Week 1, Nature, the Maestro..(3.5 Billions Years to a Few Millions Years)
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Rules and Options
Rules and Options The author has attempted to draw as much as possible from the guidelines provided in the 5th edition Players Handbooks and Dungeon Master's Guide. Statistics for weapons listed in the Dungeon Master's Guide were used to develop the damage scales used in this book. Interestingly, these scales correspond fairly well with the values listed in the d20 Modern books. Game masters should feel free to modify any of the statistics or optional rules in this book as necessary. It is important to remember that Dungeons and Dragons abstracts combat to a degree, and does so more than many other game systems, in the name of playability. For this reason, the subtle differences that exist between many firearms will often drop below what might be called a "horizon of granularity." In D&D, for example, two pistols that real world shooters could spend hours discussing, debating how a few extra ounces of weight or different barrel lengths might affect accuracy, or how different kinds of ammunition (soft-nosed, armor-piercing, etc.) might affect damage, may be, in game terms, almost identical. This is neither good nor bad; it is just the way Dungeons and Dragons handles such things. Who can use firearms? Firearms are assumed to be martial ranged weapons. Characters from worlds where firearms are common and who can use martial ranged weapons will be proficient in them. Anyone else will have to train to gain proficiency— the specifics are left to individual game masters. Optionally, the game master may also allow characters with individual weapon proficiencies to trade one proficiency for an equivalent one at the time of character creation (e.g., monks can trade shortswords for one specific martial melee weapon like a war scythe, rogues can trade hand crossbows for one kind of firearm like a Glock 17 pistol, etc.). -
Alternate Weapon Skills: Perks Notes on Familiarity
For use with GURPS! By elaxter. Note: This alternate treatment of melee weapon skills assumes you know how the Basic Set categorizes weapons. See p. 208 for details. Alternate Weapon Skills: Balanced Pole: covers staves and spears and any other similar weapons typically wielded in two hands. Spears can be used in one hand! Defaults: DX-5, Two-Handed Unbalanced-4 One-Handed Balanced: Covers swords, batons and anything relatively balanced wielded in one hand. Also covers fencing weapons, jitte/sai, et cetera but you do not receive the defensive bonuses unless you have the appropriate perk! Defaults: DX-5, Two-Handed Balanced-4 One-Handed Unbalanced: Covers hafted weapons, especially those with a prominent striking head, wielded in one hand. Defaults: DX-5, Flail-4, or Two-Handed Unbalanced-3 Two-Handed Balanced: Covers swords, batons and anything relatively balanced wielded in two hands. Defaults: DX-5, One-Handed Balanced-4 Two-Handed Unbalanced: Covers hafted weapons, especially those with a prominent striking head, wielded in two hands. Defaults: DX-5, One-Handed Unbalanced-3, Two-Handed Flail-4 Perks Defensive Training† You’ve learned the techniques involved with fencing, using a staff, etc. You must state that you are in a defensive stance with an appropriate weapon at the start of your turn. You must specialize in one of the following: Jitte/Sai: Covers the use of short, tined swords wielded in the main hand for catching and disarming opponents. See p. 208 of Basic for details on disarming. Main-Guache/Jutte/Sai – A parrying dagger or jutte used in the off-hand for defense. -
“Gunpowder Empires” of the Islamic World During the Early Modern Era (1450-1750)! India 3 Continents: SE Europe, N
Let’s review the three “Gunpowder Empires” of the Islamic World during the Early Modern Era (1450-1750)! India 3 continents: SE Europe, N. Africa, SW Asia Persia (Iran today) Longest lasting- existed until the end of World War I Ended when Europeans (specifically the British) gained control Had a powerful army with artillery (muskets and cannons) Defeated the Safavids at the Battle of Chaldiran- set the Iran/Iraq boundary today Established by Turkish Muslim warriors Claimed descent from Mongols Ruled over a largely Hindu population Ruled over a diverse population with many Christians and Jews Leader called a sultan Leader called a shah Had emperors Religiously tolerant New syncretic belief: Sikhism Shi’a Sunni Defeated the Byzantine Empire- seized Constantinople The Persian spoken began to incorporate Arabic words Followed after the Delhi Sultanate Answer Key OTTOMAN EMPIRE SAFAVID EMPIRE MUGHAL EMPIRE ● 3 continents: SE Europe, N. ● Persia (Iran today) ● India Africa, SW Asia ● Had a powerful army with ● Ended when Europeans ● Longest-lasting: existed until artillery (muskets and cannons) (specifically the British) gained the end of World War I ● Leader called a shah control of India ● Had a powerful army with ● Religiously tolerant ● Had a powerful army with artillery (muskets and cannons) ● Shi’a artillery (muskets and cannons) ● Defeated Safavids at the Battle ● The Persian spoken began to ● Established by people of Chaldiran- set the Iran/Iraq incorporate Arabic words descended from Turkish Muslim boundary today warriors ● Established -
