Aircraft Crewman Attack Helicopter Pilot: 88 Points 138 Points

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aiRcRaft cRewman attack heLicOPteR PiLOt

88 POintS 138 POintS


Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10]. Attributes: ST 10 [0]; DX 13 [60]; IQ 11 [20]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages (see above). Advantages: Fit [5]; Military Rank 3 [15] and 25 points in National Advantages
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points (see above). Attack helicopter pilots may always take Acute Vision
in National Disadvantages (see above). [2/level] as part of their National Advantages.
Primary Skills: Camouflage (IQ/E) IQ [1]-11; Climbing (DX/A) DX-1 [1]-10; Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
Electronics Operation/TL8 (Communications) (IQ/A) IQ-1 [1]-10; First in National Disadvantages (see above).
Aid/TL8 (IQ/E) IQ [1]-11; Gunner/TL8 (Machinegun) (DX/E) DX+2 [4]-13; Primary Skills: Must take skills appropriate to rank see page 5 [5]. Electronics
Guns/TL8 (Light Auto) (DX/E) DX+1 [2]-12; Guns/TL8 (Rifle) (DX/E) DX Operation/TL8 (Communications) (IQ/A) IQ [2]-11; Electronics
[1]-11; Jumping (DX/E) DX [1]-11; Soldier/TL8 (IQ/A) IQ+1 [4]-12; Stealth Operation/TL8 (Sensors) (IQ/A) IQ+2 [8]-13; Gunner/TL8 (Cannon)
(DX/A) DX-1 [1]-10; Throwing (DX/A) DX-1 [1]-10. (DX/E) DX [1]-13; Gunner/TL8 (ATGM) (DX/E) DX [1]-13; Navigation/TL8
Secondary Skills: Armoury/TL8 (Small Arms) (IQ/A) IQ-1 [1]-10; Brawling (Air) (IQ/A) IQ [2]-11; Piloting/TL8 (Helicopter) (DX/A) DX+3 [12]-16.
(DX/E) DX+1 [2]-12; Mechanic/TL8 (Helicopter) (IQ/A) IQ-1 [1]-10; Secondary Skills: First Aid/TL8 (IQ/E) IQ [1]-11; Mechanic/TL8 (Helicopter)
Navigation/TL8 (Aerial) (IQ/A) IQ-1 [1]-10; NBC Suit/TL8 (DX/A) DX-1 [1]- (IQ/A) IQ-1 [1]-10; Guns/TL8 (Pistol) (DX/E) DX+1 [2]-14.
10; Scrounging (Per/E) Per [1]-11; Survival (any) (Per/A) Per-1 [1]-10; Background Skills: Spend 5 points on any of: Area Knowledge (any),
Swimming (HT/E) HT [1]-11. Bicycling, Brawling, Carousing, Guns/TL8 (Light Auto or Rifle), Melee
Background Skills: Spend 8 points on any of Area Knowledge (any), Weapon (Knife), Savoir-Faire (Military), Swimming, all (E); Administration,
Bicycling, Carousing, Cooking, Explosives/TL8 (EOD), Gunner/TL8 Armoury/TL8 (Vehicular), Driving/TL8 (Automobile or Motorcycle),
(Cannon or Mortar), Guns/TL8 (Grenade Launcher, LAW or Pistol), Liquid Electronics Operation/TL8 (Sensors), Gambling, Meteorology/TL8
Projector/TL8 (Flamethrower), or Savoir-Faire (Military) all (E); (Earthlike), Photography/TL8, or Survival (any), all (A).
Administration, Forward Observer/TL8, Freight Handling, Gambling, caVaLRY ScOUt
Intimidation, Mechanic/TL8 (Gas Turbine), or Streetwise, all (A). 90 POintS
aiRcRaft mechanic Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
94 POintS Advantages: Fit [5] and 25 points in National Advantages (see above).
Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10]. Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
Advantages: Fit [5]; Patron (6) (Service) [8] and 25 points in National in National Disadvantages (see above).
Advantages (see above). Primary Skills: Armoury/TL8 (Vehicular) (IQ/A) IQ [2]-11; Driving/TL8
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points (Automobile or Tracked) (DX/A) DX [2]-11; Electronics Operation/TL8
in National Disadvantages (see above). (Communications) (IQ/A) IQ-1 [1]-10, First Aid/TL8 (IQ/E) IQ [1]-11;
Primary Skills: Camouflage (IQ/E) IQ [1]-11; Electronics Repair/TL8 (Sensors) Forward Observer/TL8 (IQ/A) IQ-1 [1]10; Gunner/TL8 (ATGW) (DX/E) DX
(IQ/A) IQ [2]-11; Guns/TL8 (Light Auto) (DX/E) DX [1]-11; Guns/TL8 (Rifle) [1]-11; Gunner/TL8 (Cannon) (DX/E) DX [1]-11; Gunner/TL8 (Machinegun)
(DX/E) DX [1]-11; NBC Suit/TL8 (DX/A) DX [2]-11; Mechanic/TL8 (Gas (DX/E) DX [1]-11; Guns/TL8 (Light Auto) (DX/E) DX [1]-11; Guns/TL8
Turbine) (IQ/A) IQ [2]-11; Mechanic/TL8 (Helicopter) (IQ/A) IQ [2]-11; (Rifle) (DX/E) DX [2]-12; Hiking (HT/A) HT-1 [1]-10; Mechanic/TL8 (Diesel
Navigation/TL8 (Land) (IQ/A) IQ [2]-11; Scrounging (Per/E) Per+1 [2]-12; Engine) (IQ/A) IQ-1 [1]-10; Soldier/TL8 (IQ/A) IQ+1 [4]-12; Throwing
Soldier/TL8 (IQ/A) IQ [2]-11. (DX/A) DX-1 [1]-10.
Secondary Skills: Brawling (DX/E) DX [1]-11; Hiking (HT/A) HT [2]-11; Savoir- Secondary Skills: Brawling (DX/E) DX+1 [2]-12; Camouflage (IQ/E) IQ [1]-11;
Faire (Military) (IQ/E) IQ [1]-11; Throwing (DX/A) DX [2]-11. Engineer/TL8 (Combat) (IQ/H) IQ-2 [1]-10; Explosives/TL8 (Demolition)
Background Skills: Spend 10 points on any of: Area Knowledge (any), (IQ/A) IQ-1 [1]-10; Navigation/TL8 (Land) (IQ/A) IQ-1 [1]-10; NBC Suit/TL8
Carousing, Cooking, Explosives/TL8 (EOD), Guns/TL8 (LAW or Pistol), (DX/A) DX-1 [1]-10; Survival (any) (Per/A) Per-1 [1]-10; Traps/TL8 (IQ/A)
Savoir-Faire (Military), or Swimming all (E); Administration, Armoury/TL8 IQ-1 [1]-10.
(Small Arms), Boating/TL8, Climbing, Driving/TL8 (Motorcycle), Forward Background Skills: Spend 8 points on any of Area Knowledge (any),
Observer/TL8, Freight Handling, Gambling, Intimidation, or Stealth all (A). Carousing, Cooking, Explosives/TL8 (EOD), Guns/TL8 (LAW or Pistol),
aRtiLLeRYman Savoir-Faire (Military), Scrounging, or Swimming all (E); Administration,
68 POintS Armoury/TL8 (Small Arms), Boating/TL8, Climbing, Driving/TL8
(Motorcycle), Forward Observer/TL8, Freight Handling, Gambling,
Attributes: ST 12 [10]; DX 10 [0]; IQ 11 [20]; HT 11 [10].
Intimidation, or Stealth all (A).
Advantages: Fit [5] and 25 points in National Advantages (see above).
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points ciViLian hOUSewife
in National Disadvantages (see above). Veteran artillerymen may always 18 POintS
take Hard of Hearing [-10] as part of their National Disadvantages. Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
Primary Skills: Armoury/TL8 (Artillery) (IQ/A) IQ-1 [1]-11; Artillery/TL8 Advantages: A total of 15 points in Animal Empathy [5]; Appearance
(Cannon, Mortar or Rocket Launcher) (IQ/A) IQ [2]-11; Camouflage (IQ/E) (Attractive) [4]; Common Sense [10]; Danger Sense [15]; Empathy [15];
IQ [1]-11; Driving/TL8 (Automobile or Tracked) (DX/A) DX+1 [4]-11; First High Pain Threshold [10]; Less Sleep [2/level]; Single Minded [5]; Status
Aid/TL8 (IQ/E) IQ [1]-11; Gunner/TL8 (Machinegun) (DX/E) DX [1]-10; [5/level], Will [5/level]; or +1 to ST or HT.
Guns/TL8 (Pistol) (DX/E) DX [1]-10; Guns/TL8 (Rifle) (DX/E) DX [1]-10; Disadvantages: A total of -25 points in: Dependant [varies]; Fanaticism
Hiking (HT/A) HT-1 [1]-10; Soldier/TL8 (IQ/A) IQ+1 [4]-12; Throwing (Patriotism) [-15]; Reputation [varies]; Status [-5/level]; Wealth (Struggling)
(DX/A) DX-1 [1]-9. [-10] or (Poor) [-15].
Secondary Skills: Brawling (DX/E) DX+1 [2]-11; Climbing (DX/A) DX-1 [1]-9; Primary Skills: Area Knowledge (Home Region) (IQ/E) IQ+1 [2]-13;
Forward Observer/TL8 (IQ/A) IQ-1 [1]10; Navigation/TL8 (Land) (IQ/A) IQ- Farming/TL8 or appropriate professional skill (Housekeeping, Child Care,
1 [1]-10; NBC Suit/TL8 (DX/A) DX-1 [1]-9; Scrounging (Per/E) Per [1]-11; Telephone Operator, etc.) (IQ/A) IQ [2]-10; Cooking (IQ/A) IQ+1 [4]-11;
Survival (any) (Per/A) Per-1 [1]-10; Traps/TL8 (IQ/A) IQ-1 [1]-10. Merchant (IQ/A) IQ [2]-10; Scrounging (Per/E) Per+1 [2]-11.
Background Skills: Spend 8 points on any of Area Knowledge (any), Secondary Skills: Bicycling (DX/E) DX [1]-10; Diagnosis (IQ/H) IQ-2 [1]-8;
Carousing, Cooking, Gunner/TL8 (Cannon, Mortar or Rocket Launcher), First Aid/TL8 (IQ/E) IQ+1 [2]-11; Naturalist (IQ/H) IQ-2 [1]-8.
Guns/TL8 (Light Auto), Jumping, Parachuting, Savoir-Faire (Military), or Background Skills: Spend 6 points on improving primary and secondary
Swimming all (E); Administration, Armoury/TL8 (Small Arms), Driving skills, or on any of: Swimming, (HT/E); Animal Handling (any),
(Automobile, Construction Equipment, or Tracked), Electronics Boating/TL8(Unpowered), any additional Professional Skills (Seamstress,
Operations/TL8 (Communications), Gambling, Riding (Horse), Hairdresser, etc.), Teaching or Teamster (any), all (A); or Musical
Explosives/TL8 (EOD), Mechanic/TL8 (Diesel Engine), Stealth, Instrument (any) (IQ/H).
Streetwise, or Traps/TL8, all (A); Mathematics/TL8 or Skiing, both (H).

