Plasma Guns, Re-Energized!, Addendum!
Update: Fixed a mistake I made with the half damage range for Plasma Lances. Thanks to Nate H and Enraged Eggplant for making me aware of this! Feed back is always welcomed, I want all my rules to be as perfect as possible.
In this follow up to
Plasma Guns, Re-Energized! I cover some things I cut from that
article since it was starting to run long, throw in some things I
thought up right after I uploaded the post and wished I came up
with before hand and add something that was supposed to have been in it...
but I fumbled my IQ roll and forgot >.>...
This post was also originally meant
to be... a lot shorter. I just meant to give you the stat break downs...
but then I felt that without worked examples that it felt kinda
naked.... and then since my next major GURPS Day post (well I hope
it'll be up, see the end of the article), Brand Loyalty, is going to
be all about how using the various equipment modifiers on gear like
how you use advantages and disadvantages with characters, creating
interesting background and corporate brand histories will make gear
buying more interesting then just looking up numbers on a table; I
felt that I need to give a lil' sneak peak of these concepts in
action.... So yeah, this all kinda bumped up the word count until
this was just about as big as the main article!
Also part of this sneak
peak, you might of noticed some of the weapons have perks or quirks
listed. Following along with the concept of treating equipment
modifiers like advantages and disadvantages I felt that there also
should minor “perk” level modifiers to help flesh out weapons and
gear. They all follow the same basic guidelines as actual character
perks and quirks, giving only minor befits or bad points and either
all raise the cost by 5% or lower by 5% with a suggested maximum of
no more then 2 to 3 of them tops.
The weapons manufacturers
used here are also all sample worked examples from the article.
Macrotech (who might
remember from the last post) is what I call a baseline and is used on
all the balanced baseline gear you used to set campaigns averages
with. They're basically Dewoo in space.
Fortschritt Gewehr Betrieb and
Oosthuizen Ltd are examples of niche companies. What they make have
more character then the stuff made by the baseline but tend to have
more draw backs as well (more expensive, more complicated, buggier
and so on).
Mitchell
& Winslow is an example of what I call a variant. They're basically
a "pallet swap" of another company with maybe a slight tweak.
They're just meant to fill out the world and make it so not all gear
of a similar type need to have the same company attached to it all
the time. They're a variant of Fortschritt that makes reliable gear
but not as much as Fortschritt does but they tend to be more affordable as a trade off.
Note: Made a edit the Plasma Blaster rules. GURPS Dicord user Stuff pointed out that multiplying damage by half of Df at 10% of the half damage range made for kinda wimpy boomstick range damage so I changed it just full Df with the option to change it to Df× 1.5 or 2 if you want a little more cinematic kick.
Built in Optical Sight
This was actually supposed
to have been in the main article but somehow forgot to put it in!
Most of the rifle type
beam weapons in Ultra-Tech had a bonus from a built in scope. This
bonus seemed to be based on the weapons weight and didn't seem to go
up based on TL.
To figure this, the scope
bonus is equal to the Square Root of the weapons empty weight/1.5.
As an optional rule, use
the base scope bonus at TL9 and 10, double it at TL11 and quadruple
it at TL12. At TL9 it should be an combination
Night-Vision/Infravision scope and a Hyperspectral one at TL10+. Of
course this bonus could also be based on the weapons surface area, in
which case the bonus would not go up with TL.
Example: A TL10^ Heavy
Plasma Gun has an empty weight of 20lbs giving it a scope bonus of
square root 20lbs/1.5 or +2.98 which we round up to +3. As a note,
I'm note sure why the TL11^ Heavy Fusion Gun has a +4 bonus. Base on
doing 20d worth of damage it should actually weight 23lbs instead of
20 but that would still just give it a bonus +3.2. Since my formula
lines up with other examples in the book I think that this might have
been a typo.
New optional Beam Weapons Specialties
Here's three new options
to give the Beam Weapons skill more coverage. I should note that I'm
not a big fan of how GURPS handles this skill... but I think that's a
post for another day.