Tinker Emporium Tinker Emporium Vol. Firearms Vol. 7
Tinker Emporium Vol. 7 Firearms Introduction : This file contains ten homebrew firearms (based on real world) , each presented with a unique description and a colored picture. Separate pictures in better resolution are included in the download for sake of creating handouts, etc. by Revlis M. Template Created by William Tian DUNGEONS & DRAGONS, D& D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Co ast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any re production or unauthorized use of the mater ial or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057 -0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 SampleThe Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, file Not for resale. Permission granted to print or photocopy this document for personal use only . T.E. Firearms 1 Firearms Fire L ance Introduction and Points of Interest Firearm, 5 lb, Two-handed, (2d4) Bludgeoning, Ranged (15/30), Reload, Blaze Rod What are Firearms in D&D Firearms by definition are barreled ranged weapons that inflict damage by launching projectiles. In the world of D&D the firearms are created with the use of rare metals and alchemical discoveries. -
Army Guide Monthly • Issue #3 (102)
Army G uide monthly # 3 (102) March 2013 Savings Served Up for Bradley Armor Plates Tachanka Hwacha Patria Delivered 1st Batch of NextGen Armoured Wheeled Vehicles to Sweden Micro-robotics Development Furthered with ARL Contract Extension Textron Marine & Land Systems to Build 135 Additional Mobile Strike Force Vehicles Saab Acquires Ballistic Protection Technology Scale Armour Textron Awarded Contract to Produce Turrets and Provide Support for Colombia's APCs US Army Developing New 120mm AMP Tank Round Siege Engine Heavy Tank Medium Tank Tanegashima Super-Heavy Tank www.army-guide.com Army Guide Monthly • #3 (102) • March 2013 Army to change the armor tile box material from titanium to Savings Served Up for Bradley Armor aluminum for more than 800 reactive armor tile sets. Plates "They wanted to change the material for several reasons," said Peter Snedeker, a contracting officer with ACC-New Jersey. "It was easier to manufacture with aluminum rather than titanium, so there would be shorter lead times. Aluminum was also more readily available and cheaper." However, changing a contract isn't a simple matter. The change can't have a material effect on the design, nor can performance be less than what the contract requires. The aluminum must perform just as well or better than titanium to support the demands of the Soldier. When a military contractor approached the Army ACC-New Jersey's technical team performed an with a proposal for significant savings on armor extensive analysis of the change proposal and continued tiles for the Bradley Fighting Vehicle, the impulse to to work with General Dynamics to determine if the quickly go for the savings had to be postponed: The Bradley played such an important role in saving material switch served the form, fit and function lives that keeping a steady flow of contracts was specified in the technical data package. -
Inventor Center the Catapult Forces Challenge EDUCATOR’S GUIDE
Hands-On in the Inventor Center The Catapult Forces Challenge EDUCATOR’S GUIDE Complex Spring Catapult, Leonardo daVinci from Leonardo’s Catapults , http://members.iinet.net.au/~rmine/Leonardo.html WHATWHAT’’’’SSSS INSIDE? • Essential Questions • Glossary • Making thethethe Most ofofof Your Visit • Resources • CorrelationCorrelationssss tototo Standards • Activities (Coming Soon) • Facilitation ESSENTIAL QUESTIONS During your facilitated hands-on experience in the Inventor Center: Catapult Forces Challenge , the facilitator will be posing essential questions to your students in two categories: The In- ventive Process and the Science of Catapults and Trebuchets. These questions may also be use- ful for you as a teacher to gain background information as well as for facilitating higher order thinking during class discussions. The Inventive Process Inventor Center encourages students to explore the thrilling process of invention. The Inventor Center includes a series of participatory stations: build, experiment, learn and share. Students will define the problem, build a prototype, experiment with the prototype, learn how well the prototype works (solves the problem), and share their ideas or inventions with others. Who is an inventor? An inventor is someone who uses technology in a new way to solve a problem. An invention is a unique or novel device, method, or process. Inventions are different than discoveries because a discovery is detecting something that already ex- ists. In the Inventor Center everyone is an inventor. What is the inventive process? There are many ways to invent. Most inventive processes consist of four main parts: learning, building, testing (or exper- imenting), and sharing. These four parts of the inventive process can happen in any order. -
