely separated in the rules as well.

GURPS 2e and 3e both suffer from an odd way of grouping the skills, but the index and Instant Characters sheet works around that.

GURPS 4e's index is very poor compared to the previous versions, but the layout is easier to navigate. 

That Wasn't So Bad, Was It?

Some of the games I remember being difficult to figure out weren't so bad.

Top Secret was easier than I remembered, but the book is still laid out poorly for finding things quickly.  Still haven't found the rules to use a sword hand to hand.  Yes I did!  It's in the ranged weapons chart for throwing the damn thing.  HWV is the "hand weapon value" of a ranged weapon used in hand to hand combat.  What a stupid way to list it.

Traveller's armor rules weren't nearly so awful as I recall. 

GURPS 2e is every bit as bad as I remember it being, we noticed that the M-26A2 didn't do a lot better than a good crossbow right quick.

I left for the Army before it had become an issue and I wasn't really a GURPS minded person yet.

I was enthralled with GDW's 2300: AD system and universe at the time.

By the time I'd gotten out, 3e was out and we could see that it did what we wanted better than 2e and it even survived my first try at converting T2K. 

M16ish At 50 Yards and/or Meters

Little Black Book TRAVELLER 

Traveller is my first game that had guns at all.

In Traveller the "M16" would be an assault rifle from Book 4: Mercenary.

Defenders range modifiers are (semi/auto): Close -4/-4, Short +1/+1, Medium -1/+2, Long -2/0, Very Long -4/-3; Wound Inflicted 3D; Defender's Armor: Nothing +2/+4, Jack +2/+4, Mesh -1/+2, Cloth -3/-1, Reflec +2/+4, Ablat 0/+2, Battle -5/-4.

The skill you use it with is Gun Combat, with a specialization in assault rifle.  We're going to go with Gun Combat: Assault Rifle - 2 to be consistent with the skill level 12 in GURPS later on.

The basic roll to hit is an 8 or higher on 2d6.  The average roll of 2d6 is 7, so you need some modifiers, like your skill, to actually hit on average.

You get +1 for every level of skill you have. 

If your Dext is below 5, you get a -1 to hit.  If it's 8 or higher you get a +2. 

50 yards meters is "Medium" range.  -1 to hit with semi-auto fire (one shot per round), +2 to hit with auto (4 shots per round).  The magazine holds 30 shots.

If the target is unarmored, +2 to hit with semi, +4 with auto. 

If our Gun Combat: Assault Rifle - 2 character with Dext 8 fires on someone at 50m they need a 3 or more (97.22% chance) with semi-auto fire and 2 or more (100% chance) with automatic fire on 2d6.  The average damage applied to any stat will render our target unconscious.

But if we're dead average across the board, our Dext is 7.  That means we need a 5 or more (83.33% chance) with semi-auto and 2 or more with autofire.

It'll do 3d6 damage when it hits.  Each die is applied, randomly to Strength, Dexterity or Endurance.  When one stat is reduced to zero, the victim is rendered unconscious; two is seriously wounded and all three is dead.  Two dice hitting the same stat can end the fight in a single round.

Notice that firing more rounds increases your chance to hit, not the amount of damage done. 

All in all, it's pretty straight-forward and simple.  There's an unneeded complication with range bands we never bothered learning or using.  I remember we changed armor to absorbing damage rather than making it harder to hit, but I don't remember the specifics.

Top Secret

Top Secret is the first game I owned that had an assault rifle called M16 by name.

The M16 is PWV 79, Range modifiers of: PB +5, S -8, M -50, L -160, WS S, Rate 3, Ammo 20, Cost 325, DECP NC, HWV 14.

I remember TS being convoluted in figuring out combat and I did not misremember. 

First you need your "Offense Value" this is the average of your Coordination and Courage.  You rolled percentiles to get those and the average percentile roll of 55 gets you a score of 65.  (65+65)/2=65, so the average Offense is 65.

How much damage you can take is determined by your "Life Level" which is the average of Physical Strength and Willpower.  Same average of 65.

Once again, 50 yards is medium range.

To hit you take your Offense Value, add the weapon's PWV (Projectile Weapon Value) subtract the Range Modifier and subtract the penalty for extra shots.

Semi-auto fire is 1 shot per turn, the M16 can fire up to 3 per turn.  The second and third shot get -11 and -22.  The Top Secret M16 has a 20 round magazine.

That extra shot penalty adds up until you take a round to recover, it can grow to be very severe.  It's actually quite GURPS like!

There are other penalties for movement and position we're skipping for now. 

So, at 50 yards with our M16 we have 65 + 79 - 50 = 94 or less on percentiles against a standing opponent for our first shot, 83 or less for the second and 72 or less for the third if we fired automatically.  On average, all rounds will hit.

That's more like sniping, ain't it.

If we're firing from rice-paddy prone (-5) at a target who's running and dodging (-20)...  That drops our chances to 69, 58 and 47 respectively.  On average only the first two hit.

On to damage! 

We roll on the General Injury Determination Chart to see where we hit with those two rounds.  The average roll of 55 will generally hit the abdomen or lower back.

