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Found 6 results

  1. These are military templates, converted to 6th edition from my "Global Task Force Omega vs. the World Terror Front" Danger International game. I haven't run any of these through Hero Designer, so there may be errors. And there may be straight up military errors as well; feedback and corrections from other prior service members here are welcomed. (The document is here and that's what I'll keep most up to date.) Military Hero Adapted from GTFO vs. WTF. Any errors are mine; any assistance correcting them is appreciated! Stat Blocks Choose one from the spreadsheet. Total Cost: 65 points Skills Everyone gets the Basic Military Template. Basic Military Template 3 Breakfall 3 Climbing 3 Concealment 1 Paramedic 8- 1 Stealth 8- 3 Survival 1 KS: Enemy Forces 8- 2 KS: Theater Operations 11- 2 KS: Military Procedure 11- 2 PS: Soldier/Sailor/Airman/Marine 11- 4 WF: Small Arms, Light Machine Guns, Handheld Grenade Launchers 5 +1 with Ranged Combat Total Cost: 30 The Basic Military Template represents a typical combat-oriented troop, especially one that comes out of US Army basic training or US Marine Corps boot camp. The Background Skills listed above are as follows: KS: Enemy Forces. This refers to the general training military members receive about the forces of countries that are opposed to the US. These will usually refer to Russia, China, North Korea, and various Middle Eastern or Central American countries. Coming out of basic training, a character typically has an 8- in this skill; AIT, A-school, or tech school will move this up to 11-, and will usually specialize in forces based in whatever theater the individual is ultimately assigned to. KS: Theater Operations. This refers to specific operational knowledge of the theater the individual will ultimately be assigned to, and refers as much to unwritten rules and customs as it does to anything learned in a classroom. "FNGs" or "newbies" straight out of secondary training might not have this skill at all, or if they do it will be at 8-. KS: Military Procedure. This includes general knowledge about the military the individual learns in basic and secondary training. It usually refers more specifically to the individual's home service, but most characters will learn a fair amount about other services, especially regarding their officer ranks and when to salute. Any character coming out of secondary training should have this at 11-; most characters will have 11- in this by the time they complete basic training. PS: Soldier/Sailor/Airman/Marine. This represents the character's day to day ability to function as a professionally trained member of their branch. It includes things like drilling/marching, the wearing of the uniform, grooming standards, military bearing, and so forth. Career military members might have this at 12- or 13-. Taking one stat block and the Basic Military Template puts a character at 95 total points. Everyone also gets up to 15 points worth of options from the Personal Skills Template: Personal Skills Template Options: 5 Additional Skill +1 3 One of: Brawling (Talent: +1d6 HA), Additional Skill, or Skill Enhancer 2 KS: _____ (interest or academic study) 11- 2 PS: _____ (hobby or past job skill) 11- 1 One of: Language (1 point) or Weapon Familiarity (choice) 2 Additional Skills or Characteristics (choice) This template is largely optional, and represents skills, knowledges, or abilities the character may have brought with them from their time before enlisting. Sometimes these will prove helpful to the character in their MOS. If the character doesn't take these specific skills, they may spend up to 15 points on similar items, or ignore them entirely. Stopping here leaves the character at 110 points, assuming they spend the full 15 points from the Personal Skills Template. MOS's The most expensive MOS package is the Navy Seal at 45 points, bringing the character to a total of 155 points. Decide how many total points characters will be (150-175, depending on the campaign). Everyone gets at least one MOS. 11B MOS 11B refers to an Army infantryman. In the Army, every soldier is considered infantry at their core; the Basic Military template above refers to a bog standard infantryman. The following MOS templates represent other MOS's that are often assigned to infantry platoons. Armourer/Mechanic Comms Demolitions Expert Driver Heavy Weapons Expert Leadership Marksman Medic Research/Intelligence Armourer/Mechanic 