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The Not-So-Dirty Dozen: 12 NPCs for a GURPS® WWII™ Campaign
By Brandon Cope
Copyright 2005

This article details a dozen soldiers (a nearly complete rifle squad) in an U.S. Army infantry unit. German and British troops will be broadly similar, other nations less so. The time period and location for these soldiers is intended to be around the breakout from the Normandy area in late July, 1944 (p.W32). However, they can be used in nearly any theatre during the war (for example, in the Pacific, the Survival specialty would be changed from Woodlands to Jungle). The write-ups are intended for a style somewhere between the War is Hell! and Gritty Heroes models on p.W158-159, possibly best described as semi-realistic Hollywood. However, with minor changes, either style can be completely supported.

Using the Squad
The easiest way to use the squad is to add the PCs to it. The first PC takes the empty rifleman slot, while additional PCs replace the men of Raw quality, then Green quality (these NPCs can be added back to the squad as men are killed or injured during the campaign).

Alternatively, some of the NPCs can be used as PCs. This may be done for a convention, tournament or simply to introduce players to GURPS WWII without having to go through the time to create new characters. The three most experienced soldiers are probably the best for use as player characters, although any of the characters could be used in such a manner.

Finally, the squad could be used as individual NPCs in an ongoing campaign, either as encounters away from or additions to the unit.

The Squad
The squad conforms to the description on p.W:DF28, except that one rifleman is missing and another is acting as a second BAR gunner. Also, the primary grenadier, who also serves as the squad’s marksman, uses an M-1903 Springfield rather than M-1 Garand. See p.W:DF33 for typical personal equipment; only personal firearms and grenades are listed for each soldier. Ammunition includes a loaded weapon.

The squad additionally has one significant piece of unauthorized equipment: a Jeep (p.W106). It was picked up three weeks after the D-Day landings, when Riles managed to get it running. A shortage of parts and little time for him to keep it maintained has ensured that the vehicle is on its last legs and probably won’t go another 50 miles.

The characters are listed from highest to lowest rank. Each soldier’s troop quality (p.W71) is noted; most have point totals within the range given on that page. Savage and Devereaux have been with the squad only a week; Culberson and Martin joined the squad two weeks after D-Day and have seen very little action. Everyone else was part of the squad on D-Day.

The Roster

Sgt. John Riles, Squad Leader, Seasoned, 80 points

Riles has been with the squad since the division first saw combat in Italy. After having three men killed on D-Day and two more three weeks ago as he was trying to be creative tactically, he has decided to do everything strictly by the book from now on. Parker and Mancuso have tried to convince Riles the deaths weren’t his fault, but to no avail. Unfortunately for Riles his squad is the most experienced in the platoon; this has led the platoon commander, Lt. Gregory, to use the squad as his primary one, which in turn has led to it having the casualty rate in the platoon. Lt. Gregory has also kept Riles from getting promoted since D-Day, feeling that he is more useful as a squad leader than platoon assistant. Ironically, it was Riles’ unusual tactical style, now abandoned, that most impressed his CO.

ST 11 [10]; DX 11 [10]; IQ 12 [20]; HT 11 [10]

Advantages: Combat Reflexes [15]; Fearlessness +3 [6]; Fit [5]; Military Rank 1 [5]

Disadvantages: Code of Honor (Officer’s) [-10]; Extremely Hazardous Duty [-20]; Guilt Complex [-5]; Hidebound [-5]

Skills: Administration-11 [1]; Armoury (Small Arms)-11 [1]; Brawling-11 [1]; Camouflage-12 [1]; Climbing-10 [1]; Demolition-11 [1]; Driving (Automobile)-11 [1]; Electronics Operation (Communications)-11 [1]; Engineer (Combat)-10 [1]; First Aid-11 [1/2]; Gunner (Machine Gun)-12* [1]; Guns (Light Auto)-13* [1]; Gun (Pistol)-12* [1/2]; Guns (Rifle)-14* [2]; Hiking-10 [1]; Jumping-10 [1/2]; Knife-11 [1]; Leadership-12 [2]; Mechanic (Gasoline Engine)-11 [1]; NBC Warfare-10 [1/2]; Orienteering-12 [2]; Savoir-Faire (Military)-11 [1/2]; Scrounging-11 [1/2]; Soldier-14 [6]; Spear-10 [1]; Stealth-10 [1]; Survival (Woodlands)-11 [1]; Swimming-11 [1]; Tactics-12 [4]; Throwing-9 [1]; Traps-11 [1]

