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D20 Modern - GM Screen 1.1

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Acid, mild 1d6 1 2 0 Acid - 10 ft. Tiny 1 lb. 6

-Splash Weapons

W e a p o n Size Weight DC Restrict.

Purch. DC Damage Increm. Range Splash Damage Crit. Damage

Molotov Cocktail 1d6 1 2 0 Fire - 10 ft. Small 1 lb. 3 (comp)

-Direct Ty p e Ref. Magaz. Handguns

Ranged Weapons

W e a p o n Size Weight DC Restrict.

Purch. Fire Rate of Increm. Range Ty p e Damage Crit. Damage

Beretta 92F (9mm autoloader) 2d6 2 0 Ballistic 40 ft. S 15 box Small 3 lb. 1 6 Lic (+1)

Beretta 93R (9mm machine pistol) 2d6 2 0 Ballistic 30 ft. S,B,A 20 box Medium 3 lb. 1 8 Res (+2)

Colt Double Eagle (10mm autol.) 2d6 2 0 Ballistic 30 ft. S 9 box Small 3 lb. 1 6 Lic (+1) Colt M1911 (.45 autoloader) 2d6 2 0 Ballistic 30 ft. S 7 box Small 3 lb. 1 5 Lic (+1)

Colt Python1(.357 revolver) 2d6 2 0 Ballistic 40 ft. S 6 cyl. Medium 3 lb. 1 5 Lic (+1)

Derringer (.45) 2d6 2 0 Ballistic 10 ft. Single 2 int. Tiny 1 lb. 1 4 Lic (+1)

Desert Eagle (.50AE autoloader) 2d8 2 0 Ballistic 40 ft. S 9 box Medium 4 lb. 1 8 Lic (+1) Glock 171(9mm autoloader) 2d6 2 0 Ballistic 30 ft. S 17 box Small 2 lb. 1 8 Lic (+1)

Glock 201(10mm autoloader) 2d6 2 0 Ballistic 40 ft. S 15 box Small 3 lb. 1 8 Lic (+1)

MAC Ingram M10 (.45 mach. p.) 2d6 2 0 Ballistic 40 ft. S,A 30 box Medium 6 lb. 1 5 Res (+2)

Pathfinder (.22 revolver) 2d4 2 0 Ballistic 20 ft. S 6 cyl. Tiny 1 lb. 1 4 Lic (+1)

Ruger Service-Six (.38S rev.) 2d6 2 0 Ballistic 30 ft. S 6 cyl. Small 2 lb. 1 4 Lic (+1)

S&W M29 (.44 magnum revolver) 2d8 2 0 Ballistic 30 ft. S 6 cyl. Medium 3 lb. 1 5 Lic (+1)

SITES M9 (9mm autoloader) 2d6 2 0 Ballistic 30 ft. S 8 box Tiny 2 lb. 1 5 Lic (+1)

Skorpion (.32 machine pistol) 2d4 2 0 Ballistic 40 ft. S,A 20 box Medium 4 lb. 1 7 Res (+2)

TEC-9 (9mm machine pistol) 2d6 2 0 Ballistic 40 ft. S or A 32 box Medium 4 lb. 1 4 Res (+2) Walther PPK (.32 autoloader) 2d4 2 0 Ballistic 30 ft. S 7 box Small 1 lb. 1 5 Lic (+1)

Longarms

AKM/AK-47 (7.62mmR assault rifle) 2d8 2 0 Ballistic 70 ft. S,A 30 box Large 10 lb. 1 5 Res (+2) Barrett Light Fifty (.50 sniper) 2d12 2 0 Ballistic 120 ft. S 11 box Huge 35 lb. 2 2 Lic (+1) Benelli 121 M1 (12-gauge shotgun) 2d8 2 0 Ballistic 40 ft. S 7 int. Large 8 lb. 1 7 Lic (+1)

Beretta M3P (12-gauge shotgun) 2d8 2 0 Ballistic 30 ft. S 5 box Large 9 lb. 1 6 Lic (+1) Browning BPS (10-gauge shotgun) 2d10 2 0 Ballistic 30 ft. S 5 int. Large 11 lb. 1 6 Lic(+1)

