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GURPS - Compendium 1..

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Note that EOD personnel have stringent physical requirements<br />

that are a bit unusual; none may have respiratory allergies.<br />

Sneezing while defusing is not advisable.<br />

As with Parachuting, a failure or critical failure does not<br />

automatically mean that the disarmer is killed. The GM can be<br />

much more creative than that. Sudden hissing noises, mysterious<br />

parts falling off, cramps, itches and alarm bells are all possible in<br />

the right circumstances. It is best if the GM makes the rolls,<br />

and just describes the physical circumstances to the vic tim.<br />

Fright Checks are always appropriate for the survivors of a failed<br />

EOD attempt.<br />

Nuclear Ordnance Disposal. This is an additional specialization<br />

of Explosive Ordnance Disposal. Without this specialization, any<br />

attempt is made at EOD-2. Disarming the trigger of most<br />

nuclear weapons is not difficult; disarming a home-made terrorist<br />

device might be more difficult. Only a critical failure verified by<br />

a second critical failure can result in a nuclear detonation. A<br />

failure will, at worst, detonate only the HE (High Explosive)<br />

trigger which is used to slam the nuclear masses together . ..<br />

not that this is a great deal of consolation to the EOD operator.<br />

On an unverified critical failure, the immediate area (GM<br />

determines if and how much) may be contaminated with<br />

radioactive material by the HE explosion.<br />

Forward Observer/TL (Mental/Average)<br />

Defaults to IQ-5<br />

This is the skill of directing fire from artillery or aircraft onto a<br />

target. It includes the use of map, compass and terrain features to<br />

locate targets, and the tactical skill of matching ordnance to<br />

target for best effect.<br />

Modifiers: -1 if no binoculars are available, -3 if no map is<br />

available (a military global positioning system is an adequate<br />

replacement at TL7+), -5 for neither map nor binoculars, and -1<br />

for each 500 yards from the target (-3 per 500 yards without<br />

binoculars). Using a laser range-finder or designator (available at<br />

TL7) gives +5 to the roll.<br />

A failure means the ordnance misses the desired target without<br />

harming the enemy; critical failures do something embarrassing<br />

or dangerous. The very worst critical failures (GM's choice)<br />

drop the ordnance on the observer's own position. An air forcetrained<br />

observer has +1 to skill when directing air strikes and -<br />

1 to skill when directing artillery fire.<br />

A more detailed treatment of air and artillery observation is<br />

found in <strong>GURPS</strong> High-Tech, pp. 71-82.<br />

Intelligence Analysis/TL (Mental/Hard)<br />

Defaults to IQ-6<br />

See p. 161 under Thief/Spy Skills.<br />

No-Landing Extraction (Mental/Average)<br />

Defaults to IQ-6<br />

This is the skill of getting things from the ground into or onto a<br />

flying aircraft without requiring a landing. There are several<br />

systems; they all require considerable preparation and equipment<br />

by the ground element (GM's decision or 2d hours to get<br />

everything ready for the pick-up). Failures result in no pick-up,<br />

or damage to the cargo or passenger (GM's decision). A critical<br />

failure always causes cargo loss, or passenger death or critical<br />

injury.<br />

Note that it is not necessary that the person to be picked up<br />

have the No-Landing Extraction skill... as long as someone in<br />

the ground element does have that skill.<br />

Nuclear-Biological-Chemical Warfare/TL<br />

(Mental/Average)<br />

Defaults to IQ-5<br />

This is the ability to operate in a nuclear, biological, or<br />

chemical hazard environment with appropriate protective gear.<br />

Without this skill, one runs a considerable risk of misusing the<br />

protective gear and exposing oneself to contamination.<br />

This skill requires access to the proper equipment; improvisations<br />

are possible (if the GM consents) but at -5 to -15. Note that<br />

even so, a person with good NEC Warfare skill is far more likely to<br />

improvise successfully; the difference between high skill and IQ-<br />

5 will probably be the difference between life and death.<br />

However, when an improvisation is rolled, use the highest<br />

skill in the whole party.<br />

Savoir-Faire (Military) (Mental/Easy)<br />

See p. 160 under Social Skills.<br />

Defaults to IQ-4<br />

SIGINT Collection/]amming/TL (Mental/Hard)<br />

No default<br />

This is the ability to operate sophisticated electronic intelligence-gathering,<br />

direction-finding, jamming, electronic counter<br />

measures (ECM) and electronic counter -counter measures<br />

(ECCM) systems aimed against SIGINT (SIGnals INTelligence)<br />

emitters. Such emitters can be COMINT (COMmunications<br />

INTelligence) targets - e.g., voice and Morse radios, telephones,<br />

etc. - or ELINT (ELectronic INTelligence) targets - e.g., radars,<br />

telemetry, etc.<br />

As with the Cryptanalysis skill (p. 156), SIGINT Collection/<br />

Jamming training requires a Top Secret/Special Compartmentalized<br />

Intelligence Clearance, making it extremely<br />

unlikely that anyone with potential security-risk disadvantages<br />

would be selected for such training. Interception and directionfinding<br />

require emissions of more than one minute's duration or<br />

repeated emissions. SIGINT equipment is very sensitive and<br />

rough treatment or inadequate maintenance will rapidly lead to<br />

its failure.<br />

Modifiers: -2 for emission brevity, -1 to -10 for rough handling<br />

or poor maintenance of equipment. SIGINT is also a continuously<br />

changing field; new techniques and equipment are<br />

fielded frequently. GMs may assign penalties of -1 to -10 for<br />

anyone who has been away from the field for a long time (in<br />

this field, two months is a long time) and has not been given a<br />

chance to familiarize himself with the changes.<br />

Tactics (Naval) (Mental/Hard) Defaults to Tactics-2,<br />

Naval Strategy-6 or IQ-6<br />

This is a required specialization of Tactics.<br />

Traffic Analysis/TL (Mental/Hard) No default<br />

This is the ability to identify target unit types and organiza<br />

tional structures from data such as callsigns, prosigns and trans<br />

mission patterns of intercepted communications traffic.<br />

151

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