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[[File:BughuntersSWADE.logo.png | 650px ]]
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Based on the TSR setting Bughunters, these rules are a converion of the favor of that game to the Savage Worlds Adenture Edition (SWADE) with ideas and updates from the Science Fiction Companion (SFC).
 
 
Based on the TSR setting of Amazing Engines '''Bughunters''', these rules are a converion of the favor of that game to the Savage Worlds Adenture Edition (SWADE) with ideas and updates from the Science Fiction Companion (SFC).
 
  
 
==INTRO TO THE BUGHUNTERS SETTING==
 
==INTRO TO THE BUGHUNTERS SETTING==
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<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
Savage Worlds Adventure Edition -Setting Rules (pg. 136-141)
 
Savage Worlds Adventure Edition -Setting Rules (pg. 136-141)
:'''''Gritty Wounds''''': Whenever a Wild Card takes a Wound, roll on the ''Injury Table'' and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the Injury Table.  
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:'''''Gritty Wounds''''': Whenever a Wild Card takes a Wound, roll on the '''''Injury Table''''' and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the Injury Table.  
 
:'''''Multiple Languages''''': as the ''Linguist'' Edge, characters start with their Native tongue at a d8 and 1/2 their Smarts die in other Languages at d6 each. The standard language of the UT Gov is English for simplisticy sake.
 
:'''''Multiple Languages''''': as the ''Linguist'' Edge, characters start with their Native tongue at a d8 and 1/2 their Smarts die in other Languages at d6 each. The standard language of the UT Gov is English for simplisticy sake.
 
:'''''Wound Cap''''': a wound causes a max of 4 wounds each.
 
:'''''Wound Cap''''': a wound causes a max of 4 wounds each.
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''"All the knowledge of the human race is at our disposal. We enjoy the most advanced equipment, the most expert Intelligence, the experience of all human history, and the toughest, best trained soldiers in existence. Together, we stand as humanity's mighty shield, and we strike as the race's terrible sword of Justice. You play an essential part within that proud association, trooper."''</br>
 
''"All the knowledge of the human race is at our disposal. We enjoy the most advanced equipment, the most expert Intelligence, the experience of all human history, and the toughest, best trained soldiers in existence. Together, we stand as humanity's mighty shield, and we strike as the race's terrible sword of Justice. You play an essential part within that proud association, trooper."''</br>
  
