GURPS Special Forces

Story

Characters

World

Reference

Jens Hartmann

Jens Hartmann

Player Sean Occupation KSK Operator (Kampfschwimmer / Combat Engineer) Age 32 Nationality German Status alive
Demolitions expert, Combat diver, Pragmatic problem-solver, Compulsive fixer, Quietly indispensable
10HP
12FP
6.25Speed
4 / 6Move
9 (10 with Combat Reflexes)Dodge
10 (11 with Combat Reflexes)Parry (Knife)
10 (11 with Combat Reflexes)Parry (Brawling)
Guns (Rifle) 15Ranged
Knife 14Melee

Primary Attributes

Attribute Score Modifier Cost
ST 10 [0]
DX 13 [60]
IQ 12 [40]
HT 12 [20]

Secondary Characteristics

Characteristic Value
HP 10
Will 12
Perception 14
FP 12
Basic Speed 6.25
Basic Move 6
Dodge 9 (10 with Combat Reflexes)
Damage Thr 1d-2 / Sw 1d
Basic Lift 20 lbs

Appearance & Social

Trait Value
Height 5’11"
Weight 185 lb
Build Athletic swimmer’s build
Eyes Blue
Hair Blond, Short
Skin Fair
Handedness Right
TL 9

Jens Hartmann grew up in a small town in Schleswig-Holstein, close enough to the Baltic coast that the sea was part of his childhood. The son of a municipal engineer and a schoolteacher, he was the kid who took apart the family radio, the lawnmower, and — on one memorable occasion — the neighbour’s outboard motor, to see how they worked. He put most of them back together. The outboard was never quite the same. He spent his summers swimming in the Baltic, diving off jetties, and helping his uncle maintain his fishing boat. The water was never something to fear — it was where he felt at home.

He enlisted in the Bundeswehr at 19, tested into the Pioniertruppe (engineer corps), and discovered that the military would actually pay him to blow things up and build things under pressure. He excelled. His instructors noted an unusual combination: meticulous technical skill, physical toughness, and an almost pathological need to understand every system he encountered. But it was his comfort in the water that caught the attention of the Kampfschwimmer selection cadre.

The Kampfschwimmer — Germany’s combat swimmers — are the Bundeswehr’s naval special forces, equivalent to the British SBS or American Navy SEALs. Selection is savage: long-distance open-water swims, underwater navigation in zero visibility, demolitions work while hypothermic and exhausted, and a psychological resilience phase designed to break anyone who isn’t completely certain they belong in the water. Jens passed. Not through brute athleticism — he’s fit, not a monster — but through that same bloody-minded refusal to quit and an engineer’s ability to solve problems when his body was screaming at him to stop. They gave him a Pionier who could swim like a fish and think underwater. He gave them back a frogman who could drop a bridge from below.

He deployed to the Horn of Africa for counter-piracy operations and to the Mediterranean for maritime interdiction. His reputation grew: Hartmann was the man you called when you needed limpet mines placed on a hull in the dark, a harbour approach mapped through hostile waters, or an underwater IED problem solved. He could cook up a demolition plan over dinner — literally, because Jens was also the best camp cook in the unit, and the galley was where he did his thinking. He was also, less officially, the man you called when something was broken and nobody else could fix it — dive equipment, boat engines, comms gear, the coffee machine in the operations centre. He never said no. He couldn’t.

When the meteor fragment crisis emerged, KSK command needed their best technical operator for the defense contractor assignment — someone who could approach a problem from angles nobody else would think of. Jens was the obvious choice. A combat engineer who could infiltrate by water, place charges in impossible locations, and think his way through any technical challenge. But there was another reason he volunteered: the fragments. Materials that grant superhuman abilities? That violate everything he knows about physics and engineering? Jens doesn’t just want to fight people who have fragments. He wants to understand them. Take one apart. Figure out the mechanism. It keeps him up at night — which is fine, because Workaholic means he’d be up anyway, probably making Eintopf for the morning shift.

He arrived at the contractor facility expecting to be the smartest engineer in the room. He probably is. The problem is that smart engineering and a perfect approach swim don’t help much when the other side can bench-press a truck.


Name Cost Page Ref Notes
Combat Reflexes [15] B43 +1 all active defenses, +6 vs surprise, +2 Fright Checks, never freeze. Years of live-fire training and real operations — he doesn’t flinch.
High Pain Threshold [10] B59 No shock penalties, +3 to resist knockdown/stun and torture. Keeps working with steady hands even when injured — essential when you’re wiring a charge under fire.
Luck [15] B66 Reroll any one bad roll once per hour of play. Jens has walked away from three IED near-misses and a building collapse. His colleagues call it Ingenieurglück — engineer’s luck.
Fit [5] B55 +1 to all HT rolls (except death). Peak military conditioning maintained through KSK standards.
Absolute Direction [5] B34 Always knows which way is north; +3 to Navigation rolls. A Fernspäher who gets lost is a dead Fernspäher — Jens never gets lost.
Night Vision 4 [4] B71 -4 to darkness penalties. Long-range recon means moving and observing at night. His eyes adapted to it years ago.
Equipment Bond (Demolitions toolkit) [1] PU2:14 Perk. +1 to Explosives (Demolition) when using his personal toolkit — a battered, meticulously maintained set of crimpers, testers, and initiators he’s carried through every deployment.

