Blood and Guts: Modern Military

PosterBoy

First Post
Blood and Guts brings the action of military combat into the d20 Modern game! Blood and Guts includes new feats, skills, and occupations for military based campaigns, as well as a Prestige Class for the predominant Special Operations units: Army Rangers, Delta Force, Special Forces, Combat Controllers, Pararescue, Force Recon, Navy SEALs, and others. Blood and Guts also includes rules for military rank and promotion, military medals and decorations, as well as an array of new weapons and equipment.
 

log in or register to remove this ad

I’ve a funny story about Blood and Guts: Modern Military. In an instant messenger conversation an American friend recounted the heroics from his tabletop RPG the previous night, his commando had leapt from a roof, slit the throat of a terrorist on guard duty, sprayed machine gun fire through the window to kill two more and then, since the terrorists had already killed their hostages, he blew the whole building up and made sure that there was no one left alive. In the same conversation he complained about Blood and Guts because it doesn’t censor out the f-word while explaining military slang. In summary: kill the bad guys and anyone in the area, don’t feel guilty about taking a life... just don’t swear! He’s my friend and so I can safely predict that he’d have been even more outraged if Blood and Guts featured inappropriate flesh too. As a European I recognise this reaction as quintessentially New World (from those distant lands over The Pond). TV shows are full of heroes blowing things up and mowing people down with machine guns – but just don’t swear. As a roleplayer I recognise that, in truth, RPGs all over the world contain plenty of gore but rarely swear. Blood and Guts doesn’t swear throughout its 93 PDF pages, just right at the end when it tells you what the F in FUBAR stands for.

The juxtaposition of European and American values strike in a different way at the start of Blood and Guts. The supplement is there to support a character fighting officially to defend American interests. This isn’t a general military supplement. The rules present roles and positions within the American army as prestige classes. For those with an eye on current affairs you’ll notice that there isn’t a single class in the download that dabbles in anthropology, dealing with locals, crowds, urban terrorism or even hostage negotiation. Given that Blood and Guts is trying to portray the interests and focus of the US military as accurately as possible you shouldn’t expect such skills to feature. I’ve already used the word "army" when "military forces" would be more appropriate; Blood and Guts covers the army, navy, air force and coast guard. If you’re surprised by the inclusion of the coast guard then the supplement’s introduction to the military and political structure of the US military will be helpful to you.

I don’t think it’s quite worth buying Blood and Guts just to learn how the US military works because a bit of research on Google will do that for you. It’s worth buying Blood and Guts if playing a game where the characters are in the US military or are likely to meet a host of NPCs from the military.

Before the long list of prestige classes gets going Blood and Guts introduce two new allegiances, active duty and reserve duty. Hmm. I see where that’s going but I think it breaks the allegiance mould. These two really define what the character can expect to receive from his association with the armed forces and what the armed forces expect from him. These two allegiances are requirements for the prestige classes – and I don’t think they should be. An allegiance represents what the character believes in, not his current employment status. Surely it’s possible for a character to have the determination and drive to become a Ranger without caring all that much for armed forces. Revenge, a double agent, family pressure or a religious conviction all seem equally likely to me. However, these requirements do is make it clear when a character has to actively be on duty in order to maintain a rank within a special forces role.

I’ll list the prestige classes the supplement offers rules for. Hollywood seems to pick a unit to make popular every decade and so players will want to find their favourite military role available for play. In the 80s all the action heroes on TV were ex-Delta force, in the 90s they were all ex-Navy SEALs and now in the naughties it seems as if the current favourite are ATF agents. Blood and Guts: Modern Military doesn’t do ATF agents (but Blood and Guts: The War on Terror might). Modern Military includes; Air Force Combat Controllers, Air Force Pararescue, Army 75th Ranger Regiment, Army 160th SOAR (the Nighthawks), Army Delta Force, Special Forces Communications Sergeant, Special Forces Engineering Sergeant, Special Forces Intelligence Specialist, Special Forces Medical Specialist, Special Forces Weapons Specialist, Marine Force Recon, Navy SEALs, Navy Special Boat Units, Sniper and Topgun. Later on the supplement, much later on, you’ll find The Strategist too. If you’re looking for Patriot Battery Operators, Sonar Operators, Mine Clearers or even Sappers then you won’t find them. These aren’t the type of military positions this issue of Blood and Guts is interested in.