* Includes +2 from IQ

Weapons: M-1A1 Thompson w/9 magazines, Colt M-1911A1 w/3 magazines, three Mk II grenades

Cpl. Ben "The Professor" Parker, Assistant Squad Leader, Average, 66 points

Parker is known as "The Professor" due to his glasses and brief time in college and tends to get asked all sorts of non-military questions he usually doesn't know the answers to. Parker is extremely friendly with other squad members (including replacements) and looks on most of them as his younger brothers. Most of the squad thinks that Parker quit college and volunteered for the Army, but only Riles knows that he flunked out and was drafted. While station in England, he picked up a bad habit of over-eating which is starting to be noticeable. Aside from his official duties, Parker has the job of giving nicknames to new members of the squad. Parker is also on good terms with the battalion’s supply sergeant, which has helped the squad be a little better equipped than other units in the battalion.

ST 12 [20]; DX 11 [10]; IQ 12 [20]; HT 11 [10]

Advantages: Fit [5]; Military Rank 1 [5]; Strong Will +1 [4]

Disadvantages: Bad Sight [-10]; Chummy [-5]; Extremely Hazardous Duty [-20]; Gluttony [-5]; Overweight [-5]; Sense of Duty (The squad) [-5]

Skills: Administration-10 [1]; Armoury (Small Arms)-12 [2]; Brawling-12 [2]; Camouflage-12 [1]; Climbing-10 [1]; Demolition-11 [1]; Driving (Automobile)-11 [1]; Engineer (Combat)-11 [2]; First Aid-12 [1]; Gunner (Machine Gun)-12* [1]; Gunner (Mortar)-11* [1/2]; Guns (Light Auto)-13* [1]; Gun (Pistol)-12* [1/2]; Guns (Rifle)-14* [2]; Hiking-10 [1]; History (European)-16/10 [2]; Jumping-10 [1/2]; Knife-11 [1]; Leadership-10 [1/2]; Literature (Shakespeare)-15/9 [1]; NBC Warfare-10 [1/2]; Orienteering-11 [1]; Research-12 [2]; Savoir-Faire (Military)-11 [1/2]; Scrounging-12 [1]; Soldier-13 [4]; Spear-10 [1]; Sport (Baseball)-10 [1]; Stealth-10 [1]; Survival (Woodlands)-11 [1]; Swimming-11 [1]; Tactics-10 [1]; Throwing-10 [2]; Traps-12 [2]

* Includes +2 from IQ

Weapons: M-1 Garand w/11 clips, two Mk II grenades

Pfc. Vern "Romeo" Mancuso, BAR Gunner, Seasoned, 80 points

Mancuso is loyal, reliable and, unfortunately, an unapologetic womanizer. On more than one occasion he has gotten into a fight over a woman that ended up dragging in the entire squad. In England he started hanging around with Gillespie in civilian areas due to his skill with picking up women and Mancuso’s lack of said ability. He even tried to get Gillespie assigned to be his ammo bearer after Stephens became the squad’s second BAR gunner so he could better protect him. Mancuso really wants to see Paris, so much so that he hopes that the division is part of the push to the city.

