Tuesday, July 28, 2009

GURPS Modern Combat part I: Common Ground

I want to go into how I run my Modern Combat games, but first lets start with some templates that can be useful in explaining my points. Here are some templates based on some Ideal conditions in a developing countries soldiers. I would have to say that these are a bit optimistic for Soldiers of the Philippines, but can be expected in armies of better quality, funding and efficiency.

There will be some surprises concerning the weapons and build of this templates. There are some basis to them but that is besides the point. What I want is to have some common ground to begin with. These soldiers, as you can observe have no Officer skills, because that is not the purpose of the exercise.

The Rebels have Area Knowledge, which is a big factor in over strategy and operations. They also have Survival and Navigation over the local soldiers which compounds their terrain advantage which is mostly the reason soldiers don't go charging into rebel territory in the first place. Soldiers cannot enter and gather information in an area an enemy has the strategic advantage.

Enjoy the templates, and in the next part, I'll draw up some easy to follow sample skirmishes. Maybe I can upload or draw some of the examples over a screen cap of google maps.

Modern Soldier

100cp

Private Infantryman from a lower tier nation's well-funded Army. The soldier's secondary skills, are that of support and maintenance. Many countries cannot afford dedicated support personnel and sometimes cut costs by training soldiers maintenance and support skills to cut labor costs.

Attributes [90]: ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 12 [20].

Secondary Characteristics [0]: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6 [0].

Advantages [20]:

Soldiering [20]: Combat Reflex [15]; Fit [5].

Disadvantages [-50]: Duty, Hazardous (12) [-10]; A total of -40 points selected from Bad Temper [-10*], Callous [-5], Curious [-5*], Chummy [-5 or -10], Code of Honor (Soldier’s) [-10], Disciplines of Faith [-5], Duty [variable], Enemy (Military rival) [variable], Fanaticism (Nation or Religion) [-15], Flashbacks [variable], Greedy [-10*], Lecherous [-15*], Honesty [-10*], Incurious [-5*], Intolerance [variable], Jealousy [-10], Nightmares [-5*], No Sense of Humor [-10], Overconfidence [-5*], Sense of Duty [-2 to -20], Pacifism (Cannot Harm Innocents) [-10], Stubbornness [-5*], Trickster [-15*], Unluckiness [-10], or Workaholic [-5].

Quirks [0]:

Total Skills [40]:

Primary Skills [25]:

Soldiering [13]: Soldier (A) IQ+1 [4]-12; Hiking (A) HT-1 [1]-11; Running (A) HT-1 [1]-11; Swimming (E) HT [1]-12; Climbing (A) DX-1 [1]-11; Survival (Woodland or Jungle) (A) Per-1 [1]-10; Navigation (Land) (A) IQ-1 [1]-10; Savoir-Faire (Military) (E) IQ [1]-11; Current Events (Military) (E) IQ [1]-11; Stealth (A) DX-1 [1]-11.

Combat Skills [12]: Rifle (E) DX+2 [4]-14; Pistol (E) DX [1]-12; LMG (E) DX [1]-12 or LAW (E) DX [1]-12; Grenade Launcher (E) DX [1]-12; Knife (E) DX [1]-12; Wrestling (A) DX [2]-12 or Brawling (E) DX+1 [2]-13; Tactics (H) IQ-1 [2]-10

Secondary Skills [10]:

Support Skills [5]: First Aid (E) IQ+1 [2]-12; Driving (Heavy Wheeled or Tracked) (A) DX-1 [1]-11; Choose from Electronics operation (Comm) (A) IQ-1 [1]-10 and Electronics Repair (Comm) (A) IQ-1 [1]-10, Electronics operation (Sensor) (A) IQ-1 [1]-10 and Electronics Repair (Sensor) (A) IQ-1 [1]-10, Mechanic (Vehicular Type) (A) IQ [2]-11, Electrician (A) IQ [2]-11 or Armoury (Small Arms) (A) IQ-1 [2]-11.

Academy Education [5]: History (War) (A) IQ [2]-10; Administration (A) IQ-1 [1]-10; Law (Military) (H) IQ-1 [2]-10.

Background Skills [5]:

Everyman [5]: Computer Use (E) IQ [1]-11; Driving (Automobile) (A) DX-1 [1]-11; Current Affairs (Popular Culture) (E) IQ [1]-11; Games (E) IQ [1]-10; Sports (A) HT-1 [1]-11.

Equipment [35.4lbs]:

Worn [11.5lbs]: Battle Dress Uniform (heavy clothing, balaclava and boonie hat) 4lbs; Web Gear or Vest 4lbs; Holster 0.5lbs; Boots 3lbs.

Carried [23.9lbs]: Battle Rifle 10lbs; Auto Pistol 9mm 3.2lbs; Combat Knife 0.5lbs; Cellphone 0.5lbs; Canteen 2lbs; First Aid pouch 1lb; x4 Extra Rifle Mags 4lbs; 2x Extra Pistol Mag 1.2lb; Personals 1lb; Gun Kit 0.5lbs.


Primary Weapon: (Basic set)Assault Rifle, 5.56mm-15; Dmg 5d pi; Acc5; Range 500/3,500; Wt. 9/1; ROF 12; Shots 30+1(3); ST 9†; Bulk -4; LC 2; Cost $800/$20.

Secondary Weapon: (Basic set) Auto Pistol 9mm-12; Dmg 2d+2 pi; Acc2; Range 150/1,850; Wt. 2.6/0.6; ROF 3; Shots 15+1(3); ST 9; Bulk -2; LC 3; Cost $600/$12.

