GURPS Special Forces

Story

Characters

World

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
12HP
12FP
6.50Speed
6Move
9Dodge
12Parry (Knife)
12Parry (Karate)
11Parry (Judo)
Guns (Rifle) 16Ranged
Knife 16Melee

Primary Attributes

Attribute Score Modifier Cost
ST 12 [18]
DX 14 [80]
IQ 11 [20]
HT 12 [20]

Secondary Characteristics

Characteristic Value
HP 12
Will 11
Per 12
FP 12
Basic Speed 6.50
Basic Move 6
Basic Lift 29 lbs
Damage (Thr) 1d-1
Damage (Sw) 1d+2
Size Modifier +1

Appearance & Social

Trait Value
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)
Reaction Modifiers -3 (Callous, if noticed); -1 (Bully, past victims/Empathy)
TL 9

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.


Name Cost Page Ref Notes
Combat Reflexes [15] B43 +1 all active defenses, +6 vs surprise, +2 Fright Checks, never freeze. The “hell of a soldier” advantage — his instincts are razor-sharp.
High Pain Threshold [10] B59 No shock penalties, +3 to resist knockdown/stun and torture. Hard as nails — keeps fighting when others drop.
Very Fit [15] B55 +2 to all HT rolls (except death), FP recovery at double rate. Peak physical conditioning from SAS training.
Luck [15] B66 Reroll any one bad roll once per hour of play. Ronnie’s the bastard who always comes through — the lucky sod who walks out of firefights that kill better men.
Contact (Dave Crockett; skill 12; 6 or less) [1] B44 Cpl Dave “Davy” Crockett, Royal Logistic Corps. Career storeman and Ronnie’s main procurement man — can acquire military consumables, vehicle parts, rations, medical supplies, and make paperwork disappear. Careful, risk-averse, and not always reachable (6 or less).
Deep Sleeper [1] B101 Perk. Ronnie can sleep anywhere — moving vehicles, active FOBs, under a desk, next to running machinery. -6 to others’ attempts to wake him.
No Hangover [1] PU2:18 Perk. Ronnie drinks like a fish and wakes up fresh as a daisy. No penalties the morning after, no matter how much he put away.

Name Cost Self-Control Notes
Duty (Defense Contractor; Extremely Hazardous; 15 or less) [-30] On call almost always for extremely dangerous operations. This is his job — and the reason he’s here. (B133)
Greed [-15] CR 12 Sticky fingers in every sticky pie. Ronnie runs rackets, skims equipment, sells favours, and never passes up an opportunity to make a dishonest quid. (B137)
Bully [-10] CR 12 A nasty piece of work who picks on people weaker than him. Intimidates subordinates, pushes around civilians, starts fights with people who can’t fight back. (B125)
Bad Temper [-10] CR 12 Short fuse. The reason he keeps losing those Corporal stripes — when someone pushes his buttons, he pushes back with his fists. (B124)
Callous [-5] -3 reaction from anyone who realises how little he cares about other people’s feelings. No Empathy rolls. (B125)
Reputation -2 (Military circles; troublemaker; recognized 10 or less) [-5] “Oh, you’ve got Vint? Good luck with that.” His reputation precedes him in any military posting. (B26)
Reputation -2 (Contractor community; dangerous loose cannon; recognized 10 or less) [-5] Word travels fast in private military circles — the kill-switch incident, the black-market fragment deals, the side-hustles. People who work with Voss Dynamics know Ronnie’s name and know to watch their backs. (B26)
Always has a side-hustle running [-1] Quirk
Addresses officers with technically correct but unmistakably contemptuous respect [-1] Quirk
Pockets anything not nailed down [-1] Quirk
Proud of SAS selection despite pretending not to care [-1] Quirk
Surprisingly effective team player in actual combat [-1] Quirk