ST 12 [20]; DX 12 [20]; IQ 11 [10]; HT 11 [10]

Advantages: Combat Reflexes [15]; Fit [5]; Military Rank 1 [5]

Disadvantages: Code of Honor (Enlisted man’s) [-10]; Extremely Hazardous Duty [-20]; Lecherousness [-15]

Skills: Administration-8 [1/2]; Armoury (Small Arms)-10 [1]; Brawling-12 [1]; Camouflage-11 [1]; Climbing-11 [1]; Demolition-10 [1]; Driving (Automobile)-12 [1]; Engineer (Combat)-9 [1]; First Aid-10 [1/2]; Gambling-10 [2]; Gunner (Machine Gun)-12* [1]; Guns (Light Auto)-14* [2]; Gun (Pistol)-12* [1/2]; Guns (Rifle)-14* [2]; Hiking-10 [1]; Jumping-11 [1/2]; Knife-12 [1]; Leadership-9 [1/2]; NBC Warfare-9 [1/2]; Orienteering-10 [1]; Savoir-Faire (Military)-11 [1]; Scrounging-11 [1]; Soldier-14 [8]; Spear-11 [1]; Sport (Baseball)-12 [2]; Stealth-11 [1]; Survival (Woodlands)-10 [1]; Swimming-12 [1]; Tactics-10 [2]; Throwing-10 [1]; Traps-10 [1]

* Includes +1 from IQ

Weapons: M-1918A2 BAR w/13 magazines, Smith & Wesson M-1917 revolver w/18 rounds.

Pfc. Leon “Hawkeye” Seerey, Marksman/Grenadier, Average, 50 points

It is arguable as to who is the most unpleasant person in the squad, Seerey or Metro. Riles puts up with Seerey slightly more as he is the squad's best shot and doesn't put himself ahead of the squad the way Metro does. While stationed in England, he developed an extremely strong dislike of the British, to the point where he blames them for any failure. He tries to push other soldiers in the unit around and will start an argument over the most insignificant of things. Seerey made an enemy of the platoon’s sniper, Sgt. Epps, after cheating at a poker game and Epps has been looking to make trouble for him ever since; perhaps not surprisingly, few of Seerey’s squad-mates are willing to help him.

ST 11 [10]; DX 12 [20]; IQ 11 [10]; HT 11 [10]

Advantages: Alertness +1 [2]; Fit [5]; Military Rank 0 [0]

Disadvantages: Addiction (Tobacco) [-5]; Bully [-10]; Enemy (Sgt. Epps, 6-) [-5]; Extremely Hazardous Duty [-20]; Intolerance (British) [-5]; Odious Personal Habit (Argumentative) [-5]

Skills: Armoury (Small Arms)-11 [2]; Brawling-12 [1]; Camouflage-12 [2]; Climbing-11 [1]; Demolition-10 [1]; Engineer (Combat)-9 [1]; First Aid-10 [1/2]; Gunner (Machine Gun)-11* [1/2]; Guns (Grenade Launcher)-14* [2]; Guns (Light Auto)-12* [1/2]; Guns (Rifle)-16* [8]; Hiking-10 [1]; Jumping-12 [1]; Knife-12 [1]; Language (Italian)-10 [1]; NBC Warfare-9 [1/2]; Orienteering-10 [1]; Savoir-Faire (Military)-10 [1/2]; Scrounging-10 [1/2]; Soldier-12 [4]; Spear-11 [1]; Stealth-12 [2]; Survival (Woodlands)-10 [1]; Swimming-12 [1]; Tactics-10 [2]; Throwing-11 [2]; Traps-10 [1]

* Includes +1 from IQ

Weapons: M-1903 Springfield with rifle grenade attachment and 11 clips ammo, 12 M-17 rifle grenades.

Pfc. Clem "Colonel" Johnson, Scout, Seasoned, 80 points

Johnson, who joined the unit just before the invasion of Italy, doesn’t want to command, so gets busted down to private every time he gets promoted (three times so far). Aside from his preference to work alone, Johnson is embarrassed by his poor reading skills and knows he is far too temperamental to be an effective leader. He also knows that he is a good scout (possibly the best in the platoon) and it is a job he likes doing. Riles understands this and, since becoming squad leader, tries to help by not recommending Johnson for promotion. Parker started calling Johnson "Colonel" since he joked that would be his rank now if he wasn't demoted so often. He is rather irritated that he is stuck with Culberson instead of Devereaux, who has much more outdoor experience. He pesters Riles every chance he gets to switch their assignments.

