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<blockquote data-quote="Hinthas" data-source="post: 2208179" data-attributes="member: 23111"><p>The above stuff was chopped from this original concept that I had for a STARGATE campaign. Apparently the idea that I was making the game "realistic" (Isn't the Air Farce still a branch of the military?) and "too" military fell on deaf ears and they were baffled by my assumptions. Who knew? </p><p></p><p>With all the training listed, this would allow for characters that turned down the "offer" to explore other "RAINBOW SIX" type mission. Or playing with the guys in the CIA or any other alphabet organization...like the NID. Hmmm...</p><p></p><p>Ft Bragg </p><p></p><p>Wk 1 </p><p>Day 1 Welcome Brief / Assign Quarters </p><p>Day 2 Equip Issue / First Aid </p><p>Day 3 Read Military Map / Radio Procedures </p><p>Day 4 Weapon Issue and Familiarization / Threats and ROE </p><p>Day 5 Range: M-4 Rifle / Grenades </p><p></p><p>Wk 2 </p><p>Day 1 Salute Report / Camouflage and OCOKA </p><p>Day 2 React to: Mines and Boobytraps / React to: Ambush and Snipers </p><p>Day 3 Patrolling with checkpoints / MOUT </p><p>Day 4 Personnel Search / Law of War </p><p>Day 5 FTX: Snatch and Grab with checkpoints </p><p></p><p>Camp Mackall </p><p></p><p>Wk 3 </p><p>Day 1 Mv to Cp Mackall / Assign Qtrs / Equip Issue </p><p>Day 2 Negotiation / Insurgency </p><p>Day 3 Range: Masterkey Shotgun / Grenade Launcher </p><p>Day 4 Flora and Fauna / Set snares and Fishing Traps </p><p>Day 5 FTX: Recover the Kermit with checkpoints </p><p></p><p>Wk 4 </p><p>Day 1 FAV familiarization / FAV maintenance </p><p>Day 2 Combatives / Knife Fighting </p><p>Day 3 Field Craft </p><p>Day 4 Call for Arty Fire / 9 Line Medivac Request </p><p>Day 5 FTX: Son Tay Raid </p><p></p><p>MacDill AFB </p><p></p><p>Wk 5 </p><p>Day 1 Mv to MacDill AFB / Assign Qtrs / Equip Issue </p><p>Day 2 Drown Proofing / Snorkel Basics </p><p>Day 3 Zodiac Boat and familiarization / Buoy Races </p><p>Day 4 Rescue Drowning Swimmer / CPR </p><p>Day 5 Kayak familiarization / Buoy Races </p><p>Day 6 Water Range: 9mm Pistol submerged / Disable water craft with explosives. </p><p></p><p>Wk 6 </p><p>Day 1 Hydrography / Beachline Surveys </p><p>Day 2 S.C.U.B.A. </p><p>Day 3 Water Infiltration / Water Craft Seizure </p><p>Day 4 Aquatic and Low land Cuisine </p><p>Day 5 FTX: Stoner's Revenge </p><p>Day 6 FTX: Stoner's Revenge </p><p></p><p>Ft Bragg </p><p></p><p>Wk 7 </p><p>Day 1 Mv to Ft Bragg / Assign Qtrs / Equip Issue </p><p>Day 2 Noise, Light, and Litter Discipline </p><p>Day 3 Resist Torture / SERE </p><p>Day 4 Field Expedient Techniques / Improvisation </p><p>Day 5 POW Survival </p><p></p><p>Wk 8 </p><p>FTX:Robin Sage </p><p></p><p>A few things need to be addressed in the training plan. The various FTX's (field training exercises) are a culmination of the prior week's training and can also require subjects learned in previous training weeks. All FTX's are not scipted to allow for GM control but should reflect learned training. </p><p>Any of the training can be skills already known or inspiration checks. </p><p></p><p>The Snatch and Grab FTX is the first experience with a current SG member that does not reveal himself. This member is there to do an initial eval of the characters while serving as the function being the Target. Remember the first scene of the movie Air Force One? This is the concept of the mission. </p><p></p><p>Recover the Kermit FTX is a mission designed for the team to discreetly infiltrate an area, get an item, and get out. QUIETLY! </p><p></p><p>The Son Tay Raid FTX is designed for the players to get involved in the planning process of recovering POW's (more SG team members) at an existing ramshackle prison but too much planning can backfire and the POW's will be moved to another location and "disappear". </p><p></p><p>Stoner's Revenge FTX is designed for the characters to experience "Brown Water" Navy techniques and start a mission with only the rubber training knives and progressively work their way up to bigger and better toys. Any of Richard Marcinko's