Name Difficulty Relative Level Points Effective
Carousing HT/E HT+1 [2] 13
Climbing DX/A DX+0 [2] 14
Driving (Automobile) DX/A DX+1 [4] 15
Driving (Motorcycle) DX/A DX+0 [2] 14
Environment Suit (Powered Combat Armor)/TL9 DX/A DX+1 [4] 15
Explosives (Demolition) IQ/A IQ+0 [2] 11
Fast-Draw (Pistol) DX/E DX+1 [1] 15
First Aid IQ/E IQ+3 [4] 14
Guns (Pistol) DX/E DX+2 [4] 16
Guns (Rifle) DX/E DX+2 [4] 16
Holdout IQ/A IQ+0 [2] 11
Intimidation Will/A Will+2 [8] 13
Judo DX/H DX+1 [8] 15
Karate DX/H DX+2 [12] 16
Knife DX/E DX+2 [4] 16
Mechanic (Automobile) IQ/A IQ+0 [2] 11
Navigation (Land) IQ/A IQ+0 [2] 11
Observation Per/A Per+0 [2] 12
Parachuting/TL9 DX/E DX+0 [1] 14
Running HT/A HT-1 [1] 11
Scrounging Per/E Per+1 [2] 13
Smuggling IQ/A IQ+1 [4] 12
Soldier IQ/A IQ+2 [8] 13
Stealth DX/A DX+1 [4] 15
Streetwise IQ/A IQ+2 [8] 13
Tactics IQ/H IQ+1 [8] 12
Guns (Light Machine Gun) DX/E DX+1 [2] 15
Submarine (Mini-Sub)/TL8 DX/A DX-1 [1] 13
Swimming HT/E HT+1 [2] 13

Name Default Points Effective
Arm Lock (Judo) Judo+0 (15) [2] 17
Choke Hold (Judo) Judo-2 (13) [3] 15
Knee Strike (Karate) Karate-1 (15) [1] 16
Elbow Strike (Karate) Karate-2 (14) [1] 15

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

Defense Value Source
Dodge (unarmoured) 10 9 base +1 Combat Reflexes
Dodge (in suit, Light enc.) 9 9 base +1 CR -1 encumbrance
Parry (Knife) 12 Knife 16/2 + 3 +1 CR
Parry (Karate) 12 Karate 16/2 + 3 +1 CR; can parry weapons barehanded
Parry (Judo) 11 Judo 15/2 + 3 +1 CR; can parry weapons at -3

Location DR Source
Skull 72 Voss Combat Suit helmet
Face 50 Voss Combat Suit
Torso 70 Voss Combat Suit
Vitals 70 Voss Combat Suit
Groin 50 Voss Combat Suit
Arms 50 Voss Combat Suit
Hands 50 Voss Combat Suit
Legs 50 Voss Combat Suit
Feet 50 Voss Combat Suit

Category Points
Primary Attributes 138
Secondary Characteristics 5
Advantages & Perks 58
Disadvantages & Quirks -85
Skills 110
Techniques 7
Total Spent 233
Unspent 0

Status: Modifications requested from Voss Dynamics. Pending installation unless noted. Track changes here as upgrades are confirmed.

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 20/6 lbs each 52 lbs total (guns + ammo)
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) 15 — bought at DX+1. With Targeting +2, effective skill 17.

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) 15 +2 17 5+1 = 6
Colt M4A1 SOPMOD Guns (Rifle) 16 +2 18 4+1 = 5
SIG-Sauer P226 Guns (Pistol) 16 +2 18 2+1 = 3

Targeting program upgraded to Complexity 4 (+2 skill). Guns (LMG) reduced to DX+1 — the Targeting bonus compensates, maintaining effective 17.

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 16 or Shortsword (default Knife-3 = 13) 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.

  • (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)

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) 16 - 4 (Move & Attack) = 12 First man through. -4 for M&A, or All-Out for full skill but no defense.
3 Attack Engage second target Guns (Rifle) 16 - 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) 15, then Guns (Pistol) 16 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) 16 - range mod SIG-Sauer P226, 2d+2 pi.

Fast-Draw 15 (14 base +1 CR) means Ronnie transitions smoothly in one turn 95% 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 15 to grapple, then Choke Hold 15 Target resists with ST or HT each turn. 5+ turns = unconsciousness, 10+ = death.
Alt Attack Knife to throat/neck Knife 16 at neck (-5) = 11 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 15 Establish hold. Target can try to break free.
2 Attack Apply Arm Lock Arm Lock 17 Target contests with ST, DX, or best grappling skill.
3 Maintain and restrain Arm Lock 17 vs. target’s ST Cuff them while locked. Pain compliance if needed.

