Appearance
Attributes
Lifting Feats
| Feat | Weight |
|---|---|
| One-Handed Lift | 68 lb |
| Two-Handed Lift | 272 lb |
| Shove & Knock Over | 408 lb |
| Carry on Back | 510 lb |
| Shift Slightly | 1700 lb |
Slam
Active Defenses
| Location | DR |
|---|---|
| Torso | 5-12 (pi/cut) |
| All (in Voss Suit) | 50 |
| Torso/Vitals (in Voss Suit) | 70 |
| Skull (in Voss Suit) | 70 |
Encumbrance
| Level | Max Wt | Move | Dodge |
|---|---|---|---|
| None (0) | 106 lb | 5 | 9 |
| Light (1) | 212 lb | 4 | 8 |
| Medium (2) | 318 lb | 3 | 7 |
| Heavy (3) | 636 lb | 2 | 6 |
| Extra-Heavy (4) | 1060 lb | 1 | 5 |
Advantages
| Appearance (Attractive) | 4 |
| Combat Reflexes | 15 |
| Luck (Extraordinary) | 30 |
| Language: English (Accented/Accented) | 2 |
Disadvantages
| Code of Honor (Soldier’s) | -10 |
| Enemy (Major Nash Miller) | -5 |
| Sense of Duty (my unit) | -5 |
| Missing Digit (Thumb) | -5 |
| One Eye | -15 |
| Overconfidence | -5 |
| Phantom Voices (Annoying) | -5 |
| Pyromania | -5 |
| Truthfulness | -10 |
| Chummy | -5 |
| _Unused Quirk 1 | -1 |
| _Unused Quirk 2 | -1 |
| _Unused Quirk 3 | -1 |
| _Unused Quirk 4 | -1 |
| _Unused Quirk 5 | -1 |
Skills
| Name | Lvl | Rel | Pts |
|---|---|---|---|
| Administration | 14 | IQ-1 | 1 |
| Animal Handling (Equines) | 14 | IQ-1 | 1 |
| Artillery (Bombs) | 14 | IQ-1 | 1 |
| Artillery (Cannon) | 14 | IQ-1 | 1 |
| Artillery (Guided Missile) | 14 | IQ-1 | 1 |
| Bicycling | 12 | DX+0 | 1 |
| Boating (Motorboat) | 11 | DX-1 | 1 |
| Boating (Unpowered) | 11 | DX-1 | 1 |
| Body Language | 14 | Per-1 | 1 |
| Boxing Parry: 8 (9 w/CR) | 11 | DX-1 | 1 |
| Brawling Parry: 10 | 12 | DX+0 | 1 |
| Camouflage | 15 | IQ+0 | 1 |
| Carousing | 10 | HT+0 | 1 |
| Chemistry | 13 | IQ-2 | 1 |
| Computer Operation | 15 | IQ+0 | 1 |
| Cooking | 14 | IQ-1 | 1 |
| Detect Lies | 13 | Per-2 | 1 |
| Diplomacy | 13 | IQ-2 | 1 |
| Driving (Automobile) | 11 | DX-1 | 1 |
| Driving (Motorcycle) | 11 | DX-1 | 1 |
| Driving (Tracked) | 11 | DX-1 | 1 |
| Electronics Operation (Communications) | 14 | IQ-1 | 1 |
| Electronics Operation (Electronic Warfare) | 14 | IQ-1 | 1 |
| Electronics Operation (Surveillance) | 14 | IQ-1 | 1 |
| Engineer (Artillery) | 13 | IQ-2 | 1 |
| Engineer (Civil) | 13 | IQ-2 | 1 |
| Engineer (Combat) | 13 | IQ-2 | 1 |
| Environment Suit/TL8 | 12 | DX+0 | 2 |
| Explosives (Demolition) | 15 | IQ+0 | 2 |
| Explosives (EOD) | 14 | IQ-1 | 1 |
| Fast-Talk | 14 | IQ-1 | 1 |
| First Aid (Human) | 15 | IQ+0 | 1 |
| Forced Entry | 12 | DX+0 | 1 |
| Freight Handling | 14 | IQ-1 | 1 |
| Gambling | 14 | IQ-1 | 1 |
| Gesture | 15 | IQ+0 | 1 |
| Guns (Grenade Launcher) | 12 | DX+0 | 1 |
| Guns (Shotgun) | 13 | DX+1 | 2 |
| Hiking | 9 | HT-1 | 1 |
| Intelligence Analysis | 13 | IQ-2 | 1 |
| Interrogation | 14 | IQ-1 | 1 |
| Judo | 10 | DX-2 | 1 |
