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15
Aug/2008

Infantry man load out.
 Since I was working on a military style character it came to me that not a lot of people know what we really carry into combat.  So, here is some help on what the Real U.S. Army infantry carries into combat.   As an aside, I also noticed that some Items don’t have any game rules.  So I have created some to help out on those few items.   All infantry soldiers are issued the following:
  1. 1 tactical vest (Equipment Bonus +6, Non Proficiency Bonus +2, Maximum Dex Bonus +2, Armour Penalty +5, Speed 25, Weight 10 lbs) pg 110BB
  2. Kevlar Helmet (+1 Equipment bonus to Defense.  Stacks with all other bonuses.)*
  3. Mesh vest pg 119BB
  4. Squad Radio (this acts like the radio in the D20 modern base book except it gives +10 equipment penalty to any check made trying to intercept the radio signal) pg 115 BB
  5. 1st Aid Pouch (+1 equipment bonus to Treat Injury checks)*
  6. 2-1 Quart canteens.
  7. 1 Gas Mask pg 119
  8. 1 Night vision Goggles pg 116
  9. 1- 2 Quart camel back.
  The following are the items that individual specialist carry.-Rifle Man
  1. 1 M-4 Carbine 5.56mm assault rifle AR, (Damage 2d8, critical 20, Damage Type Ballistic, Range Increment 80ft, Rate of Fire S/B, Magazine 30 box, Size Large, Weight 8 lbs) with 7-30 Round Magazines Pg 73 WL w/ reflex sight
  2. 4 Fragmentation Grenades (Damage 4d6, Damage Type Slashing, Burst Radius 20 ft, Reflex DC 15, Range Increment 10, Size Tiny, weight 1lb) pg 105 BB
  3. Bayonet    (Damage 1d4/1d6, Critical 20, Damage Type Piercing, Size Large, Weight 1 lb) pg 108BB
  4. Berretta M9 Mil-Spec 9mm PL (Damage 2d6, critical 20, Damage Type Ballistic, Range Increment 40ft, Rate of Fire S, Magazine 15 box, Size Small, Weight 3 lbs) with 3-15 Round Magazines pg 16 WL***
 -Squad Automatic Gunner
  1. M249 Squad Automatic Weapon 5.56mm MG(Damage 2d8, critical 20, Damage Type Ballistic, Range Increment 80ft, Rate of Fire A, Magazine Linked or 30 box, Size Large, Weight 15 lbs) with 3-200 round Linked boxes pg 168 WL
  2. Berretta M9 Mil-Spec 9mm PL (Damage 2d6, critical 20, Damage Type Ballistic, Range Increment 40ft, Rate of Fire S, Magazine 15 box, Size Small, Weight 3 lbs) with 3-15 Round Magazines pg 16 WL***
-Platoon Heavy Machine Gunner
  1. M240 GPMG 7.62mm MG (Damage 2d10, critical 20, Damage Type Ballistic, Range Increment 100ft, Rate of Fire A, Magazine Linked, Size Large, Weight 24 lbs) with 1000 round belt pg 167 WL **
  2. Berretta M9 Mil-Spec 9mm PL (Damage 2d6, critical 20, Damage Type Ballistic, Range Increment 40ft, Rate of Fire S, Magazine 15 box, Size Small, Weight 3 lbs) with 3-15 Round Magazines pg 16 WL***
-Grenadier
  1. 1 M-4 Carbine 5.56mm assault rifle AR, (Damage 2d8, critical 20, Damage Type Ballistic, Range Increment 80ft, Rate of Fire S/B, Magazine 30 box, Size Large, Weight 8 lbs) with 7-30 Round Magazines Pg 73 WL w/ reflex sight

2.      Colt M203 40mm Grenade Launcher GL (Damage see table 8-1 WL Range Increment 70ft, Rate of Fire Single, Magazine 1 Int, Size Medium, Weight 4 lbs) with 6-40 mm Fragmentation Grenades (Damage 3d6, Damage Type Slashing, Burst Radius 10 ft, Reflex DC 15, Size Tiny, weight 1lb) and 2-40 mm white smoke grenades (Size Tiny, weight 1lb Special Effect in d20 Modern Base Book) pg177 WL