ST 11 [10]; DX 12 [20]; IQ 12 [20]; HT 11 [10]

Advantages: Alertness +1 [5]; Combat Reflexes [15]; Fit [5]; Military Rank 0 [0]; Strong Will +2 [8]

Disadvantages: Bad Temper [-10]; Extremely Hazardous Duty [-20]; Loner [-5]; Semi-Literacy [-5]; Sense of Duty (Men in the squad) [-5]

Skills: Armoury (Small Arms)-11 [1]; Brawling-12 [1]; Camouflage-13 [2]; Climbing-11 [1]; Demolition-11 [1]; Electronics Operation (Communication)-11 [1]; Engineer (Combat)-10 [1]; First Aid-11 [1/2]; Forward Observer-12 [2]; Gunner (Machine Gun)-12* [1/2]; Guns (Light Auto)-13* [1/2]; Guns (Rifle)-14* [1]; Hiking-10 [1]; Jumping-11 [1/2]; Knife-13 [2]; NBC Warfare-10 [1/2]; Orienteering-11 [1]; Running-9 [1]; Scrounging-11 [1/2]; Soldier-13 [4]; Spear-11 [1]; Stealth-13 [4]; Survival (Woodlands)-11 [1]; Swimming-12 [1]; Throwing-10 [1]; Traps-11 [1]

* Includes +2 from IQ

Weapons: M-1 carbine w/7 magazines, Colt M-1911A1 w/3 magazines, two Mk IIIA2 grenades

Pfc. Dick “Weasel” Metro, Rifleman, Average, 55 points

The squad’s resident misfit, Metro joined the army to evade the Brooklyn police after some con games he was running went south. Although not quite as unpleasant as Seerey, Metro is disliked more by the squad because of his selfishness. The feeling is mutual, especially towards Riles, who (in Metro’s opinion) has it in for him by making him most of the squad’s demolition work. Metro is extremely foul-mouthed (even for a soldier) and dislikes anyone who gets a break or reward he felt he better deserved. If he wasn’t so concerned about whether others are better than him, he probably would make a decent soldier. Perhaps surprisingly, Metro regularly gets (and sends) letters from a woman named “Rita” back in the States. So far, no one knows anything about her other than her possibly being the only person who likes Metro.

ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 11 [10]

Advantages: Alertness +2 [10]; Charisma +1 [5]; Fit [5]; Military Rank 0 [0]

Disadvantages: Extremely Hazardous Duty [-20]; Laziness [-10]; Odious Personal Habit (Curses constantly) [-5]; Selfish [-5]

Skills: Armoury (Small Arms)-10 [1]; Brawling-12 [2]; Camouflage-11 [1]; Climbing-10 [1]; Demolition-11 [2]; Driving-10 [1/2]; Engineer (Combat)-9 [1]; Fast-Talk-12 [4]; First Aid-10 [1/2]; Gunner (Machine Gun)-11* [1]; Guns (Light Auto)-12* [1]; Guns (Rifle)-13* [2]; Hiking-10 [1]; Jumping-10 [1/2]; Knife-11 [1]; Lockpicking-10 [1]; NBC Warfare-9 [1/2]; Orienteering-10 [1]; Scrounging-11 [1]; Soldier-12 [4]; Spear-10 [1]; Stealth-10 [1]; Streetwise-11 [2]; Survival (Woodlands)-10 [1]; Swimming-11 [1]; Throwing-9 [1]; Traps-10 [1]

* Includes +1 from IQ

Weapons: M-1 Garand w/13 magazines, three Mk II grenades

Pfc. Reginald "Stubby" Gillespie, Rifleman, Average, 65 points

While Mancuso goes after women with little tact involved, Gillespie is a smooth operator from the Big Easy (New Orleans) who seems to enjoy the hunt for its own sake. Gillespie is well-liked by most members of the squad, who are unable to find any significant flaws in his character other than his love of cigars. He is the squad’s de facto interpreter, a job he has mixed feelings about (while it gets him out of a lot of dirty work, he worries he’ll make a major mistake translating something eventually). After he gets out of the service, he plans to buy a bar on Bourbon Street. He was given the nickname “Stubby” when Parker was in a somewhat perverse mood; Gillespie is the tallest man in the squad, standing 6’4”.

ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 12 [20]

Advantages: Attractive [5]; Fit [5]; Military Rank 0 [0]

Disadvantages: Addiction (Tobacco) [-5]; Code of Honor (Enlisted Man’s) [-10]; Extremely Hazardous Duty [-20]

Skills: Armoury (Small Arms)-10 [1]; Bartender-11 [2]; Brawling-11 [1]; Camouflage-11 [1]; Carousing-12 [2]; Climbing-10 [1]; Demolition-10 [1]; Engineer (Combat)-9 [1]; Fast-Talk-11 [2]; First Aid-10 [1/2]; Gunner (Machine Gun)-11* [1]; Guns (Grenade Launcher)-12* [1]; Guns (Light Auto)-12* [1]; Guns (Rifle)-14* [4]; Hiking-11 [1]; Jumping-10 [1/2]; Knife-11 [1]; Language (French)-11 [2]; Language (German)-10 [1]; Language (Spanish)-10 [1]; NBC Warfare-9 [1/2]; Orienteering-10 [1]; Sex Appeal-12 [2]; Scrounging-10 [1/2]; Soldier-12 [4]; Spear-10 [1]; Stealth-10 [1]; Survival (Woodlands)-10 [1]; Swimming-11 [1]; Throwing-9 [1]; Traps-10 [1]

* Includes +1 from IQ

Weapons: M-1 Garand w/11 clips, two Mk II grenades

Pfc. Al “Cowboy” Stephens, BAR Gunner, Green, 49 points

A farm boy from Wisconsin, Stephens is bothered more by dead animals than dead people, although he is frequently left unnerved after combat. Formerly the BAR assistant gunner, he became the second BAR gunner when Parker "found" a BAR a month ago. Unlike most of the men, who want to go home as quickly as possible, Stephens has no intention of going back to the family farm. He hasn’t told his parents or his (soon to be ex-) fiancé yet. He simple truth is that once Stephens was exposed to the greater world starting in boot-camp, be became convinced that just about everyone else has it better than he does. His current post-war goal is to train racehorses in England.

ST 12 [20]; DX 11 [10]; IQ 10 [0]; HT 12 [20]

Advantages: Animal Empathy [5]; Fit [5]; Military Rank 0 [0]

Disadvantages: Code of Honor (Enlisted man’s) [-10]; Extremely Hazardous Duty [-20]; Jealousy [-10]; Post-Combat Shakes [-5]

Skills: Agronomy-10 [2]; Animal Handling-13* [2]; Armoury (Small Arms)-9 [1]; Brawling-12 [2]; Camouflage-10 [1]; Climbing-10 [1]; Demolition-9 [1]; Driving (Tractor)-11 [2]; Engineer (Combat)-8 [1]; First Aid-9 [1/2]; Gunner (Machine Gun)-11** [1]; Guns (Light Auto)-13** [2]; Guns (Rifle)-13** [2]; Hiking-11 [1]; Jumping-10 [1/2]; Knife-11 [1]; NBC Warfare-8 [1/2]; Orienteering-9 [1]; Riding (Horse)-14* [1]; Scrounging-9 [1/2]; Soldier-10 [2]; Spear-10 [1]; Stealth-10 [1]; Survival (Woodlands)-10 [2]; Swimming-11 [1]; Throwing-9 [1]; Traps-9 [1]; Veterinary-12* [1]