Chapter Two is all about special training. There are some new skills and new uses for current skills. I prefer the latter. Sonar Operation, for example, fits snugly into the Listen skill. In fact, I believe you can practise and perfect your Sonar Operation and learn how to pick out those distinctive echoes – but I think it’s laughable that you can practise your listening. So in this case this new use for a skill helps to justify it as a skill in the first place.

There are dozens of new feats. Some of the feats are standard skill boosts; Hawkeye grants +2 to Spot and Search checks. Some of the feats represent special training; Grenadier offers +1 attack and +50% range for grenade attacks and Formation Flying improves Defence values and stunt flying checks. There is a whole section of "Advanced Training" with abilities can be selected in lieu of a feat. On a similar note, some of the Feats represent special permissions and boons from the military; Military Police Powers means the character has the limited ability to arrest soldiers who may have broken military regulations. There is another section of "Elite Unit Assignments" which takes this further and which you select from by picking up the Elite Unit Assignment Feat.

The advanced training section represents such success as Artic, Desert or Jungle training. Alternatively the character’s training might be in driving armour, diving, intelligence or signal operations. In strictly game mechanic terms there’s nothing separating these advanced training modules from feats but the way Blood and Guts deliberately puts them aside as packages from the US military serves to enhance the flavour and reality of the rules. This is a good thing.

The Elite Unit Assignment feat means that, at one time, the character has served with an elite unit. An elite unit isn’t the same thing as a special unit but there is some overlap. The 75th Ranger Battalion is an elite unit; not every Ranger in the Battalion is of the Ranger prestige class. These assignments have prerequisites and benefits. Blood and Guts: Modern Military has feat style rules for: 1st Cavalry Division, 3rd Infantry Division, 10th Mountain Division, 75th Ranger Battalion, 82nd Airborne, 101st Airborne, Blue Angels, Marine Expeditionary Unit, Phoenix Ravens, Radio Reconnaissance Teams, Special Reaction Team and the Seabees.

The same chapter explains how ranks work within the military, why and how medals are handed out. Dealing with rank in an RPG can be tricky. A 1st level Lieutenant Ranger? A 20th level Private? Blood and Guts: Modern Military help sorts this out for you and offers rules to help keep things easy. Whenever the character increase in level there’s a chance he’ll increase in rank. There’s a roll to be made, if like me, you want thinks as smooth as possible, with an increasing DC. Rather nicely, this role is Charisma modified. There’s similar assistance for medals but there’s less risk of wrecking a game with silly GM calls here.

Chapter Three is all about military combat. Blood and Guts: Modern Military continues with the winning flexibility found in other RPGObjects’ Blood and *Something* lines. In game terms there are three types of military combat; the quick, easy and cinematic style as offered by core d20 modern, a gritty version for people who’ll slow down a bit for some realism and the true grit version for people who’ll slow down a lot for more realism and danger. As this chapter offers combat options; friendly fire, air support, combat fatigue, injuries, suppression fire, etc, each is labelled with which style is suits best. There’s more than jut fire fight rules in here, as the air support reference hints at, if you want rules for aerial combat, submersible combat or even submersibles versus aircraft rules then you’ll find them here. If you want to run a Tom Clancy or John Grisham style game then Blood and Guts: Military is ideal.

We move on to look at military equipment. Just as the previous chapter wasn’t content to only offer rules for small arms fire fights this chapter doesn’t simply list guns. Chapter four has stats for guns, aircraft, helicopters, subs, ships, vehicles with wheels and tracks. If a gun is being phased out, phased in or is especially popular in the armed forces then that’s pointed out and we’re told why. There are also rules for modern cannons and missiles. Before reading Blood and Guts: Modern Military I had no idea how tricky it is for unit leaders to requisition extra equipment for missions. There’s a simple system to build up a DC value for a single role here, charisma is good but a high rank is better.

If you’ve read RPGObjects’ Blood and Space toolkit then you’ll recognise the Battlefield Unit Combat System here as being very similar to the starship crew combat system. This is consistency is good; it keeps learning new rules simple but doesn’t compromise on effectiveness. In essence the Battlefield Unit Combat System adds specialities and equipment quality to the quality of the fighters together adding a d20 role and comparing the total to what their rivals have rolled. Hits suffered reduce this value for the next round of combat. The sample combat that pits guerrilla fighters against peacekeepers makes it clear just how effective the rules are. It’s in this chapter that you’ll find The Strategist prestige class, isolated from all the other prestige classes. You’ll also find a half dozen more feats, they’re tied up with the Battlefield Unit Combat System and that’s why they’re separate.

