GURPS Special Forces

Story

Characters

World

Reference

Jens Hartmann

Jens Hartmann

Player Sean Occupation KSK Operator (Kampfschwimmer / Combat Engineer) Age 32 Nationality German Status alive
Demolitions expert, Combat diver, Pragmatic problem-solver, Compulsive fixer, Quietly indispensable
Whole and unharmed (his body was rebuilt byLocation: The rewritten present — last at theCarrying: His personal

Attributes

10
ST
[0]
13
DX
[60]
12
IQ
[40]
12
HT
[20]
Secondary
10
HP
12
Will
12
FP
6.25
Basic Speed
6
Basic Move
14
Perception
9 (10 with Combat Reflexes)
Dodge
Thr 1d-2 / Sw 1d
Damage
Derived
BL 20 lbs

Lifting Feats

FeatWeight
One-Handed Lift40 lb
Two-Handed Lift160 lb
Shove & Knock Over240 lb
Carry on Back300 lb
Shift Slightly1000 lb

Slam

1d-3
v=1
1d-2
v=3
1d-1
v=6
Crushing damage at Basic Move up to 6

Senses & Checks

Height5’11"
Weight185 lb
BuildAthletic swimmer’s build
EyesBlue
HairBlond, Short
SkinFair
HandednessRight
TL9

Active Defenses

Parry (Knife) 10 (11 with Combat Reflexes)Parry (Brawling) 10 (11 with Combat Reflexes)Dodge 9 (10 with Combat Reflexes)
LocationDR
Skull12
Face1
Torso (front/back)35/5*
Torso (carrier only)12/5*
Groin12/5*
All (wetsuit)1*
All (drysuit)1*

Encumbrance

LevelMax WtMoveDodge
Stripped (pistol, knife, radio)~8 lbsNone (0)6
Diving Ops (rebreather, fins, pistol, demo kit)~30 lbsLight (1)5
Standard Patrol (vest+plates, helmet, G36, full kit)~55 lbsMedium (2)4
Heavy (patrol + Pzf 3 or extra demo charges)~80 lbsHeavy (3)3

Advantages

Combat Reflexes15
High Pain Threshold10
Luck15
Fit5
Absolute Direction5
Night Vision 44
Equipment Bond (Demolitions toolkit)1

Disadvantages

Duty (Defense Contractor; Extremely Hazardous; 15 or less)-30
Code of Honor (Soldier’s)-10
Obsession (Understanding meteor fragment technology)-10
Curious-5
Sense of Duty (Teammates)-5
Workaholic-5
Stubbornness-5
Overconfidence-5
Measures everything twice before committing-1
Carries a battered Leatherman Wave everywhere; considers it his most important tool-1
Sketches buildings, equipment, and terrain in a field notebook-1
Will fix anything that’s broken, whether asked to or not-1
Prefers a bad plan to no plan at all-1

Skills

NameLvlRelPts
Architecture12IQ+02
Armoury (Heavy Weapons)12IQ+02
Boating (Motorboat)13DX+02
Brawling
Parry: 10 (11 with Combat Reflexes)
14DX+12
Camouflage13IQ+12
Carousing12HT+01
Cooking12IQ+02
Driving (Automobile)13DX+02
Electrician12IQ+02
Electronics Operation (Sensors)12IQ+02
Electronics Repair (Comms)12IQ+02
Engineer (Combat)13IQ+18
Environment Suit/TL813DX+02
Explosives (Demolition)15IQ+312
Explosives (EOD)13IQ+14
First Aid13IQ+12
Forward Observer12IQ+02
Gesture12IQ+01
Guns (LAW)14DX+12
Guns (Pistol)15DX+24
Guns (Rifle)15DX+24
Hazardous Materials (Chemical)12IQ+02
Hiking12HT+02
Intelligence Analysis11IQ-12
Knife
Parry: 10 (11 with Combat Reflexes)
14DX+12
Knot-Tying13DX+01
Lockpicking12IQ+02
Mechanic (Automobile)12IQ+02
Navigation (Sea)12 (eff. 15 with Absolute Direction)IQ+02
Observation15Per+14
Parachuting13DX+01
Running11HT-11
Savoir-Faire (Military)12IQ+01
Scrounging15Per+12
Scuba13IQ+14
Search14Per+02
Smuggling12IQ+02
Soldier12IQ+02
Stealth14DX+14
Survival (Woodlands)14Per+02
Swimming15HT+38
Tactics12IQ+04
Throwing13DX+02
Traps12IQ+02