* Includes +4 from Animal Empathy

** Includes +1 from IQ

Weapons: M-1918A2 BAR w/11 magazines, four Mk II grenades

Pfc. Jack "Gabby" Martin, Rifleman, Green, 30 points

Martin worked as a driver for a construction company in Detroit before he enlisted, deliberately hiding this experience so he wouldn’t get assigned to a support unit. Martin got good evaluations during training, especially for his aggressive attitude. What his drill instructors didn’t know was that he was afraid that the war would end before he could get to Europe and that he wouldn’t be able to kill any Germans. He is happy that he is in France now, but after being stalled in the Normandy area for weeks, is longing to put some notches on his rifle butt. However, he is sure that with the next big offensive from the Allies, the Germans will just roll over and the war will be over. The rest of the squad thinks that he is just very enthusiastic (which has some of the more veteran troops shaking their heads); they don’t realize that Martin has an obsession that could easily get himself and other members of the squad killed.

ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT 11 [10]

Advantages: Fit [5]; Military Rank 0 [0]

Disadvantages: Bloodlust [-10]; Delusion (German surrender is imminent) [-10]; Extremely Hazardous Duty [-20]

Skills: Armoury (Small Arms)-9 [1]; Brawling-11 [2]; Camouflage-10 [1]; Climbing-9 [1]; Demolition-9 [1]; Driving (Construction Equipment)-10 [2]; Engineer (Combat)-8 [1]; First Aid-9 [1/2]; Forward Observer-10 [2]; Gambling-10 [2]; Gunner (Machine Gun)-10* [1]; Guns (Light Auto)-11* [1]; Guns (Rifle)-12* [2]; Hiking-9 [1]; Jumping-9 [1/2]; Knife-10 [1]; Mechanic (Diesel Engines)-10 [1]; Motorcycle-10 [1]; NBC Warfare-8 [1/2]; Orienteering-9 [1]; Scrounging-9 [1/2]; Soldier-11 [4]; Spear-9 [1]; Stealth-9 [1]; Survival (Woodlands)-9 [1]; Swimming-10 [1]; Throwing-8 [1]; Traps-9 [1]

* Includes +1 from IQ

Weapons: M-1 Garand w/13 clips, two Mk II grenades

Pfc. Pat “Doc” Culberson, Scout, Green, 45 points

Culberson has only seen a little combat but thinks he knows everything. His father fought in WWI and his mother is a teacher; consequently, he considers himself an expert in combat and non-combat matters and has no problem telling someone when they are “wrong.” This has also led him to having an inflated idea of his own capabilities. Culberson was quickly assigned to scout work, since it would, at least for short stretches, keep him out of earshot of the rest of the squad. Major combat is likely to break Culberson of his bad habits, if he survives.

ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 11 [10]

Advantages: Acute Hearing +3 [6]; Fit [5]; Military Rank 0 [0]

Disadvantages: Extremely Hazardous Duty [-20]; Odious Personal Habit (Know-It-All) [-10]; Overconfidence [-10]

Skills: Armoury (Small Arms)-10 [1]; Brawling-12 [2]; Camouflage-12 [2]; Chemistry-8 [1/2]; Climbing-10 [1]; Demolition-10 [1]; Engineer (Combat)-9 [1]; First Aid-10 [1/2]; Forward Observer-10 [1]; Gunner (Machine Gun)-11* [1]; Guns (Light Auto)-12* [1]; Guns (Rifle)-13* [2]; Hiking-11 [2]; Jumping-10 [1/2]; Knife-11 [1]; NBC Warfare-9 [1/2]; Orienteering-10 [1]; Scrounging-10 [1/2]; Sociology-8 [1/2]; Soldier-11 [2]; Spear-10 [1]; Stealth-12 [4]; Survival (Woodlands)-11 [2]; Swimming-11 [1]; Strategy-8 [1/2]; Tactics-8 [1/2]; Throwing-9 [1]; Traps-11 [2]