Arm Lock 17 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 16 Base: 1d+1 cr. In suit: 2d+4 cr. Reach C.
2 Attack Follow-up punch or elbow Karate 16 or Elbow Strike 15 Base: 1d+1 cr punch. In suit: 2d+3 cr. Press the advantage.

Alternative: Rapid Strike (two attacks, both at -6): Karate 16 - 6 = 10 for both punches. More viable at Karate 16 than it was at 15. In the suit, each punch does 2d+3 cr — even at skill 10, 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 16 Base: 1d-1 imp. In suit: 1d+2 imp. Vitals (-3) = 13 for x3 multiplier.
Alt Attack Knife thrust to neck Knife 16 - 5 = 11 thr imp to neck, x2 wounding. In suit: 1d+2 × 2 = often fatal.
2 Attack Follow-up slash Knife 16 Base: 1d cut. In suit: 3d-2 cut. Target the arm to disable.

Knife 16 with Karate 16 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) 17 + Acc 6 = 23 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) 17 Spraying Fire rules (B409). Forces enemies to dodge or take cover. RoF 20 covers a wide arc.

With effective skill 17 (15 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 11 (Judo 15/2 + 3 = 10, +1 CR).
2 Attack Judo Throw (if grappled) Judo 15 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 17 Take control of the grapple. Contest to establish lock.
3 Attack Follow up with strike or choke Karate 16 (ground strike) or Choke Hold 15 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.


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 16/2 + 3 = 11
Parry (Karate) 11 12 Karate 16/2 + 3 = 11; can parry weapons barehanded
Parry (Judo) 10 11 Judo 15/2 + 3 = 10; can parry weapons at -3 (=8)

Unarmed Strikes (Karate)

Base (unarmoured, ST 12):

Attack Skill Damage Reach Notes
Punch 16 1d+1 cr C thr-1 + 2/die (Karate at DX+2)
Kick 14 1d+1 cr C,1 thr + 2/die; Karate-2 for kicks
Knee Strike 16 1d+1 cr C Technique; close combat, inside grapple
Elbow Strike 15 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 16 2d+3 cr C thr-1 + 2/die (2 dice × +2)
Kick 14 2d+4 cr C,1 thr + 2/die
Knee Strike 16 2d+4 cr C Technique; devastating inside grapple
Elbow Strike 15 2d+3 cr C Technique; thr-1 + 2/die

Grappling (Judo)

Action Skill Notes
Judo Grapple 15 Initiate grapple, then follow up with lock/choke
Judo Throw 15 Slam opponent to ground
Arm Lock 17 Technique; pin and control — contests vs ST, DX, or best grappling
Choke Hold 15 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) 15 17 9d pi+ Acc 6 (w/ HUD), RoF 20, Range 1,300/5,800
Colt M4A1 SOPMOD (Rifle) 16 18 4d+2 pi Acc 5 (w/ HUD), RoF 15, Range 750/2,900
SIG-Sauer P226 (Pistol) 16 18 2d+2 pi Acc 3 (w/ HUD), RoF 3, Range 160/1,800; Fast-Draw 15
SMG 14 16 varies Default from Guns (Rifle)-2; or Guns (LMG)-2
Large Knife (thrown) 10 1d+2 imp Range 9/18; last resort (no Targeting bonus)

Melee Weapons (Large Knife)

Base (ST 12):

Attack Skill Damage Reach Notes
Knife swing 16 1d cut C,1 sw-2 cut
Knife thrust 16 1d-1 imp C thr imp

In Suit (Striking ST 22, sw 4d per GCS):

Attack Skill Damage Reach Notes
Knife swing 16 3d-2 cut C,1 sw-2 cut
Knife thrust 16 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

Relationships

Melee Weapons

Weapon Skill Damage Reach Parry
Large Knife (swing) Knife 16 1d cut (3d-2 in suit) C,1 12
Large Knife (thrust) Knife 16 1d-1 imp (1d+2 in suit) C 12
Punch Karate 16 1d+1 cr (2d+3 in suit) C 12
Kick Karate 14 1d+1 cr (2d+4 in suit) C,1
Knee Strike Karate 16 1d+1 cr (2d+4 in suit) C
Elbow Strike Karate 15 1d cr (2d+3 in suit) C
Forearm Blade (swing) Knife 16 4d-2 cut (in suit) C,1 12
Forearm Blade (thrust) Knife 16 2d imp (in suit) C 12

