GURPS Special Forces

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Characters

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Reference

Ronnie Vint

Ronnie Vint

Player Ant Occupation SAS Trooper (22 SAS, Mobility Troop) Age 28 Nationality British Status alive
Exceptional combatant, Petty criminal, Bully, Insubordinate, Resourceful

Appearance

Age
28
Height
5’9"
Weight
168 lb
Build
Fit
Appearance
Average
Status
0
Reputation
-2 (Military circles; 10 or less), -2 (Contractor community; 10 or less)
TL
9
Reaction Modifiers
-3 (Callous, if noticed); -1 (Bully, past victims/Empathy)

Attributes

12
ST
[18]
15
DX
[100]
11
IQ
[20]
12
HT
[20]
Secondary
12
HP
11
Will
12
Per
12
FP
6.75
Basic Speed
6
Basic Move
Derived
BL 29 lbsThr 1d-1Sw 1d+2SM +1

Lifting Feats

FeatWeight
One-Handed Lift58 lb
Two-Handed Lift232 lb
Shove & Knock Over348 lb
Carry on Back435 lb
Shift Slightly1450 lb

Slam

1d-3
v=1
1d-2
v=3
1d-1
v=5
Crushing damage at Basic Move up to 6

Active Defenses

Parry (Knife) 12Parry (Karate) 12Parry (Judo) 12Dodge 9
LocationDR
Skull72
Face50
Torso70
Vitals70
Groin50
Arms50
Hands50
Legs50
Feet50

Encumbrance

LevelMax WtMoveDodge
None (0)97 lb610
Light (1)194 lb49
Medium (2)291 lb38
Heavy (3)582 lb27
Extra-Heavy (4)970 lb16

Advantages

Combat Reflexes15
High Pain Threshold10
Very Fit15
Luck15
Contact (Dave Crockett; skill 12; 6 or less)1
Deep Sleeper1
No Hangover1

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 Fan0

Skills

NameLvlRelPts
Carousing13HT+12
Climbing15†DX+02
Driving (Automobile)16DX+14
Driving (Motorcycle)15DX+02
Electronics Operation (Electronic Warfare)/TL86IQ-50
Environment Suit (Powered Combat Armor)/TL916DX+14
Explosives (Demolition)11IQ+02
Fast-Draw (Pistol)16DX+11
First Aid14IQ+34
Gambling6IQ-50
Guns (Light Machine Gun)17‡DX+24
Guns (Pistol)17DX+24
Guns (Rifle)17DX+24
Holdout11IQ+02
Intimidation13Will+28
Judo
Parry: 12
16DX+18
Karate
Parry: 12
17DX+212
Knife
Parry: 12
17DX+24
Mechanic (Automobile)11IQ+02
Navigation (Land)11IQ+02
Observation12Per+02
Parachuting/TL815DX+01
Running11HT-11
Scrounging13Per+12
Singing8HT-40
Smuggling12IQ+14
Soldier13IQ+28
Stealth16†DX+14
Streetwise13IQ+28
Submarine (Mini-Sub)/TL814DX-11
Swimming13†HT+12
Tactics12IQ+18
† Includes: Encumbrance-penalized (B17). In the Voss suit (Light enc.) these take −1: Climbing 14, Stealth 15, Swimming 12. RAW penalizes only Climbing, Stealth, and Swimming — not combat skills. (Getting Ronnie to None encumbrance — see the suit-modifications section — restores Climbing 15, Stealth 16, Swimming 13.)
‡ Includes: Guns (LMG) base 17; effective 19 with the suit’s Targeting program (+2 skill).

Techniques

NameDefaultLvlPts
Arm Lock (Judo)Judo+0 (16)182
Choke Hold (Judo)Judo-2 (14)163
Elbow Strike (Karate)Karate-2 (15)161
Knee Strike (Karate)Karate-1 (16)171

Points Summary

Primary Attributes158
Secondary Characteristics5
Advantages & Perks58
Disadvantages & Quirks-85
Skills112
Techniques7
Total Spent255
Unspent1

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Large Knife (swing)Knife 17121d cut (3d-2 in suit)C,1
Large Knife (thrust)Knife 17121d-1 imp (1d+2 in suit)C
PunchKarate 17121d+1 cr (2d+3 in suit)C
KickKarate 15—1d+1 cr (2d+4 in suit)C,1
Knee StrikeKarate 17—1d+1 cr (2d+4 in suit)C
Elbow StrikeKarate 16—1d cr (2d+3 in suit)C
Forearm Blade (swing)Knife 17124d-2 cut (in suit)C,1
Forearm Blade (thrust)Knife 17122d imp (in suit)C