Name Cost Self-Control Notes
Duty (Defense Contractor; Extremely Hazardous; 15 or less) [-30] On call almost always for extremely dangerous operations. Same deal as every PC — this is the job. (B133)
Code of Honor (Soldier’s) [-10] Fight fair, never abandon a comrade, accept surrender, follow the laws of war. Jens is a professional and he takes that seriously — the direct opposite of Ronnie’s flexible morality. (B127)
Obsession (Understanding meteor fragment technology) [-10] 12 This is why he’s really here. The fragments represent the most extraordinary engineering challenge in human history. Jens needs to understand how they work. Must make a self-control roll to resist pursuing fragment-related information, even when it’s tactically unwise. (B146)
Curious [-5] 12 Broader than the Obsession — Jens needs to know how everything works. Locked door? What’s behind it. Unknown device? How does it function. Must make a self-control roll to resist investigating. (B129)
Sense of Duty (Teammates) [-5] Will not leave a team member behind. Will take personal risks to protect the group. The professional’s version of loyalty. (B153)
Workaholic [-5] Cannot relax. Always maintaining gear, reviewing plans, sketching structures, running calculations. Downtime makes him twitchy. (B162)
Stubbornness [-5] Once he’s decided on a plan or a solution, he’s very hard to shift. He’s usually right, which makes the times he’s wrong even more dangerous. (B157)
Overconfidence [-5] 12 Believes he can solve any problem given enough time and det cord. Sometimes takes on challenges he shouldn’t because he’s sure his methodology will see him through. (B148)
Measures everything twice before committing [-1] Quirk
Carries a battered Leatherman Wave everywhere; considers it his most important tool [-1] Quirk
Sketches buildings, equipment, and terrain in a field notebook [-1] Quirk
Will fix anything that’s broken, whether asked to or not [-1] Quirk
Prefers a bad plan to no plan at all [-1] Quirk

Name Difficulty Relative Level Points Effective
Architecture IQ/A IQ+0 [2] 12
Armoury (Heavy Weapons) IQ/A IQ+0 [2] 12
Boating (Motorboat) DX/A DX+0 [2] 13
Brawling DX/E DX+1 [2] 14
Camouflage IQ/E IQ+1 [2] 13
Carousing HT/E HT+0 [1] 12
Cooking IQ/A IQ+0 [2] 12
Driving (Automobile) DX/A DX+0 [2] 13
Electrician IQ/A IQ+0 [2] 12
Electronics Operation (Sensors) IQ/A IQ+0 [2] 12
Electronics Repair (Comms) IQ/A IQ+0 [2] 12
Engineer (Combat) IQ/H IQ+1 [8] 13
Environment Suit/TL8 DX/A DX+0 [2] 13
Explosives (Demolition) IQ/A IQ+3 [12] 15
Explosives (EOD) IQ/A IQ+1 [4] 13
First Aid IQ/E IQ+1 [2] 13
Forward Observer IQ/A IQ+0 [2] 12
Gesture IQ/E IQ+0 [1] 12
Guns (LAW) DX/E DX+1 [2] 14
Guns (Pistol) DX/E DX+2 [4] 15
Guns (Rifle) DX/E DX+2 [4] 15
Hazardous Materials (Chemical) IQ/A IQ+0 [2] 12
Hiking HT/A HT+0 [2] 12
Intelligence Analysis IQ/H IQ-1 [2] 11
Knife DX/E DX+1 [2] 14
Knot-Tying DX/E DX+0 [1] 13
Lockpicking IQ/A IQ+0 [2] 12
Mechanic (Automobile) IQ/A IQ+0 [2] 12
Navigation (Sea) IQ/A IQ+0 [2] 12 (eff. 15 with Absolute Direction)
Observation Per/A Per+1 [4] 15
Parachuting DX/E DX+0 [1] 13
Running HT/A HT-1 [1] 11
Savoir-Faire (Military) IQ/E IQ+0 [1] 12
Scrounging Per/E Per+1 [2] 15
Scuba IQ/A IQ+1 [4] 13
Search Per/A Per+0 [2] 14
Smuggling IQ/A IQ+0 [2] 12
Soldier IQ/A IQ+0 [2] 12
Stealth DX/A DX+1 [4] 14
Survival (Woodlands) Per/A Per+0 [2] 14
Swimming HT/E HT+3 [8] 15
Tactics IQ/H IQ+0 [4] 12
Throwing DX/A DX+0 [2] 13
Traps IQ/A IQ+0 [2] 12

Name Default Points Effective
Guns (SMG) Guns (Rifle)-2 13
Guns (Shotgun) Guns (Rifle)-2 13
Explosives (Fireworks) Explosives (Demolition)-4 11
Navigation (Land) Navigation (Sea)-2 10 (eff. 13 with Absolute Direction)
Boating (Unpowered) Boating (Motorboat)-4 9
Forced Entry DX+0 13

# Chain Key Roll Damage Notes
1 Aimed Rifle Shot (2-turn) Guns (Rifle) 15 + Acc 4 - range 5d pi Aim then fire; at 30 yds: eff. 12
2 CQB Room Entry Guns 15 - range (or -4 M&A) 5d pi / 2d+2 pi Breach + step-in fire; +6 vs surprise from CR
3 Grenade Engagement (3-turn) Throwing 13 - range/SM 8d cr ex [3d] Ready, pull pin, throw; scatter 1d yds on miss
4 Pistol Transition (2-turn) Guns (Pistol) 15 - range 2d+2 pi Drop rifle, draw P8, fire
5 Wait + Ambush (Overwatch) Guns 15 + Aim - range varies Pre-aim then Wait; targets at -2/-6 to defend
6 Demolition Breach (2-3 turn) Explosives (Demo) 15/16 + Architecture 12 Special Assess structure, place charge, initiate

