Roleplaying Games


It might seem a bit silly to do a piece on violence in roleplaying games.  From Chainmail and Dungeons & Dragons, to Twilight: 2000 and Space: 1889, to the Vampire and other White Wolf titles there is one overarching connection — fighting.  For D&D, the whole raison d’etre is violence — against monsters, against people, against other races in the hopes of glory and wealth.  Vampire and Werewolf appear to be more courtly, and more backstabbing in their type of violence, but ultimately you’re still playing creatures that eat people.  Or war on each other, ala Underworld.

However it’s the approach to violence in the various settings that I want to address, and how you can capture the appropriate tone for your game.  Over the years, I’ve tried to make violence fairly realistic in my games.  That doesn’t necessarily mean gory, but violence has real consequences beyond how many “hit points” you lose.

I’ve run espionage games most of my life.  The goal is frequently to avoid violence, or even the hint that you were operating in the enemy’s AO.  But when it happens, it’s usually fast, messy, and not well choreographed.  (The latest James Bond movies have captured the frenetic pace and hurt of fights for your life.)  So how far do you go with describing the attacks, the injuries?

The easiest genre to attack is War, and combat-oriented games like Twilight: 2000 or Battlestar Galactica.  War is dangerous, fast-paced, confusing, and often deadly.  you might not have to give graphic depictions of everything happening around the characters — in fact, often “fog of war” keeps people on the battlefield from having a full picture of the proceedings.  Think of the beginning sequence of Saving Private Ryan — the chaos of the battle, the randomness of injury.  The character has his hearing go out temporarily, time seems to speed up and slow down.  There a re moments, like the soldier looking for his lost arm, that catch his attention.  This give you an idea of the kind of flavor you might want for this kind of campaign…

Here you would go over the effects of the injuries sustained, as much as the hit points/life points/whatever points lost.  Say a character has 14 life points and is shot with a high-caliber rifle — say a .50 caliber.  The damage they sustain might only be 5 points (they get really lucky), but that’s still roughly a third they can take…they’ll live, but they’re mashed up pretty good.  Maybe they lost an arm or a leg.

Smaller caliber weapons do different things.  The 5.7x28mm of Galactica‘s colonials is a .224 round.  It does a lot of temporary damage through hydrostatic shock, but it’s a small wound.  They tend to close and not bleed heavily.  9mm rounds in ball zip right through a person, even in the chest cavity, with some possibility of doing slight damage.  Or they can paralyze you.  The exit holes tend to bleed worse the the entrance wound.  Knife wounds hurt! and they bleed!  They also have a higher chance of doing permanent nerve damage.  Even a fist fight, the person delivering the blows — in my experience — rarely walks away without bruised knuckles or some kind of mild sprain.

You don’t have to go through the blow by blow, as in The Morrow Project, of what is happening as a bullet passes through someone.  Usually, most people aren’t that self-aware, and often an injury incurs some level of shock.

But say you’re not interested in the traumatizing effects of violence.  For a more genteel campaign, like Space: 1889 or Castle Falkenstein, you might want to keep the description of violence to a minimum, instead going with a “movie style” or “TV style” of violence.

Think about the way violence was portrayed in old Westerns, pulp movies (including the Indiana Jones series.)  There might be blood squibs, but often there’s just a clutching of wounds and collapsing.  Only during the truly horrific — the wrath of god or the evil fiend torturing an NPC do you see anything.  (Or not even then.  Think about the end of the flying wing fist fight in Raiders of the Lost Ark, for instance…)  No hero loses limbs, and no shoulder wound involves the brachial or subclavian arteries and bleeding out; no brachial plexus that means no feeling or movement in the arm.  The character, if tortured is given their resistance rolls, as the villains move in to do their dirty work and we pan away to the sounds of their screams.  (Think Han Solo in The Empire Strikes Back…you didn’t need to see the torture to know that it sucked egregiously.)  This sort of violence style is much more appropriate to the pulp campaigns of Hollow Earth Expedition or Savage Worlds, and it works well if you want the more campy period of James Bond.