HK G3 (7.62mm assault rifle) 2d10 2 0 Ballistic 90 ft. S,A 20 box Large 11 lb. 1 9 Res (+2) HK MP51(9mm submachine gun) 2d6 2 0 Ballistic 50 ft. S,B,A 30 box Large 7 lb. 2 0 Res (+2)

HK MP5K (9mm submachine gun) 2d6 2 0 Ballistic 40 ft. S,B,A 15 box Medium 5 lb. 1 9 Res (+2) HK PSG11(7.62mm sniper rifle) 2d10 2 0 Ballistic 90 ft. S 5 box Large 16 lb. 2 2 Lic (+1)

M16A2 (5.56mm assault rifle) 2d8 2 0 Ballistic 80 ft. S,B,A 30 box Large 8 lb. 1 6 Res (+2) M4 Carbine (5.56mm assault rifle) 2d8 2 0 Ballistic 60 ft. S,A 30 box Large 7 lb. 1 6 Res (+2) Mossberg (12-gauge shotgun) 2d8 2 0 Ballistic 30 ft. S 6 int. Large 7 lb. 1 5 Lic (+1) Remington 700 (7.62mm hunting) 2d10 2 0 Ballistic 80 ft. Single 5 int. Large 8 lb. 1 7 Lic (+1) Sawed-off Shotgun (12-gauge) 2d8 2 0 Ballistic 10 ft. S 2 int. Medium 4 lb. 1 5 Lic (+1) Steyr AUG (5.56mm assault rifle) 2d8 2 0 Ballistic 80 ft. S,B,A 30 box Large 9 lb. 1 9 Res (+2) Uzi (9mm submachinegun) 2d6 2 0 Ballistic 40 ft. S,A 20 box Large 8 lb. 1 8 Res (+2) Winchester 94 (.444 hunting) 2d10 2 0 Ballistic 90 ft. S 6 int. Large 7 lb. 1 5 Lic (+1) Heavy Weapons

M-60 (medium machine gun) 2d10 2 0 Ballistic 100 ft. A Linked Huge 22 lb. 2 1 Mil (+3) M2HB (heavy machine gun) 2d12 2 0 Ballistic 110 ft. A Linked Huge 75 lb. 2 2 Mil (+3) M72A3 LAW (rocket launcher) 10d62 - - 150 ft. 1 1 int. Large 5 lb. 1 5 Mil (+3)

M79 (grenade launcher) Varies2 - - 70 ft. 1 1 int. Large 7 lb. 1 4 Mil (+3)

RPG-7 (rocket launcher) 6d62 - - 100 ft. 1 1 int. Large 18 lb. 1 2 Mil (+3)

Other Ranged Weapons

Compound Bow2(archaic) 1d8 2 0 Piercing 40 ft. 1 - Large 3 lb. 1 0

-Crossbow (simple) 1d10 19-20 Piercing 40 ft. 1 1 int. Medium 7 lb. 9

-Flamethrower3(no feat needed) 3d6 - Fire - 1 10 int. Large 50 lb. 1 7 Mil (+3)

Javelin (simple) 1d6 2 0 Piercing 30 ft. 1 - Medium 2 lb. 4

-Pepper Spray (simple) Special2 - Special2 5 ft. 1 1 int. Tiny ½ lb. 5

-Shuriken (archaic) 1 2 0 Piercing 10 ft. 1 - Tiny ½ lb. 3

-Taser (simple) 1d42 - Electric. 5 ft. 1 1 int. Small 2 lb. 7

-Whip (simple) 1d2 2 0 Slashing 15 ft.3 1 - Small 2 lb. 4

-Hostile 19less 2 0 2 5 3 5 1 5 1 1 5 2 5 3 5 4 5

(3)

Increm.

Melee Weapons

W e a p o n Size Weight DC Restrict.