| Karate | 10 | DX-2 | 1 |
| Knife Parry: 10 | 12 | DX+0 | 1 |
| Mathematics (Applied) | 13 | IQ-2 | 1 |
| Merchant | 14 | IQ-1 | 1 |
| Navigation (Land) | 14 | IQ-1 | 1 |
| Observation | 14 | Per-1 | 1 |
| Packing | 14 | IQ-1 | 1 |
| Parachuting | 13 | DX+1 | 2 |
| Professional Skill (Distiller) | 14 | IQ-1 | 1 |
| Research | 14 | IQ-1 | 1 |
| Riding (Equines) | 11 | DX-1 | 1 |
| Running | 9 | HT-1 | 1 |
| Savoir-Faire (Military) | 15 | IQ+0 | 1 |
| Scrounging | 16 | Per+1 | 2 |
| Skating | 8 | HT-2 | 1 |
| Skiing | 8 | HT-2 | 1 |
| Soldier | 14 | IQ-1 | 1 |
| Sports (Hockey) | 11 | DX-1 | 1 |
| Stealth | 11 | DX-1 | 1 |
| Strategy (Land) | 13 | IQ-2 | 1 |
| Streetwise | 14 | IQ-1 | 1 |
| Survival (Arctic) | 14 | Per-1 | 1 |
| Survival (Woodlands) | 14 | Per-1 | 1 |
| Swimming | 10 | HT+0 | 1 |
| Tactics | 13 | IQ-2 | 1 |
| Throwing | 12 | DX+0 | 2 |
| Tracking | 14 | Per-1 | 1 |
| Traps | 15 | IQ+0 | 2 |
Techniques
| Name | Default | Lvl | Pts |
|---|---|---|---|
| Combat Driving (Automobile) | Driving (Automobile) | 11 | 0 |
| Combat Driving (Motorcycle) | Driving (Motorcycle) | 11 | 0 |
| Combat Driving (Tracked) | Driving (Tracked) | 11 | 0 |
| Set Trap (Explosives/Demolition) | Traps | 14 | 0 |
Points Summary
| Attributes | 170 |
| Advantages & Perks | 51 |
| Disadvantages & Quirks | -75 |
| Skills | 77 |
| Techniques | 0 |
| Total Spent | 223 |
| Total Available | 245 |
| Unspent | 22 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Knife (utility) | Knife (12) | 9 (10 w/CR) | 1d+1 cut / 1d-1 imp | C,1 | ||
| Punch (Brawling) | Brawling (12) | 9 (10 w/CR) | 1d-1 cr | C | ||
| Punch (Boxing) | Boxing (11) | 8 (9 w/CR) | 1d-1 cr | C | ||
| Kick (Brawling) | Brawling (10) | — | 1d cr | C,1 | ||
| Kick (Karate) | Karate (8) | — | 1d cr | C,1 | ||
| Bite | Brawling (12) | — | 1d-1 cr | C |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Remington 870 12G 2.75" | Guns (Shotgun) 13 | 1d+1 pi | 3 | 40/800 | 2x9 | 5+1(2i) | -6 | |||
| Chemical Grenade (x4) | Throwing 12 | Special | — | 42 | 1 | T | — | |||
| Concussion Grenade TL7 (x4) | Throwing 12 | 5dx2 cr ex | — | 42 | 1 | T | — | |||
| Fragmentation Grenade TL7 (x4) | Throwing 12 | 8d cr ex [3d] | — | 42 | 1 | T | — | |||
| Guns (Grenade Launcher) | Guns (GL) 12 | varies | — | — | 1 | 1 | — |
Guy LeFleur grew up in the backwoods of Quebec, doing what every French Canadian in the back woods does: hunting, fishing, and dreaming of playing hockey for the Habs. Things didn’t work out for Guy. A tragic accident blowing up some beaver dams on the family property left Guy without a few fingers, and a father. Pawned off on his uncle, with a taste for liquor and even less taste for l’anglais. His uncle’s friends from the FLQ taught him more than life’s lessons — they taught him to make moonshine and bombs.
