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Old 05-25-2015, 10:11 AM   #201
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Default Re: Soviet Chain of Command Confusion

Quote:
Originally Posted by johndallman View Post
OK, so we need to try something that doesn't involve them swimming.
A somewhat promising alternative might be to rig a flotation device with explosives so that it has neutral buoyancy and then let two of the shaggy beasts swim submerged with them under the bridge. They do need to breathe occasionally, say every minute or two, but would only have to stick their heads up above the water to get a few lungfuls and would, of course, enjoy the benefits of Chameleon 3 while doing so.

Quote:
Originally Posted by johndallman View Post
How much junk is floating down the river? Would the Soviets be likely to ignore, say, an upside-down boat? If so, that can conceal a sizeable amount of explosives, and a couple of normal men. They need a silent way to attach it underneath the bridge, and then they need to get away.
Given that both the frontoviki and their Landser foes did swim the canals or rivers inside Berlin to raid the other side in real life, I doubt they'd ignore anything they saw in the water. An upside down boat would attract a few bursts of submachine gun fire as a matter of course, if lucky, machine gun fire if not.

For any normal soldiers; sneaking under the bridge is far too dangerous. No one would dream of trying this. For mythical creatures with Stealth -18, Chameleon 3 and Silence 2, it might not be all that practical either. Magical fog which increases the darkness penalty by -3 and inflicts a -3 IQ, Per and Will to the Soviets caught in it might make the mission more worthwhile, especially as IQ 8, Bestial and Hidebound creatures with TL3 aren't going to be rigging explosives. That's going to have to be the job of a couple of specialists from SS-Sonderkommando Dirlewanger, who have Stealth -16 and Chameleon 1.

Aside from the problems of getting to the bridge, an extremely inconvenient fact is that the von Moltke bridge was prepared for demolition by sappers before they ever came under fire by the Red Army. That involved a lot of explosives, more than would be carried in a dinghy, and plenty of time to place them. Yet it only damaged the bridge and a day later it had been repaired so that T-34 tanks could use it.

That's one sturdy bridge. What are even 200 lbs. of explosives going to do to it; especially if they are hastily placed? 12.8 cm FlaK 40 rounds don't even ding it and those are almost 60-lb shells.

Realistically, the SS inner circle isn't going to succeed in ruining the bridge. But delaying the tanks and artillery for one more day would be more than good enough.*

*Though the SS do not know that, as they can't predict that the Reichstag will absorb so much of the Soviet troops, artillery, tanks and attention.

Quote:
Originally Posted by johndallman View Post
In which case, once the fuss starts around the bridge, driving one or two of them onto the bridge, hoping to help it collapse, and if not, to just impede traffic, seems worthwhile. A couple of thermite grenades in the right place will make them un-drivable once they're in place.
Hmmm.... that would have to be done by soldiers with opposable thumbs and suchlike. I wonder if the commandos of Jagdverband Wehrwolf could get to the north bridgehead of the von Moltke bridge while still in human shape. I doubt it. Previous nights they've been able to get across the Spree without taking fire by selecting crossing areas where the frontoviki hadn't reached it, but now any place they pick will expose them to heavy fire. And getting anywhere near the von Moltke bridge in any form will be challenging.

I suppose they can swim across in human form with a harness of submachine gun and grenades, as they've done previously, perhaps using their extreme physical fitness to stay submerged for much of the swim over the Spree. But they won't be crossing near the bridge, but will select a place where the Germans still hold the south shore and the Soviets aren't quite so thick on the north side. After the crossing, they'd be much better suited for running stealthily if they took wolf form, but that would prevent them from using weapons, so they want to avoid it until it comes time to fall back.

I've decreed that changing shape rapidly fatigues the Kriegswolfen extremely and only the strongest of will and personality among them can regain human form before dawn once they've taken on wolf form.

Quote:
Originally Posted by johndallman View Post
I think dcarson was thinking more about the political officer with the Major or Lt Colonel who'll be in charge of the bridge area, but that fellow won't have the power to remove his commander either.
Well, the black Bönpe sorcerers haven't been assigned for the night of the 29th. I should think that influencing leaders of Soviet front units like the 150th Rifle Division to believe that neighbouring Red Army units are German counter-attacks might be a good use of their talents.
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Old 05-25-2015, 12:00 PM   #202
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Default Third Root Race Dgra Bla Warrior

Dgra Bla Warrior

These creatures stand around eight foot tall and weigh 500 lbs. They are massively muscled, but oddly graceful in motion. Their fur is usually grayish-white and fairly short, more like an ape than a bear. Their faces are harsh and intimidating, but oddly humanoid. On their heads and cheeks they have human-like hair and beard, usually wearing long moustaches and their hair in a topknot or ponytail.

