I play airsoft and I’m very much aware of how far I am from what is considered “fit for military duty”. In RPGs, my Character is the Hero, not me and his stats are MUCH better than my own. It helps that I try to experiment and play with other airsofters who play RPGs, so the post game discussion tends to be in GURPS stats and checks.
Ruling. The GM can just add encumbrance or FP cost to movement.
Ruling. Jumping may be necessary to overcome this quickly, at least at 3/4ths max speed. Thats a DX check or a Per Check, also apply the Enc penalty. Its worth a PC’s while to invest 2cp for a +1 to Jumping in this case. This counts as Sprinting and fatigues just as much.
Ruling. No Per check or Dex Save, when on a Run. Half of Full move, -2 to -4 Per or Dex depending on conditions. Characters may want to Jump to avoid places all together, go back to ruling above.
Ruling. This requires extra effort to plow upward, +1FP cost, or Dex Checks affected by Incline penalty and Equipment. -5 is hard, anything that in the GM’s call would give anyone a hard time, -2 for difficult, same call. This is better to rule on experience. Failed Dex requires 1d more seconds.
- Blockers and Tanks are Fron-tline and Clustered together. Medium Infantry are Loose formation, Heavy infantry are tight formation. Heavy infantry have special bonuses vs Shock and Ranged attacks because of discipline and large shields.
- Flankers are detached and take 1FP to join the Main Body, or 1 less FP to flank or Circle. They require a separate perception check. Higher Mobility and Stealthier can be placed farther. Flankers must dictate where they are relative to the main force: Forward or Advanced, or Very Advanced, or Far forward (double or tipple the FP costs to respectively) Wing/Flank or Rear guard,
- Ranged Support or Light Infantry are behind the Blockers. They gain +1DB from Heavy Infantry. In Close engagement they are far enough to use their Ranged weapons effectively. Engaging them requires a successful Opposed Tactics Roll, note that the amount of Blockers and Flank guards affect the Circumstantial Modifier (use Mass TS Combat Ratio