Backup Weapon: (Basic set) Large Knife-12; Dmg 1d-2 imp/1d-2 cut; Wt. 0.5; ST 9; Bulk -2; LC 3; Cost $24

Other Goverment Squad Weapons:

1x LMG; x40 TL7 frag grenades (28cr, 1m 9cr, 2m 4cr, 3m 3cr, 4-5m 2cr, 6-9m 1cr) $40; 1 HMG.

Rebel Insurgent

75cp

This template adequately reflects a Rebel Insurgent. Rebels can be well trained, and have to be in order to put up against government troops. Unfortunately, their circumstance is much more uncomfortable and logistics are a common problem in the circumstances they are operating in.

Attributes [70]: ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 11 [10].

Secondary Characteristics [0]: Damage 1d-2/1d; BL 24 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 11 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0].

Advantages [15]:

Soldiering [15]: Combat Reflex [15].

Disadvantages [-50]: Duty, Hazardous (12) [-10]; A total of -40 points selected from Bad Temper [-10*], Callous [-5], Curious [-5*], Chummy [-5 or -10], Code of Honor (Soldier’s) [-10], Disciplines of Faith [-5], Duty [variable], Enemy (Military rival) [variable], Fanaticism (Nation or Religion) [-15], Flashbacks [variable], Greedy [-10*], Lecherous [-15*], Honesty [-10*], Incurious [-5*], Intolerance [variable], Jealousy [-10], Nightmares [-5*], No Sense of Humor [-10], Overconfidence [-5*], Sense of Duty [-2 to -20], Pacifism (Cannot Harm Innocents) [-10], Stubbornness [-5*], Trickster [-15*], Unluckiness [-10], or Workaholic [-5].

Quirks [0]:

Total Skills [40]:

Primary Skills [27]:

Soldiering [20]: Soldier (A) IQ+1 [4]-12; Hiking (A) HT-1 [1]-10; Running (A) HT-1 [1]-10; Swimming (E) HT [1]-11; Climbing (A) DX-1 [1]-11; Survival (Woodland or Jungle) (A) Per [2]-11; Navigation (Land) (A) IQ [2]-11; Savoir-Faire (Military) (E) IQ [1]-11; Camouflage (E) IQ [1]-11; Current Events (Military) (E) IQ [1]-11; Stealth (A) DX [2]-12; Area Knowledge (Territory) (E) IQ+1 [2]-12.

Support Skills [7]: First Aid (E) IQ+1 [2]-12; Driving (Heavy Wheeled or Tracked) (A) DX-1 [1]-11; Choose from Electronics operation (Comm) (A) IQ [2]-11 and Electronics Repair (Comm) (A) IQ [2]-11, Electronics operation (Sensor) (A) IQ [2]-11 and Electronics Repair (Sensor) (A) IQ [2]-11, Mechanic (Vehicular Type) (A) IQ+1 [4]-12, Electrician (A) IQ+1 [4]-12, Explosives (A) IQ+1 [4]-12 or Armoury (Small Arms) (A) IQ+1 [4]-12.

Secondary Skills [8]:

Combat Skills [8]: Rifle (E) DX+2 [4]-14; Choose one between LMG (E) DX [1]-12, LAW (E) DX [1]-12, or Grenade Launcher (E) DX [1]-12; Knife (E) DX [1]-12; Tactics (H) IQ-1 [2]-10

Background Skills [5]:

Everyman [5]: Computer Use (E) IQ [1]-11; Driving (Automobile) (A) DX-1 [1]-11; Current Affairs (Popular Culture) (E) IQ [1]-11; Games (E) IQ [1]-10; Sports (A) HT-1 [1]-11.

Equipment [39.9lbs]:

Worn [10.5lbs]: Olive Drab Fatigues (light clothing, and balaclava) 3lbs; Web Gear or Vest 4lbs; Holster 0.5lbs; Boots 3lbs; .

Carried [29.4lbs]: Assault Rifle 12.3lbs; Auto-Pistol 9mm 3.2lbs; Combat Knife 0.5lbs; Cellphone 0.5lbs; Canteen 2lbs; First Aid pouch 1lb; x4 Extra Rifle Mags 7.2lbs; x2 Extra Pistol Mag 1.2lb; Personals 1lb; Gun Kit 0.5lbs.


Primary Weapon: (Basic set) Assault Rifle, 7.62mm-15; Dmg 5d+1 pi; Acc4; Range 400/3,500; Wt. 10.5/1.8; ROF 10; Shots 30+1(3); ST 10†; Bulk -4; LC 2; Cost $300/$36.

Secondary Weapon: (Basic set) Auto Pistol 9mm-12; Dmg 2d+2 pi; Acc2; Range 150/1,850; Wt. 2.6/0.6; ROF 3; Shots 15+1(3); ST 9; Bulk -2; LC 3; Cost $600/$12.

Backup Weapon: (Basic set) Large Knife-12; Dmg 1d-2 imp/1d-2 cut; Wt. 0.5; ST 9; Bulk -2; LC 3; Cost $24.

Other Rebel Squad Weapons:

x1 Sniper Rifle (Fine Self-Loading Rifle) Dmg 7d pi; Acc6+3; Range 1,000/4,200; Wt. 10/0.5; ROF 3; Shots 8(3); ST 10+; Bulk -5; LC 3; Cost $600/$10.

x2 Light Machine Gun Dmg 6d pi; Acc5+2; Range 600/4,500; Wt. 10/0.5; ROF 10; Shots 72(3); ST 9+; Bulk -6; LC 2; Cost $900/$265.

x30 Grenades Dmg 21 cr, 1m-7cr, 2m-3cr, 3m-2cr, 7m-1cr (roll vs Fear at -1 for every damage level closer to explosion; Fail means supressed for 2d seconds + margin of failure); Range STx3.5m; Wt.1lb; Cost $10

30lbs of explosives, 5dx2cr ex each lb.





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