Interest Check for a Survival Game set in the Aliens/Predator Universe

Started by Urbanzorro, November 20, 2012, 02:35:14 PM

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Urbanzorro


Weyland-Yutani Corp. Transmission EH-842; Priority: Extreme
Recipient: Karl Bishop Weyland, CEO
Originator: MOTHER

Contact lost with research station Orion. The occurrence of an incident has been confirmed. Research station Orion is currently the primary location for work on xenomorph bio-weapons projects. Intelligence and transmissions from the research station's security system indicate a rival corporation as the possible culprits. The Colonial Military has been notified, In addition, all observation equipment on the Orion has been activated. Analysts are standing by to evaluate xenomorph performance against Colonial Marines personnel. R&D projects that the combat data and xenomorph threat response patterns that this situation will produce are worth several times the material loss associated with the damage to the Orion facility.

MESSAGE ENDS









USCM Command
      Opperations Brief # 57532

We have received word from the Weyland-Yutani Corporation that they have lost contact with one of their research stations orbiting a small civilian colony, last known contact indicates possible corporate warfare. In following with Colonial Law the USCM is authorized to take action to insure peace within colonial boarders. USCM Alpha Platoon of Charlie Company, 5th Regiment is hereby dispatched to above stated facility, where it will assess the situation, determine what events took place, identify any threats, and eliminate said threats with extreme prejudice. Any surviving non-combatants are to be protected and evacuated. Mission objectives in order of priority are as follows.

Establish Contact with Weyland-Yutani research facility "Orion".
Identify any previously and currently existing threats
Eliminate said threats
Protect Weyland-Yutani Corp. equipment and facility
Maintain minimal USMC losses
Protect surviving Weyland-Yutani Corp. personnel.
-Brief Ends-
   


OOC

Ok, so of all the games that I've GM'd the first Alien vs Predator game I've come up with has by far been the one I am most proud of. That having been said I want to start GMing again (and roleplaying in general after some time off) and I can't think of a better game to kick things off with than a similar one to that previous one. This game while similar to the previous ones will have a very different plot from those that came before. But just like the old ones it will tell the story of a single platoon of marines. Specifically the 1st(Player Characters), 2nd(NPCs) and 3rd(NPCs) squads of the platoon, as they first attempt to complete their mission, and later simply attempt to survive. It will ideally be filled with action, suspense, interpersonal interaction, and fun!

The GMs (myself and hopefully someone else I can wrangle into Co-GMing will be playing the part of the world around them, as well as that of the Alien Hive and other antagonists, I’m looking for some people to play the marines.  The game will be a system game that will use a custom made system of my own design. The system will be used to determine the results of combat between the marines and their enemies but not the individual actions of the marines. It will also effect some aspects of the games plot, such as what items the players can interact with. Other than these things the game will be freeform. Hopefully this will appeal to many people because it leaves room for creativity, as well as allows for unpredictability/fairness.  So if you’re still interested the character list, character sheet, a stats explanation, a weapons/equipment list and system explanation are as follows.



THE SYSTEM


First off I’ll explain when/how the system will be used, as well as how it will work. There will be three different systems used in the game, each one is original and each one is a simple as I can make them while taking everything into account.

Normal Combat: The system will be used to determine how effective the marines are at killing their foe, as well as how effective the Aliens are at attacking the marines. Here is a simple scenario to show what I mean. For example a marine is walking down a hall way he/she encounters an Alien and opens fire the Alien runs to attack the marine the marine manages to shoot the Alien in the head and the Alien dies without harming him/her.  Post wise this is how it would happen, the marine’s player makes a post saying that he/she is walking down a hall way, the system would be used to tell if the marine spots the alien and if he is able to kill it or if it isn’t his lucky day and he gets wounded/has to run/possibly worse. As far as our marine player is concerned the game is essentially freeform with them simply posting using statements such as "My character shoots at the alien aiming for its head" rather than "My character shoots the alien in the head." This allows me to control the action from behind the scenes by being the one to use statements such as "the bullets hit the alien" or "The bullets miss the alien" without bogging down the players with dice rolls, stat comparisons, ect. Ideally this allows for both the player and myself getting to add a bit of creativity without the normal problems of freeform combat games(God modding, disputable outcomes, ect) or the problems of a system game (long amounts of rolling and stat comparison work for relatively small amounts of posts.)

World Interaction: The system will also be used to determine the marines' ability to interact with some aspects of the world around them. For instance, if a door locked and a marine tries to hack/pick the door their Intelligence stat will determine their success or failure in the attempt. Or if a character comes across a very heavy weapon/object their strength may decide if they are able to move/use it.


If there is interest and this role play gets off the ground I will be posting up 3 threads in the Extreme Small Groups forum, the first will be the I.C. thread where the story will take place, the second will be an O.O.C thread which will….well be the O.O.C. communication place, the 3rd thread will be for lack of a better way to put it, a Xenopedia, it will contain everything that the marine characters ‘know’ about the aliens they encounter including known stats ect ect, this will be to help the players tell what they are up against, as well as for fun. So far I have purposefully left the system’s explanation rather vague, if there is interest in it, I will explain it in depth giving examples for each situation, and posting up a ‘dress rehearsal’ of how the system will work at different points in time
Character Creation

Character List
The open character slots are as follows
1st Squad(Required)
1st Squad Leader: UrbanZorro(Character Pending)
1st Squad's Sergeant: Kdyami(Stats Approved, waiting on character)
1st Squad Smart Gunner:Prince Truhan( Approved)
1st Squad Flamethrower Man:
1st Squad Member:DrGrim(Approved Pending Stat Edits & Image)
1st Squad Member:Baalborn87(Approved)
1st Squad Member:
1st Squad Synthetic

Character Sheet
Here is the character template that will be used

Image:

Name:

Age:

Position in platoon/rank:(Squad Leader, Sargent, Squad Member, ect)

Personal history:

Stats Before Equipment:
Health:
Attack:
Ranged Attack:
Accuracy:
Agility:
Intelligence:
Defense:
Perception:
Stealth:
Luck:


Kit:

Stats After Equipment:
Health:
Attack:
Ranged Attack:
Accuracy:
Agility:
Intelligence:
Defense:
Perception:
Stealth:
Luck:



Stats Explained:

Each player gets 50 points to use as he or she sees fit.  The stats start at 0 each and the minimum recommended score for each stat is 3 otherwise you risk the system being imbalanced against your character, the max is 10(after equipment) with the exception of Health who's max is 20,  so you can have a health of 11 but not an attack of 11. The only other exception to the basic process is Ranged Attack, which does not use stat points, it is determined by your equipment only.