Attributes [223]
ST 24 [126]
DX 12 [40]
IQ 8 [-40]
HT 13 [30]

HP 24
Will 12 [20]
Per 12 [20]
FP 19 [12] (Fatigue Points includes +2 from 'Extra Fatigue Points (Hyper-Lungs)')

Basic Lift 115
Damage 2d+1/4d+2

Basic Speed 6,25
Basic Move 9 [15]

Ground Move 9
Water Move 1

Social Background
TL: 3 [-20]
Cultural Familiarities: Secret Masters [1]; Third Root Race (Native) [0].
Languages: Third Root Race (Native/Illiterate) [-3]; Tibetan (Accented/None) [2].

Advantages [159]
Breath-Holding (Hyper-Lungs) (1) [2]
Chameleon (3) [15]
Claws (Blunt Claws) [3]
Combat Reflexes [15]
Damage Resistance (2) (Tough Skin) [6]
Danger Sense [15]
Experienced (2) [30]
Extra Fatigue Points (Hyper-Lungs) (2) (Affects FP) [6]
Fearlessness (5) [10]
High Pain Threshold [10]
Hyper-Lungs [8]
Infravision [10]
Racial Skill Bonus (Breath Control +3) [6]
Silence (2) [10]
Strangler (4) [20]
Teeth (Sharp Teeth) [1]
Temperature Tolerance (5) [5]
Very Fit [15]

Perks [4]
Fur [1]
Huge Weapons (ST) (2) [2]
Pressure-Tolerant Lungs [1]

Disadvantages [-129]
Bad Grip (-1) [-5]
Bestial [-10]
Code of Honor (Bushido) [-15]
Disturbing Voice [-10]
Duty (Gynggu Chhashup Pönpo Guard) (15 or less (almost always)) [-15]
Fanaticism (Gyanggu Chhashup Pönpo) (Extreme) [-15]
Ham-Fisted (-2) [-10]
Hidebound [-5]
Magic Susceptibility (-5) [-15]
Reduced Will (-3) (Accessibility (Only vs. Mind Control) (+4); Conditional Will) [-9]
Semi-Upright [-5]
Social Stigma (Monster) [-15]

Quirks [-2]
Cannot Float [-1]
Solitary [-1]

Skills [205]
Acrobatics DX/H - DX+0 12 [4]
Autohypnosis Will/H - Will+0 12 [3]
Axe/Mace DX/A - DX+2 14 [2]
includes: +2 from 'Experienced'
Brawling DX/E - DX+12 24 [20]
includes: +4 from 'Strangler', +2 from 'Experienced'
Breath Control HT/H HT+3 -16 [4]
Camouflage IQ/E - IQ+11 19 [8]
includes: +4 from 'Strangler'
Climbing DX/A - DX+2 14 [8]
Esoteric Medicine Per/H - Per-2 10 [1]
Hiking HT/A - HT+2 15 [8]
Knife DX/E - DX+6 18 [12]
includes: +2 from 'Experienced'
Lifting HT/A - HT+1 14 [4]
Meditation Will/H - Will+2 14 [12]
Polearm DX/A - DX+6 18 [16]
includes: +2 from 'Experienced'
Soldier/TL3 IQ/A - IQ+4 12 [16]
Spear DX/A - DX+4 16 [0]
includes: +2 from 'Experienced'
Staff DX/A - DX+4 16 [6]
includes: +2 from 'Experienced'
Stealth DX/A - DX+6 18 [8]
includes: +4 from 'Strangler'
Survival (Arctic) Per/A - Per+2 14 [6]
Survival (Mountain) Per/A - Per+3 15 [12]
Swimming HT/E - HT+0 13 [1]
Tactics (Guerilla) IQ/H - IQ+2 10 [12]
Throwing DX/A - DX+4 16 [8]
includes: +2 from 'Experienced'
Thrown Weapon (Axe/Mace) DX/E - DX+3 15 [2]
includes: +2 from 'Experienced'
Thrown Weapon (Spear) DX/E - DX+4 16 [4]
includes: +2 from 'Experienced'
Tracking Per/A - Per+5 17 [4]
includes: +4 from 'Strangler'
Traps/TL3 IQ/A - IQ+2 10 [8]
Wrestling DX/A - DX+10 22 [16]
includes: +4 from 'Strangler', +2 from 'Experienced'

Stats [223] Ads [159] Disads [-129] Quirks [-2] Skills [205] = Total [461]

Hand Weapons
1 Kukri LC:4 $1200 Wgt:3 (For SM +1 (counts as Falchion for SM 0), Fine-quality)
Swing Dam:4d+3 cut Reach:C,1 Parry:12 ST:10 Skill: 16; SK:Knife
Thrust Dam:2d+2 imp Reach:C,1 Parry:12 ST:10 Skill: 16; SK:Knife
1 Light Horse-Cutter LC:4 $2700 Wgt:18 (For SM +1, Fine-quality, used at ST 26, so not Unready when swung)
Polearm swing Dam:4d+9 cut Reach:1-3* Parry:12U ST:11‡ Skill: 16; SK:Polearm
Polearm thrust Dam:2d+7 imp Reach:1-3* Parry:12U ST:11† Skill: 16; SK:Polearm
Staff swing Dam:4d+5 cr Reach:1-3 Parry:11U ST:11† Skill: 14; SK:Staff
Staff thrust Dam:2d+4 cr Reach:1-3 Parry:11 ST:11† Skill: 14; SK:Staff
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Old 05-25-2015, 02:55 PM   #203
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Default Jagdverband Wehrwolf

I'm working on a write-up of the Kriegswolfen of Jagdverband Wehrwolf, but it's surprisingly time-consuming to make a shapeshifter in GCA. They are veteran commandos recruited from the other Jagdverbande, the SS-Fallschirmjägerbataillon 600 and the Brandenburgers, chosen for mental and physical aptitute, and then provided with a wolf's skin that allows them to take on the shape of a giant black wolf.