5 of 41 Revision of 10Aug18
cOmbat enGineeR eLectROnicS RePaiR SPeciaLiSt
97 POintS
113 POintS Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Attributes: ST 11 [10]; DX 11 [20]; IQ 12 [40]; HT 11 [10]. Advantages: Fit [5]; Patron (6) (Service) [8] and 25 points in National
Advantages: Fit [5] and 25 points in National Advantages (see above). Advantages (see above).
Combat Engineers may always take Fearlessness [2/level] as part of their Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
National Advantages. in National Disadvantages (see above).
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points Primary Skills: Armoury/TL8 (Heavy Weapons) (IQ/A) IQ [2]-11; Camouflage
in National Disadvantages (see above). (IQ/E) IQ [1]-11; Computer Operation/TL8 (IQ/E) IQ [1]-11; Electronics
Primary Skills: Camouflage (IQ/E) IQ [1]-12; Climbing (DX/A) DX-1 [1]-10; Operation/TL8 (Diagnostic Equipment) (IQ/A) IQ [2]-11; Electronics
Driving/TL8 (Automobile or Construction Equipment) (DX/A) DX [2]-11; Repair/TL8 (Sensors) (IQ/A) IQ [2]-11; Guns/TL8 (Light Auto) (DX/E) DX
Engineer/TL8 (Civil or Combat) (IQ/H) IQ-1 [2]-11; Explosives/TL8 [1]-11; Guns/TL8 (Rifle) (DX/E) DX [1]-11; NBC Suit/TL8 (DX/A) DX [2]-11;
(Demolition) (IQ/A) IQ [2]-12; Explosives/TL8 (EOD) (IQ/A) IQ-1 [1]-11; Navigation/TL8 (Land) (IQ/A) IQ [2]-11; Scrounging (Per/E) Per+2 [4]-13
First Aid/TL8 (IQ/E) IQ [1]-12; Guns/TL8 (Rifle) (DX/E) DX+2 [4]-13; Hiking Soldier/TL8 (IQ/A) IQ [2]-11.
(HT/A) HT-1 [1]-10; Jumping (DX/E) DX-1 [1]-10; Melee Weapon (Knife) Secondary Skills: Brawling (DX/E) DX [1]-11; Hiking (HT/A) HT [2]-11; Savoir-
(DX/E) DX [1]-11; Melee Weapon (Spear) (DX/A) DX-1 [1]-10; Soldier/TL8 Faire (Military) (IQ/E) IQ [1]-11; Throwing (DX/A) DX [2]-11.
(IQ/A) IQ+1 [4]-13; Stealth (DX/A) DX [2]-11; Throwing (DX/A) DX-1 [1]- Background Skills: Spend 10 points on any of: Area Knowledge (any),
10; Traps/TL8 (IQ/A) IQ [2]-12. Carousing, Cooking, Explosives/TL8 (EOD), Guns/TL8 (LAW or Pistol),
Secondary Skills: Brawling (DX/E) DX [1]-11; Gunner/TL8 (Machinegun) Savoir-Faire (Military), Scrounging, or Swimming all (E); Administration,
(DX/E) DX [1]-11; Liquid Projector/TL8 (Flamethrower) (DX/E) DX+2 [4]- Armoury/TL8 (Small Arms), Boating/TL8, Climbing, Driving/TL8
13; NBC Suit/TL8 (DX/A) DX-1 [1]-10; Swimming (DX/E) DX [1]-11. (Motorcycle), Forward Observer/TL8, Freight Handling, Gambling,
Background Skills: Spend 6 points on any of: Carousing, Guns/TL8 (Grenade Intimidation, or Stealth all (A).
Launcher, LAW, Light Auto, or Pistol), Savoir-Faire (Military), Scrounging,
all (E); Administration, Armoury/TL8 (Small Arms), Boating/TL8 (any),
fORwaRd ObSeRVeR
Electronics Operation/TL8 (Communications), Gambling, Mechanic/TL8 85 POintS
(Diesel Engine), Navigation/TL8 (Land), Streetwise, Survival (any), or Attributes: ST 12 [10]; DX 10 [0]; IQ 11 [20]; HT 11 [10].
Teamster (Equines), all (A). Advantages: Fit [5] and 25 points in National Advantages (see above).
cOmbat medic Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
in National Disadvantages (see above). Veteran artillerymen may always
96 POintS take Hard of Hearing [-10] as part of their National Disadvantages.
Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10]. Primary Skills: Armoury/TL8 (Artillery) (IQ/A) IQ-1 [1]-11; Camouflage (IQ/E)
Advantages: Fit [5]; Patron (6) (Service) [8] and 25 points in National IQ [1]-11; Driving/TL8 (Automobile or Tracked) (DX/A) DX+1 [4]-11; First
Advantages (see above). Aid/TL8 (IQ/E) IQ [1]-11; Forward Observer/TL8 (IQ/A) IQ+2 [8]-13;
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points Gunner/TL8 (Cannon, Mortar or Rocket Launcher) (DX/E) DX+1 [2]-11;
in National Disadvantages (see above). Gunner/TL8 (Machinegun) (DX/E) DX [1]-10; Guns/TL8 (Pistol) (DX/E) DX
Primary Skills: Camouflage (IQ/E) IQ [1]-11; Diagnosis/TL8 (IQ/H) IQ [4]-11; [1]-10; Guns/TL8 (Rifle) (DX/E) DX+1 [2]-11; Hiking (HT/A) HT-1 [1]-10;
First Aid/TL8 (IQ/E) IQ+1 [2]-12; Hiking (HT/A) HT [2]-11; Guns/TL8 (Light Soldier/TL8 (IQ/A) IQ+1 [4]-12; Throwing (DX/A) DX-1 [1]-9.
Auto) (DX/E) DX [1]-11; Guns/TL8 (Rifle) (DX/E) DX [1]-11; NBC Suit/TL8 Secondary Skills: Brawling (DX/E) DX+1 [2]-11; Climbing (DX/A) DX-1 [1]-9;
(DX/A) DX [2]-11; Navigation/TL8 (Land) (IQ/A) IQ [2]-11; Soldier/TL8 Melee Weapon (Spear) (DX/A) DX [2]-10; Navigation/TL8 (Land) (IQ/A)
(IQ/A) IQ [2]-11; Surgery/TL8 (IQ/VH) IQ-1 [4]-10. IQ+1 [4]-12; NBC Suit/TL8 (DX/A) DX-1 [1]-9; Scrounging (Per/E) Per [1]-
Secondary Skills: Brawling (DX/E) DX [1]-11; Savoir-Faire (Military) (IQ/E) IQ 11; Stealth (DX/A) DX+1 [4]-11; Survival (any) (Per/A) Per-1 [1]-10;
[1]-11; Throwing (DX/A) DX [2]-11. Traps/TL8 (IQ/A) IQ-1 [1]-10.
Background Skills: Spend 10 points on any of: Area Knowledge (any), Background Skills: Spend 8 points on any of Area Knowledge (any),
Carousing, Cooking, Guns/TL8 (LAW or Pistol), Savoir- Faire (Military), Carousing, Cooking, Gunner/TL8 (Cannon, Mortar or Rocket Launcher),
Scrounging, or Swimming all (E); Administration, Armoury/TL8 (Small Guns/TL8 (Light Auto), Jumping, Parachuting, Savoir-Faire (Military), or
Arms), Boating/TL8, Climbing, Driving/TL8 (Motorcycle), Forward Swimming all (E); Administration, Armoury/TL8 (Small Arms), Driving
Observer/TL8, Freight Handling, Gambling, Intimidation, or Stealth all (A). (Automobile, Construction Equipment, or Tracked), Electronics
dOctOR Operations/TL8 (Communications), Gambling, Riding (Horse),
169 POintS Explosives/TL8 (EOD), Mechanic/TL8 (Diesel Engine), Streetwise, or
Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10]. Traps/TL8, all (A); Mathematics/TL8 or Skiing, both (H).
Advantages: Fit [5]; Military Rank 3 [15]; Patron (6) (Service) [8] and 25 points heLicOPteR PiLOt
in National Advantages (see above). 100 POintS
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points Attributes: ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 11 [10].
in National Disadvantages (see above). Advantages: Fit [5]; Military Rank 3 [15] and 25 points in National Advantages
Primary Skills: Camouflage (IQ/E) IQ [1]-11; Diagnosis/TL8 (IQ/H) IQ+5 [24]- (see above). Attack helicopter pilots may always take Acute Vision
16; First Aid/TL8 (IQ/E) IQ+5 [16]-16; Guns/TL8 (Light Auto) (DX/E) DX [2/level] as part of their National Advantages.
[1]-11; Guns/TL8 (Rifle) (DX/E) DX [1]-11; NBC Suit/TL8 (DX/A) DX [2]-11; Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
Navigation/TL8 (Land) (IQ/A) IQ [2]-11; Physician/TL8 (IQ/H) IQ+5 [24]-16; in National Disadvantages (see above).
Soldier/TL8 (IQ/A) IQ [2]-11; Surgery/TL8 (IQ/VH) IQ+3 [20]-14. Primary Skills: Must take skills appropriate to rank see page 5 [5]. Electronics
Secondary Skills: Administration (IQ/A) IQ-1 [1]-10; Brawling (DX/E) DX [1]- Operation/TL8 (Communications) (IQ/A) IQ [2]-11; Electronics
11; Hiking (HT/A) HT [2]-11; Leadership (IQ/A) IQ-1 [1]-10; Savoir-Faire Operation/TL8 (Sensors) (IQ/A) IQ [2]-11; Navigation/TL8 (Air) (IQ/A) IQ
(Military) (IQ/E) IQ [1]-11; Tactics (IQ/H) IQ-2 [1]-9; Throwing (DX/A) DX [2]-11; Piloting/TL8 (Helicopter) (DX/A) DX+1 [4]-13.
[2]-11. Secondary Skills: First Aid/TL8 (IQ/E) IQ [1]-11; Mechanic/TL8 (Helicopter)
Background Skills: Spend 10 points on any of: Area Knowledge (any), (IQ/A) IQ-1 [1]-10; Guns/TL8 (Pistol) (DX/E) DX+1 [2]-13.
Carousing, Cooking, Explosives/TL8 (EOD), Guns/TL8 (LAW or Pistol), Background Skills: Spend 5 points on any of: Area Knowledge (any),
Savoir-Faire (Military), Scrounging, or Swimming all (E); Administration, Bicycling, Brawling, Carousing, Guns/TL8 (Light Auto or Rifle), Melee
Armoury/TL8 (Small Arms), Boating/TL8, Climbing, Driving/TL8 Weapon (Knife), Savoir-Faire (Military), Swimming, all (E); Administration,
(Motorcycle), Forward Observer/TL8, Freight Handling, Gambling, Armoury/TL8 (Vehicular), Driving/TL8 (Automobile or Motorcycle),
Intimidation, or Stealth all (A). Electronics Operation/TL8 (Sensors), Gambling, Meteorology/TL8
(Earthlike), Photography/TL8, or Survival (any), all (A).