Health: How many points of damage your character can take before they die.

Attack:  How much damage your character will do in up close/hand to hand combat

Ranged Attack: How much ranged firepower your character has (does not use stat points, is determined by adding the ranged firepower bonuses of your weapons/kit)

Accuracy: How likely your character is to hit what they are attacking (both in ranged and close combat)

Agility: How likely your character is to avoid an attack. And how likely they are to outrun what’s chasing them.

Intelligence: How much more likely your character makes it for your team to succeed (effects the outcomes of your squad's major objectives), how likely your character is to make certain machines work.

Defense: If hit, how much of the damage is not taken to your character's actual health.

Perception: How likely your character is to notice what’s creeping in the shadows, how likely they are to see a trap before it is sprung.

Stealth: How likely your character is to avoid being detected

Luck: If good or bad things just seem to happen to your character, slightly effects all other stats, effects how likely your character's team is to succeed.
Weapons & Equipment



Each player gets 20 kit points to use however he/she pleases, for the sake of simplicity we will assume that ammo is not a factor/leave its existence and running out to our own freeform devices. Each entry below will have a short description of what it is, the amount of kit points it costs, and how it effects your character’s stats. Also some weapons and equipment are exclusive to a specific character slot, for example it wouldn’t make much sense for anyone but the smart gunner to actually have a smart gun.

General Issue Equipment

These Items can be chosen by any member of the squads and represent standardized kit that every marine would have access to and be trained to use.
Combat Knife:

Description: Blades, in one form or another have been used by men and women for thousands of years, this primitive weapon is still in use within the USMC which prides itself on training marines who are not only expert shots, but excellent hand to hand combatants. A combat knife is standard issue to every marine both for its usefulness in combat, and as a simple tool.

Effect: +1  Attack


Cost:1





M4A3 Pistol:

Description: The USMC’s standard issue sidearm, the M4A3 fires 9mm rounds, and possesses an impressive level of accuracy, albeit at the sacrifice of stopping power. Marines are advised to use the M4A3 only on ‘soft targets’ or as a weapon of last resort should their heavier armaments be exhausted. A common joke amongst Marine grunts about the M4A3 being that the only way to really put down a target with it is to score a head shot….and even then you may have to do it twice just to be sure.
Effect: +1 Attack, +1 Accuracy

Cost:2


AP Rounds(Requires Pistol):

Description: Many marines find their M4A3 lacking in the ability to penetrate its target’s defenses, with this in mind many arms manufacturers have taken to producing alternate forms of ammunition to be sold privately to the marines, the most popular is the armor piercing round, replacing the standard 9mm round with a uranium tipped round more capable of penetrating most  light armors.

Effect: +1 Ranged Attack

Cost:1


Fragmentation Grenade:

Description: A standard grenade, designed to explode 3 seconds after its pin has been pulled, showering the immediate area with high speed, razor sharp shrapnel. Marines are encouraged to use grenades when large numbers of enemies are grouped together.

Effect: +1 to Ranged Attack, +1 Luck, -1 Stealth
Cost:3


Flame Grenade:

Description: A non-standard grenade, designed to explode 3 seconds after its pin has been pulled, blanketing the immediate area with flames. Marines are encouraged to use grenades when large numbers of enemies are grouped together, as well as to provide cover for an escape, or keep an advancing enemy at bay.

Effect: -1 Agility to enemies

Cost:3


M41A Pulse Rifle:

Description: The standard USMC firearm, it is as much a symbol of mankind’s mastery of technology and warfare as it is a deadly weapon, the M41A is capable of firing in either semi-automatic, 3 round burst, or full auto modes. It fires the standard high velocity armor piercing round, and is capable of supporting multiple modifications. It is light, compact, easy to use, and even easier to maintain, the only thing that’s hard to do is break it. Every marine must qualify with the M41A before completing their training to insure that, should the need arise any member of the USMC is able to pick up a rifle and join the fight.

Effect: + 3 Ranged Attack,

Cost: 5



Under slung grenade launcher (Requires Pulse Rifle):

Description:  An under slung grenade launcher for the M41A Pulse Rifle, it fires shaped charge grenades at long range giving the average marine a way to effectively eliminate heavily armored opponents. 

Effect: + 2 Ranged Attack, -1 Stealth

Cost:3


Side Mounted Flame Caster: (Requires Pulse Rifle):

Description:  An side mounted light flame thrower for the M41A Pulse Rifle, it is capable of projecting a small gout of flame at any close range target in bursts of 3 seconds, any longer is unadvised due to the possibly of overheating, it is in no way a replacement for the M240B, as it is  lacking in range and power by comparison to the USMC’s flame thrower. In addition to this, the standard infantry man's armor lacks the heat shielding of the flamethrower man's "Ape Suit" and prolonged exposure to the heat and light created by the flame caster has been known to have negative effects on the senses of sight and touch.

Effect: + 2  Attack, -1 Perception

Cost:3




M33 Shotgun:

Description:  The M33 is a pump action shotgun, designed for use in close quarters and urban settings, it is made to offer the greatest amount of punching power while remaining as compact and manageable as possible, it is somewhat less effective at range due to the large spread of its shot as a result of its shortened barrel.   

Effect: + 3  Attack, -1 Ranged Attack

Cost:2



Full Auto(Requires Shotgun):

Description:  Replacing the M33's pump action with a fully automatic loading system, the M33 is now capable of fully automatic firing, allowing it's user to literally paint an area with firepower. The recoil on a fully automatic M33 is many times stronger than that of the standard shotgun, giving it the nickname "the mule" amongst weapon's manufacturers with regards to its kick. 

Effect: + 2 Attack, -1 Accuracy

Cost:3


M10 Pattern Ballistic Armor:

Description:  The current model of body armor issued to USMC marines consists of a chest and back plate, in addition to a helmet, it is designed to effectively stop  small arms fire, as well as rifle fire, but is outclassed when pitted against larger caliber weapons.