The black wolf form might make use of the wolf form in GURPS Monster Hunters, but it looks like I'll have to add Bite ST at the very least.

Their Altered Form has several modifiers beyond Skinbound, like Active Change, Reciprocal Rest and a modified form of Minimum Duration (One Night), in that if they change back earlier than that they suffer 2d FP and must make a HT-6 roll or suffer a Backlash of Moderate Pain for as many hours as the margin of failure.

Even in human form, their senses are sharper and their bodies stronger and heartier. They also have phenomenal recovery rates from all forms of injury, Very Rapid Healing in GURPS terms (adding Regeneration (Slow) within a 100 yards of the bunker), and when they change, they are affected with Succour* (Thaumatology p. 150).

Within the bunker, they can take on a wolf-man form in addition to the regular wolf form. They also have Regeneration (Regular) there.

Here is the write-up as I have it now. I've added Cosmic to Reciprocal Rest to account for Succour, but I have no idea if that's right. The Wolf form would be the MH Wolf form (MH1:C p. 50), with 10 levels of Bite ST added.

Jagdverband Wehrwolf Commando

Attributes [80]
ST 14 [20] (ST includes +2 from 'Extra ST')
DX 12 [20] (DX includes +1 from 'Extra DX')
IQ 11 [20]
HT 13 [10] (HT includes +2 from 'Extra HT')

HP 14
Will 12 [5]
Per 14 [5] (Perception includes +2 from 'Extra Perception')
FP 17 (Fatigue Points includes +4 from 'Extra Fatigue Points')

Basic Lift 39
Damage 1d/2d

Basic Speed 7,25 (Basic Speed includes +1 from 'Extra Basic Speed')
Basic Move 9 (Basic Move includes +2 from 'Extra Basic Move')

Ground Move 9
Water Move 1

Social Background
TL: 7 [0]
Cultural Familiarities: Western (Native) [0].
Languages: German (Native) [0].

Advantages [368]
Acute Taste and Smell (3) (Magical) [6]
Alternate Form (Wolf) (Active Change; Backlash: Moderate Pain (Resistible); Difference in point costs (+135); Magical; Minimum Duration (Requires Will-4 to change earlier) (Up to 12 hours (or one night)) (Can Be Circumvented); Reciprocal Rest (Cosmic: ability other than an attack or a defense (Affected with Succour ritual when changed, only if not changing early)); Skinbound/Breakable: DR 2 or less; Skinbound/Breakable: Size -1 or -2; Skinbound/Can Be Stolen: Thief must win a Quick Contest of DX or ST (Does not work for the Thief)) [137]
Appearance (Attractive) [4]
Combat Reflexes [15]
Experienced (2) [30]
Extra Basic Move (2) (Affects Move; Magical) [9]
Extra Basic Speed (+1) (Affects Speed; Magical) [18]
Extra DX (1) (Affects DX; Magical) [18]
Extra Fatigue Points (4) (Affects FP; Magical) [11]
Extra HT (2) (Affects HT; Magical) [18]
Extra Perception (2) (Affects Per; Magical) [9]
Extra ST (2) (Affects ST; Magical) [18]
Fearlessness (2) [4]
High Pain Threshold (Magical) [9]
Job Training (Jagdverband Commando) (2) [26]
Military Rank (1) [5]
Night Vision (2) [2]
Very Fit [15]
Very Rapid Healing (Magical) [14]

Perks [8]
Battle Drills (Jagdverbande) [1]
Brave [1]
No Nuisance Rolls (Consciousness checks) [1]
Pack Tactics [1]
Style Familiarity (Assaulter) [1]
Style Familiarity (Canine) [1]
Style Familiarity (Military Hand-to-Hand - Fairbairn Close Combat Training) [1]
Unusual Training (No Nuisance Rolls [Consciousness checks]) [1]

Disadvantages [-57]
Chummy [-5]
Code of Honor (Soldier's/Kriegswolfen) [-10]
Compulsive Behavior (Exercise and Status Fighting) (15 or less) [-2]
Duty (SS-Jagdverband Wehrwolf) (15 or less (almost always)) (Extremely Hazardous) [-20]
Fanaticism (Patriotism or Nazism) [-15]
Sense of Duty (Kriegswolfenbruderschaft) (Small Group) [-5]

Quirks [-2]
Extremely physical and demonstrative [-1]
Sniffs and tastes the air [-1]

