Special Character Creation Guidelines (Minion War)

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High Command
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Special Character Creation Guidelines (Minion War)

Post by High Command »

Image Image
Naming Convention: Please use either First Name Last Name or simply Last Name for your character. You have not earned a nickname or callsign, and your childhood ones are likely not relevant. You are fresh from training, even the few NCOs.

This process creates a human, dog-boy, or psi-stalker soldier or sailor working for the Coalition Military.

Use these templates instead of the ones more commonly associated with the site:
CS Army: https://docs.google.com/document/d/1iHp ... sp=sharing
CS Army Air Corps: https://docs.google.com/document/d/15x6 ... sp=sharing
CS Army Dominator (Mind Melter): https://docs.google.com/document/d/1pXp ... sp=sharing
CS Army Pyrokinetic (Burster): https://docs.google.com/document/d/1TPk ... sp=sharing
CS Army Electrokinetic (Zapper):
CS Killhound (Dogboy Crazy):
CS Killcat (Mutant Cat Crazy):

1. Roll on the Heroes' Journey tables: When choosing Heroe's journey tables, take into account the following details. Characters created for this setting should be MARS characters or the occasional Burster, Mind Melter or Killhound/Killcat (Mutant animal Crazy). No other Iconic Frameworks fits as well. Gear is handled simply. Aside from any specific gear that a Iconic Framework needs or items gained from Hero’s Journey results, all characters will get the same gear, listed below in Standard Equipment. Check out the C.S. Armory for any stats not given here.[/list]

2. Apply Racial Traits:
Humans: You gain one edge for being human. You should choose it now, or at least be thinking of it and choose it before step 6.
Psi-Hounds: You gain all the traits of a Psi-Hound. Replace the Wanted Hindrance with an equal Vow Hindrance to the Coalition States.
Psi-Stalker: You gain all the traits of a Psi-Stalker

3. Attributes: Your five attributes start at d4. You have five points to advance them as much as you desire.

4. Skills: You will gain the following skills as a result of your background, basic, and some advanced training.
  • Infantry Soldier (Army)
    Driving or Piloting +1 SP, Fighting +1 SP, Intimidation +1 SP, Knowledge (Electronics) +1 SP, Notice +1 SP, Shooting +1 SP, Survival +1 SP, Throwing +1 SP

    Then spend the other 7 skill points as desired.
Complete Skill List:
  • Boating (Ag)
    Climbing (St)
    Empathy (Sp)
    Driving (Ag)
    Fighting (Ag)
    Gambling (Sm)
    Healing (Sm)
    Intimidation (Sp)
    Investigation (Sm)
    K/Arcana (Sm)
    K/Computers (Sm)
    K/Cybernetics (Sm)
    K/Demolitions (Sm)
    K/Electronics (Sm) (used for sensors and such)
    K/Engineering (Sm)
    K/History (Sm)
    K/Law (Sm)
    K/Medicine (Sm)
    K/Politics (Sm)
    K/Science (Sm)
    Lockpicking (Ag)
    Mysticism (Sp)
    Notice (Sm)
    Persuasion (Sp)
    Psionics (Sm)
    Repair (Sm)
    Riding (Ag)
    Shooting (Ag)
    Spellcasting (Sm)
    Stealth (Ag)
    Streetwise (Sm)
    Survival (Sm)
    Swimming (St)
    Taunt (Sp)
    Throwing (Ag)
    Tracking (Sm)
5. MOS/IF Package:
1. If you are playing a MARS character, choose one of the MOS packages listed below to add to your character. Please note that these skills are listed as skill points added. If this would take a skill over the linked attribute, simply follow the normal rules in this regard (it takes 2 points to raise a skill over its linked attributes). Then advance your character as normal for MARS. You start at Seasoned 2 (25 XP).
2. If you are choosing a full Iconic Framework (Mind Melter, Burster, etc) instead, gain its abilities. You start at Novice 2 (5 XP)

6. Finalize Edge and Hindrance Choices: Additional Edge and Hindrance Options are located here.

7. Get Gear: After applying modifications to gear from the MOS, and Heroes' Journey rolls, it is time to gather your basic gear. The following are the basic gear packages for all soldiers. No matter the MOS of the soldier involved, all soldiers in the 17th Special Operations Group fill one of several billets - Infantryman, Power Armor Pilot, Vehicle Crew, Light Infantry.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Revised MOS options

Post by High Command »