BEAM WEAPONS (SMG)
(DX-4, other Beam Weapons-4, or Guns (SMG)-4)
BEAM WEAPONS (LMG)
(DX-4, other Beam Weapons-4, or Guns (LMG)-4)
BEAM WEAPONS
(SHOTGUN) (DX-4, other Beam Weapons-4, or Guns (Shotgun)-4)
Diffuse Option
Given their penetrating
and explosive nature, Plasma Guns can create issues if fired in built
up areas (such as in home defense situations) or if fired in thin
hulled air or spacecraft. To combat this, Plasma Guns can shoot more
diffuse bolts which are no longer focused enough to gain an armor
divisor or cause matter to explode but tend to create larger wound
channels. These more diffuse bolts have less range however.
Build your gun as
normal.
Multiply its damage
by 1.5, drop its (2) armor divisor and change its damage type to
just burn sur.
Half its range.
A Plasma Gun can be built
so it just fires more diffuse shots or so that it can switch between
normal focused shots and diffuse ones. This does not effect the cost
in either case. I takes a ready action to switch between modes for
guns with both options.
In settings with this
option most civilian Plasma Guns will be restricted to diffuse mode
only. If that is the case then only diffuse Plasma Guns will have LC3
and ones that can fire focused shots will have a minimum LC of 2.
Fortschritt Gewehr Betrieb DPG
(TL10^)
The Fortschritt Diffuse
Plasma Gun is an ultra compact, light weight yet rugged, reliable and
low cost plasma pistol aimed at the civilian home defense and security
force markets (It's a huge hit with security officers on O'Neil style
colony cylinders). To counter the high penetration and a explosive
nature of normal plasma guns (a liability in built up areas and a on
thin hulled spacecraft) Fortschritt developed a relatively lower
power plasma gun that fires a less focused and less penetrating
plasma bolt which is no longer intense enough to flash matter into
plasma. As an added beneficial side effect the bolt tends to "flatten"
when it hits a target creating a larger wound channel increasing the
weapons knock down power. The diffuse bolt also tends to defocus more
rapidly then normal bolts, greatly reducing its effective range but
given the limited distances the type of situations that these weapons
will be used, this is not seen as an issue. An interesting quirk of
the weapons design is that unlike normal pistols, the DPGs tiny B
cell magazine is loaded onto the back of the guns action and creates
a distinct discharging sound when its plugged in.
The DPG fires a 422j bolt
from a 0.6mm aperture.
The DPG counts as Rugged
and Fine (Reliable).
DR 8 HP 3 HT12
BEAM WEAPONS (PISTOL)
(DX-4, other Beam Weapons-4, or Guns (Pistol)-4)
TL
Weapon Damage Acc Range
Weight ROF Shots ST Bulk Rcl Cost
LC
10^
Fortschritt DPG 4d+2 burn sur 4 75/225
0.4/1B 3 25(3) 6 -1 2 $1,100/$3
3
Plasma Blaster Option
This option lets you make
a plasma shotgun! Do I need to say more?!
A Plasma Blaster forms a
full sized bolt and after it starts accelerating it, it passes
through a magnetic filter which splits the bolt into several sub
blots which act much like buck shot. This process make the sub bolts
more unstable dropping accuracy and makes them more diffuse then
their parent bolt which means like with a diffuse plasma gun they
lose their (2) armor divisor and have their injury type changed to
jut burn sur and their effective range drops a bit but their basic
damage is increased.
Build your gun as
normal.
Figure a number for
your Diffusion Factor Df. This will determine how much the guns
damage is reduced by and the guns new ROF.
Divide the guns
damage by Df. Drop the (2) armor divisor and change injury type to
just burn sur.
Reduce Acc by -1.
Divide range by the
square root of Df.
ROF becomes n×Df
cubed.
Rcl becomes 1.
Within 10% of the
guns half damage range the sub bolts are still tightly packed
together enough that they act almost like a standard full sized
bolt. Ignore the ROF multiplier to the weapons ROF. Instead multiply
both the bolts basic damage and the targets DR by Df. If you want a little more cinematic boomstick action then multiply
the bolts basic damage and the targets DR by Df × 1.5 or 2!
Example: Lets choose a Df
of 4. The guns damage would then be divided by 4, its range divided
by the square root of 4 or 2 and its ROF would become n× 4^3 or n×
64! Now let's say your gun sub bolts did 3d worth of damage, ROF 3×64
and had a Df of 4. Lets's say you fire one shot at a target at 10%
of the weapons half damage range or less, Ignore the ×64 ROF
multiplier and treat and if it was just one shot. The basic damage
of the closely packed sub blots would be multiplied by the Df of 4
doing 6d×2 worth of damage but the targets DR would
also be multiplied by 4 as well.