Effect:+ 1 Health +2  Defense,

Cost:1


M12 Pattern Advanced Personal Armor:

Description:  The current model of body armor issued to USMC marines consists of a chest and back plate, in addition to a helmet, it is designed to effectively stop small arms fire, as well as rifle fire, but is outclassed when pitted against larger caliber weapons, in an effort to correct this problem the M12 Advanced Armor is in development, sporting a thicker layer of protection, as well as chemical resistance treatments for protection against enemy who choose to ignore conventional rules of combat.

Effect:+ 1 Health +3 Defense, Defense stat is immune to Acid based attacks.

Cost:2







XV35 Motion Tracker:

Description:  An optional motion sensor. By detecting micro changes in air density the XV35 is able to sense movement in every direction regardless of where it is pointed. It relays this information to its user through an attached screen, as well as through a series of mechanical beeps, which grow louder and closer together as the movement draws nearer.

Effect:+ 2 Perception, -1 Stealth,

Cost:1





M111 Combat Helmet:

Description:  A stronger combat helmet, than the standard issue, the M111 possesses a radio transmitter and receiver, and is also capable of supporting a side mounted camera.   

Effect: +1 Defense, +1 Intelligence when deciding the outcome of a major event, Allows its user to communicate with any member of the platoon who also possesses radio equipment. Regardless of location as long as there is nothing jamming the signal. 

Cost:1


Side Mounted Helmet Camera (Requires Helmet):

Description:  A side mounted camera for the M111 Helmet, it provides a constant feed to the platoon's officer, allowing him/her to evaluate the tactical situation of every member of his/her squad.   

Effect: +1 Perception, +1 Intelligence when deciding the outcome of a major event.
 

Cost:1


MS3 Medical Kit:
Description:  A large first aid kit, in the right hands it can be used to handle almost any battlefield injury.

Effect: +2 Health
 

Cost:2


Smoke Grenade

Description: A non-standard grenade, designed to activate 3 seconds after its pin has been pulled, blanketing the immediate area with a thick cloud of smoke. Marines are encouraged to use grenades when large numbers of enemies are grouped together, as well as to provide cover for an escape, or keep an advancing enemy at bay.

Effect: -1 Perception to enemies, +1 Stealth

Cost:3
Squad Leader Exclusive Equipment

This equipment is only available to squad leaders.


M557 APC:

Description:  The APC is the primary driving ground vehicle used by the USCM. It has one front mounted twin Gatling turret, and one top mounted twin cannon. The APC has a top speed of 50 miles per hour. It is capable of single-handedly offering heavy fire support to USMC personnel, but also has a habit of becoming a target for any enemies in the area.

Effect: +5 Defense when in use, +4 Ranged Attack when in use, +4 Perception when in use,  +3 Intelligence when in use, -6 Stealth when in use, cannot be used within hallways/small rooms/anyplace it wouldn't fit,  Allows its user to communicate with any member of the platoon who also possesses radio equipment regardless of location as long as there is nothing jamming the signal.


Cost:5


M579 'Daisy Cutter'(Requires APC)
When extreme firefights are expected or when requested by the squad's leader, a 20mm quad Gatling system can be added to the M557 APC's already formidable weaponry. The turret is controlled by a highly accurate multi-spectrum sensor and placed parallel to the APC's primary turret. Despite mild international outrage at the use of anti-aircraft weapons in a ground role. The M579's impressive field results have encouraged Marine Command to turn a blind ear and def eye to the negative publicity.

Effect: +6 Ranged attack vs human sized targets

Cost: 5

Door Guns(Requires APC)
There are many ways to turn the M557 APC into a 'gunship' and once such method is to deploy limited traverse door guns at each of the vehicle's three entrances (one on each side and one rear) these weapons are simply heavy machine guns and harnesses built into the APC's interior in order to allow its passengers to fire from the doors while the vehicle is either moving or stationary.

Effect: +3 Ranged Attack per manned weapon(total of +9), requires a player character or npc to actively man the weapons or there is no effect.

Cost: 2


L7 Personal Computer:

Description:  A high speed, compact, personal computer designed to offer the command and control capabilities of the M557 APC, without the APC’s high profile.  The computer is capable of providing radio contact with all members of the platoon, tracking each platoon member’s movements, and analyzing any machine or deceased organic specimen , programs allowing it to analyze living organisms are currently said to be in development.

Effect: +3 Perception, +2 Intelligence, Allows its user to communicate with any member of the platoon who also possesses radio equipment regardless of location as long as there is nothing jamming the signal

Cost:5

Uplink to FATHER(Requires Personal Computer):

Description:  A high bandwidth connection to the orbiting USS Mitchum, which in turn is connected to FATHER, the bio-computer at the heart of the United States Military Computer System, by relaying received information to FATHER any battle field analysis can be made near instantaneously.

Effect:  +2  Intelligence when deciding the outcome of a major event, allows the personal computer to analyze living organisms providing instant intelligence on said organism’s life functions and weak points(Gives detailed info on any ‘bosses’ encountered).

Cost:5


AURORA Uplink(Requires Personal Computer):

Description:  A high bandwidth connection to the orbiting USS Mitchum, and it's fire control computer. Allowing the use of the AURORA space based assassination system.

Effect: Allows Platoon Leader to fire a single AURORA blast per encounter with hostiles, this blast is capable of instantly killing a single target of human size or smaller.

Cost:2

M190 Key Personnel Body Armor(Replaces All Other Armor If Equiped):    

Description:  Despite accusations of being ‘cold’, ‘inhuman’, and ‘heartless’ the USMC openly acknowledges that it values the lives of its officers  more than that of its standard grunts, stating that the amount of time and training put into creating an officer far outweighs that of a grunt. With this in mind the M190 Key Personnel Body Armor is made available to all marines who achieve officer rank. Designed to protect its wearer from all known threats the M190 is considered by many to be the top of the line in personal battle field protection.

Effect:  +2 Health, +4 Defense, Defense stat not suffer damage from chemical/acid based attacks, provides immunity to attacks made by facehuggers


Cost:3


West Point Ring:

Description:  Little more than a symbol, it is the skills and training received at West Point that are the true value of this ring. 

Effect:  +1 Intelligence, +1 Stealth, +1 Perception, 


Cost:2

Reputation:
Every officer has one as far as the men and women under his command are concerned. Whether its one for being kind, cruel, stern, wild, or anything else almost all reputations have been earned by the actions of the officer and serve to endear or infuriate those under their command. 