Purch. Ty p e Damage Crit. Damage Simple Weapons Range

Brass Knuckles +13 2 0 Bludgeoning - Tiny 1 lb. 5

-Cleaver 1d6 19-20 Slashing - Small 2 lb. 5

-Club 1d6 2 0 Bludgeoning 10 ft. Medium 3 lb. 4

-Knife 1d4 19-20 Piercing 10 ft. Tiny 1 lb. 7

-Metal Baton 1d6 19-20 Bludgeoning - Medium 2 lb. 8

-Pistol Whip 1d4 2 0 Bludgeoning - Small - -

-Rifle Butt 1d6 2 0 Bludgeoning - Large - -

-Sap 1d63 2 0 Bludgeoning - Small 3 lb. 2

-Stun Gun3 1d3 2 0 Electricity - Tiny 1 lb. 5

-Tonfa3 1d4 2 0 Bludgeoning - Medium 2 lb. 6

-Bayonet3 (fixed) 1d4/1d6 2 0 Piercing - Large 1 lb. 7

Hatchet 1d6 2 0 Slashing 10 ft. Small 4 lb. 4

Longsword 1d8 19-20 Slashing - Medium 4 lb. 1 1

Machete 1d6 19-20 Slashing - Small 2 lb. 5

Rapier 1d6 18-20 Piercing - Medium 3 lb. 1 0

Spear 1d8 2 0 Piercing - Large 9 lb. 6

Straight Razor 1d4 19-20 Slashing - Tiny ½ lb. 4

Sword Cane 1d6 18-20 Piercing - Medium 3 lb. 9

Exotic Weapons Archaic Weapons

-Chain3 1d6/1d6 2 0 Bludgeoning - Large 5 lb. 5

-Chain Saw 3d6 2 0 Slashing - Large 10 lb. 9

-Kama 1d6 2 0 Slashing - Small 2 lb. 5

-Katana 2d6 19-20 Slashing - Large 6 lb. 1 2

-Kukri 1d4 18-20 Slashing - Small 1 lb. 5

-Nunchaku 1d6 2 0 Bludgeoning - Small 2 lb. 3

-Three-Section Staff3 1d10/1d10 2 0 Bludgeoning - Large 3 lb. 4

-Increm.

Grenades and Explosives

W e a p o n Size Weight DC Restrict.

Purch. DC Ref. Radius Burst Ty p e Damage Crit. Damage

C4/Semtex 4d6 - Concuss. 10 ft. 1 8 - Small 1 lb. 12 (×4) Mil (+3)

Claymore Mine 6d62 - Concuss. 40 ft. 1 6 - Small 2 lb. 15 (×2) Mil (+3)

Det Cord 2d6 - Fire Special 1 2 - Medium 2 lb. 8 (50 ft.) Res (+2)

Dynamite 2d6 - Concuss. 5 ft. 1 5 10 ft. Tiny 1 lb. 12 (×12) Lic (+1)

Flash-Bang Grenade -2 - Special 15 ft. -2 10 ft. Tiny 1 lb. 14 (×6) Res (+2)

Fragmentation Grenade 4d6 - Slashing 20 ft. 1 5 10 ft. Tiny 1 lb. 15 (×6) Mil (+3)

Smoke Grenade - - - Special - 10 ft. Small 2 lb. 10 (×6)

-Tear Gas Grenade Special - - Special - 10 ft. Small 2 lb. 12 (×6) Res (+2)

Thermite Grenade 6d6 - Fire 5 ft. 1 2 10 ft. Small 2 lb. 17 (×6) Mil (+3)

White Phosphorus Grenade - Fire 20 ft. 1 2 10 ft. Small 2 lb. 15 (×6) Mil (+3) 40mm Fragmentation Gren. 3d6 - Slashing 10 ft. 1 5 - Tiny 1 lb. 16 (×6) Mil (+3)

Range

2 This weapon does special damage; 3 Special rules apply.

2d6

Penalty

Armor

Armor S p e e d Weight DC Restrict.

Purch. D e x Max Bonus Nonprof. Bonus Equip. –– Type ––

Leather Armor Light Archaic + 2 + 1 + 6 -0 3 0 15 lb. 1 2

-Light Undercover Shirt Light Conceal. + 2 + 1 + 7 -0 3 0 2 lb. 1 5 Lic (+1)

Pull-up Pouch Vest Light Conceal. + 2 + 1 + 6 -1 3 0 2 lb. 1 3 Lic (+1)

Undercover Vest Light Conceal. + 3 + 1 + 5 -2 3 0 3 lb. 1 4 Lic (+1)

Concealable Vest Medium Conceal. + 4 + 2 + 4 -3 2 5 4 lb. 1 5 Lic (+1)

Chainmail Shirt Medium Archaic + 5 + 2 + 2 -5 2 0 40 lb. 1 8

-Light-duty Vest Tactical + 5 + 2 + 3 -4 2 5 8 lb. 1 6 Lic (+1)