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
Colt M4A1 SOPMOD (5.56mm) ◇Guns (Rifle) 174d+2 pi4 (+1 HUD)750/2,9001530+1(3)-4
SIG-Sauer P226 (9mm)Guns (Pistol) 172d+2 pi2 (+1 HUD)160/1,800315+1(3)-2
Linked Storm Chainguns (10mmCLR)Guns (LMG) 199d pi+5 (+1 HUD)1,300/5,80020120 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

Parry (Knife) 12Parry (Karate) 12Parry (Judo) 12Dodge 9
LocationDR
Skull72
Face50
Torso70
Vitals70
Groin50
Arms50
Hands50
Legs50
Feet50

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Large Knife (swing)Knife 17121d cut (3d-2 in suit)C,1
Large Knife (thrust)Knife 17121d-1 imp (1d+2 in suit)C
PunchKarate 17121d+1 cr (2d+3 in suit)C
KickKarate 15—1d+1 cr (2d+4 in suit)C,1
Knee StrikeKarate 17—1d+1 cr (2d+4 in suit)C
Elbow StrikeKarate 16—1d cr (2d+3 in suit)C
Forearm Blade (swing)Knife 17124d-2 cut (in suit)C,1
Forearm Blade (thrust)Knife 17122d imp (in suit)C

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
Colt M4A1 SOPMOD (5.56mm) ◇Guns (Rifle) 174d+2 pi4 (+1 HUD)750/2,9001530+1(3)-4
SIG-Sauer P226 (9mm)Guns (Pistol) 172d+2 pi2 (+1 HUD)160/1,800315+1(3)-2
Linked Storm Chainguns (10mmCLR)Guns (LMG) 199d pi+5 (+1 HUD)1,300/5,80020120 total-6

Combat Action Chains

Melee

Dynamic Entry — Breach and Clear
Guns (Rifle) 17, Fast-Draw 16 → Breach door, enter room, engage hostiles in 2-3 turns
Rifle to Pistol Transition
Fast-Draw (Pistol) 16, Guns (Pistol) 17 → Smooth weapon swap and fire in same turn
Silent Sentry Removal
Stealth 15, Judo 16, Choke Hold 16 → Approach undetected, grapple, silent kill
Arm Lock and Control
Judo 16, Arm Lock 18 → Grapple, lock, restrain — prisoner capture
Karate Striking Combination
Knee Strike 17, Karate 17 / Elbow 16 → Close-quarters rapid strikes, devastating in suit

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
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
1Voss Combat Suit (Powered Combat Armor)$80,00065 lbWornDR 70 torso/vitals, DR 50 other, Lifting & Striking ST+10 (eff. ST 22, BL 97), Super Jump 1, E cell/18 hr (UT186)
1Powered Combat Armor: Helmet$10,00010 lbWornDR 72 skull, integrated with suit, C cell/18 hr (UT186)
1Linked Storm Chainguns ×2 (10mmCLR)$22,00020 lbSuit-integrated9d pi+, arm-mounted, RoF 20 linked, Guns (LMG) 19 — see Voss Suit Modifications
1Retractable Forearm Blades ×2$8,0004 lbSuit-integrated4d-2 cut / 2d imp in suit at Knife 17 — see Modifications
1Thermo-Optic Chameleon Surface$4,0004 lbSuit-applied+4 Stealth vs normal/IR (stationary), C/10hr — see Modifications
1Targeting program (Complexity 4)$150—Suit software+2 Guns (LMG) → chaingun effective 19
1Silhouette program (Complexity 5)$200—Suit softwareBackup targeting (+1 Guns/LMG if Targeting offline)
1SIG-Sauer P226 (9x19mm)$8402.4 lbCarried2d+2 pi, Acc 2, RoF 3, Range 160/1,800, 15+1(3), Bulk -2, Rcl 2, ST 9 (HT101)
1SIG-Sauer P226 magazines ×3 (15-rd)$810.6 lbCarried9x19mm Parabellum
1Large Knife$401 lbCarriedsw-2 cut or thr imp (B272)
1First Aid Kit$502 lbCarried+1 to First Aid rolls (HT221)
  1. 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.
  2. 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.
  3. 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.
  4. Session 04Fallen Stars →Greenland was an observation.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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…

Every session in full →

Timeline

Full 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)

Presented to (named by)

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

Participated in

Mentions

Sessions

People

Places

Things

Creatures

Other