3.      4 Fragmentation Grenades (Damage 4d6, Damage Type Slashing, Burst Radius 20 ft, Reflex DC 15, Range Increment 10, Size Tiny, weight 1lb) pg 105 BB

4.      Bayonet    (Damage 1d4/1d6, Critical 20, Damage Type Piercing, Size Large, Weight 1 lb) pg 108 BB

  1. Berretta M9 Mil-Spec 9mm PL (Damage 2d6, critical 20, Damage Type Ballistic, Range Increment 40ft, Rate of Fire S, Magazine 15 box, Size Small, Weight 3 lbs) with 3-15 Round Magazines pg 16 WL***
-Platoon Radio Telephone Operator (RTO)
  1. 1 M-4 Carbine 5.56mm assault rifle AR, (Damage 2d8, critical 20, Damage Type Ballistic, Range Increment 80ft, Rate of Fire S/B, Magazine 30 box, Size Large, Weight 8 lbs) with 7-30 Round Magazines Pg 73 WL w/ reflex sight
  2. 4 Fragmentation Grenades (Damage 4d6, Damage Type Slashing, Burst Radius 20 ft, Reflex DC 15, Range Increment 10, Size Tiny, weight 1lb) pg 105 BB
  3. Bayonet    (Damage 1d4/1d6, Critical 20, Damage Type Piercing, Size Large, Weight 1 lb) pg 108 BB
  4. Platoon Level Radio Pack (This works like the professional Walk Talky in the D20 Modern Base Book.  Any Checks to intercept/jam the signal takes a +20 equipment penalty to the check) pg 115 BB
  5. Berretta M9 Mil-Spec 9mm PL (Damage 2d6, critical 20, Damage Type Ballistic, Range Increment 40ft, Rate of Fire S, Magazine 15 box, Size Small, Weight 3 lbs) with 3-15 Round Magazines pg 16 WL***
    -Anti Tank GunnerNote- there are no stats for Anti Tank missile that the military uses.  The following are based on the missiles the Army uses.  Rules for these weapons are at the end of the page.
  1. 1 M-4 Carbine 5.56mm assault rifle AR, (Damage 2d8, critical 20, Damage Type Ballistic, Range Increment 80ft, Rate of Fire S/B, Magazine 30 box, Size Large, Weight 8 lbs) with 7-30 Round Magazines Pg 73 WL w/ reflex sight
  2. 4 Fragmentation Grenades (Damage 4d6, Damage Type Slashing, Burst Radius 20 ft, Reflex DC 15, Range Increment 10, Size Tiny, weight 1lb) pg 105 BB
  3. Bayonet    (Damage 1d4/1d6, Critical 20, Damage Type Piercing, Size Large, Weight 1 lb) pg 108 BB
  4. 1 Dragon Anti Tank Wirer Guided Missile Launcher ML (Damage 15d6, Damage Type Ballistic, Range Increment 200, Rate of Fire 1, Size Large, weight 20lbs) or 1 Javelin Anti-Tank Guided Missile Launcher ML (Damage 15d6, Damage Type Ballistic, Range Increment 200, Rate of Fire 1, Size Large, weight 20lbs) or 2 AT-4 Light Anti-Tank Rocket Launchers ML (Damage 10d6, Range Increment 150, Rate of Fire 1, Size Large, weight 25lbs) or 2 M72A3 LAW rocket Launchers ML (Damage 10d6, Range Increment 150, Rate of Fire 1, Size Large, weight 20lbs) pg 102 BB 
  5. Berretta M9 Mil-Spec 9mm PL (Damage 2d6, critical 20, Damage Type Ballistic, Range Increment 40ft, Rate of Fire S, Magazine 15 box, Size Small, Weight 3 lbs) with 3-15 Round Magazines pg 16 WL***