Even TV-style violence varied from the weekly “shot in the shoulder but I’m okay” violence of Starsky & Hutch, to the more serious effects of gun play in Miami ViceMagnum: PI avoided gun play for the most part, and when it happened, it was sanitized for the prime time audience.

Cartoony violence, in which violence is used as slapstick comedy might be appropriate to Paranoia or Toon campaigns.  The horrific ends the character might face are mitigated by the internal logic of the campaign itself.  Similarly, a “golden age” style superhero camapign would involve a lot of collateral damage and knockback…but ultimately, the villain is only knocked unconscious and taken into custody (only to escape later.)  People rarely die prior to the angsty-realistic comic themes of the 1980s and later.

The key is to 1) Know your audience.  Are they mature enough for graphic violence?  Are they the kind to go into vapors if their character is tortured, raped, scarred or physically impaired by injury?  2) Is it appropriate to the setting?  More realistic campaigns the answer might be yes, but for light entertainments of pulp or romantic adventure..?  Probably not.

Following yesterday’s post, here’s some ideas to post-attack “second fleet” campaigns for Battlestar Galactica.

Key to this is the idea that another ship or ships survived the apocalypse.  In our campaign, the players’ battlestar and one of its assaultstar escorts survive the attacks on the Colonies because they are out investigating the lack of communications from Armistice Station.  They do run into the basestar there, and they lost much of their fighter group to the CNP attacks.  Fortunately, the assaultstars were upgraded, and the crew of the battlestar figure out the issue quickly enough to save the vessel (barely.)

Returning to warn the fleet, the ship misjumped due to problems related to the Cylon hack, and they were out of action for hours, trying to repair their vessel and get back into the fight.  By the time they do, Galactica and her fleet are gone.

Another idea is an exploration task force, out on patrol on the edge of the Armistice Line (or elsewhere) on a mission to look for Cylon activity, map the surrounding systems, and do science.  We encounter one of these in our campaign that has a science vessel (a Space Park style vessel), and agroship for supplies, and a tanker/tender, in addition to an older battlestar.  It’s a good assumption that there would be a few of these task forces, and that the Cylons might know where they are, thanks to their access to the Colonial Defense Mainframe.  Maybe they were held up on their patrol and aren’t where they’re supposed to be, saving them from attack (or warning them of the attacks when they get hit.)

There are two main storylines you can use here:  1) the ships stage a guerrilla war to free the Colonies, 2)  they haul ass into the Black, looking for a place to live.  If you don’t care about show canon, you could have them eventually find the fleet and aid them in their attempts to find Earth.

Some ideas for the guerrilla war option:

1.  The fleet does a series of dangerous recon missions with raptors to find out what is going on in the Colonies.  The opposition should be big enough that they cannot just go right at the Cylons.  I think we had something like 32-36 basestars (so thousands of raiders), and the Cylons were retrofitting battlestars they captured to fight.

2.  Deep Space Interferometer Telescope.  In our campaign, the SDIT was a series of telescopes rigged together in an interferometer, and controlled by a space station that the Cylons hadn’t discovered yet.  They rescued the crew, and reprogrammed the telescope to take orders from their battlestar.  With it, they were able to get reasonably fresh intelligence on the Cylon movement, and pick up transmissions from the survivors on the surface.  (Works well if you have a ground group, as well…)

3.  A series of search and rescue missions, or recon missions to connect with people on the surface of one or more of the Colonies to organize resistance.  A good twist here is that the survivors are sick from radiation, etc. and the rescuees or crew that liaise with them bring illness back to the ship.

4.  Staging a mission to capture mothballed ships (if you have enough crew to man them), or destroy Cylon bases of operations.

5.  Discovery of Scylla and her fleet.  these civilians have had everything of use stripped off of their vessels by Pegasus and they need help.  Play up the inhumanity of the move by Cain and co. to push the players to moral conundrums.  A good twist:  the fleet was seeded by Cylons with sleeper agents following the Pegasus event, and the ships have signaled the Cylons of the rescue attempt.  Have the Cylons show up right when the SAR is underway and muddies the rescue effort.