Defense Value Source
Dodge 9 (10 with Combat Reflexes) Basic Speed 6.25
Parry (Knife) 10 (11 with Combat Reflexes) Knife 14
Parry (Brawling) 10 (11 with Combat Reflexes) Brawling 14

Location DR Source
Skull 12 Ballistic Helmet
Face 1 Dive Mask (shatters on 4+ penetrating)
Torso (front/back) 35/5* Plate Carrier w/ Level IV Plates
Torso (carrier only) 12/5* Tactical Vest without plates
Groin 12/5* Tactical Vest
All (wetsuit) 1* Wetsuit (3mm), flexible
All (drysuit) 1* Drysuit, flexible

Split DR (X/Y): higher value vs piercing/cutting, lower vs crushing/burning. Flexible armour — blunt trauma passes through.


Category Points
Attributes 120
Secondary Characteristics 10
Advantages 55
Disadvantages -75
Quirks -5
Skills 120
TOTAL 225 / 225
Unspent 0

Common tactical sequences Jens 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.

Chain 1: Aimed Rifle Shot (2-Turn)

Situation: Jens spots a target at range and has a moment to line up.

Turn Maneuver Action Roll Notes
1 Aim Aim G36 at target Gain +Acc (4). Can take a Step.
2 Attack Fire aimed shot Guns (Rifle) 15 + 4 Acc - range mod On hit: 5d pi. Target defends (Dodge).

Example at 30 yds: 15 + 4 - 7 = 12 or less. Critical on 6 or less.

Chain 2: CQB Room Entry (2-3 Turn)

Situation: Breaching a room with rifle or pistol.

Turn Maneuver Action Roll Notes
1 Ready Kick/breach door Forced Entry 13 or DX 13 Or: demo breach (Explosives 15/16).
2 Move and Attack Enter and fire Guns (Rifle/Pistol) - 4, max eff. 9 Snap shot. All defenses available. -4 penalty.
2 alt Attack Step in, fire Guns 15 - range mod Better accuracy but only Step (1 yd) movement.
3 Attack Engage second target Guns 15 - range mod Or: All-Out Attack (Determined) at +4 if no return fire expected.

If surprised targets: Jens gets +6 to act first (Combat Reflexes). Targets at -6 to defend.

Chain 3: Suppressive Fire + Advance (Team)

Situation: Jens provides covering fire while teammates move, or vice versa.

Turn Maneuver Action Roll Notes
1 Attack Suppressive fire (full RoF 13) Guns (Rifle) 15 - range mod Area suppression: targets must Dodge or take cover. Consumes ammo fast.
2 Move Advance while teammate suppresses Full Move (6 yds, adjusted for encumbrance).
3 Attack Fire from new position Guns (Rifle) 15 - range mod Or Aim first if time permits.

At RoF 13 with 30-rd magazine: 2-3 turns of full suppression before reload. Reload = 3 Ready maneuvers.

Chain 4: Knife Fight — Close Quarters (Per Turn)

Situation: Melee range, KM2000 drawn.

Action Maneuver Roll Damage Notes
Slash Attack Knife 14 1d-2 cut Step + Attack. Parry 10 (11 w/CR).
Stab Attack Knife 14 1d-2 imp x2 wounding if penetrates DR. Target Vitals at -3 for x3.
Stab Vitals Attack Knife 14 - 3 = 11 1d-2 imp (x3) High risk, high reward.
All-Out Stab All-Out Attack (Det.) Knife 14 + 4 = 18 1d-2 imp No defense this turn! Only if certain of safety.
Defensive All-Out Defense +2 to one defense (Parry 12/13 or Dodge 11/12). Two defenses allowed.

Chain 5: Grenade Engagement (3-Turn)

Situation: Frag grenade into a position.

Turn Maneuver Action Roll Notes
1 Ready Draw grenade from pouch Or free with Fast-Draw (if bought later).
2 Ready Pull pin Fuse starts on release.
3 Attack Throw at target Throwing 13 - range/SM mod 8d cr ex [3d]. Scatter on miss: 1d yds in random direction.

Cook-off option: Hold 1-2 sec after pin pull (risky — fuse is 3-4 sec). Reduces enemy reaction time.

Chain 6: Pistol Transition (2-Turn)

Situation: Rifle malfunction or empty — switch to P8.

Turn Maneuver Action Roll Notes
1 Ready Drop rifle (free), draw pistol Fast-Draw (Pistol)* *Default DX-4 = 9. If fail, costs another Ready.
2 Attack Fire pistol Guns (Pistol) 15 - range mod 2d+2 pi.

Upgrade path: Buy Fast-Draw (Pistol) at DX [1 pt] = 13 for reliable transition.

Chain 7: Wait + Ambush (Overwatch)

Situation: Jens is in position, waiting for a target to appear.

Turn Maneuver Action Roll Notes
1+ Wait “I fire when anyone comes through that door” Declare trigger. Interrupt enemy’s turn.
Trigger Attack Fire when trigger met Guns 15 + Aim bonus (if pre-Aimed) - range Target may be at -2 to defend (surprised) or -6 (unaware).

Combine with Aim: Aim for 1-2 turns, then Wait. Keep Aim bonus until you fire or are interrupted.