Ranged Weapons

Weapon Skill Damage Acc Range RoF Shots Bulk
Colt M4A1 SOPMOD (5.56mm) Guns (Rifle) 16 4d+2 pi 4 (+1 HUD) 750/2,900 15 30+1(3) -4
SIG-Sauer P226 (9mm) Guns (Pistol) 16 2d+2 pi 2 (+1 HUD) 160/1,800 3 15+1(3) -2
Linked Storm Chainguns (10mmCLR) Guns (LMG) 15 9d pi+ 5 (+1 HUD) 1,300/5,800 20 120 total -6

Equipment

Item Weight Cost Location Notes
Voss Combat Suit (Powered Combat Armor) 150 lb $80,000 Worn DR 70 torso/vitals, DR 50 other, Lifting & Striking ST+10 (eff. ST 22), Super Jump 1, E cell/18 hr (UT186)
Powered Combat Armor: Helmet 15 lb $10,000 Worn DR 72 skull, integrated with suit, C cell/18 hr (UT186)
Colt M4A1 SOPMOD (5.56x45mm) 7.6 lb $1,200 Carried 4d+2 pi, Acc 4, RoF 15, Range 750/2,900, 30+1(3), Bulk -4, Rcl 2, ST 9† (HT121)
SIG-Sauer P226 (9x19mm) 2.4 lb $840 Carried 2d+2 pi, Acc 2, RoF 3, Range 160/1,800, 15+1(3), Bulk -2, Rcl 2, ST 9 (HT101)
Large Knife 1 lb $40 Carried sw-2 cut or thr imp (B272)
Magazines (3x Colt 30-rd, 3x SIG 15-rd) 1.7 lb Carried
First Aid Kit 2 lb $50 Carried +1 to First Aid rolls (HT221)
Small Radio 0.5 lb $250 Carried (HT38)
Ballistic Helmet (TL8) 3 lb $250 Stowed DR 12 skull (HT70)
Night Vision Goggles 1.5 lb $3,500 Stowed (HT48)
Assault Vest + Trauma Plates 16 lb $1,500 Stowed Flexible, DR+7 vs. pi/cut (HT66)

Encumbrance

Suit gives Lifting ST 22 → BL 97 lb. Carrying 179.7 lb = Light encumbrance (1). Move 4, Dodge 9.

Personal “Inventory”:

Starting Wealth: $20,000 (TL9; Ronnie’s actual liquid assets may be somewhat higher through unofficial channels) Mission Earnings: $150,000 (Mission 1 payout) Card (iPhone Wallet): $500,000 Current Wealth: $670,000+


Session 01 — Operation 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. He met Guy LeFleur and Sammy Castaneda at the terminal, sized them both up in under ten seconds, and decided the Canadian was dangerous and the American was useful. Sam Elliott shepherded them into a corporate limousine with an open bar and a corporate AmEx, which was exactly the kind of arrangement Ronnie respected. He produced his own deck of cards before the limo cleared the airport perimeter, suggested a friendly game of poker, and immediately began palming aces. Guy spotted it and said nothing. Ronnie lost anyway, badly, which was worse than getting caught. His Bad Temper fired like a trip flare: he accused Sammy of cheating and knocked the cards off the table.

At the Voss Campus, Adrian Voss and Major Jenkins laid out the brief. Since The Meteor Event, super-powered individuals had been surfacing across the globe, and the current target was The Exploding Man — a young man who walked into crowds, detonated, survived, and repeated. The mission was capture-alive, deep inside a Taliban cave complex in the Afghan mountains. One hundred thousand dollars per operator for a live retrieval. Yi Jiangku distributed three sealed folders labelled “Hungry God,” “Toasty Titan,” and “Jens” to various team members, which meant Voss was running compartmented intelligence on threats the team hadn’t been fully read into yet. Ronnie filed that away and focused on the money.