A Plasma Blaster can make
use of the smart choke options listed on page 6 of the Pyramid 3/55-
Tactical Shooting Tomorrow.
Like with the diffuse
option a gun can either be built to only fire in plasma blaster mode
or can be switched between modes as a ready action. Either option
does not effect cost.
Example Gun
Oosthuizen Ltd. Plasma Blaster (TL10^)
Called innovating to some, a complete
joke by others and a interesting solution to a nonexistent problem by
most; Oosthuizen's Plasma Blaster follows their current trend of
quirky innovation. Effectively a plasma shotgun, it was designed as
both a way to get a huge rate of fire without needing a massive
amount of cooling and power supply as well as designed to be a
limited over penetration support gun used in built up areas (similar
in concept to Fortschritt's DPG). While it has seen some sales in the
civilian hunting market, its biggest sales has been the novice
shooters and the collectors markets (in part do to its predominance
in holovids, often with its capabilities over exaggerated). Its
military and police sales so far have been almost nonexistent.
The Plasma Blaster can
fire either in “normal mode” or what Oosthuizen labels
“Ultra-Rapid Fire Mode”. In normal mode it fires a 27kJ plasma
bolt from a 2.6mm aperture with and effective range of of 600 yards.
In Ultra-Rapid Fire Mode the 27kJ bolt is “filtered” into 64 422J
sub bolts with an effective range of 300 yards. The fire can also
select the patterned the sub bolts leave the barrel in, normal “no
choke”, “full choke” were the sub bolt spread is reduced or it
can have the spread “Lay flat” which makes it easier to hit a man
sized target but causes the sub bolts to disperse more or have it
“stand up” which keeps the sub bolts packed more tightly making
it harder to hit with but increases the number of shots that land if
it does.
It takes a ready action to
switch between modes.
If fired in normal mode
the Plasma Blaster has dmg 6d×2(2) burn ex sur, Acc 8, Rng
600/1,200, ROF 3 and Rcl 2.
This weapon counts as
compact and has the quirk Hard to Maintenance (-1 to roll to repair
and modify, multiply cost by 0.95) .
DR4 HP 9 HT 10
Note that my write up includes the optional beam weapon specialty Beams Weapons (Shotgun). If you prefer to stay truer to RAW then replace it with Beam Weapons (Rifle).
BEAM WEAPONS (SHOTGUN)
(DX-4, other Beam Weapons-4, or Guns (Shotgun)-4)
TL
Weapon Damage Acc
Range Weight ROF Shots ST Bulk Rcl Cost
LC
10^
Oosthuizen
P-Blaster 3d burn sur 7 300/900 7.7/2C
3×64 8(3) 8†
-5 1
$38,000/$20 3
Flamer
Here's how to stat up a
Plasma Flamer. This, along with how to stat up Plasma Lances were
supposed to have been in original article but I cut them early on
since it was starting to be clear that the main part on Plasma Guns
was running a little long and was already complicated enough on its
own.
Tech Level
Flamers are TL9^.
Example: Here we're going
make a military hand flamer, the Macrotech PGP-158; the preferred
side armor of any very mobile infantry on quick raid smash and grab
operations! Outside of this being a plasma weapon, the hand flamer
will not be using the superscience option.
Beam
Flamers fire a
low-velocity stream of high temperature plasma. Hydrogen fuel is fed
into a magnetic containment chamber and electromagnetically pinched
to form a plasma and then released as a continuous jet. Flamers do
burning damage, not tight-beam burning damage.
Focal Array
While I do stand by my
reasoning that plasma weapons should always have a medium focal
array, RAW disagrees with me here. The Semi-Portable Flamer does use
a very small focal array in its write up.
Example: Our hand flamer
will use a medium focal array.
Generator
Flamers are always single
shot though both David and Kromm have mentioned that Flamers should
have been labeled as Jet weapons. Personally I am ok with them having
ROF 1 since I do not care for how jets are modeled in 4th
edition.
Example: As a flamer, our
hand flamer has a single shot generator.
Damage Dice
Example: Flamers are no
more efficient then normal beam weapons such as lasers and particle
weapons so we pick 3d as it fits nicely in the listed pistol damage
range.
Empty Weight
E is 3.
There is no example of
higher TL Flamers in Ultra-Tech but I think that halving their weight
at TL10^ won't break anything.