Things still didn’t turn up right for Guy. His uncle got caught and turned informant, soon turning not only his uncle’s old FLQ friends against him, but also a large number of the community. Without any hope, Guy turned to his only way out: signing up for the Canadian Armed Forces. The only ticket for a small-town provincial Quebec kid with basic English and a need to get out.
Life in the Canadian Armed Forces is usually tough for a provincial kid, but even worse for one with accented English. L’anglais in his unit gave him no easy ride, including the officers — until one of them found his talent with explosives. The tricks and traps he learned from his uncle’s former FLQ buddies provided a handy outlet, and a path to a future. With deployments around the world, they gained experience. The unit gained a reputation and found themselves in JTF 2. If it needed blown up, send the Pats.
That is, until the mission with arrogant Lt. Nash Miller.
It was supposed to be an easy in-and-out job: sneak into Kandahar, plant a few explosives, and blow that donut stand (along with a few dozen Taliban). In and out, quiet and quick. Then Lt. Miller had other ideas. He thought he knew better, and Guy tried to tell him, but Lt. Miller wasn’t taking any back talk from a lousy frozen frog. Miller “knew” what he was doing — until he didn’t. Guy had little chance to fix it. It cost Guy one of his eyes, and the unit a few men, but the rest made it out alive. The simple in-and-out turned into a grade-one fuck-up, but Lt. Miller had connections: his uncle the Colonel and a daddy in the government. They’d make sure he wasn’t taking the fall — a no-name from backwater Quebec could.
By the time Guy healed up in hospital, his fate was set. Demoted, sent back to Canada to serve out the rest of his term in the cold of Yellowknife or Whitehorse if he’s lucky, Iqaluit if he’s not. He figured his future would be over — retired like his uncle’s friends, telling stories as he drank the rest of his life away.
That is when Guy saw the flyer. The new defense contractor program — they take anyone, even someone with a messed-up record. It wasn’t much, but a way out. Hopefully a way that could finally get him out of the hole his life had dug for him.
GURPS B p.550. The single most-referenced table in ranged combat. Memorise the first five entries.
| Range (yards) | Modifier | Typical Situation |
|---|---|---|
| 2 | 0 | Point blank — across a room |
| 3 | -1 | Close quarters — hallway |
| 5 | -2 | Room-length engagement |
| 7 | -3 | Across a large room / street |
| 10 | -4 | Down a corridor |
| 15 | -5 | Across a courtyard |
| 20 | -6 | Parking lot engagement |
| 30 | -7 | Short outdoor range |
| 50 | -8 | Standard rifle engagement |
| 70 | -9 | Open ground |
| 100 | -10 | Long-range rifle |
Aim Bonuses (Stacking) — Remington 870
| Turns Aiming | Bonus | With Rem 870 (Acc 3) | Notes |
|---|---|---|---|
| 1 | +Acc | +3 (eff. 16 at 2 yds) | One Eye: no penalty when aiming |
| 2 | +Acc +1 | +4 | |
| 3+ | +Acc +2 | +5 |
Guy’s practical shotgun accuracy: Skill 13 + Aim (Acc 3) = 16 at point blank. At 15 yds: 16 - 5 = 11. At 30 yds: 16 - 7 = 9. WITHOUT aiming: 13 - 3 (One Eye) = 10 at point blank. Always aim when possible.
Critical One Eye Rule: The -3 penalty for One Eye applies to ranged attacks when not aiming. Once Guy takes at least 1 turn to Aim, the penalty is negated. This makes Aim virtually mandatory for Guy — snap shots are dramatically less effective.
Active Defenses
| Location | DR |
|---|---|
| Torso | 5-12 (pi/cut) |
| All (in Voss Suit) | 50 |
| Torso/Vitals (in Voss Suit) | 70 |
| Skull (in Voss Suit) | 70 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Knife (utility) | Knife (12) | 9 (10 w/CR) | 1d+1 cut / 1d-1 imp | C,1 | ||
| Punch (Brawling) | Brawling (12) | 9 (10 w/CR) | 1d-1 cr | C | ||
| Punch (Boxing) | Boxing (11) | 8 (9 w/CR) | 1d-1 cr | C | ||
| Kick (Brawling) | Brawling (10) | — | 1d cr | C,1 | ||
| Kick (Karate) | Karate (8) | — | 1d cr | C,1 | ||
| Bite | Brawling (12) | — | 1d-1 cr | C |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Remington 870 12G 2.75" | Guns (Shotgun) 13 | 1d+1 pi | 3 | 40/800 | 2x9 | 5+1(2i) | -6 | |||
| Chemical Grenade (x4) | Throwing 12 | Special | — | 42 | 1 | T | — | |||
| Concussion Grenade TL7 (x4) | Throwing 12 | 5dx2 cr ex | — | 42 | 1 | T | — | |||
| Fragmentation Grenade TL7 (x4) | Throwing 12 | 8d cr ex [3d] | — | 42 | 1 | T | — | |||
| Guns (Grenade Launcher) | Guns (GL) 12 | varies | — | — | 1 | 1 | — |
Combat Action Chains
Melee
Multi-Action Combat Skill Chains
Common tactical sequences Guy would use in play. Each “chain” lists the maneuvers, rolls, and order for a multi-turn combat action. References: GURPS Basic Set — Campaigns, Chapters 11-13.
