Brotherhood Trooper (GURPS)

Brotherhood Trooper (50 points)

The Brotherhood’s rank and file are largely made up of riflemen like this one.  Because they’re recruited from all over the place, it’s hard to make too many generalizations, but they’re typically either criminals or other low-class people who have fallen (or jumped) through the cracks and joined up for a shot at some kind of power.  Even if that “power” amounts to getting away with pushing people around. 
Brotherhood Troopers wear utility belts with three pouches.  One contains a first aid kit with extra bandages and medications, the second contains a survival kit, and the third is left to the trooper’s discretion.  There is still plenty of room on the belt for a holster, pistol magazine pouch, communicator, etc.  They also wear backpacks with additional food, water, and other supplies, but Brotherhood tactical doctrine is to drop them at the first sign of trouble. 
Their basic armaments include a large knife, sidearm, and rifle or carbine.  The exact nature of the sidearm and rifle vary considerably depending on their logistics train and local tech level.  Forces intended to operate largely independently on a lower-tech world will be equipped largely with locally-sourced smallarms, while those operating from well-stocked positions may have weapons on par with a core world’s armed forces. 
As-is, he’s a competent rifleman with some cross-training to let him operate a land vehicle as a driver or gunner.  They have the breadth of weapon skills they do to allow them to function pretty much anywhere; as mentioned above, they may be cut off from resupply and have to use conventional slugthrowers rather than lasers. 
This guy isn’t intended as a PC or major NPC; he’s essentially a glorified template.  That said, he could be upgraded to a more interesting character by adding a few Quirks, maybe a few Advantages or Disadvantages. 

ST 12, DX 12, IQ 10, HT 12
Will 10; Per 10; Speed 6; Move 6; Dodge 10; BL 29; Damage 1d-1/1d+1
Advantages: Combat Reflexes; DR 1 (Tough Skin)
Disadvantages: Bad Temper (12); Bully (12); Duty (Brotherhood, 15-, Extremely Hazardous); Enemy (Whoever They’re Annoying This Week, 15-, Extremely Hazardous)
Skills: Armoury/TL10 (Small Arms) – 12; Beam Weapons/TL10 (Pistol) – 14; Beam Weapons/TL10 (Rifle) – 14; Brawling – 14; Driving/TL10 (Automobile) – 14; Driving/TL10 (Heavy Wheeled) – 12; Driving/TL10 (Hovercraft) – 12; Driving/TL10 (Tracked) – 12; First Aid/TL10 (Human) – 12; Gunner/TL10 (Beams) – 14; Gunner/TL10 (Machine Gun) – 14; Guns/TL10 (Grenade Launcher) – 13; Guns/TL10 (Pistol) – 13; Guns/TL10 (Rifle) – 14; Knife DX/E – 14; Soldier/TL10 – 14
Languages: Alliance Standard (Native)
Cultural Familiarities: Alliance
Weapons: large knife.
Armor: tactical vest; assault boots; light infantry helmet; armored infrared glasses; filter mask. 
Equipment (Utility Belt): pouch, first aid kit (first aid kit and bandage spray, room for half a pound of drug ampoules), survival kit (personal basics, 1 meal survival rations, 1 food pack). 

Notes: Brotherhood Troopers are basic generic bad guy troops suitable for use in TL9-11 campaigns.  They don’t have any TL-specific options and may be tweaked to a different TL simply by looking up the appropriate changes.  I’ll probably expand upon the Brotherhood over at Devil Monkey as a threat force that can be applied pretty much anywhere. 

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