Unarmed Combat (Brawling)

Attack Skill Damage Reach Notes
Punch 14 1d-3 cr C thr-1 (no Brawling damage bonus at this level)
Kick 12 1d-2 cr C,1 Brawling-2 for kicks

Ranged Combat

Weapon Skill Notes
Assault Rifle (G36) 15 Primary weapon
Pistol (P8) 15 Sidearm
LAW (Panzerfaust 3) 14 Anti-armour, bunker-busting
Grenades (thrown) 13 Throwing skill; frag, smoke, flashbang
SMG (MP7) 13 Default from Guns (Rifle)-2

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
+6 to recover from surprise Combat Reflexes
+1 all HT rolls (not death) Fit
Reroll 1 bad roll per hour Luck
-4 to darkness penalties Night Vision 4
Always knows north; +3 Navigation Absolute Direction

Demolitions Quick Reference

Task Skill Effective Level Notes
Place breaching charge Explosives (Demolition) 15 (16 w/ toolkit) Standard door/wall breach
Limpet mine on ship hull Scuba + Explosives (Demo) 13 / 15 Approach underwater, place charge on hull, set timer
Underwater bridge demolition Scuba + Explosives (Demo) 13 / 15 Place charges on bridge pylons from below waterline
Structural demolition Explosives (Demo) + Architecture 15/12 Complementary roll: Architecture success gives +1-2 to Demolition
Set booby trap Traps 12 Tripwire, pressure plate, etc.
Detect booby trap Traps or Search 12 or 14 Perception-based detection
Render safe (IED/UXO) Explosives (EOD) 13 Failure can be very exciting
Field fortification Engineer (Combat) 13 Hasty fighting positions, obstacles
Improvised explosive device Explosives (Demolition) 15 For when proper charges aren’t available
Combat swim approach Swimming + Stealth 15 / 14 Night approach to target by water

Detailed Firearms

Weapon Skill Lvl Dmg Acc Range RoF Shots ST Bulk Rcl Wt Notes
HK G36 Guns (Rifle) 15 5d pi 4 500/3,500 13 30+1(3) 9† -5 2 8.4/1.3 Primary. Can mount scope (+1 Acc). Semi/burst/full-auto. (HT p.119)
HK G36K Guns (Rifle) 15 4d+2 pi 4 370/2,600 13 30+1(3) 9† -4 2 7.6/1.3 Compact variant for CQB/diving ops. (HT p.119)
P8 (HK USP 9mm) Guns (Pistol) 15 2d+2 pi 2 150/1,850 3 15+1(3) 9 -2 2 2.0/0.4 Standard sidearm. Can fire underwater 1-2 shots (unreliable). (HT p.99)
MP7A1 (4.6mm) Guns (SMG) 13* 4d-1 pi- 3 190/780 15 40+1(3) 7† -3 2 4.4/0.6 *Default from Rifle-2. PDW for close work. Armour-piercing. (HT p.124)
Panzerfaust 3 Guns (LAW) 14 6dx4(10) cr ex 2 20/400 1 1(10) 10† -6 29.0 HEAT warhead. Linked 3d [2d] cr ex. Backblast danger zone. (HT p.146)

Grenades & Explosives

Ordnance Skill Lvl Dmg Fuse Wt Notes
Frag Grenade (DM51) Throwing 13 8d cr ex [3d] 3-4 sec 1 1 Ready to draw, 1 to pull pin. Frag radius ~5 yds. (B p.277)
Concussion Grenade Throwing 13 5dx2 cr ex 3-4 sec 1 Room/bunker clearing.
Stun Grenade (M84) Throwing 13 HT-5 aff 1.5 sec 1 Flash/bang. All in room roll HT-5 or stunned.
Smoke Grenade Throwing 13 2 sec 1 Obscures 4-yd radius for 30 sec.
Breaching Charge Explosives (Demo) 15/16 Special Set 2-5 Shaped charge for doors/walls. Architecture complementary roll.
Limpet Mine Explosives (Demo) 15/16 6dx6 cr ex Timer 8 Magnetic hull charge. Place with Scuba roll.
C4 Block (1 lb) Explosives (Demo) 15/16 6dx2 cr ex Set 1 Plastic explosive. Shape and stack for larger charges.
Det Cord (per yd) Explosives (Demo) 15/16 1d cr ex Instant neg. Initiator and linear cutting charge.

Armour & Protection

Item Location DR Wt Notes
Plate Carrier w/ Level IV Plates Torso (front/back) 35/5* 18 Split DR: 35 vs pi/cut, 5 vs cr/burn. (HT p.66)
Tactical Vest (carrier alone) Torso, Groin 12/5* 9 Without plates — for low-profile ops.
Ballistic Helmet Skull 12 3 PASGT/MICH equivalent. (HT p.70)
Wetsuit (3mm) All except head 1* 4 Flexible. Thermal protection. DR 1 vs all.
Drysuit All except head 1* 8 Cold water ops. Thermal undergarments add warmth, not DR.
Dive Mask Eyes, Face 1 0.5 Shatters on 4+ penetrating damage to face.

Diving Equipment

Item Wt Notes
LAR V Dräger Rebreather 14 Closed-circuit oxygen. No bubbles. 4-hr endurance. Max depth 20m (66 ft). Silent.
Dive Compass + Depth Gauge 0.5 +1 to Navigation (Sea) underwater. Essential for zero-vis navigation.
Swim Fins (split) 3 +1 to Swimming for movement; can walk on land (split fin).
Dive Knife 0.5 Secondary cutting tool. thr-1 imp, Reach C. Not primary weapon.
Underwater Writing Slate 0.5 Waterproof notes and dive plan.
Waterproof Bag (dry bag) 1 Keeps demolitions equipment dry during approach swim.
Magnetic Clamps (set of 4) 2 For attaching limpet mines to hulls. +1 to Explosives (Demo) when placing hull charges.