Modern Guns and Smokeless Powder
BOUGHT WITH THE INCOME FROM THE SAGE ENDOWMENT FUND THE GIFT OF Henrg W. Sage 1S91 /\:,JM^n? ^I'tClfl ofseo Cornell University Library The original of tliis book is in tine Cornell University Library. There are no known copyright restrictions in the United States on the use of the text. http://www.archive.org/details/cu31924030760072 : : MODERN GUNS AND SMOKELESS POWDER. ARTHUR RIGG JAMES GARVIE. LONDON E. & F. N. SPON, 125, STRAND. NEW YORK SPON & CHAMBERLAIN, 12, CORTLANDT STREET. 1892. MODERN GUNS AND SMOKELESS POWDER. PART I. INTRODUCTION. Gunpowder, the oldest of all explosives, has been the subject of many scientific investigations, sup- ported by innumerable experiments ; but Nature guards her secrets well ; and to this day it cannot be said that the cycle of chemical changes brought about by the combustion of gunpowder is thoroughly understood. Its original components vary, but are generally about 75 parts potassium nitrate, 15 parts carbon, and 10 parts sulphur, with other ingredients some- times added. These materials, when simply mixed together, burn with considerable vigour, but cannot rank as an explosive until they have been thoroughly incorporated, so that the different molecules are brought into such close proximity that each finds a neighbour ready and willing to combine on the smallest encouragement. Heat furnishes the necessary stimulus, by pro- 2 MODERN GUNS AND SMOKELESS POWDER. moting chemical activity ; and, when combined with concussion, the molecules are driven closer to- gether, and this intimate association accelerates their combination. The effect of mere concussion is shown to greater advantage when any of the more dangerous ex- plosives, such as iodide of nitrogen, are subjected to experiment. -
Warfare Issuing an Order to Order a Unit to Attack, Select the Attacking Unit and a Legal Defender (See the Order of Battle Below)
Warfare Issuing An Order To order a unit to attack, select the attacking unit and a legal defender (see The Order of Battle below). Attacking The attacking unit makes an Attack test against the target units Defense. Roll 1d20, add the acting unit’s Attack bonus. If the result equals or exceeds the defending units Defense, the attack is successful, move to the Power test. Attacking exhausts a unit. Exhausted units cannot attack. Once all units are exhausted, all units refresh. Power In order to inflict a casualty, you must make a Power test against the target’s Toughness. Roll 1d20, add the acting unit’s Power bonus. If the result equals or exceeds the defending units Toughness, you inflicted a casualty! Decrement the casualty die! Casualties Once a casualty die reaches 1, another casualty removes the unit from the battle. Each unit can be Rallied once at this point. Rally A unit about to be removed from battle can be Rallied. Their commander makes a Morale Test, DC15. If successful, the unit remains in the battle, but cannot be Rallied again. Diminished Once a unit is at half strength (for instance, 3 or less on a D6), if it takes a casualty, it must make a Morale test against DC 15 or suffer another casualty. The Order of Battle All units belong to a Rank specified on their unit card. A unit’s rank determines who they can attack, and who they can be attacked by. There are six ranks; Infantry (incl. Levies). Anyone can attack these units. Archers. -
Combat Manual
ADRIAN EMPIRE IMPERIAL ESTATES WRIT #17 COMBAT MANUAL ADOPTED JULY 2002 LAST UPDATED DECEMBER 2019, EFFECTIVE 1 JANUARY 2020 ©Copyright 1993-2020 The Adrian Empire, Inc. All rights reserved. Adria is a registered trade name of the Adrian Empire, Inc. Anyone is welcome to point out any error or omission that they may find. Adrian Empire – IEW #17 – Combat Manual Page 2 of 35 TABLE OF CONTENTS I. GENERAL RULES AND REQUIREMENTS ....................................................... 5 A. HEALTH ......................................................................................................................................... 5 B. INHERENT DANGERS ................................................................................................................ 5 C. PROOF OF QUALIFICATION ................................................................................................... 5 D. MINIMUM AGES .......................................................................................................................... 5 E. GENERAL RULES OF COMBAT .............................................................................................. 5 1. Safety ............................................................................................................................................ 5 2. Marshals Must Be Present ............................................................................................................ 5 3. Entering the List Field ................................................................................................................. -