:'''Origin''': Draw a Card from a standard Playing Card Deck. This will get you your basic Donor's origin and determines the basics of what and where your points for things like Attributes, Skills, Edgea and Hindrances can be spent.  
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* '''Origin''': Draw a Card from a standard Playing Card Deck. This will get you your basic Donor's origin and determines the basics of what and where your points for things like Attributes, Skills, Edgea and Hindrances can be spent.  
:'''Assign Novice basic Traits, Edges and Hindrances''': as steps SWADE pg. 9-11 (5 points for Attributes, 12 points for Skills, 1 Major and 2 Minor Hindrances) but your Origin can restict where you can spend Skills points and what Human Edges you are allowed. The points you spend from Hindrances are not limited but any Edges must be Novice rank (but see in individual donor notes) and skills that have a Donor Max listed must also be followed.
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* '''Assign Novice basic Traits, Edges and Hindrances''': as steps SWADE pg. 9-11 (5 points for Attributes, 12 points for Skills, 1 Major and 2 Minor Hindrances) but your Origin can restict where you can spend Skills points and what Human Edges you are allowed. The points you spend from Hindrances are not limited but any Edges must be Novice rank (but see in individual donor notes) and skills that have a Donor Max listed must also be followed.
:'''Apply Cloning Processs Bonuses and Basic Training''': The process to creating super soldiers means that you gain a +1 die step to Agility and +2 die steps to your Strength and Vigor. Also add +1 to your final Toughness score and gain the edges Alertness, Brawny and Jump Acclimation. Then gain a bonus Edge and Basic Training skills (see below).   
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* '''Apply Cloning Processs Bonuses and Basic Training''': The process to creating super soldiers means that you gain a +1 die step to Agility and +2 die steps to your Strength and Vigor. Also add +1 to your final Toughness score and gain the edges Alertness, Brawny and Jump Acclimation. Then gain a bonus Edge and Basic Training skills (see below).   
:'''Pick a MOS you Qualify for and Apply Bonuses''': After the clone process is done and basic training, synners are assigned a MOS based on their natural talents, skills and background. NOTE that their is one unusual MOS that is fairly uncommon etc. and that is Psionics specialist. This is extremely rare (and only a recent phenomenon discovered with the advent of space travel) so this Background Edge may only be taken by those Donors who have experienced space travel (Colonist or high ranking/rich folk who have been off world; ask your GM) or Clones who have unlocked this ability doing the cloning process. See the Cloning Process and Psionic Specialist under the MOS for more details.   
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* '''Pick a MOS you Qualify for and Apply Bonuses''': After the clone process is done and basic training, synners are assigned a MOS based on their natural talents, skills and background. NOTE that their is one unusual MOS that is fairly uncommon etc. and that is Psionics specialist. This is extremely rare (and only a recent phenomenon discovered with the advent of space travel) so this Background Edge may only be taken by those Donors who have experienced space travel (Colonist or high ranking/rich folk who have been off world; ask your GM) or Clones who have unlocked this ability doing the cloning process. See the Cloning Process and Psionic Specialist under the MOS for more details.   
:'''Finishing Touches''': Name, rank, background story, etc. but also various affects and additonal details that can be added.
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* '''Finishing Touches''': Name, rank, background story, etc. but also various affects and additonal details that can be added.
  
 
====Doner Background====
 
====Doner Background====
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These new born bodies not only are they younger version of the donors (in most case very much younger) but they have also been generitically enhanced and have had their bone structure reinforced and made denser and have had bioplastic implants to cover certain vital area of their bodies.  
 
These new born bodies not only are they younger version of the donors (in most case very much younger) but they have also been generitically enhanced and have had their bone structure reinforced and made denser and have had bioplastic implants to cover certain vital area of their bodies.  
:1.) These process has made them a supersoldiers! Gamewise, add +1 die step to Agility (and a max starting of a d12+1) and +2 die steps to your Strength and Vigor (and a max starting in each of a d12+2). Also add +1 to Toughness and Edges Alertness, Brawny and Jump Acclimation.  
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* These process has made them a supersoldiers! Gamewise, add +1 die step to Agility (and a max starting of a d12+1) and +2 die steps to your Strength and Vigor (and a max starting in each of a d12+2). Also add +1 to Toughness and Edges Alertness, Brawny and Jump Acclimation.  
:2.) Basic Training grants you +4 skill points that can be spent on the follwing skills - Battle, Drive, Electronics, Fighting, Healing, Intimidate, Notice, Repair, Shooting, Stealth, Survival.  
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* Basic Training grants you +4 skill points that can be spent on the follwing skills - Battle, Drive, Electronics, Fighting, Healing, Intimidate, Notice, Repair, Shooting, Stealth, Survival.  
:3.) Then gain a bonus Edge of either Combat or Leadership so long as you qualify (Note that for this edge use the '''''Born A Hero''''' setting rule and ignore Rank requirements).
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* Then gain a bonus Edge of either Combat or Leadership so long as you qualify (Note that for this edge use the '''''Born A Hero''''' setting rule and ignore Rank requirements).
 
:: '''''Optional -Psionic''''' -If the character wants they can choice the Arcane Background (Psionics) their Bonus Edge and gain a starting skill in Psionics at d6. Your skll level is paid for by  also gaining the Hindrances Anemic (Minor) and Outsider (Minor). These Hindrances can exceed the standard Hindarances (1 Major and 2 Minor).  
 