Skills [128]
Acrobatics DX/H - DX+0 12 [1]
includes: +2 from 'Job Training (Jagdverband Commando)'
Acting IQ/A - IQ-1 10 [1]
Axe/Mace DX/A - DX+2 14 [2]
includes: +2 from 'Experienced'
Boating/TL7 (Unpowered) DX/A - DX+0 12 [2]
Brawling DX/E - DX+8 20 [12]
includes: +2 from 'Experienced', +2 from 'Job Training (Jagdverband Commando)'
Burst-Fire (Guns (Longarm)) Tech/A - 18 [2]
Camouflage IQ/E - IQ+4 15 [4]
includes: +2 from 'Job Training (Jagdverband Commando)'
Climbing DX/A - DX+2 14 [2]
includes: +2 from 'Job Training (Jagdverband Commando)'
Driving/TL7 (Automobile) DX/A - DX+0 12 [2]
Driving/TL7 (Halftrack) DX/A - DX-1 11 [1]
Electronics Operation/TL7 (Communications) IQ/A - IQ+2 13 [2]
includes: +2 from 'Job Training (Jagdverband Commando)'
Explosives/TL7 (Demolition) IQ/A - IQ+2 13 [2]
includes: +2 from 'Job Training (Jagdverband Commando)'
Fast-Draw/TL7 (Ammo) DX/E - DX+2 14 [2]
includes: +1 from 'Combat Reflexes'
Fast-Draw (Long Arm) DX/E - DX+2 14 [2]
includes: +1 from 'Combat Reflexes'
First Aid/TL7 (Human) IQ/E - IQ+2 13 [1]
includes: +2 from 'Job Training (Jagdverband Commando)'
Forward Observer/TL7 IQ/A - IQ+3 14 [4]
includes: +2 from 'Job Training (Jagdverband Commando)'
Guns/TL7 (Light Anti-Armor Weapon) DX/E - DX+5 17 [2]
includes: +2 from 'Experienced', +2 from 'Job Training (Jagdverband Commando)'
Guns/TL7 (Longarm) DX/E - DX+6 18 [4]
includes: +2 from 'Experienced', +2 from 'Job Training (Jagdverband Commando)'
Guns/TL7 (Pistol) DX/E - DX+4 16 [1]
includes: +2 from 'Experienced', +2 from 'Job Training (Jagdverband Commando)'
Interrogation IQ/A - IQ+2 13 [1]
includes: +2 from 'Job Training (Jagdverband Commando)'
Intimidation Will/A - Will+3 15 [4]
includes: +2 from 'Job Training (Jagdverband Commando)'
Judo DX/H - DX+0 12 [1]
includes: +2 from 'Experienced'
Jumping DX/E - DX+4 16 [4]
includes: +2 from 'Job Training (Jagdverband Commando)'
Knife DX/E - DX+4 16 [1]
includes: +2 from 'Experienced', includes: +2 from 'Job Training (Jagdverband Commando)'
Leadership IQ/A - IQ+2 13 [2]
includes: +2 from 'Job Training (Jagdverband Commando)'
Navigation/TL7 (Land) IQ/A - IQ+3 14 [4]
includes: +2 from 'Job Training (Jagdverband Commando)'
Observation Per/A - Per+3 17 [4]
includes: +2 from 'Job Training (Jagdverband Commando)'
Occultism IQ/A - IQ-1 10 [1]
Parachuting/TL7 DX/E - DX+1 13 [2]
Payload Warhead (Guns (Longarm)) Tech/A - 17 [1]
Running HT/A - HT+3 16 [4]
includes: +2 from 'Job Training (Jagdverband Commando)'
Savoir-Faire (Military) IQ/E - IQ+2 13 [4]
Scrounging Per/E - Per+0 14 [1]
Soldier/TL7 IQ/A - IQ+4 15 [8]
includes: +2 from 'Job Training (Jagdverband Commando)'
Spear DX/A - DX+2 14 [2]
includes: +2 from 'Experienced'
Stealth DX/A - DX+4 16 [8]
includes: +2 from 'Job Training (Jagdverband Commando)'
Survival (Arctic) Per/A - Per+2 16 [2]
includes: +2 from 'Job Training (Jagdverband Commando)'
Survival (Plains) Per/A - Per+1 15 [1]
includes: +2 from 'Job Training (Jagdverband Commando)'
Survival (Woodlands) Per/A - Per+1 15 [1]
includes: +2 from 'Job Training (Jagdverband Commando)'
Sweep (Wrestling) Tech/H - 12 [3]
Swimming HT/E - HT+1 14 [2]
Tactics (Guerilla) IQ/H - IQ+2 13 [4]
includes: +2 from 'Job Training (Jagdverband Commando)'
Tactics (Infantry) IQ/H - IQ+1 12 [2]
includes: +2 from 'Job Training (Jagdverband Commando)'
Throwing DX/A - DX+5 17 [4]
includes: +2 from 'Experienced', +2 from 'Job Training (Jagdverband Commando)'
Tracking Per/A - Per+2 16 [2]
includes: +2 from 'Job Training (Jagdverband Commando)'
Traps/TL7 IQ/A - IQ+1 12 [4]
Wrestling DX/A - DX+2 14 [2]
includes: +2 from 'Experienced'