Then we roll two d10.  The first tells us what type of damage from abrasion to internal damage.  The second tells us if the wound is serious or light.  The average roll of 5 gets a light laceration which applies 5 points against the target's Life Level, down to 60 from 65.  At the other end, a 6 and a 10 gets a serious internal injury and does 12 points of damage, down to 48.

It's going to take more shots than I remembered to shoot someone to death.  Top Secret trends to the cinematic end of the scale!

There are optional rules in the Top Secret Companion that give the location, type and severity in a single d1000 roll.

Twilight: 2000

Stats are determined by rolling 4d6-4, making the average 10.  A favored stat averages 15 and a slighted stat 5.

Hit Capacity varies by hit location.  Head is equal to CON, body is STR+CON+STA, other locations are equal to CON+STA.  Average person has 10, 30 and 20 respectively.

Everyone starts with the Combat Rifleman (CRM) skill at 20.  You can buy that up using skill points.  We'll buy it up to 74 to match the Skill 12 in the GURPS 2e example.  The skill is modified by range to get a "Base Hit" number which you need to roll, or less, on a d100.

An M16A1 has: ROF 4, Mag 10, Rng 50, Dam 2, and Arm -.

ROF is rate of fire in "shots," Mag is magazine capacity in "shots" which are 3 bullets each.  Rng is a range increment in meters.  In our example 50m is close range (the "Base Hit" is 60% skill or 44), 100m is medium range (30% skill or 22) and 200m is long range (10% skill or 7) and 400m is extreme range (special to hit rules), Arm is the armor multiplier which makes armor more or less effective against some weapons (no effect here).

Did you hit?

On average, a 74 skill is going to be missing at 50m.  If you spend a turn aiming, your first shot of the next round is at double the "base hit", or 88 in our example.  The aimed shot will, on average, hit.

Where did you hit?

An aimed shot can hit a specific hit location by halving the base hit number, which was normally doubled by aiming, returning it to it's original value, or 44 in our example.  Sniper weapons don't suffer this penalty!

If you didn't aim at a specific hit location, you roll 1d10 on the appropriate hit location chart.  Most likely hit the abdomen.

How much damage did you do?

At close range the M16A1 does the 4x the base damage plus 4d6 or 4d6+16; average of 30.  That's enough to drop someone's body damage capacity to zero.  This is a serious injury and they need to make a CON roll (d100 of CONx5 or less or 50 in our case) or fall unconscious.  This is beyond negative head damage capacity (a critical injury), so they'd be automatically unconscious and die in 1d10x10 turns if no medical assistance is rendered.

NPCs are supposed to use a simpler set of rules that gives them less damage capacity, 2d10x2 or 22 on average.  We never did use this rule, it doesn't add that much bookkeeping to the game and it made the fights better. 

I don't think we adhered to the rules very closely at all. 

GURPS 2e

All GURPS skill rolls are 3d6.  We're ignoring passive defense.

We don't have an M16, so we'll let the M-26A2 from GURPS: Autoduel 1e stand in.

With a, commonly taken, 12 skill in Guns/TL7 and straight 10 stats.

Our 10 ST is above the minimum of 8, so no penalties from that. 

It's Inc. is 20, so there's a -3 for range.

You can fire 2 shots semi-automatically or 3 shots in a burst.  We get 30 shots.

If you take turn to aim before firing, you take no penalty to the first semi-auto shot or any of the rounds in the burst.

If you don't take a turn to aim, they are all "snap shots" and have a -4 penalty.

So, chance to hit with an aimed shot is 9 or less (37.50% chance).  Snap shots are 5 or less (4.62% chance).

Two aimed, semi, shots are at 9 and 5.
Two snap, semi, shots are at 5 each.
Three aimed, burst, shots are at 9 each.
Three snap, burst, short are at 5 each.

On average you're gonna miss.

But if you aimed, you can pick a body location, and take a penalty to hit.  The body is a -0 though.  Some locations do more damage and have special effects, like crippling a limb or knocking them unconscious before their HP drops to zero.  The head, for example is -5 to hit, has DR 1 for the skull, but gives double damage and damage of HT/3 or more causes them to be stunned and HT/2 or more knocks them unconscious.

The hit location of a snap shot is determined by a 2d6 roll and looking at the table.  Coincidentally, the average roll of 7 on 2d for a random location also hits the body!

The M-26A2 does 2+2 dice of crushing damage. 

The average damage is 9, and will do 9 points to an unarmored torso; they keep fighting.  This same damage roll would do 16 points to the head, this both stuns and knocks the target out; but you'd need a 4 or less to hit with an aimed shot. 

We didn't play much Autoduel, so we never really got the warts located. 

GURPS 3e.

Update: I forgot the blow-through rules. 

The average person has straight 10 stats and we're sticking to a skill of 12 in Guns/TL7 - Lt Auto.

An M16 does 5d crushing damage, SS of 12, Acc 11, 1/2D 500, Max 3,843, Wt 8, RoF 12*, Shots 20, ST 9, Rcl -1, Cost $540, TL 7.

