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Devil's Brigade - WWII - Characters

Widowmaker

First Post
Please post your characters here.

If you do not have your characters I have a copy of them, just let me know.
 
Last edited:

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Dracomeander

First Post
Karl Hoffmann
Male 5'9" 162# Blond Hair Blue Eyes Caucasian Age 22
Allegiance: Primary - USA, Family Secondary - FSSF, Catholic Church

Sergeant US Army
Occupation: Emergency Services [Climb, Treat Injury]
MOS Medical [Investigate, Knowledge (Behavioral Sciences), Tumble]

Strength 11
Dexterity 14 +2 (+1 at 8th level)
Constitution 12 +1
Intelligence 14 +2
Wisdom 14 +2 (+1 at 4th level)
Charisma 10

Initiative: +2
HD: 8 + 2d6 + 5d8 + 8 ( 52 hp)
Defense: 20 (+2 Dex, +4 Fast, +2 Dedicated, +2 Recon); Flat-footed 18; Touch 20
Speed: 30

BAB: +5
Melee: +5
Ranged: +7

Fortitude: +5
Reflex: +6
Will: +5

Skills:
Balance 8 [4 ranks]
Climb 5 [5 ranks]
Craft (Pharmaceutical) 6 [4 ranks]
Craft (Structural) 6 [4 ranks]
Escape Artist 6 [4 ranks]
Hide 8 [6 ranks]
Investigate 4 [2 ranks]
Knowledge (Behavioral Sciences) 4 [2 ranks]
Knowledge (Earth & Life Sciences) 3 [1 rank]
Knowledge (Occult) 4 [2 ranks]
Knowledge (Tactics) 4 [2 ranks]
Listen 8 [6 ranks]
Move Silently 8 [6 ranks]
Navigate 6 [4 ranks]
Spot 8 [6 ranks]
Survival 8 [6 ranks]
Treat Injury 19 [11 ranks]
Tumble 10 [8 ranks]
Speak Language (English(N), German, Latin)
Read/Write Language (English(N), German, Latin)

Feats And Abilities:
Simple Weapon Proficiency
Personal Firearms Proficiency
Track
MOS Medical
Medical Expert
Defensive Martial Arts
Surgery
Jump School

Evasion
Healing Knack
Camouflage
Combat Medicine 1
Combat Medicine 2

Equipment:

Uniform
Wool Cap
Wool Scarf
Winter Jacket & Trousers x2
Field Jacket & Trousers x4
Parachutist Jacket
Mountain Trousers
Wool Shirt
Combat Boot x2
Jump Boot
Garrison Cap w/ Unit piping and Airborne Patch
Dress Uniform

Parachute
Pistol Belt
Suspenders
Canteen
Canteen Cover
First Aid Pouch
First Aid Kit
Entrenching Tool
Field Bag (Backpack)
Compass
Compass Case
Dispatch Case (Map Case)
SMG Magazine Pouch or Rifle Bandoleer, or MG Belt Case
Duffel Bag
FSSF Knife - special made and only issued to FSSF
M1911A1 - .45 ACP Pistol w/Lanyard
M1A1 Carbine

Equipment Weight 32 lbs

Colt M1911A1
.45 ACP Single-Action Autoloader Pistol
It was adopted in 1911 as the standard sidearm for the US Army. After WWI, a number of improvements were made to the basic design resulting in the M1911A1 of 1926. Simple in concept and reliable in operation, the trigger is single action and there is no decocking lever. A single stack 7 round magazine feeds into the pistol grip. It uses a slide-locking safety catch and a grip safety.

Damage: 2d6
Magazine: 7 box
Critical: 20
Size: Small
Damage Type: Ballistic
Weight 3 lbs
Range Increment: 30 feet
Rate of Fire: S

M1A1 Carbine
.30 Caliber Semi-Automatic Airborne Carbine
The M1 Carbine was developed to create a weapon which fit between the M1911A1 pistol and the M1 Garand rifle The M1 was introduced in 1942, light weight and reliable it proved to be a popular weapon. The M1's weakest feature was its low powered round, despite this it was a popular weapon particularly in the close combat found in cities and jungles. A grenade launching attachment was available allowing the M1 to use rifle grenades. M1A1 has a wire folding stock developed for airborne operations.