Example: Our hand flamer
does 3d worth of damage, has a medium focal array and a single-shot
generator giving it a weight of (3/3)^3×1×1 or 1lbs exactly.
Configuration
Hand Beamers are more
likely with Flamers then with Plasma Guns but would have horrible
accuracy.
Example: The hand flamer
will have a pistol configuration.
Damage
Flamers do burning damage
with no armor divisor.
Example: The hand flamer
does 3d worth of damage so we record its damage as 3d burn.
Accuracy
Example: As a pistol the
hand flamer has an Acc of 3.
Range
Rb is 2 for flamers.
Example: The hand flamer
does 3d of damage and a medium focal array giving it a ½ damage
range of 3×3×2×1 or 18 yards. Its max range is 18×3 or 54 yards.
Rate of Fire
As said earlier Flamers
are always ROF 1 weapons (though you can choose to replace their ROF
with being a Jet attack)
Example: The hand flamer
has a ROF 1.
Shots
At TL9^ a C cell holds
1,800 shots (the same as a TL10-12 laser using a TL10 C cell).
Once again since there are
no TL10^ examples for flamers so any attempt at stating the shot
capacity of one is pure guess work on my part.
You got options to choose
from.
Either follow the
example set by Plasma Guns and have their shot capacity go up by
2.5× per TL.
Or just treat a TL9^
Flamer as a TL10-12 laser using TL10 C cells and just follow that
progression treating a TL10^ version as using TL11 C cells and so
on.
On a side note, that while
the fluff for flamers does mention using hydrogen to create the
plasma jet.... it doesn't say where the gas comes from, there's no
mention of a combination power cell/hydrogen gas cell set up like
with Plasma Guns!
Now once again you got two
options.
Either just roll with
it and treat Flamers as using normal power cells and just assume the
hydrogen comes from the air or an internal tank or something. Good
for when you're going full rubber.
Or more
“realistically” treat flamers as using a similar set up to
Plasma Guns were their power cells are actually reskins acting as
magazines holding “power cartridges”. If you're going to use
them along side Plasma Guns it's probably good to use this option.
Example: Being a pistol we
don't want the hand flamer being to big or bulk so we give it a
single C cell giving it 1800/3^3 or 66.7 shots which we round up to
67.
Reloading Time
Example: Having a single C
cell the hand flamers has a reload time of (3).
Weight
Example: The hand flamer
has a empty weight of 1lbs and uses a 0.5lbs C cell giving a loaded
weight of 1.5lbs.
Strength Requirement
Look up the Flamers loaded
weight on the energy weapon table from the original article. This
will produce results that don't quite match up with what's listed on
the tables for a Flamers ST requirement on page 127 or Ultra-Tech. It
seems that for some reason their were computed using the weapons
EMPTY weight.
Example: As a pistol that
weights 1.5lbs loaded we look down the weight column and find that it
falls between 1 and 2lbs so we round up to 2lbs. We then look across
to the L-Laser column to see that it has a ST of 7.
Bulk
Example: Weight a loaded
weight of 1.5lbs it has a bulk of the square root of 1.5 ×1.25 or
-1.5 which we round up to -2.
Recoil
Flamers have a Rcl of 1.
Cost
Oh boy... I remember how
long I bang my head against this one >.>.
The cost of a Flamer is
dice of damage cubed times.... 18.4. You read that right and no... it
makes no sense to me either. Whatever David was smoking when came up
with that.... he needs to share :D
Example: Doing 3d worth of
damage the hand flamer costs 3^3×18.4 or $496.80 which we round up
to $500.
Legality Class
Flamers have base LC of 3.
Example: Since the hand
flamer only weights 1.5lbs it has a LC of 3.
Skill Required
Pistol and Rife class
Flamers use the Energy Weapons (Projector) skill, cannon class
Flamers use Gunner (Beams) instead.
Optional Fluff Stats
Output
To figure the Flamers
output use the formula for lasers and particle beams, (Dice of
Damage2)^3 kilojoules.
Example: Doing 3d of
damage, the hand flamer has an output per shot of 1kJ.
Aperture
Unfortunately I don't have
the data to figure a realistic formula for this but I think that a
slight modification the the formula I gave for Plasma Guns works for
the most part.
So basically, it becomes
Dice of Damage×0.047 but in centimeters, NOT millimeters.
Example: Doing 3d of
damage, the hand flamer has an aperture of 0.141cm which we round
down to 0.14cm.
