Here are the links to the threads,
Opperations Brief # 33456
Contact lost with Weyland-Yutani Corp.’s civilian colony, “Jackie’s Hope,” on planetoid LV-1875, last known contact indicates possible terrorist activity. USMC Kilo Platoon of Charlie Company, 5th Regiment is hereby dispatched to above stated colony, Kilo platoon will assess the situation, determine what events took place, identify any threats, and eliminate said threats with extreme prejudice. Any surviving colonists are to be protected and evacuated. Mission objectives in order of priority are as follows.
Establish Contact with Jackie’s Hope, and determine current state of the colony.
Identify any previously and currently existing threats
Eliminate said threats
Protect Weyland-Yutani Corp. equipment
Maintain minimal USMC losses
Protect surviving colonists
----DECODING TRANSMISSION……………DECODING COMPLETE, TRANSMISSION FOLLOWS-----
Weyland-Yutani Corp. Transmission ZR-567 Priority Ultra Violet
Contact with research station on Lv-1875 as well as with civilian colony Jackie’s Love has been lost. MOTHER confirms occurrence of an incident. Research station confirmed to have been working on xenomorph bio-weapons project at time of incident. Colonial Military has been notified, MOTHER has activated observation equipment, analysts are standing by to evaluate xenomorph performance against Colonial Marine xenomorph subspecies species known to be present are as follows:
Matriarchal ruler of the hive, the Queen is able to lay eggs, which spawn face huggers to impregnate new hosts, she is key to the survival of any hive. Her height can range anywhere from 15-40 feet, she can be distinguished from her kin by her size, as well as the large ‘crown’ crest at the top of her head. She possesses a strength and intelligence that dwarfs that of her fellow xenomorphs, she controls them using an as yet unknown form of telepathy, and is capable of simultaneously directing her entire hive. Each hive can only have one Queen.
Health: 40, Attack: 13, Ranged Attack:0, Accuracy: 15, Agility: 8, Intelligence:15, Defense:12, Perception:8, Stealth:4, Luck: 3
The Queen’s ‘royal guards’ larger, tougher, and stronger than most other alien subspecies, praetorians are also slower and lack their comrades ability to scale most surfaces. They walk upright, and attack their prey with a combination of their, arms, mouth, and tail. They are fewer in number than other alien subspecies, and will rarely be found in numbers greater than 1, when far from the Queen. They are recognizable by their crested heads, similar to that of the Queen. It has been theorized that should the Queen perish a single elite praetorian will transform into a new queen so that the hive can live on.
Health: 15, Attack: 8, Ranged Attack:0, Accuracy: 7, Agility:3, Intelligence:7, Defense:6, Perception:7, Stealth:5, Luck:1
The standard xenomorph created through the impregnation of a human host. Warriors are known to be fast, strong, and extremely aggressive. Showing little or no instinct for self preservation when the hive is threatened warriors have been known to throw themselves at enemies with wild abandon. They have also been known to exhibit a high level of individual intelligence when compared to xenomorphs originating from other host species. A trait believed to have been inherited from their human hosts. Like all aliens they possess highly concentrated acid for blood, in addition warriors possess a highly pressurized bloodstream, causing their bodies to quit literally spray their acidic blood in all directions upon a traumatic death. Like most alien forms, they exhibit a strong weakness to fire.
Health: 7, Attack: 7, Ranged Attack:0, Accuracy: 6, Agility:5, Intelligence:5, Defense:5(3 against flame based weapons), Perception:7, Stealth:7, Luck:1
Created through the impregnation of lower animals such as dogs; runners move on all fours at a much faster rate than any other recorded xenomorph subspecies. Against prey of equal size they have been known to run down their enemy, using their mouths and tails to kill them. Against larger enemies, runners adopt hit and run tactics, stalking their foe striking quickly without warning using their tails as slashing weapons, and retreating before their targets can retaliate. Additionally they do not exhibit the same fear of fire as their kin.