Damage: 2d10
Magazine: 15 box
Critical: 20
Size: Large
Damage Type: Ballistic
Weight 6 lbs
Range Increment: 70 feet
Rate of Fire: S


A son of a german-american family from Wausau, Wisconsin, Karl went to a Catholic school where his maternal Uncle was priest. Karl enjoyed an active life in the forests surrounding his hometown, especially the fall and winter activities of hunting and skiing - both cross-country and downhill.
Karl's father - a doctor - tried to push Karl into the medical field to eventually join him in his practice, but Karl preferred a more active career joining the fire department.
When the war broke out in Europe, Karl followed the news reports with trepidation. Debating with his family over the apathetic stance of America over Europe's plight, Karl finally decided to join the army in the summer of 1941 to be ready when America was finally drawn into the war. His background made him perfectly suited to training as a combat medic helping the troops on the front lines. When the First Special Service Force was announced, Karl immediately requested a transfer to this new service where his hunting skills would serve as well as his medical skills.


1) Fast 1 Evasion, Simple Weapon Proficiency, Personal Firearms Proficiency, Track
2) Dedicated 1 Healing Knack
3) Dedicated 2 MOS Medical, Medical Expert Promotion Check 16 + 1 = 17 +
4) Fast 2 Defensive Martial Arts Promotion Check 17 + 2 = 19 +
5) Recon 1 Camouflage Promotion Check 7 + 2 = 9 -
6) Recon 2 Surgery, Combat Medicine 1 Promotion Check 20 + 3 = 23 +
7) Recon 3 Jump School Promotion Check 8 + 3 = 11 -
Promotion Check 19 + 3 = 22 +
8) Recon 4 Combat Medicine 2 Promotion Check 17 + 4 = 21 +

Five promotions - Final Rank E-5 Sergeant
 

Starman

Adventurer
Morgan “Eagle” Harris

Dedicated 2/Fast 2/Recon Training 4
Hit Dice: 2d6+5d8+16 (54 hp)
Initiative: +3
Speed: 30 ft.
Defense: 21 (+8 Class, +3 Dex), flat 18, touch 21
Base Attack/Grapple: +5/+6
Attack: Springfield M1903A4 +9 (2d10/x2) or Colt M1911A1 +8 (2d6/x2) or FSSF knife +6 (1d6/x2)
Full Attack: Springfield M1903A4 +9 (2d10/x2) or Colt M1911A1 +8 (2d6/x2) or FSSF knife +6 (1d6/x2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +5, Ref +7, Will +5
Abilities: Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 10
Occupation: Creative (Craft (writing), Knowledge (pop culture), Spot)
Reputation: +1
Skills: Balance +6(3), Climb +4(3), Craft (structural) +1(1), Craft (writing) +3(3), Hide +14(8), Knowledge (pop culture) +2(2), Knowledge (tactics) +3(3), Listen +11(7), Move Silently +13(8), Navigate +5(5), Spot +15(8), Survival +7(5), Swim +2(1), Tumble +8(5)
Feats/Talents/Special: Alertness, Camouflage, Evasion, Far Shot, Jump School, Marksmanship 1, MOS: Rifleman (Hide, Navigate, Survival), Personal Firearms Proficiency, Sharpshooter 1, Skill Emphasis (Spot), Stealthy, Weapon Focus (Springfield M1903A4)

Possessions:

Morgan was a struggling writer when he enlisted in the Army. He had sold a few stories to the pulp magazines and was trying to make a break in the screenwriting business. He was unsuccessful, though. Broke and desperate, Morgan found himself signing enlisting. At the least it might give him some story ideas, he thought.

