Appearance
Attributes
Lifting Feats
| Feat | Weight |
|---|---|
| One-Handed Lift | 58 lb |
| Two-Handed Lift | 232 lb |
| Shove & Knock Over | 348 lb |
| Carry on Back | 435 lb |
| Shift Slightly | 1450 lb |
Slam
Active Defenses
| Location | DR |
|---|---|
| Skull | 72 |
| Face | 50 |
| Torso | 70 |
| Vitals | 70 |
| Groin | 50 |
| Arms | 50 |
| Hands | 50 |
| Legs | 50 |
| Feet | 50 |
Encumbrance
| Level | Max Wt | Move | Dodge |
|---|---|---|---|
| None (0) | 97 lb | 6 | 10 |
| Light (1) | 194 lb | 4 | 9 |
| Medium (2) | 291 lb | 3 | 8 |
| Heavy (3) | 582 lb | 2 | 7 |
| Extra-Heavy (4) | 970 lb | 1 | 6 |
Advantages
| Combat Reflexes | 15 |
| High Pain Threshold | 10 |
| Very Fit | 15 |
| Luck | 15 |
| Contact (Dave Crockett; skill 12; 6 or less) | 1 |
| Deep Sleeper | 1 |
| No Hangover | 1 |
Disadvantages
| Duty (Defense Contractor; Extremely Hazardous; 15 or less) | -30 |
| Greed | -15 |
| Bully | -10 |
| Bad Temper | -10 |
| Callous | -5 |
| Reputation -2 (Military circles; troublemaker; recognized 10 or less) | -5 |
| Reputation -2 (Contractor community; dangerous loose cannon; recognized 10 or less) | -5 |
| Always has a side-hustle running | -1 |
| Addresses officers with technically correct but unmistakably contemptuous respect | -1 |
| Pockets anything not nailed down | -1 |
| Proud of SAS selection despite pretending not to care | -1 |
| Surprisingly effective team player in actual combat | -1 |
| Huge Gordon Ramsay Fan | 0 |
Skills
| Name | Lvl | Rel | Pts |
|---|---|---|---|
| Carousing | 13 | HT+1 | 2 |
| Climbing | 15† | DX+0 | 2 |
| Driving (Automobile) | 16 | DX+1 | 4 |
| Driving (Motorcycle) | 15 | DX+0 | 2 |
| Electronics Operation (Electronic Warfare)/TL8 | 6 | IQ-5 | 0 |
| Environment Suit (Powered Combat Armor)/TL9 | 16 | DX+1 | 4 |
| Explosives (Demolition) | 11 | IQ+0 | 2 |
| Fast-Draw (Pistol) | 16 | DX+1 | 1 |
| First Aid | 14 | IQ+3 | 4 |
| Gambling | 6 | IQ-5 | 0 |
| Guns (Light Machine Gun) | 17‡ | DX+2 | 4 |
| Guns (Pistol) | 17 | DX+2 | 4 |
| Guns (Rifle) | 17 | DX+2 | 4 |
| Holdout | 11 | IQ+0 | 2 |
| Intimidation | 13 | Will+2 | 8 |
| Judo Parry: 12 | 16 | DX+1 | 8 |
| Karate Parry: 12 | 17 | DX+2 | 12 |
| Knife Parry: 12 | 17 | DX+2 | 4 |
| Mechanic (Automobile) | 11 | IQ+0 | 2 |
| Navigation (Land) | 11 | IQ+0 | 2 |
| Observation | 12 | Per+0 | 2 |
| Parachuting/TL8 | 15 | DX+0 | 1 |
| Running | 11 | HT-1 | 1 |
| Scrounging | 13 | Per+1 | 2 |
| Singing | 8 | HT-4 | 0 |
| Smuggling | 12 | IQ+1 | 4 |
| Soldier | 13 | IQ+2 | 8 |
| Stealth | 16† | DX+1 | 4 |
| Streetwise | 13 | IQ+2 | 8 |
| Submarine (Mini-Sub)/TL8 | 14 | DX-1 | 1 |
| Swimming | 13† | HT+1 | 2 |
| Tactics | 12 | IQ+1 | 8 |
Techniques
| Name | Default | Lvl | Pts |
|---|---|---|---|
| Arm Lock (Judo) | Judo+0 (16) | 18 | 2 |
| Choke Hold (Judo) | Judo-2 (14) | 16 | 3 |
| Elbow Strike (Karate) | Karate-2 (15) | 16 | 1 |
| Knee Strike (Karate) | Karate-1 (16) | 17 | 1 |
Points Summary
| Primary Attributes | 158 |
| Secondary Characteristics | 5 |
| Advantages & Perks | 58 |
| Disadvantages & Quirks | -85 |
| Skills | 112 |
| Techniques | 7 |
| Total Spent | 255 |
| Unspent | 1 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Large Knife (swing) | Knife 17 | 12 | 1d cut (3d-2 in suit) | C,1 | ||
| Large Knife (thrust) | Knife 17 | 12 | 1d-1 imp (1d+2 in suit) | C | ||