6 of 41 Revision of 10Aug18
hORSe caVaLRYman Secondary Skills: Armoury/TL8 (Small Arms) (IQ/A) IQ-1 [1]-10; Brawling
97 POintS (DX/E) DX+1 [2]-12; Explosives/TL8 (Demolition) (IQ/A) IQ-1 [1]-10;
Engineer/TL8 (Combat) (IQ/H) IQ-2 [1]-9; Navigation/TL8 (Land) (IQ/A)
Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
IQ-1 [1]-10; NBC Suit/TL8 (DX/A) DX-1 [1]-10; Scrounging (Per/E) Per [1]-
Advantages: Fit [5] and 25 points in National Advantages (see above).
11; Survival (any) (Per/A) Per-1 [1]-10; Swimming (HT/E) HT [1]-11.
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
Background Skills: Spend 4 points on any of Area Knowledge (any),
in National Disadvantages (see above).
Bicycling, Carousing, Cooking, Explosives/TL8 (EOD), Gunner/TL8
Primary Skills: Animal Handling (Horses) (IQ/A) IQ-1 [1]-10; Electronics
(Cannon or Mortar), Guns/TL8 (Grenade Launcher, LAW or Pistol), Liquid
Operation/TL8 (Communications) (IQ/A) IQ-1 [1]-10, First Aid/TL8 (IQ/E)
Projector/TL8 (Flamethrower), or Savoir-Faire (Military) all (E);
IQ [1]-11; Forward Observer/TL8 (IQ/A) IQ-1 [1]10; Gunner/TL8 (ATGW)
Administration, Animal Handling (Equines), Boating/TL8, Driving/TL8
(DX/E) DX [1]-11; Gunner/TL8 (Cannon) (DX/E) DX [1]-11; Gunner/TL8
(Automobile, Construction Equipment, or Motorcycle), Electronics
(Machinegun) (DX/E) DX [1]-11; Guns/TL8 (Light Auto) (DX/E) DX [1]-11;
Operation/TL8 (Communications), Forward Observer/TL8, Freight
Guns/TL8 (Rifle) (DX/E) DX [2]-12; Hiking (HT/A) HT-1 [1]-10; Melee
Handling, Gambling, Intimidation, Mechanic/TL8 (Gasoline Engine),
Weapon (Broadsword) (DX/A) DX [2]-11; Melee Weapon (Spear) (DX/A)
Riding (Horse), Streetwise or Teamster (Equines), all (A); or Skiing (H).
DX-1 [1]-10; Navigation/TL8 (Land) (IQ/A) IQ [2]-11; Riding (Horse) DX/A)
DX [2]-11; Soldier/TL8 (IQ/A) IQ+1 [4]-12; Throwing (DX/A) DX-1 [1]-10; infantRY mORtaRman
Traps/TL8 (IQ/A) IQ-1 [1]-10. 88 POintS
Secondary Skills: Armoury/TL8 (Vehicular) (IQ/A) IQ-1 [1]-10; Brawling (DX/E) Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
DX+1 [2]-12; Camouflage (IQ/E) IQ [1]-11; Driving/TL8 (Automobile or Advantages: Fit [5] and 25 points in National Advantages (see above).
Tracked) (DX/A) DX [2]-11; Engineer/TL8 (Combat) (IQ/H) IQ-2 [1]-10; Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
Explosives/TL8 (Demolition) (IQ/A) IQ-1 [1]-10; Mechanic/TL8 (Diesel in National Disadvantages (see above).
Engine) (IQ/A) IQ-1 [1]-10; NBC Suit/TL8 (DX/A) DX-1 [1]-10; Scrounging Primary Skills: Camouflage (IQ/E) IQ [1]-11; Climbing (DX/A) DX-1 [1]-10;
(Per/E) Per [1]-11; Survival (any) (Per/A) Per-1 [1]-10; Traps/TL8 (IQ/A) First Aid/TL8 (IQ/E) IQ [1]-11; Gunner/TL8 (Mortar) (DX/E) DX+2 [4]-13;
IQ-1 [1]-10. Guns/TL8 (Light Auto) (DX/E) DX [1]-11; Guns/TL8 (Rifle) (DX/E) DX+1
Background Skills: Spend 8 points on any of Area Knowledge (any), [2]-12; Hiking (HT/A) HT-1 [1]-10; Jumping (DX/E) DX [1]-11; Melee
Carousing, Cooking, Explosives/TL8 (EOD), Gunner (Mortar), Guns/TL8 Weapon (Knife) (DX/E) DX [1]-11; Melee Weapon (Spear) (DX/A) DX-1
(LAW or Pistol), Savoir-Faire (Military), or Swimming all (E); [1]-10; Soldier/TL8 (IQ/A) IQ+1 [4]-12; Stealth (DX/A) DX-1 [1]-10;
Administration, Armoury/TL8 (Small Arms), Boating/TL8, Climbing, Throwing (DX/A) DX-1 [1]-10; Traps/TL8 (IQ/A) IQ-1 [1]-10.
Driving/TL8 (Motorcycle), Forward Observer/TL8, Freight Handling, Secondary Skills: Armoury/TL8 (Small Arms) (IQ/A) IQ-1 [1]-10; Brawling
Gambling, Intimidation, or Stealth all (A). (DX/E) DX+1 [2]-12; Explosives/TL8 (Demolition) (IQ/A) IQ-1 [1]-10;
infantRYman Engineer/TL8 (Combat) (IQ/H) IQ-2 [1]-9; Navigation/TL8 (Land) (IQ/A)
88 POintS IQ-1 [1]-10; NBC Suit/TL8 (DX/A) DX-1 [1]-10; Scrounging (Per/E) Per [1]-
11; Survival (any) (Per/A) Per-1 [1]-10; Swimming (HT/E) HT [1]-11.
Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Background Skills: Spend 4 points on any of Area Knowledge (any),
Advantages: Fit [5] and 25 points in National Advantages (see above).
Bicycling, Carousing, Cooking, Explosives/TL8 (EOD), Gunner/TL8
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
(Cannon or Machinegun), Guns/TL8 (Grenade Launcher, LAW or Pistol),
in National Disadvantages (see above).
Liquid Projector/TL8 (Flamethrower), or Savoir-Faire (Military) all (E);
Primary Skills: Camouflage (IQ/E) IQ [1]-11; Climbing (DX/A) DX-1 [1]-10;
Administration, Animal Handling (Equines), Boating/TL8, Driving/TL8
First Aid/TL8 (IQ/E) IQ [1]-11; Gunner/TL8 (Machinegun) (DX/E) DX [1]-11;
(Automobile, Construction Equipment, or Motorcycle), Electronics
Guns/TL8 (Light Auto) (DX/E) DX+1 [2]-12; Guns/TL8 (Rifle) (DX/E) DX+2
Operation/TL8 (Communications), Forward Observer/TL8, Freight
[4]-13; Hiking (HT/A) HT-1 [1]-10; Jumping (DX/E) DX [1]-11; Melee
Handling, Gambling, Intimidation, Mechanic/TL8 (Gasoline Engine),
Weapon (Knife) (DX/E) DX [1]-11; Melee Weapon (Spear) (DX/A) DX-1
Riding (Horse), Streetwise or Teamster (Equines), all (A); or Skiing (H).
[1]-10; Soldier/TL8 (IQ/A) IQ+1 [4]-12; Stealth (DX/A) DX-1 [1]-10;
Throwing (DX/A) DX-1 [1]-10; Traps/TL8 (IQ/A) IQ-1 [1]-10. inteLLiGence anaLYSt
Secondary Skills: Armoury/TL8 (Small Arms) (IQ/A) IQ-1 [1]-10; Brawling 89 POintS
(DX/E) DX+1 [2]-12; Explosives/TL8 (Demolition) (IQ/A) IQ-1 [1]-10; Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 11 [10].
Engineer/TL8 (Combat) (IQ/H) IQ-2 [1]-9; Navigation/TL8 (Land) (IQ/A) Advantages: Fit [5] and 25 points in National Advantages (see above).
IQ-1 [1]-10; NBC Suit/TL8 (DX/A) DX-1 [1]-10; Scrounging (Per/E) Per [1]- Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
11; Survival (any) (Per/A) Per-1 [1]-10; Swimming (HT/E) HT [1]-11. in National Disadvantages (see above).
Background Skills: Spend 4 points on any of Area Knowledge (any), Primary Skills: Administration (IQ/A) IQ-1 [1]-11; Area Knowledge (any) (IQ/E)
Bicycling, Carousing, Cooking, Explosives/TL8 (EOD), Gunner/TL8 IQ [1]-13; Electronics Operation/TL8 (Communications) (IQ/A) IQ-1 [1]-11;
(Cannon or Mortar), Guns/TL8 (Grenade Launcher, LAW or Pistol), Liquid Intelligence Analysis/TL8 (IQ/H) IQ [4]-12; Research/TL8 (IQ/A) IQ-1 [1]-
Projector/TL8 (Flamethrower), or Savoir-Faire (Military) all (E); 11; Savoir-Faire (Military) (IQ/E) IQ [1]-12; Tactics (IQ/H) IQ-2 [1]-10; and
Administration, Animal Handling (Equines), Boating/TL8, Driving/TL8 any language at (Native) [6].
(Automobile, Construction Equipment, or Motorcycle), Electronics Secondary Skills: Guns/TL8 (Pistol) (DX/E) DX+1 [2]-12; Guns/TL8 (Rifle)
Operation/TL8 (Communications), Forward Observer/TL8, Freight (DX/E) DX+1 [2]-12; and Soldier/TL8 (IQ/A) IQ+1 [4]-13.
Handling, Gambling, Intimidation, Mechanic/TL8 (Gasoline Engine), Background Skills: Spend 2 points on any of : Scrounging, all (Per/E);
Riding (Horse), Streetwise or Teamster (Equines), all (A); or Skiing (H). Photography/TL8, and Stealth, all (A); Cryptography/TL8, Detect Lies,
infantRY heaVY weaPOnS Forgery/TL8 all (H).
93 POintS
Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages (see above).
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
in National Disadvantages (see above).
Primary Skills: Camouflage (IQ/E) IQ [1]-11; Climbing (DX/A) DX-1 [1]-10;
First Aid/TL8 (IQ/E) IQ [1]-11; Gunner/TL8 (ATGM) (DX/E) DX+2 [4]-13;
Gunner/TL8 (Machinegun) (DX/E) DX+1 [2]-12; Guns/TL8 (Light Auto)
(DX/E) DX+1 [2]-12; Guns/TL8 (Rifle) (DX/E) DX+2 [4]-13; Hiking (HT/A)
HT-1 [1]-10; Jumping (DX/E) DX [1]-11; Melee Weapon (Knife) (DX/E) DX
[1]-11; Melee Weapon (Spear) (DX/A) DX-1 [1]-10; Soldier/TL8 (IQ/A)
IQ+1 [4]-12; Stealth (DX/A) DX-1 [1]-10; Throwing (DX/A) DX-1 [1]-10;
Traps/TL8 (IQ/A) IQ-1 [1]-10.

7 of 41 Revision of 10Aug18
inteRROGatiOn SPeciaLiSt (Motorcycle), Forward Observer/TL8, Freight Handling, Gambling,
113 POintS Intimidation, or Stealth all (A).
Attributes: ST 12 [20]; DX 11 [20]; IQ 11 [20]; HT 11 [10]. ScOUt heLicOPteR PiLOt
Advantages: Fit [5]; Legal Enforcement Powers [10]; and 25 points in National 138 POintS
Advantages (see above). Attributes: ST 10 [0]; DX 13 [60]; IQ 11 [20]; HT 11 [10].
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7]; Reputation -1 Advantages: Fit [5]; Military Rank 3 [15] and 25 points in National Advantages
(Rear echelon bruiser, to everyone, all the time) [-5] and [-25] points in (see above). Attack helicopter pilots may always take Acute Vision
National Disadvantages (see above). [2/level] as part of their National Advantages.
Primary Skills: Brawling (DX/E) DX+1 [2]-12; Criminology/TL6 (IQ/A) IQ [2]-11; Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
Detect Lies (Per/H) Per-2 [1]-9; Driving/TL6 (Automobile) (DX/A) DX [2]- in National Disadvantages (see above).
11; Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 [1]-10; First Primary Skills: Must take skills appropriate to rank see page 5 [5]. Electronics
Aid/TL6 (IQ/E) IQ [1]-11; Gunner/TL6 (Machinegun) (DX/E) DX [1]-11; Operation/TL8 (Communications) (IQ/A) IQ [2]-11; Electronics
Guns/TL6 (Pistol) (DX/E) DX [1]-11; Guns/TL6 (Rifle) (DX/E) DX [1]-11; Operation/TL8 (Sensors) (IQ/A) IQ+2 [8]-13; Gunner/TL8 (Cannon)
Guns/TL6 (Shotgun) (DX/E) DX [1]-11; Melee Weapon ( Shortsword) (DX/E) DX [1]-13; Gunner/TL8 (ATGM) (DX/E) DX [1]-13; Navigation/TL8
(DX/A) DX [2]-11; Interrogation (IQ/A) IQ [2]-11; Intimidation (Will/A) Will (Air) (IQ/A) IQ [2]-11; Piloting/TL8 (Helicopter) (DX/A) DX+3 [12]-16.
[2]-11; Leadership (IQ/A) IQ [2]-11; Savoir-Faire (Military) (IQ/E) IQ [1]-11; Secondary Skills: First Aid/TL8 (IQ/E) IQ [1]-11; Mechanic/TL8 (Helicopter)
Soldier/TL6 (IQ/A) IQ+1 [4]-12; Stealth (DX/A) DX-1 [1]-11; Streetwise (IQ/A) IQ-1 [1]-10; Guns/TL8 (Pistol) (DX/E) DX+1 [2]-14.
(IQ/A) IQ [2]-11. Background Skills: Spend 5 points on any of: Area Knowledge (any),
Secondary Skills: Camouflage (IQ/E) IQ [1]-12; Climbing (DX/A) DX-1 [1]-11; Bicycling, Brawling, Carousing, Guns/TL8 (Light Auto or Rifle), Melee
Hiking (HT/A) HT-1 [1]-10; Navigation/TL6 (Land) (IQ/A) IQ-1 [1]-11; NBC Weapon (Knife), Savoir-Faire (Military), Swimming, all (E); Administration,
Suit/TL6 (DX/A) DX-1 [1]-10; Throwing (DX/A) DX-1 [1]-10. Armoury/TL8 (Vehicular), Driving/TL8 (Automobile or Motorcycle),
Background Skills: Spend 5 points on any of: Area Knowledge (any), Electronics Operation/TL8 (Sensors), Gambling, Meteorology/TL8
Guns/TL6 (Pistol), Savoir-Faire (Military), or Seamanship/TL6, all (E); (Earthlike), Photography/TL8, or Survival (any), all (A).
Administration, Boating/TL6 (any), Driving/TL6 (Motorcycle),
Mechanic/TL6 (Gasoline Engine), Photography/TL6, or Riding (Horse), all
(A); Forensics/TL6, Law (Military police), or Tactics (Police) all (H)
ORmO miLitaman
25 POintS
Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
Advantages: A total of 30 points in National Advantages (see above) or
appropriate advantages for the militiaman's civilian life, or improved
attributes.
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-25] points
in National Disadvantages (see above) and at least one ORMO
disadvantage that disqualifies the character from regular service. These
include any attribute reduced to 8 or lower; Bad Sight [-25]; Fat [-3]; Hard
of Hearing [-10]; Lame [-10 to -20]; One Arm [-20]; One Eye [-15]; or Very
Fat [-5]. Any of the -25 points remaining after a ORMO disadvantage is
picked should be applied to the National Disadvantages. Very young
ORMO members usually should have Fanaticism (Patriotism).
Primary Skills: Area Knowledge (Home Region) (IQ/E) IQ+1 [2]-13;
Farming/TL8 (or other civilian skill) (IQ/A) IQ+1 [4]-11; Guns/TL8 (LAW)
(DX/E) DX [1]-10;Guns/TL8 (Light Auto) (DX/E) DX [1]-10; Guns/TL8
(Rifle) (DX/E) DX [1]-10; Scrounging (Per/E) Per+1 [2]-11; Soldier/TL8
(IQ/A) IQ-1 [1]-9; Stealth (DX/A) DX-1 [1]-9; Throwing (DX/A) DX-1 [1]-9.
Secondary Skills: First Aid/TL8 (IQ/E) IQ [1]-10.
Background Skills: Spend 12 points on improving other skills or: Bicycling,
Brawling, Gunner/TL8 (Cannon or Mortar), Guns/TL8 (Grenade Launcher
or Pistol), or Swimming, all (E); Boating/TL8 (Unpowered), Cooking,
Driving/TL8 (Automobile or Motorcycle), Hiking, Riding (Horse),
Streetwise, or Teamster (Equines) all (A).
PhYSician'S aSSiStant
122 POintS
Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Advantages: Fit [5]; Military Rank 3 [15]; Patron (6) (Service) [8] and 25 points
in National Advantages (see above).
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
in National Disadvantages (see above).
Primary Skills: Camouflage (IQ/E) IQ [1]-11; Diagnosis/TL8 (IQ/H) IQ+1 [8]-
12; First Aid/TL8 (IQ/E) IQ+1 [2]-12; Guns/TL8 (Light Auto) (DX/E) DX [1]-
11; Guns/TL8 (Rifle) (DX/E) DX [1]-11; NBC Suit/TL8 (DX/A) DX [2]-11;
Navigation/TL8 (Land) (IQ/A) IQ [2]-11; Physician/TL8 (IQ/H) IQ+1 [8]-12;
Soldier/TL8 (IQ/A) IQ [2]-11.
Secondary Skills: Administration (IQ/A) IQ-1 [1]-10; Brawling (DX/E) DX [1]-
11; Hiking (HT/A) HT [2]-11; Leadership (IQ/A) IQ-1 [1]-10; Savoir-Faire
(Military) (IQ/E) IQ [1]-11; Tactics (IQ/H) IQ-2 [1]-9; Throwing (DX/A) DX
[2]-11.
Background Skills: Spend 10 points on any of: Area Knowledge (any),
Carousing, Cooking, Explosives/TL8 (EOD), Guns/TL8 (LAW or Pistol),
Savoir-Faire (Military), Scrounging, or Swimming all (E); Administration,
Armoury/TL8 (Small Arms), Boating/TL8, Climbing, Driving/TL8

