Showing posts with label Modern Combat. Show all posts
Showing posts with label Modern Combat. Show all posts

Tuesday, February 10, 2015

How to GM Abstract Combat Part 1 - Think in Opportunities

Playing a game like Airsoft requires me to have some mnemonic tools to help improve and to compensate for the the severe lack of combat instinct. Which is not bad, because I think my strength is Intrapersonal awareness to better describe what is going on in my head and probably whats going on in the heads of others. These lessons serve as a way to better model and describe combat so as to highlight and encourage the intrapersonal cues that help people navigate through such confusing and difficult situations.

Back to Basics Series, which began with Active Listening GMing

Think in Opportunities


The number of attacks one make is the wrong "mental paradigm" or model to think of combat. Its better to think of multiple opponents as "tasks to Juggle". I ended up realizing this when a player recently asked me about it, and to find out I stopped thinking in this way. Then realized its a dangerous mental model to think in this way, if the person is in a real fight... because thats How I thought about it when I tried to fight two weapons in Kali.

GURPS and DnD work in such models. Many Game systems work in such a model - except the Narrative Generation of RPGs. As a simulationist, I want to encourage a kind of thinking that would be easier to transfer in a real world situation - that the game helps me grow. So I try to look at games and look for the Cognitive Frameworks (Applying Cognitive Biases as a way to Frame) and see if there is anything of note.
Disclaimer: Basically what I'm going to talk about here can be applied in any game system. You end up boiling the whole thing down to an "opposed" roll where the GM makes an authoritative judgement on the validity of your strategy based on his "omniscient" knowledge of all the factors to add the modifiers. There is no "SYSTEM" to over-rule the GM here. The player must trust the GM in levels some games has not needed (games where the rules matter more than the GM's authority, that there is room for argument).
Looking back into multiple attacks or "strikes" or even the funny change of what the definition of "attack" I am now in a different place where these have other meanings. An attack is simply seizing an opportunity, while a more skilled warrior can create more opportunities - these opportunities cant really be measured. Each circumstance is a kind of opportunity that is hard to "number". Being in a position to mow down 10 assailants, is not 10 attacks, it may not exactly be one (as we've experienced in Insurgency). "Strikes" or "pull of a trigger" are just minor details to what one is trying trying accomplish.
Where details come in. The only time those details matter is when I and a team mate do evaluations for what would be our training. What habits or near-involuntary actions we should be reflexively doing in a given situation. If you think about it - this is when you spend Character Points, and characters spending time to improve themselves are better equipped to do so when they are reflective of their activities and self, or when there are others who can evaluate their actions and give them advice and 3rd person perspective.  
Think of it as an "executive decision" to choose a strategy. There is an economy or finite amount of attention resource to allocate. Framing it as "opportunities" you need to create is also a very useful mnemonic in this narrative.

Ask "Opportunities I need to create?"


"I have to weaken his guard, enough to let my blade pass"
"I have to get around his armor"
"I need to dominate/distract the overwatcher, before I take out the point."
"I need to suppress the threat area for my guys to maneuver into safety or flanking"
"I need to thin out the crowd so I can take them out at a time"
"I need to keep them in a running battle"
"I need to delay this defender, while I take out this attacker"

The best use of detail is in training, and in "informing context". If the character only has one trick, there are consequences to that.

What this also means is - narrative is more accurate in simulating real combat than to break it down to strikes or seconds (my issue with GURPS). That in combat some of us tend to think in "strategies".

Narration in Steps

If you want to get all Technical About it
Step 0 Order of Initiative or Turns. IME the virtues are called Situation Awareness, which is a mix of Tactics, Conditioning, and Perception. I tend to use Soldier or Tactics with Perception for this. Still I tend to allow for other "Intelligence" to matter. 
Step 1 Resolve their action by the order of Turns from the slowest to the fastest while allowing the fastest to Interrupt. Once a character Interrupts that becomes their turn. 
Step 2 Each Player describes their actions in a Narrative fashion - use "what strategies" will the character employ or "what opportunities the character is trying to create" as a mnemonic.  
Step 2.1 The GM will inform the player based on their awareness and their combat abilities, unless the Player is, himself, aware and would need little context. If the GM is using the "yes-&/but" style this goes much faster. - GMing Philosophies diverge: GMs that reward "rule of cool" or "tactical competence" or dramatic.
if players are still having problems, ask them what they prioritize. It all boils down to prioritize in combat or any situation (applicable to social combat). What are the player's goals or trying to achieve cuts through a lot of the communication barriers and time. The details can follow.
Typically when players have a problem - active listening should kick in as quickly as possible. Starting to what the player is having trouble understanding. If a GM spells each detail out it takes time, we adapt some of the details to each others expectations is much faster and cooperative.  

Step 3 Resolve each with an Opposed/Contest Roll, adding modifiers to how much harder or easier will the character succeed given the details of their capabilities and complexities of the situation. Simple check if the character has an advantage over the other in the details like their ability to feint, maneuver, observe, etc...

Other Topics in the Future.
Process of Narrating Combat
Tactical vs Non-Tactical Mismatching