| Punch | Karate 17 | 12 | 1d+1 cr (2d+3 in suit) | C | ||
| Kick | Karate 15 | — | 1d+1 cr (2d+4 in suit) | C,1 | ||
| Knee Strike | Karate 17 | — | 1d+1 cr (2d+4 in suit) | C | ||
| Elbow Strike | Karate 16 | — | 1d cr (2d+3 in suit) | C | ||
| Forearm Blade (swing) | Knife 17 | 12 | 4d-2 cut (in suit) | C,1 | ||
| Forearm Blade (thrust) | Knife 17 | 12 | 2d imp (in suit) | C |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Colt M4A1 SOPMOD (5.56mm) ◇ | Guns (Rifle) 17 | 4d+2 pi | 4 (+1 HUD) | 750/2,900 | 15 | 30+1(3) | -4 | |||
| SIG-Sauer P226 (9mm) | Guns (Pistol) 17 | 2d+2 pi | 2 (+1 HUD) | 160/1,800 | 3 | 15+1(3) | -2 | |||
| Linked Storm Chainguns (10mmCLR) | Guns (LMG) 19 | 9d pi+ | 5 (+1 HUD) | 1,300/5,800 | 20 | 120 total | -6 |
Ronnie Vint grew up rough in a council estate somewhere best not mentioned. He joined the army young — it was that or prison, and the recruiting sergeant made a convincing case. Turns out the British Army had accidentally acquired one of the most naturally talented combat soldiers of his generation. He sailed through basic training, excelled in his regiment, and passed SAS selection on his first attempt.
The problem is everything else about him.
Ronnie steals. Not diamonds-and-vault-heists stealing — he’s petty. Cigarettes, ration packs, ammunition that can be sold, vehicle parts, booze from the officers’ mess. He runs card games, loan-sharks squaddies, sells duty-free tabs at markup, and knows a man who knows a man for anything you might need. Every base he’s posted to develops a thriving black market economy with Ronnie at its centre.
He bullies junior soldiers. He mouths off to officers with a smirk that’s technically within regulations. He gets into fistfights in pubs. He’s been busted from Corporal to Private (Trooper, technically, in the SAS) more times than anyone can remember, and he’ll probably be busted again.
But put him in a room that needs clearing, a convoy that needs ambushing, or a firefight that’s going sideways? Ronnie Vint is the man you want. Fast, fearless, lucky, and utterly unflappable. He’s been shot twice, stabbed once, blown up by an IED, and walked away from all of it with nothing worse than interesting scars and a bad attitude.
His CO finally found a solution: assign him to the defense contractor program and make him someone else’s problem. Ronnie doesn’t care. New posting means new opportunities.
Status: Installed — these mods now appear as equipped gear on Ronnie’s current GCS export. Track further upgrade requests here as they come up.
Arm-Mounted Linked Storm Chainguns (×2)
Weapon: Storm Chaingun, 10mmCLR (TL9) — one per arm, electrically linked via suit software.
| Stat | Per Gun | Linked Pair |
|---|---|---|
| Damage | 9d pi+ | 9d pi+ (per round hit) |
| Acc | 5 | 5 |
| Range | 1,300/5,800 | 1,300/5,800 |
| RoF | 10 | 20 (10+10, linked fire) |
| Shots | 60(5) | 120 total |
| ST | 11B† | Suit ST 22 — trivial |
| Bulk | -6 | — (arm-integrated) |
| Rcl | 3 | 3 |
| Weight | 10 lbs each | 20 lbs total (per GCS; ammo suit-integrated) |
| Cost | $11,000 each | $22,000 total |
Key Rules:
- Linked Weapons (HT p.181): Fire as a single weapon system, one attack roll, combined RoF. No off-hand penalty — the suit’s fire-control software handles coordination.