* Includes +1 from IQ

Weapons: M-1 Garand w/13 clips, three Mk II grenades

Pvt. Paul Devereaux, Assistant BAR Gunner, Raw, 25 points

Devereaux is from the backwaters of Louisiana (so far back that English is a second language) and joined the Army to get away from his older brothers. He deliberately speaks Cajun so no one will ask him complicated questions, and it generally works if Gillespie isn’t around. Devereaux gained his fear of reptiles after brothers tied him to a limb over some alligators as a joke. Luckily, he hasn’t "lost it" around lizards or snakes since joining the army. Years of other practical jokes by his brothers have left him a little jittery. He wants the war to be over so he can go back to hunting and trapping and, most of all, to use his acquired military skills and war experiences to show his brothers a few “jokes.”

ST 11 [10]; DX 11 [10]; IQ 10 [0]; HT 11 [10]

Advantages: Fit [5]; Military Rank 0 [0]; Strong Will +2 [8]

Disadvantages: Edgy [-5]; Extremely Hazardous Duty [-20]; Impulsiveness [-10]; Phobia (Reptiles) [-10]; Skinny [-5]

Skills: Armoury (Small Arms)-8 [1/2]; Brawling-11 [1]; Camouflage-11 [2]; Climbing-12 [1]; Demolition-9 [1]; First Aid-9 [1/2]; Gunner (Machine Gun)-11* [1]; Guns (Light Auto)-12* [1]; Guns (Rifle)-13* [2]; Hiking-10 [1]; Jumping-10 [1/2]; Knife-11 [1]; Language (English)-9 [1]; Orienteering-10 [2]; Scrounging-9 [1/2]; Soldier-9 [1]; Spear-10 [1]; Stealth-11 [2]; Survival (Woodlands)-9 [1]; Survival (Swamplands)-10 [2]; Throwing-9 [1]; Tracking-10 [2]; Traps-12 [6]

* Includes +1 from IQ

Weapons: M-1 carbine w/7 magazines, two Mk II grenades, eight BAR magazines

Note: French defaults from French Cajun at -2 (or worse, at GM’s option).

Pvt. Billy Savage, Assistant BAR Gunner, Raw, 23 points

Savage was working for his father building houses outside of Indianapolis when he was drafted. He is rather naïve; other soldiers expect him to freeze up as soon as he enters a firefight and avoid being teamed with him. It is true that he can be convinced of just about anything and tends to be a bit twitchy. Ironically, he is the only member of the squad to have been awarded the Expert Infantry Badge. As far as Riles is concerned, this will make Savage even more of a wildcard in his first action than is normal for a new soldier. Something that few know is that he is distantly related to Arthur Savage (of Savage Arms Company fame). He originally tried to use his famous ancestor to impress fellow recruits, but it backfired badly, so he has decided not to bring it up again.

ST 12 [20]; DX 11 [10]; IQ 10 [0]; HT 11 [10]

Advantages: Fit [5]; Military Rank 0 [0]

Disadvantages: Edgy [-5]; Extremely Hazardous Duty [-20]; Fanaticism (Patriotism) [-15]; Gullibility [-10]

Skills: Armoury (Small Arms)-10 [2]; Brawling-11 [1]; Camouflage-8 [1]; Carpentry-12 [4]; Climbing-10 [1]; Demolition-9 [1]; First Aid-10 [1]; Gunner (Machine Gun)-10* [1/2]; Guns (Flamethrower)-11* [1/2]; Guns (LAW)-12* [1]; Guns (Light Auto)-11* [1/2]; Guns (Rifle)-12* [2]; Hiking-10 [1]; Jumping-10 [1/2]; Knife-11 [1]; Masonry-12 [2]; Orienteering-9 [1]; Scrounging-10 [1]; Soldier-9 [1]; Spear-10 [1]; Stealth-10 [1]; Survival (Woodlands)-9 [1]; Throwing-9 [1]; Traps-9 [1]

* Includes +1 from IQ

Weapons: M-1 carbine w/7 magazines, two Mk II grenades, six BAR magazines