Saturday, April 26, 2014

War Beneath Haven S02 E11 - the Mountain, end of Season 02



Season 1: 8 episodes May 17 to November
Season 2: 11 episodes Feb to April 26


Summary

  1. The party began the adventure in the mountain, having crashed their vehicle in their escape. It was late so they rest. They took a couple of hours to fix things up and went on their watch and sleep shifts at 8pm. Two shifts, on the second shift Eeshu found a silver cord dripping liquid down from a tree. When he alerted everyone another silver cord lashed at him and he freed himself with a knife. Archie and Jack began firing, Archie had NVG while jack had better aim. The creature was hurt, trying to escape it jumped down and it happend to be a 400lb spider. They made sure it was dead and Eeshu was able to collect its poison sac. When they finally began to move, they discovered Dimitri dead from asphyxiation.
  2. The party moved on, the objective is to reach one of the last ditch effort safe houses found in the float junkyard beside the container yard. First they had to get out of the mountain, and they could only move east to cross it (thanks to Eeshu's knowledge of the mountain). They proceeded up and saw a ravaged shanty community, tracks could tell a story to those skilled enough to read them. They avoided the tracks, but encountered a 5m/15ft giant.  It caught another shanty dweller, the giant took it and almost caught wind of Jack it waited but something summoned it. 
  3. When they crested the mountain they can see the mist escaping the mountain and creatures emerging from it. It took people and consumed them. There were many creatures and they can see the Magus' territories as they prevented the mist from closing in. They all took a rest because it was 2km hike up the mountain. They left when they can see the silhouette of giants climbing up. 
  4. They climbed down, and they encountered giants returning from forage. The party was able to ambush them - one giant's head was riddled with 20+ rounds of a P90 (the head was huge) by Archie. The other giant, the larger one, had his brain's blown off when Jack shot a .300 winchester through an eye. The third was stunned with paralytic poison by eeshu and its legs blown off by Fish, and froze just before being able to smash Jack. They made sure it was dead. The shots rang loud and they can see a rush of more giants coming at them. They escape below, Speedy's mobility allowing them to steal a large van to escape. 
  5. Tasha drove them and they parked far to observe who was at the scene. Emily and Yasuf (Osman's Son), did not respond in the secret radio signal the group had in place in such emergency. Black SUVs arrived and many armed men came over to the scene. A sedan with Thomas came, it stopped when it saw SUVs and went around. The team tried to follow Thomas. When they found him, he entered through the Container Yard. Constanz was with him, and they were stopped by soldiers. The team assembled in cover and Speedy tried to get Thomas' attention. He answered them, talking down the soldiers, but then walked over to Speedy. There was something terribly wrong, Jeni tried to stop them. Thomas tries to kill speedy, but his spectacular HT saves him. Everyone tried to kill Thomas at this point, a sword appeared from no where and tried to stab Jeni (which the GM rolled 16 for). 
    1. Jack shot with his sniper rifle, and blew off his own arm. Archie remembered the encounter with the mage and tried to attack the sword wielding thomas with his carbine. two soldiers, Eeshu and Speedy used ranged with predictable consequences. Eeshu managed to get hit with his own spear, and survives the paralytic on a 7. Speedy goes down when he tazed himself. The two soldiers got knocked down, all simultaneously. 
    2. On the next round everyone gangs up on Thomas, and they bring him down. In his Speedy sweeping the legs under him and everyone successfully attacking him. He cripples speedy in his defense. Constanz who has eliminated the other guards creates fire around Thomas forcing everyone to dodge and retreat. Jeni does something to force Constanz to dispel the fire. 
    3. When Thomas recovers he makes her pay, just before the other renew their attack. Jeni goes down, Eeshu deals the killing blow to Thomas. 
  6. Before Contanz could use magery to escape or harm the soldiers, Dylan takes her down. He approaches the party and points out to them that with Thomas dead he is their new boss, if they would accept him. Thomas dies leaving a large number of ownership reverting to Speedy, who is actually valuable because he is HSS chief engineer. To save Jeni, Dylan asks for Speedys loyalty (a Geas). Speedy accepts. He then recruits Archie, pointing out the murder in the elevator and his protection - they negotiate and come to a price. He then approaches Jack with an offer and the restoration of his arm. Eushu, is also approached with the "opportunity" to help the people of his "empire". 

Limited Aftermath

  1. The party gets a huge CP pay out. Enough points to allow characters to round out any deficiencies they may need.  I will help the party establish roles. 
  2. The heights need to be retaken, and the Party will be given time and resources to slowly build up forward bases and a presence. Dylan is their Patron, and they will be having mission dealing with mages and other supernatural factions to control more territory. 
    1. I plan to see if it is feasible make many adventures set in the african continent - the new frontier! Empire Estates expanding and buying out territory there. 
  3. HSS is now a company of Empire Estates, and Dylan means to make a bigger profit from the businesses that operates in the Shadow ISP network. 
  4. Enough time will pass that the party's adventures begin again in 2014 Feb. 
  5. Season 3: 1st week or 2nd week of June. 


Saturday, March 1, 2014

War Beneath Heaven S02 E07: Lost Leader


  • Cheng Dao and HSS decide it is best he represents HSS and Purchase the Title for Prince of the Heights. The cost would be brokered by Dylan Baker of the Tower and negotiated with all the participating Domain Mage Lords conceding to Cheng after they get their cut. (old fashioned feudalism which pretty much how things work in established and stable oligarchies).
    • Bill has a “recent” acquisition but Cheng is too busy expanding and wheeling and dealing to pay closer attention.
    • The underground tunnels was an old water way and logistics network more than 1000 years ago.
    • HSS plans to expand their secret network using the tunnels, and Bill's knew “friend” gives them a way to be ignored by the Tunnel's pale serpantine dragon guardian.
  • Cheng was able to pony up the money because he plans to let the Russian Vampire Clans settle in his high population territory. Undead don't really deal with Mages unless there was a way to enforce the deal, so the Russian Orthodoxy is brokering the deal with Cheng. Its a Win-Win... if you can call having a vampire clan move into your neighborhood a “Win”
  • The party gains a Vampire Enforcer and his Handler: Sergei and Dimitri. Sergei has been as sleep for a long while and has come out of retirement. He's politics are simple and effective for this purpose: Police the Russian Vampire Clans/Mob – which means he has to make sure they don't gobble up more territory than the deal suggests and that they keep their numbers and activities in Check.
  • The problem of the Dragon and the Kaeneen aka Devourers was settled... kinda. Osman and Thomas have been very poor in their Ops decisiveness. They did a terrible decision in leaving it up to a group decision. (Note: they should assign one of the PCs as Team or Project Leader). What happened is they ended up pursuing BOTH avenues by talking to the Far East Triad (Local Chinese Mafia which operate in the Economic Autonomous Zone). Chengs sends them with the Vampire hoping they can negotiate with the FET... without a plan.
  • The meeting has been set up and some days pass, with the team doing their other responsibilities.
    • Speedy and Fish gossip with Jeni as they go about doing the Infra Duties and Responsibilities with building an underground network. Perfect: A Miner (and Explosives Expert) and an a Network guy.
  • When they come to the meeting, obviously Thomas and Osman dropped the ball. They go down to a shielded room only for Cheng to prepare them terribly for the negotiations.
  • They meet Willian Lao (Wu Lao) and his representative a Miss “Xin”. They find the information of the team useless and are far more interested in Killian. Bill was trying to sell his brother out, but the FET cannot believe such a man would do so, so quickly. When a gun fight was about to errupt, Miss Xin concludes the negotiation quickly by taking the information they desire from Fish and giving them the identity of the Dragon.
  • The Dragon is working for Quijolo Group, a proxy of the Chinese government (and what should not be as surprise – a Rival of the Triad.
  • The Party leaves and find out that Cheng's fortress is again attacked. Cheng uses excessive force: Fire magic to deal with the Devourers which attack them with Swarms and a well-Trained militia. Fires rage in the area, destroying the Shanties and causing much of the population to scatter.
  • The Party rushes in and dispatches them, catching them by surprise. They seem to have taken out 18-19 Opfors...
  • Post battle analysis looking dire as it may be a probing attack. Further Attacks on Cheng make him look weak to the other Domain Lords. After the battle, he wants Blood, he needs them to make an example of the Devourers. Osman and Thomas, are swayed to agree. They argue that to deal a decisive blow quickly to the Kaeneen – one that should end this would bring stability and lower the loss of life. They seem to change their minds quite quickly, asking the party to delay the attack on the Dragon for the Devourers.   
GM Notes. 
Give more room for players to Improvise. 
Give more "Flexible" time so that each turn is more satisfying. 
I have to tweak things to speed up combat flow. 
New Player, New to GURPS a session to show the system and build a character. 