First, the unaimed semi-auto shot:  The range of 50 yards is a -9 penalty giving us a net skill of 3.  That's below the SS number of 12 so we get an additional -4 to hit for a -1 chance on 3d6.  Any roll of 9 or higher is a critical failure, so...  maybe don't make this shot.

Aimed, semi-auto shot:  -9 for range, +11 for Acc, for a net +2 or 14 or less (90.74% chance) to hit the body, 13 or less (83.79% chance) for a second shot and 12 or less (74.07% chance) for a third.  On average, all three hit!

5d crushing does an average of 17 points of damage to the body, but is reduced to 10 because of the blow-through rule on p.B109, which is enough to warrant a "consciousness roll" against HT on 3d6 to stay awake.  On average, they make it, but are very penalized by the damage with regards to movement and DX based skills.  The second shot drops them to -10 and this adds a "death roll" against HT to keep from dying.  The third shot drops them to -20, another consciousness roll and two more death rolls.  This is bad.  Three death rolls in rapid succession rarely yields happy results.

Aimed, semi-auto shot at the vitals:  -9 for range, +11 for Acc, -3 to hit vitals, for a net -1 or 11 or less (62.50% chance) to hit the body, 10 or less (50% chance) for a second shot and 9 or less (37.5% chance) for a third.

On average two rounds hit. 

Vitals do triple damage after subtracting the DR of the target, which is 0 here.  So our average roll of 17 damage does 30 points dropping the target to -20 and requiring 4 death rolls.  The second shot takes them to -50 and 6 more death rolls.

How about an unaimed blast of full-auto fire?  Same chances as before, but with an additional -1 for recoil on the first burst, -2 on the second, -3 on the third, and -4 for the fourth.  Spraying and praying doesn't really work.

An aimed blast is 13 or less for the first burst, 12 for the second, 11 for the third and 10 for the fourth.  Using our average rolls of 10 we look at the table on p B120 and find: we hit with 3 rounds from the first burst, 3 from the second, and 2 from the third.

8 rounds to the body doing 10 each on average because of blow-through totaling to 80 points of damage which is well past the 60 needed to get auto-death.

The players really liked rolling for each separate round/burst. 

GURPS 3eR with High Tech 3e.

The average person has straight 10 stats and we're sticking to a skill of 12 in Guns/TL7 - Lt Auto.

An M16 does 5d crushing damage, SS of 12, Acc 11, 1/2D 500, Max 3,843, Wt 8, RoF 12*, Shots 20, ST 9, Rcl -1, Cost $540, TL 7.

First, the unaimed semi-auto shot:  The range of 50 yards is a -9 penalty, -5 for bullet-shyness, giving us a net skill of -2.  That's below the SS number of 12 so we get an additional -4 to hit for a -6 chance on 3d6.  Any roll of 4 or higher is a critical failure, so...  maybe don't make this shot.

Aimed, semi-auto shot:  -9 for range, +11 for Acc, -5 for bullet shyness for a net -3 or 9 or less (37.50% chance) to hit the body, 8 or less (25.92% chance) for a second shot and 7 or less (16.20% chance) for a third.

On average, all three miss!  But let's assume one does. 

5d crushing does an average of 17 points of damage to the body, which is reduced to 10 because of blow-through, which is enough to warrant a "consciousness roll" against HT on 3d6 to stay awake.  On average, they make it, but are very penalized by the damage with regards to movement and DX based skills. 

Aimed, semi-auto shot at the vitals:  -9 for range, +11 for Acc, -3 to hit vitals, -5 for bullet shyness for a net 6 or 6 or less (9.25% chance) to hit the body, 5 or less (4.62% chance) for a second shot and 4 or less (1.85% chance) for a third.

Even though we probably missed, vitals do triple damage after subtracting the DR of the target, which is 0 here.  So our average roll of 17 damage does 30 points of damage because of blow-through dropping the target to -20 and requiring 4 death rolls.

How about an unaimed blast of full-auto fire?  Same chances as before, but with an additional -1 for recoil on the first burst, -2 on the second, -3 on the third, and -4 for the fourth.  Spraying and praying doesn't really work.

An aimed blast is 8 or less for the first burst, 7 for the second, 6 for the third and 5 for the fourth.  Using our average rolls of 10 we look at the table on p B120 and find: we missed with all 12.

Adding in that bullet shyness penalty, because combat, really pissed the players off. 

GURPS 4e

The average person has straight 10 stats and we're sticking to a skill of 12 in Guns/TL7 - Rifle.

The M16A1 is TL7, does 5d pi damage, Acc 5, Range 500/3,200, Weighs 7.2/0.7, RoF 13, Shots 20+1(3), ST 8†, Bulk -5, Rcl 2, Cost $550/$34, LC 2.

Snap shots have been eliminated!  So has blow-through for the body.

Skill 12, -8 for range, 4 or less to hit with three rounds of semi-auto fire.  Yeah... No.

Aim for a second.  Skill 12, -8 for range, +5 for Acc.  9 or less.  On average, still a miss.

Aim for two seconds.  Skill 12, -8 for range, +5 for Acc, +1 aiming bonus.  10 or less!  On average, one hit.