Seal Team Books would be good fodder here. </p><p></p><p>The Robin Sage FTX is meant to have the characters as POW's and see what their reactions would be. How long do the stay? Do they contract some sort of sickness (Beri-beri)? Do they break out? Who do they contact? Are they able to liberate the other POW's in the facility? How many can they evac out? Does the facility get leveled with a good Arty strike before enemy replacements can show up? </p><p></p><p>Its up to the GM to direct the "HOW'S" of the training missions. In my game, my OPFOR is a RED SCORPION faction that speaks nothing but LATIN. They are all armed with communist bloc weaopns and equipment. The Latin language allows for the characters to have an "inside edge" and possibly tip the hand of the OPFOR in the favor of the characters. GO GO Gadget Enigma machine! </p><p></p><p>I peruse many d20 sites and feel compelled to share my findings/droppings with the audience to allow them more of a selection. I'm using a thread on toxins I found on one of the other boards to simulate the effects of the chemical agent BZ from 'Nam.(The movie Jacob's Ladder is an example of this):</p><p></p><p>The team horribly failed its mission with Tribe X from planet P4-XYZ and the locals got INCREDIBLY hostile. One of the marines from the security element (that never said a word) loaded up his M203 grenade launcher with ammo I've never seen before and pumped a few rounds into the center of the males in the tribe. The rounds just kinda popped and sprayed some sort of aerosol everywhere. </p><p></p><p>Then all the tribal males went crazy and started beating each other to a bloody pulp and worse. The tribal females weren't any better off cuz a few of the males went to violently raping them. It was horrible.</p><p></p><p>The marine commander continued to hurry everyone towards the gate and left a few snipers and spotters behind. We stayed at the gate a few hours and then the marine sniper team came back. I overheard them laughingly tell the commander that they didn't have to shoot anyone. Everyone had died from their injuries or heart failure from the BZ. The area was secured for the next step of the Operation.</p><p></p><p>It was then the Marine commander looked at me and cheerfully said that I was free to do all the research I wanted. I left my lunch on his boots and dialed up the gate.</p></blockquote><p></p>
[QUOTE="Hinthas, post: 2208179, member: 23111"] The above stuff was chopped from this original concept that I had for a STARGATE campaign. Apparently the idea that I was making the game "realistic" (Isn't the Air Farce still a branch of the military?) and "too" military fell on deaf ears and they were baffled by my assumptions. Who knew? With all the training listed, this would allow for characters that turned down the "offer" to explore other "RAINBOW SIX" type mission. Or playing with the guys in the CIA or any other alphabet organization...like the NID. Hmmm... Ft Bragg Wk 1 Day 1 Welcome Brief / Assign Quarters Day 2 Equip Issue / First Aid Day 3 Read Military Map / Radio Procedures Day 4 Weapon Issue and Familiarization / Threats and ROE Day 5 Range: M-4 Rifle / Grenades Wk 2 Day 1 Salute Report / Camouflage and OCOKA Day 2 React to: Mines and Boobytraps / React to: Ambush and Snipers Day 3 Patrolling with checkpoints / MOUT Day 4 Personnel Search / Law of War Day 5 FTX: Snatch and Grab with checkpoints Camp Mackall Wk 3 Day 1 Mv to Cp Mackall / Assign Qtrs / Equip Issue Day 2 Negotiation / Insurgency Day 3 Range: Masterkey Shotgun / Grenade Launcher Day 4 Flora and Fauna / Set snares and Fishing Traps Day 5 FTX: Recover the Kermit with checkpoints Wk 4 Day 1 FAV familiarization / FAV maintenance Day 2 Combatives / Knife Fighting Day 3 Field Craft Day 4 Call for Arty Fire / 9 Line Medivac Request Day 5 FTX: Son Tay Raid MacDill AFB Wk 5 Day 1 Mv to MacDill AFB / Assign Qtrs / Equip Issue Day 2 Drown Proofing / Snorkel Basics Day 3 Zodiac Boat and familiarization / Buoy Races Day 4 Rescue Drowning Swimmer / CPR Day 5 Kayak familiarization / Buoy Races Day 6 Water Range: 9mm Pistol