Example Gun
Macrotech PGP-158 “Hand
Flamer” (TL9^)
The Macrotech Plasma Gun
Projector model fifteen, version eight was originally designed as a
more compact companion to the PGP-143 Heavy Incendiary Device for
newly claimed off world colonies as a deforestation device for
clearing land. On several colones both of them got quickly
conscripted as weapons do to hostile fauna that attacked in massed
swarms. The PGP-158 quickly became a common side arm to many of these
worlds do to how compact it was compared to the PGP-143 with the
nickname of being a “Hand Flamer” being adopted in short order.
Do to their success as anti-swarm weapons as well as being very
effective clearing devices, many militaries quickly adopted it with
little modification.
The plasma beam has a 1kJ
output and is fired from a 0.14cm aperture.
BEAM WEAPONS (PROJECTOR)
(DX-4, or other Beam Weapons-4)
TL
Weapon Damage Acc
Range Weight ROF Shots ST Bulk Rcl Cost
LC
9^
PGP-158
3d burn 7 18/54 1.5/1C 1
67(3) 7
-2 1
$500/$10 3
Plasma Lance
In so far as I know, the
only place a Plasma Lance has been stated as a gun (as apposed to
being a plasma shape charged warhead) was in Pyramid 3/51 Tech and
Toys III-Modular Mecha, in which there was a whooping single example.
This of course means that a lot of this break down is gonna be pure
conjecture and if I didn't like the concept of this weapons I
wouldn't bothered to do a break down of it.
So once, this break down
is largely conjecture on my part.
Tech Level
Plasma Lances are TL10^.
While this is just a guess but at TL11^ they become Fusion Lances and
their weight is halved.
Example: Let's make a
large, semi-portable plasma lance cannon designed to take on light
armor. Let's call it the Mitchell & Winslow HPB M-23A. Outside of
this being a plasma weapon, the hand flamer will not be using the
superscience option.
Beam
Plasma Lances fire a
relativistic beam of super focused high temperature plasma. In
effect its the unholy love child of a Plasma Gun and a Flamer. Plasma
Lances do burning damage with the explosive modifier and have a (10)
armor divisor.
Focal Array
You know the drill by
know. Interestingly, the plasma lance seems to be the only beam
weapons on the list in that article that didn't use a smaller focal
array.
Example: Our model, of
couse, will use a medium focal array.
Generator
I'm pretty sure they are
single shot.
Example: The M-23A will
have a single shot generator.
Damage Dice
Plasma Lances are just as
efficient as Plasma Guns but with much higher penetration.
Example: Since Plasma
Lances are pretty good at dealing damage as Plasma Guns and we want
some anti-armor power so let's go for something pretty high powered.
The M-23A will have 21d, good enough to penetrate DR734 on average.
Empty Weight
E is 6.
Probably follows the same
progression as a Plasma Gun at higher TLs.
Example: Our Plasma Lance
does 21d worth of damage, has a medium focal array and a single-shot
generator giving it a weight of (21/6)^3×1×1 or 42.9lbs which we'll
round up to 43lbs.
Configuration
I'm gonna say that the
Hand Beamer options is a no go with Plasma Lances.
Example: The M-23A will
have a cannon configuration.
Damage
Plasma Lances do burning
damage with explosive modifier and a (10) armor divisor.
Example: The hand flamer
does 21d worth of damage, which is the same as saying it does 7d×3,
so we record its damage as 7d×3(10) burn ex.
Accuracy
My best guess is:
Pistols have a Acc
of 1
Rifles have a Acc of
4
Cannons have a Acc of
8
Example: As a cannon the
M-23A has an Acc of 8.
Range
1/2D range is equal to
20 ×the square root of the weapons dice of damage.
Max range is equal to 1/2D
range×10.
Example: The M-23A does
21d of damage and a medium focal array giving it a ½ damage range of
20×√(21) or 92 yards. Its max range is 92×10 or 920 yards.
Rate of Fire
Probably just 1.
Example: The M-23A has a
ROF 1.
Shots
By comparing its shot
efficiency to the other two beam weapons in that article, it seems
that for Plasma Lances a TL10^ treat a C cell holds 228 shots.
Since there's no higher TL
examples or any mention of how a Plasma Lance gets its fuel you got
the same options to choose from as Flamers do. Pick whether you want
Plasma Lances to follow either the ×2.5 per TL progression or the ×8
at the first TL increase and ×4 every TL after route and then pick
if you want them also using “power cartridges” or just using
power cells and hand waving were the hydrogen comes from.