The supplement finishes with a chapter of advice and discussion for the GM. Do you want to run a cinematic game? Does that include letting one of the characters carry a sword around? Could one of the characters actually be a Ninja? Perhaps you don’t fancy getting the gaming group to make listen checks so that they can hear the incoming mortar fire that kills them all, no chance to save. The compromise option between cinematic and deadly rule is an important discussion for Blood and Guts: Modern Military to have. I’m glad it does.

Blood and Guts: Modern Military does what it wants to do. It takes the US armed forces and produces an RPG supplement that’s detailed as possible without being choked with minutia. If you’re at a point where you want characters in the US military and want a supplement to support that important aspect of your game then Blood and Guts will not disappoint. If you’re ambivalent then Blood and Guts: Modern Military is more likely to swing you in favour of the idea than put you off. If the idea of using your roleplaying time to include the US armed forces fills you with horror the Blood and Guts will probably only reinforce that.

This Blood and Guts: Modern Military review was first published at GameWyrd.
 

Blood and Guts: Modern Military

Blood & Guts: Modern Military is a sourcebook for d20 Modern games, dealing with modern military forces, primarily Special Forces and other elite and special units in the US Military. Blood & Guts is written by Charles Rice, who also authored the excellent Blood & Fists and other titles in the "Blood" series for d20 Modern published by RPG Objects.

A First Look

Blood & Guts: Modern Military is available as a PDF (96 pages with separate cover and image files for $8.95) or in print format (96 page perfect bound softcover format for $18.95.) The print version is based on version 1.2 of the PDF version (the latest version as of this writing.)

The cover of the book is a brown/sepia tone with a background that looks like a satellite map, with various pictures of military hardware superimposed on it. The cover is by Jeremy Simms.

The interior is black-and-white (though the PDF uses color borders). Interior artists include V. Shane, Chris Martinez, John Longenbaugh, and Joseph Wigfield. Except for the first chapter, the artwork is somewhat sparse.

A Deeper Look

Put simply, Blood & Guts: Modern Military is a book of character options for d20 modern designed to deliver detailed military characters. As stated, the primary focus of the book is special forces and other highly trained, high risk forces.

The book is organized into an introduction and six chapters.

The first chapter is entitled Military Characters includes two new allegiances (active duty and reserve duty) and several new advanced classes, most of which represent special forces units (such as SEALS, rangers, green berets, delta force, and so forth.) Many of the special forces are represented by a single advanced class, though some have multiple classes representing specialties.

The special forces advanced classes have some abilities they may select in common. As they advance, in addition to unique class abilities, each gains a number of "special forces talents." These talents work much like the base class talents in d20 modern, but are available to all special forces advanced classes. Special forces talents trees include mental toughness, silent kill, and special operations strategy.

In addition to the "special ops" classes the chapter provides a sniper prestige class (which is also eligible for special ops talents) and top gun (i.e., elite fighter pilot).

The second chapter is entitled Military Training and includes a variety of new skills, skill uses, and feats, including a new feat mechanic, MOS and advanced training.

The new skills are mostly fairly specific military occupational skills such as air traffic control, communications operations, and paradrop. Though the skills seem appropriate, they also seem very specific for d20 skills, and for purposes of neatness and backwards compatability, it seems as if they would be best tucked in under other skill categories such as profession.

Feats are a mixture of combat related abilities (many being martial arts maneuvers almost straight out of RPG Objects' Blood & Fists). Some others are more occupation in nature, providing bonuses or special uses for skills.

The MOS and advanced training rules are a special case of the feats rules. These can only be taken by characters with the military occupation from d20 Modern in the place of feats. They behave very much like occupations in that they provide new class skills (or bonus to same) and possible other feats (such as proficiency in vehicle mounted weapons.)

I should pause here to say that one thing about a book of this sort is that enthusiasts and insiders can (and have) pick aspects of it apart, despite how well researched it is. The first one that drew my attention here was the decision to make security clearance a feat. This strikes me as a waste of a feat and totally out of whack with the way security clearances work in the military. They are not huge boons (like some movies might suggest); they are part of doing a one's job. Some jobs in the military (like submarine radiomen or navigation) requires top secret clearance, but that does not mean that they would be granted access to any information outside of their job due to the "need to know" principle.