submerged / Disable water craft with explosives. Wk 6 Day 1 Hydrography / Beachline Surveys Day 2 S.C.U.B.A. Day 3 Water Infiltration / Water Craft Seizure Day 4 Aquatic and Low land Cuisine Day 5 FTX: Stoner's Revenge Day 6 FTX: Stoner's Revenge Ft Bragg Wk 7 Day 1 Mv to Ft Bragg / Assign Qtrs / Equip Issue Day 2 Noise, Light, and Litter Discipline Day 3 Resist Torture / SERE Day 4 Field Expedient Techniques / Improvisation Day 5 POW Survival Wk 8 FTX:Robin Sage A few things need to be addressed in the training plan. The various FTX's (field training exercises) are a culmination of the prior week's training and can also require subjects learned in previous training weeks. All FTX's are not scipted to allow for GM control but should reflect learned training. Any of the training can be skills already known or inspiration checks. The Snatch and Grab FTX is the first experience with a current SG member that does not reveal himself. This member is there to do an initial eval of the characters while serving as the function being the Target. Remember the first scene of the movie Air Force One? This is the concept of the mission. Recover the Kermit FTX is a mission designed for the team to discreetly infiltrate an area, get an item, and get out. QUIETLY! The Son Tay Raid FTX is designed for the players to get involved in the planning process of recovering POW's (more SG team members) at an existing ramshackle prison but too much planning can backfire and the POW's will be moved to another location and "disappear". Stoner's Revenge FTX is designed for the characters to experience "Brown Water" Navy techniques and start a mission with only the rubber training knives and progressively work their way up to bigger and better toys. Any of Richard Marcinko's Seal Team Books would be good fodder here. The Robin Sage FTX is meant to have the characters as POW's and see what their reactions would be. How long do the stay? Do they contract some sort of sickness (Beri-beri)? Do they break out? Who do they contact? Are they able to liberate the other POW's in the facility? How many can they evac out? Does the facility get leveled with a good Arty strike before enemy replacements can show up? Its up to the GM to direct the "HOW'S" of the training missions. In my game, my OPFOR is a RED SCORPION faction that speaks nothing but LATIN. They are all armed with communist bloc weaopns and equipment. The Latin language allows for the characters to have an "inside edge" and possibly tip the hand of the OPFOR in the favor of the characters. GO GO Gadget Enigma machine! I peruse many d20 sites and feel compelled to share my findings/droppings with the audience to allow them more of a selection. I'm using a thread on toxins I found on one of the other boards to simulate the effects of the chemical agent BZ from 'Nam.(The movie Jacob's Ladder is an example of this): The team horribly failed its mission with Tribe X from planet P4-XYZ and the locals got INCREDIBLY hostile. One of the marines from the security element (that never said a word) loaded up his M203 grenade launcher with ammo I've never seen before and pumped a few rounds into the center of the males in the tribe. The rounds just kinda popped and sprayed some sort of aerosol everywhere. Then all the tribal males went crazy and started beating each other to a bloody pulp and worse. The tribal females weren't any better off cuz a few of the males went to violently raping them. It was horrible. The marine commander continued to hurry everyone towards the gate and left a few snipers and spotters behind. We stayed at the gate a few hours and then the marine sniper team came back. I overheard them laughingly tell the commander that they didn't have to shoot anyone. Everyone had died from their injuries or heart failure from the BZ. The area was secured for the next step of the Operation. It was then the Marine commander looked at me and cheerfully said that I was free to do all the research I wanted. I left my lunch on his boots and dialed up the gate. [/QUOTE]
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