8 of 41 Revision of 10Aug18
SPeciaL fORceS tank cRewman
291 POintS 85 POintS
Attributes: ST 11 [10]; DX 14 [80]; IQ 14 [80]; HT 11 [10]. Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
Advantages: Fit [5]; Military Rank 1 [5]; 10 points in additional ST or HT; and Advantages: Fit [5] and 25 points in National Advantages (see above).
25 points in National Advantages (see above). Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-25] points in National Disadvantages (see above).
in National Disadvantages (see above). Primary Skills: Armoury/TL8 (Vehicular) (IQ/A) IQ [2]-11; Driving/TL8
Primary Skills: Administration (IQ/A) IQ-1 [1]-13; Armoury/TL8 (Small Arms) (Automobile or Tracked) (DX/A) DX [2]-11; Electronics Operation/TL8
(IQ/A) IQ-1 [1]-13; Artillery/TL8 (Guided Missile) (IQ/A) IQ [2]-14; Brawling (Communications) (IQ/A) IQ-1 [1]-10; First Aid/TL8 (IQ/E) IQ [1]-11;
(DX/E) DX [1]-13; Camouflage (IQ/E) IQ [1]-14; Climbing (DX/A) DX [2]- Gunner/TL8 (Cannon) (DX/E) DX [1]-11; Gunner/TL8 (Machinegun)
14; Driving/TL8 (Automobile) (DX/A) DX-1 [1]-13; Electronics (DX/E) DX [1]-11; Guns/TL8 (Pistol) (DX/E) DX [1]-11; Guns/TL8 (Rifle)
Operation/TL8 (Communications) (IQ/A) IQ-1 [1]-13; Electronics (DX/E) DX [1]-11; Hiking (HT/A) HT-1 [1]-10; Mechanic/TL8 (Diesel
Operation/TL8 (Sensors) (IQ/A) IQ-1 [1]-13; Escape (DX/H) DX-2 [1]-12; Engine) (IQ/A) IQ-1 [1]-10; Soldier/TL8 (IQ/A) IQ+1 [4]-12; Throwing
Explosives/TL8 (Demolition) (IQ/A) IQ-1 [1]-13; First Aid/TL8 (IQ/E) IQ [1]- (DX/A) DX-1 [1]-10.
14; Forward Observer/TL8 (IQ/A) IQ-1 [1]-13; Gunner/TL8 (Machinegun) Secondary Skills: Brawling (DX/E) DX+1 [2]-12; Camouflage (IQ/E) IQ [1]-11;
(DX/E) DX [1]-14; Guns/TL8 (Grenade Launcher) (DX/E) DX+1 [2]-15; Navigation/TL8 (Land) (IQ/A) IQ-1 [1]-10; NBC Suit/TL8 (DX/A) DX-1 [1]-
Guns/TL8 (LAW) (DX/E) DX+1 [2]-15; Guns/TL8 (LMG) (DX/E) DX+1 [2]- 10; Survival (any) (Per/A) Per-1 [1]-10; Traps/TL8 (IQ/A) IQ-1 [1]-10.
15; Guns/TL8 (Pistol) (DX/E) DX+1 [2]-15; Guns/TL8 (Rifle) (DX/E) DX+1 Background Skills: Spend 8 points on any of Area Knowledge (any),
[2]-15; Guns/TL8 (Shotgun) (DX/E) DX+1 [2]-15; Hiking (HT/A) HT+1 [4]- Carousing, Cooking, Explosives/TL8 (EOD), Guns/TL8 (Light Auto),
12; Interrogation (IQ/A) IQ-1 [1]-13; Jumping (DX/E) DX [1]-14; Leadership Savoir-Faire (Military), Scrounging, or Swimming all (E); Administration,
(IQ/A) IQ [2]-14; Melee Weapon (Knife) (DX/E) DX [1]-14; Melee Weapon Armoury/TL8 (Small Arms), Boating/TL8, Climbing, Driving/TL8
(Spear) (DX/A) DX-1 [1]-13; NBC Suit/TL8 (DX/A) DX-1 [1]-13; (Motorcycle), Forward Observer/TL8, Freight Handling, Gambling,
Navigation/TL8 (Land) (IQ/A) IQ [2]-14; Parachuting/TL8 (DX/E) DX [1]- Intimidation, or Stealth all (A).
14; Savoir-Faire (Military) (IQ/E) IQ [1]-14; Scrounging (Per/E) Per [1]-14; tank mechanic
Soldier/TL8 (IQ/A) IQ+1 [4]-15; Stealth (DX/A) DX [2]-14; Survival (Desert) 97 POintS
(Per/A) Per-1 [1]-13; Survival (Jungle) (Per/A) Per-1 [1]-13; Survival
Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
(Mountains) (Per/A) Per-1 [1]-13; Survival (Woodland) (Per/A) Per-1 [1]-
Advantages: Fit [5]; Patron (6) (Service) [8] and 25 points in National
13; Swimming (DX/E) DX [1]-14; Tactics (IQ/H) IQ [4]-14; Teaching (IQ/A)
Advantages (see above).
IQ [2]-14; Throwing (DX/A) DX-1 [1]-13; Tracking (Per/A) Per-1 [1]-13;
Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
Traps/TL8 (IQ/A) IQ-1 [1]-13 Language (Accented) [4].
in National Disadvantages (see above).
Secondary Skills: 20 points into One of the following packages:
Primary Skills: Armoury/TL8 (Cannon) (IQ/A) IQ-1 [1]-10; Camouflage (IQ/E)
Communications: Increase Electronics Operation/TL8 (Communications or
IQ [1]-11; Electronics Repair/TL8 (Sensors) (IQ/A) IQ [2]-11; Guns/TL8
Sensors); add Language (Telegraphy) Accented or better; Intelligence
(Light Auto) (DX/E) DX [1]-11; Guns/TL8 (Rifle) (DX/E) DX [1]-11; NBC
Analysis/TL8 (Traffic Analysis) (IQ/H) or a third Electronics Operation/TL8
Suit/TL8 (DX/A) DX [2]-11; Mechanic/TL8 (Diesel Engine) (IQ/A) IQ [2]-11;
specialization.
Mechanic/TL8 (Gas Turbine) (IQ/A) IQ [2]-11; Mechanic/TL8 (Tracked)
Engineer: Increase Explosives/TL8 (Demolition) add Explosives/TL8 (EOD)
(IQ/A) IQ [2]-11; Navigation/TL8 (Land) (IQ/A) IQ [2]-11; Scrounging
(IQ/A); Engineer/TL8 (Combat and Civil) (IQ/H).
(Per/E) Per+1 [2]-12; Soldier/TL8 (IQ/A) IQ [2]-11.
Medical: Increase First Aid/TL8 add Diagnosis/TL8 (IQ/H) and Surgery/TL8
Secondary Skills: Brawling (DX/E) DX [1]-11; Hiking (HT/A) HT [2]-11; Savoir-
(IQ/VH).
Faire (Military) (IQ/E) IQ [1]-11; Throwing (DX/A) DX [2]-11.
Weapons: Increase Armoury/TL8 (Small Arms); Artillery/TL8 (Guided Missile);
Background Skills: Spend 10 points on any of: Area Knowledge (any),
Gunner/TL8 (Machinegun); Guns/TL8 (Grenade Launcher, LAW, LMG,
Carousing, Cooking, Explosives/TL8 (EOD), Guns/TL8 (LAW or Pistol),
Pistol and Rifle); add Artillery/TL8 (Mortar) (IQ/A).
Savoir-Faire (Military), or Swimming all (E); Administration, Armoury/TL8
Background Skills: 10 points in one of the following, spending the remainder
(Small Arms), Boating/TL8, Climbing, Driving/TL8 (Motorcycle), Forward
improving other skills.
Observer/TL8, Freight Handling, Gambling, Intimidation, or Stealth all (A).
Foreign Language School [6]: One language at Native [6].
Jungle Warfare School [6]: Increase Navigation (Land) to IQ+1 [+2]-15 and VehicLe mechanic
Survival (Jungle) to Per [+1]-14. 92 POintS
Northern Warfare School [7]: Increase Tracking to Per [+1]-14; add Skiing Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10].
(HT/H) HT [4]-11; and Survival (Arctic) (Per/A) Per-1 [1]-13. Advantages: Fit [5]; Patron (6) (Service) [8] and 25 points in National
Operations and Intelligence Course [8]: Add Cryptography/TL8 (IQ/H) IQ-1 [2]- Advantages (see above).
13; Electronics Operation/TL8 (EW) (IQ/A) IQ-1 [1]-13; Intelligence Disadvantages: Duty (6) (Service) (Extremely Hazardous) [-7] and [-30] points
Analysis/TL8 (IQ/H) IQ-1 [2]-13; Interrogation (IQ/A) IQ-1 [1]-13; in National Disadvantages (see above).
Lockpicking/TL8 (IQ/A) IQ-1 [1]-13; and Photography/TL8 (IQ/A) IQ-1 [1]- Primary Skills: Camouflage (IQ/E) IQ [1]-11; Guns/TL8 (Light Auto) (DX/E) DX
13. [1]-11; Guns/TL8 (Rifle) (DX/E) DX [1]-11; NBC Suit/TL8 (DX/A) DX [2]-11;
Special Warfare Target Interdiction Course [3]: Increase Camouflage to IQ+1 Mechanic/TL8 (Gas Engine) (IQ/A) IQ [2]-11; Mechanic/TL8 (Wheeled)
[+1]-15; and Guns/TL8 (Rifle) to DX+2 [+2]-16. (IQ/A) IQ [2]-11; Navigation/TL8 (Land) (IQ/A) IQ [2]-11; Scrounging
Strategic Reconnaissance Course [4]: Increase Camouflage to IQ+1 [+1]-15; (Per/E) Per+1 [2]-12; Soldier/TL8 (IQ/A) IQ [2]-11.
Electronics Operation/TL8 (Communications) to IQ [+1]; and Secondary Skills: Brawling (DX/E) DX [1]-11; Hiking (HT/A) HT [2]-11; Savoir-
Navigation/TL8 (Land) to IQ+1 [+2]-15. Faire (Military) (IQ/E) IQ [1]-11; Throwing (DX/A) DX [2]-11.
Underwater Operators Combat Diver's Course [6]: Add Boating/TL8 Background Skills: Spend 10 points on any of: Area Knowledge (any),
(Motorboat) (DX/A) DX-1 [1]-13; Boating/TL8 (Unpowered) (DX/A) DX-1 Carousing, Cooking, Explosives/TL8 (EOD), Guns/TL8 (LAW or Pistol),
[1]-13; Explosives/TL8 (Underwater Demolition) (IQ/A) IQ-1 [1]-13; Savoir-Faire (Military), or Swimming all (E); Administration, Armoury/TL8
Navigation/TL8 (Water) (IQ/A) IQ-1 [1]-13; Scuba/TL8 (IQ/A) IQ-1 [1]-13; (Small Arms), Boating/TL8, Climbing, Driving/TL8 (Motorcycle), Forward
and Survival (Island/Beach) (Per/A) Per-1 [1]-13. Observer/TL8, Freight Handling, Gambling, Intimidation, or Stealth all (A).