Morgan found himself to be quite gifted athletically which surprised him as he hadn’t been much for sports. He quickly stood out amongst his peers for his shooting skills, stealth abilities, and his incredible sight which earned him the nickname “Eagle.” Still shocking himself, he decided to try out for the FSSF. It sounded fun after all.

Morgan is 21 years old, 5’11” and slender. He has blonde hair and brown eyes. He can often be found with a small notebook writing down something for one of his stories. After the war is over, he intends to go back to Hollywood and make it big.
 
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Lukeworm

First Post
SRG. Bert (Hubert) Harrison

Human Male Tough 4, Assault Training 4.
Occupation Military (Personal Firearms prof., Survival, K. Tactics).
MOS Rifleman (Hide, Spot, Tumble).
MOS Mastery (Intimidate, Reputation bonus to K. Tactics, +1 to Promotion checks).
Language: English.
Allegiances: U.S. Army, 1st Special Service Force.
Rank: Sergeant E -5.
Reputation +2.

HP 72 (10+7d10+16, +4 Robust, +4 Tough as Nails), MDT 15.

Action Points 10 (from 8th level only).

STR 14 (+2)
DEX 12 (+1)
CON 15 (+2) (+1 at 4th level)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0) (+1 at 8th level)

Fort +8 (con +2), Ref +3 (dex +1), Will +4 (wis +2)

Initiative +1 (dex +1), Speed 30

Defense 15 (dex +1, class +4), Flat 14, Touch 15

BAB +7
Melee +9 (str +2), Grapple +9
Ranged +8 (dex +1)

[sblock=Attack]
M1941 Johnson +8 +3, damage 2d10, Range 90, Rate A, Mag 20 box.
Colt M 1911 +8 +3, Damage 2d6, Range 30, Rate S, Mag 7 box.
SFFS Knife +9 +4, damage 1d6 +2.
Rifle but/ Pistol whip +9 +4, Damage 1d6+2/1d4 +2.
Unarmed +9 +4, Nonlethal Damage 1d3 +2.
[/sblock]
[sblock=Skills]
(+skill total/ranks/other)
Max Ranks 11, Skill points 41 (3x4+3x3+5x4)

Climb (+2/0),
Craft (Structural) (+2/2),
Diplomacy (0/0),
Hide (+8/7),
Intimidate (+5/5),
Knowledge (Tactics) (+7/5/+2 mos mastery),
Listen (+2/0),
Move Silently (+1/0),
Navigate (+3/1/+2 Compass),
Repair (+0/0),
Sense Motive (+2/0),
Search (+0/0),
Spot (+12/9/+1 occupation),
Survival (+8/5/+1 mos rifleman),
Treat Injury (+2/0),
Tumble (+6/5),
[/sblock]
[sblock=Feats, Talants, Advanced Training and Class Features]

Feats
Simple Weapons Proficiency (Tough 1st)
Personal Firearms Proficiency (starting occupation)
MOS Rifleman (Hide, Spot, Tumble) (1st level)
Advanced Firearms (1st level)
Exotic Firearms Proficiency (Heavy Machine guns) (Tough 2nd)
Burst Fire (3rd level)
Teamwork (FSSF) (Tough 4th)
MOS Mastery (Intimidate, Reputation bonus to K.Tactics, +1 to Promotion checks) (6th level)
Strafe (Assault Training 3rd)

Talents
Robust (Tough 1st)
Damage Reduction 1/- (Tough 3rd)

Advanced Training and Class Features
Tough as Nails (Assault Training 1st)
Trench Warfare (Assault Training 2nd)
Shock Assault (Assault Training 4th)
[/sblock]
[sblock=Equipment]
Carrying Capacity (lbs) [with +2 equipment bonus for Mesh Vest]:
Light 58 [76], Medium 116 [153], Heavy 175 [230].
Current Weight Carried: 88.5 = Medium Load.

M1941 Johnson LMG 14 lbs.
Colt M1911 Pistol 3 lbs.
FSSF Knife .5 lbs.
1 x M17 Fragmentation Grenades, 1 x M22 Smoke Grenade [1 lbs].