Techniques

NameDefaultLvlPts
Boating (Unpowered)Boating (Motorboat)-49
Explosives (Fireworks)Explosives (Demolition)-411
Forced EntryDX+013
Guns (Shotgun)Guns (Rifle)-213
Guns (SMG)Guns (Rifle)-213
Navigation (Land)Navigation (Sea)-210 (eff. 13 with Absolute Direction)

Points Summary

Attributes120
Secondary Characteristics10
Advantages55
Disadvantages-75
Quirks-5
Skills120
TOTAL225 / 225
Unspent0

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
KM2000 Combat Knife (swing)Knife 1410 (11 w/CR)1d-2 cutC,1
KM2000 Combat Knife (thrust)Knife 1410 (11 w/CR)1d-2 impC,1
PunchBrawling 1410 (11 w/CR)1d-3 crC
KickBrawling 121d-2 crC,1

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
HK G36Guns (Rifle) 155d pi4500/3,5001330+1(3)-5
HK G36KGuns (Rifle) 154d+2 pi4370/2,6001330+1(3)-4
P8 (HK USP 9mm)Guns (Pistol) 152d+2 pi2150/1,850315+1(3)-2
MP7A1 (4.6mm)Guns (SMG) 134d-1 pi-3190/7801540+1(3)-3
Panzerfaust 3Guns (LAW) 146dx4(10) cr ex220/40011(10)-6
Frag Grenade (DM51)Throwing 138d cr ex [3d]ST×3.511

Jens Hartmann grew up in a small town in Schleswig-Holstein, close enough to the Baltic coast that the sea was part of his childhood. The son of a municipal engineer and a schoolteacher, he was the kid who took apart the family radio, the lawnmower, and — on one memorable occasion — the neighbour’s outboard motor, to see how they worked. He put most of them back together. The outboard was never quite the same. He spent his summers swimming in the Baltic, diving off jetties, and helping his uncle maintain his fishing boat. The water was never something to fear — it was where he felt at home.

He enlisted in the Bundeswehr at 19, tested into the Pioniertruppe (engineer corps), and discovered that the military would actually pay him to blow things up and build things under pressure. He excelled. His instructors noted an unusual combination: meticulous technical skill, physical toughness, and an almost pathological need to understand every system he encountered. But it was his comfort in the water that caught the attention of the Kampfschwimmer selection cadre.

The Kampfschwimmer — Germany’s combat swimmers — are the Bundeswehr’s naval special forces, equivalent to the British SBS or American Navy SEALs. Selection is savage: long-distance open-water swims, underwater navigation in zero visibility, demolitions work while hypothermic and exhausted, and a psychological resilience phase designed to break anyone who isn’t completely certain they belong in the water. Jens passed. Not through brute athleticism — he’s fit, not a monster — but through that same bloody-minded refusal to quit and an engineer’s ability to solve problems when his body was screaming at him to stop. They gave him a Pionier who could swim like a fish and think underwater. He gave them back a frogman who could drop a bridge from below.

He deployed to the Horn of Africa for counter-piracy operations and to the Mediterranean for maritime interdiction. His reputation grew: Hartmann was the man you called when you needed limpet mines placed on a hull in the dark, a harbour approach mapped through hostile waters, or an underwater IED problem solved. He could cook up a demolition plan over dinner — literally, because Jens was also the best camp cook in the unit, and the galley was where he did his thinking. He was also, less officially, the man you called when something was broken and nobody else could fix it — dive equipment, boat engines, comms gear, the coffee machine in the operations centre. He never said no. He couldn’t.

When the meteor fragment crisis emerged, KSK command needed their best technical operator for the defense contractor assignment — someone who could approach a problem from angles nobody else would think of. Jens was the obvious choice. A combat engineer who could infiltrate by water, place charges in impossible locations, and think his way through any technical challenge. But there was another reason he volunteered: the fragments. Materials that grant superhuman abilities? That violate everything he knows about physics and engineering? Jens doesn’t just want to fight people who have fragments. He wants to understand them. Take one apart. Figure out the mechanism. It keeps him up at night — which is fine, because Workaholic means he’d be up anyway, probably making Eintopf for the morning shift.

