WhtKnt
|
MISSION BRIEFING - OPERATION: BREAKING DAWN
"As most of you are no doubt aware, eastern Europe is a hotbed, with new countries being formed regularly as governments crumble and nations emerge from the ashes of rebellion. One such new nation is a tiny kingdom called Barovia. Barovia emerged almost overnight in the middle of Austria.
"The nation is ruled by a dictator about whom we have little information. We know only that he calls himself Strahd von Zarovich and that he holds the people of Barovia in a grip of iron. The government of Austria has requested that we send a team to recon the situation and, if possible, depose von Zarovich.
"Weather reports from the region indicate that an airdrop will not be possible due to cloud cover and mountainous terrain, so you will deploy at the border of Barovia and go in on foot. Four of you will be chosen for this mission, picked for your abilities as well as how you mesh together.
"Radio silence is mandatory throughout. You will be equipped with whisper mikes for communication between team members. You team will also be equipped with a standard loadout in addition to personal gear. It is imperative that civilian casualties are kept to a minimum.
"Understood? Good."
Okay, this is going to be a little bit different. While the adventure is fairly well-known, the characters are going to be, well, unusual. The party consists not of a typical fantasy RPG group of adventurers, but rather a modern special ops fire team.
Suspension of disbelief is in full effect for this adventure. I expect players to play the role of their characters to the hilt, and metagaming will be dealt with swiftly and mercilessly. I am not objectionable to you playing if you are familiar with the adventure (because, who isn't?), but separation of player knowledge and character knowledge is essential. This will be enforced! I cannot stress this strongly enough!
Characters are built using the d20 Modern rules. The group will be chosen based on skill sets, capabilities, and how well they mesh together. You may come from any background or walk of life, but you should include a brief history explaining how your character came to be considered for this special mission. The agency recruiting you is a private organization with extensive resources and considerable pull. They can draw from the ranks of the civilian world as well as military, and will choose based solely on what makes a group with the best chance of success.
Character Creation Rules
- All characters are human
- 20-point buy
- 6th level
- All characters have at least two allegiances; one must be to "The Agency"
- No FX
I will allow until April 8 at 2359 CDT for character submissions.
Sergeant Dan
|
Reporting for duty!
Male human gunslinger 6
Str 16
Dex 18
Con 12
Int 10
Cha 8
Wiz 8
I don't know if you want me to choose starting equipment, but I use a rifle.
| Roonfizzle Garnackle |
dot for interest, but going to wait on at least one recruitment I'm in to close. I have NOT played, or read the adventure, and have only the highest overview of Ravenloft as a whole.
Not the most familiar w/ d20 modern, but willing to learn. If need be, I may have to ask lots of questions about gearing above L1, as that I did not see much detail on on my cursory review this afternoon.
WhtKnt
|
dot for interest, but going to wait on at least one recruitment I'm in to close. I have NOT played, or read the adventure, and have only the highest overview of Ravenloft as a whole.
Not the most familiar w/ d20 modern, but willing to learn. If need be, I may have to ask lots of questions about gearing above L1, as that I did not see much detail on on my cursory review this afternoon.
If you've played 3.5 D&D or Pathfinder, then you're pretty much familiar with d20 Modern. There are some differences, but the bulk of it is similar enough to be familiar. Wealth is the biggest difference that comes to mind, and it's not too bad to get used to.
| Roonfizzle Garnackle |
I'm less worried about the core mechanic of d20 Modern, than figuring out how the wealth system works for rolling up a character above level 1, pathfinder etc, it's pretty easy, spend x gold, though even then occasionally it gets murky with craft feats, and if they do or do not increase the value you are working with.
Mostly at the moment, I'm trying not to overbook myself on games. I've been away from the pbp scene for a decade, and while at the moment I'm not in anything intensive... I'd rather not have to skimp down the line if things get more complex.
So, still interested. I've been looking at that SRD, and the Field Medic advanced class appears MIA, which is a bit disappointing, as that seems a no-brainer for someone to take...
So, I went and found this Wiki and it appears to have more of what I was looking for. I'll keep an eye here, and if things fall through elsewhere on the boards, I'll toss someone in for consideration. What type may depend on what else you have being considered for balance purposes.
| Robert Henry |
Also you may find this sight helpful.