Mission Gear

Item Wt Notes
SEM 52SL Radio 2.5 Tactical radio, encrypted. 5 km range. Waterproof to 1m.
NVGs (Lucie or equiv.) 2 Night Vision 9 when worn. 8-hr battery.
Binoculars (8x) 2 Telescopic Vision (x8). +3 to Observation at range.
Laser Rangefinder 1 Range measurement to 2 km. +1 Forward Observer.
IFAK (medical) 2 +1 to First Aid. Tourniquet, chest seal, hemostatic gauze.
Leatherman Wave 0.5 Multi-tool. +1 to improvised repairs (GM discretion). Always carried.
Personal Demo Toolkit (Bond) 5 +1 to Explosives (Demolition) — Equipment Bond. Crimpers, multimeter, initiators.
Field Notebook + Pencils 0.5 Sketches, calculations, field notes.
Cooking Kit (compact) 3 Cast iron pan, mess kit. Non-negotiable.
Flensburger Pilsener (x2) 2 Morale.

GURPS B p.550. The single most-referenced table in ranged combat. Memorise the first five entries.

Range (yards) Modifier Typical Situation
2 0 Point blank — across a room
3 -1 Close quarters — hallway
5 -2 Room-length engagement
7 -3 Across a large room / street
10 -4 Down a corridor
15 -5 Across a courtyard
20 -6 Parking lot engagement
30 -7 Short outdoor range
50 -8 Standard rifle engagement
70 -9 Open ground
100 -10 Long-range rifle
150 -11 Designated marksman range
200 -12 Sniper territory
300 -13 Extreme range — need scope + Aim
500 -14 Maximum effective for 5.56mm

Aim Bonuses (Stacking)

Turns Aiming Bonus With G36 (Acc 4) With P8 (Acc 2)
1 +Acc +4 (eff. 19 at 2 yds) +2 (eff. 17 at 2 yds)
2 +Acc +1 +5 +3
3+ +Acc +2 +6 +4
+ Scope +1 to +3 extra +7 to +9 total

Jens’s practical rifle accuracy: Skill 15 + Aim (Acc 4) = 19 at point blank. At 100 yds: 19 - 10 = 9. At 50 yds with 2 turns Aim: 15 + 5 - 8 = 12.


Relationships

Melee Weapons

Weapon Skill Damage Reach Parry
KM2000 Combat Knife (swing) Knife 14 1d-2 cut C,1 10 (11 w/CR)
KM2000 Combat Knife (thrust) Knife 14 1d-2 imp C,1 10 (11 w/CR)
Punch Brawling 14 1d-3 cr C 10 (11 w/CR)
Kick Brawling 12 1d-2 cr C,1

Ranged Weapons

Weapon Skill Damage Acc Range RoF Shots Bulk
HK G36 Guns (Rifle) 15 5d pi 4 500/3,500 13 30+1(3) -5
HK G36K Guns (Rifle) 15 4d+2 pi 4 370/2,600 13 30+1(3) -4
P8 (HK USP 9mm) Guns (Pistol) 15 2d+2 pi 2 150/1,850 3 15+1(3) -2
MP7A1 (4.6mm) Guns (SMG) 13 4d-1 pi- 3 190/780 15 40+1(3) -3
Panzerfaust 3 Guns (LAW) 14 6dx4(10) cr ex 2 20/400 1 1(10) -6
Frag Grenade (DM51) Throwing 13 8d cr ex [3d] ST×3.5 1 1

Equipment

Item Wt Notes
Voss Combat Suit 75 Powered Combat Armor; Super Jump 1; E/18hr
Voss Combat Suit: Helmet 10 C/18hr
Thermo-Optic Chameleon Surface 4 Suit modification; visual stealth
Spring-Loaded Knife (Battlesuit) 1 Forearm-mounted; suit modification
HK G36 (or G36K) 8.4/1.3 Primary assault rifle, Bundeswehr standard
P8 (HK USP) 2.0/0.4 Standard sidearm
KM2000 Combat Knife 0.75 Bundeswehr-issue field knife
Personal Demo Toolkit (Bond) 10 +1 Explosives (Demolition); crimpers, multimeter, initiators
Limpet mine attachments & magnetic clamps 2 For hull charges; +1 placement
Breaching kit 2-5 Charges as mission dictates
Mine detection equipment 3 Sweep for buried ordnance
Electronics repair kit 2 Field repair of comms/signals
LAR V Dräger Rebreather 14 Closed-circuit oxygen; no bubbles; 4-hr endurance; max 20m
Wetsuit (3mm) 4 DR 1 flexible; thermal protection
Drysuit 8 Cold water ops
Dive Compass + Depth Gauge 0.5 +1 Navigation (Sea) underwater
Swim Fins (split) 3 +1 Swimming for movement
Dive Knife 0.5 Secondary cutting tool
Underwater Writing Slate 0.5 Waterproof notes and dive plan
Waterproof Bag (dry bag) 1 Keeps demo equipment dry
Magnetic Clamps (set of 4) 2 +1 Explosives (Demo) hull charges
Plate Carrier w/ Level IV Plates 18 DR 35/5 torso; land ops
Ballistic Helmet 3 DR 12 skull
SEM 52SL Radio 2.5 Encrypted tactical radio; 5 km; waterproof to 1m
NVGs (Lucie or equiv.) 2 Night Vision 9; 8-hr battery
Binoculars (8x) 2 +3 Observation at range
Laser Rangefinder 1 +1 Forward Observer; 2 km range
IFAK (medical) 2 +1 First Aid
Leatherman Wave 0.5 Multi-tool; +1 improvised repairs; always carried
Field Notebook + Pencils 0.5 Sketches, calculations, field notes
Cooking Kit (compact) 3 Cast iron pan, mess kit
Gas Grenades (x4) 4 CS/tear gas, area denial
Tranquilizer Darts Team-standard issue
Flensburger Pilsener (x2) 2 Morale