5d pi to an unarmored ST 10 torso is about the same as before, doing 17 points of damage on average, but without blow-through, all of those points do damage.  It takes the victim to -7 points of damage, requiring a HT roll to remain conscious.

13 round blast without aiming?

Skill 12, -8 for range, +3 for volume of fire.  7 or less.  Prolly missing with all of those too.

After aiming?

Skill 12, -8 for range, +5 for Acc, +3 for volume of fire.  12 or less.  Average roll of 10 with a Rcl of 2 means two rounds hit.

17 damage from the first round gets to -7 and a consciousness roll.  17 from the second round gets to -24, another consciousness roll and a death roll.

4e angered several players because their characters became ineffective with the golden standard of a 12 skill.  I'd been looking for a means to simulate the vast expenditure of ammo to a single hit since I started playing GURPS and 4e solves for it nicely. 

15 June 2026

We'll Do Better Next Time

Somewhere, Blue Angel #1 is looking at themselves in the mirror and saying, "I knew I should have shifted left just a tiny bit."

Pic flagrantly stolen from this tweet.

I'm Gonna Shoot Someone

I'm gonna shoot someone with my vast collection of role-playing games.

The big question is how many games?

My first thought was to compare T2K to all three editions of GURPS I have here and use an M16.

Then I realized that Top Secret has stats for an M16 too.

But, if I use a different gun, like a Colt Single Action Army, I can include Boot Hill!

Boot Hill might end up as an aside at the bottom because Boot Hill is why I got interested in American History and actually read my dad's Time Life Old West books.

GURPS Old West has what I need for that comparison. 

Remember When I Said?

This sure sounds like something, is this something?

He keeps saying "pogrom" but I keep hearing revolution.

Because the words that echo are, "That whenever any form of government becomes destructive to these ends, it is the right of the people to alter or to abolish it, and to institute new government, laying its foundation on such principles and organizing its powers in such form, as to them shall seem most likely to effect their safety and happiness."

This is the portion of the social contract that has failed in Ireland and the UK.

Fascinating that it's the UK again that these words are appropriate about.

But this is the kind of thing that happens when you ignore the citizens and favor another demographic over them. 

Let's See If It Holds

The news is full of a memorandum of understanding towards a formal end of hostilities between The Islamic Republic of Iran and the United States of America.

Excellent!

Hopefully Iran means it this time and we can stop blowing them up.

I've said before that I would be far happier if our nations were friends.

I hope it's possible.

I doubt it will be as long as even a thread of the leadership from before we started dropping bombs is still in charge of the place. 

14 June 2026

At Least The Eastern Conference Won

The Carolina Hurricanes have won The Stanley Cup!

Bully for them!

I'm kind of the thinking that if the local team can't win, then at least the conference we're from should win.

The 'Canes are also the Eastern Conference Champs.

Now the interminable wait for next season. 

Still Or Again?

Another end to the National Basketball Association season.

Another championship won.

Another riot with death and destruction in the winning team's home town.

It's so common it shouldn't be news.

Or it should be, "The annual NBA championship riot was held tonight in New York City.  In related news, the Knicks won." 

I was in Chicago when the Bulls won a championship.  Riots!  Fun!  Excitement! 

That was 1997.  Nothing has changed except the team that won and the places destroyed.

I have a, possible, solution.

"Your fans riot, you don't play next year.  Since you're not playing, no worries about draft picks."

Wanna bet the owners of the teams manage to convince their city to do some effective crowd control after that?  They're rich, after all. 

But that's punishing the wrong people.

The real solution is to figure out a way to degrade the value of being a sportsball fan.

The people living vicariously through the performance of a group of millionaires playing a children's game on TV enough that they need to break and burn other people's property is the problem. 

Of course, the real solution to these riots is the solution to ALL riots.

Belt fed and water cooled.

That and a whif of grape and they'd just stand in the square cheering next year. 

This Is Very Familiar!

A modest proposal for the student loan crisis.  With a workable solution.

Of course that means we'll never try it. 

13 June 2026

Bottoms Up!

Forget your blog being able to vote!

My blog can buy drinks!  (If you combine the time I spent on LiveJournal with the time at Blogger.)

21 years since I started throwing my thoughts to the aether.

Equalized

I give you the S&W Equalizer with thumb safety!

The cuts on the slide give a better grip for Harvey to pull and the lighter spring means she can work the slide like a pro!

The slide stop, on the other hand, is almost impossible to press down and release the slide.  I tend to slingshot the slide, but she'd prefer to use the stop.  I worked it obsessively for a bit and it's better, but still not easy.  Harder than a Gen 1 Glock!

It introduces a 15-round magazine to the Sheild Plus line-up in addition to the 13 and 10 round choices.

Plus!  Optics ready!



It's almost the same size as the M&P 2.0 Compact:


At least with the 13-rounder in the Equalizer and the 15-rounder in the Compact.

It's a bit longer with the 15-rounder.

A bit lighter and narrower means it carries better for her.

It's a bit bigger than a Shield Plus, mostly in length.


The trigger doesn't have a hinge or a little paddle in it.