Effect: Allows for the selection of one of the following options

Cost: 2

-An Officer and a Gentleman(Lady)
He/she has a reputation for holding him/herself, and the men and women under his/her command to the highest of standards from the morals of honorable combat, to physical fitness, and even the quest for further knowledge. In many ways he/she represents Marine Command's ideal image of what an officer should be. Those ranked higher then him/her cannot help but realize that he/she is destined for more and those below him/her often find themselves striving to be more like him/her.
Effect:: 2+ Intelligence(representing his/her abilities to command his/her marines), +2 Health, -1 Stealth

-Thirty-eight...Simulated
Not everyone can have hundreds of missions under their belt, everyone has to start somewhere! Fresh out of O.C.S.(Officer Candidacy School) he/she is still very green...and it shows...But hey...every marine knows that God loves the green ones!
Effect: +4 Luck,  -1 Perception


-He's comin' in. I feel safer already.
It must have been brains that got him/her through OCS, because it sure as hell wasn't brawn or marksmanship....He/she has developed a reputation for being a little 'ineffective' in the use of his/her weapons. But his/her mastery of combat tactics is very impressive and everyone knows it.
Effect: +3 Perception, +1 Intelligence, -1 Accuracy

-Ultimate badass! State of the badass art!
Some commanders win battles through finesse, maneuvering, and superior tactics. Others do it by simply steamrolling over their opposition... 
Effect: +2 Attack, +2 Ranged Attack, -1 Intelligence

-He's a damn loose cannon!
He/she puts his/her men before the mission and has proven more than willing to destroy corporate property for the sake of saving civilian lives. In short he/she is a loose cannon, the kind that Marine Command would much rather have die quietly at the ass end of the galaxy then anywhere near where they can raise up a mess.
Effect: +3 Defense, +1 Agility, -1 Health

-You don't see them fucking each other over a goddamn percentage
A corporation slime-ball in a marine uniform. He/she's been secretly on the company's payroll for quite a while and even though no one has ever proven anything his/her reputation for putting corporate interests before the safety of his/her men and those they are supposed to protect is pretty well known.
Effect: + 3 Stealth



Officer’s Saber:

Description:  Commonly used for ceremony, but still kept razor sharp a USMC Officer’s Saber is rarely located far away from its owner due to its symbolizing the officer’s honor….and the fact that it is a required piece of attire when attempting to enter any USMC Officers’ Club for a drink.

Effect:  +2 Attack


Cost:1
Sergeant Exclusive Equipment

This equipment is only available to the squad's sergeant.
Stogie: 


Description:  Bad for your health, but good for your nerves, frowned upon by doctors yet smiled upon by fighting men and women for years. 

Effect:  +3 luck, -1 Health.


Cost:1



Hootch
A little bit of liquid courage never hurt anyone! Despite what the medics say, it puts a little hair on your chest and lets you ignore a little pain....Sadly, Marine Command doesn't share this opinion due to the adverse effects it has on marksmanship and so the only ones who seem able to get away with holding onto a little booze are those who have been in the Corps for quite a while.

Effect: +3 Health, -1 Accuracy

Cost: 1



Customized Scope(Requires Pulse Rifle)
Sometimes the sights on the M41A just aren't enough to make sure that you're able to 'reach out and touch someone.' And so some of the more experienced marines in the Corps. know its a good investment to set aside some of their money for a nice rifle scope. So that when the time comes they can pick off anyone who's trying to hide in the distance.

Effect: +1 Perception, +2 Accuracy

Cost: 2


M38 HEAP Round(Requires under-slung grenade launcher)
The M38 HEAP(High Explosive Armor Piercing) round is a replacement for the standard grenade round used in the M41A's underslung grenade launcher. Capable of penetrating 7cm of steel this round is extremely useful against 'hard' targets.
Under slung grenade launcher (Requires Pulse Rifle):

Effect: + 2 Ranged Attack,

Cost: 2



357 Magnum Revolver:


Description:  Any marine who’s ever seen combat can attest to the near uselessness of the M4A3 with this in mind many NCO’s choose to carry ‘non-uniform’ side arms which are able to prove useful in close quarters as well as at range.

Effect:  +2 Ranged attack, +2 Attack


Cost:3





Advanced Communications Gear:

Description:  The communication between a platoon’s NCO and Officer is vital, with this in mind Platoon Sergeants are granted access to better radio communications gear.

Effect:  Allows its user to communicate with any member of the platoon who also possesses radio equipment regardless of location, Advanced Communications Gear signals cannot be jammed allowing the Sergeant to always hear who is talking to him/her and who he/she is talking to to always hear him/her. 


Cost:4


Heavy Anti-Personal Rounds(Requires Pulse Rifle) :

Description:  VERY non-standard rounds, currently considered contraband by the USMC due to the fact that there is currently a case being made in Geneva by several governments to make them a breach in the rules of combat.

Effect:  +2 Ranged Attack


Cost:2
Squad Synthetic Exclusive Equipment

This equipment is only available to the squad's synthetic
Synthetic Body (Must Have):


Description:  Manufactured rather than born, synthetics can be looked at with both pity and envy, their programming forcing them to wish to be human, while their bodies are far superior in almost every way. They are stronger, faster, and tougher than will ever be humanly possible.

Effect:  +2 Health, +2 Attack, +2 Agility, Aliens will ignor him/her unless he/she attacks them.

Cost:5


Advanced Motor Skill Upgrades:

Description:  Further upgrades to a synthetic’s body, these upgrades are focused on increasing said synthetic’s movement speed far beyond human capabilities.


Effect:  +2 Accuracy, +2 Agility


Cost:5


Modular Construction:


Description:  Further upgrades to a synthetic’s body, these upgrades are focused on increasing said synthetic’s survivability far beyond what any human can achieve.


Effect:  +2 Health, +3 Defense, synthetic is capable of initiating self repair when not under attack allowing him/her to recover up to half of their maximum health regardless of their current health.


Cost:5


Guerilla Warfare Upgrade:
Description:  Further upgrades to a synthetic’s body, these upgrades are focused on turning a synthetic into a warrior capable of spotting and surprising his enemies with minimal effort.


Effect:  +4 Stealth, +4 Perception, Synthetic possesses an on board motion tracker, allowing him/her to detect movement without sacrificing stealth.


Cost:5


Flame Retardant Treatment
Description: Upgrades added during a  synthetic's original construction process. The synthetic's "skin" I coated several times over with flame retardant chemicals in order to allow it a substantial measure of protection against flames and heat.