Here the key is to give them some hope that their loved one might have survived; having a relative of a character or two be found can heighten this.  Another important element is that they have to constantly move on the outskirts of the Colonies, and occasionally leave the system to hide — leaving them out of contact.  There should always be the element of discovery and a real battle in the offing.

For the Second Fleet idea —

You might start with some of the above and realize at some point that the Cylons are too many and have too tight a hold on the Colonies.  Lighting out into the Black, they come across Cylon fueling bases, mining operations.  A possible idea is that they keep coming across evidence of Galactica‘s fleet, leading them to Kobol, etc.

1.  Some kind of malfunction or sabotage causes the fleet to need water, fuel, or some other material.  Maybe it’s material to make repairs to the vessels.

2.  Murder mystery:  a young girl is found in a 55 gallon drum.  There is little forensics evidence (or no facilities to really follow up on the evidence) and the characters must scour the fleet looking for the killer.

3.  Mutinous Intent:  without hope the crew is trying to force the leadership to return to the Colonies.

4.  Religious Hints:  pick one of the characters and have them get messages from God (the Gods) leading the fleet to their next home.  Maybe they link up with the Galactica fleet and you replay/rewrite the last few seasons to suit your group, maybe they are lead to another world (maybe God wants to hedge his bets…)

5.  Disease — either natural or Cylon-caused.  How far do they have to go to seal off the infection?

There’s a wealth of ideas here to work from.  For my group, they aren’t working with the Scrolls of Pythia, but of Sybil — another oracle who wrote about another cycle of time.   The tale follows the Jericho/Masada/Troy idea of the noble resistance that eventually falls, but those that escape found the next major civilization.

Previously, I had posted some ideas for Battlestar Galactica campaigns preceding the Cylon attacks.  Now here are a few for things post-attack…

For a Ground Survivor Campaign:

One of the things I found effective in my campaign was to have the attacks happen in the middle of an ongoing adventure/mission.  In our case, the Critical Investigations Unit of the Colonial Marshals’ Service was in the process of hunting a bunch of escaped convicts whose bus overturned on slick roads and went down a mountain ravine, not too far from Oasis.  While in the midst of this, they lose comms and hear a strange rumbling.  That was Caprica city getting nuked, only 50 miles away (but they were shielded by mountains from the initial gamma burst.)

They then had 30 minutes to race to usable vehicles and get to Oasis — a small mountain town (think First Blood) — where the nearest fallout shelter was.

Other ideas include 1)  survival in the shelter for the 8 days it will take before radiation levels should drop enough for them to move.  Plumbing problems, tight and darkspaces for claustrophobes, and general fear make this a good environment for the first adventure.  The radio isn’t working for whatever reason, or they can’t get their transmissions out so they get a fragmented and frightening picture of what is happening topside.

2.  After coming out of the shelter, they must forage for supplies — canned foods, bottled water, first aid supplies –anything they didn’t have in the fallout shelter.  Maybe they grab vehicles.  Remember, metal holds radiation — the car hulls will be hot, but not necessarily more dangerous that causing contact injuries.  It’s raining a lot on Caprica after the attacks (we can assume the same on many worlds), so puddle will be dangerously radioactive.  Spice it up with a Cylon attack to get them moving if they dally too much.  (Our campaign lost 20 of their initial 42 survivors this way.)

3.  Hide and seek:  using vehicles in the mountains to avoid the Cylons, the characters try to find survivors and bolster their numbers.  Radiation sickness in the animals can make for an interesting encounter.  Our players ran into bears foraging in garbage dumpsters that were loosing their hair and were on the…upset…side.