5 Gunsmith +1 5 Mechanic +1 2 +1 to one of the above 3 +1 with Crafting Skills 3 +3 STR (max 20) Total Cost: 18 Comms and/or Hacking 5 Bugging +1 3 Computer Programming 7 Electronics +2 5 Security Systems +1 3 System Operation 2 KS: Electronic Surveillance 2 KS: Radio Communications 11- 3 +1 with Electronics & Security Skills Total cost: 30 Demolitions expert 5 1d6 Luck 7 Demolitions +2 1 Electronics 8- 1 Lockpicking 8- 1 Mechanic 8- 3 PS: EOD 12- 10 +1 Overall Level 3 +3 EGO 3 +1 Enhanced Perception Total cost: 34 Driver 2 Area Knowledge (area of operations) 11- 5 Combat Driving +1 1 Mechanic 8- 3 Navigation 1 PS: Loadmaster 8- 2 TF: Wheeled Military Vehicles, Tracked Military Vehicles, Large Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles (choose two) 5 +1 with Ranged Combat 1 WF: Vehicle Mounted Weapons Total Cost: 20 points Heavy Weapons expert 3 Gunsmith 1 WF: Light Machine Guns 1 WF: Mortars 1 WF: Heavy Machine Guns 5 +1 with Ranged Combat 3 +1 with one of the above 6 +3 STR, +1 PD, +5 END, +2 STUN Total Cost: 20 points Interrogator 3 Interrogation 3 Persuasion 3 Charm 5 Language (4 points plus Literacy) 3 Streetwise 2 PS: Intelligence Collection 11- 4 +1 with Interaction Skills 3 +3 PRE (max 20) 3 Perk: Security Clearance Total Cost: 29 points Medic 4 Paramedic (full skill) +1 2 KS: Anatomy & Physiology 11- 3 KS: Emergency Medical Protocols 12- 3 PS: Diagnosis 12- 2 +1 DEX 6 +3 EGO 4 Movement Skill Levels: +2 with Running Total Cost: 24 points Navy SEAL (combat plus underwater) 20 Commando Training 3 KS: Scuba 3 PS: Scuba Instructor 5 +1 with Ranged Combat 6 +6m Swimming 8 +2 CON, +3 EGO, +1 PD, +5 END, +2 STUN Total Cost: 45 points Pilot 2 Area Knowledge (area of operations) 11- 7 Combat Piloting +2 1 Mechanic 8- 3 Navigation 1 PS: Loadmaster 8- 2 TF: Small Fixed Wing, Large Fixed Wing, Rotary (choose one) 5 +1 with Ranged Combat 1 WF: Vehicle Mounted Weapons 3 Rank (officer) Total Cost: 25 points Research/Intelligence 2 AK: (area of operations) 11- 5 Languages 3 Linguist 3 Scholar 3 Three KS's relating to enemy forces/disposition/techniques at 11- 3 +1 to Perception 3 +3 INT 5 Speed Reading 3 Perk: Security Clearance Total Cost: 30 points Search and Rescue As Medic, plus: 4 +2 to Survival Skill 3 PS: Parachuting 12- 3 +3 STR 2 +2m Running 1 +2m Swimming Total Cost: 13 points Stealth expert 2 +1 to Concealment +1 4 Full Stealth +1 2 WF: Bows/Crossbows 3 +1 with Bows/Crossbows 5 +1 with Ranged Combat 2 +2m Running Total Cost: 18 points Finally, one or more of the following (not MOS's, but official or unofficial additions to any of the above): Leadership 2 PS: Leadership 11- 1 Rank Gym Rat 10 +3 STR, +3 CON, +1 PD, +3 REC Hand-to-hand Combat Expert 5 +1 with Hand-to-hand Combat Lucky 5 1d6 Luck Marksman 6 +2 with a Small Arms weapon group Runner 2 +2m Running 2 +2 REC 4 Movement Skill Levels: +2 with Running Weapons Expert 5 +1 with ranged combat Tough 5 +2 PD, +1 ED, +1 REC, +2 STUN Fast 10 +1 SPD Cool 6 +3 PRE, +3 EGO Primary MOS 5 +1 with Primary MOS Skills MWR Specialist 3 Bureaucratics 3 Charm 3 Streetwise 2 KS: Mixology 2 KS: Who Knows Who 1 PS: Barber, Tailor, or similar 8- (from before service) 3 Well Connected 5 Contacts (MWR = Morale, Welfare, and Recreation. This usually refers to recreational facilities on base, but here it's used as an inside joke to refer to the unit's horse trader, dog robber, wheeler dealer; this person usually ends up serving drinks at parties and giving their buddies emergency haircuts at $5 a pop the night before an inspection.) Complications The military works very hard at weeding out individuals with Complications, especially Physical, Psychological, or Social, that would tend to be disruptive to military discipline and unit cohesion. That's not to say that some don't sneak through, but the character will likely have to work to keep them a secret. All active duty military characters will have the following Complications: Distinctive Features: Uniform, Grooming, Military Bearing (conc.) Hunted: Branch of service (more pow, frequently, NCI, large group, watching) Social Complication: Subject to Orders
  2. One of the things I've been doing of late is updating some of the military material for San Angelo: City of Heroes Vol. 2. Specifically, the military units at Forgan AFB. Here are the unit patches we created. It's not every unit, but we did logos for the 967th Airlift Wing, the main Groups, and a few of the squadrons that characters would be most likely to interact with in-game. Enjoy.