Tuesday, February 18, 2014

How to Think of Ammo

One of the BIG puzzles in load out is how much ammo. A 30 round mag can be 1 to 1.6 lbs depending on the ammo type.  Some doctrines carry 210 rounds or 7 mags including the one in the gun, and some more in loose rounds. Ammo costs money though, in the Philippines a 5.56mm nato costs as much as a meal for a soldier. Imagine a soldier 210 meals worth of rounds. Often soldiers carry 4 extra mags and their load outs appear out of a Vietnam era war movie.

Ammo is how many you can kill

So when I'm writing up load outs, I draw on much of the simulationist experience and the discussion I have with friends with their theories of how much ammo to carry. One telling lesson is working with very very low ammo capacities, like a Sig-12 or shotguns.

The exercise of using a shot gun or studying up on how shotgun doctrine imposes very hard limits to what you can do. Immediately I began and looked at the entire ammo load and think about how many potential enemies and use that to divide the ammo load to track with Baker's Dozen consideration of a miscount and more enemies being around than Intel provides.

Note you don't have to kill all to win, you just have to kill enough and many objectives are not search and destroy.

Ammo is Maneuver 

Then doctrine begins to make sense when you consider ammo load would be designed behind expected force and how much reserves such a military engine would have. So in the Philippines fighting NPA and MILF guerrillas, the army is expected to deploy in much greater force so they need only less ammo since their numbers allow for more maneuvering opportunities. In modern armies where they have to be prepared for equal numbers, they make it up with fire volume hence the much greater ammo load out (> 210 rounds).

In some aspects of maneuver and not just how many you can kill with your gun. Cover fire is using ammo to create an opportunity to move and maneuver, the more ammo the more maneuverability - strange way to look at it. But Ammo does have a weight and it does cost a lot of money. 30 rounds in the philippines is $30+ USD each to a soldier who earns about $200 a month. (very often cronie bureaucrats think in this way about the economics of a soldier in my country). Also consider the budget an army or an individual needs to practice, in the end it all adds up in cost. 

Ammo is a tool in the Art of War

Then there is Ammo in the perspective of Sun Tzu, it is merely a tool in the exercise of violence. To put it plainly - it doesn't matter how much ammo you have its more of how creatively you can think of ways to meet your objective within the limits of what you have (and that is not just the ammo). That means, the PC is designed to kill in many other ways and his tactics involve various other ways of killing - through use of environment, terrain, their own numbers against them, psychological warfare, etc.. etc... Note it is uncommon objective to destroy all opponents (it happens mostly in RPGs lolz).

for the Munchkin

  • Ideally strong and wealthy enough to afford to carry 7-9 mags. this is good enough for a force half your number or enemies of mostly equal in strength but less ammo or less armed. 
  • If you have <4 mags then make sure your stealth, running, intelligence, and equipment is superior than the average on the field. In gurps have 14+ in those and move of 7+ or something like luck
  • Be compatible - realistically you really have to go with what is logistically feasibly and not your "favorite round". AKs get no love in the philippines, so if there is a coup, 9mm and 5.56 would be what is mostly available. Be compatible with your team mates, use the same rounds. 
  • Be adaptable, use battlefield reload- use your enemies weapons and train to be familiar with these. It can be a 1pt perk to just be familiar with a large group of weapons. Seriously GMs should really impose unfamiliarity penalties because some guns are a bit crazy to fire. 
  • Check out shotguns. In the current game, against undead and monsters Solid Slug rounds of 5d6(2) pi++ amd 6d6(2)pi++ is really more bang per buck vs 4d+2 pi to 5d pi. Note that with such power you can blow through cover! You may have to check out the UTAS-15, Kel-tec KSG, the Saiga-12 (there is a bullpup variant) and the Remington 870 with Bullpup Kit.
    • Shot guns are your Gimick or Gadget Rounds! from fire breather, silver buckshot, blessed salt, solid slugs, and explosive rounds. 

Friday, August 16, 2013

Bull Pup version of STG44



Poor lighting is a great way to hide the flaws. Lolz. 
I wanted to make WW2 gun updates since they should be "public domain" by now and the rights to them should free and available. I like the Stg 44 and even had for a short time impoverished myself to buy the Airsoft Version. 
To WW2 people this gun is Blasphemy lolz. You have to thank +bobby navarro for getting me into ww2 since this was the GURPS games he ran and his traveller games had a WW2 flavor in them. (i even have my own german soldier uniform). WW2 is an expensive hobby, until maybe 3d printers or a friend with machining tools and a garage of easy access. 

So this is actually made for IMSU (in my sci-fi universe) and my GURPS modern campaign. This is the "standard" gun and has the reputation for durability and ease of production at the expense of precision. There are many variants that cater to Doctrine of various States and Militaries. There are 7.62x39mm versions to Nato 7.62 to 5.56 to 10-15mm caseless rounds. 

It ejects cartridges where the original STG44 would have its sight. (I will details this if i have the time) throwing the casing (if any) forward and front. The designs of so many variations litter the web and many emerging economies find this very easy to produce with stamped sheet metal and wood or plastic. 

I was able to use Google Hangout with +James Austin to test out doing blender in On Air and it works. It works and wow, its a great learning tool too bad I don't have skills worth teaching that would have people pay good money for Lolz! 
 

 

Friday, June 7, 2013

[Warning Mature Content] GURPS Modern Fantasy Session 03 Update

From the Point of view of Petier

Warning Mature Content, please skip this if your easily offended.
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The Jackals
       The Slums were oddly quiet, except for the grunts of a beating.
       "If you werr nutt 'reedy zoo daaaamn ugl'e, We rape yo' ass" said by one of the Jackal men. Their necks and the side of their faces had ritual scarring, that of a tribe she knew was long dead and forgotten.
       They worked her for over an hour, but for her it would have been an eternity. Walta prayed, through cracked and shattered teeth. These men didn't really want information, she could tell because they had not asked for any, they just enjoyed ruining her and cutting pieces of her up. They enjoyed seeing her humiliated by sticking things in her.  She prayed that she would go unconscious, she prayed that they grow bored and tired, and she prayed for the very sweet end.
       The angel of death did not come, who came instead brought with him the scent of a corpses bloated under a hot sun and pestilent with flies and rot. The sound of flies buzzing filled the room, and landed around her wounds and open legs. Walta had a wandering eye, but you could not tell from the swelling that disfigured her face. That eye could see things she could not explain, things that were there but no one else can see. What she now saw, she hoped was just a dream, a very bad dream.
       "I see, you softened her up for me...
       ...you didn't need to do that."
       The voice was grating like gravel against gravel, his teeth were sharpened, but bright and clean. She could not see his eyes beneath the jackal mask, but the dead eyes of the creature he wore was suffice enough to freeze her blood and numb her. She tried to cast a spell, but what remained of her tongue made her realize who she was dealing with.
       He chuckled in a way that made the walls and her bones shudder.
       "You will tell me everything... "
       "I don...." she said through a mumble.
       "You'll know..." He smiled and the poor creature he used as a head piece fidgeted as he put it down and showed her his face.
       "Ha' appa'tment...find da Gals tings. Ha' 'ed eh! " "She's famous, you can find out whe' she lives" "She's wid da white you' looking fo."