4.  Trying to fortify an area.  The players might try to find a defensible spot for raids or to hide.  Another good variation on this is finding the survivalist camp where they can get aid, but perhaps the people are a little too eager to have women here to help repopulate the colony; the military camp where everyone’s gone a bit ’round the bend (ala 28 Days Later); or the religious end-of-the-world cult (possibly even the monotheist Soldiers of the One from Caprica.)

5.  A good ol’ The Road Warrior-style adventure where the characters have to either run the gauntlet through a Cylon platoon or other road gangs.  I added a motocenturion similar to the motorcycle Terminators from the execrable movie.  Also, I figured the Cylons — if they didn’t have their own vehicles — would use what they could or retrofit vehicles with their Cylon brains to fight Colonials using vehicles to do hit & runs.  (Yes, it’s not canon, but it’s more fun.)

6.  A raid on CMC reservist caches.  They’ll will, of course, have to get past the Cylons sitting on the reserve bases.  This should probably be a later adventure, with serious danger, but the rewards being military medical and food supplies, tanks or APCs, guns and ammo.

7.  One group had no pilots, so their goal was to get to the sea and get a small boat out onto the water, hoping to avoid Cylon attention.  Pilots might have the goal of getting a hold of an FTL-capable ship and getting off of the planet.

8.  Something you can string in is the danger of radiation sickness, but also of exposure to other disease caused by the death of animals and plants around them.

9.  The farms.  Have them discover the Cylon Farms.  I made this much more horrifying than the show did, playing up the machine rape element of it with a spicing of Japanimation tentacle/machine porn.  Make it truly disturbing.  We also had healthy men being “milked.”  Yes, disgusting…that’s the point.

10.  The Offensive — the characters have enough followers to stage guerrilla attacks on locations:  farms, bases of operations, etc.  You can do variations on theme until the end of time…or Day 282.  (More about that later.)  Perhaps they find a bunch of planetary guard, or Colonial Marines that have been successfully playing hit and run.  We had a tank battle between the Cylons and CMCR in our campaign.  Eventually, the Cylons just nuked the site from orbit, but it was a glorious battle…

One thing to remember, the Cylons stage a cease fire and leave Caprica on Day 282.  The characters don’t need to know this, but if they can hold out until then they have a chance to possibly rebuild one of the colonies…  Yes, it’s not canon, but we can’t assume that only Sam Anders’ bunch were the only survivors in the Twelve Colonies.

Next time, ideas for a “second fleet” campaign…

Here’s a quick take on the Cylon vessels of the first war…

Cylon Basestar Mk I

The Cylon basestar was a combination aircraft carrier and battleship used by rebel Cylons during the First Cylon War.

Dimensions: 1200x1200x600′   Crew: 5,000 Cylons

AGL:  d6   STR: d12+d2   VIT: d10   ALE: d8   INT: d8   WIL: d8

Initiative: d6+d8   Life Points: 24   Armor: 3W, 4S   Speed: 4 (SL/JC)

Traits:  Memorable d4

Skills:  Mechanical Engineering d6, Pilot d6, Technical Engineering [Electronic Warfare] d6 [d10]

Armaments:  Medium & heavy vehicle/scale, capital-range missiles (can be used as point defense) d12W; heavy spacecraft scale, capital range missiles: d12+d2W; nuclear missiles (spacecraft-scale, short DRADIS range): d12+d6W

Auxiliary Craft:  200 Cylon raiders, 50 shuttlecraft (similar to raptors)

Cylon Raider Mk I

The Cylon Raider of the First Cylon War was a bulky thing, compared to the latter biomechnical versions.  They carried a crew of three centurions, and acted as a landing craft, as well as an attack fighter.

Dimensions: 23’x40’x13′   Crew: 3

AGL: d6   STR: d8   VIT: d10   ALE: d8   INT: d6   WIL: d8

Initiative: d6+d8   Life Points: 18   Armor: 2W, 2S   Speed: 7 [5 in atmo] [SL]

Traits:  none

Skills: [Cylon crew]  Mechanical Engineering d6, Pilot [Raider] d6 [d10], Perception d6,Technical Engineering d6

Armament:  2 30mm cannons [vehicle-scale, skirmish range]: d8W, 2 vehicle-scale, skirmish-range missiles: d12W or 2 anti-ship missiles [spacecraft-scale, capital-range]: d8W

Pacing, pacing, pacing!

