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The Global Defense Initiative's Armored Personnel Carrier Crewmen (Tiberian Dawn Era, c.1999)


Recently, I embarked on a series of articles that tries to lay out the training and skill sets involved in creating and playing a number of troop types in service with the Global Defense Initiative.  This is in support of a campaign world building project I have lain out in a previous article, and with luck may be useful to other people running their own games as well.

One of the previously mentioned unit types were GDI's Mechanized Infantrymen, which form the bulk of GDI's combat infantry at the onset of the First Tiberium War.  Now, you can't have mechanized infantry without a machine to ride in, and you can't operate the machine without a crew, so let's turn our attention towards those servicemen.

The Global Defense Initiative's Military Forces

Note:  For the purists out there, this section contains fanfluff, though I try to keep to the spirit of the 'verse.

The United Nations Global Defense Initiative (UNGDI, GDI) is a sizable offensive military force under the control of the United Nations Security Counsel.  Raised up on 12 October 1995 as a result of the United Nations Global Defense Act, the organization has rapidly expanded in numbers and combative capability, coming to its own as a major non-state military entity by the outbreak of the First Tiberium War.

Because of the size and variety of combat forces within GDI, no one article will suffice to give much information about all of the service skill specialties.  With that in mind, this article will focus on ordinary infantry forces - which in the context of GDI, is overwhelmingly Mechanized Infantry units - i.e. heavy or "armored" infantry.  GDI does have conventional light infantry forces in the form of paratroopers and air assault infantry, which we will look at in another article as we will various other pertinent types.  For this article, however, we will be examining the training and skills involved in the men who crew GDI's armored personnel carriers.

Who Becomes GDI's Armored Personnel Carrier Crewmen?


After completing Basic Training, GDI's future servicemen are assigned to various Specialization schools based on personal desire, available openings, and general aptitude.  Some of these men and women are assigned to the Armor School, where troops are divided up into training groups centered around the specific vehicle they will eventually crew.  A significant number of these inductees are assigned to train on the organization's primary armored personnel carrier - the American-designed "M113".


Training and Deploying GDI APC Crewmen

Training for armored personnel carriers lasts four weeks.  The first week comprises familiarization with armored warfare and the armored vehicles utilized by GDI, their roles, and fundamental capabilities.  This includes an emphasis on the APC, and the underlying mechanical and tactical principals involved in the machine.

Weeks two and onward are focused on the operation, employment, and upkeep of the vehicle.  Future crewmen learn to how to safely handle the vehicle in a variety of terrain types, move in and maintain formations, spot mines and other anti-vehicle traps, camouflage the vehicle, employ weapons and defensive vehicle smoke both stationary and in motion, operate vehicular night-vision optics, perform preventive maintenance, repair common malfunctions, and set up common vehicular additions such as radios and NBC protective systems.  All recruits are trained to fill the role of either driver or commander of the track.

Depending on timing and geographical location, the latter portion of training may have a week practicing tactical dismount operations with future mechanized infantrymen.

Deployment

Graduates from this school are assigned to active mechanized infantry units.  There, they are given down to individual vehicles within the unit. Typically (though not absolutely) newcomers serve as drivers and primary maintainers of the track.

In the event there are no vehicles in need of crew, newcomers are assigned to the unit reserve pool.  They will undertake odd jobs until their skills are required; typically they serve as assistants to the unit's mechanics.

In the field, APC crewmen are responsible for transporting a mechanized rifle squad or a mechanized platoon weapons squad.  Tough they are officially administratively organized in their own group, they are, for all intents and purposes, considered part of this squad.  When they have reached the destination or have made contact with the enemy, the crewmen will support the rifle squad with the vehicle's weapons, mobility, smoke, and night vision optics.

The GDI APC Crewman in GURPS

This section will provide a "met minimum standards" template which forms the starting point for all recruits who have graduated from this component of the Armor School.