LMG Gunner Kit
Sling, M1 .5
Cleaning kit, M1 .5
Cartridge belt, M1937 1.5
Ammo: 12 x 20-rd mags (in cartridge belt) 18.25
[Total Weight 20.75]

Clothing, Common and General Equipment
Underwear .25
Socks .25
Long johns (2) 2.25
Pants & Shirt, wool 2.75
Pants belt, w/ buckle .25
Knit cap .25
Boots 4.25
Field trousers 2
Sweater, wool 1
Field jacket, M1943 3.25
Parka (raincoat/poncho) 2.75
Scarf, wool .5
Gloves, wool .25
Socks, extra .25
Blanket, wool 3.75
Personal items/toiletries 2.0
Helmet, w/ liner/net 3.25
First aid pouch, M1942 w/ packet .5
Canteen, M1910/cup/cover 3.75
Entrenching tool, M1943 w/ carrier 3
Combat Vest M1942 1.75
Field bag, M1936 (backpack) 2
K-Ration, 3 meals 2.25
Map Case with Local and Area maps 4.00
Compass, Compass Case .5
Magazine pouch, Pistol .5
Mag, .45 cal Pistol (x2) 2.00
[Total Weight 49.5 (50.25)]



Weapon Stats.
M1941 Johnson
Damage: 2d10, Critical: 20, Damage Type: Ballistic,
Range Increment: 90 feet, Rate of Fire: A, Magazine: 20 box,
Size: Large, Weight 14 lbs.

Colt M1911A1
Damage: 2d6, Critical: 20, Damage Type: Ballistic,
Range Increment: 30 feet, Rate of Fire: S, Magazine: 7 box,
Size: Small, Weight 3 lbs.

SFFS Knife
Damage: 1d6, Critical: 19, Damage Type: Slashing/Piercing,
Range Increment: 10 feet,
Size: Tiny, Weight: 1 lbs.

Hand Grenades
M17 Fragmentation Grenade
M19A1 Anit-Tank Grenade (7d6 damage/no burst/no reflex sv)
M22 Smoke Grenade (Special)

Damage: 3d6, Reflex Save 15, Burst Radius 10 feet, Damage Type: Slashing
Range Increment 10 feet,
Size: Tiny, Weight ½ lb.
[/sblock]

[sblock=Description]
With dark blond hair, brown eyes and a stocky body stretching just short of six feet Bert looks a typical American young man. He also looks older then his actual age of 22. People meeting him for the first time find him withdrawn and somewhat intimidating. An image Bert support by caring a small arsenal of personal weapons with him at all times.
[/sblock]
[sblock=Background]
Bert Harrison finished assembling the BAR machine gun. Looking around the room he sow that most of the other squad members were still not done with their own weapons. His eye caught on the red arrowhead insignia patch on everyone's jackets, he could hardly believe he was in the FSSF.
Even after five years in the army Bert sometime felt he was still the 17 years old buy standing before the judge on a winter day. The same day he was given two options - the army or the ýstate penitentiary.

Growing up during the big depression was not the childhood Bert's parents wished for their son. The family went wherever there was work for Mr. Harrison., moving often from one ýdusty mining town to another smoke covered factory town. Bert found it hard to adjust to the constant changing of friends and school, failing in his studies and avoiding the company of others. The only thing that interested him was the motion pictures, especially westerns and gangster movies where one's problems could be solved with a hail of bullets.

By the age of sixteen Bert had quit school working odd jobs here and there trying to help support his family. He soon fell with some people of "questionable" reputation, got involved in an attempted robbery, caught and sentenced. Luckily for Bert the judge gave him the option of enlisting in the army instead of jail. The army may not have considered itself as lucky with the new recruit as Bert proved to be a problematic man. He was constantly getting into troubles with his superiors and fights with his peers. Bert's solution to this was simply to ýdo what little was necessary to avoid serious punishment. He forced himself to endure any punishment given by his instructors and shrugged away insults more often then not. The only ýthing Bert did well was shoot, and that in turn kept him out of military jail as his commanders ýsow a chance of him becoming a soldier after all. Until then he can do manual chores.