:: '''''Optional -Psionic''''' -If the character wants they can choice the Arcane Background (Psionics) their Bonus Edge and gain a starting skill in Psionics at d6. Your skll level is paid for by  also gaining the Hindrances Anemic (Minor) and Outsider (Minor). These Hindrances can exceed the standard Hindarances (1 Major and 2 Minor).  
 
::If gained Psionics during the Donor process the character must have applied these hindrance to their character as part of their background. They don't gain extra hindrance as it where, nore the skill level for free. It just counts as their two Minor Hindarnces.
 
::If gained Psionics during the Donor process the character must have applied these hindrance to their character as part of their background. They don't gain extra hindrance as it where, nore the skill level for free. It just counts as their two Minor Hindarnces.
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| Armored Envro Suit || +5 || +1 || -2 || d8 || 18 || -3 || Full Body (-1 Notice with Vision)
 
| Armored Envro Suit || +5 || +1 || -2 || d8 || 18 || -3 || Full Body (-1 Notice with Vision)
 
|-
 
|-
| Tactical Vaccsuit || +4 || 0 || -2 || d8 || 14 || -3 || Full Body (-1 Notice with Vision)
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| Tactical Vaccusuit || +4 || 0 || -2 || d8 || 14 || -3 || Full Body (-1 Notice with Vision)
 
|-
 
|-
 
| Armored Vaccsuit || +6 || +1 || -2 || d8 || 24 || -3 || Full Body (-1 Notice with Vision)
 
| Armored Vaccsuit || +6 || +1 || -2 || d8 || 24 || -3 || Full Body (-1 Notice with Vision)
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| Fusia 'Gorgon' Gyro Rifle  || 30/50/120 || 2d8 || 8 || 1 || 20 || d8 || 16 || -2 || HW, SBT, Two-Handed  
 
| Fusia 'Gorgon' Gyro Rifle  || 30/50/120 || 2d8 || 8 || 1 || 20 || d8 || 16 || -2 || HW, SBT, Two-Handed  
 
|-
 
|-
| M52 Flame Gun || Cone || 3d6 || 0 || 1 || 15 || d6 || 16 || +0 || Fire, Two-Handed
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| M52 Flame Gun || Blast || 3d6 || 0 || 1 || 15 || d6 || 16 || +0 || Fire, Two-Handed
 
|-
 
|-
| X-A2 'Ignis' Laser Rifle  || 40/80/160 || 2d6 || 2 || 3 || 60 || d6 || 10 || -2 || Cauterization, No Recoil, Snapshot, Two-Handed  
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| X-A2 'Ignis' Laser Rifle  || 40/80/160 || 2d6 || 2 || 3 || 60 || d6 || 15 || -2 || Cauterization, No Recoil, Snapshot, Two-Handed  
 
|-
 
|-
 
| X-C5 'Höllenfeuer' Sniper Laser Rifle  || 60/120/240 || 2d10 || 4 || 1 || 20 || d6 || 20 || -2 || Cauterization, No Recoil, Snapshot, Two-Handed
 
| X-C5 'Höllenfeuer' Sniper Laser Rifle  || 60/120/240 || 2d10 || 4 || 1 || 20 || d6 || 20 || -2 || Cauterization, No Recoil, Snapshot, Two-Handed
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'''1½ handed''': can be used one or two handed. When fired 1 handed suffer a -1 to ''Shooting'' unless you have +1 step over the Min Str required.</br>
 
'''1½ handed''': can be used one or two handed. When fired 1 handed suffer a -1 to ''Shooting'' unless you have +1 step over the Min Str required.</br>
 
'''Two-Handed''': requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 ''Shooting''.</br>
 
'''Two-Handed''': requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 ''Shooting''.</br>
'''Cone''': base range 0 and hits everyone in a Cone template for attacking all targets in area.</br>
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'''Blast''': base range 0 and a blast template for attacking all targets in area.</br>
 