That's because it has a grip safety.

If you think about it, the trigger safety is also a grip safety, just a different grip...

12 June 2026

A Thousand Small Changes

The longer I use Gun Stats, the more I'm getting comfortable with the results.

It's caused some changes to my "pull it from my ass" numbers because this is a system.

Some rounds and guns have produced surprising results.

Because a given load can differ wildly from another, picking the "right" representative load is important.

I guess you could calculate for each and every different round; this is realistic because you have to re-zero when you change loads.

I prefer to generate an exemplar and let it ride.  I usually pick what appears to be the most common bullet weight and brand... 

I've gone through pretty much every round me and my friends have that didn't have an official set of stats and amended them.

Some got easier to shoot, some got harder.  In game terms anyways.

.270 Win going from ST 9†, Rcl 3 to ST 10†, Rcl 4 was a bit of a surprise, but the stats generated a much better round than Pulp Guns did.

Lots of fun stuff. 

11 June 2026

FFS

I was struggling to find information on 8x50mmR Lebel as it changed over the years.

I glanced to my right a moment ago and realized that I had forgotten to check the definitive book on French military rifles! 

Chassepot to FAMAS, by Ian McCollum, has the information I was seeking in it.  I've only owned it for seven years!

It fine tuned my numbers and show that High Tech and Adventure Guns version of the Lebel are using the Balle M stats and the Pulp Guns 2 version is using Balle N. 

The irony is I'd just looked up stuff about .280 British in Thorneycraft to SA80 which is right next to it on the bookshelf at my elbow. 

Aye Dew Math

Gun Stats gives formula to calculate the ST and Rcl.

Rcl = 1 + [(V*PW*Ar*Hl*Mb)/(Ewt+Sgr)]

V is muzzle velocity in fps
PW is bullet weight in lbs
Ewt is the empty weight in lbs

Ar is a constant based on the action.  0.4 for guns with reciprocating actions, 0.5 for not.

Hl is a high/low pressure constant.  1 for every gun except guns that use a high/low pressure round, like a 40mm grenade launcher.

Mb is a constant for muzzle brakes and recoil reduction systems.  1 for a bare muzzle.

Sgr is a constant for the stock configuration.  5 for stocks with pistol grips, 4 for Fudd stocks.  5 for normal handguns, 4 for handguns like old flintlocks.

I was not getting the numbers I expected and it was because I'd read the description of Hl wrong and used 0.1 instead of 1.

This feeds into the ST calculation which is the square root of the square root of Lwt*Rcl*1,200 for handguns or 300 for long guns.

I think they did the square root of the square root instead of ∜ because most people don't have a button for that on their calculator and don't know to enter ^0.25 to get it on  a spreadsheet.

If you fail rinse, you're going to fail repeat in the lather, rinse, repeat test... 

10 June 2026

2 3 3r 4

I've been swimming in this water for 40 years and no longer see it.  Some of this will be clear as mud to some people.

Gun stats changed a lot between GURPS 2e and 3e.

In 2e there are two kinds of ranged attack.  Snap and aimed.  If you don't aim, you get a -4 penalty.  If you take an action aiming, no penalty.  If you aim for up to three more turns you get a +1 for each turn of additional aiming!

In 2e an Assault Rifle (I think it's supposed to be an AK-47) was TL7, did 2+3 dice of crushing damage, had a point blank range (P-B) of 3, an increment (Inc.) of 10, 1/2D range of 75, Max range of 1,500, cost $800 and weight 12 lb. with a minimum ST of 8.

P-B range is the range, or less, that you get +4 to hit and +1 damage for a missile weapon.

Inc is the step, in yards where you take a -1 to your chance to hit.  For the example assault rifle, -1 at 10 yards, -2 at 20 yards, etc.  This seems fine until you start using more than one weapon and totally lose track of where you are.

You are -1 to skill for each point below minimum ST.

Notice a lack of ammunition and rate of fire in 2nd edition?  There's, literally, no rules for anything that can fire more than one shot a turn!  They admit that details like that would be coming in later supplements.  Autoduel, for example, has the rules for multiple shots and firing bursts.

3e has rules for multiple shots and bursts built right in.  You roll separately for each shot in semi-auto and for each burst in automatic fire.  Bursts are 4 shot unless your RoF isn't divisible by 4, then the last burst is 1-3 rounds.  There's a table for seeing how many rounds in a burst of a given size hit depending on how well you make the to-hit roll.

In the 3e (and 3eR) Basic Set an AK-47, 7.62mm R, SU does 5d+1 of crushing damage, with a Snap Shot (SS) of 12, Accuracy (Acc) of 7, 1/2D range of 400, Max range of 3,011, Weight of 10.5 lb., RoF of 10*, Shots of 30, minimum ST (ST) 10, Recoil (Rcl) -1, Cost $290 and is TL7.

The SS penalty is a -4 to hit if your skill, without aiming, is lower than the SS number.

Accuracy is a bonus you get if you aim for a full turn, you still get that +1 per turn of additional aiming.  The rules assume you're at a nice, safe, range by default.  Bullet shyness (up to -10 depending on the volume of incoming fire), buck fever (-1 to -10) and flinch (applies the Rcl penalty before firing) are added for combat situations.