Effect: Flame based attacks deal 1/2 normal damage

Cost: 2

Electronic Warfare Package
The modern battlefield is one filled with a plethora of advanced technology. And to meet the challenges that this fact represents several suppliers of synthetics offer an electronic warfare package. Integrated equipment allows the synthetic to not only be protected from nearly all forms of anti-mechanical  weapons but also allows said synthetic to preform several functions which allow it to disable the technology of its enemies.

Effect: EMP weapons, and electricity based attacks have no effect on the synthetic, Synthetic is able to jam its enemies motion detectors and communications

Cost: 3

Construction & Repair Programming
The usefulness of a mechanic on the battlefield cannot be understated. With soldiers relying on several forms of technology, a squad containing someone who knows how to repair and rebuild said technology will almost always preform much better than one which does not.

Effect: They synthetic is able analyze use and repair any equipment it comes across on the battlefield regardless of said equipment's requirements, Synthetic will have access to several unique opportunities to construct new equipment or modify the squad's existing equipment

Cost: 5



UA-571C Sentry Gun:

Description:  The sentry gun is the end all be all in automated defense systems, armed with a heavy machine gun, onboard motion tracker, infra red detection, and a “Smart Shot” targeting computer the sentry gun will find its target, and it will not miss. But all these abilities come at a heavy cost, the sentry gun weighs in at several hundred pounds over what would be humanly possible to carry, as such when deployed they are paired with a synthetic tasked with transporting and carrying the weapon.


Effect:  +3 Ranged Attack when deployed, +2 Accuracy when deployed, +1 Perception when deployed, -2 Agility at all times, Can only be deployed, transported, and programmed  by a synthetic, is immobile unless being carried while un-deployed by a synthetic. 


Cost:3






Smart Gunner Exclusive Equipment

This equipment is only available to the squad's smart gunner
M56 Smart Gun (Must Have):

Description:

The standard machine gun of the USMC. Despite the fact that the weapon weighs nearly 40 pounds, it can be easily carried and operated with the assistance of a servo-controlled harness. It is called a "smart gun" because the weapons fire is guided by an infrared tracking system on top of the gun's barrel and on a head-mounted goggle system, guided by a targeting processor in the harness. When a target is designated by the tracking system, the harness automatically guides the operator and gun to the target. Switching targets is as simple as pointing the gun's barrel at a new target. The gun can fire in a three round burst or in fully automatic


Effect:  +5 Ranged attack + 3 Accuracy, +1 Perception


Cost:5


Radioactive Ammunition:

Description: 
Recently approved for anti-terrorism operations, after a military tribunal’s decision that those who would target innocents do not deserve protection under the rules of war, using self contained radioactive slugs which shatter upon penetrating their target, the smart gun is able to cause wounds that slow down, and inevitably kill their victim without near instant medical care. Some marines have expressed hesitation to using radioactive rounds, claiming them to be ‘bad juju’


Effect:  +3 Ranged Attack,  -1 Luck


Cost:3


E5 Advanced Targeting Lens:

Description: 
A lens fitted over the Smart Gunner’s eye it replaces the standard targeting lens and allows for the Smart Gunner to prioritize targets, as well as achieve quicker response times from his/her weapon.


Effect:  +1 Accuracy, +1 Perception


Cost:2


Continuous Cycling Barrel:

Description: 

Studys have shown that due to a maximum in human reaction speeds there exists a 1-1.5 second 'window' between when a Smart Gunner will spot a target and decide to open fire, and when the first round leaves the Smart Gun after the barrel has had time to cycle up. To counteract this a continuously cycling barrel system can be used.


Effect:  +1 Ranged Attack, -1 Stealth


Cost:1

Lightened Frame:
The average Smartgun weighs in excess of 40lbs, even with a sevo-assisted harness this can prove to be quite a burden for the weapon's operator. As such newer production runs of the Smartgun have been constructed out of more advanced alloys which offer a lighter weight to mass ratio while still maintaining the weapon's toughness.

Effect: +1 Agility

Cost: 1

Polymer Chest Plate
Smartgunners normally come under more fire than other marines, this is simply because of the enemy's tendency to focus their fire on the one with the biggest gun. In order to compensate for this USCM command has begun issuing new polymer chest plates to smartgunners in the hopes that the added protection will help cut down on casualties.

Effect: +2 Defense, -1 Agility

Cost: 1


Magnetic Velocity Enhancer
The relatively light caliber of the smartgun's rounds has caused many members of USCM command to question whether a new round need be designed and produced. The costs of the associated re-fitting and re-supplying, to get these rounds into the field would be quite considerable. In order to avoid these costs Marine Command is experimenting with using magnetic coils built into the smartgun's barrel to accelerate the weapon's rounds even further before they exit the weapon. Hopes are high that this will offer the smartgun greater punching power at a much lower monetary cost.

Effect: -2 to Enemy Defense stat

Cost: 3



Rear View Mirror:

Description: 
Taken from a bike, a car, a bathroom, or a barbershop, a Smart Gunner's rear view mirror is exactly what it sounds like a mirror the smart gunner can use to make sure nothing is sneaking up behind him/her rather than having to turn around with his/her heavy harness


Effect:  +1 Perception,


Cost:1




Flamethrower Man Exclusive Equipment

This is the equipment only available to the flamethrower man/woman
M240B Flamethrower(Required):

Description: 
The M240 Incinerator Unit is a lightweight, carbine-style flamethrower which uses a pressurized ultra-thickened napthal fuel. The M240 Incinerator Unit can be supplied either through canisters or a direct mains supply.


Effect:   +3 Attack, +2 Ranged Attack


Cost:5




Range Reactive Nozzle: (Flamethrower):

Description: 
A targeting system for the M240 Incinerator Unit, using a laser sight the M240 is able to measure the distance between its barrel and the target. The M240 responds by either expanding or contracting its flame nozzle, allowing it to project either a tight stream of flame or a wall of fire depending on which which will be more effective.


Effect:  +2 Attack, +1 Ranged Attack


Cost:3


M119 Ape Suit(Replaces All Other Armor if Equipped):

Description: 
The standard armor for a squad’s flame thrower man, it is capable of protecting its wearer from the M240’s flames as well as any other flames. The suit itself is completely sealed with a smooth, re-enforced faceplate.

