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Review of GURPS SWAT


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GURPS SWAT sets out to fill in the gap GURPS Cops left out on the subject of dealing with law enforcement in roleplaying games, the part that is probably the most exciting and action-packed in modern day police work. What I'm talking about is of course Special Weapons and Tactics, the paramilitary police units that deal with the "heavy stuff" of cop work, about the men and women who have to step in when conventional police methods fall short. Hostage rescues, high-risk warrants, dealing with barricaded suspects and more. Pretty exciting stuff, well worthy of a gaming treatment. And in the end, GURPS SWAT does deliver - more or less.

The first thing I noticed about the book, however, is that it's pretty thin, only 64 pages. It does an admirable job in filling out those pages with interesting and detailed information on SWAT you can't just learn by watching a cop show, but it still is only sixty-four pages. I'm certain there's enough information on police tactical units to fill out a full 128 page GURPS book, but I guess even with all the media sexiness that surrounds SWAT, it is still a relatively fringe subject to tackle on.

Let's go over the book more closely:

Overall presentation

Pretty average.

Layout is standard GURPS stuff with easy-to-read tables and nifty information boxes about real-world events. History, tactics, characters and gear are nicely divided into their own sections, and with the index provided in the back, I probably won't have much trouble finding the information I am looking for in a hurry from a book of this size.

Artwork ranges from bad to average. Black and white pictures that look most of time like quick sketches rather than finalized artwork. Lots of "action shots" of SWAT operators doing their stuff. Nothing special. However, considering the book strives to realism, it's surprising to note that none of the actual tactics and proper operating procedures have made it into the artwork. Guns don't look like their real-world counterparts, and are in most of the shots held wrong by the officers. It's a minor nitpick but I believe, in this case, a relevant one.

The cover of a lone black and blue clad SWAT officer by Alex Fernandez is nice. Even though the book itself emphasizes teamwork above all, the lone faceless man brings "we're professionals and take no shit" intimidation factor across quite nicely.

Chapter 1: The Job

Who they are and what they do. History of SWAT is briefly discussed with some of the key events that have affected the evolution of police tactical units from makeshift "strongman squads" into modern day, multi-purpose high-risk response outfit. Throughout the chapter, several real-world SWAT operations are noted as examples, like the ATF raid in Waco, Texas.

Training, organization and duties are noted next. The differences between metropolitan, small town and federal SWAT units are noted, as are full-time and part-time teams. Training and duties are outlined, each "mission type" getting about a paragraph each. The book also goes to highlight that even while SWAT teams are decked with military gear, they are not commandos and are subjected to same restrictions as "ordinary" cops.

The chapter finishes with quick overview of various SWAT teams both in U.S. and around the world. United States forces covered are Tactical Response Team (Longview, Washington), LAPD SWAT (Los Angeles, California), LVMPD SWAT (Las Vegas, Nevada), Emergency Services Unit (New York, New York), Emergency Response Team (Washington, D.C.) and federal units FBI Hostage Rescue Team, ATF Special Response Team and U.S. Marshals Service Special Operations Group. Foreign teams included are Berlin SEK and PSK, Buenos Aires Brigada Halcón, Hong Kong Special Duties Unit, London SO19 and Moscow OMSN. Each team has their respective armament noted, which I found helpful, although some of the equipment unfortunately refers to statistics not found in this book.

Chapter 2: SWAT Operations

Along with chapter 3, this is the meat of the book. Chapter 2 deals with the actual operations: how each mission is set-up, how surveillance is conducted, what are the guidelines for handling a crisis, who's in charge, and so on. Surveillance and planning the possible assault are also discussed.

But from a gaming standpoint, the most interesting part of this chapter is, however, the material on hostage negotiations. While roleplaying is emphasized, there are some mechanics available to resolve them with dice rolls. I liked how different skills can be used in a negotiation and how they all are helpful in different ways. It forces the player to approach the situation as a real "mind game" with the suspects rather than just as a boring "I roll my Negotiation skill, I succeed, does he release the hostages?" handwave. Clever negotiator can pry information like the suspect's advantages, disadvantages, motives, state of mind and use them as a leverage to get hostages released or otherwise level the playing field. A good negotiator can even defuse the situation without a single shot fired. It's an option that might bore some of the more gunbunny-oriented players, but I like it for all the roleplaying opportunities it presents.

Chapter 3: CQB Tactics

Of course, sometimes the negotiations come to a dead-end or the situation warrants that immediate action must be taken. That's when the use of judicious force comes into play. This chapter deals mostly with combat and various tactical considerations the entry team faces.

The roles of each team member are detailed, as are the various team configurations. It is notable that SWAT teams are surprisingly fitting for roleplaying purposes. Each team member has his or her own function, a little niche that complements the team, and nobody sits idle in a SWAT operation. I should also note that five to six players are probably the most useful maximum for a realistic SWAT game. As the book states, five officers form the most commonly used team of scout, assaulter, assaulter, rear guard, element leader. Sixth player has the role of sniper, although it is mentioned he gets to see the least amount of action in an operation.