Stats [80] Ads [368] Disads [-57] Quirks [-2] Skills [128] = Total [525]

*For which I still don't know what kind of modifier I should apply.
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Old 05-26-2015, 03:58 AM   #204
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Default Totenkopf Sturmmann

Totenkopf Sturmmann

These stormtroopers wear heavy uniforms with winter coats, rubberised poncho and gas mask at all times. In combat, they will use stormtrooper tactics, advancing rapidly in small groups, supporting each other with overwhelming firepower. They understand flank attacks and surprise, but will never deviate from their standard tactic of charging the enemy positions until destroyed or victorious. Ordering them to defend a fixed position is possible, but they need to be strictly controlled to avoid having them follow up a repulse with a counter-charge.

These stats suit a standard Sturmmann armed with an MP-40 submachine gun. He'll carry a lot of extra magazines and grenades, the latter usually in a grenade bag fastened to his belt.

All the Totenkopf stormtroopers, regardless of high-tech armament, also carry melee weapons, usually a Faschinenmesser of one sort or another. These will tend to have the stats of a Shortsword or Long Knife with the Falchion-modification, but there are some very long ones with Cavalry Saber stats and some with modified Shortsword stats ($300, sw cut / thr imp).

Sturmgrenadiere have a Gewehr 33/40 (t), 7.92x57mm bolt-action rifle with cup rifle-grenade launcher and bayonet mount. They replace the Burst-Fire (Guns (Longarm)) technique with the Payload Warhead (Guns (Longarm) technique and move 4 points from Shortsword skill to Spear skill. They will carry rifle grenades attached to their suspenders instead of a bag of regular ones, but still usually have at least two Stiehlhandgranate in their belts.

Sturmschütze carry a MG 15 machine gun or another similar light machine gun and are worth 15 points more than a standard Sturmmann. They add +1 ST [10], +2 to Gunner (Machine Gun) [1] and +1 to Guns (Longarm) [4]. They carry only two Stiehlhandgranaten and vast supplies of drums or belts for their machine guns.

Raketenschütze are armed with a RPzB 43 'Panzershreck' LAW and a stocked Luger 08 Artillerie model converted to automatic fire. They are worth 25 points more. They add +1 ST [10], Guns (LAW) DX+4 [4], +2 to Guns (Pistol) [3], Burst-Fire (Guns (Pistol)) skill+0 [2], Close-Quarter Battle (Guns (Pistol)) skill+3 [3], Fast-Draw (Pistol) DX+1 [2] and +1 to Fast-Draw (Longarm) [1]. They will carry at least six rockets and several magazines for their pistols.

Sanitätswerfer-Pioniere are armed with a liquid projector resembling a flamethrower, but which dispenses chlorine-phosgene gas. They also have a Luger 08 Artillerie model converted to automatic fire as a back-up. They are worth 30 points more. They add +1 ST [10], replace Close-Quarter Battle (Guns (Longarm)) with Close-Quarter Battle (Liquid Projector (Sprayer), add +2 to Guns (Pistol) [3], Burst-Fire (Guns (Pistol)) skill+0 [2], Close-Quarter Battle (Guns (Pistol)) skill+3 [3], Fast-Draw (Pistol) DX+1 [2], Liquid Projector (Flamethrower) DX+4 [4], Liquid Projector (Sprayer) DX+4 [4] and Hazardous Materials (Chemical) IQ [2].

Attributes [-100]
ST 14 (ST includes +4 from 'Extra ST')
DX 8 [-40]
IQ 8 [-40]
HT 12 (HT includes +2 from 'Extra HT')

HP 14
Will 8
Per 10 (Perception includes +2 from 'Extra Perception')
FP 12

Basic Lift 39
Damage 1d/2d

Basic Speed 4 [-20]
Basic Move 4

Ground Move 4

Social Background
TL: 7 [0]
Cultural Familiarities: Western (Native) [0].
Languages: German (Native) [0].

Advantages [398]
Absolute Direction (Magical; Requires Signal) [4]
Acute Detect (Life) (5) (Magical) [9]
Born Soldier (2) (Magical) [9]
Detect (Life) (Very Common) (Directional, Front 120°; Magical; Precise; Reflexive) [63]
includes: +5 skillscore from 'Acute Detect (Life)', +2 skillscore from 'Spawn of the Cold Ones'
Doesn't Breathe (Magical) [18]
Doesn't Sleep (Magical) [18]
Experienced (2) [30]
Extra HT (2) (Affects HT; Magical) [18]
Extra Perception (2) (Affects Per; Magical) [9]
Extra ST (4) (Affects ST; Magical) [36]
Infravision (Magical; Unswitchable) [0]
includes: +2 skillscore from 'Spawn of the Cold Ones'
Mindlink (1,000-9,999 people) (Magical; Racial; Sensory Only) [20]
Neither has nor uses FP [0]
Resistant (Metabolic Hazards) (Very Common) (Immunity; Magical) [27]
Sealed (Magical) [14]
Spawn of the Cold Ones (2) (Detect, Telecommunication (Telesend); Infravision) [10]
Sterile [0]
Supernatural Durability (All Types of Attacks Work; Magical) [60]
Telecommunication (Telesend) (Broadcast; Magical; Racial; Sensory Only) [30]
includes: +2 skillscore from 'Spawn of the Cold Ones'
Temperature Tolerance (10) (Magical) [9]
Unfazeable (Magical) [14]