I am thinking a young Irish/German Lutheran minister from Chicago who works with inner-city youth teaching them martial arts. He would be fast 2, strong 2, martial artist 1, Acolyte 1,(might be retired MMA)
He would be chosen as a representative by the International Lutheran Church as someone who would not be involved in the local "political" scene but could speak German and handle himself in a fight, choice of weapons: shotgun and silver brass knuckles :)
WhtKnt are we doing a 20 point buy using Pathfinder rules or D20modern rules? I realize they are a little different.
| Black Dow |
Dotting for interest - thinking of a former fireman - Tactical Rescue (will throw in some other background elements) or Russian/Chechen mob enforcer - either would hopefully have a number of transferrable skills into what The Agency are looking for :)
Leaning toward the Chechen as they have ties with "old country"/Church and the traditional representation of the "Abrek" - Chechen hero-bandits of a sort... but Russian mob also have a ton of possibilities too... will work something up for you.
For the record I've played Ravenloft back in its old school AD&D incarnation, but nothing relating to the d20 system in any shape or form. Have no probs in separating knowledge :)
| Black Dow |
Settled on a Russian Mob Enforcer - a member of the Bratva; my guy is a Krysha – (literally "roofs", "covers"). Those are an extremely violent "enforcers" as well as cunning individuals. Such enforcers are often employed to protect a business from other criminal organizations... perhaps a "sweeter" between The Agency and the Bratva?
He's a Tough 3/Dedicated 3.
His planned advancement would be as a Bodyguard (a Byki – bodyguard - literally: bull)
Having ALOT of fun with this one - really hope the game makes it and I make the cut :)
| Roonfizzle Garnackle |
Glad to see things start to pick up.
Looks like we have interest in a melee specialist, a combat medic, and an enforcer.
I think I have enough time to work up either something, I depending on what exactly Black Dow meant by a mob enforcer, we may have room for either a scout/sniper, a demolitions expert and/or a heavy weapons expert. I can work up any of those, I think. I'll keep checking in here, and see what inspiration strikes (Leaning towards an Adirondack Mountain boy, who did a fair amount of time in the military.
Yes, I remember that the requested deadline is fast approaching.
| Roonfizzle Garnackle |
Paizo hates me atm, so trying to post/edit in details. Can't preview.
Gah, it lost the post too...
@Gypsy Mischief, I'm willing to change any of the below.
Human Male Strong Hero 3 / Soldier 3
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 10 (+0)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 10 (+0)
Size: Medium
Height: 6' 2"
Weight: 180 lb
Eyes: Blue
Hair: Light Brown
Skin: Light
Talents:
Ignore Hardness
Improved Ignore Hardness
Total Hit Points:
Speed: 30 feet
Armor Class: 18 = 10 +1 [leather jacket] + 4 [class] +3 [dexterity]
Touch AC: 17
Flat-footed: 15
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +4 = 4 [base]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: +2 = 2 [base]
Attack (handheld): +5 = 5 [base]
Attack (missile): +8 = 5 [base] +3 [dexterity]
Grapple check: +5 = 5 [base]
Reputation: +0 = 0 [base]
Action points: 44 (lifetime)
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag:
500 lb.
Gear Ideas. Nothing purchased
Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]
Colt Python revolver [2d6, crit 20, range incr 40 ft., 3 lb, ballistic, semi-automatic]
MAC Ingram M10 machine pistol [2d6, crit 20, range incr 40 ft., 6 lb, ballistic, semi-automatic/automatic]
Barrett Light Fifth [2d12, crit 20, range incr 120 ft., 35 lb, ballistic, semi-automatic]
Sawed-off shotgun [2d8, crit 20, range incr 10 ft., 4 lb, ballistic, single-shot]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Smoke grenade [---, crit --, range incr 10 ft., 2 lb]
Thermite grenade [6d6, crit --, burst radius 5 ft., range incr 10 ft., 2 lb, fire]
Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.]