- Ammo Feed: Suit-integrated feed system.
- Skill: Guns (LMG) 17 — bought at DX+2 [4]. With the suit’s Targeting program (+2), effective skill 19.
Targeting & Fire Control Systems
| System | Bonus | Type | Source |
|---|---|---|---|
| HUD Link (Smartgun Electronics) | +1 Acc | Accuracy bonus (aimed shots, within 300 yds) | UT p.149 — standard on all TL9+ firearms |
| Targeting Program (Complexity 4, TL10) | +2 Guns skill | Skill bonus (all shots) | UT pp.149–150 — upgraded from Complexity 5 Silhouette. Advanced target acquisition, predictive tracking, automatic lead computation. |
| Silhouette Program (Complexity 5, TL9) | +1 Guns skill (backup) | Backup — superseded by Targeting | UT pp.149–150 — retained as fallback if Targeting goes offline |
| Total Electronics Bonus | +2 skill, +1 Acc | Cumulative |
Other HUD/Helmet Features:
- Voice command (suit operations)
- Auto-paint targets on HUD (Targeting program)
- Predictive lead indicator for moving targets (Targeting program)
- Target tracking — up to 10 targets, displays vectors/bearing/range (Target Tracking program, Complexity 2, UT p.149)
Effective Ranged Combat With Suit Systems
These numbers assume all suit systems active.
| Weapon | Base Skill | +Targeting | Effective Skill | Acc (w/ HUD Link) |
|---|---|---|---|---|
| Linked Storm Chainguns | Guns (LMG) 17 | +2 | 19 | 5+1 = 6 |
| Colt M4A1 SOPMOD ◇ | Guns (Rifle) 17 | — | 17 | 4+1 = 5 |
| SIG-Sauer P226 | Guns (Pistol) 17 | — | 17 | 2+1 = 3 |
The Targeting program (Complexity 4, +2 skill) is slaved to the suit-integrated chaingun only — Guns (LMG) base 17 (DX+2 [4]) → effective 19. The Colt and SIG are carried weapons, not linked to the suit’s fire-control computer, so they fire at base skill 17. (◇ The M4A1 is not in the current GCS export loadout — see Equipment.)
Retractable Forearm Blades (×2)
Weapon: Long blades extending/retracting from the outer sides of each forearm. Voice or muscle-activated deployment.
| Stat | Value | Notes |
|---|---|---|
| Damage (swing) | 4d-2 cut | sw-2 cut at Striking ST 22 (sw 4d) — equivalent to a long knife in suit |
| Damage (thrust) | 2d imp | thr imp at Striking ST 22 (thr 2d) |
| Reach | C, 1 | Forearm-mounted — close to medium range |
| Skill | Knife 17 or Shortsword (default Knife-3 = 14) | Confirm with GM which skill governs forearm blades |
| Parry | Knife 12 (w/ CR) or Shortsword 10 | Can parry weapons without risk to hands |
Key Features:
- Retractable: Deploy/retract as a free action (voice command) or Ready maneuver (manual)
- Integrated: Cannot be disarmed, dropped, or taken away
- Dual-use: Blades available simultaneously with chainguns — slash targets that get too close without needing to switch weapons
- No off-hand concern: Suit controls deployment on both arms equally
GM Questions: What is the blade length (determines Knife vs Shortsword)? Does deployment take a Ready maneuver or is it instant (free action with voice command)? Can Ronnie use the blade and fire the chaingun on the same arm simultaneously, or must he choose one per arm per turn?
Thermo-Optic Chameleon Surface (TL9)
Electro-optical surface layer that adapts colouration and thermal signature to surroundings. (UT p.171)
| Stat | Value |
|---|---|
| Stealth bonus (stationary) | +4 vs. normal/IR vision; +2 vs. hyperspectral/UV; +1 vs. extended hyperspectral |
| Stealth bonus (moving) | +2 vs. normal/IR; +1 vs. hyperspectral/UV |
| Cost | $4,000 |
| Weight | 4 lbs |
| Power | C cell / 10 hr |
| LC | 3 |
Effect on Ronnie: Stealth 15 becomes effective 19 stationary / 17 moving against normal and IR vision. Even against hyperspectral sensors, he’s at 17/16. Combined with the suit’s sealed environment (no scent trail) and tactical ESM, Ronnie becomes very hard to detect on approach.