As rumors of war in Europe became realty the army was filled with speculation of U.S. ýinvolvement. Bert figured that he may find himself in actual combat soon. He also realized he didn't want to spend his time hauling ammo crates or digging outhouses. Bert started to take his training seriously doing his best to master the skills of an infantryman. He turned his former stubbornness into resolve and inner toughness. He found that hiking for hours in the ýwoods was relaxing, that he can get along better with his squad mates, he even saluted the drill instructors.

The army expanding to meet war needs was a turning point for Bert's military career. He was shipped to a new infantry division where his former troubles were not an issue. He proved to be a good soldier as well as to have a natural aptitude with automatic weapons. Soon he was assigned as squad BAR man, then assistant squad leader and later squad leader. The one flow he was known to have was an itchy trigger finger, or as Bert once said "as long as Uncle Sam is paying for them way should I count bullets".

Bert felt confident in his abilities in the field. He knew he was as good a soldier as any in his company, but was getting an uncomfortable with doing nothing besides training. When he heard of a new special unit seeking volunteers he figured this may be a way to see some action sooner.
[/sblock]
 
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Drowned Hero

First Post
Jim Jakobsen
Human Male
Fast 3/Recon 5
Occupation Military (hide, move silently +1)
Action Points: 10 (from 8th level only)
Allegiance: FSSF - Family

Str: 13 +1
Dex: 14 +2 (+1 4th lvl)
Con: 12 +1
Int: 14 +2
Wis: 14 +2 (+1 8th lvl)
Cha: 08 -1

Rank: Tech/4 (E-4)
Speed: 45' = 30 (base) + 15 (talents)
HD: 9= 8+con
HP: 45

BAB +5
Melee +6
Ranged +7

Defense +7

Fort SV +5
Ref SV +7
Wil SV +4

Arms:
-Pistol: M1911A1 - .45 ACP Pistol w/Laynard
-Longarms: Thompson M1A1
Hand Grenades
-M22 Smoke Grenade (Special)
-Knife: FSSF Knife - special made and only issued to FSSF

Feats:
feat n.1: Personal Firearms
feat n.2: MOS Rifleman
feat n.3: Simple weapons profidency
feat n.4: Jump School
feat n.5: Teamwork: FSSF
feat n.6: Stealthy
feat n.7: Alertness

Talents:
Increase speed
Improve Increase speed
Camouflage
Advanced training [shock assault I]
Advancerd training [shoclk assault II]
Long range reconnissance; fast mover +5'

Skill:
Skill points at lvl 8 =77
Max 11 ranks at lvl 8


Skills Ranks Mod Misc Total
Balance dex 4 +2 =+6
climb srt 1 +1 =+2
craft (mechanical) int 1 +2 =+3
drive dex 1 +2 =+3
escape artist dex 1 +2 =+3
hide dex 11 +2 +1 =+14
knowledge (electronics) int 1 +1 =+2
knowledge (occult) int 1 +2 =+3
move silently dex 11 +2 +1 =+14
pilot dex 0 +2 =+2
profesion wis 0 +2 =+2
read/write language 0 +2 =+2
ride dex 0 +2 =+2
sleight of hand dex 0 +2 =+2
tumble dex 5 +2 =+7
craft (structural) int 1 +2 =+3
jump str 5 +1 =+6
knowledge (tactics) int 1 +2 =+3
listen wis 11 +2 =+13
navigate int 1 +2 +2 =+5
spot wis 11 +2 +2 =+15
survival wis 5 +2 =+7
swim str 5 +1 =+6
speak language: English, Swedish.