The RoF is shots per turn (second) the asterisk means it's select-fire.

Rcl is the penalty of each burst of up to 4 shots, fired per turn.  -1 for the first 4 rounds, -2 for the second, -3 for the third... etc. until you spend a turn recovering from recoil.  If your skill is below 12, double the recoil penalty.  If your ST is below the minimum for the weapon, double the recoil penalty.  If both, quadruple the penalty!

If your ST is below the minimum, take two turns to recover from recoil instead of one.

Range penalties are now on the speed/range table.

High Tech 1e to 3e amends these numbers slightly with the AK-47, 7.62x39mm, Guns(LtAuto), adding the full name of the chambering and what skill you needed to run it, rounding Max down to 3,000, the Weight to 10 lb.; adding an Ammunition Weight (AWt.) stat of 1.8 lb., Shots are changed to 30+1.

There's rules in High Tech distinguishing bullet damage from crushing damage that becomes piercing damage in 4e. 

Rcl is changed slightly, adding the recoil penalty to the second and third shots fired semi-automatically as well as for bursts.  -0 for the first shot, -1 for the second, -2 for the third and keep going until the shooter takes a 1 turn pause in firing to recover from recoil.

Just more detail from the Basic Set, really.

4e rolls to hit once per turn, regardless of the number of rounds fired.  You get a bonus to hit for firing a lot of bullets, but after that it's effective skill and multiples of the Rcl number from there.

This is unpopular with a lot of players and many kept on with the 3e rules because of it.

In the 4e Basic Set, we're back to generic guns, but the AK looking one is the Assault Rifle, 7.62mS, TL is still 7, Damage is still 5d+1, but now we have piercing to replace crushing.  Accuracy is lower at 4, 1/2D and Max ranges are consolidated into Range 400/3,000, as is the Wt and AWt into Weight 10.5/1.8, RoF 10, Shots is 30+1(3), ST 10†, Bulk -4, Rcl 2, Cost $300, LC 2.  With a note about how a semi-automatic version differs from the real thing.

The lower accuracy is because several penalties have been built into the combat rules that were tabulated separately.  However the term "aiming" changed a bit and there's no longer a snap-shot penalty for a low skill.

There's now a bonus to hit depending on the number of rounds fired, this comes up with the new recoil numbers.

Shots now includes, in parenthesis, the time it takes to reload the gun using the generic rules.  More detailed rules come later.

4e reverts back to -1 to skill for every point below the minimum ST your character has.  The † next to the ST means you need to use two hands or take a penalty in firing it.

Bulk, essentially, replaces the Holdout penalty and is a modifier to using the move and attack maneuver.

Recoil is completely changed.  This is the number you must "make it by" to get a second or subsequent hit on a target.  Thus, if your effective skill was 14, you need to roll a 12 to get two hits, 10 to get three, and so on.

High Tech 4e, again, makes minor changes to the stats but it's Izhmash AK-47, 7.62x39mm, now.  Range changes to 400/3,100, Weight to 11.3/1.8, ST to 9†, Bulk -5 Cost to $450/$30.  Shots are shown as 30(3), but I think that's an (unaddressed) errata and should stay 30+1(3).

Cost now incorporates the price of a magazine after the slash.

The number of hit points the average person has did not change at all between all the editions.  4e gets it from ST, all others from HT.

The 2e Assault rifle's 2+3 dice does 5-15 points of damage, averaging 10.

The 5d+1 (pi or cr) does 6-31 points of damage, averaging 18.5.

Guns are a lot more deadly in 3e and beyond.

Spider Cat

Mist has decided that our spider plant is a bed.

She grabs the edge of the pot from her blanket on the shelf in the lower left of the frame and does a chin-up to get inside.

 

Then she looks at us like, "What!  Didn't you put it here for me?"


The Countdown It Means Nothing

The GURPS: Ring of Fire Backerkit campaign went live at 1500 EDT 10JUL26 and not the 1900 the clock promised.

It's a deal if you're the type who gets the print version and the pdf, you're getting the pdf for free.

Feeling Completer

Snagged a copy of GURPS 2e today.

 


It came with a bonus copy of GURPS: Autoduel, which makes this look almost exactly like my complete collection of books in 1986.  It also had several sheets of paper with generated characters in it.  Someone actually used this copy to play!

I don't remember if I even owned a copy of 1e.  2e came out so quickly on its heels it really should have been 1e (revised).  I must have; because 1e came out on July 3, 1986 and 2e on June 2, 1987, followed by 3e on August 18, 1988 then 3eR on July 7, 1994, then 4e on August 19, 2004 with 4eR coming this year in July (Rumor has it that it will be July 3, 2026 to correspond with the 40th anniversary).

I've now got 2e, 3e, 3eR and 4e.


Probably going to plunk down on the 4eR book too.  I don't wanna, but compulsiveness...

09 June 2026

GURPS: Ring Of Fire

Looks like the estate of Eric Flint has decided to make an RPG supplement for the Ring of Fire series that began with 1632.

