08-13-2013, 09:38 PM | #1 |
Join Date: May 2010
Location: LP City, Maryland
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My Spec Ops template
Hello! I've been alluding to doing a game involving my players as Spec Ops types. I am in the middle of creating a number of documents that serve as pre-game handouts for setting briefing and character creation.
This is my document for players who are going to be Special Operations soldiers, as opposed to mages: Special Operative Handout Do you think I've covered all the bases between the basic template, specialization packages and lenses? What would you suggest from a Realism / Simulationism POV? What about from a gameplay one? Anything you'd like to add in general, or is it good to go? All of the equipment suggestions are just that - suggestions to give them an idea of what the "norm" is for combat gear. The rest - radios, food, backpacks, etc - will come later. I use real world names so looking them up is easier. This is a fictional world, though, so almost anything "goes". Thanks again! M. |
08-13-2013, 10:51 PM | #2 |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: My Spec Ops template
Have you checked out this: GURPS Special Ops?
Or this: GURPS SEALs in Vietnam? There might even be references to Spec Ops in GURPS Action, though I'm not that familiar with that series.
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I'm a collector, not a gamer. =) |
08-13-2013, 11:04 PM | #3 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: My Spec Ops template
The Techniques might benefit from a clarification of what skills they're based off. Depending on how much GURPS experience your players have.
Also I don't think it's sufficiently clear what counts as a specialization and what doesn't, i.e. for NCOs. |
08-14-2013, 07:36 AM | #4 | ||
Join Date: May 2010
Location: LP City, Maryland
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Re: My Spec Ops template
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M. |
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08-14-2013, 08:34 AM | #5 |
Join Date: Mar 2010
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Re: My Spec Ops template
Sorry if this gets long, I have looked into this for a while and am currently filling some hours editing technical papers so I may get wordy.
Page 2: Officer and NCO are not interchangeable - realistically, structure and membership is pretty rigid, for several reasons. Decide if the team is led by an officer or an NCO. The training is very loose. In a realistic unit, there would be a set of skills and training each team would need. As an example, an 8-man SEAL boat crew WILL have 6 specific NCO assignments, and at least one sniper and medic. Simply put, specializations are important and those skills need to be rehearsed in training, not just picked up on the moment. Pages 4-5: Armoury is probably not needed for all soldiers, especially not at the 2 point level. Remember that Guns includes basic maintenance and addressing typical field issues, while Armoury is more about more specialized tasks that occur in a shop. Guns (Pistol) is not optional in special operations units. It is actually the only weapon that every single person will carry. Why the divide between "Primary" and "Secondary" skills? It makes it harder to see what is going on. There is no sense in spending 5 points on HALO/HAHO but only 1 point on the core Parachuting skill. 4/2 makes immediately more sense, and unless they are specialists I would probably just go 2/2. Bicycling? I disagree with some of your point assignments, but nothing is drastically off from what I would do. Page 6: The packages seem a little muddled - some are special-ops skill packages, others seem more like incidental ratings earned prior to joining the team. The latter may not be relevant depending on your unit type. In special ops units, the role of machinegunner focuses on man-portable. There should be a point in Gunner, and the rest should focus on the Guns (LMG). No such unit would send someone into combat with such a large, cumbersome, expensive, ammunition-sucking weapon who was not well-trained in it. Information Systems Technician appears to cost 3 points, not 4 as listed. And why does this exist? Radioman should have Electronics Repair. Photographer has too many points and is not normally a separate skill in special ops. Rather, it is a component of sniper training. I would comment on Electronics Technician, but I am not sure what you are going for... Patrol Medic needs some kind of specialization on Surgery. As it is, he can perform a kidney transplant. I would also put more points in First Aid and less in Surgery (Trauma). Page 7: Officers need Research and Writing? Page 10: No military unit would seriously take the IMI .50. The presence of this pistol is off unless you are hunting something seriously supernatural, in which case there should be some other modifications to the document. |
08-14-2013, 09:29 AM | #6 |
Join Date: Jan 2010
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I'd be surprised if anyone in a Spec Ops unit lacked Combat Reflexes
If society already values swords as martial weapons then I think Shortsword or Knife would be emphasized over unarmed striking skills. Unless they are controlling a position I don't think Spec Ops uses .50 caliber weapons at all. I would make a package that emphasizes social skills like Teaching, Diplomacy, and Public Speaking. Special operations units have been used to create resistance movements. The Deagle is absolutely ridiculous in a realistic game. Consider that it holds less than half as many rounds as the Five-seveN and can't be fitted with a suppressor. They're much better off training up TA/Pistol-Vitals and shooting twice if they need to. |
08-14-2013, 09:45 AM | #7 | ||||
Join Date: Mar 2010
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Re: My Spec Ops template
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Amen. |
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08-15-2013, 12:33 PM | #8 | |||||||||||||||
Join Date: May 2010
Location: LP City, Maryland
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Re: My Spec Ops template
Got a couple high quality answers here!
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I like bikes :D I had an extra point laying about when I made the cuts from the SEAL template and did some skill additions. I was originally looking at dropping it in another 1 point skill and raising it a level, but then I remembered this thing: Montague Paratrooper Folding Bike. Quote:
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They are ripped right out of the Ratings from SEALs. I intended to make them easily recognizable add-on packages for guys who wanted to fulfill a certain role (like MG, Anti-tank, radio guy) but be noticeably better than if he had just taken the base template's skills in that role. Everyone in the squad can basically do everything, but if you wanted to be better at that role, you'd take the add on. Make sense? Or am I going about that the wrong way? Quote:
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It's part of the SEALs Officer lens. I cut a lot of stuff out, but I still don't feel good about the lens. Should it just be focusing on improving skills? I think the Research is to find out stuff about the op area, and Writing to do requisitions and After Actions. Quote:
Continued below! |
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08-15-2013, 12:34 PM | #9 | |||||||
Join Date: May 2010
Location: LP City, Maryland
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Re: My Spec Ops template
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Hell, originally a lot of this took place in space, where the players were Star Marines for a magical faction and a lot of action was old-school boarding action ship to ship. Kind of a carry over. Thanks for all your input guys! Looking forward to your rebuttals! M. |
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08-15-2013, 02:14 PM | #10 |
Join Date: Jan 2010
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Re: My Spec Ops template
If they're using machete's it should be Shortsword rather than Smallsword, since Smallsword is for thrusting weapons.
I'd suggest a basic combat skills package based on yours along these lines: Shortsword DX+0 [2] Brawling DX+0 [1] Judo DX-1 [2] Guns (Rifle) DX+2 [4] Guns (Pistol) DX+2 [3] TA (Pistol/Vitals) DX+1 [3] In a melee the machete is simply better than your fists if you're going for a kill. If an operator is disarmed their training focuses more on controlling the opponent with grappling and removing themself from the melee than beating the enemy with striking power. The rifle is their primary weapon (powerful, accurate, long ranged) and the pistol is an important back up, however when using it they're trained to shoot for effect. Operators who want to focus more on the melee side should also consider training to strike for effect. Training up TA(Brawling Punch/Face) is an effective fight ender, on a hit the target must roll HT-5 or drop. Use the time to get a real weapon. I imagine a lot of these spec ops guys would spend plenty of time training with their rifles. There should be an Rifleman package that bumps Guns (Rifle) to 16. The Marksman package can be differentiated by adding Observation and being a prereq to be given a SCAR-H-SV. |
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