Military (starting occupation)
Hide
Move Silently
Feats: (May change out that extra Wpn Focus, or use on a back up weapon
Point Blank Shot
Precise Shot
Double Tap
Simple Weapon Proficiency [free]
Weapon Focus x1 Weapon(s):
Personal Firearms Proficiency
Advanced Firearms Proficiency
Burst Fire
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Balance Dex* 3 = +3
Bluff Cha 0 = +0
Climb Str* 0 = +0
Demolitions Int 10 = +1
Diplomacy Cha 0 = +0
Drive Dex* 3 = +3
Escape Artist Dex* 3 = +3
Hide Dex* 12 = +3
Knowledge (tactics) Int 7 = +1 +9
Listen Wis 0 = +0
Move Silently Dex* 12 = +3 +9
Ride Dex 3 = +3
Search Int 1 = +1
Sense Motive Wis 0 = +0
Spot Wis 9 = +0 +9
* = check penalty for wearing armor
Human
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included)
Soldier
• Weapon focus (not listed as a feat)
Weapon:
• Weapon specialization (level 2)
• Tactical aid (level 4)
• Improved critical (level 5)
• Improved reaction (level 7)
• Greater weapon specialization (level 8)
• Critical strike (level 10)
Equipment:
Languages: English, German
Allegiance(s): The Agency.
If you are using the wealth system from the core rulebook, roll 2d4 and add +1 (Military).
| Sariel Patrick Cornelius |
This is the crunch on Robert Henry's Lutheran priestz; Patrick. Fluff will soon follow. Basic outline raised by religious mother and outdoorsman father. hobbies; hunting and martial arts. Went to Lutheran college and seminary did internship at church who's pastor is retired agency operative who introduced him to "Christian mysticism" ie:spells and later the agency
Ever since I watched "John Carpenter's Vampires" I think every vampire slayer squad needs a priest, if this group doesn't know their fighting vampires or something occultish then I will change him to a detective from Chicago.
How are we doing hit points? roll or average
Will we deal with "wealth issues" once were in game, or do you want to give some guidelines, It would be clunky to role for wealth at first level and work our way through what we have by 6th, but it is doable.
How many team members are you expecting?
WhtKnt
|
Definitely not aware that they are vampire fighting. So far as the team knows, this is an insurrection mission against a dictator. I have no objections to the priest character, but knowing specifically that you will be up against a vampire is not possible.
Hit points, I will leave it up to the player. You can roll or take the average, but whichever you decide, you're stuck with that decision.
Wealth I'm willing to be lenient on. If it's legal and not obscenely expensive, you can have it. Remember that the Agency will supply you with a few essentials, including firearms and ammo. Just don't go hog wild and we'll be okay.
Four team members will be chosen for this mission.
| Robert Henry |
would they have a priest along just because he could speak German? Or possibly minor spells? maybe he can identify a prisoner they were sent after. Kinda hard to see this guy along if they do not know they are dealing with the supernatural.
I will work on my gunslinger/investigator, do you mind if we retool tracer for 21 century and turn "target species" into "target ethnic group" or something like that, obviously ignoring any skills or feats that do not pertain to the 21 century.
| Black Dow |
Glad to see things start to pick up.
Looks like we have interest in a melee specialist, a combat medic, and an enforcer.
I think I have enough time to work up either something, I depending on what exactly Black Dow meant by a mob enforcer, we may have room for either a scout/sniper, a demolitions expert and/or a heavy weapons expert. I can work up any of those, I think. I'll keep checking in here, and see what inspiration strikes (Leaning towards an Adirondack Mountain boy, who did a fair amount of time in the military.
Yes, I remember that the requested deadline is fast approaching.
My boy is definitely not military - so no demolitions or sniping... He's a straight up member of the Russian mob - likely started as a enforcer/leg breaker and moved up the chain of command. Has done some time, done plenty of bad things and sees himself as an expert in "people skills" lol.
What he won't be is a brutal thug who'll just break stuff and people. This guy is a career criminal used to operating as part of very organised crime... He reads people well and is old school (think Viggo Mortensen in Eastern Promises)
HP Rolls
Tough Hero 3d10 ⇒ (9, 9, 5) = 23
Dedicated Hero 3d6 ⇒ (1, 3, 4) = 8
WhtKnt
|
No supernatural abilities or FX, though I will permit a priest character to turn undead (with a holy symbol and appropriate allegiance to the faith it represents) as a cleric of equal level.