Cool.

But the launch on Backerkit keeps resetting.  I've watched the countdown clock get to zero several times.

Multiple times today!  I saw 20 minutes, 25 minutes, 5 hours and 9 hours; in that order.

That's not a countdown, that's a count up! 

Jun 10, 2026, 1041 update:  The countdown clock currently indicates a launch time of 1900 EDT today. 

What If We Said, "OK"?

Reading about how someone outside the courthouse where the trial for Karmelo Anthony was going on said that the US is a racist nation and this was a war.

War?

"Don't talk at me [Sir] as if I've never seen a war!" Col. Ludlow.*

Clearly you haven't.

If this were a war, you wouldn't have gotten two words in edgewise before someone dropped a round on you.  Considering how many like minded people surrounded you, probably a mortar round; because juicy target.

There is, currently, no race war and you don't want to start one.

I keep mentioning it, you don't wanna play the Indians when Western Civ decides to solve the Indian Problem.  Western Civ will take the position that it didn't make this about race, you did, and since it's about race now it can work with that.  Less of that pesky sorting to see if it's getting the innocent with the guilty.

Speaking of guilt, Western Civ will write reams and reams about how bad that was and how sorry they are for it.  While maintaining the reservations and not returning anything conquered...

Western Civ is big on the ends justifying the means after the fact.  So many of the historians whining about how horrible a given act was almost always forget to include decades and decades of trying to peacefully live next to the, now, conquered people. 

*Colonel Ludlow did not say "sir," but considering the complexion of the person saying there's a race war going on, I have changed it because the word used could be considered a slur in this context and I intend no slur. 

08 June 2026

It's Called The Curtis LeMay Method

"I keep trying to get the message through to the White House that if the current Iranian leadership is too hardline to negotiate in good faith, then keep killing them until more pliable leadership emerges."

Stephen Green. 

This is almost exactly what General Curtis LeMay said, (actually combining two quotes,) "War is killing and if you kill enough of them, they stop fighting."

M D N Updated

8x50mmR Lebel came in three major flavors.


 

I mentioned that GURPS gave us stats for what appeared to be the Lebel in Balle M, Balle D and Balle N, recently

To repeat (Edited):

High Tech gives 6d pi, 900/3,900.
Adventure Guns gives 6d+2 pi, 800/3,300.
Pulp Guns gives 6d+2 pi, 1,000/4,200.

I think that Pulp Guns, which represents the interwar period, could be either the Balle D or Balle N.  Adventure guns covers the Victorian era to WW1, so it's more likely to be Balle M.  High Tech isn't time specific, but mostly gives the stats at the introduction date, so it's prolly Balle M as well. 

Gun Stats gives:

Balle M (1886) (232 gr, 1.2" long bullet at 2,060 fps) 6d+1 pi, 920/3,900 <- very close to High Tech's numbers!

Balle D (1898) (198 gr, 1.54" long bullet at 2,300 fps) 6d+2 pi, 1,080/4,500 <- very close to Pulp Guns numbers!
OR
(198 gr, 1.54" long bullet at 2,400 fps) 7d-1 pi, 1,120/4,700

Balle N (1932) (231 gr, 1.54" long bullet at 2,200 fps) 7d-1 pi, 1,200/5,000
OR
(231 gr, 1.54" long bullet at 2,300 fps) 7d pi, 1,260/5,300

Assuming that the Balle N bullet is identical dimensions as the Balle D, just lead core instead of solid brass.

I've found contradictory sources for the muzzle velocities for all three rounds.

Amazing

Revenues doubled in the past five years, but a 15% cut will eliminate everything they, successfully, funded with half the money previously?

I think we're in, "pull the other one, it has bells on it," territory. 

The maths of the people crying about this tax cut aren't adding up.

BTW:  If tripling the exemption on property taxes results in a 15% drop in revenue, then you should be fine.

What these governments are going to have to do is separate the "must have" from the "nice to have."

Two things they keep bringing up to scare the normies is schools, fire and police.

Schools are already lavishly funded from the portion of property taxes that are unaffected by the homestead exemption.

In too many cases the city fire and police services are a duplication of effort and the county, with it's more diverse funding, could take over the task.

But the giant, huge, thing they're missing is the voters have been demanding relief from the taxation of their property and, by extension, they are saying they want the cities and counties of Florida to figure out how to live more cheaply. 

The voters are painfully aware that these same governments managed to provide all the services they threaten with half the money when there was just 45% inflation while the revenue increased 100%.

That means that the previous level of funding could survive a 28% cut in revenue.

The problem is the funding levels went up as the revenue did.

The voters get another chance to remind them in November by endorsing or rejecting the tax cut. 

Six Eight Day

Since today is 6/8 here's a GURPS: Gun Stats comparison for some .277 cartridges!

6.8x43mm SPC lobbing an SSA 115 SMK at 2,550 fps from a 16" barrel does 6d-1 pi out to 760/3,200

6.8x51mm XM1168 sending a 113gr AP round at 3,000 fps from a 13" barrel does 4d+2(2) pi- out to 970/4,100. 

