 Special
Rules
The '60s/'70s setting and the war zone setting
of GD-ATF require
some minor but essential adjustements of the character sheet.
 These being the days before the
explosion of
the home computer,
Computer Use and Electronics are highly specific and rarely
found skills. Point allocation to these is regulated by the CO on a case
by case basis.
 The Survival skill is
illustrated in
the Delta Green Countdown
handbook, and is automatically acquired by any armed forces character spending
one tour of duty abroad.
 The Pidgin (05%) skill
is specific to
this setting, and is
equally acquired by spending time in the area of operations; this skill allows
the character to use a mix of English, French and Vietnamese to communicate
with local characters.
 Zen
(00%), as published by The Unspeakable
Oath issue 6,
can be used to forestall Sanity loss or to restore lost sanity; point allocation
to this skill is under CO fiat.
|
|
Optionals
Civilian Characters
Generation: the introduction of War Experience (above) can unbalance
skill levels between Military and Civilian characters. To sidestep this problem,
try and use the following.
Attributes are rolled as usual. After choosing a
profession, the player is allotted a number of 'point parcels' to spend raising
skill levels
one 60 points raise
two 50 points raises
three 40 points raises
four 30 points raises
five 20 point raises
six 10 point raises
seven 5 point raises
Characters with EDU or INT 18 or above get a
supplemental 70 points raise.
Only a single raise can be added to a skill base level
to get the final value.
No stacking allowed.
Skill progression: we strongly
recommend
the
adoption of the following Tapering Increase Rule (as suggested by Austin
Chambers):
Skills < 50% : Gain is
+1d10
Skills 51-75% : Gain is
+1d6
Skills 76-90% : Gain is
+1d4
Skills > 91% : Gain is
1%
This rule, apart from being more realistic, causes
a slow down of character growth that might turn useful in those cases in
which ATF characters are to be reintroduced in '90s DG games.
|
 Equipment
The sidebar contains an extensive (and possibly
over-extensive) but certainly not exaustive listing of carried material
according to Tim O'Brien's "The Things They Carried".
It could be a good idea to provide characters about
to enter the combat zone with such a listing, with quantities indicated clearly,
specifying that the list includes all the stuff characters are likely to
get and asking them to keep a strict count of fired shots, consumed rations
etc.
The dwindling of rations and ammunitions, the progressive
wear of the kit, the waning of the medical resources grant an added stress
factor to the horror of an Across the Fence Operation.
Applying strict encumberance rules could also be a
good idea.
|
| General Equipment
Worn: wristwatch, dogtags, steel helmet with
camo cover, jungle boots, flak jacket, waterproof canvas
poncho
Carried: P38 can opener, penknife, mosquito-bite
lotion, cigarettes, matches, sewing kit, Dr Scholl's foot powder, condoms,
one large gauze patch, toilet paper, writing paper and pencils, Sterno field
fuel in cans, safety pins, signal rockets, wire, razorblades, machete, sun
hat,
nailcutters
Victuals: chewing gum, candies, C rations,
2 or 3 water
canteens
Weapons: M60 or M16 + 12/20 magazines, M79
grenade launcher + 25 grenades, Claymore anti-personnel landmine (1 in 3
soldiers), M18 smoke bomb, Fragmentation grenades, any non-standard
equipment.
Specifics
Squad Leader: compass, maps, code books,
binoculars, Colt 45, signal
lamp
Radio operator: PRC25 Radio and battery or
PRC77 Radio with battery and encryption
system
Medical officer - a canvas bag containing morphine,
blood packs, malaria tablets, band aids, M&M chocolates
etc
Demolitions: Pentrite explosives (2 kgs each),
wirings, detonators, triggers
|