The King Maker
       Khaho'oor was as big as a bus, with maws that can crush a small car. It dragged the body of the bony demon along the smooth marbled surface of the palace. There was no one there save for a gentleman in a business suit, holding his wine glass and sipping it quietly. Its seven eyes watched the man very cautiously, never betraying the caution and that possibility that it was more afraid of him.
       "Your Djinn violated my territory, lives of my charge, and veil! He was made to pay, and his creatures too, but I spared his corporeal form!" his voice reverberated within the sound of a fierce echoing growl. "This should serve as justice."
       "Does it!" the gentleman replied so graciously. "Well then... it seems you have your justice..."
       "This is justice! His fire killed many of my charge, many of yours have answered for that... THERE WILL BE NO MORE KILLING!" Khaho'oor seems to grow larger and has it steps closer to the gentleman.
       "This is not justice, something of mine has been taken from me and you have aided these thieves. Your people are to pay." He said is a flat tone.
       Khaho'oor lunges at the man only to be wrestled down by the beaten Djinn. The darkness around them suddenly begin to fill with many dark eyes and shambling forms begin to swarm the massive bus-sized rotting dog.
       "I will be taking you with me..." 
       "And what, who will protect your people? I have bought your land just a moment ago and signed up contracts for a development to take place over the sacred ground. You will have wasted your form, and I will have a new development with no more pesky ancestral guardian to bother me."
       Desperation grew with hopelessness, Khaho'oor was ready to face the end but not to fail his charge so easily.
       "I have a perfect place for your people, a new decommission mega freighter I can use as slum ship. Your people will be living there when I'm done, the whole tribe of Khaha'li will die a death for generations working for me... never ever touching their sacred land again"
       "The more reason for me to take you with me..."
       "Or you can help me regain my property, undue your mistake and I will promise not to lay claim to your land." The creature paused to consider, "Oh you know my word is good, my words have power." The shambling things and the darkness that grasped the Dog creature eased as it slowly poised itself to submit.
       "Now then, lets see how much of a Dog spirit you are, sniff out my Lilim"
       

Thursday, May 30, 2013

Concept Sketch: Pregen gimick weapon

So basically this is a signature weapon of one of the Pregens for the fantasy game. It is a spear that can be broken up into two short spears (iklwas) and rearranged to be used as a staff, or batons. I'm allowing perks like quick-sheethe, form mastery, grip mastery, and off-hand weapons fighting. I almost forgot to put quick draw. 

It would be nice to use this also in a GURPS traveller game. I have to thank vaclav for running the gladiator game and giving all these ideas of how to fight with a spear. i can imagine this is going to be interesting as the character switches between different modes to suit terrain (like in tighter areas) or conditions (minimizing lethal force). 


Saturday, May 11, 2013

More on Haven

More on Haven if you want to imagine living there:

  • Developed world standard for Middle Class describes $7200-21,600USD Cost of Living Annually and describes the top 5%. They meet developed world standards for Education, Job Security, and can find work anywhere in the world but in Haven they are the "Wealthy" population. Housing makes up half and healthcare varies, because its a emerging market (aka 3rd World), they have a middle class life expectancy of about 70s, which is unlike developed worlds which have about x2-x3 the CoL and have a life expectancy of 100s. 
    • Pretty much as busy and varied as the Middle Class of Dev.World. 
    • Wealth: Comfortable are Upper-Bands of the Middle Class.
  • Struggling Class $3600-$7200USD Cost of Living in Dev. World; but considered Comfortable by the Haven Standards. If your single and doesn't have any expensive vices, you can pretty much live like Middle Class. 
  • Poor - $1440-$3600USD anualy this is the "Working Class" 
  • Dead Broke. Surprising GURPS deadbroke can accommodate the UN and Economist definition of less than $1 a day. There are a lot of people in the world that still operate without Money but live on squatting or "rented" housing, and scrounging or "subsidized" food and necessities by the Political or Criminal "Houses" to maintain Vote Dominance and 
    • Some very powerful individuals have started using these as labor and votes producing assets, housing them in Vessels creating Floating Towns. The population shift back to the Politico's lands during Elections.   
  • Wealth and Filthy Rich (Status 1-2) - these are people pretty much the middle management of the ruling elite as well as their Idle Family. 
  • Millionaires (Status 3-6) - "the Taipans". Modern day Kings would envy the way these families and patriarchs (and a few matriarchs) live.    
Any public service is terrible, public infrastructure never serves the public it serves one of the many factions in haven (as a monoploy or an excuse to charge taxes). In game terms, when it comes to a public service, expect crap. it costs x3-x10 more in time or money. 

Local Expertise is a valuable skill. 
Your Local Area Knowledge can be used as streetwise at -2 penalty. Area knowledge allows you to survive "Police Traps". So if you have it high, understand that you have points well spent. You can substitute Area Knowledge-3 for Navigation as in RAW. 
The skill allows you to cancel out "Noise" from living in there, there are many scams and spammers living in Haven, it takes some skill to sort out the "Noise" from the "real thing". 

Most Public Services that are decent come from the "Factions" and are 2-3x the price, especially necessities. Non-Necessities, Luxury Goods, are 1/2 the price as compared to the rest of the world. If you are part of the Weapon Specialized Factions, certain lethal goods can be cheaper. 

Special Note on Weapons 
Some Very Old Weapons have flooded the weapons market because their license to produce is un-enforcable. You will notice Modernized WW2 weapons being available and half their GURPS listed cost. Despite modernization the sweat shops that produce these guns are poor in skill. 
G44s, 40s, 42, MG42s. 

There are some "Diesel Punk" equipment to be found.  

Players are free to make up other Factions/"Houses"/Corporations. Note that this is a Cosmopolitan Country, factions is bizarrely any ethnic or cultural background.

Despite "Ethnic" profiles listed, expect 1/3 of all ethnic groups as mixed ethnicity. Despite the ethnic diversity, intolerance is healthy and strong in Haven. 

Thursday, May 9, 2013

Pregens for GURPS Modern Fantasy

I hate how revealing GURPS chargen can be. 