Tactical Vest Medium Tactical + 6 + 2 + 2 -5 2 5 10 lb. 1 7 Lic (+1)

Special Response Vest Heavy Tactical + 7 + 3 + 1 -6 2 0 15 lb. 1 8 Lic (+1)

Plate Mail Archaic + 8 + 3 + 1 -6 2 0 50 lb. 2 3

-Leather Jacket Light Impr. + 1 + 1 + 8 -0 3 0 4 lb. 1 0

-Armor

Heavy

Forced Entry Unit Heavy Tactical + 9 + 3 + 0 -8 2 0 20 lb. 1 9 Lic (+1)

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Character Level Dice 15th-20th 3d6 1st-7th 1d6 8th-14th 2d6

Action Points

1 2 4 3 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 1 0 1 1 1 2 On target (1d4) 2-3 range increm. (1d8) 4-5 range increm. (1d12)

Thrown Explosives

S c o r e Cost S c o r e Cost 1 1 3 1 7 1 3 1 2 4 1 8 1 6 1 3 5 1 0 2 1 6 1 0 8 0 1 4 6 9 1 1 5 8 1 1 3 1 7 1 3

Character Generation

Situation Modifier + 2

Object necessary for assignment + 6

+ 4

Requisition

(Level Check vs. Purchase DC)

Object has obvious application for assignment Object has peripheral application for assignment

-2 Object has no application for assignment

-2 Object is rare -2 Object is Licensed -4 Object is Restricted -6 Object is Military -8 Object is Illegal + 2 Hero proficient in use of object

+ 2 Returned all gear undamaged on previous mission

Item Cost DC $ 5 $15,000 2 7

Purchase DCs

Item Cost DC $12 $20,000 2 8 $20 4 $27,500 2 9 $30 5 $35,000 3 0 $40 6 $50,000 3 1 $55 7 $65,000 3 2 $70 8 $90,000 3 3 $90 9 $120,000 3 4 $120 1 0 $150,000 3 5 $150 1 1 $200,000 3 6 $200 1 2 $275,000 3 7 $275 1 3 $350,000 3 8 $350 1 4 $500,000 3 9 $500 1 5 $650,000 4 0 $650 1 6 $900,000 4 1 $900 1 7 $1,200,000 4 2 $1,200 1 8 $1,500,000 4 3 $1,500 1 9 $2,000,000 4 4 $2,000 2 0 $2,750,000 4 5 $2,750 2 1 $3,500,000 4 6 $3,500 2 2 $5,000,000 4 7 $5,000 2 3 $6,500,000 4 8 $6,500 2 4 $9,000,000 4 9 $9,000 2 5 $12,000,000 5 0 $12,000 2 6 2 3 Concealment One-quarter

Concealment

10% Miss One-half Three-quarters 30% Nine tenths 40% Total 50% 20% Degree Def. One-quarter + 2

Cover

+ 1 Refl. One-half + 4 Three-quart. + 7 + 3 Nine tenths + 4 Total - -+ 2 +10 Purchase DC Decrease 1d6 15+ 1 1

Losing Wealth

1-10 higher than current Wealth 11-15 higher than current Wealth

16+ higher than current Wealth 2d6

Object Hardness

3 Lock

0

Objects Hardness and Hit Points

Cheap Average 5 High quality 1 0 High security 2 0 Ultrahigh security Manufactured objects 0 Fine 0 Diminutive 1 Tiny 3 Small 5 5 Medium-size Large 8 Huge 8 Gargantuan 1 0 Colossal 5 Firearm, Medium-size 0 Rope 5 Simple wooden door

5 Strong wooden door

1 0 Steel door 1 0 8 Cinderblock wall Chain 1 0 Handcuffs 1 0 Metal bars 0 Tires1 3 Puncture-resistant tires1 3 Windshields2

1 Defense 10, modified by speed

2 Defense 10 (front/rear) or 12 (side), modified by speed

HP 5 1 1 0 120 150 1 1 2 3 1 0 5 1 0 2 0 3 0 7 2 1 0 2 0 120 5 9 0 1 0 1 5 2 5 2 Break DC 1 5 1 0 2 0 3 5 4 0 1 0 1 0 1 0 1 2 1 5 1 5 2 0 3 0 5 0 1 7 2 3 1 3 2 3 3 5 2 6 3 5 3 0 3 0 -S c o r e Mod. 1 1 3 8-9 -1 10-11 + 0 4-5 -3 1 -5 2-3 -4 6-7 -2

