Parachuting: modifiers for LALO and HALO jumps?
Does anyone here know what modifiers to be assigned to a Parachuting roll where the character tries a Low Altitude Low Opening or High Altitude Low Opening jump?
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Re: Parachuting: modifiers for LALO and HALO jumps?
Check out SpecOps.
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Re: Parachuting: modifiers for LALO and HALO jumps?
Isn't LALO basically a static line jump?
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Re: Parachuting: modifiers for LALO and HALO jumps?
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On a related note, didn't the Germans in WW2 use an ancestor of LALO - or at least drop much lower and faster than the Western Allies (and much lower than the Russians, who IIRC developed the air assault tactics everyone else improved on) - which was also why they dropped so lightly equipped... |
Re: Parachuting: modifiers for LALO and HALO jumps?
There's a technique in SEALs in Vietnam called HAHO/HALO (p.16) which allows you to buy off the -5 penalty when using HAHO/HALO gear. Which to me strongly suggests that the penalty for HALO jumping is -5.
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Re: Parachuting: modifiers for LALO and HALO jumps?
Pretty disastrous things can happen should one fail the jump.
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Re: Parachuting: modifiers for LALO and HALO jumps?
In Gurps SpecOps 3e, it says basically.
Each technique (HAHO, HALO and LALO) is a unfamiliarity at -5 per technique. It takes 50 hours in a military jump training to buy them away, each. In Gurps Seals 4e, HAHO and HALO are treated as a Hard Technique, together one Technique, at -5 from the Parachuting skill. Upto Skill. The main diffrence between 3e and 4e is that in 3e you dont have to spent points, just time. While in 4e you buy one Technique for HAHO and HALO while LALO does not get any mention, maybe because it is a static line jump, normal procedure for Paratroopers in WW2 and onward. |
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