Equipment

Standard Issue Equipment (added to above items)
Uniform
Wool Cap
Wool Scarf
Winter Jacket & Trousers x2
Field Jacket & Trousers x4
Parachutist Jacket
Mountain Trousers
Wool Shirt
Combat Boot x2
Jump Boot
Parachute
Garrison Cap w/ Unit piping and Airborne Patch

Dress Uniform

Equipment
Pistol Belt
Suspenders
Canteen
Canteen Cover
First Aid Pouch
First Aid Kit
Entrenching Tool
Field Bag (Backpack)
Compass
Compass Case
Dispatch Case (Map Case)
SMG Magazine Pouch or Rifle Bandoleer, or MG Belt Case
Duffel Bag
 

JDL

First Post
Sorry it took so long. :p
---------------------------------------------
David Kerensky
Human Male
Smart 7/Specialist 1
Occupation Military (Survival, Navigate +1)
Action Points: 10 (from 8th level only)
Allegiance: Utilitarianism, David Kerensky, FSSF

18 (+4) Intelligence
14 (+2) Charisma
12 (+1) Dexterity
10 (+0) Constitution
9 (-1) Wisdom
8 (-1) Strength

HD: 6 + (7d6)
HP: 40
Defense: 17 (+1 Dex, +4 Int) normal; 12 flat-footed
Fortitude: +3
Reflex: +4
Will: +5
BAB: +3
Melee: +2 (-1 Str), +7 with Exploit Weakness
Ranged: +4 (+1 Dex), +7 with Exploit Weakness
M1911A1: 2d6
FSSF Knife/Pistol Whip: 1d4 – 1
Unarmed: 1d3 – 1

Feats: Simple Weapons Proficiency, Personal Weapons Proficiency, Jump School, Teamwork: FSSF, Educated: Knowledge (Tactics) and Knowledge (Theology/Philosophy), Tactician, Desk Jockey, Combat Expertise, Trustworthy

Smart Research Tree Talents: Savant: Knowledge (Occult)
Strategy Talent Tree: Exploit Weakness, Plan, Trick
Specialist Class Feature: Smart Defense

Speak Language (Russian, English, German, Hebrew, French, Norwegian): 5
Read/Write (Russian, English, German, Hebrew, French, Latin, Norwegian): 6
Knowledge (Writing): 6/+10
Knowledge (Occult): 10/+21
Knowledge (Theology/Philosophy): 6/+12
Knowledge (Tactics): 10/+16
Bluff: 10/+12
Decipher Script: 4/+8
Diplomacy: 10/+14
Forgery 8/+12
Gather Information: 10/+14
Intimidate: 6/+8
Investigate: 5/+9
Navigate: 5/+10
Search: 6/+10
Survival: 10/+9
Tumble: 5/+6
 

Ilium

First Post
Cpl. Johnny Neumiller

Cpl. Johnny Neumiller
Smart2/Dedicated2/Infantry4

Allegiances: Active Duty, Unit, Family

Hit Dice: 4d6 + 4d10 + 8
Hit Points: 46

STR: 12
DEX: 10
CON: 12
INT: 16 (15+1 at 4th level)
WIS: 14 (13+1 at 8th level)
CHA: 10

BAB: +5
DEF: +5 (+1 when fighting from cover)

SAVES
Fort: +5
Ref: +3
Wil: +5

Feats
Personal Firearms Proficiency (1st level)
Builder (1st level)
Cautious (2nd smart level)
Basic Training (3rd character level)
Advanced Firearms Proficiency (2nd dedicated level)
Vehicle Expert (Infantry 3)
MOS: Engineering (6th character level) (Demolitions, Drive, Repair)

Talents
Savant (Demolitions) (Smart level 1)
Skill Emphasis (Survival) (Dedicated level 1)
Combat Engineering 1 (Infantry level 2)
Combat Engineering 2 (Infantry level 4) (All craft checks at +2 and take -20% time)