Ability Modifiers

1 1 3 20-21 + 5 22-23 + 6 16-17 + 3 12-13 + 1 14-15 + 2 18-19 + 4 1 1 3 etc. etc. 28-29 + 9 24-25 + 7 26-27 + 8 30-31 +10 Difficulty DC Average 1 0 Very Easy 0 Easy 5

Difficulty Classes

Formidable Tough Challenging Nearly Impossible Heroic Superheroic 2 5 1 5 2 0 4 0 3 0 3 5 etc. Ranks Wealth 1 1 3 21-23 + 5 11-15 + 3 1-5 + 1 6-10 + 2 16-20 + 4

Wealth by Prof.

GM Screen 1.1

by Ema

(5)

Attack Actions A o O Ye s Attack (melee) No Ye s

Actions in Combat

Attack (ranged) Attack (unarmed) No Attack (aid another)

No Bull rush (attack)

No Escape a grapple No Feint No Ready Ye s Make a dying character stable

Ye s Attack a weapon Maybe Attack an object No Total defense Usually Use a skill that takes an attack action

Varies Start/complete full-round action

Full-Round Actions A o O

Ye s

Bull rush (charge) No

No Charge Coup de grace No Full attack No Overrun (charge) Ye s Run No Withdraw No Extinguish flames Usually Use a skill that takes a full round

Ye s

Reload a firearm (internal magazine) No Actions A o O

No Climb (one-half your speed) No

No 5-foot step

Delay

Move Actions A o O

No

Move your speed Ye s

No Use a piece of equipment

Climb (one-quarter your speed)

No Crawl No Draw a weapon Ye s Holster a weapon Ye s Move a heavy object

No Open a door

Ye s Pick up an object

Ye s Reload a firearm (box mag/speed loader)

Ye s Retrieve a stored object

Ye s Stand up from prone, sitting or kneeling

No Swim

Usually Use a skill that takes a move action

Free Actions A o O

No

Drop an object No

No Drop to prone, sitting, or kneeling

Speak Miscellaneous Actions A o O Ye s Disarm Ye s Ye s Grapple Load a weapon No Trip an opponent Varies Use a feat Size Def. Colossal -8

Size Modifiers

+16 Grap. Gargantuan -4 +12 Huge -2 + 8 Large -1 + 4 Medium + 0 + 0 Small + 1 -4 Tiny + 2 -8 Diminutive + 4 -12 Fine + 8 -16 S p e e d Movement 21-50 Stationary 0 1-20

Vehicle Speeds and Modifiers

Alley speed Street speed 51-150 Highway speed 151+ All out

Category Turn No. Movement Turn No. Modifier Modifier

Defense Check/Roll

Character Scale Chase Scale

2 -1 4 8 3-5 0 1-2 6-15 16+ 1 -1 2 2 + 1 + 0 + 2 + 4 + 0 -1 --2 -4 + 0 Highest Damage d8 d2 d4

Collision Damage

1 6 d12 2 0 1 2 8 Street sp. Highway sp. All out Colossal Gargantuan Huge Large 1 Medium 4 2 0 Small Tiny Dimin./Fine Alley sp. S p e e d Die Smallest Number Size of Dice × 1 × 2 Stationary Moving, head-on or 45o Moving, ×1/4 Moving, ×1/2 rear or 45o Sideswiped Vehicle’s Target is Multiplier × 1 perpendicular ×1/2 × 1 ×1/4 none None One-quarter One-half Three-quart.+ Occupants Cover Multiplier

Base Attack Bonus

+ 6 + 1 B A B Add. Attacks + 3 + 2 + 4 + 5 + 7 + 8 + 9 +10 +6/+1 +7/+2 +8/+3 +11 +12 +13 +11/+6/+1 +14 +9/+4 +10/+5 +15 +16 +17 +12/+7/+2 +14/+9/+4 +13/+8/+3 +15/+10/+5 +18 +19 +20 Circumstance Prim. Normal penalties -6

Two-Weapon Fighting

-10 Off H.