MOS Options Infantryman M.O.S.: This is your typical grunt soldier: Tough, ready for any action, and skilled in a wide variety of death, these soldiers are the basis of the army.
  • Begin with Fighting +1 skill points, Knowledge (Battle) +1 skill point, and Shooting +3 skill points.
  • Begin with two combat edges of choice, ignoring rank requirements.
Close Quarters Battle Specialist M.O.S.: Trained in close combat, these specialists are the bunker clearers, the first into insurgent houses, and generally considered second only to Commandos in terms of being bad-ass. They also have one of the higher fatality rates, because of this. Still, combat junkies and heroes alike clamor for the chance to become part of their ranks.
  • Begin with Fighting +3 skill points, Notice +1 SP, Shooting +1 skill points, and Throwing +1 skill point.
  • Begin with two combat edges of choice, ignoring rank requirements.
Communication Specialist M.O.S.: There are not enough Communications Engineers in the army to cover the basic needs of coordinating and an army the size of the Coaliton’s. These highly, though narrowly, trained grunts are the heart of the coordinating chain that holds the CS together. They are often deployed with vehicle crews as sensor operators par excellence. Commando and Search and Destroy teams often include one of these highly trained specialists.
  • K/Computers + 2 SP, K/Electronics +2 SP, and Repair +1 SP.
  • Begin with the Scholar and Technically Inclined edges.
    • Technically Inclined
      Requirements: Novice, Smarts d6+, Agility d6+
      Modern warfare relies on technology. The side that can get the most out of their equipment may have a decisive advantage in battle. You intend to see to it that the winning side is your side. Your character is good with mechanical and electronic devices, and can more easily figure out how to use and repair them. He gets a +2 bonus to Knowledge or Repair rolls required to use, design, troubleshoot, or repair such devices.
CS Ranger Corp: Forward Observer M.O.S.: Part of the Ranger Corps, forward observers help artillery and air strikes to be more precise. They also prevent aircraft from dropping ordinance on friendly forces.
  • Add one die type to Vigor.
  • Begin with K/Electronics +2 skill points, Notice +2 skill points, and Stealth +1 skill points.
  • Begin with the Spotter and Woodsman Edges.
  • Also begins with a hand held Nightvision Targeting Scope that can link to a radio to transmit targeting information (K/Electronics to use)
    • Spotter
      Requirements: Novice, Smarts d8+
      This hero has a special knack for calling in supporting fire, and can make all the difference in the world when trying to break an enemy assault. A character with this edge can shift the target point of artillery up to 20” per round without delay (instead of the usual 10”). In addition, the deviation for any air strikes this character calls in are halved (rounding down).
CS Ranger Corp: Scout/Recon M.O.S.: Part of the ranger corps, these scout specialize in observing and predicting enemy troop movements in both wilderness, ruins, and even urban settings.
  • Begin with Stealth +2 skill points, Notice +1 skill points, Survival +1 skill point, and Streetwise +1 skill point.
  • Begin with the Woodsman and Eye for Terrain Edges.
    • Eye for Terrain
      Requirements: Novice, Notice d6+
      If you have a good eye for terrain you can quickly fi gure the best places to set an ambush, or the best routes to take that will avoid likely ambush locations. Your character has a talent for picking good defensive terrain as well. This Edge gives your character a +2 on Notice rolls to spot an ambush (but not minefields). When setting an ambush, you and all the soldiers under your command have a +2 on their Stealth rolls to remain hidden.
CS Ranger Corp: Target Acquisition Group M.O.S.: Part of the Ranger Corps, TAG operatives are often sent alone, or in small groups. These deadly, yet silent men and women are the stuff of legends among the Coalition’s enemies. “Silent Souls leave Laser Holes” is their unofficial motto, and CS propaganda movies and games have made the often boring jobs of these unsung heroes seem like a vibrant choice for many grunts coming into training. Their long and brutal training weeds out those unsuited to the work.
  • You gain +2 to Shooting, +2 Stealth, and +1 Survival
  • You gain Sniper and Trademark Weapon for your choice of weapons (choose one from: CV-212, C-11 (basically a JA-11), C-10, C-12).
  • You always have an integrated nightivision scope on your rifle and a collapsable bipod as well.
    • Sniper
      Requirements: Seasoned, Smarts d6+, Shooting d8+
      You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.
CS Armored Corp: Armor Crew M.O.S.: It is not the illustrious Pilot’s Corps that pilot the tanks of the Infantry and Armor divisions, but simple grunts trained to maneuver these iron goliaths into battle in the intricate dance required of them by command. They can also act as gunners, and many of them start out in turrets on CS APC, Tanks and Robots. They are trained to be able to do basic maintenance on their charges, as well as simple battlefield repairs and modifications.
  • Begin with Driving +2 skill points, Knowledge (Electronics) +1 skill points, Shooting +1 skill point, and Repair +1 skill point.
  • Begin with the Ace and Steady Hands Edges.
CS Armored Corp: CS Aerial Support Power Armor Pilot M.O.S.: The face of the Coalition, it is the SAMAS and its variants that cause a cheer to erupt among infantry when they zoom in for Close Air Support. SAMAS are usually attached at either platoon or company level
  • Begin with Piloting +2 skill points, Knowledge (Electronics) +2 skill points, and Notice +1 skill points.
