GURPS Special Forces

Story

Characters

World

Reference

Guy LeFleur

Guy LeFleur

Player Timmah Occupation JTF2 Assaulter / Demolitions Specialist Age 27 Nationality Canadian (Québécois) Status alive
Explosives expert, FLQ-trained saboteur, One-eyed, Truthful to a fault, Pyromaniac tendencies, Overconfident, Extraordinarily lucky, Loyal to his unit, Hunted by Major Nash Miller

Appearance

Age
27
Height
—
Weight
—
Build
—
Appearance
Attractive (+1 reaction)
Status
0
Reputation
—
TL
9
Reaction Modifiers
+1 (Appearance)

Attributes

13
ST
[30]
12
DX
[40]
15
IQ
[100]
10
HT
[0]
Secondary
13
HP
15
Will
15
Per
10
FP
5.50
Basic Speed
5
Basic Move
Derived
BL 34 lbsThr 1dSw 2d-1SM 0

Lifting Feats

FeatWeight
One-Handed Lift68 lb
Two-Handed Lift272 lb
Shove & Knock Over408 lb
Carry on Back510 lb
Shift Slightly1700 lb

Slam

1d-3
v=1
1d-2
v=2
1d-1
v=4
Crushing damage at Basic Move up to 5

Active Defenses

Parry (Brawling) 10Parry (Knife) 10Block 9Dodge 9
LocationDR
Torso5-12 (pi/cut)
All (in Voss Suit)50
Torso/Vitals (in Voss Suit)70
Skull (in Voss Suit)70

Encumbrance

LevelMax WtMoveDodge
None (0)106 lb59
Light (1)212 lb48
Medium (2)318 lb37
Heavy (3)636 lb26
Extra-Heavy (4)1060 lb15

Languages

LanguageSpokenWrittenPts
Quebec FrenchNativeNative[0]
EnglishAccentedAccented[2]

Advantages

Appearance (Attractive)4
Combat Reflexes15
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

NameLvlRelPts
Administration14IQ-11
Animal Handling (Equines)14IQ-11
Artillery (Bombs)14IQ-11
Artillery (Cannon)14IQ-11
Artillery (Guided Missile)14IQ-11
Bicycling12DX+01
Boating (Motorboat)11DX-11
Boating (Unpowered)11DX-11
Body Language14Per-11
Boxing
Parry: 8 (9 w/CR)
11DX-11
Brawling
Parry: 10
12DX+01
Camouflage15IQ+01
Carousing10HT+01
Chemistry13IQ-21
Computer Operation15IQ+01
Cooking14IQ-11
Detect Lies13Per-21
Diplomacy13IQ-21
Driving (Automobile)11DX-11
Driving (Motorcycle)11DX-11
Driving (Tracked)11DX-11
Electronics Operation (Communications)14IQ-11
Electronics Operation (Electronic Warfare)14IQ-11
Electronics Operation (Surveillance)14IQ-11
Engineer (Artillery)13IQ-21
Engineer (Civil)13IQ-21
Engineer (Combat)13IQ-21
Environment Suit/TL812DX+02
Explosives (Demolition)15IQ+02
Explosives (EOD)14IQ-11
Fast-Talk14IQ-11
First Aid (Human)15IQ+01
Forced Entry12DX+01
Freight Handling14IQ-11
Gambling14IQ-11
Gesture15IQ+01
Guns (Grenade Launcher)12DX+01
Guns (Shotgun)13DX+12
Hiking9HT-11
Intelligence Analysis13IQ-21
Interrogation14IQ-11
Judo10DX-21
Karate10DX-21
Knife
Parry: 10
12DX+01
Mathematics (Applied)13IQ-21
Merchant14IQ-11
Navigation (Land)14IQ-11
Observation14Per-11
Packing14IQ-11
Parachuting13DX+12
Professional Skill (Distiller)14IQ-11
Research14IQ-11
Riding (Equines)11DX-11
Running9HT-11
Savoir-Faire (Military)15IQ+01
Scrounging16Per+12
Skating8HT-21
Skiing8HT-21
Soldier14IQ-11
Sports (Hockey)11DX-11
Stealth11DX-11
Strategy (Land)13IQ-21
Streetwise14IQ-11
Survival (Arctic)14Per-11
Survival (Woodlands)14Per-11
Swimming10HT+01
Tactics13IQ-21
Throwing12DX+02
Tracking14Per-11
Traps15IQ+02