'''Varies''': these weapons deal damage and have the AP of the mini-grenade or mortor round that they are firing.</br>
 
'''Varies''': these weapons deal damage and have the AP of the mini-grenade or mortor round that they are firing.</br>
 
'''SBT''': Small Burst Template. </br>
 
'''SBT''': Small Burst Template. </br>
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'''Mines''': Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 1,000 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a MBT. Both require a ''Repair'' check to set. Finding a mine requires a ''Notice'' check –4, and removing it is saftely a ''Repair'' check at –2. Wt. 15lbs and Wealth -2 each for anti-vehicle or 5lb for anti-personal, Wealth -1 each. </br>
 
'''Mines''': Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 1,000 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a MBT. Both require a ''Repair'' check to set. Finding a mine requires a ''Notice'' check –4, and removing it is saftely a ''Repair'' check at –2. Wt. 15lbs and Wealth -2 each for anti-vehicle or 5lb for anti-personal, Wealth -1 each. </br>
  
===Standard Gear Carried by UTRPF Ground Troopers===
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===Standard Gear===
 
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
These items tend to be carried by most if not all of the troopers in standard missions. Included here are only what infantry troopers might encounter. Other high tech equipment from the SFC (or even the Star Law link) might able around on a case-by-case bases. Ask the GM if your character is thinking on buying something from there or outside the scope of the game </br>
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These items tend to be carried by most if not all of the troopers in standard missions.</br>
'''Mark3 Medium Combat Armor''': As Medium Combat Armor, this is standard issue infranty trooper combat armor worn by most troops in the field. Enhancements include a helmets plastishield visor includes a anti-flare/reflective shield that grants +2 to resisting sudden flashes and eliminates the normal -1 to ''Notice'' for sight of standard medium armor visors. When deployed the vision can provides IR targeting system. Also includes Intergraded Battle-Tac Stealth Camo Pattern Mark I that ads +1 to ''Stealth'' (from computer generated camo pattern display system) and Grip Boots that add +1 to ''Athletics'' when climbing or moving over difficult terrian. Weight 16lbs</br>
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'''Mark3 Medium Combat Armor''': As Medium Combat Armor, this is standard issue infranty trooper combat armor worn by most troops in the field. Enhancements include a helmets plastishield visor includes a anti-flare/reflective shield that grants +2 to resistain sudden flashes and elimated the normal -1 to ''Notice'' for sight of standard medium armor visors. When deployed the vision can provides IR targeting system. Also includes Grip Boots that add +1 to ''Athletics'' when climbing or moving over difficult terrian. Weight 16lbs</br>
'''Mark5 Light Combat Armor''': As Light Combat Armor, assigned to scouts and other troopers that don't want the extra weight of a medium combat armor (or need to carry other specialized gear). Enhancements include a helmets plastishield visor includes a anti-flare/reflective shield that grants +2 to resisting sudden flashes and eliminates the normal -1 to ''Notice'' for sight of standard medium armor visors. When deployed the vision can provides IR targeting system. Also includes Intergraded Battle-Tac Stealth Camo-Com Pattern Mark I that ads +1 to ''Stealth'' (from computer generated camo pattern display system or Mark II for the Scout Troopers that adds +2 instead) and Grip Boots that add +1 to ''Athletics'' when climbing or moving over difficult terrian. Weight 8lbs)</br>
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'''Mark5 Light Combat Armor''': As Light Combat Armor, assigned to scouts and other troopers that don't want the extra weight of a medium combat armor (or need to carry other specialized gear). Enhancements include a helmets plastishield visor includes a anti-flare/reflective shield that grants +2 to resistain sudden flashes and elimated the normal -1 to ''Notice'' for sight of standard medium armor visors. When deployed the vision can provides IR targeting system. Also includes Grip Boots that add +1 to ''Athletics'' when climbing or moving over difficult terrian. Weight 8lbs)</br>