  • Begin with the Power Armor Jock Edge and the Ace Edge.
CS Armored Corp: CS Ground Support Power Armor Pilot M.O.S.: While the SAMAS is the face of the Coalition, it is armor like the TIMAS, the Mauler, and later the Terror Trooper that infantry see more often. Pilots of this caliber are used to augment infantry platoons with the enhanced firepower power armor can bring to the table.
  • Begin with Piloting +2 skill points, Knowledge (Electronics) +1 skill points, and Notice +2 skill points.
  • Begin with the Power Armor Jock Edge and the Rock and Roll Edge.
CS Armored Corp: CS Skycycle Pilot M.O.S.: These high speed pilots manuever down tight streets of the ruins of Old Chicago, as well as the waterways and woods of the wilds surrounding CS territory.
  • Begin with Piloting +2 skill points, Knowledge (Electronics) +2 skill points, and Notice +1 skill points.
  • Begin with the Alertness Edge and the Ace Edge.
CS Technical Corp: Trauma Specialist M.O.S.: This is your basic military paramedic.
  • Add one die type to Smarts.
  • Begin with Healing +2 skill points, Knowledge (Cybernetics) +1 skill points, and Knowledge (Medicine) +2 skill points.
  • Begin with the Medic Edge.
    • Medic
      Requirements: Novice, Healing d6+
      A character with this Edge can get wounded soldiers up and fighting again in seconds. If the medic can get to a wounded non-Wild Card by the end of the round in which he was wounded, he can make an immediate Healing roll at –2. If the roll is successful, the victim is merely Shaken instead of wounded.
CS Technical Corp: Armor and Weapons Engineer M.O.S.: Coalition weapons can be maintained quite easily by their users, especially specially trained munitions technicians. But if there is modification, repair, or any major design work to be done, it is the Armor and Weapons Engineer who will do it.
  • Begin with Driving +1 skill point, Knowledge (Engineering) +2 skill points, Repair +1 skill points, and Piloting +1 skill point.
  • Begin with the McGuyver and Technically Inclined Edges.
    • Technically Inclined
      Requirements: Novice, Smarts d6+, Agility d6+
      Modern warfare relies on technology. The side that can get the most out of their equipment may have a decisive advantage in battle. You intend to see to it that the winning side is your side. Your character is good with mechanical and electronic devices, and can more easily figure out how to use and repair them. He gets a +2 bonus to Knowledge or Repair rolls required to use, design, troubleshoot, or repair such devices.
CS Technical Corp: Combat Engineer M.O.S.: Whether it’s building bases, repairing bridges, clearing mines, or fighting fires, Combat Engineers are the multi-purpose knives of the Technical Corps. While other engineers are need for long term viability, a combat engineering brigade can start the work quite efficiently.
  • Begin with K/Demolitions +2 skill points, K/Engineering +2 skill points, and Notice +1 skill point
  • Begin with the Demo Expert and Nerves of Steel edges.
    • Demo Expert
      Requirements: Novice, Agility d6+, Knowledge (Demolitions) d6+, Spirit d6+
      This character is intimately familiar with all sorts of explosives, detonators, and booby-traps. This soldier gets a +2 to all rolls made to set, disarm, or improvise explosives and booby-traps (but not to Notice them). This can cover a range of abilities and skills determined by your Game Master (for example ordnance disposal, bomb making, or structural demolition).
CS Technical Corp: Robot Specialist M.O.S.: The C.S.'s use of Skelebots is not new or unique, but the idea of putting a single wrangler in charge of several of them and having them work as a cohesive unit is. Through a unique implant and special training, the character can quickly and effectively control skelebots in the field.
  • Begin with Knowledge (Electronics) +2 skill points, Shooting +1 skill points, and Repair +2 skill points.
  • Begin with the Command Edge.
  • Begin with Skelebot Interface Implant, Core Electronics Package, Audio Package, and 1 Strain in implants of choice.
    • Skelebot Interface Implant (1): This piece of cybernetics connects to a built-in cyber radio that translates voice commands into coded transmissions to the Skelebot. This allows the Robot Specialist to order any Skelebots under his command without the need for specialized external equipment. Range is limited to 150". This piece of cybernetic equipment is Top Secret, only made by the Coalition and is available only by assignment. (Strain 1; Not for sale)
CS Command Specialist: Whether Army or Navy, these are the command specialists who bring order and planning to the modern battlefield. Trained in the most advanced war colleges available to the Coalition, these warriors are the sons and daughters of the elite of Coalition society.
  • Begin with intimidation +1 skill point, Knowledge (Battle) +2 skill points, Notice +1 skill point, and Persuasion +1 skill points..
  • Begin with the Command and Rank (NCO) edges. This means the character starts at a slightly higher rank.
CS Psychic Soldiers M.O.S.: Whether they are human dominators, psi-nullifiers, or bursters, CS psychics undergo intense training which integrates them into the military and focuses their potential. The type of psychic is determined mostly by power choice.
  • Gain the edge Arcane Background: Psionics (Same power list as Mind Melter) and three powers.
  • Gain the edge Major Psionic
  • Begin with Psionics at d8, Shooting +1 skill point, and Notice +1 skill points.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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General Equipment and Accessory Restraint Load Bearing Harness System (GEAR LBH)

