Showing posts with label Zombies. Show all posts
Showing posts with label Zombies. Show all posts

14 January 2023

My own fault

The teeny zombie pistol bayonet no longer fits on my P320 because I chose the 3-slot model instead of the 4-slot.

Darn?

29 December 2022

USMC Approved

Yes, the SIG-Sauer P320 Pro Carry can mount a Laserlyte pistol bayonet.

I knew my readers were afraid to ask.

Related, the S&W M&P 2.0 9mm Compact cannot mount this bayonet because the pommel hits the trigger guard before the latch gets to a slot.  The same thing keeps the Smith from mounting my X300 light.

28 November 2022

Just The Tip

I took a bunch of pics of my Zombie Green™ dyed PMAGs to try to show what they looked like to someone on Arfcom.

One pic delighted me, so I'm sharing here!



16 December 2020

Answering The Vital Self Defense Questions

Yes.

Yes, you can mount your Ka Bar pistol bayonet to an M&P 45C.

I knew my readers desperately needed the answer, but were too embarrassed to ask.

17 March 2020

Serious

The Lovely Harvey, seeing that Kaylee is out and Mollie Bean put away, "Shit just got serious."

Kaylee is the SHTF EOTWAWKI carbine.  Fresh batts in the Aimpoint.

Tactical purse and body armor nearby.

Seals cut on box of Zombie ammo.

01 May 2019

That's Heavy

To carry the same six AR magazines, an M&P 9 and two magazines, OKC3S bayonet, IFAK and CamelBak canteen as the 5.11 Tactical Purse which is 19.5 lb. and $206 for the carriage.

Starting with an AR500 Testudo Lite...

Add Level III+ 10x12 plates front and back with trauma (not a thumbprint!) pads...

Pouches...

Some loaded mags...

A bayonet...

A CamelBak canteen...

33.9 lb. and $605 for the carrier, pouches and armor.

BUT!  You get GURPS DR 35 in areas 9, 10, 17 and 18; but not to the sides!

Changing that to Level IV gives a hardened DR 35 adds 3.6 lb. and $168.

ALICE load bearing equipment is 20 lb. substituting an M9 and magazines for the M&P 9, an M9 bayonet for the OKC3S and adding a tri-fold entrenching tool.

Add 9 lb. if you want to add a PASGT vest to the ensemble; for DR 10/5* in areas 9, 10, 17 and 18.  Total of 29 lb.

Add another 16.5 lb. for an Interim Small Arms Protective Overvest to get an additional DR 25.  For a grand total of 45.5 lb.

'Nam era M1956/67 gear comes in at 21.1 lb. substituting eight 20 round magazines for six thirty rounders, an M1911A1 for the M&P 9 an M7 bayonet for the OKC3S and adding an M1943 entrenching tool.

The M69 flak-vest would add DR 4/2* and 8.5 lb. to this for a total of 29.6 lb.

The PASGT and M69 vests give side protection with their very light DR, the ISAPO is just front and back.

Just in case you don't have your GURPS: Basic Set handy, the split DR means the first number is for pi and cut attacks the second for all others.  The '*' means it's flexible armor which is more vulnerable to the blunt trauma rules.

Modern TL8 armor is better.

Update: rearranged the thoughts for clarity.

Space Considerations

The plate carrier/chest rig I have in my mind is a replacement for good old fashioned web gear.

It needs to carry (at least)
6 AR magazines.
2 pistol magazines.
1 canteen.
1 pistol holster.
1 bayonet.

Preferably in a color that goes with the tan/coyote of the tactical purse/grab bag.

It's got to fit my tubby ass.

I imagine that if I got one with plates and walked around in it a bit I'd either lose weight or finally push my arthritic joints past the fail points and be walking around in a walker from now on...

It's amusing to me that I don't really intend to use it.

It's a prop for some fantasy photos.

But I want to be able to use it.

If I went with a plate carrier rather than just a chest rig, I'm going to have to have a plate that stops bullets too.  For some pictures.  Hidden inside the carrier, the war rated plate will be for pictures.

21 August 2018

Dust Off

What round for zombies?

In GURPS, thanks to a glitch in the rules, the smallest shot you can find to get the most pellets.

Shotgun pellet damage bottoms out at 1d-5(0.5) pi-.

But any damage roll always gets 1 point regardless.  So 1d-5 is another way of saying 1.  Yes, I would make the player roll.

Any fractional armor divisor (0.5, 0.2 or 0.1) divides the DR encountered by the number given or gives a DR 1 to someone with DR 0, like a zombie.

Small piercing, pi-, means we divide any damage that penetrates the DR by 2.  This is going to end up not mattering.

Because the, effective, DR 1 completely nullifies the 1 point of damage, we consult the blunt trauma rules.  For every full 10 points of damage per attack which does not penetrate flexible armor will do one point of cr damage.  Bare skin is flexible armor.

Why does this all matter?

Every pellet does 1 point of pi-, so every 10 pellets do one point of cr.