Tactics like designating Areas of Responsibility and proper ways to enter and clear a room are described with helpful diagrams. They most likely only come to play when used with miniatures and floorplans as in most cases they don't provide any actual mechanical benefits. Still, proper procedure is an integral part of SWAT and other commando-style operations, so a casual "we enter the room and shoot the bad guys" treatment doesn't really do the subject matter justice and not using the presented advice in a game takes away that extra something which separates exciting close-quarters operations from simple shootouts. People who play Rainbow Six and other tactical shooters appreciate the material in this chapter.

Still, even if you decide to ditch the non-mechanical procedural part, there's still the "OODA Loop". A pretty simple checklist of needed rolls that are required when entering a room - Observe, Orient, Decide and Act. I like that the book simulates the uncertainity and split-second decision making high-tension blitz raids involve. In most games, when the characters enter a room, they have, if not perfect situational awareness of their surroundings, at least a very clear picture of who's armed or who's a hostage. The OODA Loop simulates the levels of information the characters (and thus the players) have, forcing them often to either act with limited knowledge (with catastrophic results if they happen to shoot an unarmed civilian) or hold their fire & be on the safe side but risk losing the element of surprise. It's a sound and useful concept that is probably easily portable to any game system.

The book also gives advice on dealing with unique locations such as buses or aircraft, albeit in somewhat sparse manner. Same thing with possible complications such as booby traps, mentioned but not detailed. Especially I would've liked more material on the Stockholm Syndrome (i.e. the psychological bond that could form between the hostages and hostage takers). It is discussed, but without any note on its effect on game mechanics. There is a page referral to GURPS Special Ops which may contain more information.

Biggest omission I noticed was the lack of any material on non-conventional entry. No rules or even mention of helicopters or rappelling which I found pretty odd.

Chapter 4: The Officers

The character generation chapter. Nothing out of ordinary here, this chapter deals with all the usual GURPS related material like preferred advantages and disadvantages, skills and such. There are templates for SWAT Officers (with five specializations) and Negotiators. For further character customization, there's a cinematic package add-on and the various optional cross-training packages. There's also a text box about women in SWAT.

Unfortunately, the book contains no word about character income. Since a lot of SWAT teams are part-time, it would've been nice to know how much extra moonlighting for the local tactical unit brings.

Chapter 5: Gear

The guns and equipment. Bare essentials are covered such as weaponry, breaching tools, entry team gear and explosives. The loadout of a typical SWAT officer is explained, albeit at times in an annoyingly generic terms. For instance, it is mentioned that Rear Guards often carry extra ammunition, but it doesn't say how much.

The other big blunder is the lack of any weapon accessories. The book spends almost a page detailing more esoteric ammunition like flame rounds but does not talk about basic ammo types (e.g. the differences between hollow points and normal ammo in a hostage situation) or any weapon options SWAT teams will most likely carry. No mention of tactical lights, laser sights or various optics. Instead, there's the referral to GURPS Cops and GURPS Modern Firearms. A big flaw, as I'm sure in a realistic campaign dealing with high-pressure rescue missions, the players want to know if their guns are outfitted with anything that might help hit the intended targets, or if they shoot, does the ammunition type used stop at the suspect or blow through into a hostage. It's relevant information that I'd preffered they had included in this book instead of referring to some other sourcebook.

No mention of any climbing equipment of any kind even while there's a picture of a SWAT operator rappelling down a wall.

Chapter 6: Adventures and Campaigns

Some good advice on how to build a SWAT campaign and what complications the GM can throw at the players to break the routine. The likeliest crossovers such as Cops, Covert Ops and Cyberpunk among others are noted with a short paragraph each. There is a slight slip in the point values. The section in this chapter says that a grounded grim and gritty SWAT campaign is recommended with 125 point characters while in chapter 4, the baseline SWAT Officer is recommended 100 points. Small detail, but caught my eye.

There's also a mini-campaign about a Russian mobster who declares war on the police. It's not very detailed, but contains some interesting plot hooks and a common denominator to connect a string of SWAT operations and kick off a action-packed game. A nice addition I would like to see in other sourcebooks.

The book closes with a glossary and an index.

In conclusion

Overall, a good book and recommended for anyone who plans to include SWAT or urban counterterrorism units in their games, both as a player outfit and as antagonists. Even if the artwork leaves much to hope for and there could've been more information on the subject, what is there is well-written and informative.

There is enough information for non-GURPS gamers to warrant at least a closer inspection, but GURPS fans will most likely get the most out of it - especially if they already have books like Cops, Special Ops and Modern Firepower on their shelf.

Still, it is the best - and only - gaming book on the subject.

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