Techniques

NameDefaultLvlPts
Combat Driving (Automobile)Driving (Automobile)110
Combat Driving (Motorcycle)Driving (Motorcycle)110
Combat Driving (Tracked)Driving (Tracked)110
Set Trap (Explosives/Demolition)Traps140

Points Summary

Attributes170
Advantages & Perks51
Disadvantages & Quirks-75
Skills77
Techniques0
Total Spent223
Total Available245
Unspent22

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Knife (utility)Knife (12)9 (10 w/CR)1d+1 cut / 1d-1 impC,1
Punch (Brawling)Brawling (12)9 (10 w/CR)1d-1 crC
Punch (Boxing)Boxing (11)8 (9 w/CR)1d-1 crC
Kick (Brawling)Brawling (10)—1d crC,1
Kick (Karate)Karate (8)—1d crC,1
BiteBrawling (12)—1d-1 crC

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
Remington 870 12G 2.75"Guns (Shotgun) 131d+1 pi340/8002x95+1(2i)-6
Chemical Grenade (x4)Throwing 12Special—421T—
Concussion Grenade TL7 (x4)Throwing 125dx2 cr ex—421T—
Fragmentation Grenade TL7 (x4)Throwing 128d cr ex [3d]—421T—
Guns (Grenade Launcher)Guns (GL) 12varies——11—

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

Parry (Brawling) 10Parry (Knife) 10Block 9Dodge 9
LocationDR
Torso5-12 (pi/cut)
All (in Voss Suit)50
Torso/Vitals (in Voss Suit)70
Skull (in Voss Suit)70

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Knife (utility)Knife (12)9 (10 w/CR)1d+1 cut / 1d-1 impC,1
Punch (Brawling)Brawling (12)9 (10 w/CR)1d-1 crC
Punch (Boxing)Boxing (11)8 (9 w/CR)1d-1 crC
Kick (Brawling)Brawling (10)—1d crC,1
Kick (Karate)Karate (8)—1d crC,1
BiteBrawling (12)—1d-1 crC

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
Remington 870 12G 2.75"Guns (Shotgun) 131d+1 pi340/8002x95+1(2i)-6
Chemical Grenade (x4)Throwing 12Special—421T—
Concussion Grenade TL7 (x4)Throwing 125dx2 cr ex—421T—
Fragmentation Grenade TL7 (x4)Throwing 128d cr ex [3d]—421T—
Guns (Grenade Launcher)Guns (GL) 12varies——11—

Combat Action Chains

Melee

Default Chain
Aimed Shotgun Blast: Aim (gain +3 Acc, negate One Eye) -> Fire (effective 16 at 2 yds) → Breaching Charge: Assess structure -> Prepare charge -> Place -> Set detonator -> Clear & initiate → Grenade Engagement: Draw grenade -> Pull pin -> Throw (Throwing 12 - range mod) → Wait + Ambush with Pre-Set Explosives: Place charges -> Wait for trigger -> Detonate -> Shotgun follow-up → Booby Trap: Select location (Tactics) -> Prepare trigger (Traps 15) -> Attach charge -> Conceal (Camouflage 15)

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
Humanoid Hit Location
RollLocationMod
3–4Skull–7
5Face–5
6–7Right Leg–2
8Right Arm–2
9–10Torso—
11Groin–3
12Left Arm–2
13–14Left Leg–2
15Hand–4
16Foot–4
17–18Neck–5
—Vitals–3
—Eye–9

Source: GURPS Basic Set 4e, p. B552

Size & Speed/Range
Speed/RangeSizeLinear Measure
002 yd
-1/+1±13 yd
-2/+2±25 yd
-3/+3±37 yd
-4/+4±410 yd
-5/+5±515 yd
-6/+6±620 yd
-7/+7±730 yd
-8/+8±850 yd
-9/+9±970 yd
-10/+10±10100 yd
-11/+11±11150 yd
-12/+12±12200 yd
-13/+13±13300 yd
-14/+14±14500 yd
-15/+15±15700 yd