9 of 41 Revision of 10Aug18
natiOnaLitieS
British: Issue weapons: Sterling (L2A3) Submachinegun, L85A2 assault rifle, L86A2 automatic rifle, L96A1 sniper rifle, FN-MAG (L7A1) machinegun,
and Browning “Highpower” (L9A1) pistol.
Sub-groups:
English: English is native language. The vast majority of British troops are English. England has reverted to a Monarchy with King William
(Charles and Diane’s son) now in control with parliament taking a rubber stamp role.
Welsh: English is native language, a small ethnic minority (20%) also has Welsh Gaelic as a native language. The Welsh are known for their
political independence and, ironically, loyalty to the crown.
Scottish: English is native language, a fairly large ethnic minority (30%) also receive Scots Gaelic as a native language. This minority also wants
an independent Scotland. Many of these troops are deserting and returning to Scotland to start a rebellion or joining American units to get a fresh start.
Irish: English is native language, a small ethnic minority (20%) also receive Irish Gaelic as a native language. After the chaos of the nuclear
exchange Eire and Northern Ireland reunited, and much blood was spilled. Most Catholic Irish returned to Eire and home. Protestant Irish remain in service
because they feel they have no home to return to.
Canadian: Issue weapons: Sterling (C1) submachinegun, C7 assault rifle, C9 light machinegun, C2A1 sniper rifle, FN-MAG (C6) machinegun, and
Browning “Highpower” pistol.
Anglo-Canadian: English is the native language and many (30%) also speak French. This is the majority of the Canadian forces and the only
Canadian troops still loyal to NATO.
French-Canadian: French is the native language with some (30%) speaking English as a native language also. Most French-Canadians (80%)
speak English. Almost all French-Canadian troops are no longer fighting and wish to return to now independent Quebec. A good many of these troops are in
prison camps for disobeying orders to return to duty. Quebec is currently negotiating for the release and return of these troops to Quebec, but even if
released transportation is not available.
Czech: Issue weapons: Cz.24 submachinegun, Vz.58 assault rifle, Cz.54 sniper rifle, vz/59 machinegun and Makarov (vz/82) pistol.
Czechoslovakia was a country made from several ethnic groups that, unlike the Balkans have gotten along pretty well. Even though the country is now
divided into The Czech Republic and Slovakia, there is no animosity between the two groups and they continue to serve together.
Czech: Czech is native language with Slovak, Hungarian and Romany being spoken as second languages by a few.
Slovak: Czech and Slovak are the native languages with Hungarian and Romany being spoken as a second language by a very few.
Danish: Issue weapons: Uzi submachinegun, G3 battle rifle, MG3 machinegun, and Browning “Highpower” pistol. Danish is the native language with
English and French being taught in secondary schools.
German: Despite almost thirty years apart, the two Germanys reunited in days, touching off the European theatre of the war. Officially there is no
difference between citizens from one side or the other, but West Germans tend to treat East Germans (or Ostees) like children who need to be protected from
themselves. Germany now wants security to put itself back together and to reconcile changes made to each of the former halves. Most German field units are
under US commanders.
East-German: Issue weapons: AKSU-74 (MPi-AKS74-NK) “submachinegun”, AK-74 (MPi-AK74-N) assault rifle, RPK-74 automatic rifle, SVD
sniper rifle, PK machinegun, and Makarov pistol.
German is the native language with Russian and Polish being common second languages.
West-German: Issue weapons: MP5 submachinegun, Uzi (MP1) submachinegun, G11 “submachinegun”, G41 assault rifle, G3 battle rifle, PSG1
sniper rifle, MG3 machinegun and HK P7M13 pistol.
German is the native language with English being the most common second language.
Hungarian: Issue weapons: AKM (AMM) assault rifle, RPK automatic rifle, SVD sniper rifle, PK machinegun, and PA-63 pistol.
Hungarian is the native language with 3% speaking German and 2% speaking Romany as a second native tongue. The Hungarians are thoroughly sick
of the war but fear that the Soviet Union still has a nuke or two aimed in their direction should they disobey.
Polish: Issue weapons: Skbk wz.89 “submachinegun”, Kbk wz.88 'Tantal' assault rifle, SVD (SWD and SWD-M) sniper rifle, PKM machinegun, and P-83
pistol.
The Poles are the hosts to the final stages of the war. The bitterest fighting of the European theatre has been in Poland. The Germans do not wish to
see further destruction enter their land to the west and the Soviets are equally reluctant to allow it to move east. Thus the Poles are being ground under two giants
very large feet. The vast majority of civilians in the game will be Polish. Polish civilians may purchase AKM (PMKMS) and Kbk wz.44 rifles and P-64 pistols as
civilian equipment since so many were issued to ORMO (militia) units.
Soviet: Issue weapons: AKSU-74 “submachinegun”, AK-74M assault rifle, RPK-74M automatic rifle, SVD sniper rifle, PK machinegun, and Makarov
pistol.
The Soviet Union consists of more than eighteen different nationalities and over fifty cultures. Of the eighteen, only three, Byelorussia, Ukraine and
Russia speak Russian as a native language. The remaining fifteen, Armenia, Azerbaijan, Chuvash, Estonia, Georgia (don’t get confused here), Kazakh, Kirgiz,
Latvia, Lithuaunia, Mordvinia, Romania, Tajik, Tatar, Turkmen and Uzbek, speak their own languages. Most Soviet conscripts learn broken Russian in training, but
the dialect is decidedly military and not useful for much else. In addition to the above, Armenia, Azerbaijan, Kazakh, Kirgiz, Tajik and Turkmen, most (75%) speak
Arabic as a second native language. These six countries are also predominately Muslim and with the collapse of discipline many of these troops are practicing
their religion openly.
USA: Issue weapons: M4 carbine, M16A2 assault rifle, FN-Minimi (M249) automatic rifle, M24 sniper rifle, FN-MAG (M240G) machinegun, and Beretta
M-92SB (M9) pistol.
A common joke among Europeans is, “Americans can only speak English.” This is actually somewhat true. Some second-generation immigrants speak
the language their parents brought from their native country. This is especially true of Mexican-Americans who get both Spanish and English as native. French,
German and Spanish is taught in most American secondary schools and colleges. Most American service personnel can speak a little German, but few really
speak it well.

10 of 41 Revision of 10Aug18
twiLiGht 2000 GURPS eqUiPment LiSt
cOnVeRSiOn nOteS: Civilians (unavailable under the original rules) pay double price for military equipment. Soldiers pay half price for weapons issued
by their own nation. Thus, an American soldier would pay half price for an M16A2, but would pay normal price for an L85A1. Some vehicles may be available at a
reduced cost, check with your gamemaster. Don’t forget your patron roll! One simple dice roll may be all that is standing between you and that M1A3 you’re
drooling on.
GURPS is also more detailed in many areas of combat; thus there are more listings for bows and some other items than in the original rules.
Starting wealth is $5,000, no settled lifestyles. Gold is $400 an ounce. Silver is $20 an ounce.
animaLS:
Cavalry Horse: See p. B459. Trained $4,000. Untrained $700. Pony: See p. B460. Trained $1,500. Untrained $750.
Draft horse: See p. B459-460. Trained $2,000 . Untrained $1,000 . Saddle horse: See p. B460. Trained $1,200 . Untrained $600 .
Donkey: See p. B459. Trained $1,000 . Untrained $500 . Small mule: See p. B460. Trained $1,000 . Untrained $500
Large mule: See p. B460. Trained $2,000 . Untrained $1,000 .
Ox: See p. B460. Trained $1,500 . Untrained $750.
bOdY aRmOR
6BZT Officer’s Assault Vest: The standard Soviet Airborne issue vest. It and knees. A full-face mask can be added to provide extra protection against
is a ballistic nylon vest with integral titanium steel scales in the front and back. collateral burns from smoke grenades, gunfire, or stun munitions. Flight suits
Advanced Combat Helmet (ACH): A replacement for the PASGT helmet. are issued to flight and tank crews and some special operations troops in
It resembles a PASGT helmet cut down in certain areas to prevent interference NATO armies and just to fixed wing flight crews in Warsaw Pact armies.
with the more effective OTV armor. As with the OTV, this timeline assumes Outer Tactical Vest (OTV): Also known as the Point Blank Interceptor.
improved armor is developed and issued sooner because there was simply An ablative ceramic trauma plate, Small Arms Protective Insert or SAPI can be
more money to develop and field it without “peace-dividend” austerity inserted into pockets sewn on the front, back and/or sides of the vest. E-SAPI
measures impacting defense spending. is an enhanced version of the insert hardened against armor piercing
Boots: Leather lace up combat boots. Just like mother used to wear. ammunition. In the real world this armor was not introduced until 1998 and first
Gefechtshelm: The West German equivalent to the late US PASGT issued in 2000. This timeline assumes that development of improved armors
helmet. was accelerated by the Cold War continuing.
GS Mk.6 Helmet: The standard British helmet, made from nylon. PASGT Helmet: Actually two identical looking helmets. The early model
Interim Small Arms Protective Overvest (ISAPO): Adopted by the US was first issued in 1982, the later model began to replace it in 1993. There are
military in 1996 to supplement the PASGT vest until the OTV could be issued in only two sure ways to tell an early model from a late one, shoot it or read the lot
large numbers. The ISAPO is worn over the top of the PASGT vest. The number. An Armorer (Body Armor) roll will decipher the code. These helmets
system consists of a carrier overvest with two large ceramic plates (front and interfere with the collar of the OTV armor while prone giving a –3 penalty to
rear). firing from this position.
M17 Gas Mask: The standard US issue mask until replaced by the NATO PASGT vest: The Personal Armor System, Ground Troops (PASGT) is the
standard mask in 1992, but it is still found in some National Guard and standard US issue protective vest. Front line units are also issued the ISAPO.
Reserve units. Poland issued an identical mask to replace the Warsaw Pact Point Blank Model 30: Limited issue to West German special forces, a
mask in 1985. The filters cannot be changed without removing the mask. New ceramic trauma plate can be inserted into a pocket sewn on the front of the
filters cost $15 and weigh 0.3 lb. vest.
M-69: The standard issue British flak vest. It is made from Kevlar and Splitterschutzeweste: The West German flak vest. Its light weight
ballistic nylon. makes it highly sought after by many troops.
NATO Gas Mask: Representative of several makes and model of gas Steel Helmet: Standard in Warsaw Pact, Soviet, and secondary NATO
mask. All NATO masks use the same filters and can be plugged into any units.
NATO vehicle's NBC system for additional filtration. Filters last for 2 hours in a Thermal Fatigues: Insulated clothing for freezing conditions. Threat the
harmful environment. Replacement filters cost $10 and weigh 0.5 lb. (one filter wearer as if the temperature is 30° higher (see p. B434).
is included in the cost and weight of the mask). Warsaw Pact NBC Suit: The Warsaw Pact suit is made from rubber
NATO NBC Suit: Also known as a MOPP (Mission Oriented Protective impregnated cloth, which creates an airtight barrier between the wearer and the
Posture) suit. These suits are made of charcoal impregnated cloth and worn hostile chemicals, and is much more uncomfortable than the NATO suit treat
over regular clothing to protect from nuclear, bacteriological and chemical the wearer as if the temperature is 30° higher (see p. B434).
contamination-but not against actual radiation! It is uncomfortably hot in Warsaw Pact Gas Mask: As above, but less comfortable, Warsaw Pact
summer weather treat the wearer as if the temperature is 10° higher (see p. troops have been told that NATO NBC equipment is less effective than their
B434). own equipment, thus many still use it even when the more comfortable NATO
Nomex Flight Suit: A one-piece jumpsuit made from Nomex, a fire- equipment is available. Fresh filters last for 3 hours, cost $10 and weigh 1 lb.
retardant fabric. It has an integral hood, kevlar reinforcements at the elbows
TL Armor Location DR Cost Weight LC Notes
Body Armor
8 6BZT Officer's Assault Vest torso (front) 20/2* $350 20.9 3 [1]
torso (rear) 5/2*
8 Splitterschutzweste torso 8* $400 5.7 4
7 M-69 torso 4/2* $750 8.5 4 [2]
8 Outer Tactical Vest torso, groin 12/5* $1,500 8.4 4 [2]
+ SAPI Insert torso +23 $400 4 3 [3, 4]
+ Side SAPI Insert torso (side) +23 $800 4.6 3 [3]
+ E-SAPI Insert torso +35 $800 5.5 3 [3, 4, 5]
8 PASGT Vest torso 5/2* $350 9 4 [2]
+ ISAPO torso +25 $330 16.5 4 [3]
8 Point Blank Model 30 torso, groin 12/5* $1,700 8 4 [2, 6]
+ Trauma Plate torso (front) +23 $400 6.3 3 [3]
Headgear
8 Advanced Combat Helmet skull 12 $500 3.3 4
8 Gefechtshelm skull 10 $225 3.4 4

11 of 41 Revision of 10Aug18
Headgear (Cont'd)
TL Armor Location DR Cost Weight LC Notes
8 GS Mk.6 Helmet skull 5 $150 2.6 4
7 M17 Gas Mask eyes, face 2 $100 2 4 [7]
8 NATO Gas Mask eyes, face 3 $157 2 4 [7]
8 PASGT Helmet (pre '93) skull 10 $200 3.6 4
8 PASGT Helmet (post '93) skull 12 $250 3.4 4
6 Steel Helmet skull 4 $60 4 4
7 + Ballistic Liner skull +1 $65 +0.5 4
7 Warsaw Pact Gas Mask eyes, face, skull 2 $62 3 4 [7]
Gloves and Footwear
7 Nomex Gloves hands 2 $150 neg. 4 [8, 9]
6 Combat Boots feet 2 $80 2 4 [9]
7 Combat Boots (Panama Soles) feet 5/2 $75 3 4 [9, 10]
Environment Suits
8 NATO NBC Suit full suit 2 $1,000 9 4 [11, 12]
7 Nomex Flight Suit full suit 2 $170 4 4 [8]
7 Thermal Fatigues full suit 1 $80 3 4 [9]
7 Warsaw Pact NBC Suit full suit 1 $1,000 9 4 [11, 12]
[1] Split DR: use the higher DR and do not treat as flexible armor only if the attack strikes from the front or rear.
[2] Split DR: use the higher DR against piercing and cutting attacks; use the second, lower DR against all other damage types.
[3] Ablative; every 3 points of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR. Does not heal.
[4] Price and weight is for each insert, two are required for front and back protection. No protection from the sides.
[5] Hardened 1 armor.
[6] Groin protection from front only.
[7] Provides Filter Lungs, Protected Smell, and Protected Vision advantages and the No Peripheral Vision disadvantage.
[8] DR applies only to burning damage.
[9] Concealable as or under clothing.
[10] Split DR: use the higher DR only if the attack strikes the torso (if body armor), skull (if headgear), or underside of the foot (if footwear).
[11] Suit's DR applies only to burning or corrosion damage.
[12] Requires NBC Suit skill. Worn with a mask or helmet with note [8], the combination provides the Sealed advantage.