He arrived at the contractor facility expecting to be the smartest engineer in the room. He probably is. The problem is that smart engineering and a perfect approach swim don’t help much when the other side can bench-press a truck.


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
150 -11 Designated marksman range
200 -12 Sniper territory
300 -13 Extreme range — need scope + Aim
500 -14 Maximum effective for 5.56mm

Aim Bonuses (Stacking)

Turns Aiming Bonus With G36 (Acc 4) With P8 (Acc 2)
1 +Acc +4 (eff. 19 at 2 yds) +2 (eff. 17 at 2 yds)
2 +Acc +1 +5 +3
3+ +Acc +2 +6 +4
+ Scope +1 to +3 extra +7 to +9 total

Jens’s practical rifle accuracy: Skill 15 + Aim (Acc 4) = 19 at point blank. At 100 yds: 19 - 10 = 9. At 50 yds with 2 turns Aim: 15 + 5 - 8 = 12.


Relationships

Whole and unharmed (his body was rebuilt byLocation: The rewritten present — last at theCarrying: His personal

Active Defenses

Parry (Knife) 10 (11 with Combat Reflexes)Parry (Brawling) 10 (11 with Combat Reflexes)Dodge 9 (10 with Combat Reflexes)
LocationDR
Skull12
Face1
Torso (front/back)35/5*
Torso (carrier only)12/5*
Groin12/5*
All (wetsuit)1*
All (drysuit)1*

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
KM2000 Combat Knife (swing)Knife 1410 (11 w/CR)1d-2 cutC,1
KM2000 Combat Knife (thrust)Knife 1410 (11 w/CR)1d-2 impC,1
PunchBrawling 1410 (11 w/CR)1d-3 crC
KickBrawling 121d-2 crC,1

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
HK G36Guns (Rifle) 155d pi4500/3,5001330+1(3)-5
HK G36KGuns (Rifle) 154d+2 pi4370/2,6001330+1(3)-4
P8 (HK USP 9mm)Guns (Pistol) 152d+2 pi2150/1,850315+1(3)-2
MP7A1 (4.6mm)Guns (SMG) 134d-1 pi-3190/7801540+1(3)-3
Panzerfaust 3Guns (LAW) 146dx4(10) cr ex220/40011(10)-6
Frag Grenade (DM51)Throwing 138d cr ex [3d]ST×3.511

Combat Action Chains

Melee

Aimed Rifle Shot (2-turn)
Guns (Rifle) 15 + Acc 4 - range
CQB Room Entry
Guns 15 - range (or -4 M&A)
Grenade Engagement (3-turn)
Throwing 13 - range/SM
Pistol Transition (2-turn)
Guns (Pistol) 15 - range
Wait + Ambush (Overwatch)
Guns 15 + Aim - range
Demolition Breach (2-3 turn)
Explosives (Demo) 15/16 + Architecture 12

Multi-Action Combat Skill Chains

Common tactical sequences Jens 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 Rifle Shot (2-Turn)

Situation: Jens spots a target at range and has a moment to line up.

Turn Maneuver Action Roll Notes
1 Aim Aim G36 at target Gain +Acc (4). Can take a Step.
2 Attack Fire aimed shot Guns (Rifle) 15 + 4 Acc - range mod On hit: 5d pi. Target defends (Dodge).

Example at 30 yds: 15 + 4 - 7 = 12 or less. Critical on 6 or less.

Chain 2: CQB Room Entry (2-3 Turn)

Situation: Breaching a room with rifle or pistol.

Turn Maneuver Action Roll Notes
1 Ready Kick/breach door Forced Entry 13 or DX 13 Or: demo breach (Explosives 15/16).
2 Move and Attack Enter and fire Guns (Rifle/Pistol) - 4, max eff. 9 Snap shot. All defenses available. -4 penalty.
2 alt Attack Step in, fire Guns 15 - range mod Better accuracy but only Step (1 yd) movement.
3 Attack Engage second target Guns 15 - range mod Or: All-Out Attack (Determined) at +4 if no return fire expected.