Chain 1: Aimed Shotgun Blast (2-Turn)
Situation: Guy spots a target at close-medium range and takes a moment to line up.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Aim | Aim Rem 870 at target | — | Gain +Acc (3). Negates One Eye penalty. Can take a Step. |
| 2 | Attack | Fire aimed shot | Guns (Shotgun) 13 + 3 Acc - range mod | On hit: 1d+1 pi per pellet (9 pellets). Target Dodges once vs all pellets. |
Example at 7 yds: 13 + 3 - 3 = 13 or less. At 15 yds: 13 + 3 - 5 = 11. Shotgun spread: at 10+ yards, pellets scatter across a wider area — some may miss even on a successful roll.
Chain 2: Snap Shot — Close Quarters Emergency (1-Turn)
Situation: No time to aim. Target at close range.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Fire without aiming | Guns (Shotgun) 13 - 3 (One Eye) - range mod | Effective 10 at point blank. Shotgun spread helps compensate. |
This is Guy’s worst-case scenario. At 5 yds: 10 - 2 = 8. Use Extraordinary Luck to reroll if critical. Note: One Eye only affects RANGED attacks, not melee combat. Guy’s melee skills are at full DX.
Chain 3: Breaching Charge — Door/Wall (3-5 Turn Sequence)
Situation: Guy prepares and detonates a breaching charge to create an entry point. The core sapper workflow.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Concentrate | Assess target structure | Engineer (Civil) 13 or (Combat) 13 | Complementary roll → success gives +1 to Demolition |
| 2 | Concentrate | Prepare and shape charge | Explosives (Demolition) 15 | +1 from complementary Engineer success. Select charge size. |
| 3 | Ready | Place charge on target | Explosives (Demolition) 15 | Physical placement — may need Forced Entry 12 to access placement point |
| 4 | Ready | Set detonator/timer | Explosives (Demolition) 15 | Command wire, timer, or remote. |
| 5 | — | Clear blast radius, initiate | — | “FIRE IN THE HOLE!” Detonate on command. |
Failure on Phase 2-3: Suboptimal placement — reduced damage, may not breach. Critical failure: Premature detonation (use Luck!).
Chain 4: Grenade Engagement (3-Turn)
Situation: Frag or concussion grenade into a position.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Ready | Draw grenade from pouch | — | Or free with Fast-Draw (if bought later). |
| 2 | Ready | Pull pin | — | Fuse starts on release. 3-4 sec. |
| 3 | Attack | Throw at target | Throwing 12 - range/SM mod | 8d cr ex [3d] (frag) or 5dx2 cr ex (concussion). Scatter on miss: 1d yds random direction. |
Cook-off option: Hold 1-2 sec after pin pull (risky — fuse is 3-4 sec). Reduces enemy reaction time. One Eye: -3 applies to Throwing when not aiming. Can Aim a thrown weapon (1 turn) to negate.
Chain 5: Improvised Explosive Device (Extended — Out of Combat)
Situation: No proper charges available. Guy builds something from scrounged materials.
| Phase | Action | Skill | Target | Notes |
|---|---|---|---|---|
| 1. Gather Materials | Scrounge components | Scrounging | 16 | Guy’s best non-specialist skill — finding things others miss |
| 2. Design Device | Plan charge layout | Explosives (Demolition) | 15 | Determine charge weight, shaping, placement |
| 3. Chemistry Check | Verify compound stability | Chemistry | 13 | Ensure improvised explosive won’t detonate prematurely |
| 4. Construct | Build device | Explosives (Demolition) | 15 | -2 if poor materials, +1 if Suitcase Lab available |
| 5. Test Circuit | Verify without main charge | Electronics Op (EW) 14 or Electrician default 9 | 14 or 9 | Test detonation circuit — better with proper skills |
| 6. Arm and Emplace | Set in position | Traps | 15 | If booby-trapping; Explosives (Demo) 15 if timed/command |
Guy’s IQ 15 and Scrounging 16 make him excellent at improvised solutions. The Suitcase Lab ($3,000) is his ace — a portable chemistry/demolitions workshop that gives bonuses to improvised work.