Perks [7]
Battle Drills (Stormtroopers) [1]
Gaze into the Abyss [1]
Hyper-Specialization (Parade Drill - Savoir-Faire (Military)) [1]
Robust (Hearing) [1]
Robust (Vision) [1]
Style Familiarity (Assaulter) [1]
Teamwork (Stormtroopers) [1]

Disadvantages [-185]
Appearance (Monstrous) [-20]
Decreased Time Rate (Accessibility (Only During Day) (+8)) [-20]
Disturbing Voice [-10]
Hidebound [-5]
Low Empathy [-20]
No Sense of Smell/Taste [-5]
Nocturnal (Can Remain Active (Suffers -2 IQ, -4 Will and -4 Per)) [-10]
Numb [-20]
Reprogrammable [-10]
Slave Mentality [-40]
Social Stigma (Dead) [-20]
Unnatural Feature (Cold Breath and Aura, Uncanny Mechanical Motions and Perfect Synchronization with Neighbours) (-5) [-5]

Skills [80]
Brawling DX/E - DX+4 12 [4]
includes: +2 from 'Experienced'
Broadsword DX/A - DX+3 11 [2]
includes: +2 from 'Experienced'
Burst-Fire (Guns (Longarm)) Tech/A - 12 [2]
Camouflage IQ/E - IQ+0 8 [1]
Climbing DX/A - DX+0 8 [2]
Close-Quarters Battle/TL7 (Guns (Longarm)) Tech/A - 16 [4]
Fast-Draw (Long Arm) DX/E - DX+0 8 [1]
Forward Observer/TL7 IQ/A - IQ+0 8 [2]
Gunner/TL7 (Machine Gun) DX/E - DX+2 10 [1]
includes: +2 from 'Experienced'
Guns/TL7 (Longarm) DX/E - DX+4 12 [4]
includes: +2 from 'Experienced'
Guns/TL7 (Pistol) DX/E - DX+2 10 [1]
includes: +2 from 'Experienced'
Hiking HT/A - HT+0 12 [2]
Intimidation Will/A - Will+3 11 [2]
includes: +3 from 'Appearance'
Jumping DX/E - DX+0 8 [1]
Knife DX/E - DX+4 12 [4]
includes: +2 from 'Experienced'
Navigation/TL7 (Land) IQ/A - IQ+3 11 [2]
includes: +3 from 'Absolute Direction'
Observation Per/A - Per+0 10 [2]
Savoir-Faire (Military) IQ/E - IQ+2 10 [8]
includes: -3 from 'Low Empathy', +2 from 'Born Soldier'
Shortsword DX/A - DX+4 12 [8]
includes: +2 from 'Experienced'
Soldier/TL7 IQ/A - IQ+4 12 [8]
includes: +2 from 'Born Soldier'
Spear DX/A - DX+3 11 [4]
includes: +2 from 'Experienced'
Staff DX/A - DX+1 9 [0]
includes: +2 from 'Experienced'
Stealth DX/A - DX+0 8 [2]
Tactics (Infantry) IQ/H - IQ+2 10 [4]
includes: +2 from 'Born Soldier'
Throwing DX/A - DX+4 12 [8]
includes: +2 from 'Experienced'
Urban Survival (Optional Specialisation: Urban Warfare) Per/E - Per+0 10 [1]

Stats [-100] Ads [398] Disads [-185] Quirks [0] Skills [80] = Total [200]
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Old 05-26-2015, 03:46 PM   #205
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Default Training TL3 warrior caste in TL7 warfare

Assuming that some several dozen TL3 warriors from elsewhere have been around Waffen-SS soldiers for four months and that hundreds of them have been present for six weeks, how much of Soldier/TL7 could they have picked up from default from their Soldier/TL3 skills?

There are linguistic barriers, in that while interpreters are available, none of the experienced NCOs or officers among the Waffen-SS speak their language.

In case it matters, the potential soldiers are from a warrior caste utterly subordinate to a non-martial (but sorcerous) ruling caste. Their social status, comfort and even permission to wed and own property is dependent on their performance in war, or in times of peace, their performance in hunting competitions, war games, martial sport competitions and formalised duels.

Their way of war derives from influences which are not dissimilar to Northern Chinese, Central Asian and Northern Indian, but has been profoundly altered from those roots by lack of access to warhorses. The warriors hunt and fight on foot now, but still use both bows and javelins to do so. They wear lamellar armour which is superb protection from arrows, however, for which reason swordsmanship and mastery of the spear are esteemed higher than archery, especially now, after a long period of peace.