GM Question: Does the suit’s existing power system run the chameleon surface, or does it need a separate C cell?
Other Requested Modifications
Add additional suit upgrade requests here as they are made.
- Lifting ST +2 (servo/myomer tune-up) — to reach None encumbrance. Full kit is ≈109 lb against BL 97, putting Ronnie at Light enc. (Move 4, Dodge 9, −1 Climbing/Stealth/Swimming). Raising the suit’s Lifting ST from +10 to +12 takes BL to 115, so his loadout sits at None: Move 6, Dodge 10, no skill penalty. Pure money/in-fiction cost (0 character points) — fits his cash and the moddable suit. Alternatively buy the Lifting ST advantage (6 pts), or +1 Lifting ST (3 pts) plus shedding ~4 lb. (+1 alone isn’t enough — BL 105 < 109.)
- (list additional requests as they come up in play)
Existing Integrated Systems
- Sonic Weapon — area-effect incapacitation weapon. Completely drains suit power reserves when fired.
- Sealed environmental system
- Filter mask, GPS, hearing protection
- Small radio, small laser comm
- Hyperspectral visor, olfactory/audio sensors
- Tactical ESM (Electronic Support Measures)
Active Defenses
| Location | DR |
|---|---|
| Skull | 72 |
| Face | 50 |
| Torso | 70 |
| Vitals | 70 |
| Groin | 50 |
| Arms | 50 |
| Hands | 50 |
| Legs | 50 |
| Feet | 50 |
Melee Attacks
| Weapon/Mode | Skill | Parry | Damage | Reach | ST | Notes |
|---|---|---|---|---|---|---|
| Large Knife (swing) | Knife 17 | 12 | 1d cut (3d-2 in suit) | C,1 | ||
| Large Knife (thrust) | Knife 17 | 12 | 1d-1 imp (1d+2 in suit) | C | ||
| Punch | Karate 17 | 12 | 1d+1 cr (2d+3 in suit) | C | ||
| Kick | Karate 15 | — | 1d+1 cr (2d+4 in suit) | C,1 | ||
| Knee Strike | Karate 17 | — | 1d+1 cr (2d+4 in suit) | C | ||
| Elbow Strike | Karate 16 | — | 1d cr (2d+3 in suit) | C | ||
| Forearm Blade (swing) | Knife 17 | 12 | 4d-2 cut (in suit) | C,1 | ||
| Forearm Blade (thrust) | Knife 17 | 12 | 2d imp (in suit) | C |
Ranged Attacks
| Weapon | Skill | Damage | Acc | Range | RoF | Shots | ST | Bulk | Rcl | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Colt M4A1 SOPMOD (5.56mm) ◇ | Guns (Rifle) 17 | 4d+2 pi | 4 (+1 HUD) | 750/2,900 | 15 | 30+1(3) | -4 | |||
| SIG-Sauer P226 (9mm) | Guns (Pistol) 17 | 2d+2 pi | 2 (+1 HUD) | 160/1,800 | 3 | 15+1(3) | -2 | |||
| Linked Storm Chainguns (10mmCLR) | Guns (LMG) 19 | 9d pi+ | 5 (+1 HUD) | 1,300/5,800 | 20 | 120 total | -6 |
Combat Action Chains
Melee
Multi-Action Combat Skill Chains
Common tactical sequences Ronnie 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; GURPS Martial Arts.
Chain 1: Dynamic Entry — Breach and Clear (2-3 Turn)
Situation: Ronnie kicks or blows a door, enters the room, and engages hostiles. Classic SAS CQB.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Breach door (kick or shotgun) | Forced Entry or Guns (Shotgun) 14 | Shotgun hinges or kick the frame. Guy handles explosive breaching. |
| 2 | Move & Attack | Enter room, engage first target | Guns (Rifle) 17 - 4 (Move & Attack) = 13 | First man through. -4 for M&A, or All-Out for full skill but no defense. |
| 3 | Attack | Engage second target | Guns (Rifle) 17 - range mod | Stack clears the angles. Ronnie takes the “fatal funnel” because he’s best at it. |
Alternative: Use All-Out Attack (Determined) for +1 to hit on entry, accepting no defense. With CR, HPT, and the suit’s DR 50-70, Ronnie can often afford it.