Effect:  +1 Health, +3 Defense, Provides immunity to flame based attacks, Provides immunity to Facehugger attacks.

Cost:3


M120 N.B.C. Warfare Kit(Requires Ape Suit):


Description: 

An upgrade The standard armor for a squad’s flame thrower man, with the realization that any battle involving flame throwers will most likely involve chemical warfare the Nuclear Biological Chemical Warfare Kit offers protection from almost all forms of non-standard attack.

Effect: Provides immunity to acid based attacks

Cost:2


Powered Joints(Requires Ape Suit):

Description: 

An upgrade The standard armor for a squad’s flame thrower man, mechanical motors are built into the joints of his/her suit allowing him/her to move with a before unknown level of grace for a heavy weapons specialist.

Effect: +2 Agility

Cost:2


Thermite-Plasma Remix
The replacement of the M240's napthal fuel with the currently top secret chemical substance known as Thermite-Plasma. Developed as part of the Chigusa Corporation's "Prometheus Tech" advanced weapons line, Thermite-Plasma offers a much hotter burn heat than napthal with no known drawbacks.

Effect: +1 Attack, +1 Ranged Attack

Cost: 2

White Phosphorous Injection
Commonly used in incendiary grenades white phosphorous can also be added to flamethrower fuel. When a flamethrower that has had white phosphorous fires it not only projects flames but also tiny burning pieces of white phosphorous. Each one of these tiny pieces lets off extreme amounts of heat at levels so high that even those normally shielded from flame attacks are damaged.

Effect: Enemies who would normally be resistant to flame attacks are not resistant to the marine's flamethrower

Cost: 3

Kinetic Dampeners (Requires Ape Suit)
An upgrade for the standard armor for a squad’s flame thrower man, kinetic dampening systems are built into the suit in order to allow the marine to have much more stable footing even when faced with forces that would normally knock them from their feet.

Effect: Attacks that would normally knock the flamethrower marine onto the ground no longer do so with the exception of extreme cases

Cost: 1
Squad Member Exclusive Equipment

This equipment is only available to the general squad members.
Shoulder Born Flashlight:

Description: 

A simple flashlight placed on the shoulder pads of an infantry man's armor, allowing him/her to make the dark a little easier to see in.

Effect: +2 Perception

Cost:1

Combat Stims:

Description: 

A set of stimulants issued to marines to be taken at their own discretion, these drugs increase their physical abilities for a short period of time with not immediate adverse effects, though they have been known to be habit forming.

Effect: +1 Attack, +1 Agility, +1 Accuracy, +1 Health

Cost:3


A45 Auto Ammunition Selector:
Description: 

With the creation and manufacture of several various types of ammo for the M41A the A45 was designed, using a mini computer the A45 determines the best type of ammunition to use against a targeted foe and loads said ammunition into the M41A.

Effect: +1 Ranged Attack, +1 Intelligence, +1 Luck

Cost:4


Anti- Armor Ammunition (Requires Ammo Selector):
Description: 

A M41A round type designed to penetrate heavy armor.

Effect: +2 Ranged Attack when facing a 'boss' opponent

Cost:2


Explosive-Tipped Ammunition (Requires Ammo Selector):

Description: 

A M41A round type designed cause maximum damage to enemies while destroying any protection they may be hiding behind.

Effect: Attacks have a 50% chance of lowering enemies defense stat by 1 point when facing "boss" opponents.

Cost:2

Hollow Points (Requires Ammo Selector):
Description: 
A M41A round type designed to cause maximum damage against lighter armored foes.

Effect: +2 Ranged Attack when fighting any opponents other than 'bosses'

Cost:2

Lucky Round:

Description: 

It is common practice within the USMC for marines to save the casing of the very first round they fire with their issued rifle, the casing is said to bring good luck when it is needed most.

Effect: +2 Luck

Cost:1

Stun Grenades:

Description: 

Specialty grenade used to stun an opponent with a flash of light and a loud concussive bang, causing temporary blindness, deafness, and disorientation. A bit more complicated to use than the average grenade they have been known to allow marines to clear an entire room without taking any fire at all.

Effect:  +1 Intelligence, lowers enemies Agility by 1,  Has a 50% chance of  permanently lowering a 'boss' opponent's Perception, and Accuracy

Cost:2


Demolition Charges:

Description: 

Charges used to destroy walls, doors, and in large enough ammounts buildings, they can prove a useful tool to a group of marines who need to make a new 'door'

Effect: +2 Intelligence when deciding the outcome of a major event.

Cost:2


Medic Training:

Description: 

Medic Training is optional for all marines, it means an extra 3 weeks of boot camp, but in exchange it teaches them how to keep themselves and their squad mates alive. Official USMC policy is to HIGHLY ENCOURAGE all recruits to sign up for medic training.

Effect: +1 Health, +1 Defense, +1 Health added to all marines involved with any enemy encounter when medic trained marine is present.

Cost:3

Flare
A small chemical torch used to light up dark areas.

Effect: When used all USCM characters have perfect perception while in the area where the Flare was dropped,  One time use only, purchasing multiple flares does not change it's one time use status.

M5 RPG
The M5 RPG (Rocket Propelled Grenade) is shoulder launched reloadable anti-armor weapon, while low tech compared to most other ant-armor weapons, its small size and light weight make it perfect for small infantry squads.

Effect: Allows for a 1 time Ranged Attack with a power of 30

Cost: 4

Spare RPG Round(s)
Extra rocket grenades for the M5 RPG.

Effect:  Each one allows the weapon to be used  one more time.

Cost: 1(Each, I.E. 3 rockets will carry a total cost of 3)

Hope to see some interest :D
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mayovagn

I am interested in playing and would love to take the synthetic
Thanks
M.
All hail Eris! Kallisti! All Hail Discordia!

Member in good standing but poor sitting and terrible leaning of the Most Secret Order of the Stone Bonker of the Kakapo

Kdyami

Hey all I'm property of the U.S government and as such I may randomly disappear for a day or two.  I apologize in advance but I'll get back to you ASAP

Urbanzorro

Cool, so we've got a synthetic and a sarge! Also I've decided to play the squad's officer so that's three slots filled ;D
I'm a leaf on the wind, watch how I soar.