The Ottoman Gunpowder Empire and the Composite Bow Nathan Lanan Gettysburg College Class of 2012
Volume 9 Article 4 2010 The Ottoman Gunpowder Empire and the Composite Bow Nathan Lanan Gettysburg College Class of 2012 Follow this and additional works at: https://cupola.gettysburg.edu/ghj Part of the Islamic World and Near East History Commons, and the Military History Commons Share feedback about the accessibility of this item. Lanan, Nathan (2010) "The Ottoman Gunpowder Empire and the Composite Bow," The Gettysburg Historical Journal: Vol. 9 , Article 4. Available at: https://cupola.gettysburg.edu/ghj/vol9/iss1/4 This open access article is brought to you by The uC pola: Scholarship at Gettysburg College. It has been accepted for inclusion by an authorized administrator of The uC pola. For more information, please contact [email protected]. The Ottoman Gunpowder Empire and the Composite Bow Abstract The Ottoman Empire is known today as a major Gunpowder Empire, famous for its prevalent use of this staple of modern warfare as early as the sixteenth century. However, when Ogier Ghiselin de Busbecq visited Constantinople from 1554 to 1562, gunpowder was not used by the Sipahi cavalry who stubbornly, it seems, insisted on continuing to use the composite bow that the Turks had been using for centuries. This continued, despite their fear of European cavalry who used “small muskets” against them on raids. Was this a good idea? Was the composite bow a match or contemporary handheld firearms? Were Turkish tactics incompatible with firearms to the point that the Ottomans would have lost their effectiveness on the battlefield? Could the -
AVARICE COMBAT RULES VERSION 1.2.2 UPDATED 7/26/21 the Avarice Battle Game Is Designed to Have Easy to Learn Rules and to Feel Competitive
AVARICE COMBAT RULES VERSION 1.2.2 UPDATED 7/26/21 The Avarice Battle Game is designed to have easy to learn rules and to feel competitive. Combat is usually player vs player (PVP) with objective-based scenarios. Points are assigned based on each side’s performance, rewards of in-game resources are awarded accordingly. Combat Marshals dressed in Yellow and Green will be present during all combat encounters to help insure a safe and fair combat. CONTENTS: Introduction........................................................... 1 General Safety Rules............................................. 2 Safety Calls............................................................. 2 Strike Safety........................................................... 3 Weapons................................................................. 3 Hit Points/Hit Zones............................................. 4 Armor..................................................................... 4 Death/Respawning................................................ 4 Healing................................................................... 5 Seige Engines......................................................... 5 Monsters................................................................. 5 Melee Weapon Standards..................................... 6 Bow/Crossbow Standards..................................... 7 Shield Standards.................................................... 7 Armor Standards.................................................... 7 Seige Engine Standards........................................ -
Combat & Tactics
Player's Option™: Combat & Tactics Foreword Way back in issue #39 of Dragon® Magazine, I found a great article called Good Hits and Bad Misses. My friends and I had been playing the AD&D® game for a couple of years, and we took one look and adopted the article's critical hit and fumble system. We ignored every piece of advice about responsible use of the system and began using the critical tables in our next game. Our epic battles turned into bloodbaths. Our group of adventurers left a trail of dismemberment and sucking chest wounds in our wake. I distinctly recall one battle in which my character, a dwarven fighter named Hendel, had the unbelievable misfortune of losing one leg, an arm, and the other leg at the ankle. He still had 30 hit points left, so Hendel kept on battling, swinging his axe with great war-cries as he crawled along after his enemies. Talk about your suspended disbelief! Now it occurs to me that maybe, just maybe, even Conan (or Godzilla!) would have been incapacitated by these injuries. In fact, maybe Hendel, if role-played well, would have curled up into a ball and cried for his mother when he lost that first leg. I sure would have. But we had a great time with it, even when fumbles led to friendly-fire decapitations and other such incidents. The point to all this is that any fantasy role-playing game has a pretty tough job in creating fast but semi-realistic combat rules, and the AD&D game, even with variant rules like the critical hit system we ran amok with, is basically an abstract game.