'''Combat Helmet Array''': the standard helmet array worn by UTRPF Marines includes the Tactical Helm Communicator and a Camera Rig which allows the soldiers to communicate with each other and command staff along transmit viedo back to their location within about 5 miles, in optimal conditions. Also includes a FTI Tag (''Friendly Target Identify'') which is a adhesive chip allows for the targeting systems and Motion tracks to be identify friends from foe. In game terms ''Firing into Melee'' with this tag and the ABTS system will not hit a ally even with a Critical Fumble. Weight is negligible, Wealth -1</br>
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'''Combat Helmet Array''': the standard helmet array worn by UTRPF Marines includes the Tactical Helm Communicator and a Camera Rig which allows the soldiers to communicate with each other and command staff along transmit viedo back to their location within about 5 miles, in optinal conditions. Also includes a FTI Tag (''Friendly Target Identify'') which is a advesive chip allows for the targeting systems and Motion tracks to be indentify friends from foe. In game terms ''Firing into Melee'' with this tag and the ABTS system will not hit a ally even with a Critical Fumble. Weight is neglegable, Wealth -1</br>
'''Shoulder Tac Lamp''': This robust shoulder mounted lamp can project a beam out to 40" (80 yds) that cancels Pitch Black illumination within its beam. Weight 1lb, , Wealth +1</br>
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'''Shoulder Tac Lamp''': This robust shoulder mounted lamp can project a beam out to 40" (80 yds) that cancels Piitch Black illumination within its beam. Weight 1lb, , Wealth +1</br>
'''ABTS''' (Asset-Based Targeting System): this weapon scope system allowing for the computer system to identify possible friendly targets and civilians so as not to fire on them directly. In game terms this ''Firing Into Melee'' will only hit a by standard on a 1 on the ''Shooting'' dice if using Autofire or a Critical Fumble with ROF 1. Weight is negligible, Wealth +0</br>
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'''ABTS''' (Asset-Based Targeting System): this weapon scope system allowing for the computer system to indentify possible friendly targets and civilians so as not to fire on them directly. In game terms this ''Firing Into Melee'' will only hit a bystandard on a 1 on the ''Shooting'' dice if using Autofire or a Critical Fumble with ROF 1. Weight is neglegable, Wealth +0</br>
'''CTS''' (Computer Targeting System) and the '''Smart System''' (as on the M-8L Gatline Smartgun): This computer targeting scope grant that weilder a +1 to ''Shooting'' and can eliminates up to 2 points of penalties due to range, cover and called shots. These bonuses stack with any other equipment enhancement and Edges. Wt. 1lb, Wealth -1</br>
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'''CTS''' (Computer Targeting System) and the '''Smart System''' (as on the M-8L Gatline Smartgun): This comptuer targeting scope grant that weilder a +1 to ''Shooting'' and can elimate up to 2 points of penalties due to range, cover and called shots. These bonuses stack with any other equipment enhancement and Edges. Wt. 1lb, Wealth -1</br>
 
'''Load Bearing Web Gear''': this web gear is attached to all UTRPF soldiers armor and allows you to carry up to 8 light item (no more then 2-3lbs) such as a Grenade, an standard ammo Clip (but not a ammo drum or powercell) a knife or 3 mini-grenades in each webbing slot. It is a free action to ready a item from this rig. This webbing adds no extra weight It is part of ones armor weight, Wealth +2</br>
 
'''Load Bearing Web Gear''': this web gear is attached to all UTRPF soldiers armor and allows you to carry up to 8 light item (no more then 2-3lbs) such as a Grenade, an standard ammo Clip (but not a ammo drum or powercell) a knife or 3 mini-grenades in each webbing slot. It is a free action to ready a item from this rig. This webbing adds no extra weight It is part of ones armor weight, Wealth +2</br>
 
'''Combat Belt''': part of ones armor, this belt can carry ammo clips and drums, pistol, etc. up to 12lbs. total (2-12 small objects, no more the 6lbs each). Takes an action to Ready a item from the belt. It adds no extra weight, Wealth +2</br>
 
