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-   -   Parachuting: modifiers for LALO and HALO jumps? (https://forums.sjgames.com/showthread.php?t=62168)

Ragitsu 09-04-2009 01:28 AM

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?

vicky_molokh 09-04-2009 02:52 AM

Re: Parachuting: modifiers for LALO and HALO jumps?
 
Check out SpecOps.

The Colonel 09-04-2009 03:07 AM

Re: Parachuting: modifiers for LALO and HALO jumps?
 
Isn't LALO basically a static line jump?

Icelander 09-04-2009 06:06 AM

Re: Parachuting: modifiers for LALO and HALO jumps?
 
Quote:

Originally Posted by The Colonel (Post 845314)
Isn't LALO basically a static line jump?

But the lack of time for the parachute to decelerate you means that the landing is considerably more risky than a normal jump.

The Colonel 09-04-2009 06:16 AM

Re: Parachuting: modifiers for LALO and HALO jumps?
 
Quote:

Originally Posted by Icelander (Post 845364)
But the lack of time for the parachute to decelerate you means that the landing is considerably more risky than a normal jump.

Indeed. I was under the impression that the main skill involved is landing without being injured - although there's limits to what you can achieve with that. HALO, HAHO and static jumping are all pretty different from one another from what I understand.

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...

Žorkell 09-04-2009 04:30 PM

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.

Ragitsu 09-04-2009 06:31 PM

Re: Parachuting: modifiers for LALO and HALO jumps?
 
Pretty disastrous things can happen should one fail the jump.

Žorkell 09-04-2009 07:03 PM

Re: Parachuting: modifiers for LALO and HALO jumps?
 
Quote:

Originally Posted by Ragitsu (Post 845766)
Pretty disastrous things can happen should one fail the jump.

It's not the fall that kills you, it's the sudden deceleration.

Ragitsu 09-05-2009 09:06 PM

Re: Parachuting: modifiers for LALO and HALO jumps?
 
Quote:

Originally Posted by Molokh (Post 845311)
Check out SpecOps.

Unfortunately I do not have access to that supplement. Does anyone else have suggestions?

Hannes665 09-05-2009 10:50 PM

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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