The Military Training chapter provides a special rules section for handling promotions and decorations. This section models the effects of the military promotion system, including modeling effects of medals on promotions. Promotions require level related checks, and each rank provides requisition bonuses according to the rank.

The third chapter is entitled Military Combat and introduces a variety of optional rules variants for the d20 combat system as well as rules for handling equipment and situations not handled by the d20 Modern combat rules, such as submarine and air combat, air support, and artillery.

These rules options for personal combat are split into three categories. Modern, gritty, and true grit, depending on how much realistic danger the rule adds to the game. For example, the suppression fire combat rule (which strikes me as infinitely better than the d20 Modern autofire rule) is designated Modern because it only provides additional details, but does not make combat significantly more perilous. The injuries rule, which adds random injury effects to any hit which can trigger a massive damage check, is rated as gritty. The common injury rule, which also makes specific injury effects possible on any critical threat, is rated as true grit.

Other optional combat rules add rules for mental fatigue and disorders stemming from combat, cover fire, and crossfire rules that make combats a bit more hazardous to bystanders. Generally, the rules add detail without adding too much complexity.

As mentioned earlier, there are a few bits in this book that might not pass muster with those familiar with the technology. The big one that caught my attention was the submarine rules. One of the rules therein makes the hide skill against other submarines equal to the drive skill of the driver. Submariners would realize that this is not too accurate; the "driver" as it exists on a sub is quite likely to be one of the most junior persons on the ship! A more accurate method of making such rolls would depend on equipment and/or some sort of tactics roll by the commander.

The fourth chapter details military equipment. Vehicles and weapons are the primary items detailed, but there are also other pieces of military hardware detailed, such as protective gear. In the case of the vehicles, the cross section is non-exhaustive, only detailing common examples of each vehicle type. In some cases, the author leaned towards detailing the latest innovations over ones that are widely deployed currently. For example, the book includes the F-18E/F superhornet
(which it erroneously just calls the F18) and the V-22 Osprey, even through the former is still outnumbered by the older F-18A-D and the latter just barely completed its trials and has little field deployment.

The fifth chapter details the Battlefield Unit Combat System (or BUCS.) Similar to the various mass combat systems that exist for the d20 system, BUCS is a derivative of the d20 system made to model larger combats. BUCS models 10 person squads or larger as entities.

Unlike many abstract mass combat systems, BUCS does not model units using modified individual stat blocks derived from the individual composing it. Rather, an assessment is made of the unit quality (from Green to Elite), and modifiers are derived directly from that. The system takes into account factors such as leadership, orders, and deleterious effects of non-regular units on your side.

The system does seem simpler to employ than systems that adapt individual stat blocks. However, the lack of any direct correspondence to character statistics may make it more difficult to reliably convert units between d20 system and BUCS statistics. However, many real world units are already provided with statistics for BUCS.

The BUCS chapter also has a special advanced class for use with the chapter, the Strategist, which grants bonuses when using the BUCS scale combat.

The final chapter is a brief section of GM advice. The section discusses a few common choices to make when running military campaigns, such as the level of realism and the experience of the characters. The chapter also provides some ideas for special ops campaigns, a brief list of (somewhat colorful) military slang, and references that the GM might use to research campaigns.

Finally, there is a convenient table and feat list compilation.

Conclusions

How good is Blood & Guts? Well, at one time, Spycraft would have been my first choice for a special ops campaign, but the tight focus on the subject would definitely make me consider otherwise now. It should be at the top of your shopping list if you desire to run a military campaign with d20 Modern, or wish to add detail to military characters in a more general d20 modern campaign.

Though the book tries to touch on airborne and seaborne/submarine combat a bit, it definitely is not the focus of the book and you need a lot more detail if you wish to focus on these aspects. Also, I think that while the Basic Unit Combat System is functional in and of itself, lack of easy conversion to d20 System statistics compromises its utility for use in conjunction with the d20 System.

Finally, there is certainly room for those who are familiar with military hardware and procedure beyond what you can find in Jayne's to nitpick details. Most such glitches are minor, and will be of little consequence if you are not so well informed.

Edit: I am editing this review based on some actual play experience. In practive, I find that many of the classes are extremely difficult to qualify for, forcing you to include very high level characters if you want to feature special forces in your game.

Overall Grade: C+

-Alan D. Kohler
 
Last edited:

Remove ads

Top