'''Combat Belt''': part of ones armor, this belt can carry ammo clips and drums, pistol, etc. up to 12lbs. total (2-12 small objects, no more the 6lbs each). Takes an action to Ready a item from the belt. It adds no extra weight, Wealth +2</br>
 
'''Rucksack''': A military backpack or belt pack that is reistant to tears, heat and cold, and that holds up to 20lbs of gear. It takes an extra Action to ready a weapon from it. Weight 1lbs empty, Wealth +2 </br>
 
'''Rucksack''': A military backpack or belt pack that is reistant to tears, heat and cold, and that holds up to 20lbs of gear. It takes an extra Action to ready a weapon from it. Weight 1lbs empty, Wealth +2 </br>
'''Long Range Com Rig''': Shoulder mounted rig (think football shoulder pad) with satellite uplink unit, that can route squads radio and vidcam transmits back to command. Range with satellites can be routed planetary wide, otherwise transmit range is around 100 miles. Wt. 5lbs, Wealth -1</br>
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'''Long Range Com Rig''': Shoulder mounted rig (think football shoulder pad) with satellite uplink unit, that can route squads radio and vidcam transmits back to command. Range with satellites can be routed planetary wide, otherwise tranmit range is around 100 miles. Wt. 5lbs, Wealth -1</br>
 
'''Mini-Electronics Repair Kit''': required for electrical systems, computers, etc. Electronic and Repair checks. Can also be used for electrical Hacking and Thievery of locks and security systems. Wt. 5lbs, Wealth +0 </br>
 
'''Mini-Electronics Repair Kit''': required for electrical systems, computers, etc. Electronic and Repair checks. Can also be used for electrical Hacking and Thievery of locks and security systems. Wt. 5lbs, Wealth +0 </br>
 
'''Weapon Harness Gimble''': body harness and built in stablizer motor that is attached to a heavy weapon (like the 'Howler'). Negates penalties for recoil (like the Rock-An-Roll Edge). It also allowes an additional +1 to ''Shooting'' when aiming with stablizer. Cannot move to ignore recoil penalties. If the weilder does have the Rock-An-Roll Edge, whent moving the recoil penalty is reduce to -1 each attack. Wt. 10lb, Wealth -1</br>
 
'''Weapon Harness Gimble''': body harness and built in stablizer motor that is attached to a heavy weapon (like the 'Howler'). Negates penalties for recoil (like the Rock-An-Roll Edge). It also allowes an additional +1 to ''Shooting'' when aiming with stablizer. Cannot move to ignore recoil penalties. If the weilder does have the Rock-An-Roll Edge, whent moving the recoil penalty is reduce to -1 each attack. Wt. 10lb, Wealth -1</br>
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:'''Slaught''': Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose requires an Action to inject into a subect, and adds Alertness and Quick Edges for 1d5 hours. At the end suffer a level of Fatigue (which last 1d5 hours). Wt. nil, Wealth -1 per dose.
 
:'''Slaught''': Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose requires an Action to inject into a subect, and adds Alertness and Quick Edges for 1d5 hours. At the end suffer a level of Fatigue (which last 1d5 hours). Wt. nil, Wealth -1 per dose.
  
===Standard Combat Load via MOS===
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===Standard Combat Load per MOS===
 
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
The following are basic standard load carried by each MOS on a standard mission. There also also z-g Mission load and Vaccum/Hostile Enviro load replacement of most gear in these situations. As Synner Clone Soliders have a minimum Strength of a d8 and the Brawny Edge they carrying load of most is 80lbs. </br>
 
The following are basic standard load carried by each MOS on a standard mission. There also also z-g Mission load and Vaccum/Hostile Enviro load replacement of most gear in these situations. As Synner Clone Soliders have a minimum Strength of a d8 and the Brawny Edge they carrying load of most is 80lbs. </br>
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:Total Weight load: 80 lbs
 