Character Customization Notes

Taken as-is, this template will get you a "met minimum standards" serviceman.  Much like with our Basic Training graduate, however, we can customize them a bit, so long as we stay within the organization's requirements.  Remember, unless one of the categories below change something, the limits / requirements from the Basic Combat section apply.

Modifying Traits on this Template

Characters can deviate a bit from the template above, so some guidance is given here.  There is only so much someone can get from training, as classes do end and there is only so much time in a day.  Each skill must be represented by at least one point, and through points, Talents, or other traits you must meet a given skill minimum.  Meeting every skill at minimum means you pass.  Each skill has a suggested maximum, as well - this is how much you can wring out of your limited training time.  It is suggested that anyone who goes by these guidelines pick only one skill to give "extra" focus to.

To modify your statistics while still staying within spec, you need to ensure your various attributes allow you to do all of the following in addition to the Basic Training requirements:

Driving

Future crewmen are given a combat driving course that focuses on handling the vehicle on and off the road at varying speeds, up to the maximum.  Evasive and defensive driving skills - focusing on the use of terrain, smoke, formation, and speed - are the core around which this is based.  To pass the course, a crewman will require Driving-10 at a minimum.  Training typically imparts two points into this skill, with a maximum of four for those who take well to instruction and spend additional time operating it.

Weapons Training

Obtain skill in Gunner (Machine Gun) of at least 10.  This will suffice to meet the minimum for the machine gun marksmanship and maintenance qualification all recruits must pass (Gunner 1st Class).  Obtaining Skill 12 paves the way for an Expert ranking.  Gunnery is further improved by training to fire the weapon from the vehicle on the move - Skill 7 would suffice to pass proficiency tests, as it is more about rough area fire than precision targeting.  Crewmen are trained to fire both the M60 and the M2 machine guns as part of this training, though the former is overwhelmingly more common in GDI service than the latter.  Two points max in the main skill can be obtained through this training, representing paying close attention in instruction and taking extra range time.

Vehicle Maintenance Skills

APC crewmen must demonstrate sufficient knowledge in all the areas of the Vehicle Maintenance Skills Battery.  APC crewmen are responsible for routine maintenance, reconfiguration, and assisting in the repair of more advanced malfunctions handled by specialized mechanics.  A minimum of Mechanic-10 is required.  Note that this is an Optional Specialization of Tracked Vehicle (becoming Mechanic (M113)), so becomes an Easy skill.  Training typically conveys a single point, with a maximum of two for those who spend extra time reading manuals, asking questions, and taking notes in class.

Soldiering Skills

A recruit must have at least skill Soldier-11.  Building off of the fundamentals given in Basic, a Mechanized Infantryman is given additional training on a variety of essential soldier skills, such as more advanced field fortification and concealment techniques (for their vehicle), mounted tactical and patrol drills, MOPP training, combat field radio operation, and more.  Typically, only up to 4 points (two more over Basic training) can be had in this course, but those who spend extra time and effort may gain a few more (but not up to a new level) in this short course.

Additional Modification

As with any other minimalist template, there's always room for introducing traits and skills that aren't a part of a predetermined training package.  So long as they do not render you ineligible for combat service (or GDI service in general) and are cleared by the GM, a number of Advantages, Disadvantages, and Skills can serve to give your character distinction.

For example, some recruits begin to uncover their own latent Leadership abilities by way of their training - though there isn't a distinct, defined course on it for the Enlisted, the environment they are exposed to never the less helps some begin to discover their own leadership potential (and gain 1 point in it).

Character Rank

The last piece to consider is Rank.  Most who finish GDI Training are an E-2.  See the Basic Training article for more guidance.

Closing

Less lengthy and in depth than the other articles - partially because there simply is less concrete information to discuss, and also partially because this isn't something I'd ever expect a player to actually play as (though I did touch on that subject some time ago).  But, I figured so long as I was doing everything else for a complete "package" of various service branch types, might as well give this one a look.

Thanks for reading!

Cheers!

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