Encumbrance

BL = 20 lbs (ST 10)

Loadout Approx. Wt Enc. Level Move Dodge
Stripped (pistol, knife, radio) ~8 lbs None (0) 6 9 (10)
Diving Ops (rebreather, fins, pistol, demo kit) ~30 lbs Light (1) 5 8 (9)
Standard Patrol (vest+plates, helmet, G36, full kit) ~55 lbs Medium (2) 4 7 (8)
Heavy (patrol + Pzf 3 or extra demo charges) ~80 lbs Heavy (3) 3 6 (7)

Dodge values in parentheses include Combat Reflexes +1.

Starting Wealth: $20,000 (TL9) Mission Earnings: $150,000 (Mission 1 payout) Current Wealth: $170,000


Session 01 — Operation Living Bomb

The limo ride from Las Vegas Airport to the Voss Campus told Jens everything he needed to know about the team he had been assigned to. Ronnie produced his own deck of cards and immediately tried to palm the aces, lost badly despite the rigged odds, then accused Sammy of cheating and swept the cards off the table in a fit of rage. Guy said nothing, which meant he had seen the palming and was keeping it in his back pocket. Jens watched the entire sequence unfold from his seat, cataloguing personalities and calculating tolerances, the way he would assess the load-bearing capacity of a bridge he intended to drop. The poker game was instructive. The people were volatile. The engineering of a functional team from these raw materials was going to take work.

Adrian Voss and Major Jenkins delivered the briefing in a secure conference room at the Voss Campus: The Meteor Event, the emergence of super-powered individuals, and a young man designated The Exploding Man who could walk into a market, detonate, and crawl away alive to do it again. The mission was live capture in a Taliban cave complex deep in the Afghan mountains, with a $100,000 bonus per operator for success. Before the team departed, Yi Jiangku — intense, sharp, radiating purpose — distributed three manila folders to various team members. The labels read “Hungry God,” “Toasty Titan,” and “Jens.” One of those folders carried his name. Nobody explained why, and the moment passed before he could press the question. It sat in the back of his mind like an unexploded ordnance that someone had forgotten to mark.

The night insertion went cleanly — parachutes into the Afghan mountains, five kilometres out from the target. Major Jenkins spotted a tripwire across the primary approach vector within minutes of landing. Jens moved forward without hesitation. In complete darkness, working by touch and the faint gradations his night-adapted eyes could parse, he traced the wire to its anchor points and disarmed the device with steady, precise hands. The same hands that had crimped detonators underwater in the Baltic, that had set limpet charges on ship hulls by feel alone. The tripwire was crude but effective, the kind of simple engineering that kills the overconfident. He respected it, neutralised it, and moved on. Deeper in, while Guy deployed gas grenades into the lower chamber and Ronnie secured the target with a rifle butt and restraints, Jens picked off a sentry at the rear cave entrance with a single pistol shot from nearly thirty yards — through darkness, through dust, through the residual haze of knockout gas. The P8 barked once. The sentry dropped. Surgical accuracy at a range where most operators would have hesitated to fire. During the helicopter exfiltration, four insurgents on flying carpets pursued the aircraft across the mountain passes. Guy and Ronnie handled the aerial engagement — grenades and .50 calibre — while Jens maintained overwatch from the cabin, tracking the remaining threats and covering arcs that the others had left exposed.

Dawn found them at a NATO base in Afghanistan, the prisoner in medical custody, Major Jenkins raising a glass of whiskey. The payout was $150,000 per operator. Jenkins delivered the real prize: Voss Combat Suits, identical to his own, waiting back at the campus. Jens accepted the news with the quiet satisfaction of an engineer who has just been told that the next project involves technology he has never seen before.

Session 02 — Terra-ble First Impressions

The debrief at Voss Campus was standard — Guy delivered the operational summary at his usual rapid-fire pace, Ronnie filled in the details about the target’s resistance to tranquiliser darts — and then Ronnie slapped a button that Guy had placed on the conference table and the room filled with smooth jazz. The laughter broke something loose in the team. In the mess hall that evening, the operators settled into the kind of easy, sharp-tongued camaraderie that forms between people who have recently survived something that should have killed them. Ronnie tormented Pauly the bartender with requests for sausage rolls and scotch eggs. Terry Muñoz, the nervous young cook, scrambled to keep up. Jens observed the social dynamics with the same methodical attention he applied to everything else, filing away the interpersonal architecture of the group — who pushed, who absorbed, who deflected.