cLOthinG:
Fatigues: A uniform, each nation has its own color, cut and camouflage suit to +8 for the best commercial suit. A ghillie suit is only useful outdoors in
pattern, but all are basically similar. $40, 1 lb. areas with a fair amount of vegetation – it won’t do a sniper any good in a
Ghillie Suit: Based on camouflage worn by gamekeepers in Scotland, parking lot! Ghillie suits tend to be heavy and hot; add 10°F to the effective air
this ragged suit breaks up the outline of a prone man by blending in with the temperature for the wearer. $550, 16 lb.
surrounding plant life. Under ideal circumstances, it can make a sniper nearly Parka: A military issue overcoat. $50, 10 lb.
invisible in vegetation. A ghillie suit can be as simple as a field uniform with Winter Boots: The US version is called “Mickey Mouse Boots” and is very
some canvas pieces sewn to it, or as complex as a Nomex suit with comfortable and effective to –20°F. The Soviet version is less comfortable but
overlapping burlap strips attached and padded elbows and knees for crawling. is effective to –60°F. $150, 4 lb.
It gives a bonus to the wearer’s Camouflage skill: from +3 for an improvised
batteRieS
1.6 kWs NSP-3 4.5v Battery: $0.50, 0.3 lb. 56 kWs 2.5v Wet Cell Battery: $1.40, 0.3 lb.
1.8 kWs Advanced Battery: $0.09, 0.01 lb. 72 kWs Advanced Battery: $3.60, 0.4 lb.
2.25 kWs N-Cell Advanced Battery: $0.11, 0.2 lb. 75 kWs Lithium Battery: $3.75, 0.4 lb.
9 kWs CR123A Li-ion Rechargeable Photo Battery: $0.10, 0.01 lb. 77 kWs BA-1100/U 6.5v Battery: $5, 0.6 lb.
12.3 kWs AA Cell Rechargeable NiMH Battery: $2, 0.08 lb. 97.2 kWs D-Cell Alkaline Battery: $3, 0.3 lb.
14 kWs AA Cell Alkaline Battery: $2, 0.08 lb. 120 kWs Advanced Battery: $6, 0.6 lb.
16.2 kWs CR123A Lithium Photo Battery: $0.10, 0.01 lb. 144 kWs Advanced Battery: $7.20, 0.7 lb.
18 kWs Advanced Battery: $0.90, 0.1 lb. 231 kWs Lead-Acid Battery: $5.78, 4.6 lb.
28.8 kWs Advanced Battery: $1.44, 0.2 lb. 432 kWs Lead-Acid Battery: $11.55, 9.2 lb.
32 kWs C Cell Lead Acid Battery: $0.80, 0.64 lb. 1,800 kWs Lead-Acid Battery (Car Battery): $45, 36 lb.
37 kWs K-316 6.25v Rechargeable Battery: $6, 0.3 lb. 3,200 kWs Lead-Acid Battery (Truck Battery): $80, 64 lb.
54 kWs D-Cell Rechargeable NiMH Battery: $21, 0.3 lb. 4,000 kWs Lead Acid Battery (Tank Battery): $100, 80 lb.
cOmmUnicatiOn SYStemS:
AN/PRC-41 Short Range Radio: Representative of several types of Satellite Communications (SATCOM) Terminal: Tactical satellite
“walkie-talkie” radios. 3-mile range operates for 30 minutes on an integral 1.8 communications terminals have been developed by the US, UK, Soviet Union
kWs advanced battery. $118, 3 lb. and many other nations. These man-portable devices provide line of sight
AN/PRC-77 Manpack Medium Range Radio: Representative of several (LOS) links to orbital relay satellites (the Defense Satellite Communications
types of “backpack” type radios. 30-mile range operates for 12 hours on a 432 System, for the US). SATCOM communications are unaffected by atmospheric
kWs lead-acid battery. $940, 12 lb. disturbances, and are highly reliable due to their frequency range and LOS
AN/PRC-88 Secure Manpack Medium Range Radio: Representative of transmission pattern. Some SATCOM systems are capable of burst
several types of secure “backpack” radios, it is in fact an AN/PRC-77 with a transmissions. SATCOM can only be used while the relay satellite is in LOS of
scrambler. $1,940, 12 lb. the transmitter; this means that communication must be at preset times.
IVIS Unit: Attaches to any NATO model radio and provides up to the Newer models can function as computer modems, and provide limited LOS
minute battlefield data. Includes a military GPS box, ruggedized hardened AM/FM radio transmission as well. Standard communications security
complexity 1 compact high capacity small computer and personal terminal. (COMSEC) encryption devices can be attached to SATCOM terminals. Many
The computer runs a data-link and database program to give the user an bird’s satellites are no longer functioning, so SATCOM radios are becoming rarer as
eye view of the battle area overlain on a military map with his location marked. their utility drops. The SATCOM operates for 4 hours on a 231 kWs lead-acid
The IVIS costs $24,650, weighs 8 lb., and requires 0.03 kW. battery. $3,500, 8 lb.

12 of 41 Revision of 10Aug18
Single-Channel Ground and Airborne Radio System (SINCGARS): Tactical Headset Radio: These improved walkie-talkies consist of an
SINCGARS represents the latest defense against enemy signal interception on earplug and a slim mouthpiece. They are used on hostage-rescue and other
the battlefield. During a transmission, SINCGARS hops between 2300 Close Quarters Battle (CQB) missions, and are often attached to the operator’s
frequencies at a rate of 100 hops per second. The sequence for this hopping helmet. Advanced models feature scrambling, voice activation and a nearly
is programmed into the radio according to the operations order; and may invisible microphone taped to the user’s throat. Observers must make a Vision
change over the course of a mission. This makes it extremely difficult to roll to notice a concealed tactical headset. These devices allow
monitor SINCGARS radio traffic. These radios can be equipped with normal communications at ranges of up to a half-mile. Operates for 3 hours on a 1.8
COMSEC encryption devices for additional security. SINCGARS come in a kWs advanced battery. A full-featured tactical headset like this is $400,
variety of configurations, from portable to vehicle mounted. The backpack negligible weight. Civilian versions without scrambling or concealability cost
version uses a 231 kWs lead-acid battery, which powers it for 12 hours. Its $50, and have a range of only 150 yards.
effective range can reach 35 miles, depending on power source, terrain and UTEL Underwater Radio: A UTEL system allows communication
atmospheric conditions, but normal range is 20 miles. $6,500, 15 lb. underwater. Operators can communicate at ranges of up to 2000 yards,
Tactical Beacon (TACBE): A TACBE is usually part of an air-crew’s provided they have a direct LOS. Range drops to 500 yards or less if there are
survival kit, acting as a homing beacon for rescue teams. It can also be used any obstructions between the sets. Since most underwater breathing
for short-range (one mile or less) LOS radio transmissions with aircraft, ground apparatus prevents speech, Morse code must be used (use Electronics
radios, or even other TACBE units. Its versatility and light weight make it a Operation/TL8 (Communications) p. B189). The device is nearly neutrally
favorite for long-term reconnaissance missions in many special ops units. buoyant. Operates for 12 hours on a 432 kWs lead-acid battery. $5,000, 20 lb.
Operates for 15 hours on am 18 kWs advanced battery. $350, 2 lb. Vehicular Radios: All vehicle radios are already factored into the price of
the vehicle. This is a change from the original rules.
dRUGS and tRade GOOdS:
Beer: Beer is still being brewed widely; its main vice is the fact that it take effect. Acid is relatively easy to walk away from once you’ve become
consumes edible food to make. This does not, however, keep it from being addicted, +2 to withdrawal rolls. One dose of LSD will tide over the average
made in fairly large quantities. Bottle, $3, 1 lb. addict for a day. Unlike many drugs it is relatively safe to “overdose”, this will
Chewing Tobacco: Shredded tobacco that is chewed by the user. It is merely increase the time the hallucination lasts. The danger lies in forgetting
not ingested, if a character eats some, roll versus HT-2 to avoid nausea. One things like eating, drinking and sleeping while under the effects of the drug.
tin of chewing tobacco contains three days worth of tobacco. A tin costs $150, Roll vs. Will –5 to remember. One dose $10, neg.
¼ lb. Marijuana: Marijuana is fairly expensive, incapacitating and illegal. Oddly
Cigars: One cigar will give a tobacco addict his daily dose, but he has to enough, marijuana is now easier to find than tobacco, this is because pot can
put it out after smoking a third of it and re-light it later. Poor quality, $40, neg. be grown locally. Seeds for tobacco are not often found in a carton of
Good quality, $50, neg. “Cuban” quality, $75, neg. cigarettes. Marijuana or pot has similar effects as alcohol, but is smoked like a
Cigarettes: To feed that nicotine addiction. Three cigarettes are required cigarette. Soviet and WP personnel seem avoid this drug better than others for
to meet a tobacco addict’s daily requirement. A carton contains ten packs and some reason. One cigarette of marijuana or “joint” will satisfy an addict for one
costs $4,000, 2 lb. A pack contains 20 cigarettes, $400, ¼ lb. ea. Single day. One kilo $75,000, 2.2 lb. Ounce bag (enough to make 20 “joints”) $1,500,
cigarette, $20, neg. 1 oz. One joint $75, neg.
Cocaine: Cocaine is very expensive, illegal and totally addictive. Three Morphine: A highly refined form of opium, morphine is a liquid that is
doses of ¼ gram each are required daily to prevent withdrawal. An addict will administered intravenously. It is a medicinal drug as well as a “recreational
want more than this however and should make a will roll every four hours to pharmaceutical”. When used as medicine, it relives the user of all pain. This
avoid taking another dose. This only applies if the user is trying to make his gives a +2 to First Aid or Physician skills to treat injuries since the patient will
supply last. While the effect lasts (4 hours per dose) the user will have the high not be writhing in agony. When used for recreation it gives the user the High
pain threshold advantage and will not be affected by fatigue, but keep track of Pain Threshold advantage and a delusion “Everything is just fine, no matter
how much fatigue the user should have taken! This fatigue will “hit” after the how bad it seems.” One dose lasts for an hour. Morphine is totally addictive,
dose wears off. If the amount of fatigue the user accumulates exceeds his FP, illegal and expensive. $150, neg.
begin taking fatigue out of HP, this effect is immediate, but the user doesn’t Opium: The original form of morphine and heroin. Opium is a paste that
notice since “it doesn’t hurt”. The user also suffers from the delusion “I am is taken orally. One dose lasts for two hours. Opium is expensive,
invincible!” until the drug wears off. 1 g costs $1,200 . incapacitating, totally addictive and illegal. 1 g costs $500 .
Hard Liquor: Gin, scotch, vodka, whiskey and a host of others. These Soda: Sugar-laden carbonated beverage. Some Americans have been
are specific types of alcohol valued for their flavor, not mere grain alcohol (see known to trade almost anything for a can of “pop”. Many will also have a
fuel). One liter current bottling $10, 2 lb. One liter pre-war bottling $1,000, 2 strong opinion about which brand is valuable and which is worthless, especially
lb. the pre-war colas. Locally manufactured varieties come in a limited range of
Heroin: Heroin is very expensive, incapacitating, illegal and totally flavors, ginger beer, ginger ale, sassafras, and root beer being most common.
addictive. Three doses of (0.3 grams times the number of months the person Local manufacture: 2 liter plastic bottle $10, 4.3 lb. 1 liter plastic bottle $5, 2.2
has been addicted if taken nasally, 0.1 grams times the number of months the lb. 0.4 liter glass bottle $2 1 lb. Pre-war manufacture: 2 liter plastic bottle:
user has been addicted if taken intravenously) each are required daily to avoid Cola $500, 4.3 lb. Other $100 4.3 lb. 1 liter plastic bottle: Cola $250, 2.2 lb.
the effects of withdrawal. The user will be useless for work or combat. The Other $50, 2.2 lb. 12 oz aluminum can: $15, 1 lb.
effects of a dose last for three hours and the user must make a Will –3 roll to Speed: Includes amphetamine, ephedrine and phenylpropanolamine
avoid taking another dose as soon as the previous dose wears off. Heroin is (PPA). Speed will cause the user to be alert and awake for the duration of the
easy to overdose on, if the user takes ST x 10 grams nasally, or ST grams dose, but will incur double penalties for fatigue and lack of sleep. A single dose
intravenously the user must roll HT-7 to avoid death. Nasal overdose takes will take effect in HTx2 minutes and will last five hours. Speed is not addictive,
about an hour and if the user receives atropine he will recover immediately. IV but is often abused by people to avoid sleeping or to “get more work done”.
overdoses are almost instantaneous, the user is found with the needle still in $30, neg. wt. per dose (two pills).
his arm. 1 g costs $1,500 . Toilet Tissue: Useful for cleaning remote areas. Feels MUCH better than
LSD: LSD or acid can be made from rye bread mold, now fairly common leaves. $100, ¼ lb. per roll.
since preservatives are no longer commonly used in food preparation. LSD is Wine: Although less common than beer, wine is still produced in
incapacitating, hallucinogenic, cheap and illegal. The user will be out of service reasonably large quantities. Bottle $10, 2 lb.
for six hours per dose ingested. The first dose will take about thirty minutes to
exPLOSiVeS (See P. b414-415):
The explosives listed here are the US Army standard items. Other nations machine. The M14 Non-Electric Blasting cap is ignited via a 7.5’ fuse ( burns
use similar, if not identical equipment. for less than four minutes). Does 1d-3 on its own. Box of six, $10, 0.25 lb.
Blasting Caps: Blasting caps are used to detonate explosive charges. Demolition Kit: A portable set of tools for placing and using explosives,
The M11 Electric Blasting Cap attaches via integral 30’ wires to a blasting including blasting cap crimpers, pliers, knife, wire stripper, electrical tape, duct
tape, wire and manual with structural strengths. $400, 5 lb.

