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#1 |
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Join Date: Jun 2016
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Elite soldiers have access to talented armorers to make custom modifications, early access to prototypes, exotic and expensive ammo, but they still have limited resources at their disposal. I’m running an ISWAT campaign, which I see as a lot like a special operations team. (note: I don’t have Infinite Worlds, just using the info in Campaigns. I’m running Homeline as straddling the TL8/9 border.) I do want them to have access to high-tech and awesome gear, but I want them to make decisions about which pieces of gear matter to their character instead of grabbing every gadget they can see. So I suppose I need to set an operating budget for them, since rare and cutting edge tech costs more. Does anyone have tips for equipment access on this kind of situation?
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#2 |
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☣
Join Date: Sep 2004
Location: Southeast NC
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I might consider providing a basic load out freely with an operating budget for extras and upgrades. Allow for getting a little extra by using appropriate skills (Administration, for example).
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#3 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#4 | |
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Join Date: Jun 2016
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Quote:
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#5 |
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Join Date: Sep 2018
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If you want to run a realistic campaign, people in legal professions don't' get a lot of opportunities for self-expression. They can sometimes have their own side-arm if a procedure is followed but your rifle would likely be stock with a few approved options within budgetary restrictions. Same with your uniform/armor, safety equipment, the kit you carry on your belt.
If you'd like your team to be free to have exotic firearms disparate armor and specialized equipment in the field you should couple it with a sort of nebulously detached oversight and poorly defined mission for the unit as well as greater autonomy in their tactics and investigations. |
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#6 |
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Join Date: Jul 2006
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There was a mechanic I recall from GURPS: Conspiracy X … something to do with pulling strings. Essentially an influence roll you could make to tray and tap extra resources from organisations to which you belonged.
Success mean mores stuff, failure usually meant temporary or permanent reduction in the skill and/or other consequences. Don't recall the exact mechanics.... |
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#7 |
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Join Date: Sep 2007
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GURPS Social Engineering: Pulling Rank has rules for asking for various kinds of assistance from your organization. When it comes to material aid, you could also use the Patron rules. (Pulling Rank does so for consistency, with the organization treated as an equivalent Patron for this purpose). It includes rules and guidelines for amount of help you can expect based on the org and your Rank, modifiers for repeated requests, appropriateness to the mission (and meta-wise, the story), and so on.
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#8 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#9 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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If the characters are within a unit that is being created and/or there's a national emergency, things may well be a lot looser. G:WWII p. 69 mentions British WWII commando snipers sometimes using civilian hunting rifles.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#10 |
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Join Date: Mar 2008
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Start of the Gulf War quite a few people bought civilian GPS systems and platoon commanders often cleared out Walmart for things like water bottles.
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| Tags |
| equipment, special ops |
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