This is one of the tougher things to get right as a gamemaster.  Depending on the type of adventure being run, you might want to have the characters go through a series of hoops to get things done, other times, you want to keep the speed of events high.

It’s a problem moviemakers have, as well.  And cinema gives us a few ideas of how to do pacing for certain genres.  For the mystery, for instance, you will want the characters to wander through a series of clues and red herrings until they get to the bad guy.  However, even mystery movies often leave out or gloss over things like the foot work required.  And how do they do that?

MONTAGE!  The characters roll a test or two to sweep the streets, leading to the sequence where they actually find a clue.  They’ll know there’s something worthy of paying attention to in a sequence, because you aren’t glossing over the process.  It allows you to control the pace of their investigation — say the flat foot took 3 hours to get to the sequence where Eddie the Nose finally drops a hint for where they need to look.  It allows you to make sure things unfold as your want them to, without looking like you’re railroading or stifling the pace of the players.  And you don’t spend an evening wasting the players’ time.  The story unfolds at a pace that keeps people’s attention.

The montage also allows players who aren’t in the center of the action, but whose skills are necessary to the plot, to get in important tests.  For instance, the spies/detectives/whathaveyou need to find out about the actions of a dead real estate mogul.  One player is walking the streets, talking to the gangs, etc. that might know of a hitman that could have killed the guy.  Meanwhile, another player goes through the escrow records to see what he might have been into, while another scours financial records.  Describe the montage quickly, while they do their rolls.  Did each get the piece of the puzzle necessary?  If not, how can you get them to the place they need to be..?

The montage gets things done that are overall boring to most players.  No one wants to sit on the sidelines while Jane Doe asks scads of questions about the intricacies of investment portfolios.  If they got the roll, explain what they need to know.  Give them their clue and press on.

Most stories work better if the pacing is faster.  One, the players will sometimes (but not always) miss the plot holes that you didn’t account for.  Two, they are more involved in the action, and action sequences take up more time due to their tactical nature, than the main storyline.  If you need to stretch an episode over a few nights — a damn good firefight/fistfight/car chase will do that.

That brings us to another important thing you’ll see in movies.   When things start to lag, throw a problem in their way.  Usually, this is an action sequence, but it doesn’t have to be.  Take Burn Notice, for instance.  Are the players getting ahead of your plot?  Have one of the character have a family emergency (it’s especially good if it’s not a real emergency.)  Maybe the party is hunkered down from the Cylons or the orcs int he area, or what have you…they’re making their move tomorrow.  Maybe a sentry finds them.  Or — as a friend of mine related to me — your fire team is camping in Honduras waiting for the big operation tomorrow.  Rebels are in the area.  Then your warning flare goes off because a big friggin’ pig comes through the camp!  Rebels!  Oh, wait!  Sorry I almost shot you, dude…

The axiom in Hollywood:  when there’s a lull, hit them with a car chase or an explosion.  It works.

Occasionally, you want to slow things down to allow for character interaction, or to allow the plot to unfold.  If you keep pushing the pace too hard, you get Quantum of Solace — where the plotline is lost in far too many chases and fights.  You lose the narrative.  If the players start to lose track of what they’re doing, where they are, or what their objective is, back off a bit and give them a breather.

Gleaned from the twitter account of “Serge”, the Graystones’ butler bot:

The planet in the Caprican sky is not a moon, but a “twin” planet…Gemenon.  They orbit a common center of gravity.  Gemenon, in addition to being a hotbed of religious and fundamental pantheism (which adhere to a literal interpretation of the Sacred Scrolls), it is also the cynosure for monotheism.