I could see the priest being included because of his language skills, or perhaps as an interpreter, a negotiator, or on a recovery mission (you can fill in the blanks about who he is seeking).
| Robert Henry |
No supernatural abilities or FX, though I will permit a priest character to turn undead (with a holy symbol and appropriate allegiance to the faith it represents) as a cleric of equal level.
so would "Patrick" have the acolyte spells for 2nd level? Or are we basing the "cleric of equal level" on the profession skill points spent on being a priest, I just meant "supernatural" as casting spells, will he be able to cast spells? The "Occupation" religious allows him to be a priest or minister. If he doesn't have spells and we are basing his ability to turn on the occupation and profession I will change the last two levels to martial artist.
could be the person missing is a rich parishioner who was visiting home and the church asked if someone could go along to help her. It would be a good way to add a "fifth wheel."
| Roonfizzle Garnackle |
Jon Campbell was a quiet lad, and grew up high up in the Adirondack Mountains of NY, frequently around 1000' above sea level. While he enjoyed hiking, he never did really get into Rappelling and climbing the vertical faces of the mountains he called home.
What he did get into though, was hunting, and hunting season was his favorite time of year. Through many years of practive he became an excellent marksman, and heavily favored a rifle over bow hunting, knowing that he'd only get one shot, so it had to count. Upon high school graduation, like many of his peers he enlisted into the US Marines. He had made Corporal in the by his 19th birthday, and started in a slightly odd dual track, Demolitions and Sniping. While they didn't commonly go together, it extended the range of skills he had at his disposal, and allowed him to join a number of missions that he would otherwise have not been able to join.
He is currently on loan to the Agency for further training.
Reformatted skills,
Name, Mod, Total, = Mod, Ranks.
Balance Dex* 3 = 3d
Bluff Cha 0 = 0c
Climb Str* 0 = 0s
Demolitions Int 10 = 1i 9R
Diplomacy Cha 0 = 0c
Drive Dex* 3 = 3d
Escape Artist Dex* 3 = 3d
Hide Dex* 12 = 3d 9R
Knowledge (tactics) Int 7 = 1i 6R
Listen Wis 0 = 0w
Move Silently Dex* 12 = 3d 9R
Ride Dex 3 = 3d
Search Int 1 = 1i
Sense Motive Wis 0 = 0w
Spot Wis 9 = 0w 9R
9 Spot, MS, Hide, Demo, 6 Know (Tact)
In the end, I decided that having someone who knows Demolitions may be more useful than having someone with mountain climbing skills.
@ Robert Henry - a Melee specialst, who speaks German, and can be "Good Cop" to say Black Dow's "Bad Cop" is always useful. That and spells Turn Undead... Might come in handy. Besides, you don't scream "Trouble" like I will... So you might be able to actually get information from someone. I think I built the "Option C" of Eliminate to your Investigate for the mission profile.
As for gear ... I honestly don't know d20 Modern enough to know what IS or is NOT excessive. I'd like the .50 rifle mostly for the fact it has the longest range available, (not that I have any concept if that's useful for this, I'm thinking 1e dungeon crawl means unlikely...), a mid range option, a short range option, and some grenades of a couple varieties / det cord. The Agency Issued Supply pack, probably has most of that other than the rifle itself. I need to look specifically into Armor, and I might drop that spare Weapon Focus for an Armor prof, since I don't think I can wear anything other than a leather jacket.
| Robert Henry |
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@ Robert Henry - a Melee specialst, who speaks German, and can be "Good Cop" to say Black Dow's "Bad Cop" is always useful.
as a big fan of Joe Abercrombie's writing NO ONE can play "good cop" well enough to balance out 'Black Dow's' "bad cop"
WhtKnt, thanks for the clarification, I appreciate your patience, I was equating FX with psionics, sorry. I will make "Patrick" fast 2, strong 2, martial arts 2 with a "occupation" 'religious.' and 6 or more in skill occupation as minister (Lutheran), again thanks.
| Sariel Patrick Cornelius |
Father Patrick is altered please check him to see if I need to change anything, thanks.
As father Patrick removed the mail from the black box near the front door of the parsonage he was suppressed to see a large manila envelope. Setting his gloves and headgear down on the small kitchen table he proceeded to the small office. Placing the rest of the mail on the desk he set his paperweight (a silvered brass knuckles his grandfather gave him when he graduated seminary, engraved with “punch them for Jesus” on it) on top. He proceeded to open the envelope. I was a response from the Lutheran bishop in Austria.
Several months ago a well-to-do widow of his parish approached him excitedly about a mission’s trip she was going on. He often encouraged people in his parish to do something to assist those less fortunate, so he was pleased to hear Mrs. Gimbal was using her wealth to benefit others. The trip was to Austria to work with one dwindling Lutheran churches there, she would spend time passing out bibles and doing vacation bible schools for children with a team of people. Then she mentioned something odd; that instead of returning after two weeks with the rest of the team she was going to take another week in the fledgling country of Barovia. Apparently the “gentleman” von Zarovich, shared the name with one of her great great grandfathers on her mother’s side.