A .410 shell firing #9 birdshot lobs 293 pellets.  Potentially 29 points of damage!

The range of that .410 is a mere 10/300.  293 pellets is +7 to hit.  Ten yards is -4 to hit.  So with a net +3 a person with a Guns/TL8 (Shotgun) of 12 is, on average, going to hit with a mere 6 pellets.  At 7-yards, 7 pellets.  At 5-yards, 8 pellets.  At 3-yards, 9 pellets.  At 2 yards, 10 pellets and a single point of still no crushing damage from blunt trauma.  EDIT: Each pellet is treated as a separate attack until the Extremely Close Range rules on p. B409 kick in.

Something interesting happens at 1 yard.  You multiply the damage of a single pellet by half the number of pellets fired.  So our single point of damage becomes 146, and thus will do 14 points of crushing to our zombie.  The standard zombie has unnatural, so bringing its 10 hit points down to 0 removes the un from undead.

The cr modifier matters because zombies are also unliving.  This would normally change small piercing from 1/2 damage to 1/5 damage.  This can drop a single point of penetration to a "no damage" effect.  Crushing is better on zombies.

The downside, of course is you have to let Mr Shamblor get so very close...

But wait, there's MORE!

They make shot rounds for non-shotguns.  A Kel-Tec PMR-30 gets 30 rounds at RoF 3 and each round of #12 Pest shot carries 277 wee little pellets that would normally be 1d-5(0.2) pi-, but do 13 points of crushing each at 1 yard.

That's right, the ideal zombie gun is a Kel-Tec.

03 December 2017

Thorough

How complete are your zombie preps?


All of the important somatic and material components have been completed on this formerly mundane magazine.

27 October 2017

Silliness

Because Trudy has a charger guide...

I bought a .30-06 six-pocket bandolier, with chargers and inserts!

Sixty rounds on clips, ready for the roaring-twenties Zombie Apocalypse.


26 May 2017

Slightly Sillier


Since the Z-Max comes in 20 round boxes and filling the AK magazine left me with 10 leftover rounds... and I had a spare clip for the M59/66A1...

Two mags for an AR, one for an AK and a clip for an SKS, plus a pistol bayonet; all stored in a special box to concentrate the anti-zombie energies to make them all more effective!

PS, I think that my getting all this together proves I'm safe from zombies, they crave brains.  Clearly I don't have any!

25 May 2017

Readiness

Special anti-zombie Z-Max ammo from Hornady.

Special zombie-green dyed PMAG.

Special zombie apocalypse storage box.

I'm ready, are you?


I think it's possible that I've taken this joke as far as I can.

16 May 2017

Lanyard Of The Zombie Apocalypse

Zombie-Green camouflage, guaranteed to be impossible for zombies to see, or your money back!


23 February 2017

Further Atrocity


You have to have zombie green magazines to survive the Zombie Apocalypse™®©.

25 January 2017

Discontinuing

A problem with odd colored gun stuff is they trend to unpopular.

I've the jones for a CAV-15 Mk II lower from GWACS in Zombie Green.

It's only a bit more than $200 but other things keep coming up, or it's not as high in the wants list as other things.

I suspect that the green will be going away soon since the zombie craze is running out.

One reason for my delaying was the lack of a zombie green handguard to match it.

It appears that Magpul will finally be releasing sand colored furniture this year and I've got a good formula for that green to dye them.

Now I just need the money to coalesce.

12 January 2017

Speaking Of Fun


I do have a special zombie ammo can to "charge" the zombie specific magazines.

11 January 2017

To Dye For


Marv and I are going to attempt to dye some PMAG Gen M3 (MAG557-SND) magazines in various colors.

First there was this article for inspiration.

Rit has their own guide, which will likely not be quite right because of material being dyed and its natural coloration.

I'm going for a match to the Freedom 15 purple lower I made and a Zombie Green against a future pour.  Besides, zombie green magazines stored in my zombie ammo box get a hit and damage bonus when used on actual zombies.

It's science, I checked with FuzzyGeff and his copy of GURPS: Zombies.  Can't refute that!

Update:

Borrowing FuzzyGeff's upper for the shot, here's a "before" picture with a magazine still in its sand color.


I need to save some pennies and finish the plastic lower project.

21 October 2015

Are You Ready For Halloween


Tested out a couple of Triple-K magazines for my Star B.  200 rounds since it was last cleaned and lubed!

Why do my groups suck?


Because the bitch takes a blood payment.  There's a definite flinch factor.

01 October 2015

Retro Tacticool

Think you're tactical?


Are you half a sock wrapped in duct-tape to make a twin 1911 magazine pouch tactical?

File this under, "If it's silly, but it works, it's not silly."

Keeps pine needles and other debris out of the magazine mouths.

04 January 2015

Holster

I can get a holster for my M&P 9.


I can get a holster for my M&P 9 that accommodates a weapon light.


I don't see a holster for my M&P 9 that accommodates my pistol bayonet.


I sense an untapped market!