Chain 2: Close Quarters — Rifle to Pistol Transition (1-2 Turn)
Situation: Rifle jams, runs dry, or target is too close for a long arm. Transition to pistol.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Drop rifle (free), Fast-Draw pistol, fire | Fast-Draw (Pistol) 16, then Guns (Pistol) 17 | Rifle on sling drops. Successful Fast-Draw = draw and fire same turn. If Fast-Draw fails, draw takes a Ready instead. |
| 2 | Attack | Fire pistol at target (if needed) | Guns (Pistol) 17 - range mod | SIG-Sauer P226, 2d+2 pi. |
Fast-Draw 16 (15 base +1 CR) means Ronnie transitions smoothly in one turn ~98% of the time. A massive upgrade from the old DX-4 default.
Chain 3: Silent Sentry Removal (2-3 Turn)
Situation: Ronnie approaches an unaware sentry from behind and eliminates them silently. SAS bread and butter.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Move | Approach from behind | Stealth 15 vs. target’s Perception | Must win to avoid alerting target. |
| 2 | Attack | Grab and apply Choke Hold | Judo 16 to grapple, then Choke Hold 16 | Target resists with ST or HT each turn. 5+ turns = unconsciousness, 10+ = death. |
| Alt | Attack | Knife to throat/neck | Knife 17 at neck (-5) = 12 | Cutting to throat: sw-1 cut x2 (neck multiplier). Often a one-hit kill. |
Choke is silent but slow. Knife is fast but risks noise if they have time to scream. Ronnie’s call.
Chain 4: Arm Lock and Control (2-3 Turn)
Situation: Subdue and restrain a target without killing them. Prisoner capture.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Judo grapple | Judo 16 | Establish hold. Target can try to break free. |
| 2 | Attack | Apply Arm Lock | Arm Lock 18 | Target contests with ST, DX, or best grappling skill. |
| 3 | — | Maintain and restrain | Arm Lock 18 vs. target’s ST | Cuff them while locked. Pain compliance if needed. |
Arm Lock 18 is extremely high — Ronnie rarely loses the contest. Once locked, the target isn’t going anywhere.
Chain 5: Karate Combination — Aggressive Striking (2 Turn)
Situation: Close quarters, no weapon available or impractical. Beat them down with striking.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Knee Strike (inside range) | Knee Strike 17 | Base: 1d+1 cr. In suit: 2d+4 cr. Reach C. |
| 2 | Attack | Follow-up punch or elbow | Karate 17 or Elbow Strike 16 | Base: 1d+1 cr punch. In suit: 2d+3 cr. Press the advantage. |
Alternative: Rapid Strike (two attacks, both at -6): Karate 17 - 6 = 11 for both punches. More viable at Karate 17 than it was at 16. In the suit, each punch does 2d+3 cr — even at skill 11, two shots is worth it against a tough target.
Chain 6: Knife Work — Close and Personal (1-2 Turn)
Situation: Ronnie’s favourite CQB tool after his rifle. Fast, silent, personal.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Attack | Knife thrust to torso | Knife 17 | Base: 1d-1 imp. In suit: 1d+2 imp. Vitals (-3) = 14 for x3 multiplier. |
| Alt | Attack | Knife thrust to neck | Knife 17 - 5 = 12 | thr imp to neck, x2 wounding. In suit: 1d+2 × 2 = often fatal. |
| 2 | Attack | Follow-up slash | Knife 17 | Base: 1d cut. In suit: 3d-2 cut. Target the arm to disable. |
Knife 17 with Karate 17 backup makes Ronnie lethal at contact range. He can punch, grapple, or stab depending on what the situation needs. In the suit, knife swings do 3d-2 cut — enough to carve through most body armour.