The insertion was a night parachute drop into the Afghan mountains, five kilometres from the target cave. Major Jenkins found a tripwire, Jens disarmed it, Guy identified the safe lanes through a minefield using insurgent paint markers, and Sammy killed two sentries with a knife. Ronnie’s contribution came when an Arabic radio query crackled from the cave mouth — he crumpled paper against the mic to fake static, buying the team a few seconds before six insurgents emerged anyway. Inside the cave, Guy’s gas grenades dropped three guards but the target was completely immune. Major Jenkins hit the target with the Sonic Weapon and dropped him cold. Ronnie rushed forward, bashed the prone figure with his rifle butt to make sure he stayed down, and secured him with restraints. During exfiltration by helicopter, four insurgents on flying carpets intercepted the aircraft. Guy killed two with a perfectly timed grenade. Ronnie manned the rear .50 cal turret and shredded the remaining two carpet-riders out of the sky. At dawn, the team debriefed at a NATO base in Afghanistan. Major Jenkins raised a glass of whiskey and announced that their own Voss Combat Suits were waiting back at the campus. The payout was $150,000. Ronnie was overheard later that morning making “future arrangements” with the camp cook regarding certain supply-chain irregularities. The side-hustle never sleeps.

Session 02 — Terra-ble First Impressions

Back at the Voss Campus, the debrief was straightforward until Guy produced a button he claimed could summon Major Jenkins. Ronnie slapped it without hesitation. It played smooth jazz. Even Jenkins laughed. Down on R&D Level -1, four combat suits hung on the wall like medieval armour redesigned by someone with a defence budget. Ronnie found a scientist nursing a coffee mug and began slowly pushing it toward the edge of the desk with one finger, maintaining unbroken eye contact until the man snatched it away. He punched Sammy’s unoccupied suit across the room, ripped an office divider clean in half, and sent sticky notes scattering across the floor. The suit’s strength was extraordinary. Ronnie intended to use every ounce of it.

The Obstacle Course turned into a race. Ronnie and Guy ran it in full armour with the barely-concealed competitiveness of two men who would never admit they cared about winning. Ronnie seal-hopped through the wire crawl, powered up the thirty-foot rope, rang the bell at the top, and then ripped it clean off its mount. He dangled one-handed from the rope, holding the bell out like a trophy, grinning. Suit customisation followed: Ronnie requested dual-linked storm chain guns, Retractable Forearm Blades, and a Thermo-Optic Chameleon Surface. The chameleon surface installed successfully — TL9 stealth that adapted the suit’s colouration and thermal signature to the surroundings. He pushed for advanced TL10 targeting software and the scientists failed to deliver it. The guns and blades went into the modification queue.

Voss took the team down to R&D Level -2, where The Portal shimmered in the centre of a restricted chamber. On the other side: Terra, a dead alien world with two suns, cracked ground, and an atmosphere thin on oxygen. The previous recon team had gone through a month earlier without suits and never returned. The team swept the landscape methodically — found a giant insectoid creature gnawing a human femur in an underground chamber, recovered the bloodstained fatigues of Hernandez from the previous team, and pushed north to a ruined alien city. The city had been destroyed by conventional weapons roughly a century ago. Three-legged furniture, three-wheeled vehicles, a statue of a three-eyed, three-armed, three-legged humanoid at the city centre. From a twelve-story building, they watched a swarm of two to three hundred insectoid creatures digging across the northern plain. Ronnie pocketed Hernandez’s fatigues and every alien artefact he could carry. At debrief, he turned over half. The other half stayed in his pockets.

After hours, Ronnie acquired The Potato — a drained meteorite fragment, shielded in foil — from Xander, an R&D scientist, through Eric the cook. Xander wanted ten thousand dollars. Ronnie negotiated him down to a 7% cut of whatever he could sell it for, which was a better deal for everyone involved except the person who eventually bought it. He has plans to hit the nearest city during R&R to find a buyer. The fragment is a black-market item. If Voss Dynamics discovers its absence, there will be consequences. Ronnie does not appear concerned.

Session 3 — What 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. He dropped $90,000 on horse racing across two sessions, backing his selections with the unwavering certainty of a man who has read the form guide and misunderstood it completely. By the time the horses had finished delivering their verdict, the only notable outcome was that Ronnie had contributed meaningfully to the retirement funds of several bookmakers. He pivoted without visible embarrassment to Rick Harrison’s pawn shop on the Las Vegas Strip, where he sold off enough accumulated artefacts to clear his losses and bank a modest margin. Rick Harrison drove a hard but fair deal. Ronnie respected a man who knew the value of silence at the right moment. He shook hands, pocketed the cash, and went looking for something more interesting.