.277 Fury brass case popping a 135gr "elite match grade FMJ" at 2,750 fps from a 16" barrel does 6d+2 pi out to 1,190/5,000. 

.277 Fury hybrid case squirting a 135gr SMK at 3,000 fps from a 16" barrel does 7d+1 pi out to 1,300/5,500.

.270 Winchester Short Magnum flinging a 130gr polymer tip copper round at 3,280 fps from a 24" barrel does 8d-1(0.5) pi+ out to 1,200/5,000. 

.270 Winchester firing Federal Premium VitaShok 130gr Trophy Bonded at 3,060 fps from a 24" barrel does 7d+1(0.5) pi+ out to 1,150/4,800.  

.270 Weatherby Magnum blasting a 130gr polymer tip copper round at 3,400 fps from a 26" barrel does 8d(0.5) pi+ out to 1,250/5,300. 

07 June 2026

The Latest Calculations

Did my favorite alternate calibers for the AR-15 with Gun Stats.

6.8x43mm SPC II: 115gr SMK at 2,550 fps is 6d-1 pi, 760/3,200.

6.5 Grendel: 122gr Hornady SST at 2,457 fps is 6d-1 pi, 670/4,700.

I scoured teh intertoobs for that velocity and a 16" barrel so that it'd be apples to apples as much as possible.  The 65Grendel Forum produced that velocity number.

What's interesting is the "starts slow, ends fast" Grendel party line is somewhat reflected in the shorter 1/2D and longer Max range.

These numbers are noticeably different from what I'd calculated before:

6.8 was 6d pi, 820/3,500

6.5 was 6d-1 pi, 800/4,400 

But not too dissimilar.  Close enough that I'm starting to trust Gun Stats because it's coming out closer to what I was figuring myself even if it disagrees a bit with some of the published numbers; which many are speculating got pulled out of someone's ass.

Update I: 

.280 British (7mm Mk Iz), which I did myself for the M1 Dean back for 3e (and has been often compared to 6.8x43mm SPC) comes out to: 6d-1 pi, 960/4,000, with the new rules.  It was 6d pi, 600/2,500 before in the 3e WW2 supplement All The Kings Men.

Update II: 

Referencing this post, I also recalculated .22 ARC and 6mm ARC.

.22 ARC is 5d+1 pi, 680/4,800

6mm ARC is 5d+2 pi, 810/5,700

Considering how many rounds I calculated for FuzzyGeff and .243 rounds, I'm surprised 6mm ARC flew under his radar. 

Again I Ask

Once again, casting my eye to California, I ask, "What, exactly, is wrong with letting people decide for themselves?"

Jalopnik has a story about how California is going to start forcing people to buy a particular kind of tire over all other kinds.

Specifically shallow-tread, low rolling resistance tires.  (In the article they use 8.5/32"...  I think someone failed fractions and that made them decide to go into journalism because math is too hard.  17/64" is what you were looking for, Mr Hughes.)

Those tires last 27k miles instead of 40-50k.

On the plus side, that could save the average driver a whole $176 over four years!

At California prices, that's just under 40 gallons of gas.

Considering that the average driver puts 10k miles a year on their car, you need tires every 2.7 years instead of every 4-5.  Tires are, at least, an $800 cost and they want you to do it, about, twice as often.   Gee, thanks Mr Mx Government Man Person!

Improved gas mileage is only one consideration for what you want a tire to do, as they mention in the article.

The problem, in their minds, is people come to the wrong conclusion about what suits their needs; so they must be forced to make the CORRECT decision.  They're doing it for our own good!  Even worse, they're once again using Europe's already favoring such shitty tires as a justification for doing it.

If I wanted to live in a place like Europe, there's a place called "Europe" that I could move my happy ass to and get all the Europing my heart desires without sullying myself with provincial 'Mericanism. 

The thing is, the invisible hand is better at making this decision.  Always has been, always will be.

06 June 2026

Scan Issues

Yesterday, The Beast decided that the left front speed sensor was absent and turned on the ABS and Stabilitrak lights.

The $410 Topdon Artidiag Pro scanner we got just for such occasions did not tell me this.  It told me the engine and transmission modules reported no codes. 

The old BlueDriver bluetooth code reader told me it was the LF speed sensor, but wouldn't clear the code.

The old Innova scanner cleared the code.

Tonight I decided to see WHY the Topdon wouldn't read the car.

Ran the updates, tried to scan, no joy except for the engine and transmission.

It turns out that I need to tell the scanner to scan for Holden (Australia), 2012, VE/WM Series and it can suddenly see the other modules!

Good to know.

It's possible that this is my fault by enabling BCM features not normally on a US spec car with OBDSynch, so now the BCM thinks it's from the land of Oz. 

Waiting For It To Take Effect

Watch this video:


This is excellent news.

It also eliminates the last vestige of utility for Florida's conceal carry permit.

You won't need it to carry in state and there won't be a waiting period for it to bypass.

You might still need it for travel to other states, but as more and more of them become constitutional carry, you won't need any permit to travel to any of them.

And the places that aren't constitutional carry are the most likely places to have zero reciprocity; so the permit doesn't help anyway.