The suit fitting at R&D Level -1 was the first time the engineering truly seized his attention. Four Voss Combat Suits hung on the wall — seven-foot exoskeletons of plated armour, powered by backpack-mounted energy cells rated for eighteen hours of continuous use. Jens provided suit familiarisation training to the other team members, walking them through the systems with the patient thoroughness of a man who had already spent hours studying the technical documentation and needed to understand every subsystem before he would trust the hardware in the field. While Ronnie punched Sammy’s unoccupied suit across the room and Guy tested communication links, Jens focused on understanding the base technology — the power distribution, the structural reinforcement, the interface between the wearer’s nervous system and the suit’s response architecture. He requested no additional stealth modifications, no bolt-on weapons systems. The suit itself was the puzzle. He intended to understand it completely before he started modifying it.

Then Voss led them down to R&D Level -2, through security that only he could authorise, to The Portal. A circular, wavy arch dominated the centre of the room, its surface shimmering like heat distortion. Built using meteor fragments. Linking, for reasons no one could explain, to a planet designated Terra. The team stepped through and found a dead world — cracked earth, thin atmosphere, two suns hanging in an overcast sky. The suits compensated for the low oxygen without difficulty. Thirty minutes of jogging north brought them to a three-foot hole in a hillside where Sammy crawled in invisibly and found a car-sized insectoid creature gnawing on a human femur. Further north, they found torn fatigues bearing the name Hernandez — what remained of the previous recon team that had gone through the portal a month ago without powered suits and never returned. Then the ruined city appeared on the plain below: crumbling concrete, exposed steel beams, three-legged furniture, three-wheeled vehicles with yoke controls, and at its centre a statue of a three-eyed, three-armed, three-legged humanoid holding a blade above its head. Guy estimated the city had been destroyed by conventional weapons roughly a century ago. From a twelve-story building near the centre, the team watched two to three hundred giant insectoid creatures digging methodically across the northern landscape.

The portal was built using fragments. The alien world had drained fragments embedded in its soil, detectable on the suit sensors within fifty yards of the statue. An entire civilisation had risen and fallen on this world, and the fragments were here too — connecting two planets across a distance that conventional physics could not account for. The engineering questions were relentless. How did the portal maintain coherence? What was the energy source? Why did the fragments drain? What was the relationship between the alien technology and the materials that granted superhuman abilities on Earth? Jens sketched the statue in his field notebook, measured doorframes for the average height of the three-limbed inhabitants, recorded the composition of the building materials by visual assessment, and noted the directional orientation of every street relative to the two suns. His hands never stopped moving. His Leatherman came out to pry a circuit board fragment from a ruined console. The notebook filled with precise, annotated drawings — alien architecture, insectoid anatomy observed at distance, portal aperture dimensions from memory. The questions would not stop. The questions were the point. Understanding how the fragments worked — how any of this worked — was the reason he had volunteered for the programme, and now the scope of what he did not understand had expanded to include an entire dead planet and a civilisation that had been erased from it. Sleep, when it came, was brief and interrupted by calculations he could not finish.

Session 3 — What Happens in Vegas

Las Vegas R&R began with the revelation. Somewhere between the Voss Campus and the Las Vegas Strip, on a roadside that offered nothing in the way of context or ceremony, Jens produced his own meteorite fragment and showed the team what it could do. He opened a portal. The geometry of it was the same as The Portal back at R&D Level -2 — the same shimmer, the same aperture distortion — but this one was standing in open desert air, held together by a fragment Jens had been carrying without briefing anyone. The team looked through it and felt the thing that people feel when physics offers them an exception to everything they thought was settled. What Jens felt was slightly different: the effort of holding the aperture open was enormous, and the effort of closing it was worse. He could not close it cleanly. The portal hung open longer than intended, wide enough for something to step through from the other side, and then it collapsed on its own terms rather than his. He stood on the roadside in the flat Nevada light, exhausted and trying not to show it, and registered the fact that he had made an uncontrolled aperture in a semi-public location. What came through while it was open, or whether anything did, was not immediately apparent. It became apparent later.

In Las Vegas proper, Jens wore a cowboy hat and boots and committed to both without irony. He is constitutionally incapable of wearing a costume halfheartedly. At karaoke he sang “99 Luftballons” in German, front of the room, full commitment, no apology to anyone. When the mime brawl started — mimes, on the Strip, as an outdoor performance piece that somehow became a confrontation — Jens covered Ronnie’s back with quiet competence, blocking, redirecting, making sure the geometry of the fight did not fold Ronnie into an angle he couldn’t see coming. He is effective in a fight precisely because he does not perform effectiveness.

The cleaning lady was found later that night. Jens and Sammy heard screams from one floor below and moved to investigate. A hotel worker had entered the wrong corridor at the wrong time and encountered something that had come through from Terra while a portal Jens had opened was still hanging open. A Terran Insectoid was consuming her head-first. Jens drew his silenced pistol and put the creature down with rapid shots to the head. Then he forced the portal shut — the same kind of portal he had struggled to close on the roadside, but this time with a dead woman on the floor as the cost of his earlier failure. Sammy handled hotel security while Jens stood in the corridor processing what had happened. The woman did not survive. Jens is Truthful and has no mechanism for softening what he registers as accurate. He registered that a woman died because he opened a portal carelessly and could not close it on schedule. He said so, plainly, once. Then he went quiet in the way that precedes long, careful recalculation. He is already thinking about what he will say if Voss asks him directly about the fragment. He does not have an answer yet that clears the bar of being both true and survivable.