Patrick noticed Mrs. Gimbal had not returned since the end of her trip, he though nothing about it because she would often visit her son in California for extended periods of time. Until her son called him and was concerned because they had not heard from Mrs. Gimbal and asked Patrick to look into it. After multiple phone calls to the different organizations involved and several letters sent to the Lutheran bishop in Austria, He finally received a response.
It was not what he expected; it was an airline ticket for a flight out of LaGuardia dated tomorrow morning flying into Vienna, with a simple typed note which read: You will be met by Mr. Black, he may be able to assist in your search for Mrs. Gimbal. Patrick shook his head I thought leaving the ninety-nine to search for the one was a parable, will I guess I need to pack a bag. As he went to leave the office to pack he turned and picked up the brass knuckles and weigh it in his hand for a moment, slips it into his hip pocket.
WhtKnt
|
Okay, recruitment is over, and looking over the few applicants we have, I don't think that my decision will be too hard. I had hoped to have a little more interest, but I'll throw in an NPC to help out. So, those who submitted completed characters are in:
Kolya Krasimir Yakovich
Sariel Patrick Cornelius
Jon Campbell
I'll post the standard kit supplied by the Agency and the NPC a little later today. Roon, I would like to see Jon transferred to an alias. Thanks.
WhtKnt
|
Your NPC will be Kaitlin Seanna O'Shea (oh-SHAY), a 2nd generation Irish-American who spent two tours in Afghanistan with the Army before coming home and taking a position as a paramedic.
Standard kit for this mission includes a duffle bag/rucksack for each of you, containing the following gear. A rucksack weighs 5 pounds, can carry 40 pounds of gear, and adds +3 to Strength for purposes of carrying capacity.
Urban fatigues (including combat boots and neoprene gloves) (5 lbs.)
Black fatigues (3 lbs.)
Woodland fatigues (3 lbs.)
Fatigue jacket (2 lbs.)
Professional walkie-talkie with voice-activated headset (1 lb.)
Night-vision goggles (3 lbs.)
Multipurpose tool (1/2 lb.)
First aid kit (3 lbs.)
Compass (1/2 lb.)
Waterproof matches (negligible)
Lightweight blanket (2 lbs.)
Nylon rope (50 feet) (4 lbs.)
Signal flare (1 lb.)
Chemical light stick (10) (2 lbs.)
Standard flashlight (w/spare batteries) (2 lbs.)
Sleeping bag (4 lbs.)
Canteen (2) (8 lbs.)
Meals; ready-to-eat (12) (1 lb.)
One sidearm of choice
Six clips for sidearm
One rifle of choice
Six magazines for rifle
Smoke grenades (2)
Fragmentation grenades (2)
The Agency may supply other equipment if requested on a piece-for-piece basis.
| Sariel Patrick Cornelius |
thanks for the opportunity WhtKnt, looking forward to the game, I've never played this adventure.
May Patrick select a shotgun instead of a rifle? The only thing that might be missing is a combat or survival knife. May Patrick also have a "trench knife"? He will use the grip as brass knuckles in one hand and his own brass knuckles in the other.
| Jon Campbell - Ravenloft |
I looked into the wealth system, and from what I can tell, anything with a DC of ~5 should be pretty easy to pick up, 10 is medium, and weapons are hard, but not impossible, as long as you are willing to focus JUST on the weapon.
Options for Equipment:
One sidearm of choice - Beretta 93R
Six clips for sidearm (20 box - 180x 9mm, 4 lbs)
One rifle of choice - Barrett Light Fifty
Six magazines for rifle (11 rounds - 66x .50 6lbs)
Requisitioned, or purchased additional equipment in no particular order:
Aluminum Travel Case for the Rifle (DC 11)
Demolitions Kit (DC 13)
Det Cord (DC 8)
Detonators - Any 2 types (4,6,7,10)
Duct Tape (DC 3)
Smoke Grenades (DC 10)
Air Pistol (DC 7)
Tranq Darts for Air Pistol (DC 7 each) (Civilian casualties request)
Scope for Rifle (DC 11)
Laser Sight for Side Arm (15)
What are opinions on a Ghillie Suit from the rest of the party? (DC 6) It's really bulky (-4 dex based checks, including ranged attacks I believe), but gives +10 hide for 5 lbs. vs +2 from the proper Fatigues?