Example: Since this is
going to heavy weapon it's normally going to be hooked up to an
external power source but if had to be hooked up to power cells a C
cell would provided 228/21^3 orrrr... just... 0.025 shots... We're
gonna need to beef this up a bit. If we use a rather beefy F cell,
that gives up 250 shots. This F cell would not be loaded into the
M-23A like a magazine but rather hooked up to it via power line
meaning that the F cell would be noted with a p.
Reloading Time
Example: The M-23A does
not have a reload time since it's not loaded with a power cell.
Weight
Example: The M-23A has a
empty weight of 43lbs but since it's normally powered by an external
source that's also its loaded weight.
Strength Requirement
Look up a Plasma Lances on
the Plasma Gun table.
Example: Since its a
cannon, we look up the M-23As empty weight (which conventionally is
also its loaded weight) on the table and we see that 43lbs is listed
there. Looking over at the P-Pistol column to see that it has a ST of
18. Since its a cannon we note it as 18M.
Bulk
Example: Weight a loaded
weight of 43lbs it has a bulk of the square root of 1.5 ×43 or -9.8
which we round up to -10.
Recoil
Plasma Guns have a Rcl of
2.
Cost
This one is gonna to be a
bit of an ass pull. Modular Mecha says that all the beam weapons
weigh 1,200lbs and cost $500,000 but if you go by the costs listed in
Blaster and Laser Design then a 1,200lbs Rainbow Laser alone would
cost $600,000 and a Blaster (As well as a Plasma Gun) would cost 4×
more! I'm just write this off as David simplifying things and giving
into his pentaphilia. I'd say that Bc for a Plasma Lance is $2,000
like with a Plasma Gun.
Example: With a single
shot generator and weighing in at 43lbs, the M-23A costs 43×$2,000×1
or $86,000 as a base. Including the 1.05× price increase for having
the perk Well Made, the price goes up to $90,300.
Legality Class
While none is listed, I'm
gonna say they probably have a minimum
LC of 2.
Example: Since the M-23A
weights well over 15lbs so it has a LC of 1. Even if it was less then
5lbs it would have had a minimum LC of 2.
Skill Required
Example: The M-23A uses
Gunner (Beams).
Optional Fluff Stats
Output
Plasma Lances use the same
formula as Plasma Guns.
Example: With 21d worth of
damage the M-23As output is (23/4)^3 or 190.1kJ which we round down
to 190kJ.
Aperture
Given that Plasma Lances
have such a high armor divisor they need to have a pretty tight
focus, I'd say about 4× tighter then a Plasma Guns of the same
output making a Plasma Lances aperture equal dice worth of
damage×0.047mm.
Example: With 21d worth of
damage the M-23As aperture is 21×0.047 or 0.99mm which we'll round
up to 1mm.
Example Gun
Mitchell & Winslow HPB
M-23A (TL10^)
The Mitchell & Winslow
Heavy Plasma Beam, Model-23A was designed to be a solid, short ranged
but hard hitting anti-armor weapon. Meant to be mounted to light
vehicles or used as a mounted heavy battlesuit weapon. Made to the
excellent standard typical of M&W weapons are know for, it seldom
breaks down in field even in the roughest of conditions.
The M-23AA fires a 190kJ
plasma beam from a 1mm aperture.
DR 4, HP 14, HT 11
This weapons the perk Well
Made (+1 to HT, multiply cost by 1.05×)
GUNNER (BEAMS) (DX-4, or
other Gunner-4)
TL
Weapon Damage Acc Range
Weight ROF Shots ST Bulk Rcl Cost
LC
10^
M&W
M-23A 7d×3(10) burn
ex 8 9/90 43/1Fp 1 250 18M
-10 2
$90,300/$20,000 1
Ok, now that this is done
with I gotta double down and finish up Brand Loyalty.... Though at
this rate it might be a little late, either late Thursday night after
I get off of work or Friday morning. Work and life has sent some
curve balls my way and I'm behind as a result (this was originally
supposed to have been up on Saturday!). Blarg.... the best laid plans
of gamers and men =_=...
Edit: I made the deadline! Yaaay! Also, fixed some weird formatting issues that happened to some of my gun stats. Blogger seems to get weird sometimes.