Chain 7: Linked Chainguns — Suppression and Destruction (In Suit)
Situation: Ronnie engages with arm-mounted linked Storm Chainguns. Primary suit ranged combat.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | Aim | Aim chainguns at target/area | — | +6 Acc (5 base +1 HUD Link). Can hold Aim for additional +1/turn. |
| 2 | Attack | Fire linked burst (RoF 20) | Guns (LMG) 19 + Acc 6 = 25 | 9d pi+ per hit. At RoF 20, consult Rapid Fire table — likely 4-6 hits at medium range. |
| Alt | Attack | Suppression fire (spray area) | Guns (LMG) 19 | Spraying Fire rules (B409). Forces enemies to dodge or take cover. RoF 20 covers a wide arc. |
With effective skill 19 (17 base +2 Targeting) and Acc 6, Ronnie puts out devastating volume of fire. 9d pi+ averages 31 damage per round before DR, ×1.5 wound multiplier for large piercing (pi+). Against unarmored targets, a single hit is often fatal. Against armored targets, volume of fire (20 rounds/turn) overcomes protection through sheer probability of hits.
Ammo consideration: 120 rounds total = 6 turns of full-RoF fire. Conserve with shorter bursts or use M4A1 for softer targets.
Chain 8: Counter-Grapple — Someone Grabs Ronnie (Defensive)
Situation: Enemy gets hands on Ronnie. Use Judo to escape and reverse.
| Turn | Maneuver | Action | Roll | Notes |
|---|---|---|---|---|
| 1 | — | Enemy grapples Ronnie | — | Ronnie can parry at Judo 12 (Judo 16/2 + 3 = 11, +1 CR). |
| 2 | Attack | Judo Throw (if grappled) | Judo 16 | Counter-throw them to the ground. They resist with ST, DX, or grappling. In suit, effective ST 22 for the contest. |
| Alt | Attack | Arm Lock reversal | Arm Lock 18 | Take control of the grapple. Contest to establish lock. |
| 3 | Attack | Follow up with strike or choke | Karate 17 (ground strike) or Choke Hold 16 | Finish them on the ground. In suit, punches do 2d+3 cr. |
High Pain Threshold means Ronnie ignores shock from any damage taken during the grapple. In the suit, his effective ST 22 makes breaking free from him nearly impossible for normal humans.
Combat Summary
Active Defenses
| Defense | Base | With CR | Notes |
|---|---|---|---|
| Dodge (unarmoured) | 9 | 10 | -1 per encumbrance level |
| Dodge (in suit, Light enc.) | 9 | 9 | Suit weight puts Ronnie at Light encumbrance (Move 4) |
| Parry (Knife) | 11 | 12 | Knife 17/2 + 3 = 11 |
| Parry (Karate) | 11 | 12 | Karate 17/2 + 3 = 11; can parry weapons barehanded |
| Parry (Judo) | 11 | 12 | Judo 16/2 + 3 = 11; can parry weapons at -3 (=9) |
Unarmed Strikes (Karate)
Base (unarmoured, ST 12):
| Attack | Skill | Damage | Reach | Notes |
|---|---|---|---|---|
| Punch | 17 | 1d+1 cr | C | thr-1 + 2/die (Karate at DX+2) |
| Kick | 15 | 1d+1 cr | C,1 | thr + 2/die; Karate-2 for kicks |
| Knee Strike | 17 | 1d+1 cr | C | Technique; close combat, inside grapple |
| Elbow Strike | 16 | 1d cr | C | Technique; thr-1 + 2/die |
In Suit (Striking ST 22, thr 2d, sw 4d per GCS):
| Attack | Skill | Damage | Reach | Notes |
|---|---|---|---|---|
| Punch | 17 | 2d+3 cr | C | thr-1 + 2/die (2 dice × +2) |
| Kick | 15 | 2d+4 cr | C,1 | thr + 2/die |
| Knee Strike | 17 | 2d+4 cr | C | Technique; devastating inside grapple |
| Elbow Strike | 16 | 2d+3 cr | C | Technique; thr-1 + 2/die |
Grappling (Judo)
| Action | Skill | Notes |
|---|---|---|
| Judo Grapple | 16 | Initiate grapple, then follow up with lock/choke |
| Judo Throw | 16 | Slam opponent to ground |
| Arm Lock | 18 | Technique; pin and control — contests vs ST, DX, or best grappling |
| Choke Hold | 16 | Technique; silent kill — opponent resists with ST or HT each turn |
Ranged Combat
| Weapon | Skill | Eff. Skill (w/ Targeting) | Damage | Notes |
|---|---|---|---|---|
| Linked Storm Chainguns (×2) | 17 | 19 | 9d pi+ | Acc 6 (w/ HUD), RoF 20, Range 1,300/5,800 |
| Colt M4A1 SOPMOD (Rifle) ◇ | 17 | 17 | 4d+2 pi | Acc 5 (w/ HUD), RoF 15, Range 750/2,900 |
| SIG-Sauer P226 (Pistol) | 17 | 17 | 2d+2 pi | Acc 3 (w/ HUD), RoF 3, Range 160/1,800; Fast-Draw 16 |
| SMG | 15 | 15 | varies | Default from Guns (Rifle)-2; or Guns (LMG)-2 |
| Large Knife (thrown) | 11 | — | 1d+2 imp | Range 9/18; last resort (no Targeting bonus) |
Targeting program (+2 skill) is slaved to the suit-integrated chaingun only — the Colt and SIG are not linked to the suit’s fire-control computer, so they fire at base skill (effective = base).