Health: 5, Attack: 6, Ranged Attack:0, Accuracy: 5, Agility:10, Intelligence:3, Defense:3, Perception:8, Stealth:10, Luck:0OOC
Ok, so this is my idea for a role play in the Aliens/Predator universe, I've been working on it/fine tuneing for the better part of 2 weeks so hopefully I've got most/all of the kinks worked out (puntastic!). It will it will tell the story of a single platoon of marines (specifically the 1st squad 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! I’ll be playing the part of the world around them, as well as that of the Alien Hive, I’m looking for some people to play the marines, and possibly Predators should there be enough interest/should all the marine slots get filled up. The game will be mildly systemic in that each player will have to first choose what weapons and equipment his/her marine carries. In addition to this the system will be used to determine when/if an alien attack is able to wound one of the marines, when/if random good and (or) bad events occur, and how well the squad does when attacking an important location, (examples will follow), other than these things the game will be freeform. Hopefully this will apple 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 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, I would make a post describing the alien getting ready to attack, 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, I’d tell the marine player what the outcome is and the posting/action would be freeform. Ideally with both the player and myself getting to add a bit of creativity (i.e. me not God modding them and them not God modding me).
The system used here will be as follows:
(Marine(s) stats – Alien(s) stats) + d6= Score
If the score is above 0 the roll ends in the Marine(s) favor.
Important attacks/maneuvers: Let’s say the marines figure out where the Queen is, and decide to launch an attack, the system would be used to determine how effective the attack is, with one extreme being that it doesn’t even make it 20 feet and the other that they manage to kill/capture the Queen. Since there will obviously be a lot of combat in such a scene the system will only be used once at the start to determine how effective the entire effort will be, after that the action will be freeform (as long as no one decides they are Rambo and can kill 100’s of aliens with only one gun, and by themselves).
Marines’ success probability – (d12 roll + Importance value of target)=Score
Score is compared to following chart to determine effectivness
The marines are walking through the building/doing whatever, from time to time the system will cough up something good or bad at them, just to keep things interesting.
Here is the simplified system for that:
D12 is rolled, if the roll is a 12 then an event will happen, a d2 is rolled, if the score is 1 then the event will be bad, if it is 2 then the event will be good, finally a d6 is rolled and compared to either the good or bad chart
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, and where I will post all the rolls so there can be no accusations of cheating, 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 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 List
1st Squad Smart Gunner:
1st Squad Flamethrower Man:
1st Squad Member
1st Squad Member
1st Squad Member
Platoon Synthetic Character Sheet
Position in platoon/rank:
Stats Before Equipment:
Stats After Equipment:Stats Explained:
Each player gets 50 points to use as he or she sees fit. The stats start at 0 each and the minmum score for each stat is 3(before equipment), and the max is 10(after equipment) the max for Health is 20, and the max for everything else is 10 I.E. you can have a health of 11 but not an attack of 11. The only exception is Ranged Attack, which does not use stat points, it is determined by your equipment only. If a stat is brought lower than 3 after counting for equipment (I.E. a piece of heavy armor brings your agility to 2) that's ok, though having any stat that low is inadvisable.
Health: How many points of damage you can take
Attack: How much damage you’ll do in hand to hand combat
Ranged Attack: How much ranged firepower you have (does not use stat points, is determined by adding the ranged firepower bonus of your weapons/kit)
Accuracy: How likely you are to hit
Agility: How likely you are to avoid an attack/outrun what’s chasing you
Intelligence: How much more likely you make it for your team to succeed, how likely you are to make certain machines work.
Defense: If hit, how much of the damage is not taken to your actual health
Perception: How likely you are to notice what’s creeping in the shadows, how likely you are to see a trap before it is sprung.
Stealth: How likely you are to avoid being detected
Luck: If good or bad things just seem to happen to you, slightly effects all other stats, effects how likely your team is to succeed.Weapons/Equipment:
Each player gets so many 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. Universal weapons and equipmentCombat 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
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:2AP Rounds(Requires Pistol):
Description: Many marines find their M4A3 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
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
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
Cost:3M41A Pulse Rifle:
Description: The standard USMC firearm, a symbol of mankind’s mastery of technology and warfare as well as 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: 5Under 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 way effectively eliminate heavily armored opponents.
Effect: + 2 Ranged Attack, -1 Stealth
Cost:3Side 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
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:2Full Auto(Requires Shotgun):
Description: Replacing the M33's pump action with a fully automatic loading system, the M33 is now capable of fully automatic fireing, 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:1M12 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 enemys who choose to ignore the rules of war.
Effect:+ 1 Health +3 Defense, will not suffer degradation when in contact with acid.