Come to think of it, it's not unreasonable to think of them as idealised samurai, in that they are purely warriors, not nobles and administrators. A comprehensive martial art which includes bow, spear, single-edged sword, dagger and an extensive range of grappling and striking moves intended to be used in and out of armour certainly suggests samurai, for all that the specific weapons and techniques are slightly different.

A good guideline would therefore be, how long would it (did it) take to teach motivated samurai who had no experience of rifles and machine guns to fight as modern infantry? I'm assuming that as long as no one expects them to perform specialists roles like communications, artillery, driving, engineering, demolitions or amphibious landings, it wouldn't take all that much longer to train someone already disciplined and experienced in fieldcraft to be a TL7 rifleman than a TL5 one.

On the other hand, they are literally slave-soldiers who have no profession but the science of arms. Added to which, the caste supplies regular infantry, archers and elite guards alike. There are no levy soldiers of a lower caste, so the idea that certain aspects of warfare are beneath them would have little chance to take root, especially as their masters value only successful and victorious warriors.

Those who are merely average among their fellow warriors own no property and may neither marry nor breed. Those who are lazy, slow-witted, weak, clumsy or cowardly are punished and if they do not improve, they are reassigned to a worker caste or even an untouchable one.

Expect DX, Will, Per and HT to be higher than 10 on average and ST and IQ to reach 10 even when regular people of their culture might have 8-9. Talents which aid hunting, military drill or martial arts would be strongly favoured in both breeding and environment.

Do the forumites reckon that the cadre which has been there four months have decent skill scores in modern warfare and guns?

What might the rest have picked up in six weeks?
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Old 05-26-2015, 04:48 PM   #206
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Default Re: Training TL3 warrior caste in TL7 warfare

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Originally Posted by Icelander View Post
Assuming that some several dozen TL3 warriors from elsewhere have been around Waffen-SS soldiers for four months and that hundreds of them have been present for six weeks, how much of Soldier/TL7 could they have picked up from default from their Soldier/TL3 skills?
Well, it's an IQ-based /TL skill, at above their TL, so per B168, they're out of luck until they can raise their personal TL. If they can acquire a lot of Cutting-Edge Training perks, they might get somewhere, but Soldier/TL7 really is a lot different from Soldier/TL3. The old idea was that your troops needed to be visible, to intimidate the enemy, but that is now suicide. Ranged weapons are so much more powerful, that all the previous ideas have to be discarded. Camp hygiene, dress, drill ... while the categories of knowledge that make up the skill are recognisably similar, their content is vastly different.

They can learn DX-based /TL skills from a teacher, so they can learn to shoot rifles, but they'll have real difficulty with learning how to behave on a modern battlefield.
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Old 05-27-2015, 01:31 AM   #207
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Default Re: Training TL3 warrior caste in TL7 warfare

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Well, it's an IQ-based /TL skill, at above their TL, so per B168, they're out of luck until they can raise their personal TL.
While Soldier is an IQ-based skill, it's one that allows Intensive Training and can be quickly taught. It's really closer to a weapon skill* than it is to Physics, Engineering or even Professional Skill (Journalist) at TL7+.

As the GM, I'm prepared to overlook the letter of the rules for the spirit. The majority of Soldier rolls in my campaign tend to be Will-based, with Per-based close behind. DX-based and HT-based are almost as common as IQ-based rolls, too. So it's not quite a normal IQ-based skill.

Cutting Edge Training perk will come free with the opportunity to learn infantry drill and small-units tactics from TL7 teachers.

*Which include IQ-based elements of hand-to-hand Tactics.

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Originally Posted by johndallman View Post
If they can acquire a lot of Cutting-Edge Training perks, they might get somewhere, but Soldier/TL7 really is a lot different from Soldier/TL3. The old idea was that your troops needed to be visible, to intimidate the enemy, but that is now suicide. Ranged weapons are so much more powerful, that all the previous ideas have to be discarded. Camp hygiene, dress, drill ... while the categories of knowledge that make up the skill are recognisably similar, their content is vastly different.
Granted, there is a lot of difference. In small-unit tactics, though, a lot of it boils down to 'use your hunting experience and fieldcraft to avoid exposing yourself to the new weapons'. These soldiers have spent the past months and weeks watching animals and warriors of low TLs commit suicide against TL7 weapons, so they are at least thoroughly indoctrinated that old methods do not work against them.

It might make sense for them to learn an Optional Specialisation of Soldier/TL7, to represent that they are merely learning small-unit infantry drill. No training to operate with mechanised forces, no training to use radios, no training to call in artillery or even coordinate with it (beyond possibly mortars at the company level), no training at digging latrines or making camp for units bigger than a company, etc.

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They can learn DX-based /TL skills from a teacher, so they can learn to shoot rifles, but they'll have real difficulty with learning how to behave on a modern battlefield.
I'm going to assume that even Soldier TL3 includes some of what Soldier TL7 teaches. With that in mind, I feel it would be unrealistic if it took longer to teach motivated low-tech warriors to behave on a modern battlefield than it takes to teach modern factory hands or office workers the same.