Anyway I've pretty much finished the pregens for the game, which can be found here: 
Speedy programmer http://goo.gl/eBohF
Savy Biz Man http://goo.gl/cQy6n
Modern day Prince http://goo.gl/exciD
Action Star http://goo.gl/VAfDu

+
Bartender  
Gunslinger 

Hope some of those who want to play can meet me pre-game to discuss tactics, rules, and expectations. One of the things I want to discuss is what images and movies evoke the mood they are looking for. 

For those with pregens, a chance to customize and bit and to see the combos. 

Tuesday, May 7, 2013

GURPS modern fantasy 2 - Disad driven plot and game.

Here is a link to the GURPS Modern Fantasy set at Friday May 17 Newyork 7pm which is my Saturday May 18, 7am. I should be awake by 6. Second session is May 25.

GURPS modern fantasy game

  1. Disadvantages driven plot with a combat and action focus. If you can give me your concept and disads first Ill shape the story asap, please have it in by May 14. 
  2. 2-sessions (with a 1 session extension if people like the game that much). This is so that people can be free to try out other games.   
  3. 150cp game, 50 Disadvantages, 5 Quirks. Everyone starts out as Best Buddies, trust is very high. Consider each other as a Free Ally 
  4. All those taking on Supernatural Advantages must take a 10cp Unusual Background. Low Magic in Urban areas unless otherwise stated. Ritual Magic Rules. 
  5. No cinematic advantages. 
  6. TL8 present day, and fictional cosmopolitan coastal but emerging market country, undergoing rapid urbanization going on. CR4, heavy gun control, like in many emerging market countries enforcement is not really that good, expect Status 1 and up to have bodyguards that have firearms.  
  7. You may save points to burn to negate critical failures or critical success attacks against you. 
  8. If you are new to GURPS you can contact me to talk or chat about the character and preparing your actions before the game to speed up play. We will prep a note pad of tactics and actions you can cut and paste. 
  9. You may find 100cp templates in GURPS martial arts and basic set. 

Tuesday, January 8, 2013

DnD 3.5 Combat System in GURPS and GURPS in DnD 3.5 Combat system

This is for those in DnD moving to GURPS, or for GURPS guys who want to bundle up seconds instead of playing every second out

As a simulations, there are wasted time units. Among the people I know, i can have a very acute sense of time, IF I'm not performing a long task, otherwise I can pretty much guess closely how much time i'm consuming - this allows me to plan activities with hindsight.

What this does is gives another Framework for GURPS combat. Simplifying decision making processes so that people can make more tactical declarations in less time. Old DnD players have a framework to work with, and so does GURPS players.

Assumptions
6 second rounds - Assume 4 seconds of standard action and 2 seconds of move actions
Why 4 seconds of standard action? - Because ever attack has a full evaluate/aim build in. So every attack takes up 4 seconds.
Synergy - having 2 second move, makes sense because Move 30ft is = to Move 10 (which is Basic Move x2).
Synergy Note - if PCs always get max Aim/Evaluation bonus that's about +3 bonus in gurps, that is equal to around +6-+7 in DnD (+3 makes 50% to 83.33%; 30% divided by 5%). If you play with those statistics, GURPS guys playing DnD might allow multiple attacks at -7 (i recommend round down).

Attack of Opportunities in GURPS. There are no attacks of opportunity, unless the Player Tactically predicates the conditions for one. It is not limited to non-combat complex actions. AoO builds into a combat a predetermined list of Wait/Ready or Anticipatory actions. AoO actually makes opponents more tactical than they should be. A DnD Zombies don't exactly know a Wizard is casting a spell or there is a weakness in the stance of an opponent... they just attack what ever is in reach at the rate of attack they can muster.
Having no AoO, makes the game much easier... and even more tactical as players now must budget their time. If you budget 4 and 2 secs, you can simplify your decision making process. You can assign one or the other as "reactive" vs active actions.
Ex. I budget 4 sec as step and evaluate x3, plus step and attack. Then with my 2 seconds I would reserve for anything that would provoke an AoO/any time the opponent drops their combat stance. Note that the AoO is at -7 in DnD, or does not gain the benefit of Aim and Evaluate. 
In modern Combat the 6 second rounds carry over beautifully in my experience. It really captures the anticipatory and focused action in a way that players can't meta-game and interrupt themselves so easily and abort their current action. If you wait, you just wait - you can't pick and choose seconds. Modern combat is much more lethal, and thus focused action is a big deal.

Because of my GURPS experience, I will use a gurps engine within my DnD game. That means when players become more detailed in what they do, I will Hack DnD with GURPS. This is how I plan to build my Open Source Combat System - simple and elegant, with the doctrine embedded but with the "source code" available for GMs so that they can bring much needed customized elegance to their players.

Saturday, November 3, 2012

Some Notes on Crisis Game

Crisis games are what I call games where things get really really bad but its not the end of the world. A coup d'état, a war, a large scale terrorist plot, a natural disaster, a market crash, a persecutive martial law, etc. etc. Its not the end of the world, but its pretty devastating to the people around it. 

Anyway, to me the plot or the set up in nearly interchangeable  Basically shit hits the fan and players are individuals have to make best of a situation. The situation or cause has some nuances, but pretty much, its almost an apocalypse. 

I would always cater the game around the Philippines. Its just weird for me when people run games in places they have barely visited  like the US. I can understand my brother running a game set in Jersey, having lived there for almost 10 years. Its no different as running a game based on fictional setting, unfortunately details are what changes the tide of survival, and there are a ton of local knowledge that is wasted and makes the game all the more "immersive". 

Subject Matters or Topics that come from Local Knowledge

Zoning Laws - actually play a part, because you know where you can find unusual concentrations of certain businesses and buildings.  
Building Codes - helps because it allows me to quickly map and narrate structures. I ran a game set in the UP-Ayala Techno park as i was still under construction, since we do BPO fit outs I could draw from the floor plans we have of many BPOs. 
Nuances of Firearms Laws and Environment- Local Expertise help a lot in determining arms and armament found in the game. It helps that my uncle is a gov't contractor of firearms and I have two other friends who's family are military families.   
Market and Economic Local Knowledge - what Groceries, Shopping Malls, etc. Stock. What kind of goods can be found in the locations, what is unlikely and where to find hard to find goods. Friends who are in Commodity Supply and Distribution give a very good picture of how things work. I guess it helps to be curious and the GM side of me likes to find out more about these things.  
Maps - I use Gmaps a lot, and its easier to use when you have a good internet. I love researching with it, and often it pays off so well that it reinforces my dependence on it. I've made some local expertise maps and try to contribute to google maps' map editor site... although I can vaguely understand how it works and I can't understand their verification method. 

It tends to boil down to mastery of your surroundings and how one's world works. GMing for such a setting and crisis, actually makes me want to know more and more about my surroundings. Interestingly its a useful skill, it allows me to source hard to find and necessary goods, as well understanding the local market better. 