Also, I didn't take the skills, but what are the thoughts on surveillance gear. (trying to treat this as per the recon > elimination orders). I'm finding myself spoiled by the pathfinderization of skill points, and have to stop and think, and adjust.
For the record: I can post between 6-9 EST M-F (Both AM and PM, though my work schedule does vary a couple times a week, so it's more 6-7:15am, and 6-9pm or 7-9:45am and 8-9pm), and at least 1/day on most weekends. At the moment I can check posts while at work (atm, I've been checking at least 1/hr), but can not log in to check messages/or actually post. This is subject to change, I'm really hoping that things stabilize to one schedule as opposed to 3 days early, 2 days late soon. I'm also fine with GM rolls whenever. (Especially things like Initiative)
Profile Worked up.
Thank you again for running this, I'm looking forward to playing the classic for the first time, and the odd twist just makes it more interesting.
WhtKnt
|
You can get a Ghillie suit, of course, but it only benefits you in natural surroundings.
The Agency will supply an air pistol and darts, duct tape, smoke grenades, and the aluminum travel case, but they request that you foot the bill for the demolitions gear. You are welcome to pick up surveillance gear, and it would no doubt be useful, but remember also limits on encumbrance.
WhtKnt
|
Okay, so a little about me...
I've been gaming since about 1977-78. I started with the Holmes basic edition of D&D. Since that time, I've played or run every edition of D&D and many more games besides. I'd wager that you can't name a game system that I'm not at least familiar with, if not actually run or played. I've run this particular adventure multiple times, though never quite like this.
My ways of playing are pretty simple:
- I'll make rolls for initiative. I find that combat flows more quickly that way.
- Unless it is in OOC print, I assume that your character said/did it.
- When speaking in character, please use bold to make it clear that your character is saying something. Italics should be used for internal dialogue, such as when your character is thinking to themselves.
- If you have played this adventure before (or have any familiarity with the setting), please do not spoil it for everyone else.
- I try to post at least once a day, except on weekends. I'm pretty lenient with posting, but if I see that someone is slowing things down, I will bot them to keep the game moving. If you are going to be gone for an extended period, please let us know ahead of time.
- Please do not read spoilers that are not addressed to you or those marked as GM Screen.
| Sariel Patrick Cornelius |
Okay, so a little about me...
My ways of playing are pretty simple:
seems simple enough,
I like Jon tranquiller gun Idea, can Patrick carry one of those, or a taser instead of a traditional side arm. serious eversion to killing unnecessarily.
On a separate note, cannot dot on discussion yet.
| Kolya Krasimir Yakovich |
All looks good regards the game plan - I'm based in Scotland so might be off-kilter with regards US timings/postings.
Character-wise I'm pretty much there with the crunch... fluff to come...
Equipment - Kolya's preferences in bold:
Urban fatigues (including combat boots and neoprene gloves) (5 lbs.)
Black fatigues (3 lbs.)
Woodland fatigues (3 lbs.)
Fatigue jacket (2 lbs.)
Professional walkie-talkie with voice-activated headset (1 lb.)
Night-vision goggles (3 lbs.)
Multipurpose tool (1/2 lb.)
First aid kit (3 lbs.)
Compass (1/2 lb.)
Waterproof matches (negligible)
Lightweight blanket (2 lbs.)
Nylon rope (50 feet) (4 lbs.)
Signal flare (1 lb.)
Chemical light stick (10) (2 lbs.)
Standard flashlight (w/spare batteries) (2 lbs.)
Sleeping bag (4 lbs.)
Canteen (2) (8 lbs.)
Meals; ready-to-eat (12) (1 lb.)
One sidearm of choice - Skorpion (.32 machine pistol)
Six clips for sidearm - 120 .32 rounds (20 rounds per magazine)
One rifle of choice - Sawn Off Shotgun
Six magazines for rifle - 10 cartridges
Smoke grenades (2) - Soviet RGD-3s
Fragmentation grenades (2) - Soviet RGD-5s
Additional items: NR-40 Soviet Combat Knife (Knife); Spetsnaz Machete (Machete); Contractor's Field Bag (for additional equipment); Bolt Cutter; Duct Tape; Car Opening Kit; Lockpick Set