TVAMD Presents an Audio Adventure that pays homage to the scifi novels of the 60's and the radio serials of yesteryear. Sir St. John C. O'Herlihy reads the exciting adventures of Rocky Montana as he fights to stop the evil Rotwang Institute from dominating the world. Written and Read by Sir St. John C. O'Herlihy Starring Rusty Pass as Rocky Montana and R.M. Dijkerman as Commandant Saugstaub Music by Brooks Robinson Prologue In the second installment of the Rocky Montana adventure, Rocky is thawed out on the other side of the solar system and 600 years in the future. But that's just the beginning of his troubles... Written and Read by Sir St. John C. O'Herlihy Rusty Pass as Rocky Montana Lynn Stahlhut as Professor Boobelfish Ben Sutton as Captain Xando Zaan Will Maslen as Durge Roxon Featuring "The Doorway to the Gods" by Brooks Robinson Chapter One In the third installment of the Rocky Montana adventure, Rocky and Professor Boobelfish work to escape from the space pirates while Xando Zaan faces mutiny. But a common threat may force them all to work together... Written and Read by Sir St. John C. O'Herlihy Rusty Pass as Rocky Montana Lynn Stahlhut as Professor Boobelfish Ben Sutton as Captain Xando Zaan Gary Lance as the Centurion Featuring music by Brooks Robinson Chapter Two In the fourth installment of the Rocky Montana adventure, Rocky is brought before the Queen of Space after becoming a prisoner of the Galactic Armada. Now they want to send him on a secret mission to fight the evil Morlaks. But the Queen has other plans for Rocky first... Written and Read by Sir St. John C. O'Herlihy Rusty Pass as Rocky Montana Nindiy Meyer-Gleaves as Queen Treoptera Ruud Dijkerman as Regent LeGwynne Gary Lance as the Centurion Featuring music by Brooks Robinson Chapter Three | ||
Saturday, January 19, 2013
Venus Sky Trap!
Venus Sky Trap, Chapter Three: The Queen of Space
In this fourth installment of the Rocky Montana adventure, Rocky is brought before the Queen of Space after becoming a prisoner of the Galactic Armada. Now they want to send him on a secret mission to fight the evil Morlaks. But the Queen has other plans for Rocky first...
Written and Read by Sir St. John C. O'Herlihy
Rusty Pass as Rocky Montana
Nindiy Meyer-Gleaves as Queen Treoptera
Ruud Dijkerman as Regent LeGwynne
Gary Lance as the Centurion
Featuring music by Brooks Robinson
Listen Now!
Friday, January 11, 2013
Surviving the Zombie War, Part 7
What is the Zombie War? Actually, this term is a misnomer. The zombie outbreak will destroy any government or military infrastructure within a matter of days or weeks. After that the human race will be its own army and anyone left alive will be a soldier.
And the only way to win this war will be to stay alive.
PART SEVEN:
Useful Items
Weapons are helpful, but they may
not come in as handy as just having tools. You can’t depend too heavily on
technology. The phone lines will be down, the roads will be too damaged to
sustain vehicular traffic, the power will go out as soon as the monster gets
within two feet of the building and your flashlight batteries will die seconds
before you do.
Guns jam, but a hammer will never
fail you. Learn to recognize those items that give you the best possible
chances of staying alive.
Useful
items:
- Guns & ammo
- Knife
- Lighter
- Flashlights & chem lights
- Basic first aid
- Walkie-talkie, radio (police scanner) & batteries
- Food and water
All of these items can be kept in
your home or car (reference State Law regarding the legality of where guns can
be kept), so they can be ready when the situation calls for them.
Knives are good for lots of
things.
Carry a pocket knife and a
hatchet. They’re both useful as weapons and as tools. In most situations a
large knife or machete will do everything a hatchet can do or more, so these
might make a better choice. They’re also lighter and easier to carry.
Flashlights are good for lots of
things.
Keep a decent LED light on you;
they’re bright and lightweight. Pocket pen lights are good. A heavy duty mag lite
might be good if you’re carrying a bag.
Don’t waste time on batteries.
Focus on replacing any flashlight
that isn’t working. If batteries become
available, replace any as needed, but don’t carry extra batteries. They’ll just
weigh you down. Keep some rechargeables in case you find a power source, but
otherwise make do with what you can find.
Chem lights might be useful for
emergencies, but I wouldn’t pack more than one or two and I wouldn’t use them
liberally. In movies they’re always throwing them down a hole to see how deep
it is; I wouldn’t call that a very practical use.
Fire is a good element to have at
your disposal.
In a lot of ways you’ll be better
off reverting to caveman practices. Overcoming a dependence on technology (even
mechanical devices like firearms) means mastering fire and how to harness it.
Learn how to create fire (this is another situation where Boy Scout training
comes in handy) and where that fails keep as many fire-making implements on
hand as you can.
This is like the hammer rule in
that there is elegance in simplicity. If you’ve got a flashlight that’s fine,
but fire will also make light. And fire kills things! Maybe if you had a mag lite
that could be a bludgeon, but you’re not going to kill a monster with a flashlight
(unless it’s a gremlin or something).
Stock up on disposable lighters
and matches instead. They’re easier to come by and easier to carry than
batteries and flashlights.
You don’t want to have to rely on
the night vision of your camcorder to make your way through the dark subway tunnels.
I’d much rather have fire there.
Maintain communication.
Forget anything that requires a
central node or a recharge station. Walkie-talkies work on common batteries (or
rechargeables), they’re lightweight with a limited range and communicate peer
to peer.
I know I just said to forget
batteries, but if you have to have them for anything, this would be the best
use for them. Use these sparingly to conserver power, but remember that batteries
die eventually whether you use them or not.