Chain 6: Booby Trap — Set and Forget (Extended)
Situation: Guy rigs an area with explosive traps.
| Phase | Action | Skill | Target | Notes |
|---|---|---|---|---|
| 1. Select Location | Choose kill zone | Tactics | 13 | Complementary: success gives +1 to Traps |
| 2. Prepare Trigger | Wire tripwire/pressure plate | Traps | 15 | FLQ-taught — this is old hat |
| 3. Attach Charge | Connect explosive to trigger | Set Trap (Explosives) | 14 | Technique: specialized trap-charge connection |
| 4. Conceal | Hide the device | Camouflage | 15 | Contest vs. enemy Perception or Traps to detect |
| 5. Mark Friendly | Record location for friendlies | — | Auto | Critical — don’t blow up your own team |
Detection: Enemy must win Quick Contest of their Perception or Traps vs. Guy’s Camouflage (15) or Traps (15), whichever Guy chose to emphasize.
Chain 7: Structural Demolition — Bridge/Building (Extended)
Situation: Bringing down a structure with planned charges. The full sapper workflow.
| Phase | Action | Skill | Target | Notes |
|---|---|---|---|---|
| 1. Survey | Assess structure | Engineer (Civil) 13 + Engineer (Combat) 13 | 13/13 | Complementary: each success → +1 to other, +1 to Demo |
| 2. Calculate | Determine charge placement & weight | Mathematics (Applied) | 13 | Complementary: success → +1 to Demolition |
| 3. Prepare Charges | Shape and size explosives | Explosives (Demolition) | 15 | +1-2 from complementary rolls above |
| 4. Place Charges | Attach to load-bearing elements | Explosives (Demolition) | 15 | Multiple placements — one roll per charge point |
| 5. Wire Together | Connect charges with det cord | Electronics Op (EW) 14 | 14 | Create firing circuit linking all charges |
| 6. Set Initiation | Arm master detonator | Explosives (Demolition) | 15 | Timer, command wire, or remote |
| 7. Clear Area | Evacuate blast radius | — | — | Calculate safe distance from charge weight |
| 8. Fire | Detonate | — | — | “FIRE IN THE HOLE — RECULEZ!” |
Guy’s IQ 15 means his complementary rolls (Engineer, Mathematics) are more likely to succeed, giving +1 to +2 on the critical Demolition rolls. This is where his brain compensates for his physical limitations.
Chain 8: Pistol/Rifle Transition from Shotgun (2-Turn)
Situation: Shotgun empty or inappropriate — switch to sidearm or pick up a rifle.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Ready | Drop/sling shotgun (free), draw pistol | Fast-Draw default (DX-4) = 8 | If fail, costs another Ready. |
| 2 | Attack | Fire pistol | Guns (Pistol) default 11 - 3 (One Eye if not aiming) - range mod | Effective 8 at point blank without aiming. Poor. |
Guy is NOT a gunfighter. If the shotgun is empty and there’s no time to reload, he should be reaching for grenades, not pistols. In the Voss Combat Suit, punching (Brawling 12, ST 23 striking = 2d+1 cr) may be better than a default pistol. Upgrade path: Buy Guns (Pistol) and Fast-Draw (Pistol) as priority combat skills.
Chain 9: Wait + Ambush with Pre-Set Explosives (Overwatch)
Situation: Guy has placed charges and waits for the target to enter the kill zone. His best tactical scenario.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| Prep | Extended | Place charges per Chain 3 or 6 | Explosives (Demo) 15 / Traps 15 | Done beforehand. |
| 1+ | Wait | “I detonate when they reach the X” | — | Declare trigger condition. Interrupt enemy’s turn. |
| Trigger | — | Initiate detonation | Auto (command wire) or Explosives (Demo) 15 (remote) | No attack roll needed for command wire — charge hits everything in blast radius. |
| Follow-up | Attack | Fire shotgun into survivors | Guns (Shotgun) 13 (Aim first if possible) | Mop up. Targets may be stunned, prone, or in the open. |
This is Guy at his most lethal. He doesn’t need to outshoot anyone — he needs to be smarter about where the fight happens. Place charges, set the trap, control the kill zone, then clean up with the 870.