If surprised targets: Jens gets +6 to act first (Combat Reflexes). Targets at -6 to defend.

Chain 3: Suppressive Fire + Advance (Team)

Situation: Jens provides covering fire while teammates move, or vice versa.

Turn Maneuver Action Roll Notes
1 Attack Suppressive fire (full RoF 13) Guns (Rifle) 15 - range mod Area suppression: targets must Dodge or take cover. Consumes ammo fast.
2 Move Advance while teammate suppresses Full Move (6 yds, adjusted for encumbrance).
3 Attack Fire from new position Guns (Rifle) 15 - range mod Or Aim first if time permits.

At RoF 13 with 30-rd magazine: 2-3 turns of full suppression before reload. Reload = 3 Ready maneuvers.

Chain 4: Knife Fight — Close Quarters (Per Turn)

Situation: Melee range, KM2000 drawn.

Action Maneuver Roll Damage Notes
Slash Attack Knife 14 1d-2 cut Step + Attack. Parry 10 (11 w/CR).
Stab Attack Knife 14 1d-2 imp x2 wounding if penetrates DR. Target Vitals at -3 for x3.
Stab Vitals Attack Knife 14 - 3 = 11 1d-2 imp (x3) High risk, high reward.
All-Out Stab All-Out Attack (Det.) Knife 14 + 4 = 18 1d-2 imp No defense this turn! Only if certain of safety.
Defensive All-Out Defense +2 to one defense (Parry 12/13 or Dodge 11/12). Two defenses allowed.

Chain 5: Grenade Engagement (3-Turn)

Situation: Frag 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 Attack Throw at target Throwing 13 - range/SM mod 8d cr ex [3d]. Scatter on miss: 1d yds in random direction.

Cook-off option: Hold 1-2 sec after pin pull (risky — fuse is 3-4 sec). Reduces enemy reaction time.

Chain 6: Pistol Transition (2-Turn)

Situation: Rifle malfunction or empty — switch to P8.

Turn Maneuver Action Roll Notes
1 Ready Drop rifle (free), draw pistol Fast-Draw (Pistol)* *Default DX-4 = 9. If fail, costs another Ready.
2 Attack Fire pistol Guns (Pistol) 15 - range mod 2d+2 pi.

Upgrade path: Buy Fast-Draw (Pistol) at DX [1 pt] = 13 for reliable transition.

Chain 7: Wait + Ambush (Overwatch)

Situation: Jens is in position, waiting for a target to appear.

Turn Maneuver Action Roll Notes
1+ Wait “I fire when anyone comes through that door” Declare trigger. Interrupt enemy’s turn.
Trigger Attack Fire when trigger met Guns 15 + Aim bonus (if pre-Aimed) - range Target may be at -2 to defend (surprised) or -6 (unaware).

Combine with Aim: Aim for 1-2 turns, then Wait. Keep Aim bonus until you fire or are interrupted.


Combat Summary

Unarmed Combat (Brawling)

Attack Skill Damage Reach Notes
Punch 14 1d-3 cr C thr-1 (no Brawling damage bonus at this level)
Kick 12 1d-2 cr C,1 Brawling-2 for kicks

Ranged Combat

Weapon Skill Notes
Assault Rifle (G36) 15 Primary weapon
Pistol (P8) 15 Sidearm
LAW (Panzerfaust 3) 14 Anti-armour, bunker-busting
Grenades (thrown) 13 Throwing skill; frag, smoke, flashbang
SMG (MP7) 13 Default from Guns (Rifle)-2

Key Combat Edges

Edge Source
No shock penalties ever High Pain Threshold
+3 to resist knockdown/stun High Pain Threshold
+1 all active defenses Combat Reflexes
+6 to recover from surprise Combat Reflexes
+1 all HT rolls (not death) Fit
Reroll 1 bad roll per hour Luck
-4 to darkness penalties Night Vision 4
Always knows north; +3 Navigation Absolute Direction

