GURPS - Compendium 1..
GURPS - Compendium 1..
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 />
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