:Total Weight load: 80 lbs
  
:'''Heavy Weapons Specialist''': Mark3 Medium Combat Armor (16lbs) with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), M-8L Gatline Smartgun (26lbs) or the Remi-Gen 'Smasher' Anti-Matheral Gun (25lbs) with a ABTS Scope (1lb) attached to a Weapon Harness Gimble (10lbs) and carrying three additional fully load 200 round drums of standard APHE rounds for the M-8 (6lbs each/18lbs) or four additional 10 round Anti-Material Rounds Clipb 5 each/20lbs), 4 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/8lbs), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
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:'''Heavy Weapons Specialist''': Mark3 Medium Combat Armor (16lbs) with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), M-8L Gatline Smartgun (26lbs) with a ABTS Scope (1lb) attached to a Weapon Harness Gimble (10lbs) and carrying three additional fully load 200 round drums of standard APHE rounds for the M-8 (6lbs each/18lbs), 4 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/8lbs), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
:Total Weight load: 97 or 98 lbs (any Anti-Material Rifle)
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:Total Weight load: 97 lbs
  
 
:'''Medic Specialist''': Mark3 Medium Combat Armor (16lbs) with with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and aShoulder Tac Lamp (1lb), M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) two additon fully loaded 100 round standard APHE rounds foe the M-25a (3lbs each/6lbs) with a CTS and ABTS Scope (1lb) and six addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/6lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), Advanced Field Medical Kit (12lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
 
:'''Medic Specialist''': Mark3 Medium Combat Armor (16lbs) with with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and aShoulder Tac Lamp (1lb), M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) two additon fully loaded 100 round standard APHE rounds foe the M-25a (3lbs each/6lbs) with a CTS and ABTS Scope (1lb) and six addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/6lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), Advanced Field Medical Kit (12lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
Line 520: Line 518:
 
:Total Weight load: 78 lbs
 
:Total Weight load: 78 lbs
  
:'''Scout/Sniper Specialist''': Mark5 Light Combat Armor (8lbs) with upgraded Intergraded Battle-Tac Stealth Camo Pattern Mark II system and Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Tac Lamp (1lb), Fusia F3m Pulse SMG with intergal underbarrel M3a one-shot Grenade Launcher (10lbs) with a CTS and ABTS Scope (1lb) and one additon fully loaded 80 round standard APHE rounds for the F3m (2lbs) and three addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/3lbs), X-C5 'Höllenfeuer' Sniper Laser Rifle (20lbs) with one additonal Power Cell replacement (5lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), Camo Cloak (3lbs), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
+
:'''Scout/Sniper Specialist''': Mark5 Light Combat Armor (8lbs) with with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Tac Lamp (1lb), Fusia F3m Pulse SMG with intergal underbarrel M3a one-shot Grenade Launcher (10lbs) with a CTS and ABTS Scope (1lb) and one additon fully loaded 80 round standard APHE rounds for the F3m (2lbs) and three addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/3lbs), X-C5 'Höllenfeuer' Sniper Laser Rifle (20lbs) with one additonal Power Cell replacement (5lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), Camo Cloak (3lbs), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
 
:Total Weight load: 78 lbs
 
:Total Weight load: 78 lbs
  
Line 708: Line 706:
 
Conglomerated Amalgamated ("ConAm") Mining Industrial
 
Conglomerated Amalgamated ("ConAm") Mining Industrial
  
Interstellar Genetic Technologies
+
Intersteller Genetic Technologies
  
Cobalt Computer Systems
+
Cobalt Compture Systems
  
 
Biomedical Initiative
 
Biomedical Initiative
  
 
Maxwell Pharmaceuticals Inc.
 
Maxwell Pharmaceuticals Inc.
 
Velara Corp
 
 
Talyon Cartel Group
 
 
Mercer-Glass Mining Consortium
 
  
 
===Dangers===
 
===Dangers===

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