Despite having no game to run currently, (there is no market for my games in my location - most role-players are the escapist type) its nice that the GMing habit keeps me looking for data and asking questions. 



Wednesday, October 17, 2012

Digesting a lot of Chinese History

Thanks to Laszlo Montgomery I found it easier to follow chinese history. As a filipino, i pretty much fall in between western and eastern culture... especially since our culture is weak and heavily borrowed.

I have to make a shout out to what Mr. Laszlo has done and the steadiness and frequency he has made his pod casts. I've tried the two other Chinese history lectures in the Teaching Company, and Mr. Laszlo's material greatly supplements details that are not tackled in the broad strokes.

It has gotten to the point that I want to adventure in: Modern historical China. Freaking eh, right?! I appreciate the risks, the challenges, the triumphs and the sufferings. The world is real to me, and thats what learning various histories do; they make the past more real and more remembered.

I feel strongly that people should check it out, especially since it gives a very well rounded world view. I have my own Philippine history, I get a lot of US history from the media, I got a lot of European history in gaming, through the Teaching company I got Ancient Empires before alexander and Human Civilization, because of Anime and L5R I got a lot of Japanese history, and now from mr. Laszlo I can get chinese history....

... funny is that I really have no one to talk to about chinese history... :P especially since its a controversial topic, I can get banned by the great firewall, and if I want to do biz in china I better keep my big mouth shut about my opinions about China :P

Like Scarborough Shoal or the Spratly Islands or Chinese fishing vessels entering Philippine waters...

I have to say, the amount of death, suffering and turbulence in China in ancient and modern history is equal to that of a whole continent. So in terms of wars, skirmishes, and tragedies few if there are any would meet a statistical and demographic equivalent. 

Thursday, October 22, 2009

[anygame system] How to Make a Modern Combat Map in 10 minutes

I promised long ago to show how to make a tactical combat map very quickly. Use this to make reusable combat maps or for one long engagement.

Step 1: go to Google Maps and zoom into to any part of the world that suits the terrain you want to use.
Ex. I prefer Philippine Jungle. Viola takes a few seconds.

Step 2: Press Print Screen to Screen Capture, then go to Photo Shop or GIMP and open "new" and past it on. Crop to get only the useful parts (including the reference scale).









Step 3: Go back to Google Maps and change the View from Satelite to Terrain. Screen Capture that and paste it on a layer over the first picture.








Step 4: Click on Multiply (which the image demonstrate) and manipulate Lightness/Darkness Levels (Ctrl+L in Photoshop).








Step 5: Make sure terrain depth and elevation markers are visible. Save as an Image. Resize to how big you plan to print it out.

Step 6: Go to http://incompetech.com/graphpaper/hexagonal/ and make a Hex PDF (line 0.1, 0.1 size hex). Get to your ideal proportions, you don't have to use the exact Google Earth values. Just use what is gamable.

Note: Locally tarp printing is around Php30-40 ($0.7-0.8) per sq foot. At 20 sq (7 x 3.33) ft it costs about Php800 ($16) for this tarp map. This one I made is 60m per hex. At the terrain difficulty it would roughly take 1 minute to cover at paced running through difficult terrain. You can extrapolate from there. (Paced running is Move x0.5, Difficult terrain is x0.5 move, moving at Light enc is x0.8 move, defaulting at Basic Move 5).








Here is the Rapid Share file.

Further note, you can play with Hues, to change the over all terrain and add props to represent goals, structures and vehicles.

Tuesday, September 1, 2009

Jin Roh, Inspired Combat Load.

Jin Roh suffers some a few problems despite being a good modern combat anime movie. Particularly the lack of “combined arms” and actual “tactical” doctrine. Playing in a game set up like in the movie (early 1970s activism) can be a fun para-military adventure.

Urban Combat Load 58lbs (ST12*) $3,662

*ST11 in my home brew rules where organized and well distributed load-outs allows a character to carry a load +1Lifting ST higher encumbrance.

This gear load out is using GURPS basic set only. It also uses a made up set of rules to simulate the early Night vision tech which was done with Active IR.

Variations include the use of tactical shields, assault carbines and shotguns for larger open areas and armored foes).




Worn Equipment

Cost

Wt.

Frag Helmet (DR 5)

$125

3

Night Vision (TL7; Infra-red Light Night Vision 20 yards/meters)

$600

2

BDU (Urban Camouflage)

$60

2

Frag Vest ( DR 25/22*; Front Torso and Groin )

$500

20

Gas Mask ( DR 2; eye face; No Peripheral visions)

$100

4

Load Bearing Vest

$20

2

Combat Boots

$80

3

Knee and Elbow Pads

$10

0.5

TOTAL

$1,495

36.5



Carried Equipment

Cost

Wt.

SMG 9mm (Dmg 3d-1 pi; Acc 4; Range 160/1900; Wt. 7.5/1.3lbs; ROF 13; Shots 30+1(3); ST10+; Bulk -3; Rcl 2; Cost $1,200)

$1,236

8.8

Auto Pistol 9mm (Dmg 2d+2 pi; Acc 2; Range 150/1850; Wt. 2.6/0.7lbs; ROF 3; Shots 15+1(3); ST9; Bulk -2; Rcl 2; Cost $600)

$622

3.3

2x SMG 9mm magazine

$72

2.6

Auto Pistol 9mm magazine

$22

0.7

Fine Combat Knife

$30

0.5

Tear-Gass Grenade (respiratory attack, No Delay, HT-2; vision based, No Delay, HT-2)

$40

1

Concussion Grenade (5dx2 cr ex)

$40

1

10mile Radio and Headset

$100

2.5

Personals (multi-tool, 10m cord, electric tape)

$5

1

TOTAL

$2,167

21.4


Thursday, August 20, 2009

Updated TL10 Soldier Outfit and Load Out.


Personals Bag: $75, 4lbs

  • Rugged and Discrete Belt optional bag 1.5lbs $20
  • Rugged and Expensive Multi-tool (includes butane torch-lighter) 0.5lbs $20.
  • Rugged and Expensive multi function knife 0.125lbs $10
  • Snack (could be an energy bar, meal tablet, trail ration etc.) 0.25lbs $1
  • 2 doses of stimulants, tranquilizers, anti-nausea, anti-allergy, anti-diarrhea, paracetamol, pain killers, and daily maintenance drugs 0.125lbs $10
  • Small universal duct tape 0.125 lbs $1
  • Universal pen and stylus neg. $1
  • Rugged Temp-stable drinking flask (400ml, 6.4oz) 1lb. $10
  • Sticky-Page Notebook $2 0.25lbs
  • typically carries: Rugged smart phone and wallet.