He found it through Guy, who had won a Mahjong game on Ronnie’s behalf — money secured by tiles rather than horsefesh. The real transaction came later, in a quiet meeting arranged through discreet channels: Igor, a buyer with the right kind of connections and the wrong kind of smile, paid $500,000 in cash for The Potato. The number was satisfying. What followed was less so. Igor mentioned, almost as an afterthought, that the Voss Combat Suit Ronnie was wearing contained a kill switch — installed by Voss Dynamics, accessible to Igor himself. He delivered the information the way a chess player places a piece he has been holding for three moves: carefully, precisely, and with obvious pleasure. Ronnie absorbed it. He is not a man who shows alarm to a mark, and Igor was clearly a man who would enjoy the alarm. He smiled, thanked him for the information, and filed the problem away for later. The problem is now sitting in a very uncomfortable drawer in the back of his mind.

The evening produced further highlights. Gordon Ramsay — his personal culinary god, a man whose cooking shows Ronnie has watched with the focused reverence other men reserve for religious texts — was running a residency at a Strip restaurant, and Ronnie was in the building. The confrontation was brief, loud, and thoroughly one-sided in Ramsay’s favour, though Ronnie considers the signed sticky toffee pudding recipe he extracted from the encounter to be a complete victory. Later, at a club, cocaine appeared and a bridesmaid attached herself to the evening’s proceedings with the cheerful inevitability that follows Ronnie through every city he visits. A troupe of street mimes, for reasons that have been satisfactorily explained, became a fight. Ronnie’s contributions to the mime brawl were two measured punches and a throat strike that he rated, privately, as clean work. He panhandled $5 from a passing tourist while blood was still drying on his knuckles, fed it directly into a slot machine, and lost it without ceremony. He smuggled a portion of sticky toffee pudding out of the restaurant under his jacket. The Ramsay pilgrimage was complete.

Ronnie left Las Vegas sitting on approximately $580,000 in untaxed, undeclared income, a signed recipe from the greatest living Englishman, and a kill switch in his armour that he still doesn’t know how to disable. He is also now in possession of alien artefacts that Voss Dynamics has not inventoried, a fragment buyer’s contact details, and the growing suspicion that Igor is not the last person who will want a conversation. The West Ham fixtures are playing on his phone. He has not stopped watching them. Some anxieties require football.

Session 04 — Fallen Stars

Greenland was an observation. The Dragon swept in and intercepted the first fragment before the team reached it — a massive thing, fast and controlled, and Ronnie clocked it with the calm attention of a man filing an appointment for a later date. Sammy got to the Iceland site a half-second ahead of him, which was not acceptable. Ronnie caught him mid-air and threw him backward — nothing personal, purely logistical — and hit the ground first. Then he stripped off his glove and picked the fragment up bare-handed. There was a flash, a surge, the fragment went dead, and every nerve in his right hand felt like a struck tuning fork. He held onto it. Command was watching through the suit cameras. He could feel them watching. He smiled for the feed.

Norway is where it went wrong. He spotted the next fragment from the jump arc, activated the chameleon camo, and launched himself at it. Then his suit locked. Every joint froze simultaneously — a puppet with its strings cut, hanging in the air for one nightmarish instant before he hit the ground like a side of beef. Voss Dynamics had hit the kill switch. He lay there, rigid and furious, while Jens crouched over him and announced that he could probably fix it. “Don’t fucking touch me,” Ronnie said, and the clarity in his voice was the kind that works better than volume. He was unlocked twenty minutes later without explanation. Nobody apologised. He has not forgotten.

Russia was better. Thirty-five feet of regenerated bear — something that should not have existed, something that had already died once and hadn’t the decency to acknowledge it — came at the team across the snow. Sammy blew a hole through it with a device that would have killed anything reasonable. It stood back up. Ronnie made a decision and went up the back of its neck with both blades out. It is difficult to describe what the next several minutes felt like except to say that he was riding something that was trying very hard to shake him loose and he was trying very hard to remove its head, and the two objectives were not compatible with anything a sensible person would do. Eventually the head came free. He claimed the skull. He has already spoken to Guy about having it made into a cloak. He is serious.