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Kdyami

Ok actual character sheet to follow but tell me if I got equip and stats right would you.
Stats
Stats Before Equipment:
Health: 11
Attack:5
Ranged Attack: 0
Accuracy:6
Agility:5
Intelligence:4
Defense:5
Perception:5
Stealth:5
Luck:4


Kit:
M41A Pulse Rifle:Description: The standard USMC firearm, it is as much a symbol of mankind’s mastery of technology and warfare as it is a deadly weapon, the M41A is capable of firing in either semi-automatic, 3 round burst, or full auto modes. It fires the standard high velocity armor piercing round, and is capable of supporting multiple modifications. It is light, compact, easy to use, and even easier to maintain, the only thing that’s hard to do is break it. Every marine must qualify with the M41A before completing their training to insure that, should the need arise any member of the USMC is able to pick up a rifle and join the fight. Effect: + 3 Ranged Attack, Cost: 5

Under slung grenade launcher (Requires Pulse Rifle): Description:  An under slung grenade launcher for the M41A Pulse Rifle, it fires shaped charge grenades at long range giving the average marine a way to effectively eliminate heavily armored opponents.  Effect: + 2 Ranged Attack, -1 Stealth Cost:3

M12 Pattern Advanced Personal Armor: Description:  The current model of body armor issued to USMC marines consists of a chest and back plate, in addition to a helmet, it is designed to effectively stop small arms fire, as well as rifle fire, but is outclassed when pitted against larger caliber weapons, in an effort to correct this problem the M12 Advanced Armor is in development, sporting a thicker layer of protection, as well as chemical resistance treatments for protection against enemy who choose to ignore conventional rules of combat.  Effect:+ 1 Health +3 Defense, Defense stat is immune to Acid based attacks.  Cost:2

M111 Combat Helmet: Description:  A stronger combat helmet, than the standard issue, the M111 possesses a radio transmitter and receiver, and is also capable of supporting a side mounted camera.   Effect: +1 Defense, +1 Intelligence when deciding the outcome of a major event, Allows its user to communicate with any member of the platoon who also possesses radio equipment. Regardless of location as long as there is nothing jamming the signal.  Cost:1

Side Mounted Helmet Camera (Requires Helmet): Description:  A side mounted camera for the M111 Helmet, it provides a constant feed to the platoon's officer, allowing him/her to evaluate the tactical situation of every member of his/her squad.   Effect: +1 Perception, +1 Intelligence when deciding the outcome of a major event. Cost:1

Stogie:  Description:  Bad for your health, but good for your nerves, frowned upon by doctors yet smiled upon by fighting men and women for years.  Effect:  +3 luck, -1 Health.  Cost:1

357 Magnum Revolver: Description:  Any marine who’s ever seen combat can attest to the near uselessness of the M4A3 with this in mind many NCO’s choose to carry ‘non-uniform’ side arms which are able to prove useful in close quarters as well as at range. Effect:  +2 Ranged attack, +2 Attack Cost:3

Advanced Communications Gear: Description:  The communication between a platoon’s NCO and Officer is vital, with this in mind Platoon Sergeants are granted access to better radio communications gear. Effect:  Allows its user to communicate with any member of the platoon who also possesses radio equipment regardless of location, Advanced Communications Gear signals cannot be jammed allowing the Sergeant to always hear who is talking to him/her and who he/she is talking to to always hear him/her.  Cost:4

Stats After Equipment:
Health: 12
Attack:7
Ranged Attack: 7
Accuracy:6
Agility:5
Intelligence:4, 6
Defense:8
Perception:6
Stealth:4
Luck:7


Hey all I'm property of the U.S government and as such I may randomly disappear for a day or two.  I apologize in advance but I'll get back to you ASAP

Urbanzorro

I'm a leaf on the wind, watch how I soar.

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DrGrim

Seems like it could be an intersting game I wouldn't mind being a marine


Prince Truhan

I would like to take the smartgunner, I'll report back when I manage to write something.

Urbanzorro

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Prince Truhan

I have a couple of questions,

1.This will more than likely not be an issue but, can 10 be surpassed by the bonuses the kit gives?

2.About attack, does buying more than one weapon improve the ranged attack bonus for everything? Or is it a different one when you are a wielding each of the weapons.

And 3. What is the marine normal standard for the stats? is 3 average? what about health? I ask mainly because in my numbers my stealth ended at 3, and I don't want to be ruining all of the squad chances of sneaking about by being noisy.

Urbanzorro

The system is on a scale of 10 so 5 is middle of the road, that having been said having a stat of 3 is pretty much being capable at something but not very good. For instance I can cook toaster waffles, instant noodles, stir fry,and grill steaks therefore my cooking stat would be 3. :D Hope that makes sense?  And I'll say that the stats can be above 10 if pushed over it by their kit.
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Prince Truhan

It does make sense, and the weapon question?

I mean owning a health kit, doesn't give you a healing effect, it boosts your health. Is that the same with guns in which owning another one grants you a better attack?

Urbanzorro

Yeah, sorry I didn't mention that, its a cumulative effect. Basically the stats represent your character's overall potential rather then the power of what ever specific weapon is in their hands. That having been said if your character loses or breaks a weapon the bonuses from it are lost too ;)
I'm a leaf on the wind, watch how I soar.

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Prince Truhan



Prince Truhan

Here are the stats, I'm yet to come up with the other details though

Position in platoon/rank: Smart Gunner

Spoiler: Click to Show/Hide
Stats Before Equipment:
Health: 10
Attack:  3
Ranged Attack: 0
Accuracy: 6
Agility: 6
Intelligence: 8
Defense: 3
Perception: 3
Stealth: 5
Luck: 6


Kit:

Combat Knife (1) M12 Pattern Advanced Personal Armor (2) XV35 Motion Tracker (1) M111 Combat Helmet (1) Side Mounted Helmet Camera (1) M56 Smart Gun (5) E5 Advanced Targeting Lens (2) Continuous Cycling Barrel (1) Lightened Frame (1) Polymer Chest Plate (1) Magnetic Velocity Enhancer (3) Rear View Mirror (1)

Stats After Equipment:
Health: 11
Attack: 4
Ranged Attack: 6 (enemies have -2 to defense)
Accuracy: 10
Agility: 6
Intelligence: 8 (10 when deciding the outcome of a major event)
Defense: 9 (immunity to acid)
Perception: 9
Stealth: 3
Luck: 6

Urbanzorro

The math on his stats looks right to me, now just to flesh him out ;D
I'm a leaf on the wind, watch how I soar.