Cost:2XV35 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 growl louder and closer together as the movement draws nearer.
Effect:+ 2 Perception, -1 Stealth,
Cost:1M111 Combat Helmet:
Description: A stronger combat helmet, than the standard issue, the M111 posesses a radio transmiter and receiver, and is also capable of supporting a side mounted camera.
Effect: +1 Defense, +1 Intellegence 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:1Side 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 Intellegence when deciding the outcome of a major event.
Cost:1MS3 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:2Platoon Leader Exclusive EquipmentM557 APC:
Description: The APC is the primary driving ground vehicle used by the USCM. It has one front mounted twin gattling 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 personel, but also has a habit of becoming a target for any enemies in the area.
Effect: +3 Defense when in use, +3 Ranged Attack when in use, +3 Perception when in use, +2 Intellegence 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:10L7 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 Intellegence, 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:5Uplink to FATHER(Requires Personal Computer):
Description: A high bandwidth connection to the orbiting USS Mitchum(The ship tasked with transporting Kilo Platoon), which in turn is connected to FATHER, the bio-computer at the heart of the United Systems 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:3AURORA Uplink(Requires Personal Computer):
Description: A high bandwidth connection to the orbiting USS Mitchum(The ship tasked with transporting Kilo Platoon), 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:2M190 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, Will not suffer degradation from chemical based attacks, provides immunity to attacks made by face huggers
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,
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:1Platoon Sergeant Exclusive EquipmentStogie:
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:1357 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 use full in close quarters as well as at range.
Effect: +2 Ranged attack, +2 Attack
Cost:3Advanced 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 and who is talking to to always hear him.
Cost:4Heavy 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 by several governments to make them a breach in the rules of war.
Effect: +1 Ranged Attack
Cost:2Platoon Synthetic Exclusive EquipmentSynthetic 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:5Advanced 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
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:5Guerilla 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 onboard motion tracker, allowing him/her to detect movement without sacrificing stealth.
Cost:5UA-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:3Smart Gunner Exclusive Equipment M56 Smart Gun (Must Have):
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
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:3E5 Advanced Targeting Lens:
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:2Continuous Cycling Barrel:
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:1Rear View Mirror:
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 sneeking up behind him/her rather than having to turn around with his/her heavy harness
Effect: +1 Perception,
Cost:1Flamethrower Man Exclusive Equipment M240B Flamethrower(Required):
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:5Range Reactive Nozzle: (Flamethrower):
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 respons 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 whill be more effective.
Effect: +2 Attack, +1 Ranged Attack
Cost:3M119 Ape Suit(Replaces All Other Armor if Equipped):
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:3M120 N.B.C. Warfare Kit(Requires Ape Suit):
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:2Powered Joints(Requires Ape Suit):
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 unknow level of grace for a heavy weapons specialist.
Effect: +2 Agility
Cost:2Squad Member Exclusive Equipment:Shoulder Born Flashlight:
A simple flashlight placed on the shoulder pads of an infantry man's armor, allowing him/her to make the dark a little easyer to see in.
Effect: +2 Perception
A set of stimulants issued to marines to be taken at their own discreation, thse drugs increase their physical abilities for a short period of time with not immideate adverse effects, though they have been known to be habit forming.
Effect: +1 Attack, +1 Agility, +1 Accuracy, +1 Health
Cost:3A45 Auto Ammunition Selector:
With the creation and manufacture of several varyous types of ammo for the M41A the A45 was designed, using a mini computer the A45 determines the best type of ammuniton to use against a targeted foe and loads said ammunition into the M41A.
Effect: +1 Ranged Attack, +1 Intellegence, +1 Luck
Cost:4Anti- Armor Ammunition (Requires Ammo Selector):
A M41A round type designed to penetrate heavy armor.
Effect: +2 Attack when facing a 'boss' opponent
Cost:2Explosive-Tipped Ammunition (Requires Ammo Selector):
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:2Hollow Points (Requires Ammo Selector):
A M41A round type designed to cause maximum damage against lighter armored foes.
Effect: +2 Attack when fighting any opponents other than 'bosses'
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
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 accuracy by 1, Has a 50% chance of lowering a 'boss' opponent's Perception, and Accuracy
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.
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 squadmates 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.