Melee Weapons (Large Knife)
Base (ST 12):
| Attack | Skill | Damage | Reach | Notes |
|---|---|---|---|---|
| Knife swing | 17 | 1d cut | C,1 | sw-2 cut |
| Knife thrust | 17 | 1d-1 imp | C | thr imp |
In Suit (Striking ST 22, sw 4d per GCS):
| Attack | Skill | Damage | Reach | Notes |
|---|---|---|---|---|
| Knife swing | 17 | 3d-2 cut | C,1 | sw-2 cut |
| Knife thrust | 17 | 1d+2 imp | C | thr imp |
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 |
| +1 Fast-Draw | Combat Reflexes |
| +6 to recover from surprise | Combat Reflexes |
| +2 all HT rolls (not death) | Very Fit |
| +2 Fright Checks | Combat Reflexes |
| Reroll 1 bad roll per hour | Luck |
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 | Voss Combat Suit (Powered Combat Armor) | $80,000 | 65 lb | Worn | DR 70 torso/vitals, DR 50 other, Lifting & Striking ST+10 (eff. ST 22, BL 97), Super Jump 1, E cell/18 hr (UT186) | |
| 1 | Powered Combat Armor: Helmet | $10,000 | 10 lb | Worn | DR 72 skull, integrated with suit, C cell/18 hr (UT186) | |
| 1 | Linked Storm Chainguns ×2 (10mmCLR) | $22,000 | 20 lb | Suit-integrated | 9d pi+, arm-mounted, RoF 20 linked, Guns (LMG) 19 — see Voss Suit Modifications | |
| 1 | Retractable Forearm Blades ×2 | $8,000 | 4 lb | Suit-integrated | 4d-2 cut / 2d imp in suit at Knife 17 — see Modifications | |
| 1 | Thermo-Optic Chameleon Surface | $4,000 | 4 lb | Suit-applied | +4 Stealth vs normal/IR (stationary), C/10hr — see Modifications | |
| 1 | Targeting program (Complexity 4) | $150 | — | Suit software | +2 Guns (LMG) → chaingun effective 19 | |
| 1 | Silhouette program (Complexity 5) | $200 | — | Suit software | Backup targeting (+1 Guns/LMG if Targeting offline) | |
| 1 | SIG-Sauer P226 (9x19mm) | $840 | 2.4 lb | Carried | 2d+2 pi, Acc 2, RoF 3, Range 160/1,800, 15+1(3), Bulk -2, Rcl 2, ST 9 (HT101) | |
| 1 | SIG-Sauer P226 magazines ×3 (15-rd) | $81 | 0.6 lb | Carried | 9x19mm Parabellum | |
| 1 | Large Knife | $40 | 1 lb | Carried | sw-2 cut or thr imp (B272) | |
| 1 | First Aid Kit | $50 | 2 lb | Carried | +1 to First Aid rolls (HT221) |
The story so far
- Session 01Operation Living Bomb →Ronnie arrived at Las Vegas Airport with nothing but a duffel bag and the comfortable certainty that someone else was paying for everything.
- Session 02Terra-ble First Impressions →Back at the Voss Campus, the debrief was straightforward until Guy produced a button he claimed could summon Major Jenkins.
- Session 3What Happens in Vegas →R&R in Las Vegas began with Ronnie doing what he does best: making catastrophically confident decisions with other people’s money and then his own.
- Session 04Fallen Stars →Greenland was an observation.
- Session 05Deep Sea Fragments and Desert Swarms →Xander was in the corridor with a phone to his ear and a Chinese area code on the screen.