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DrGrim

Spoiler: Click to Show/Hide




Name: Dixie Reedus

Age: 24

Position in platoon/rank: Squad Member

Personal history: Dixie was always considered an outsider. She had no family that she knew of,and she has always kept to herself. She is very quite sometimes people even forget she is around. She joined the USCM as soon as she was of age so there could be at least some purpose in her life. Dixie got to know plenty of fellow marines but she still chose only to speak when she is asked direct questions and or if she believes it is crucial to the survival of herself and those around her. When she has nothing to do she is often seen cleaning her equipment or sharpening her combat knife, or scouting the perimeter.

Stats Before Equipment:
Health: 6
Attack: 6
Ranged Attack:
Accuracy: 6
Agility: 6
Intelligence: 5
Defense: 6
Perception: 6
Stealth: 5
Luck: 4

Kit:
Medic Training: Cost:3
Effect: +1 Health, +1 Defense, +1 Health added to all marines
involved with any enemy encounter when medic trained marine
is present.

MS3 Medical Kit: Cost:2
Effect: +2 Health

M41A Pulse Rifle: Cost: 5
Effect: + 3 Ranged Attack

M12 Pattern Advanced Personal Armor: Cost:2
Effect:+ 1 Health +3 Defense, Defense stat is immune to Acid based attacks.

A45 Auto Ammunition Selector: Cost:4
Effect: +1 Ranged Attack, +1 Intelligence, +1 Luck

Explosive-Tipped Ammunition (Requires Ammo Selector): Cost:2
Effect: Attacks have a 50% chance of lowering enemies defense
stat by 1 point when facing "boss" opponents.

M111 Combat Helmet: Cost:1
Effect: +1 Defense, +1 Intelligence when deciding the outcome of a major event, Allows its user to communicate with any
member of the platoon who also possesses radio equipment. Regardless of location as long as there is nothing jamming the
signal.

Combat Knife: Cost:1
Effect: +1 Attack



Stats After Equipment:
Health:10
Attack: 7
Ranged Attack: 4
Accuracy: 6
Agility: 6
Intelligence: 7
Defense: 11
Perception: 6
Stealth: 5
Luck: 5
 

You might want to double check my stats but other than that this is my character :)

Kdyami

Hey all I'm property of the U.S government and as such I may randomly disappear for a day or two.  I apologize in advance but I'll get back to you ASAP

Prince Truhan

Image:

Name: Roland "Bookie" Zafe

Age: 27

Position in platoon/rank: Smartgunner

Personal history: Roland was born to a family with a long military history, it was expected for him to be a marine and so he became one, while he is more relaxed than his ancestors when it comes to tradition and discipline he does takes things seriously when it means immediate danger, still he has a weakness for gambling, while not necessarily with money he likes to make bets about most things whether they be trivial or serious ones.

Spoiler: Click to Show/Hide
Stats Before Equipment:
Health: 10
Attack:  3
Ranged Attack: 0
Accuracy: 6
Agility: 6
Intelligence: 8
Defense: 3
Perception: 3
Stealth: 5
Luck: 6


Kit:

Combat Knife (1) M12 Pattern Advanced Personal Armor (2) XV35 Motion Tracker (1) M111 Combat Helmet (1) Side Mounted Helmet Camera (1) M56 Smart Gun (5) E5 Advanced Targeting Lens (2) Continuous Cycling Barrel (1) Lightened Frame (1) Polymer Chest Plate (1) Magnetic Velocity Enhancer (3) Rear View Mirror (1)

Stats After Equipment:
Health: 11
Attack: 4
Ranged Attack: 6 (enemies have -2 to defense)
Accuracy: 10
Agility: 6
Intelligence: 8 (10 when deciding the outcome of a major event)
Defense: 9 (immunity to acid)
Perception: 9
Stealth: 3
Luck: 6

Urbanzorro

@DrGrim: Your stat allocation is a bit off. Specifically you're unable to add directly to your character's Ranged Attack so basically your character should have a RA of 4 and you still have 5 points to distribute to your stats. Also you need an image for her(it can be either a picture or a drawing). Other than that she's fine! Once you adjust those things I'll approve her

@Kdyami: It's about a year or so after the events of Aliens. The existence of the xenomorphs/predators hasn't been revealed to the general public. So our Marisa(just like almost everyone else) have no idea about the existence of said species. Hope that answers the question.

@Prince Truhan: He looks good, Approved! ;D
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Baalborn87

Hey thanks for the message.

I'd be interested in filling a techie/radio op role.

Image:

Name: Timothy Holt "Techie"

Age: 26

Position in platoon/rank:Squad Member (Radio Specialist)

Personal history: Timothy was born on a newly colonised planet named by the colonists as Drewe (designation DRU3). Growing up he always had an affinity towards technology and computers and would often help the colony corporation representatives in the main control centre. But he could not shake the feeling of needing to see more of the galaxy, hearing tales from supply ship pilots of other planets. He enrolled in the Colonial marines as soon as he came of age.
Quickly to learn all that was promised by the recruiting officer was not entirely true. He did see other worlds, but the paradise was often obscured by smoke. Rolling shores by gunfire and sweet smelling flowers by cordite and bodies.
Ever the optimist he continued with his service, being singled out for radio specialisation by his aptitude in technology.

Stats Before Equipment:50
Health:8
Attack:3
Ranged Attack:5
Accuracy:5
Agility:5
Intelligence:7
Defense:5
Perception:5
Stealth:3
Luck:4


Kit: M10 Pattern Ballistic Armour (1), M111 Combat Helmet (1), M41A Pulse Rifle (5), M4A3 Pistol (2), Combat Knife (1), MS3 Medical Kit (2),  AL-21 Combat Laptop (4),

Stats After Equipment:57
Health:11
Attack:5
Ranged Attack:3
Accuracy:6
Agility:5
Intelligence:8
Defense:8
Perception:5
Stealth:3
Luck: 4

Urbanzorro

Well ideally all the squad's marines can have radios if they choose, though I do like the idea of a combat technician, I'm pretty sure I can work up a combat laptop or something. That having been said all your stats work except your ranged attack. You're not able to ad directly to it, it's only influenced by your equipment so your character's RA with his current load out would be 3 and you'd still have 5 points to distribute. Give me a bit and I will post up something for a combat laptop.
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Baalborn87