Chain 10: Detect and Disarm Enemy Trap/IED (Extended)
Situation: Suspected booby trap or IED in the team’s path.
| Phase | Action | Skill | Target | Notes |
|---|---|---|---|---|
| 1. Detect | Visual scan of area | Observation 14 or Traps 15 | 14/15 | Per-based detection. One Eye may limit field of view. |
| 2. Approach | Careful movement to device | Stealth 11 | 11 | Avoid pressure plates, tripwires. |
| 3. Identify | Assess device type and fusing | Explosives (EOD) | 14 | -2 if unfamiliar type. +2 if Guy’s seen this design before. |
| 4. Check Anti-Handling | Look for secondary fuses | Traps | 15 | Miss this = very bad day. |
| 5. Render Safe | Disable or bypass | Explosives (EOD) | 14 | -2 if booby-trapped secondary. Critical fail = detonation. |
| 6. Exploit | Extract intelligence from device | Intelligence Analysis | 13 | Who made it? What materials? Pattern recognition. |
Critical Failure on Phase 5: Device detonates. Use Extraordinary Luck — three rerolls per hour. This is what that 32-point advantage is for.
Rules Reference
| Roll | Location | Mod |
|---|---|---|
| 3–4 | Skull | –7 |
| 5 | Face | –5 |
| 6–7 | Right Leg | –2 |
| 8 | Right Arm | –2 |
| 9–10 | Torso | — |
| 11 | Groin | –3 |
| 12 | Left Arm | –2 |
| 13–14 | Left Leg | –2 |
| 15 | Hand | –4 |
| 16 | Foot | –4 |
| 17–18 | Neck | –5 |
| — | Vitals | –3 |
| — | Eye | –9 |
Source: GURPS Basic Set 4e, p. B552
| Speed/Range | Size | Linear Measure |
|---|---|---|
| 0 | 0 | 2 yd |
| -1/+1 | ±1 | 3 yd |
| -2/+2 | ±2 | 5 yd |
| -3/+3 | ±3 | 7 yd |
| -4/+4 | ±4 | 10 yd |
| -5/+5 | ±5 | 15 yd |
| -6/+6 | ±6 | 20 yd |
| -7/+7 | ±7 | 30 yd |
| -8/+8 | ±8 | 50 yd |
| -9/+9 | ±9 | 70 yd |
| -10/+10 | ±10 | 100 yd |
| -11/+11 | ±11 | 150 yd |
| -12/+12 | ±12 | 200 yd |
| -13/+13 | ±13 | 300 yd |
| -14/+14 | ±14 | 500 yd |
| -15/+15 | ±15 | 700 yd |
Source: GURPS Basic Set 4e, p. B550
Equipment
| Qty | Item | Cost | Weight | Location | Notes | |
|---|---|---|---|---|---|---|
| 1 | Remington 870 12G 2.75" | — | 7.6 lbs | Carried | Primary weapon. Pump-action. | |
| 1 | Knife (utility) | — | 0.5 lbs | Carried | Tool first, weapon second | |
| 1 | Backpack, Small | — | 3 lbs | Carried | Standard field pack | |
| 1 | Batteries | — | 0 lbs | Carried | For electronics and NVGs | |
| 1 | Binoculars | — | 2 lbs | Carried | +3 to Observation at range | |
| 1 | Blasting Caps (x24) | — | 1 lb | Carried | In protective case | |
| 1 | Boots, Jungle | Feet | 3 lbs | Worn | Standard issue | |
| 1 | Cigarette Lighter | — | 0 lbs | Carried | Pyromania intensifies. | |
| 1 | Compass | — | 0 lbs | Carried | +1 to Navigation (Land) | |
| 1 | Concealable Vest | — | 2 lbs | Torso | Ballistic protection | |
| 1 | First Aid Kit | — | 2 lbs | Carried | +1 to First Aid | |
| 1 | Frisk Gloves | — | 0.5 lbs | Hands | Search and evidence handling | |
| 1 | Military Blasting Machine | — | varies | Carried | Command-wire initiation | |
| 1 | Headset (Tactical Comms) | — | 1 lb | Carried | Team-standard tactical comms | |
| 1 | Night Vision Goggles | — | 2 lbs | Carried | Night demolitions work | |
| 1 | Rebreather (Closed-Circuit) | — | 5 lbs | Carried | Underwater/NBC operations | |