13 of 41 Revision of 10Aug18
Detonating Cord: Usually called “det cord,” this is a 0.2” plastic tube with M34 Blasting Machine: Twisting the handle generates power to set off up
a core of PETN explosive with an REF of 1.66 (p.B415). It transmits a to fifty electric blasting caps. $50, 0.75 lb.
detonating wave from a blasting cap to an explosive charge at near M112 C4 Block: This is a 1.25 lb. block of C4 plastic explosive (p. B415).
instantaneous speed. If det cord wrapped around an object it is considered to One surface features an adhesive tape to attach the block to a clean dry
be in contact with that object, giving maximum possible damage. $0.10, 0.02 surface. The block can be cut up or molded as desired. It will not blow up
lb. per foot. $50, 11 lb. (500’, including spool). unless set off by a blasting cap, det cord or another explosion. Does 4dx4 cr
Dynamite: 1/2 Stick (7d+2 cr ex): $10, ½ lb. ex. $5, 1.25 lb.
Full Stick (5dx2 cr ex): $20, 1 lb. M122 Remote Blasting Machine: A radio transmitter for remote
Case of 50 sticks: $1000, 65 lb. detonation of charges up to two miles away. The M122 consists of a case
Fuse: For use with non-electric blasting caps. Time Fuse burns 30 which holds the transmitter and ten receivers; each receiver can set off up to
seconds per foot. Instant fuse is almost instantaneous. Ignited by flame (e.g., fifteen electric blasting caps. $500, 10 lb.
a match or the M81 fuse igniter). $10, 1 lb. (per 50’ coil). M147 Timer: A digital timer that will set off electric blasting caps. Can be
M4A1 Trigger Device: Multiple use detonator, which can be set for set from one minute to thirty days. Waterproof down to 33’. $50, 0.5 lb.
push/pull, release pressure, etc., to trigger a booby trap (-3 to Vision rolls). M183 Demolition Charge Assembly: This satchel charge consists of a
$10, 0.15 lb. canvas case holding 16 M112 blocks and four priming assemblies, each with 5’
of det cord. It is used to breach obstacles. Does 6dx10 cr ex. $150, 23 lb.
fOOd: Per day.
MRE: Pre-packed high calorie “survival” food. Despite the grumbling, Wild: Fresh food. Fresh food will spoil after one day if left in the open,
MREs are actually well liked. If stored in a cool dry place, MREs will remain one week if refrigerated. Fresh fruit tends to last for a week if left in the open,
edible for five years. $12, 3 lb. ten days when refrigerated. $6, 6 lb.
Domestic: Commercially produced civilian food packed in cans,
“Preserves” packed in mason jars and C-rations all qualify as domestic food. If
stored properly, domestic food will remain edible for two years. $8, 4 lb.
fUeL: Per gallon.
Gasoline: $181.70, 6 lb. Diesel Fuel: $151.42, 6 lb.
Aviation Gasoline: $227.12, 6.5 lb. Ethanol: $30.28, 5.8 lb.
Jet Fuel: $340.69, 6.5 lb. Methanol: $15.14, 5.8 lb.
GeneRatORS:
1.5 kW: Runs for 8 hours 20 minutes on ½ gallon of gasoline (0.06 gph). 60 kW: Runs for 6 hours 15 minutes on 15 gallons of gasoline (2.4 gph).
$82.90, 23.5 lb. $1,744.08, 405.7 lb.
5 kW: Runs for 5 hours on 1 gallon of gasoline (0.2 gph). 100 kW: Runs for 10 hours on 40 gallons of gasoline (4 gph).
$266.39, 68 lb. $2,892.27, 665.3 lb.
10 kW: Runs for 12 hours 30 minutes on 5 gallons of gasoline (0.4 gph). 500 kW: Runs for 5 hours on 100 gallons of gasoline (20 gph).
$417.82, 106.6 lb. $13,293.66, 2876.5 lb.
hand tOOLS:
Portable Shop: An elaborate version of the Basic Tool Kit (below), it is at –2 to skill, and minor repairs at no penalty. Cost is $600 for electrical and
equivalent to a repair shop on a small ocean going ship or the metal shop in a engineer kits, $600 for mechanic kits, $800 for armory and electronic kits.
medium sized high school. It has everything necessary for emergency repairs, Chainsaw: Gasoline powered (0.25gph, 0.5gal capacity). Can be used in
plus a wide range of spare parts that can be tooled to specific requirements. It hand-to-hand combat using the Two-Handed Axe/Mace skill see p. B274.
adds +2 to the user’s skill. This is the same as the Mini-Workshop listed on V Pick: For digging. $16, 8 lb.
p.36. Mechanic shops cost $4,000, electrical and engineer tool kits cost Shovel: $12, 6 lb.
$4,000 armory kits are specialized by type and cost $4,000, all weigh 3000 lb. Mattock: $12, 4 lb.
and take up 135 cf of cargo space. Electronic kits cost $7,000, and weigh Metal Detector: Used to detect buried metal objects, like mines.
1500 lb. and take up 108 cf of cargo space. Operates continuously for one hour on a 28.8 kWs advanced battery. $400, 5
Basic Tool Kit: The standard toolkit for engineers, mechanics, armorers lb.
and electronics technicians, allowing major repairs to be made at no penalty on Construction Tools: Hammers, saws, squares, hatchets, chisels, and
skill. Mechanic tool kits cost $800, electrical and engineer tool kits cost $800, other unpowered carpentry tools. $500, 66.1 lb.
all weigh 300 lb. and take up 13.5 cf of cargo space. Armory kits cost $1,200 Arc Welder: Operates off of an integral 60kW generator. This generator
and are specialized by type, electronic kits cost $1,200, and both weigh100 lb. is very difficult to adapt to other purposes (Mechanic –5) and will only produce
and take up 7 cf of cargo space. 40kW after the conversion; fuel consumption will be the same. Runs for 2
Portable Tool Kit: A smaller version of the Basic Tool Kit, it fits into a hours on 5 gallons of gasoline (2.5 gph). $1,994.08, 435.7 lb.
case or backpack and weighs 20 pounds for electrical, engineer, and mechanic Lockpicks: Ordinary quality, $30, negligible weight. Good quality
kits and 10 pounds for armory and electronic kits. Major repairs can be made lockpicks cost, $100, negligible weight.
heateRS and cOOLeRS:
Small Freezer: Holds one cubic foot. Temperature range from 45-0°F. Small Refrigerator: Holds one cubic foot. Temperature range from 50-
Requires 0.12kW. $100, 44.1 lb. 30°F. Requires 0.1kW. $100, 44.1 lb.
Large Freezer: Holds 14 cubic feet. Temperature range from 45-0°F. Large Refrigerator: Hold 14 cubic feet. Temperature range from 50-
Requires 1.4kW. $1,000, 385.8 lb. 30°F. Requires 1.3kW. $1,000, 330.7 lb.
Portable Heater: Suitable to make an average sized room or 4-man tent Military Field Cooker: Gasoline fired, consumes ½ gallon per hour.
comfortable in temperatures down to 0°F. Requires 4.75kW. $200, 6.6 lb. $1,000, 551.2 lb.
40 gallon Water Heater: Will heat water to a maximum temperature of
200°F. Requires 175kW, but will only loose 10°F per hour when not running.
$1,500, 396.8 lb. full.
medicaL SUPPLieS:
Anesthetic, General: This renders the patient unconscious, usually for negligible weight. Bottles of liquid range in size from 5 to 50cc. One liter of
surgery. Available in two forms, liquid (for injections) and gaseous. 15cc of gas costs $10 and negligible weight, but must be stored in a gas cylinder. 5-
liquid will take effect in 10+HT seconds and last for thirty minutes. One liter of liter gas cylinders weigh 35 lb. and cost $10. The cylinder can discharge the
gaseous will take effect in 10 minutes and will last for one hour. Usually (if both gas at rates up to 2 liters per minute.
are available) the liquid form is used to render the patient unconscious, and the Anesthetic, Local: This numbs a small area to allow minor surgery.
gas is used to keep the patient down. One cc of liquid costs $1 and is of Novocain is a typical example. 10cc will numb a single hit location for ten

14 of 41 Revision of 10Aug18
minutes. It comes in liquid form only. One unit costs $10 and has negligible and one 20cc automatic syringe of the counter agent cost $7.50 and weigh ½
weight. Bottles vary in size from 1 to 20cc. lb.
Antibiotic: Comes in three varieties (plus, minus, and neutral) and two Pain Reliever, Mild: Aspirin, Acetaminophen, and Ibuprofen among
forms (liquid and oral). A typical dose is one pill or 5cc. Three to six doses per others. A dose consists of two to four pills. One dose will last four to six hours.
day are required to eliminate bacterial infections. The oral form must have the A bottle of 100 pills costs $100 and weighs ¼ lb.
doses spread out over the entire day; the liquid form can be given in one Sedative, Mild: Makes the subject calm. Gives a +1 bonus against fright
massive dose every day. Use will stop the loss of HT and will give a +1 per checks or shocks. One dose consists of one or two pills, this dose will take
day taken to the HT roll to recover from the disease. Antibiotics are ineffective effect in twenty minutes and lasts for two hours. One dose lasts two to three
against viral infections. This is why Herpes cannot be treated with Penicillin, hours. A bottle of 100 pills costs $500 and weighs ¼ lb.
but Syphilis can. Bacterial infections are only affected by ONE variety of Sedative, Strong: Makes the subject very calm. Gives a +3 against fright
antibiotics. The specific variety depends on the disease and the strain. For checks or shocks. 5cc will take effect in 20 seconds and will last one hour.
example there may be two different strains of Syphilis, one may be effected by One cc costs $1 and has negligible weight. Strong sedative comes in 20, 50,
neutral and the other by plus. One dose of the oral form costs $5 and has and 100cc bottles.
negligible weights. Bottles come in sizes from 24 to 500 doses. One dose of Blood, Whole: Comes in four types (A, AB, B, and O) and two pH (neg.
liquid costs $10 and has negligible weight. Bottles come in sizes from 10 to and pos.). O(neg.) can be given to anyone but AB(neg.). O(neg.) and
50cc and must be refrigerated. AB(neg.) can only accept their own type and pH. One “unit” gives a +2 to
Anti-Fever: A drug used to reduce fever. This will give the recipient a +2 physician and first aid rolls to treat serious and critical injuries. One unit costs
to his HT roll to recover from the disease and will reduce the effects on ST, DX $25 and weighs 1 lb. Whole blood must be refrigerated.
and IQ by one. One dose costs $5 and has negligible weight. Plasma, Blood: Almost as good as whole blood, but without the type and
Atropine: Counteracts the effects of nerve gas. Atropine is also used as pH problems. One “unit” gives a +1 to physician and first aid rolls to treat
a last ditch effort to restart a heart. 35cc are required to counter nerve gas. serious and critical injuries. Blood plasma is made from whole blood and must
Doses this large are dangerous to the user, who will have a –3 penalty to all be refrigerated. One unit costs $40 and weighs 1 lb.
stats until the counter agent is administered, the counter agent (included in the Surgical Instruments: The tools required to perform major surgery, such
price) must be administered between ten and twenty seconds after the as scalpels, forceps, hemostats, and clamps. These tools are required to get
atropine. If this is not done, the atropine will cause 1d+3 damage and the an unmodified roll with surgery skill. $2,500, 10 lb.
subject will be at –4 to ST, DX and IQ until this damage is healed. Less than Personal Medkit: Includes the contents of the simple first aid kit from the
one cc is used to restart the heart. 15cc can counteract an overdose of heroin basic set plus one dose of oral antibiotic neutral. $35, ½ lb.
or cocaine. Atropine comes in 20cc bottles and costs $5 per cc with negligible Doctor’s Medical Kit: The doctor’s black bag from the basic set plus 10
weight. Auto injector packs containing one 35cc automatic syringe of Atropine doses of each drug. $650, 15 lb. Does not include any refrigeration for the
drugs that require it.
naViGatiOnaL eqUiPment:
AN/PSN-11 Precision Lightweight GPS Receiver (PLGR): The PLGR Lensatic Compass: A very precise compass used for orienteering. It
or “plugger” is the military’s latest man-portable Global Positioning System reads in degrees and mils, has a ruler along one side and a sighting lens to
(GPS) receiver. It receives locational data from orbiting GPS satellites, and is give more accurate sightings. Navigation/TL (Land) skill is at +1 when using a
accurate to within 20 meters. The PLGR can display data in latitude/longitude, lensatic compass. The dial is marked with tritium inserts that allow it to be
military grid and a variety of other coordinate systems. It also has built in anti- used at night. $75, ½ lb.
jamming capabilities, along with the ability to receive encrypted data. The Maps: Military map, gives +2 to Navigation/TL (Land) rolls. Only covers a
AN/PSN-11 will operate for thirty days on a 1.8 kWs advanced battery. $1,200, small area, 20km x 20km. $100, ¼ lb. Good travel map required to avoid a
3 lb. penalty with Navigation/TL (Land). Covers a larger area (50km x 50km) in less
Compass: Points to north. Any Navigation/TL (Land) roll made without detail$75. Gas Station map; can cover an entire nation or state, but detail is
one is at –1 if the user doesn’t have Area Knowledge of the area being low, better than nothing, but still gives a –2 to Navigation/TL (Land). $10.
traversed. $5, ¼ lb.
OPticaL eqUiPment: (see High Tech pages 47-48 and 155-157)
AK and AK-74 series rifles may or may not be equipped with the side mounting rail for the listed optics. Such rifles are 10% more expensive if equipped
from the factory and are 0.5 lb. heavier. Such a rail may be added to the rifle for 15% of the cost of the weapon with a successful Armoury/TL7+ at -4. Failure
means the scope cannot be zeroed, critical failure means the weapon is damaged. There are three styles of add-on rail, AK, SVD or both.
Russian and Warsaw Pact optics come in versions specific to the AK or SVD style side rails, specify at the time of purchase.
4x Scope: Often used on the M4A1 and M16A4. Gives +2 to Acc. $100, C79 ELCAN: A 3.4x fixed power scope intended for use with the C7 rifle.
0.25 lb. Can be mounted on any weapon with an accessory rail though. Gives +1 Acc,
4x Binoculars: A decent civilian set. $100, 1 lb. is self illuminated for +3 to avoid darkness penalties. $800, 1.5 lb.
3.5-10x Variable Power Rangefinding Scope: Gives +3 to Acc at Hughes Aircraft AN/PAQ-3 Modular Universal Laser Equipment
maximum magnification. This scope has a ranging reticule; this is a series of (MULE): A MULE is a laser target designator used to direct laser-guided
lines to the side of the cross hairs. Place the base line on the target’s feet and munitions onto a target. It can be mounted on an M122 or M122A1tripod or
read the number next to the line on top of his head; this gives the range then aimed from the shoulder. Many precision air attacks require targeting by a
use the corresponding horizontal cross line on the cross hair to aim at the MULE or similar system. The MULE can pinpoint stationary targets out to 5000
target. Determining the range is an Aim Maneuver and grants an additional +1 yards and moving targets out to 3000 yards. As with a laser rangefinder, the
to Acc. $900, 1.2 lb. operator must have a clear line of sight to the target and must roll vs.
3.5-10x Variable Power Scope: Gives +3 to Acc at maximum Electronics Operation/TL8 (Sensors). A laser designator is designed to
magnification. $600, 1.2 lb. illuminate (“paint”) targets with a laser beam. The beam is coded so that
25x Image Intensifier: A high power LLTV imager. Gives Night Vision 6 friendly, semi-active laser homing missiles and bombs will be able to sense the
with Color Blind. Operates for 3 hours on an integral 2700kWs advanced beam and home in on it. Each laser designator can paint only one target at a
battery. $52,000, 44.75 lb. time. To illuminate a target, the designator must be in line of sight of the target,
Aimpoint M68 Close Combat Optic: The military designation of the and the operator must take continuous Aim maneuvers until the munitions hit.
Aimpoint Comp M2 collimating red-dot sight. May be mounted on any weapon A laser designator cannot work through smoke, thick fog, snowstorms or water.
equipped with an accessory rail. Operates for 10,000 hours on a single N-Cell A laser designator beam is normally invisible. However, a target with a
advanced battery. $250, 0.7 lb. radar/laser detector (V p. 59) may be able to sense both the beam and the
Avimo Ltd. SUIT Scope: “Sight Unit Individual Trilux”, a compact 4x location of the designator. 3 mile range. Powered by an integral 4kWs
scope developed for Commonwealth FALs. The reticule is illuminated with a advanced battery, it will operate continuously for 10 minutes. $218,000, 42 lb.
vial of tritium allowing the sight to be used in low light conditions. Gives +2 to ITT Industries AN/PVS-5 Night Vision Goggles: A typical example
Acc, and +3 to avoid darkness penalties. $200, 0.5 lb. would be the AN/PVS-5. Gives Night Vision 5 with Colorblindness, No Depth