Armed Civilian Loud-Out TL9 : $4,940

  • Worn (10lbs): Concealed Ballistic Suit $1,200 8lbs; Clothes 2lbs. Total $1,200

  • Carried (8.2lbs): Collapsible Shield DR30/HP60/OP45, 2.7lbs $400 (Discretely Strapped on Shoulder); ETC Magnum Pistol 15mmCLP (w/ smart gun electronics, Compact Targeting Scope) (Dmg 5dx2+2(2) pi APFSDSDU rounds; Acc3+2 (2, +1 Laser Sight, ); Range 705/7,800; ROF3; Shots9+1; Wt. 3; Bulk-2; Rcl 4; LC3) $1740+75+$1000, 4.5lbs; Basic Personals $5, 1lb.

  • Carry Always (1.2 lb): Rugged Smart Phone (complexity 4) (Small computer, data-pad terminal, and 20-mile small radio) $520 1.2lb.

  • Total 19.4lbs (Light) $4,940

  • DR12/4* (Concealed ballistic suit)


Mil-Grade Combat Expedition Loud-Out TL9 : $48,903

  • Worn (40.4lbs): Expensive Combat Expedition Package (Trauma Maintenance, Desert Environmental Suit, Programmable Camouflage, Infrared Cloaking; Integrated Reflex Armor with LBE) (DR12/4*) $13,600 16lbs; Load Bearing Exo-Skeleton (Cheap and Rugged) (TL9 version of Stealth Exo; Lifting ST+4) (UT182) (DR24) (Programmable Camouflage and Infrared Cloaking) $9,000 (19lbs); Thermo-Optic Camouflage Cloak $4000 4lbs; Survival and First Aid Kit $527 8lbs; Combat Computer and Software $1300 2lbs; Rugged Water Pack (2L, 20hours of extraneous operation, filed with special sports drink solution) (programmable camouflage and infrared cloaking) $650 5lbs; 2 Collapsible Shield DR30/HP60/OP45 $800 5.4lbs; Total $29,877.

  • ---Combat Computer and Software (2lbs): Hi-cap, Rugged and Hardened Small Computer with Rugged Sleeve Display and Portable Terminal (Complexity 4) $800 2lbs; IFF Comm (p UT188): Complexity 2. $500; Operational Software (p UT188): Complexity 2. $500; Target Tracking Software (p UT149): 1000 targets. Complexity 4 $150; Targeting Software (p UT149): +2 guns. Complexity 4. $150. 2lbs $1,300

  • ---Survival Kit (5.5lbs): cheap rugged multi-tool (HT26) $50 0.75lb; Additional suit patches (UT188) $10 1lb; Universal Anti-lost Marking Pen $5 0.125lbs; Mini Tool kit (UT82) (5A/10hr) $400 2lbs; Food tablets (2 day, 2000 calories) $10 0.75lbs; Trail Ration (energy bars 2,000 cal) $5 0.5lbs; Duct tape (150m x 5cm) $2, 0.125lbs. Total $482 5.5lbs

  • ---First Aid Kit (2.5lbs): Rugged Expedition First Aid Container $20 1lb; Foam Moldable Brace $5 0.5lbs; Bandage spray can (UT197) bandage spray can $15 0.5lbs; Antibiotic (+5 to resist bacterial infection) $5 0.125lbs; Pain killers (20 doses; 4hrs) (HT+2 to resist pain; negates pain penalties up to 2) $5 0.125lbs; Stimulant (+2FP per dose; and HT+5 to resist sleep or loss of concentration) (20 doses) $5 0.125lbs; Sleeping Pill (8 hour cycle; grants deep sleeper perk) (20 doses) $5 0.125lbs; Anti-Allergenic patch (20 doses) $10 0.125lbs Total $70 2.5lbs

  • Carried (30.5lbs): Gun Sleeve (Programmable Camouflaged and Infrared Cloaking) (counts as both arm Sleeve) $335 1lb; ETC Storm Carbine 10mmCL (Compact Targeting Scope, Smart Gun, Bipod, and Foldable Stock) (Dmg 6dx3(2)pi-; Acc5+3 (4, +1 laser sight) + (+2 CTS, +1 Targeting Software); Range 2000/6,300; ROF10(+1 to hit); Shots50+1; Wt 9.2; Bulk-6; Rcl 3; LC2) $3,700+$1,000 10.2lbs; 25mm Underbarrel Grenade Launcher (Dmg6dx3+18(10) cr inc + linked 2d cr ex [1d+1]; Acc5+2 (4, +1 Laser Sight, +2 CTS); Range 360/2,200; ROF1; Shots3; Wt. 1.5; Rcl 2; LC3) +$300 1.5lbs; ETC Magnum Pistol 15mmCLP (w/ smart gun electronics,) (Dmg 5dx2+2(2) pi APFSDSDU rounds; Acc3 (2, +1 Laser Sight); Range 705/7,800; ROF3; Shots9+1; Wt. 3; Bulk-2; Rcl 4; LC3) $1740+75, 4lbs. Total $8,545

  • ---Ammo Load (14lbs): 2 Pairs of Mags (APFSDSDU; 50 shots each mag) (total rounds 200) $940 (4.7lbs each); x4 Hand Grenades $320 4lbs; 25mm Shaped Charged Grenades Magazine $135 0.6lbs. Total $1395

  • Carry Always (1.2 lb): Rugged Smart Phone (complexity 4) (Small computer, data-pad terminal, and 10-mile small radio) $520 1.2lb.

  • Total $31,792, 71.7 / 78.4lbs (Light Load for ST10+4); Move 4

  • DR: General Area 12/4* (Ballistic); Head 18/12


TL10
Armed Civilian Loud-Out : $4,535

  • Worn (10lbs): Concealed Ballistic Suit $1,200 8lbs; Clothes 2lbs. Total $1,200

  • Carried (8.2lbs): Collapsible Shield DR30/HP60/OP45, 2.7lbs $400 (Discretely Strapped on Shoulder); ETK Magnum Pistol 15mmCLP (w/ smart gun electronics and Compact Targeting Scope) (Dmg 7dx2+2(2) pi- APFSDSDU rounds; Acc3 (2, +1 Laser Sight, +2 CTS); Range 705/7,800; ROF3; Shots9+1; Wt. 3; Bulk-2; Rcl 4; LC3) $1740+$75+$1000, 4.5lbs. Basic Personals $5,1lb.

  • Carry Always (1.2 lb): Rugged Smart Phone (complexity 4) (Small computer, data-pad terminal, and 20-mile small radio) $520 1.2lb.