| 1 | Gas Grenades (x4) | — | 4 lbs | Carried | CS/tear gas — area denial | |
| 1 | Tranquilizer Darts | — | 0.5 lbs | Carried | Team-standard issue | |
| 1 | Ordinary Clothes | — | 2 lbs | Worn (off-duty) | Off-duty wear | |
| 1 | Personal Basics | — | 1 lb | Carried | Toiletries, small items | |
| 1 | Plastic Explosives (x5 blocks) | — | 5 lbs | Carried | C4 equivalent | |
| 1 | Pump Shotgun Ammo (12G) | — | 0.7 lbs | Carried | Spare shells | |
| 1 | Thermite (x2) | — | 2 lbs | Carried | Incendiary | |
| 1 | Chemical Grenade (x4) | — | 4 lbs | Carried | Area denial | |
| 1 | Concussion Grenade TL7 (x4) | — | 4 lbs | Carried | Room/bunker clearing | |
| 1 | Fragmentation Grenade TL7 (x4) | — | 4 lbs | Carried | Frag radius ~5 yds | |
| 1 | Suitcase Lab | $3,000 | 10 lbs | Not carried | Portable chemistry/demolitions workshop | |
| 1 | Winter Clothes | — | 4 lbs | Not carried | Canadian standard | |
| 1 | Cutting Cord (10 yds) | — | 10 lbs | Not carried | Linear cutting charge — det cord | |
| 1 | Voss Combat Suit | — | 150 lbs | Not carried (mission-specific) | Powered Combat Armor. DR 50 all, +20 torso/vitals. +10 ST. +1 SM. Super Jump 1. | |
| 1 | Voss Combat Suit: Helmet | — | 15 lbs | Not carried (mission-specific) | DR 70 skull total | |
| 1 | Targeting Program (Complexity 4) | $150 | — | Suit-integrated | +2 Guns skill (all shots, in suit). Upgraded from Silhouette (Complexity 5, +1). | |
| 1 | Silhouette Program (Complexity 5) | $200 | — | Suit-integrated | +1 Guns skill (backup — superseded by Targeting) | |
| 1 | Flyer Swarm | $1,000 | 2 lbs | Carried | Surveillance micro-drone swarm. Recon and overwatch. |
Load-Out: BL = 34 lbs (ST 13) | BL = 106 lbs in Voss Combat Suit (ST 23 lifting)
| Qty | Item | Cost | Weight | |
|---|---|---|---|---|
| 1 | Stripped (shotgun, knife, pistol ammo) | ~12 lbs | ||
| 1 | Light Ops (vest, shotgun, basic grenades, radio) | ~25 lbs | ||
| 1 | Standard Patrol (vest, shotgun, full grenade load, demo kit) | ~45 lbs | ||
| 1 | Heavy Demo (full patrol + suitcase lab + extra charges) | ~65 lbs | ||
| 1 | Voss Combat Suit (suit + standard gear) | ~210 lbs |
The story so far
- Session 01Operation Living Bomb →Guy drove south from Canada to Las Vegas Airport, taking the long route specifically to avoid airport security screening of the sensitive equipment packed into his vehicle.
- Session 02Terra-ble First Impressions →The debrief at the Voss Campus went the way Guy’s debriefs always go — rapid-fire, technically precise, nothing omitted.
- Session 3What Happens in Vegas →Las Vegas R&R produced, for Guy, precisely one item that mattered: an antique detonator, found in a specialist military surplus shop two blocks off the Las Vegas Strip.
- Session 04Fallen Stars →The sweep across four countries was a logistical problem, and Guy ran it as one.
- Session 05Deep Sea Fragments and Desert Swarms →Miller caught him in the corridor.
- Session 06Vegas Vacation, Zombie Vexation →The Lexus was not an elegant weapon, but Guy had committed to the equation the moment he took the keys, and mass times velocity does not care about elegance.
- Session 07The Vegas Hive: Napalm and New Powers →Guy spent the session at the other end of the problem from everyone else.