Demolitions Quick Reference

Task Skill Effective Level Notes
Place breaching charge Explosives (Demolition) 15 (16 w/ toolkit) Standard door/wall breach
Limpet mine on ship hull Scuba + Explosives (Demo) 13 / 15 Approach underwater, place charge on hull, set timer
Underwater bridge demolition Scuba + Explosives (Demo) 13 / 15 Place charges on bridge pylons from below waterline
Structural demolition Explosives (Demo) + Architecture 15/12 Complementary roll: Architecture success gives +1-2 to Demolition
Set booby trap Traps 12 Tripwire, pressure plate, etc.
Detect booby trap Traps or Search 12 or 14 Perception-based detection
Render safe (IED/UXO) Explosives (EOD) 13 Failure can be very exciting
Field fortification Engineer (Combat) 13 Hasty fighting positions, obstacles
Improvised explosive device Explosives (Demolition) 15 For when proper charges aren’t available
Combat swim approach Swimming + Stealth 15 / 14 Night approach to target by water

Detailed Firearms

Weapon Skill Lvl Dmg Acc Range RoF Shots ST Bulk Rcl Wt Notes
HK G36 Guns (Rifle) 15 5d pi 4 500/3,500 13 30+1(3) 9† -5 2 8.4/1.3 Primary. Can mount scope (+1 Acc). Semi/burst/full-auto. (HT p.119)
HK G36K Guns (Rifle) 15 4d+2 pi 4 370/2,600 13 30+1(3) 9† -4 2 7.6/1.3 Compact variant for CQB/diving ops. (HT p.119)
P8 (HK USP 9mm) Guns (Pistol) 15 2d+2 pi 2 150/1,850 3 15+1(3) 9 -2 2 2.0/0.4 Standard sidearm. Can fire underwater 1-2 shots (unreliable). (HT p.99)
MP7A1 (4.6mm) Guns (SMG) 13* 4d-1 pi- 3 190/780 15 40+1(3) 7† -3 2 4.4/0.6 *Default from Rifle-2. PDW for close work. Armour-piercing. (HT p.124)
Panzerfaust 3 Guns (LAW) 14 6dx4(10) cr ex 2 20/400 1 1(10) 10† -6 29.0 HEAT warhead. Linked 3d [2d] cr ex. Backblast danger zone. (HT p.146)

Grenades & Explosives

Ordnance Skill Lvl Dmg Fuse Wt Notes
Frag Grenade (DM51) Throwing 13 8d cr ex [3d] 3-4 sec 1 1 Ready to draw, 1 to pull pin. Frag radius ~5 yds. (B p.277)
Concussion Grenade Throwing 13 5dx2 cr ex 3-4 sec 1 Room/bunker clearing.
Stun Grenade (M84) Throwing 13 HT-5 aff 1.5 sec 1 Flash/bang. All in room roll HT-5 or stunned.
Smoke Grenade Throwing 13 2 sec 1 Obscures 4-yd radius for 30 sec.
Breaching Charge Explosives (Demo) 15/16 Special Set 2-5 Shaped charge for doors/walls. Architecture complementary roll.
Limpet Mine Explosives (Demo) 15/16 6dx6 cr ex Timer 8 Magnetic hull charge. Place with Scuba roll.
C4 Block (1 lb) Explosives (Demo) 15/16 6dx2 cr ex Set 1 Plastic explosive. Shape and stack for larger charges.
Det Cord (per yd) Explosives (Demo) 15/16 1d cr ex Instant neg. Initiator and linear cutting charge.

Armour & Protection

Item Location DR Wt Notes
Plate Carrier w/ Level IV Plates Torso (front/back) 35/5* 18 Split DR: 35 vs pi/cut, 5 vs cr/burn. (HT p.66)
Tactical Vest (carrier alone) Torso, Groin 12/5* 9 Without plates — for low-profile ops.
Ballistic Helmet Skull 12 3 PASGT/MICH equivalent. (HT p.70)
Wetsuit (3mm) All except head 1* 4 Flexible. Thermal protection. DR 1 vs all.
Drysuit All except head 1* 8 Cold water ops. Thermal undergarments add warmth, not DR.
Dive Mask Eyes, Face 1 0.5 Shatters on 4+ penetrating damage to face.