  3. I'm going to run a game of third-edition Danger International at GameStorm this year. I'm using this thread for character notes, ideas, my thoughts while designing the game, and so on. Suggestions and advice are helpful! Note that my Low Heroic Protocols (see link in my signature) are in effect here. This is essentially a default condition for Danger International, as there are no Powers! I'm going to try something with character creation. I'm putting together something like the Champions Character Creation Cards, for Danger International. I'm going to make up a set of note cards with the skill and stat blocks on them; for ease of use I'm going to do my best to get everything to a cost multiple of 5 points, then on the card I'm going to mark down that cost divided by 5, to make it easier for new folks. Choose a character sheet, choose a personal skill block, choose an MOS, make sure your total adds up to (x). I'm thinking 25, for a 125 total point game. The stat blocks are: STR 13 DEX 14 CON 13 BODY 11 INT 13 EGO 11 PRE 13 COM 10 PD 5 ED 3 SPD 3 REC 6 END 26 STUN 26 Total cost: 40 / 5 = 8 STR 13 DEX 15 CON 16 BODY 11 INT 13 EGO 11 PRE 15 COM 10 PD 5 ED 3 SPD 3 REC 6 END 32 STUN 27 Total cost: 50 / 5 = 10 STR 13 DEX 17 CON 13 BODY 10 INT 13 EGO 13 PRE 13 COM 12 PD 5 ED 3 SPD 3 REC 6 END 26 STUN 26 Total cost: 50 / 5 = 10 STR 18 DEX 11 CON 15 BODY 13 INT 10 EGO 13 PRE 15 COM 10 PD 6 ED 4 SPD 3 REC 7 END 30 STUN 30 Total cost: 50 / 5 = 10 STR 10 DEX 18 CON 15 BODY 11 INT 13 EGO 11 PRE 15 COM 10 PD 4 ED 3 SPD 3 REC 5 END 30 STUN 24 Total cost: 50 / 5 = 10 STR 13 DEX 14 CON 18 BODY 15 INT 10 EGO 11 PRE 18 COM 14 PD 4 ED 4 SPD 3 REC 7 END 36 STUN 31 Total cost: 60 / 5 = 12 Everyone gets the Military Package: 2 WF: Small Arms 1 WF: Light Machine Guns 1 WF: Handheld Grenade Launchers 3 Breakfall 3 Climbing 3 Concealment 1 Paramedic 8- 1 Stealth 8- 5 Survival 12- 1 KS: Enemy Forces 8- 2 KS: Parachuting 11- 2 KS: Military Procedure 11- 5 +1 with Ranged Combat Total Cost: 30 / 5 = 6 Everyone also gets the Personal Skills Package: Personal: 5 Additional Skill +1 3 One of: Brawling or Additional Skill 2 PS: _____ (hobby) 11- 2 KS: _____ (interest) 11- 1 One of: Language (1 point) or Weapon Familiarity 2 Something (edited to add) Total Cost: 15 / 5 = 3 MOS's: Everyone gets at least one MOS. Designate one MOS as your primary MOS: Primary MOS (edited to add) 5 +1 with Primary MOS Skills Total Cost: 5 / 5 = 1 Choose one or two MOS's from below. Armourer/Mechanic 5 Electronics 12- 5 Gunsmith 12- 7 Mechanic 13- 3 +1 with Crafting Skills Total Cost: 20 / 5 = 4 Comms and/or Hacking 5 Bugging +1 3 Computer Programming 7 Electronics 13- 5 Security Systems +1 2 KS: Radio Communications 11- 3 +1 with Electronics & Security Skills Total Cost: 25 / 5 = 5 Demolitions expert 7 Demolitions 13- 1 Electronics 8- 1 Lockpicking 8- 1 Mechanic 8- 10 +1 Overall Level Total Cost: 20 / 5 = 4 Driver 1 Area Knowledge (area of operations) 8- 6 Driving (standard passenger vehicles, military nontracked vehicles) +1 3 Navigation 12- 3 Pilot (one of: small fixed wing, large fixed wing, rotary) 1 Mechanic 8- 1 PS: Loadmaster 8- Total Cost: 15 / 5 = 3 Heavy Weapons expert 1 WF: Rocket Launchers 1 WF: Mortars 1 WF: Heavy Machine