Off-hand weapon is light -4 -8 Off-hand weapon is light,

-2 -2

Two-Weap. Fighting feat -4 -4 Two-Weap. Fighting feat

Task Skill/Save

Remain conscious (non-lethal dam) Fortitude

Dying and Recovering

1 5

DC

Avoid effect of Massive Damage Fortitude 1 5 Regain consciousness (if stable) Fortitude 2 0 Stabilize when dying without help Fortitude 2 0 Stabilize a dying character Treat Injury 1 5

Method Result

Normal rest (8 hrs) 1 hp/lev

Healing

-DC

Complete rest (24 hrs) - 2 hp/lev Restore hit points 1 5 1d4 hp Long term care (24 hrs) 1 5 3 hp/lev

Surgery 2 0 1d6 hp/lev

Circumstance Melee

Defender sitting or kneeling -2

Defense Modifiers

+ 2

Ranged

Defender prone -4 + 4

Defender climbing1 -2 -2

Defender stunned or cowering1 -2 -2

Defender flat-footed1 + 0 + 0

Defender running1 + 0 + 2

Defender grappling (attacker not)1 + 0 + 0

Defender pinned2 -4 + 0

Defender helpless1 + 0 + 0

1 No Dexterity bonus to Defense 2 Treat as Dexterity 0 (-5 modifier)

Defender has cover see Cover

Defender concealed or invisible see Concealment

Circumstance Melee

Att. flanking defender -2

Attack Modifiers

+ 2

Ranged

Att. on higher ground -4 + 4 Attacker invisible1 -2 -2

(6)

Size Example

Fine

Damage from Falling Objects

Diminutive Tiny Small Medium-size Large Huge Gargantuan Colossal 0 Initial Penny Paperweight Wrench Vase Briefcase Garbage can Oil barrel Piano Vehicle Damage n/a n/a 1 0 n/a 1d3 5 n/a 1d4 1 0 5 1d6 1 5 1 0 2d6 2 0 2 0 4d6 2 5 3 0 8d6 3 0 4 0 10d6 3 5 5 0 Reflex Save DC Strength Check DC Ty p e Damage Jolt

Electricity Damage

1 0 Fort. DC Low voltage 2d6 Medium voltage 4d6 1 5 High voltage 2 0 1 5 8d6 1d3 A c i d Splash Mild

Acid Damage

1d10 Immers. Potent 2d6 Concentrated 3d6 3d10 2d10 1d6 Damage Damage Condition Modifier Object is Fine +12 + 8

Concealing Objects

(Sleight of Hand vs. Spot)

Object is Diminutive Object is Tiny + 0 Object is Small -4 Object is Medium-sized -8 Object is Large impossible Object is Huge or larger

-4 Clothing is tight or small

+ 2 Clothing is loose or bulky

+ 2 Clothing is modified for concealing

+ 4 Weapon in concealed carry holster

-2 Weapon can be drawn normally

-4 Weapon can be drawn as a free action

+ 8

Initial

Hostile

Hostile 19 or less 4 or less

Diplomacy Checks and Attitude

Unfriendly Indifferent -Friendly -Attitude 2 0 5 -0 or less 2 5 1 5 0 or less 1 3 5 2 5 1 1 5 4 5 3 5 1 5 2 5

Unfriendly Indifferent Friendly Helpful –––––––––––––––––– New Attitude ––––––––––––––––––

Favors

(Favor check)

Easy Problematic Difficult

Up to half of current Wealth Up to current Wealth Up to twice current Wealth

1 0 1 5 2 0

Favor Loan Limit DC

Improvised Weapon Damage

Diminutive Tiny Medium-size Small 1 1d2 1d4 1d3 1d6 1d8 2d8 2d6

Size Damage Damage

Large Huge Colossal Gargantuan Size Attack

Autofire Target 10×10 square -4 to attack

Special Attack Options

Burst Fire Double Tap -2 to attack Skip Shot -2 to attack Option Reflex save DC 15 +2 dice of damage -1 die of damage +1 die of damage Damage

with Defense 10 to avoid weapon damage

Restricted Objects

Licensed Restricted Illegal Military 1 0 1 5 2 5 2 0 1 day 2 days 4 days 3 days

Rating Purchase DC Required

+ 1 + 2 + 4 + 3

Purchase DC

References

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