Diving Equipment

Item Wt Notes
LAR V Dräger Rebreather 14 Closed-circuit oxygen. No bubbles. 4-hr endurance. Max depth 20m (66 ft). Silent.
Dive Compass + Depth Gauge 0.5 +1 to Navigation (Sea) underwater. Essential for zero-vis navigation.
Swim Fins (split) 3 +1 to Swimming for movement; can walk on land (split fin).
Dive Knife 0.5 Secondary cutting tool. thr-1 imp, Reach C. Not primary weapon.
Underwater Writing Slate 0.5 Waterproof notes and dive plan.
Waterproof Bag (dry bag) 1 Keeps demolitions equipment dry during approach swim.
Magnetic Clamps (set of 4) 2 For attaching limpet mines to hulls. +1 to Explosives (Demo) when placing hull charges.

Mission Gear

Item Wt Notes
SEM 52SL Radio 2.5 Tactical radio, encrypted. 5 km range. Waterproof to 1m.
NVGs (Lucie or equiv.) 2 Night Vision 9 when worn. 8-hr battery.
Binoculars (8x) 2 Telescopic Vision (x8). +3 to Observation at range.
Laser Rangefinder 1 Range measurement to 2 km. +1 Forward Observer.
IFAK (medical) 2 +1 to First Aid. Tourniquet, chest seal, hemostatic gauze.
Leatherman Wave 0.5 Multi-tool. +1 to improvised repairs (GM discretion). Always carried.
Personal Demo Toolkit (Bond) 5 +1 to Explosives (Demolition) — Equipment Bond. Crimpers, multimeter, initiators.
Field Notebook + Pencils 0.5 Sketches, calculations, field notes.
Cooking Kit (compact) 3 Cast iron pan, mess kit. Non-negotiable.
Flensburger Pilsener (x2) 2 Morale.

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

QtyItemCostWeightNotes
1Voss Combat Suit75Powered Combat Armor; Super Jump 1; E/18hr
1Voss Combat Suit: Helmet10C/18hr
1Thermo-Optic Chameleon Surface4Suit modification; visual stealth
1Spring-Loaded Knife (Battlesuit)1Forearm-mounted; suit modification
1HK G36 (or G36K)8.4/1.3Primary assault rifle, Bundeswehr standard
1P8 (HK USP)2.0/0.4Standard sidearm
1KM2000 Combat Knife0.75Bundeswehr-issue field knife
1Personal Demo Toolkit (Bond)10+1 Explosives (Demolition); crimpers, multimeter, initiators
1Limpet mine attachments & magnetic clamps2For hull charges; +1 placement
1Breaching kit2-5Charges as mission dictates
1Mine detection equipment3Sweep for buried ordnance
1Electronics repair kit2Field repair of comms/signals
1LAR V Dräger Rebreather14Closed-circuit oxygen; no bubbles; 4-hr endurance; max 20m
1Wetsuit (3mm)4DR 1 flexible; thermal protection
1Drysuit8Cold water ops
1Dive Compass + Depth Gauge0.5+1 Navigation (Sea) underwater
1Swim Fins (split)3+1 Swimming for movement
1Dive Knife0.5Secondary cutting tool
1Underwater Writing Slate0.5Waterproof notes and dive plan
1Waterproof Bag (dry bag)1Keeps demo equipment dry
1Magnetic Clamps (set of 4)2+1 Explosives (Demo) hull charges
1Plate Carrier w/ Level IV Plates18DR 35/5 torso; land ops
1Ballistic Helmet3DR 12 skull
1SEM 52SL Radio2.5Encrypted tactical radio; 5 km; waterproof to 1m
1NVGs (Lucie or equiv.)2Night Vision 9; 8-hr battery
1Binoculars (8x)2+3 Observation at range
1Laser Rangefinder1+1 Forward Observer; 2 km range
1IFAK (medical)2+1 First Aid
1Leatherman Wave0.5Multi-tool; +1 improvised repairs; always carried
1Field Notebook + Pencils0.5Sketches, calculations, field notes
1Cooking Kit (compact)3Cast iron pan, mess kit
1Gas Grenades (x4)4CS/tear gas, area denial
1Tranquilizer DartsTeam-standard issue
1Flensburger Pilsener (x2)2Morale
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