-Platoon/Squad/Team Leader, Platoon Sergeant
  1. 1 M-4 Carbine 5.56mm assault rifle, AR (Damage 2d8, critical 20, Damage Type Ballistic, Range Increment 80ft, Rate of Fire S/B, Magazine 30 box, Size Large, Weight 8 lbs) with 7-30 Round Magazines Pg 73 WL w/ Lased Designator, & reflex sight.
  2. 4 Fragmentation Grenades (Damage 4d6, Damage Type Slashing, Burst Radius 20 ft, Reflex DC 15, Range Increment 10, Size Tiny, weight 1lb) pg 105 BB
  3. Bayonet    (Damage 1d4/1d6, Critical 20, Damage Type Piercing, Size Large, Weight 1 lb) pg 108 BB
  4. 1 White Smoke Grenade (Range Increment 10ft, Size small, weight 2lbs, Special effect in base book) pg 105 BB
  5. 1 Tactical Map
  6. Berretta M9 Mil-Spec 9mm PL (Damage 2d6, critical 20, Damage Type Ballistic, Range Increment 40ft, Rate of Fire S, Magazine 15 box, Size Small, Weight 3 lbs) with 3-15 Round Magazines pg 16 WL***
  7. Binoculars (Range Finder) pg 119***
  8. GPS Receiver pg119***
-Squad Designated Marks man 
  1. 1 M-16A4 5.56mm assault rifle, AR (Damage 2d8, critical 20, Damage Type Ballistic, Range Increment 80ft, Rate of Fire S/B, Magazine 30 box, Size Large, Weight 8 lbs) with 7-30 Round Magazines Pg 73 WL / Telescopic sight, bipod, custom pistol grip and Laser Designator.
  2. 4 Fragmentation Grenades (Damage 4d6, Damage Type Slashing, Burst Radius 20 ft, Reflex DC 15, Range Increment 10, Size Tiny, weight 1lb) pg 105 BB
  3. Bayonet    (Damage 1d4/1d6, Critical 20, Damage Type Piercing, Size Large, Weight 1 lb) pg 108BB
  4. Berretta M9 Mil-Spec 9mm PL (Damage 2d6, critical 20, Damage Type Ballistic, Range Increment 40ft, Rate of Fire S, Magazine 15 box, Size Small, Weight 3 lbs) with 3-15 Round Magazines pg 16 WL***
  5.  *= Stats that I made up for the equipment
    **= Usually there is a second man (usually a rifle man) designated as the Ammo barer.  He would carry an additional 2000-5000 rounds of ammo for the Platoon Heavy Machine Gunner.
    ***= Only the Platoon Sergeant and the Platoon Leader would be carrying these Items. The camouflage that the soldiers wear I will usually give a +5 equipment bonus to hide checks.  I also listed the pages where you can find some of these items.  BB is the d20 Modern Base book, and WL is the d20 Modern Weapons Locker.The Dragon and Javelin Missile Launchers are both guided Anti-Tank Weapons.  The Dragon is Wire Guided Missile; while the Javelin is a Heat Seeking guided missile.  To use these you must take a full round action to acquire the target.  Any weapon fire that hits the Gunner makes him take a will save (DC15) or duck, and have to start over. After that the Gunner can use an Attack action to fire the missile.
      