Back at base, Ronnie drank himself unconscious to avoid the mandatory blood draw — a straightforward medical countermeasure, he would argue, and not entirely unsuccessful. Security found him anyway and took the sample while he was out cold. He woke up in the medical bay with a needle mark and the kind of headache that signals a lost argument. He went to the mess hall and stood behind a cafeteria worker reaching for a tray and felt something pull out of the man — not violently, more like a tide going out — and the worker sat down hard on the floor with his eyes unfocused while Ronnie felt a clean, buzzing warmth spread from the contact point up through his chest. Pleasant. He tested it again, deliberately, on the security guard outside R&D. Same result. The guard stayed upright but looked distinctly unwell. The warmth was better the second time. Ronnie is not particularly troubled by this. He has acquired things before without asking for them. He intends to find out what it’s worth.

Session 05 — Deep Sea Fragments and Desert Swarms

Xander was in the corridor with a phone to his ear and a Chinese area code on the screen. Ronnie saw it, filed it, said nothing. Xander handed him another spent fragment — for Igor, for later — and Ronnie pocketed it with the same ease he’d pocket a restaurant mint on the way out the door. He passed Miller on the way to the briefing room and gave him both barrels about the IED in Kandahar: the wrong wire, Guy’s missing eye, the finger that never grew back. Miller went red. Ronnie felt nothing about it except a mild professional satisfaction. Some men need reminding that other people remember.

The sub was his. He sat in the pilot’s seat and drove it like he’d been born at depth — evasive rolls, vertical climbs, creative lateral positioning that kept both turrets active while the Chinese submarine below fell to pieces under Sammy’s beam fire. Guy worked the mechanical arms with the same quiet precision he brought to everything, snatching fragments from the seafloor while Ronnie threaded them past torpedoes and hostile vessels. When the anglerfish appeared — vast, bioluminescent, and hungry enough to bite a submarine in half — Ronnie dove past it without hesitation. Jens was useless, staring at the creature’s light like a moth at a flame, and Sammy put a turret shot through its eye that sent it screaming into the dark. Two fragments secured. Three enemy subs destroyed or crippled. Not a scratch on the hull. Ronnie considered this acceptable work.

Vegas was earned. The honeymoon suite at The Bellagio — leopard skin rug, heart-shaped bed, mirror ceiling — was a deliberate choice made by a man who knows what he likes and is not embarrassed by any of it. At the casino, Guy went on a streak that drew security like sharks to blood. Ronnie stuffed thousand-dollar chips into their breast pockets and patted them firmly on the chest. Problem solved. He noticed a guard near him falter and go pale — the drain again, involuntary, pulling something from the man without permission. Ronnie noted the effect, felt the warmth, and moved on without breaking stride.

The real business happened at Medieval Times, under cover of jousting and Caribou. Igor was there. Ronnie slipped him the fragment and received in return a half-million dollars and a piece of paper bearing a complex master password — root access to every power suit in the program. Every suit. Not just his. He read it once, committed it to memory, and destroyed the paper. The kill switch that had frozen him rigid in Norway, that had turned him into a humiliated statue while command watched through the cameras — he now held the other end of that leash. He told nobody. He offered Rick Harrison a collection of Terra alien artifacts at a million apiece and watched the man’s eyes catch light. Then every phone at the table buzzed and the screaming started outside.

The parking lot was full of bugs — nine feet tall, armoured, eating tourists. Ronnie shifted into something cold and methodical. The central eye was the weak point; he’d seen it on Terra, remembered it like a ballistics chart. He put rounds through two of them with his pistol while Sammy fired rockets and Guy commandeered a Lexus. Brittany was there with her copies, all of them screaming Sammy’s name. The fight had only just begun and Ronnie was already thinking about blade range — the antennae, the underbelly, the soft places where chitin gives way to something a knife can reach. He does not know how many are out there. He knows he has the password now. If this goes sideways enough, he can shut down every suit on the field. Including his own team’s. Including command’s. The weight of that sits in his chest next to the buzzing warmth and the Chinese phone number and the half-million dollars, and none of it troubles him. Ronnie Vint does not carry things he cannot use.

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