  • Total 19.4lbs (Light) $4535

  • DR18/6* (Concealed ballistic suit)


Mil-Grade Combat Expedition Loud-Out TL10 : $57,122

  • Worn (40.4lbs): Expensive Combat Expedition Package (Trauma Maintenance, Expedition Capability, Programmable Camouflage, Infrared Cloaking Sealed Tactical Suit) (DR30/15*) $26,000 18lbs; Stealth Exo-Skeleton (Cheap and Rugged) (UT182) (DR24) (Programmable Camouflage and Infrared Cloaking) $13,000 (19lbs); Multi-Spec Camouflage Cloak $6000 4lbs; Survival and First Aid Kit $527 8lbs; Combat Computer and Software $1600 2lbs; Rugged Water Pack (2L, 40hours of extraneous operation, filed with special sports drink solution) (programmable camouflage and infrared cloaking) $650 5lbs; 2 Collapsible Shield DR30/HP60/OP45 $800 5.4lbs; Total $48,577.

  • ---Combat Computer and Software (2lbs): Rugged and Hardened Small Computer with Rugged Sleeve Display and Portable Terminal (Complexity 6) $600 2lbs; Silhouette (p UT149): Complexity 5, 2 PB. $200. IFF Comm (p UT188): Complexity 2. $500. Target Tracking Software (p UT149): 1000 targets. Complexity 4, 1 PB. $150. Targetting Software (p UT149): +2 guns. Complexity 4. $150. 2lbs $1,600

  • ---Survival Kit (5.5lbs): cheap rugged multi-tool (HT26) $50 0.75lb; Additional suit patches (UT188) $10 1lb; Universal Anti-lost Marking Pen $5 0.125lbs; Mini Tool kit (UT82) (5A/10hr) $400 2lbs; Food tablets (2 day, 2000 calories) $10 0.75lbs; Trail Ration (energy bars 2,000 cal) $5 0.5lbs; Duct tape (150m x 5cm) $2, 0.125lbs. Total $482 5.5lbs

  • ---First Aid Kit (2.5lbs): Rugged Expedition First Aid Container $20 1lb; Foam Moldable Brace $5 0.5lbs; Bandage spray can (UT197) bandage spray can $15 0.5lbs; Antibiotic (+5 to resist bacterial infection) $5 0.125lbs; Pain killers (20 doses; 4hrs) (HT+2 to resist pain; negates pain penalties up to 2) $5 0.125lbs; Stimulant (+2FP per dose; and HT+5 to resist sleep or loss of concentration) (20 doses) $5 0.125lbs; Sleeping Pill (8 hour cycle; grants deep sleeper perk) (20 doses) $5 0.125lbs; Anti-Allergenic patch (20 doses) $10 0.125lbs Total $70 2.5lbs

  • Carried (31lbs): Gun Sleeve (Programmable Camouflaged and Infrared Cloaking) (counts as both arm Sleeve) $335 1lb; (ETK Storm Carbine 10mmCL (Compact Targeting Scope, Smart Gun, Bipod, and Foldable Stock) (Dmg 4dx6(2)pi- or 8d(5) imp inc + linked 1d-2 ex cr [1d-2]; Acc6+4 (4, +1 ETK, +1 laser sight) + (+2 CTS, +2 Targeting Software); Range 1400/4,300; ROF10(+1 to hit); Shots50+1; Wt 9.2; Bulk-6; Rcl 3; LC2) $3,700+$1,000 10.2lbs; 25mm Underbarrel Grenade Launcher (Dmg6dx3+18(10) cr inc + linked 2d cr ex [1d+1]; Acc5+2 (4, +1 Laser Sight, +2 CTS); Range 360/2,200; ROF1; Shots3; Wt. 1.5; Rcl 2; LC3) +$300 1.5lbs; ETK Magnum Pistol 15mmCLP (w/ smart gun electronics,) (Dmg 7dx2+2(2) pi- APFSDSDU rounds; Acc3 (2, +1 Laser Sight); Range 705/7,800; ROF3; Shots9+1; Wt. 3; Bulk-2; Rcl 4; LC3) $1740+75, 4lbs. Total $8,545

  • ---Ammo Load (14lbs): 2 Pairs of Mags (HEMP and APFSDSDU; 50 shots each mag) (total rounds 200) $728 (4.7lbs each); x4 Hand Grenades $320 4lbs; 25mm Shaped Charged Grenades Magazine $135 0.6lbs. Total $1185

  • Carry Always (1.2 lb): Rugged Smart Phone (complexity 4) (Small computer, data-pad terminal, and 20-mile small radio) $520 1.2lb.

  • Total $57,122; 71.7 / 78.4lbs (Light Load for ST10+4); Move 4

  • DR: General Area 30/15* (Tacsuit); Head 27/18


Friday, July 31, 2009

Sci-Fi Load-out: Long Ranged Operation Load

TL10 Long Operational Range Package. $37,190
Basically, this is a long range package complete with all essential gear for a mission that may last for a week. It is possible to extend operational range beyond a week with the appropriate survival checks for rationing and foraging.

This load out is intended for skirmishing and ambush engagement where absolute stealth is needed to reach objective. Which usually consists of a long foot hike through hostile and dangerous environments.

In this load-out the PCs can hike at about 4-8km an hour, depending on their fitness and Strength. PCs can operate with practically 16 hour hikes because of the expedition suits, enhanced liquids, and high energy rations.

Drop-Backpacks have some homing beacons and equipped with prog-camo to be dropped to enhance combat range and mobility. The Water and Ration pack is a modular part of the backpack meant to remain when the bag is dropped.


Worn (26.5lbs). Prog-Camo Expedition Suit (UT178) (w/ Load Bearing Rig, Knee and Elbow Pads) (DR5*) $2,530 8.5lbs; Prog-Camo Tactical Load Bearing Vest (UT173) (DR24/10*) $1250 9lbs; Prog-Camo Cheap Rugged Stealth Exo-Skeleton (UT182) (DR24) $11,000 (18lbs); Prog-Camo Combat Infantry Helm (with Hyper Spectral Vision) (UT180) (DR27/18) $3125 5lbs; Multi-Spec Camouflage Cloak $6000 4lbs. Total $23,835

Carried (20lbs)
. Prog-Camo Gun-Sleeve $370 1lb; Very Fine (accuracy) ETC Battle Rifle 7.62mmCL (w/ smart gun electronics, compact targeting scope, and portable bipod) (Dmg10d+1(3)pi-; Acc7+2; Range ; ROF10; Shots34+1; Wt 12/2;Bulk-5; Rcl 2; LC2) $10,400 14lbs; 3 Extra Mags (APEP 34 shots each) $900 6lbs. Total $11,300

Drop-Backpack (60lbs)
. Prog-Camo Backpack $490 10lbs; Water Pack (6L- 1 week with expedition suit) $60 15lbs; Meal Rations (1 week) $105 10lbs; Trail Rations $100 10lbs; Battery Charger (2 D-cell) $300 10lbs; Very Fine Quality Survival Kit $1000 5lbs. Total $2,055

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.