CB’s and ham radios might also
work, but be careful who’s listening. They have a longer range and might
attract marauders or representatives of the New World Order.
Rudimentary communication like
visual signals and forward planning are more useful because they rely on the resourcefulness
and organization of the individuals.
This is caveman thinking again:
Learn to communicate and coordinate as a unit without depending on technology.
Tuesday, January 1, 2013
Surviving the Zombie War, Part 6
What is the Zombie War? Actually, this term is a misnomer. The zombie outbreak will destroy any government or military infrastructure within a matter of days or weeks. After that the human race will be its own army and anyone left alive will be a soldier.
And the only way to win this war will be to stay alive.
PART SIX:
Weapons
As far as seeking supplies, some
might recommend looting a gun store. That’s a bad idea for obvious reasons.
Personally, I would go to a place where there’s nobody with guns, even if I’m
one of them. Food and water are the higher priority; you can go looking for weapons
(if you don’t already have them) once you’re entrenched somewhere with a food
supply.
In the Dawn of the Dead remake the guy who holes up in the gun store eventually
gets it. He lasts a long time, but eventually he runs out of food. The guys in
the mall hold out longer because they have access to food and water.
You can reasonably carry several
pistols on your person or in a duffel. Keep a primary and backup handgun on
your person at all times.
·
The primary should be a semi-automatic (8 shots
or more) with hammer action and laser
sight.
·
Hammer action gives you the option to cock the
gun for quicker firing in a pinch and laser sights help you line up head shots
faster.
·
Keep a couple of extra magazines on your person
and a couple more in your bag if you have one.
·
On laser sights, don’t count on 100% accuracy.
Test it out and practice keeping a steady hand. Laser sights don’t guarantee a
hit, they just make it easier to line up the shot.
·
I’d keep this strapped to your side like a
six-gun. It won’t be in your way as much and it won’t hurt to show anyone you
run into that you’re heeled.
·
Your backup should be a compact revolver, preferably
a smaller .38 designed for concealability.
·
This is a good weapon for an ankle holster. It
can also fit easily into a pocket.
·
Shake down any slide action weapon to work out
the kinks; new guns should be fired a couple hundred times to break them in so
they don’t jam. Keep it cleaned and oiled.
Keep your safety on.
Gun safety may seem like a
frivolous concern, but consider how many casualties are sustained in war-time
due to friendly fire. Keep one in the chamber with the safety on. I would also
avoid “Safe Action” trigger safety pistols, because they require more pull-back
when firing. You want safety until things get dusty, then you need a hair
trigger.
Don’t be too stingy with your
ammo.
You need to be proficient with
every gun you own, and to stay in good form they have to be fired every now and
then.
·
Ammo becomes less reliable over time, too, so
there’s no use holding onto the same stock too long.
·
If you stumble upon a massive cache of ammo, resist
the urge to overstock. I’d use that as an opportunity to get in some much
needed target practice and hide the rest. You might be out that way again.
·
Keep your shells if you can. They might be reusable,
but I suspect ammunition and empty shells will become a form of currency in the
zombie war.
·
People with the means will re-load them and
recycle them, so the empty shells will have value.
Don’t weigh yourself down with
weapons or supplies.
Running away is still the best
defense. You don’t want to get tangled up or trip over your gear when you’re
getting mobbed by zombies.
Carry a rifle or a shotgun, but
probably not both. It’s best to carry this with you, but when you need yours
hands free you can keep it in your bag (if you have one) or get a
shoulder-strap.
Bags and straps are tricky in
terms of encumbrance. A strap can get caught on something and nearly get you
killed (like in Indiana Jones and the
Lost Crusade) or it can conveniently
catch on something and save your life (like in Jurassic Park 3). I’ve been in situations where a bag
was an asset and others where it was a liability. Try it out and get to know
what you’re comfortable with. This is an ongoing issue to consider and what
works for you now might not work for you later on.
A weapon is also a tool.
And vice versa. The most useful
items are those that have a practical purpose both on the battlefield and off
it, like a shovel or an aluminum bat.
Most of the greatest weapons you
already have in your house. Just grab a hammer! You could ruin someone’s whole
world with a hammer. And in some scenarios the human beings who created the
monsters might still be around, trying to eliminate the witnesses. A hammer
would do a lot of damage to those guys.
Knocking down doors might be just
as important as knocking in heads, so anything with a little heft is good to
have around. But don’t knock down a door if you’re looking to hole up. Any door
you can knock down shouldn’t pose much of a challenge to a zombie horde. But at
least with a bat you can clock them in the face as they get through.
ON
AUTOMATICS VS. REVOLVERS:
While semi-automatics fire more
shots, they’re also more likely to jam and can take longer to reload. If this
is your weapon of choice, make sure you have as many spare magazines as
possible. It’s much quicker to change the clip of a semi-automatic than it is
to reload a revolver, but loading the clip itself is a tedious process.
Revolvers are more reliable and
load faster, especially if you have a speedloader. One disadvantage with the revolver
is that they can’t hold as many shots and they don’t automatically eject spent
cartridges. Clearing the cylinder is an added step that costs you precious time
when reloading.
The mechanics of the revolver are
simpler and they’re more reliable. They’re also quicker to fire: Just pull back
the hammer and you’re a hair-trigger away from splatsville.
I prefer the auto because you can
keep a couple of extra magazines at the ready, which gives you more rounds to
work with in a pinch.
The most important thing is to
have something that works right and shoots straight, because like my dad says:
“If you’re fighting something that takes more than 6 bullets to kill, you’re
dead anyway.”
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