Source: GURPS Basic Set 4e, p. B550

Equipment

QtyItemCostWeightLocationNotes
1Remington 870 12G 2.75"—7.6 lbsCarriedPrimary weapon. Pump-action.
1Knife (utility)—0.5 lbsCarriedTool first, weapon second
1Backpack, Small—3 lbsCarriedStandard field pack
1Batteries—0 lbsCarriedFor electronics and NVGs
1Binoculars—2 lbsCarried+3 to Observation at range
1Blasting Caps (x24)—1 lbCarriedIn protective case
1Boots, JungleFeet3 lbsWornStandard issue
1Cigarette Lighter—0 lbsCarriedPyromania intensifies.
1Compass—0 lbsCarried+1 to Navigation (Land)
1Concealable Vest—2 lbsTorsoBallistic protection
1First Aid Kit—2 lbsCarried+1 to First Aid
1Frisk Gloves—0.5 lbsHandsSearch and evidence handling
1Military Blasting Machine—variesCarriedCommand-wire initiation
1Headset (Tactical Comms)—1 lbCarriedTeam-standard tactical comms
1Night Vision Goggles—2 lbsCarriedNight demolitions work
1Rebreather (Closed-Circuit)—5 lbsCarriedUnderwater/NBC operations
1Gas Grenades (x4)—4 lbsCarriedCS/tear gas — area denial
1Tranquilizer Darts—0.5 lbsCarriedTeam-standard issue
1Ordinary Clothes—2 lbsWorn (off-duty)Off-duty wear
1Personal Basics—1 lbCarriedToiletries, small items
1Plastic Explosives (x5 blocks)—5 lbsCarriedC4 equivalent
1Pump Shotgun Ammo (12G)—0.7 lbsCarriedSpare shells
1Thermite (x2)—2 lbsCarriedIncendiary
1Chemical Grenade (x4)—4 lbsCarriedArea denial
1Concussion Grenade TL7 (x4)—4 lbsCarriedRoom/bunker clearing
1Fragmentation Grenade TL7 (x4)—4 lbsCarriedFrag radius ~5 yds
1Suitcase Lab$3,00010 lbsNot carriedPortable chemistry/demolitions workshop
1Winter Clothes—4 lbsNot carriedCanadian standard
1Cutting Cord (10 yds)—10 lbsNot carriedLinear cutting charge — det cord
1Voss Combat Suit—150 lbsNot carried (mission-specific)Powered Combat Armor. DR 50 all, +20 torso/vitals. +10 ST. +1 SM. Super Jump 1.
1Voss Combat Suit: Helmet—15 lbsNot carried (mission-specific)DR 70 skull total
1Targeting Program (Complexity 4)$150—Suit-integrated+2 Guns skill (all shots, in suit). Upgraded from Silhouette (Complexity 5, +1).
1Silhouette Program (Complexity 5)$200—Suit-integrated+1 Guns skill (backup — superseded by Targeting)
1Flyer Swarm$1,0002 lbsCarriedSurveillance micro-drone swarm. Recon and overwatch.

Load-Out: BL = 34 lbs (ST 13) | BL = 106 lbs in Voss Combat Suit (ST 23 lifting)

QtyItemCostWeight
1Stripped (shotgun, knife, pistol ammo)~12 lbs
1Light Ops (vest, shotgun, basic grenades, radio)~25 lbs
1Standard Patrol (vest, shotgun, full grenade load, demo kit)~45 lbs
1Heavy Demo (full patrol + suitcase lab + extra charges)~65 lbs
1Voss Combat Suit (suit + standard gear)~210 lbs
  1. 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.
  2. 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.
  3. 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.
  4. Session 04Fallen Stars →The sweep across four countries was a logistical problem, and Guy ran it as one.
  5. Session 05Deep Sea Fragments and Desert Swarms →Miller caught him in the corridor.
  6. 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.
  7. Session 07The Vegas Hive: Napalm and New Powers →Guy spent the session at the other end of the problem from everyone else.
  8. 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.
  9. 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.

Every session in full →

Timeline

Full 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)

Given to (named by)

Presented to (named by)

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

Mentions

Sessions

People

Places

Things

Creatures

Other