Sere informs us that Canceron is a beautiful, but very poor world with first class beaches.  Scorpia also has some of the loveliest beaches, as well, according to The Caprican (see the Caprica website on syfy.com) a rather dangerous and low-brow quality to it.  the description seems to be suggesting a sort of Central/South American quality to the places.

Arelon and Aquaria are relatively close to each other.  Arelon is the breadbasket of the colonies, we know from BSG, and low class.  Aquaria is mostly cold, “brackish” ocean, with a lone continent.

Leonis is a “declining empire” with extensive vineyards, and is known for illegal drugs and energy drinks.

Picon is know, according to Serge, as “little Caprica” and was colonized by Virgon.  From the new show, we can surmise that Virgon is a much more libertine world than Caprica (Sam’s comment about Virgons being able to fornicate in public, while Taurons are arrested for anything.)

Serge also relates that much of Libran is a game preserve…

Over the last 30 years (sheesh!) of gaming, I have found that story telling often requires characters to work separately of each other, rather than operating as a single unit to achieve a goal.  For instance, in most dungeon crawls, the characters operate as a “fire team”, if you will, each bring some tactical advantage to the exploration, a fight, etc.  However, in an espionage game, it is not always advantageous to have 4-6 people attended an opera to make contact with an agent, or to sneak into a building to crack a safe…  You have a character or two doing one thing, while others are either waiting, or doing something else.

This can be tricky for a GM.  Some groups are adult enough to realize they aren’t going to get to monopolize time in a game session, or that their character might be a major player in that particular adventure.  As with movies or TV, the trick here is to cut back and forth between the characters, to heighten the drama, and give people play time.

In the case of the above:  the team needs to break into a building to steal something.  The team has one person with safecracking skills (’cause there’s always a thief character, I find), but the rest are mostly special forces types.  The thief, for stealh’s sake, as well as deniability, is operating alone in the high rise in question.  One of the team might be the wheelman, ready to make a getaway.  One might be doing countersurveillance, watching for security or police response so that they can warn the primary.  One might be handling the infil/exfiltration or the building — say with rappelling gear.  they are in charge of the ropes, making sure to belay the primary when they come out of the high rise window to scale down the building.  A common bit here would be the hacker taking over security systems to disguise the thief’s actions.

You cut back and forth between the people.  The thief goes in from the roof, say, rappelling down to the target floor window and cutting through to an unoccupied office.  The belaying man is handling the ropes, making sure the thief doesn’t overshoot, etc.  Maybe he has a close call with a bird; this effects the thief.  Once the thief is in, however, the belaying man is not really necessary.  One trick here is have them on radios to talk to each other, another — if they can’t communicate — is bump up the stress level.  Have the other characters get antsy as time goes on (it’ll play into the players’ desire to do something…)  Maybe someone decides to crash the party and check on the thief, alerting security in the process.

For the guys in the car or doing surveillance, throw them a few red herrings.  A stray guard or police car looks way too interested in the car parked in the alley.  How do they get out of it?  If the thief trips an alarm or is otherwise found out, how do they support the thief?

As with a movie, you cut back and forth between the primary (the thief) and the others.  One of the best ways to do this is bring up a problem.  The thief finds the safe isn’t the right one; they’re going to need more time.  Or a security feature is different than they expected.  If they’re using a hacker, they trip up and alert a sysadmin, so he’s busy disguising himself or fighting for control of the system, rather than protecting the thief.

There is a beat to these scenes in a movie.  The thief finds out there’s a problem or the hacker screws up.  Once they know there’s a problem, go to someone else on the team.  It gives the thief or hacker a moment to think through their problem, while giving the other people time.  Say a cop car stops to harass the wheelman — what does he do?  Cut to the over watch — does he aid the guy in the car, or hold his position?  Cut to: the hacker does what he needs to solve his particular problem.  Cut to: the thief can do their bit.  The safe is open…where’s the McGuffin their after?  The car guy talks his way out/kills the cop/gets pulled out of the car for an interview…does he make the cop suspicious, or pull some smooth talking?  Or does the over watch get his attention?