They will not have TL7 in general, but they ought to be able to start learning a single TL7 skill as soon as they have teachers.
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Old 05-27-2015, 02:14 AM   #208
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Default Re: Training TL3 warrior caste in TL7 warfare

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I'm going to assume that even Soldier TL3 includes some of what Soldier TL7 teaches. With that in mind, I feel it would be unrealistic if it took longer to teach motivated low-tech warriors to behave on a modern battlefield than it takes to teach modern factory hands or office workers the same.
I would give them both TL3 and TL7 Soldier. Just use TL3 when the intersection of the skills occurs. Leave TL7 for for stripping a rifle and using the radio. Maybe give the 4 month group German?
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Old 05-27-2015, 02:34 AM   #209
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Default Re: Training TL3 warrior caste in TL7 warfare

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I would give them both TL3 and TL7 Soldier.
I'm inclined that way too.

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Originally Posted by TGLS View Post
Just use TL3 when the intersection of the skills occurs.
I anticipate rolling Per-Soldier for Situational Awareness on the battlefield, Will-based Soldier for Fright Checks, being under artillery barrage or suppression fire or leaving cover and DX-based Soldier for fire-and-maneuver. Those who roll low on DX-based Soldier are the ones most likely to be hit by 'random' battlefield hazards.

If they have Soldier/TL3 at IQ+4 or skill 14 and Soldier/TL7 at IQ or skill 10, what do I roll against for the examples above?

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Leave TL7 for for stripping a rifle and using the radio.
They'll be told what radios are and what they do, but the radio operators for each unit will be Germans.

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Maybe give the 4 month group German?
I'd assume that some form of barbarous Pidgin arises for military commands, invective and boasting of warrior achievements.
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Old 05-27-2015, 03:40 AM   #210
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Default Eugenics and Supersoldiers

Given some eleven to twelve centuries of breeding for specific traits, in a society where caste is assigned by tested aptitude*, would anyone balk at the following minimum stats for those of the warrior caste who were judged worthy to serve as armoured soldiers?

ST 10; DX 12; IQ 9; HT 12. Per 11; Will 11.
Born Soldier Talent 2***; Fearlessness 2; Fit; Stalker Talent 1.
Code of Honour (Warrior Caste).

This is from an original population where a fairly typical worker has ST 8-9; DX 10; IQ 8-9; HT 10. After centuries of breeding, most anyone that belongs to a caste has one or two levels of Talent related to their profession. This is instead of them raising generic IQ, which remains fairly stunted due to the lack of general education, experience of the world and wide horizons.

The low ST is due to small size and genetics, mostly, though the normal population also contributes to it by eating a fairly monotonous and low-protein diet of mostly rice, porridge, bread, milk and fungi, supplemented with various insects and fish.

The warrior caste eats better and occasionally gets meat from hunting, so they are bigger on average, but as the average worker male stands 5' even and weighs around 100-110 lbs., even the tall warrior caste are usually only 5'4" and 120-130 lbs. The warriors are extremely wiry and strong for their size and ST 11-12 is fairly common among the elite, but given that 5'8" and 150 lbs. is reckoned massive among them, ST 13 is probably about the maximum for any of them.

Children are raised from birth in their caste, but if they fail to meet the minimums for their assigned profession in any of the ceremonial tests, they lose the privileges of their birth caste and must attempt to enter another caste through competative testing. It is, however, allowed for those born into a different caste to attempt to enter another without losing theirs and many workers who are active, strong and fearless attempt to enter the warrior caste.

Those raised from birth by an accomplished warrior and his household have a much better chance in the tests, of course, but an outstanding physical specimen from a lower caste who does well in the atletics will as a matter of honour be adopted into a group of warriors who are then responsible for training him in the arts of war so that he will pass the other parts of the tests. As only about 10% of the warrior caste are favoured with the permission to marry and raise children of their own****, most warriors pass on their legacy either trough training a warrior from the Halls of Reward or by adopting a promising youth from outside the warrior caste.

The Secret Masters who are behind the eugenics program have a good practical working understanding of breeding, gained through experience and magical testing, though they do not have a TL8+ scientific and systematic body of knowledge about the theory behind. They expend at least as much effort on shaping the environment and culture of their servitors as they do on breeding for favourable traits, aware that average humans raised in an environment which stimulates given skills and traits will be much more likely to demonstrate them than superior human stock raised in unfavourable circumstances.

*For from perfect testing, but at least involves competative events that would roll against skill in GURPS and for the warriors, also has hunting events, athletics, war games and the possibility of duels to the death in extreme cases.**
**Such as when the loser in an athletic competition and series of war games, who thereby loses out on an important social distinction, feels that his rival defeated him by mastering the testing curricula and would be inferior to him in a real fight.
***May be replaced with Born Tactician, Born War Leader or similar traits for those destined for command roles.
****But those who do generally have many children.
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