- Session 06Vegas Vacation, Zombie Vexation →The bugs in the Medieval Times lot were a known quantity by now — nine feet of chitin with a soft central eye, the same design flaw he’d catalogued on Terra.
- Session 07The Vegas Hive: Napalm and New Powers →The Vegas op he ran on a single principle, stated up front and without apology: the security troops go in first and soak the contact, and the people who matter stay intact for the Hive Queen.
- Session 8Earth’s Last Stand →Miller’s hand came up with the syringe already empty, the stolen juice going into his own arm before Ronnie could close the gap, and Ronnie did the only thing that mattered: he got there first.
- Session 9The Day the Timeline Unwound →Ronnie was working the interviews like a man doing paperwork he had not agreed to when Jens came apart across the table — one of the alternate Brittanys, the one with the red eyes and the bear-trap…
Timeline
Connections
People
Discovered
- Tan Jiang NPC neutralRonnie identified him from drone footage using the suit's Silhouette Software.2 sessions, Session 07 - The Vegas Hive - Napalm and New Powers to Session 08 - Earth's Last Stand
Feared by
- Terry Muñoz NPC hostileTerrified of Ronnie after the egg incident at 0700 breakfast. Will do anything to avoid another confrontation.1 session: Session 02 - Terra-ble First Impressions
Knows
- Paul (Bartender) NPC neutralRonnie's first and loudest complaint about the base — Paul stocks American beer and bar food, not British pub grub1 session: Session 02 - Terra-ble First Impressions
Trades with
- Igor NPC neutralHandled the $500,000 transaction for The Potato on behalf of an unnamed employer. Also promised Ronnie the kill switch password for his Voss Combat Suit.4 sessions, Session 03 - What Happens in Vegas to Session 08 - Earth's Last Stand
- Rick Harrison NPC neutralConducted the meteorite fragment sale transaction with Ronnie.2 sessions, Session 03 - What Happens in Vegas to Session 05 - Deep Sea Fragments and Desert Swarms
- Dave Crockett NPC neutralLong-standing criminal business relationship — Crockett supplies, Ronnie distributesLong-standing business relationship — Ronnie's main procurement contact in the military supply chain
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
- Voss Dynamics Organization neutralRonnie is assigned to Voss Dynamics as part of the NATO operator program2 sessions, Session 03 - What Happens in Vegas to Session 09 - The Day the Timeline Unwound
Serves
- Voss Dynamics Organization neutralAssigned from 22 SAS to Voss Dynamics' program — more to get rid of him than because they wanted to share their best2 sessions, Session 03 - What Happens in Vegas to Session 09 - The Day the Timeline Unwound
Member of
- 22 SAS Organization neutral(Former) Ronnie served in 22 SAS, Mobility Troop — constantly promoted to Corporal for combat brilliance, constantly busted back to Private for theft and insubordination. His CO sent him to the contractor program to make him someone else's problem.
- NATO Organization neutralBritish Army soldier serving under NATO framework
- The Team Faction neutralAssigned to the contractor team — probably the most dangerous member, definitely the least trustworthy.
Things
Destroyed by (named by)
- Flying Carpets Item1 session: Session 01 - Operation Living Bomb
Presented to (named by)
- Research Folders Item
Owns
- Alien Artifacts Item neutralSecretly retained; not disclosed during official debrief
- Giant Bear Head Item neutralRonnie claimed the skull after severing the bear's head
Events
Had participant
- The Capture of Lt. Nash Miller Event neutralBreached the apartment and led the brutal interrogation.
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
- Destruction of the Vegas Hive Event
- The Battle of Medieval Times Event
- The Battle of RD3 Eventpsychic assault — KOs the party's Brittany; hammers possessed Dragon
- 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
- Adrian Voss
- Bad Britney
- Brittany
- Dr. Jones
- Eric
- Gordon Ramsay
- Hernandez
- Jimmy Johns
- Lt. Nash Miller
- The Dragon
- Xander
Places
- Gold and Silver Pawn Shop
- Miller's Apartment
- Paulie's Bar
- Russian Wilderness (Fragment Site)
- The Bellagio
Things
- Gyrock
- Jenkins Music Device
- Meteor Fragments
- Multiversal Camera
- Mysterious Syringe
- Silhouette Software
- The Hungry God's Sword
- The Potato
- Voss Combat Suit
- Voss Corporation Business Cards