15 of 41 Revision of 10Aug18
Perception and No Peripheral Vision. Operates for 8 hours on an internal SVD rifle. The sight gives +1 to Acc, Night Vision 7, Colorblindness, Tunnel
28.8kWs advanced battery. $388, 1.14 lb. Vision and adds -1 Bulk. Operates for 12 hours on 1 K-316 rechargeable
ITT Industries AN/PVS-7B Night Vision Goggles: A typical example of battery. $1,800, 4.4 lb.
Night Vision Goggles (see High Tech p. 48). Gives Night Vision 7 with NPZ 1PN93-1: 2+ Generation Improved Night Sight with 4x magnification
Colorblindness, No Depth Perception and No Peripheral Vision. Operates for for 5.45 AK type weapons. Operates for 10 hours on a single AA-Cell alkaline
12 hours on an internal 28.8kWs advanced battery. See also p. SO98. battery. $1,500, 2.1 lb.
$6,000, 1.5 lb. NPZ 1PN93-2: 2+ Generation Improved Night Sight with 4x magnification
ITT Industries AN/PVS-14 Pocket Scope: A TL8 Add-On Advanced for 5.45 AK type weapons. Operates for 10 hours on a single AA-Cell alkaline
Night Sight (see High Tech p. 156). The AN/PVS-14 can also be used by hand battery. $1,500, 2.6 lb.
or mounted to a helmet. When mounted to a weapon it gives Night Vision 9, NPZ 1PN93-3: 2+ Generation Improved Night Sight with 5x magnification
Colorblindness and Tunnel Vision. Hand-held or helmet mounted gives Night for PKM and SVD. Operates for 10 hours on a single AA-Cell alkaline battery.
Vision 9, Colorblindness, No Depth Perception and No Peripheral Vision. $1,500, 2.8 lb.
Operates for 4 hours on two N-Cell batteries. $3,500, 1.6 lb. NPZ 1PN93-4: A 3rd Generation 4x version of the 1PN93-3 for the SVD
Insight Technology Inc. AN/PAQ-4C Infrared Aiming Light: This device rifle. It is an Advanced Night Sight (See High Tech p. 156). Operates for 10
produces a target-marking beam similar to that of a standard laser sight except hours on a single AA-Cell alkaline battery. $2,500, $2.8 lb.
that it is infrared, thus invisible to the naked eye. The targeting dot can only be NPZ 10L50: 3.6x scope for the NSV machine gun. $1,000, 3.7 lb.
seen through passive infrared or thermographic sensors; as a result, it is an NPZ LAG-17: 2.7x scope for the AGS-17 automatic grenade launcher.
effective tool for night combat, but fairly useless under most other conditions. $1,000, 2.2 lb.
The AN/PAQ-4C is designed for use with the M16 or M4, but can be adapted to NPZ PN-6K: A second generation 4x weapon sight that can be mounted
the M60, M240G, M249 and M2HB machineguns. Operates for 30 minutes of on almost any AK or SVD type rifle. The sight gives +2 to Acc, Night Vision 7
continuous use on an 18 kWs advanced battery. Gives +1 to skill. See p. and Color Blindness. Operates for 12 hours on a single AA cell battery.
B412 for details on laser sights. $400, 9 oz. $1,320, 2.05 lb.
Insight Technology Inc. AN/PEQ-2 IR Target Pointer / Illuminator / NPZ PSO-1: The standard optic of the SVD sniper rifle. There are
Aiming Light (ITPIAL): A combination IR light (600 yards) and IR laser (2,200 versions calibrated for 5.45x39mm, 7.62x39mm and 7.62x54mmR. It is 4
yards). Gives +1 to skill and +3 to Night Vision when using night vision power (+2 to Acc) and mounts to the side rail on the receiver. The reticule is
goggles. Can be mounted too any accessory rail and operates for ten hours battery illuminated. $400, 1.3 lb.
on two AA alkaline batteries. The AN/PEQ-2 is also waterproof to 65 feet. Optic Electronic Corp. of Dallas AN/PVS-4 STANO: A typical example
$1,500, 0.6 lb. of a second generation image intensification weapon sight, the AN/PVS-4 is an
Insight Technology Inc. AN/PEQ-6 Laser Aiming Module (LAM): This Improved Night Sight (See High Tech p. 156) and gives +1 to Acc, Night Vision
is actually the military’s version of the sight, designed for use under the muzzle 5, Colorblindness and -1 to the weapons Bulk. Operates for 1 hour on an
of either a H&K USP or Glock, it features a visible light (25 yards), IR light (50 internal 144kWs advanced battery. See also p.SO98. $4,800, 4 lb.
yards, +2 to Night Vision and Infravision), visible laser (50 yards in daylight, PCO PCS-5: A 2.4x Improved Night Sight (See High Tech p. 156) for the
750 yards in low light, +1 to skill) and an IR laser (200 yards, +1 skill). It wz.88 or AK rifle. The sight gives +1 to Acc, Night Vision 7, Colorblindness,
operates for 10 hours on two AA alkaline batteries and is waterproof to 65 feet. Tunnel Vision and adds -1 Bulk. Operates for 12 hours on 1 K-316
$2,400, 0.45 lb. rechargeable battery. $1,500, 3 lb.
Litton Industries AN/PVS-10: A TL8 Advanced Night Sight (see High Portable Coincidence Rangefinder: Allows gunners to estimate
Tech p. 156) combined with an 8.5x Fixed-Power Scope (see High Tech p.156) distances using a system of specially mounted 6x telescopes. The operator
in addition to Night Vision 7 it also gives +3 to Acc, Colorblindness and Tunnel looks through the eyepiece and will see two images of the target. He then
Vision. Issued with the M24 SWS but it can be mounted on any rifle equipped adjusts the images until they coincide, creating one image. The range is then
with accessory rails. Operates for 4 hours on two AA-Cell alkaline batteries. read off of a gauge in the mount. $600, 18 lb.
$6,000, 4.7 lb. PZO NSP-3: Largely replaced in Polish service by the PCS-5, the NSP-3
NPZ 1P21 PO3-9x42: A 3-9x magnification scope with an illuminated was a first generation 3.5x Night Sight (See High Tech p. 156) for the Kbk
reticle calibrated for 7.62x54mmR for the SVD. It nominally replaces the PSO- wz.88 but it will also fit any AK series rifle. The sight gives +1 to Acc, Night
1 in service. The 1P21 has an interesting bullet drop compensation feature Vision 4, Color Blindness, Tunnel Vision and adds -2 Bulk. Because this scope
which is tied to changing the magnification. The user operates the rangefinder lacks an automatic shut-off to protect the tube from damage from bright lights
reticule then sets the range shown on a dial in the scope to match, this very few are still in operable condition. Operates for 3 hours on a special NSP-
increase and decreases the magnification depending on range. $1,000, 2.4 lb. 3 4.5v battery. $900, 6 lb.
Effectively only 1x of the magnification can be used per 100 yards, so Radio Corporation AN/GVS-5 Laser Rangefinder: This lightweight
ranges of 200 or less will be +1 acc, 400 or less +2 and 800 or more +3. device resembles a pair of binoculars. It is used to determine the range to a
NPZ 1P21 PO4-12x42: The replacement for the 1P21 PO3-9x42 scope. man-sized or smaller object – usually to verify the location of targets for artillery
It has more magnification with 4-12x, it is otherwise identical. $1,100, 2.5 lb. or air strikes. It is effective out to 9,990 yards. It takes one second and a roll
NPZ 1P29: A 4x scope for the AK-74 or SVD based on the British SUIT against Electronics Operation/TL8 (Sensors) to determine the range to a target.
scope. There are two distinct versions; one for 5.45x39mm and one for The operator must have a clear line of sight to the target; smoke or dust in the
7.62x54mm with the difference being in the ranging cam and the mount. -2 to atmosphere gives –1 to –10 to the roll (GM’s decision). An internal 18 kWs
Acc if using the wrong version and P recision Aiming (See High Tech p. 84). advanced battery gives 10,000 ranging “shots”. $5,400, 5 lb.
Magnification gives+2 to Acc. A commercial version was made known as the RARDE SUSAT Scope: “Sight Unit Small Arms Trilux”, a refined version
UPO-2. The tritium illuminated reticule gives +3 to avoid darkness penalties. of the earlier SUIT developed for the L85 and L86 Individual Weapon system.
$200, 1.6 lb. The 4x power scope's reticule is illuminated with a vial of tritium allowing the
NPZ 1PN34 NSPU: A first generation 3.5x Night Sight (See High Tech p. sight to be used in low light conditions. Gives +2 to Acc, and +3 to avoid
156) for the AK or SVD rifle. The sight gives +1 to Acc, Night Vision 4, Color darkness penalties, the SUSAT is extremely rugged, giving a –2 on the damage
Blindness, Tunnel Vision and adds -2 Bulk. Operates for 12 hours on a 2.5v table. In addition to the magnification, the sight is also a collimating sight. A
wet cell battery. $1,600, 4.85 lb. set of emergency iron sights are built into the top of the scope, giving Acc –3
NPZ 1PN51 NSPUM-3: A second generation 3.5x Improved Night Sight when used, which is better than no sights at all if the scope has been broken.
(See High Tech p. 156) which is nominally the replacement the 1PN58 for the The mount for the SUSAT is built into the weapon and requires an Armorer –3
AK or SVD rifle. The sight gives +1 to Acc, Night Vision 7, Color Blindness, roll to adapt to another weapon. $400, 0.9 lb.
Tunnel Vision and adds -1 Bulk. Operates for 12 hours on 1 K-316 Raytheon AN/PAS-13B: The US military’s primary thermal imaging
rechargeable battery. $1,800, 4.4 lb. weapon sight. It has a 5x magnification (+2 to Acc) treat as a TL8 Advanced
NPZ 1PN52 NSPU: A 5.3x power version of the 1PN51 for use on the Thermal-Imaging Sight (see High Tech p. 157). It is powered for 5 hours by a
RPG-7, RPG-18 or RPG-22 light antitank weapons. A similar model, 1PN52-1 75 kWs lithium battery. $20,000, 4.5 lb.
mounts to the NSV heavy machine gun. $2,500, 7.1 lb. Raytheon W1000: Similar to the AN/PAS-13B, but designed to be
NPZ 1PN58 NSPUM: A second generation improved version of the mounted in front of an existing scope. $20,000, 3.3 lb.
1PN34. It is a 3.5x Improved Night Sight (See High Tech p. 156) for the AK or

16 of 41 Revision of 10Aug18

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