03-22-2018, 01:00 PM | #1 |
Join Date: Aug 2015
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Anti-Terrorist Team
Hi all. I gm a big group and we are going to try our hand at a sci-fi anti-terrorist campaign. The world includes gnomes, centaurs, humans, dwarves, lizardmen and fey. The gnomes have incredibly high tech for information technology and travel (9-10+) but don't really like weapons development (TL 7 weapons). Everyone else through trade and reverse engineering lives at about TL6. The gnomes intend to leave via colony ship so the job falls to a group of gnome-loyal Dwarves to eliminate dissenters and protect the launch. So I need to assemble an anti-terrorist team with some role differentiation. I am happy to receive suggestions on books that would be good as well as actual ideas for the roles below as well as any roles I am missing. I already have High tech and Ultra Tech.
Anti-Terrorist Squad Roles: Lieutenant: Sergeant: Explosives Grenadier Close Quarters Sharpshooter: Assault: Communications: Medic: |
03-22-2018, 03:20 PM | #2 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Anti-Terrorist Team
What is the motivation of the terrorists?
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03-22-2018, 03:21 PM | #3 |
Join Date: Aug 2015
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Re: Anti-Terrorist Team
Stop the launch. When the gnomes leave technological advancement will screech to a halt and life quality will decrease significantly for everyone. The gnomes are always motivated by knowing more and feel the time has come for them to explore the vastness of space.
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03-22-2018, 03:34 PM | #4 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Anti-Terrorist Team
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I can't think of a sourcebook that covers the fantasy elements, unfortunately, so you'll have to build those racial templates yourself. If you do go with Action 4: Specialists to build characters, I'd suggest trying to build the templates on 25 or 50 points - that will let them fit neatly into the existing packages in Specialists. Quote:
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Another role you could include would be Driver/Pilot. |
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03-22-2018, 11:51 PM | #5 |
Banned
Join Date: Mar 2018
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Re: Anti-Terrorist Team
I'd second Kelly's suggestion above, the Action series has some great stuff on the sorts of traits a cinematic/fantasy CT team might evince. The other end of the spectrum would be Tactical Shooting and Seals in Vietnam, many real life CT/Hostage Rescue teams are basically killing machines because the theory is that if you blow away all the bad guys they can't hurt anyone.
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03-23-2018, 09:13 AM | #6 | ||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Anti-Terrorist Team
Quote:
The captain, warrant, and two operations sergeants would have fairly similar roles in game terms, boasting skills like Administration, Intelligence Analysis, Leadership, Savoir-Faire (Military), and Tactics. Yet it would be easy enough to create differences: The captain might have the highest Leadership and Savoir-Faire, decent Diplomacy, and the only Strategy skill. The warrant would have the highest Administration, a little Diplomacy, and specialist knowledge such as Expert Skill (Military Science). The operations and intelligence sergeants would have the best Tactics and Intelligence Analysis, respectively, as well as Teaching and a good Intimidation skill, and more Soldier than you'd expect. You could further differentiate by making one person good at acquiring gear (the warrant is the logistics guy, so perhaps add Fast-Talk, Merchant, and Scrounging), another trained in some weird technical area (say, Hazardous Materials), and so on. The rest have obvious specialties, I think. There's deliberate redundancy because (1) cross-training is essential in the event of someone being incapacitated, and (2) you want the capability two operate in two teams. If I were running this, I'd have six PCs and six NPCs in two nominal teams that make up the detachment:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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03-23-2018, 10:13 AM | #7 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Anti-Terrorist Team
If you want to use GURPS Action 4: Specialists as your starting point . . .
1. Enforce the rules under The Needs of the Many (pp. 7-9). Start with the Lean and Mean BAT (p. 7), enforce No Section 8s (p. 8), and use The Call of Duty (pp. 8-9) to require Code of Honor, Duty, and Sense of Duty. Duly Empowered (p. 9) might make Military Rank mandatory from the get-go, but I'd suggest instead invoking A Man of Wealth and Taste (pp. 33-34) toward the end of character creation. 2. Give people suitable modules. Here's but one set of possibilities: Detachment Leader: Close-Quarters Battle, Command 2, Infantry Training, Mastermind 2.3. Tie up loose ends (pp. 28-31). Optimize like crazy – if your team has to go through a rigorous selection process, they won't be low-attribute mooks! 4. Have people spend the Slush Fund (pp. 31-34) on Military Rank and basic cross-training – especially any of Electronics Operation (Communications), Explosives (Demolition), First Aid, or Guns (any) that are lacking or very low. If there are enough points in the Slush Fund, Jack of All Trades (p. 32) and Dabbler (p. 33) very much fits the cross-training ethic, while Medic! and custom Higher Purposes (p. 34) suit those dedicated to particular roles.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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