The trick is at each cut to leave the character in question with a heightened sense of danger. Each problem adds to the others’ problems.  If the thief succeeds but the hacker screws up, they might be identified.  If the getaway driver is arrested or forced to move on, does that mean the guy doing over watch is involved in a holding action when they are bugging out?  What if the belaying guy screws up and the thief, or he, is injured?  Each person’s problem is the team’s problem, but only one or two of them can do anything about it.  This heightens tension and makes everyone an important party of the action.

Another thing when having to split the attention, don’t overengineer the problems for the team.  You need to keep the pace up, so that everyone is interested in the action.

The site seems to be pulling some decent traffic this last month, so thank you to all who are reading the blog and making it worth my time.  I’ve almost out of adventures for the various games I run, so tomorrow is a game writing day.  (Today was bang around on the Triumph too fast day.)

But while I’m plotting and scheming the demise of my players (not their character…just the players), I throw it out to those who care:  what would you like to see here?

Comment away…

Just a reminder…there are more game resources in the links to the right of the posting column.  Or click on the Role Playing Games link at the top.

There seems to be some interest in more stuff for the defunct James Bond:007 RPG.  My Q2 Manual is here for download: cars, guns, motorcycles, gadgets, and basic hacking guidelines.

For the Battlestar Galactica RPG fans, there’s new Colonial ships, revised Cylon ships (including the Resurrection Ship), and a host of other stuff.

For the out of print Star Trek RPG by Decipher, there’s new aliens and android character netbooks I did a few yeas back.

I will be consolidating some campaign-specific stuff for Hollow Earth Expedition in the future and putting it up, as well as house rules and campaign aids for Space:1889 using the Castle Falkenstein rules.  Eventually, I hope to have some system-neutral Victorian stuff, as well.  (You can find my guides to London online — either The Smoke for the Victoriana game, or a more historically accurate version from Adamant Games for their Imperial Age line.)

There will be more as time permits.

The MRAP-All Terrain Vehicle is an armored fighting vehicle designed to replace the agiing HMMWV of the US armed forces.  The heavier of two alternatives, it was a cheaper one at $475,000 a unit and over 5000 have already been ordered.


The V-shaped hull deflects blasts from improvised explosive devices, and the suspension has 16 inches of travel to facilitate operations in the worst of terrain.  The vehicle is Palsan composite armored, protecting the crew of five inside (four plus a gunner.)  The motor can take a direct hit from a 7.62mm round to the oil, coolant, or hydraulics systems and still travel a kilometer.  The tires are run flats that can travel 30 miles at 30 mph.  Traction control and ABS make it incredibly safe.

Taking a page from the operations of the past decade, the M-ATV has air conditioning, and electrical outlets for personal electronic devices.  The turret is wrapped with an armored plexiglass that allows the gunner some protection, but the weapon can also be controlled from inside the vehicle.  The weapons supported are the M240, the Mk 19 grenade launcher, or the BGM-71 TOW missile system.

The M-ATV has a 7.2 liter Caterpillar C7 turbodeisel motor that produces 370hp and 925 ft-lbs of toque.  It is electronically limited to a top speed of 65mph, but is capable of 80mph.  Weighing in at almost 25,000 lbs., the vehicle is brutally powerful.  It has a payload of 4000 lbs.

PM: -1   RED: 5   CRUS: 40   MAX: 65 (80)   RNG: 320   FCE: 5   STR: 25   COST: $476,000

GAME INFORMATION:
The M-ATV ignores off-road modifications, and gains a +1EF to safety rolls.  The hull is armored and reduces weapon DC by four, and absorbs 2WL.

Q Evaluation:
The first of the M-ATVs were delivered to USMC units in Afghanistan in 2009.  The vehicle is proving to be incredibly well designed for the rough terrain.  Cpt. Roberts.

(You can find the stats for the M240 machinegun and Mk 19 grenade launcher in the weapons section of the Q2 Manual in the Role-Playing Games Resources page of this site.)

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