- Session 8Earth’s Last Stand →Guy arrived with Jens just after the shouting stopped — Ronnie already had Miller zip-tied on the floor, the syringe spent and useless, the scene contained.
- Session 9The Day the Timeline Unwound →Guy was in the room for the interviews, which meant Guy was watching the equipment, which meant Guy was the one already moving toward cover when Jens turned into a skeleton.
Timeline
Connections
People
Betrayed by
- Jimmy Johns NPC hostilePlanted a hidden remote-disable command in the helmet firmware of Guy's suit.2 sessions, Session 07 - The Vegas Hive - Napalm and New Powers to Session 08 - Earth's Last Stand
Enemy of
- Lt. Nash Miller NPC hostileEnemy [-5]: The arrogant officer whose incompetence cost Guy his eye and his career — Miller's family connections ensured Guy took the fall. Appears fairly often (9-) as a Hunter.6 sessions, Session 03 - What Happens in Vegas to Session 08 - Earth's Last Stand
Places
Visited
- Voss Campus Location5 sessions, Session 01 - Operation Living Bomb to Session 07 - The Vegas Hive - Napalm and New Powers
- Medieval Times Location2 sessions, Session 05 - Deep Sea Fragments and Desert Swarms to Session 06 - Vegas Vacation, Zombie Vexation
- RD3 Facility Location1 session: Session 08 - Earth's Last Stand
Organisations
Employed by
- Canadian Armed Forces Organization hostileGuy is still technically serving but demoted to a punishment posting
Serves
- Voss Dynamics Organization neutralSigned up for the Voss Dynamics contractor program after being demoted and sidelined — his only way out of a dead-end posting2 sessions, Session 03 - What Happens in Vegas to Session 09 - The Day the Timeline Unwound
Trusts
- The Team Faction warmSense of Duty [-5]: Never abandon a teammate — the bonds formed in combat run deeper than any regulation. +2 reaction from unit in dangerous situations.
Member of
- Canadian Armed Forces Organization hostileStill technically serving, but demoted and sent to a punishment posting after the Kandahar incident
- JTF 2 Organization neutralFormer JTF 2 operator — removed after Lt. Nash Miller's botched mission and scapegoated for the failure
- The Team Faction warmDemolitions specialist — Guy has Sense of Duty to this team
Things
Destroyed by (named by)
- Flying Carpets Item1 session: Session 01 - Operation Living Bomb
Given to (named by)
- Jenkins Music Device Item
Presented to (named by)
- Research Folders Item
Studies
- Alien Circuit Boards Item neutralGuy is personally attempting to interpret the boards and their stored data1 session: Session 03 - What Happens in Vegas
Wields
- Voss R&D Assault Rifle Item neutralScrounged from the R&D equipment and used by Guy during the battle on the R&D third floor.1 session: Session 09 - The Day the Timeline Unwound
Owns
- Upgraded Leatherman Wave Item neutralPurchased at the Gold and Silver Pawn Shop during Vegas leave1 session: Session 03 - What Happens in Vegas
- Antique Detonator Item neutralPurchased without hesitation for $2,000
Events
Participated in
- First Terra Expedition Event1 session: Session 03 - What Happens in Vegas
- Second Meteor Event Event1 session: Session 03 - What Happens in Vegas
- Deep Sea Fragment Retrieval Event
- The Battle of Medieval Times Event
- The Battle of RD3 Eventscrounges the Voss R&D Assault Rifle; rifle-butt strike on Dragon, misses
- The Capture of Lt. Nash Miller Event
- The Multiversal Vision Event
Mentions
Sessions
- Session 01 - Operation Living Bomb
- Session 02 - Terra-ble First Impressions
- Session 03 - What Happens in Vegas
- Session 04 - Fallen Stars
- Session 05 - Deep Sea Fragments and Desert Swarms
- Session 06 - Vegas Vacation, Zombie Vexation
- Session 07 - The Vegas Hive - Napalm and New Powers
- Session 08 - Earth's Last Stand
- Session 09 - The Day the Timeline Unwound
People
Places
- Gold and Silver Pawn Shop
- Gordon Ramsay Steak
- R&D Level -1
- Ruined City (Terra)
- Russian Wilderness (Fragment Site)
Things
- Giant Bear Head
- Limpet Mines
- Multiversal Camera
- The Portal
- Voss Combat Suit
- Voss Corporation Business Cards