Skills
Code:
Skill               Ranks Ability Misc Total

Climb                10      0          +10
Craft (Chemical)      6     +3     +1   +10
Craft (Electrical)    4     +3           +7
Craft (Mechanical)    6     +3     +1   +10
Demolitions           9     +3     +4   +16
Disable Device        6     +3     +2   +11
Drive                 9     +1     +1   +11
Forgery               4     +3           +7
Knowledge (Tactics)   5     +3           +8
Knowledge (Tech)      6     +3           +9
Navigate              8     +3          +11
Repair                9     +3     +1   +13
Survival              8     +1     +3   +12
Treat Injury          2     +1           +3




Weapon stats copied here for my convenience:
Code:
Weapon        Damage   Mag    Crit  Range Inc  ROF  Size  Type  Weight  
Colt M1911A1   2d6    7 box    20    30 feet    S    S    Ball.  3 lbs
Thompson M1A1  2d6   30 box    20    40 feet   S/A   L    Ball. 10 lbs
M1A1 Carbine   2d8   15 box    20    60 feet    S    L    Ball.  6 lbs
M1 Garand      2d10   8 box    20    80 feet    S    L    Ball. 10 lbs

Hand Grenades
M17 Fragmentation Grenade: 3d6,10' radius DC15 Reflex Save      .5 lbs
M19A1 Anit-Tank Grenade:   7d6 damage/no burst/no reflex sv
M22 Smoke Grenade: Special

FSSF Knife does 1d6 damage. It does not have a bayonet attachment and cannot be used that way.

Equipment
Item                                            Weight
M1911A1 - .45 ACP Pistol w/Laynard
Parachute
Garrison Cap 
FSSF Knife

US Army Infantryman’s Kit, Winter
Underwear                                          .25
Socks                                              .25
Long johns (2)                                    2.25
Knit cap                                           .25
Boots                                             4.25
Field trousers                                    2
Sweater, wool                                     1
Field jacket, M1943                               3.25
Helmet, w/ liner/net                              3.25
First aid pouch, M1942 w/ packet                   .5
Canteen, M1910/cup/cover                          3.75
Entrenching tool, M1943 w/ carrier                3
Suspenders, M1936 1 or Combat Vest M1942          1.75
Field bag, M1936 (pack)                           2
K-Ration, 3 meals                                 2.25
Map Case with Local and Area maps                 4.00
FSSF Combat Knife                                  .5
Magazine pouch, Pistol                             .5
Mag, .45 cal Pistol (x2)                          2.00

M1A1 Carbine                                      6
M1A1 Ammo                                         3 (Guess)

Total Weight                                     46 lbs

Non-carried standard equipment
Pants & Shirt, wool                               2.75
Pants belt, w/ buckle                              .25
Parka (raincoat/poncho)                           2.75
Scarf, wool                                        .5
Gloves, wool                                       .25
Socks, extra                                       .25
Blanket, wool                                     3.75
Personal items/toiletries                         2.0

Item descriptions copied here for my convenience:

Radio Kit
Radio, SCR 30
Transceiver 13
Battery pack 15
Misc. items (frame, cables, etc.) 8.5
Handset 1.75
Total Weight 68.25

Rifleman Kit
Sling, M1 .5
Cleaning kit, M1 .5
Cartridge belt, M1923 1.5
Ammo: 10 x 8-rd clips (in cartridge belt) 5.25
Ammo: bandolier w/6 x 8-rd clips (x2) 6.75
Total Weight: 14.5

Other Items
Binoculars, w/ case 3.50
Hatchet or saw 1.50
Satchel Charge (Small) 4
Satchel Charge (Large) 10
Medic Kit 15

Item Description
Satchel Charge, Small: A pre-fused, two pound plastic explosive charge. The charge comes in a canvas bag with carrying strap. It was designed for combat use against vehicles and fortifications. It is light enough that it can be thrown like a grenade. .

Satchel Charge, Large: A pre-fused ten pound charge of plastic explosive charge. It also comes in a canvas bag with a carrying strap. It can be thrown as well, not very far. It was designed for demolishing buildings and fortifications.
 

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