      The Dragon anti tank weapon gives a +4 equipment bonus to hit a target.  The Javelin has a +4 equipment bonus to hit also.  The Javelin will also turn around and try to hit the target again if it misses the first time.  At the 1st range increment this is 2 additional tries, and the 2nd, 1 additional try, and the 3rd on up no additional tries.  These additional shots are done at the gunners to hit bonus at the time the missile is fired.  Both the Dragon and the Javelin ignore the first 25 points of vehicle hardness.  To reload a Dragon, or Javelin launcher, is a full round action.  The quick reload feat makes it a move action.
         The AT-4 Rocket Launcher follows all of the rules for the LAW rocket Launcher in the d20 Modern Base book.  In addition The AT-4 ignores the first 15 points of vehicle Hardness instead of 10 like the LAW.
         Your medical aid starts out at the squad level.  Two men, called combat life savers (or CLS) will patch the wounded and prepare them for transport out of the combat zone.  Then the medics show up and take it from there.  One of the 2 CLS will be caring a Medical kit pg 118 BB.  -

    Combat Medic
     
    1. Berretta M9 Mil-Spec 9mm PL (Damage 2d6, critical 20, Damage Type Ballistic, Range Increment 40ft, Rate of Fire S, Magazine 15 box, Size Small, Weight 3 lbs) with 3-15 Round Magazines pg 16 WL***  
    2. Medical Kit pg 118 BB 3. 1 Tactical Map  

    According to the rules of war put forth by the Geneva Convention, medical personnel and wounded personnel are considered non-combatants.  With those that don't follow the rules of war this is far from the truth.  But that is why a combat medic is so lightly armed.
    -

    Combat Sniper 
     

1.Ghillie Suit pg 114

·        M-21 7.62mm SR (Damage 2d10, critical 20, Damage Type Ballistic, Range Increment 100ft, Rate of Fire S, Magazine 20 box, Size Large, Weight 10 lbs) with 6-20 Round Magazines pg 95 WL*** or

·         M-24 Snipping System 7.62mm SR (Damage 2d10, critical 20, Damage Type Ballistic, Range Increment 100ft, Rate of Fire Single, Magazine 6 internal, Size Large, Weight 14 lbs) with 24 rounds pg 95 WL***(note: this is a bolt action sniper rifle)or

·        M-40A1 7.62mm SR (Damage 2d10, critical 20, Damage Type Ballistic, Range Increment 100ft, Rate of Fire Single, Magazine 4 Internal, Size Large, Weight 15 lbs) with 28 rounds pg 95 WL***(note: this is a bolt action sniper rifle) or

·         M-40A1 PIP  7.62mm SR (Damage 2d10, critical 20, Damage Type Ballistic, Range Increment 100ft, Rate of Fire Single, Magazine 5 Internal, Size Large, Weight 13 lbs) with 30 rounds pg 95 WL***(note: this is a bolt action sniper rifle)·         United Stats Marine Corp DMR  7.62mm SR (Damage 2d10, critical 20, Damage Type Ballistic, Range Increment 100ft, Rate of Fire S, Magazine 20 box, Size Large, Weight 11lbs) with 6-20 Round Magazines pg 95 WL***
  1. Berretta M9 Mil-Spec 9mm PL (Damage 2d6, critical 20, Damage Type Ballistic, Range   Increment 40ft, Rate of Fire S, Magazine 15 box, Size Small, Weight 3 lbs) with 3-15 Round Magazines pg 16 WL
  2. Binoculars (Range Finder) pg 119
BB = Base book
WL = Weapons Locker 


Updated August 15, 2008

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Viewing 1 - 3 out of 3 Comments

08/15/2008 14:52:41
My pleasure-didn't mean to hijack your thread.


08/15/2008 13:36:19

I did a miss a few things thanks alot for the recap. 

I was with the 1st inf before Iraq.  We still used the green BDU's and the leather boots.

Thanks alot.



08/15/2008 12:56:50

Extremely well thought-out, you obviously did your research!  A couple minor additions from someone in biz;
 
You can trade or supplement the 1 quart canteens (they have special NBC caps for use with the gas mask by the way-not sure how the rules would reflect that) with a camelback or similar rig.  It usually integrates with the vest or backpack.
Backpack/Carryall MOLLE-strap-style-allows you to customize the pouches for all this stuff.
Don't underestimate the importance of the camo'd BDUs (and with the new system the Army uses it all blends together nicely even though personally I can't stand the color)
Suede Boots
Ear plugs
Gloves
Waterproof Poncho
Poncho liner

Other stuff that most soldiers/Marines carry:
Leatherman or similar type multitool
Parachute Cord (extremely useful)
Duct Tape and/or electrical tape
Chem lights (green, red, IR)
MREs (usually one or two)
Map pens, regular pens, notebook
Waterproof notebook
Protractor (a special type for plotting grids on maps-very light weight and not like the kind you use to make circles with)
Flashlight with several lenses (red, blue)
Spare batteries (in waterproof bags)
Beacon (a small strobe light with an IR filter-about the size of a pack of cards)
Spare socks
Foot powder

Normally the command has everyone rig their gear in the exact same manner in case a man goes down they know where to search him for a particular item (i.e. first aid kit).  One thing to not, that kit is for you or others to uses on yourself if you get wounded.




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