Guns 3 +1 with one of the above 3 Gunsmith 11- 1 One of: +1 PD, +2 END, +1 STUN Total Cost: 10 / 5 = 2 Interpersonal Skills Expert 3 Interrogation 3 Persuasion 3 Seduction 3 Streetwise 3 +3 PRE 3 +1 with Interaction Skills 2 Language (2 points) Total Cost: 20 / 5 = 4 Intel Expert 3 Linguist 3 Scholar 1 KS: Intelligence Analysis 11- 2 Two additional KS's at 11- 5 Languages 3 +3 INT 5 Speed Reading 3 +1 to Perception Total Cost: 25 / 5 = 5 Knives (throwing + HTH) 10 Martial Art Form 1 WF: Knives 1 WF: Thrown Knives 8 +1 with All Combat Total Cost: 20 / 5 = 4 Martial Arts expert 10 Martial Art Form 3 +1 with Martial Art Form 6 (9) +3 DEX 4 Kiai +2d6 1 Language (1 point) Total Cost: 25 / 5 = 5 Medic 4 Paramedic +1 2 KS: Anatomy & Physiology 11- 3 KS: Emergency Medical Protocols 12- 3 PS: Diagnosis 12- 2 (3) +1 DEX 6 +3 EGO Total Cost: 20 / 5 = 4 Navy SEAL (edited) 11 Commando Training 3 Demolitions 11- 6 +3" Swimming 3 KS: Scuba 6 +3 CON (adjust figured) 1 One of: +1 PD, +2 END, +1 STUN Total Cost: 30 / 5 = 6 Stealth expert 2 Concealment +1 6 Stealth +1 2 WF: Bows/Crossbows 2 +1" Running 3 +1 with Bows/Crossbows Total Cost: 15 / 5 = 3 Finally, one or more of the following non-MOS's: Hand-to-hand Combat Expert 5 +1 with Hand-to-hand Combat Total Cost: 5 / 5 = 1 Lucky 5 1d6 Luck Total Cost: 5 / 5 = 1 Runner 2 +1" Running 2 +1 REC 6 Skill Levels: +2 with Running Total Cost: 10 / 5 = 2 Weapons Expert 5 +1 with ranged combat Total Cost: 5 / 5 = 1 Tough (edited to add) 2 +2 PD 1 +1 ED 1 +1 REC 1 +1 STUN Total Cost: 5 / 5 = 1 Fast (edited to add) 10 +1 SPD Total Cost: 10 / 5 = 2 Disadvantages will be coming soon.
  4. Version 1.1

    103 downloads

    This is an add on package deal like the other special forces package deals in DC. The SASR selection is open to all army personnel so add this to the basic military package deal or the equivalent. It is quite heavy in points, despite never having experienced the cadre course, I think it is a good representation of the SASR skill set. On the choice of martial arts, I've left it at Commando, despite the fact that the Australian Army teaches recruits Military Self Defence (MSD) (developed from the Marine Corps Martial Arts Program), A new development is an attempt to develop an "Integrated Martial Arts Program", supposedly integrating bayonet drill, unarmed techniques, shooting techniques and other CQB techniques. At present this is nowhere near formalised as each unit appears to be working with local martial arts instructors to develop their own unit program. The Royal Australian Infantry Corps is supposedly developing it's own Infantry Integrated Martial Arts Program, and there is anecdotal evidence that both the commandos and SASR are developing or have developed similar programs. Make your own decisions on the martial arts.
  5. Version 1.0

    28 downloads

    This is an effort to explain the organisation and rank structure of the Australian Army. I expect to do the same for the Navy and Airforce. Package Deals will follow shortly.
  6. Is there any package deals (or how do you create one) for former military... Since the character no longer has access to benefits such as rank and all that...
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