Session 04 — Fallen Stars

In Greenland, Jens identified The Dragon through the rifle scope — confirmed the State Farm logo on the lapel, called it out to the team. The fragment was gone before any intercept was viable. He logged it as a named entity sighting and moved on. In Iceland, he watched Ronnie physically throw Sammy backward mid-air to win the race to the fragment site, then strip off his glove and pick the thing up barehanded. The fragment went inert on contact. Jens noted the power discharge in his field log, noted the fragment’s subsequent lack of detectable emission, and added it to the growing list of data points he does not yet have a framework to contain. The suit cameras were recording. Command would have seen all of it.

Norway produced a different problem. Ronnie’s suit locked up mid-insertion — full joint freeze, the kill switch engaged remotely by Voss Dynamics command — and Jens moved to assess the situation with the reflexive practicality of an engineer encountering a stalled system. He offered to diagnose the lockout. Ronnie’s response — precise, unambiguous, delivered flat from a frozen suit — was not a request for distance so much as a statement of territorial boundary. “Don’t fucking touch me.” Jens straightened up, withdrew, and accepted the information. Ronnie does not want assistance. Noted. He submitted to the Voss Dynamics blood draw before departure without protest; there was no productive calculation that led to refusal.

Russia required the portal. The bear — a regenerating, thirty-five-foot problem that Sammy’s explosive had already killed once — was between the team and a workable solution, and Jens opened a spatial aperture under its forefoot. The geometry was imperfect without a second anchor point: the portal opened, the foot sank partially through, the bear lurched, and the aperture collapsed under load before he could use it for anything more decisive. It was the first time he had attempted a tactical portal application under fire. The attempt is in the notebook with its limitations honestly recorded. What it showed him is that the anchor problem is the engineering constraint, not the aperture generation — which narrows the design space considerably. He is already working through solutions.

Before the team shipped out, Jens went looking for Brittany on the base. He did not find her. He left a note with her room number — brief, factual, his contact information and an indication he had tried. He did not write more than that; Jens is Truthful, which means he writes what he can verify. He pocketed the inert Russian Fragment from the site when the formal sweep was complete and nobody was inventorying. He now holds multiple fragments and has told nobody. The weight of that is not guilt — he does not evaluate it as a moral failure, he evaluates it as a risk he has accepted with full information. The engineering questions the fragments represent are too important to surrender to a bureaucratic handling chain that may never answer them. He is aware this logic has exactly the shape that precedes very bad outcomes. He is also aware that he is going to keep the fragment.

Session 05 — Deep Sea Fragments and Desert Swarms

Brittany was in the briefing room. Bald. Suited. Smiling at Sammy with the kind of directness that Jens recognises as communication operating on a frequency he cannot tune to. She clapped and became eight and the room became briefly complicated. Jens ran the depth estimates before the team deployed — fragments at fifty, one hundred, and deeper — using the available telemetry and his own analysis to give the mission a planning framework. Jenkins took the shallow one. The team took the sub.

Underwater, Jens attempted to link his suit’s targeting software to the submarine’s weapon systems. The integration was partial — a compatibility problem between TL9 suit architecture and the sub’s own fire control, which he logged for post-mission review. Then the anglerfish appeared. Jens saw the light first — a bloom of bioluminescence in the black water, beautiful and precise — and then saw nothing else. The lure caught him completely. His hands stopped. His thoughts stopped. He was aware, distantly, that the creature behind the light was enormous and that the light itself was a predation mechanism, and neither fact produced any motor response. He sat in the sub and stared until Sammy’s turret shot broke the spell. The lost turn is in his notebook with a clinical annotation: Visual hypnosis. Complete incapacitation. Duration: one full combat round. Mechanism unknown. Must determine whether this is a Will-based resistance or a physiological vulnerability. He does not enjoy the entry. Jens does not have many entries in his notebook that he does not enjoy.

The highway was simpler. Six insects in pursuit, visible in the mirrors as a dust cloud with too many legs. Jens planted a remote mine on the road, waited for the optimal moment — not the first moment, not the dramatic moment, the moment where the density of the cluster maximised the blast radius — and triggered it. The bugs came apart. Limbs hit the asphalt like branches after a storm. Ronnie, riding ahead, heard the explosion and looked back to find nothing but smoke and road. He hadn’t noticed the pursuit at all. Jens said nothing about it. There was nothing to say.

In Las Vegas, Jens wore a crown of ten beer cans and stole a pinwheel from a child using sleight of hand to replace one that Ronnie had stolen from a different child, which was the kind of logistical chain that feels absurd until you account for the fact that Jens approaches small problems and large problems with exactly the same methodical precision. At Medieval Times, he drank Caribou and cheered for the green knight and watched the jousting with the focused attention of a man who finds all systems interesting, including medieval ones.

Then the screaming started and the parking lot was full of insects and Jens climbed to the roof. Elevated position, clear sightlines, personal weapons. The creatures below were the same things he had seen on Terra — the same morphology, the same clicking, the same armoured carapace and central eye. They were here. On Earth. In a Las Vegas parking lot. Jens had opened a portal on a Nevada roadside three weeks ago and struggled to close it, and now there were insects in the desert and insects in the city and nobody had drawn the line between those two facts aloud. Jens has drawn it. The line runs from his portal through the Bellagio cleaning lady through the highway pursuit to this parking lot, and the gradient is not flattening. Brittany was below with her copies, firing and screaming Sammy’s name. Ronnie was shooting insects through the eye. Guy was driving a Lexus into the swarm. Jens lined up his first shot from the roof and calculated how many rounds he had and how many creatures he could see and acknowledged, with the dispassionate honesty that is his primary character trait, that the math was not good.

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