Post by High Command »

General Equipment and Accessory Restraint Load Bearing Harness System (GEAR LBH)

The General Equipment and Accessory Restraint Load Bearing Harness System (GEAR LBH) consists are hard and soft-sided storage pouches for equipment and ammunition that a soldier needs readily at hand. These pouches come in a variety of sizes, and range in use from magazine pouches to first aid kits to drop-leg systems for holsters and drop pouches. Dropleg systems are suspended from the belt by a quick-release strap and strapped to the wearer's thigh. Pouches and holsters are either hard vaccuum sealed pouches sealed with a magnetic twist lock system or soft-sided, weather-resistant and sealed by either magnetic seal or hook and loop (velcro) systems. These modular pouches come in tactical black, desert, arctic, urban and forest digital camo, as well as colors to match each division's colors.

Modular utility belts come in a variety of materials and colors and are generally sturdy affairs easily able to stand up to normal wear and tear. Almost all utility belts can also include drop-leg attachments which add extra storage on the thighs. They attach under existing pouch slots and do not take up extra space on the utility belt. The use of drop-leg storage, or any bulky (large) pouch will inhibit the use of power armor. Sidearms for most power armor pilots are usually worn on the chest inside the armor, or outside the power armor itself.

Game Note - What will fit?: It may not come as obvious how much space a specific object takes up. As a rule of thumb (with a great deal of common sense applied), 1 kg = 1 liter of space. 1 gram = 1 ml of space. Some simple math will tell you how much will fit in the average pouch. For example, a deck of cards is 94 grams (round it to 100 for ease if you like). You can easily fit five of these into one of the small all-purpose storage pouches listed below. Many online conversion generators will automatically convert measurements from english measurements (pounds, ounces) into metric measurements (grams, kilograms), so feel free to use them when dealing with items without a direct metric measurement listed. Obviously odd shaped items throw this theory to the trash heap, but for the average item, this covers most needs quite well.

Common pouches include:
  • Small Sized Attachments - these take up one slot on a modular utility belt or harness.
    • Small All-Purpose Storage Pouch: Hard sided pouch that carries 31 cubic inches (.5 liter) of miscellaneous gear. Standard attachment for a utility belt.
      Items that fit in a Small All-Purpose Storage Pouch include the following
      • 4-6 inch crucifix or cross 2/2
      • Robot Antiseptic Unit
      • Robot Medical Kit
      • Pair of Handcuffs
      • Laser Distancer
      • Portable Language Translator
      • Pocket Digital Disc Audio and Video Player
      • Pocket Digital Disc Audio Player/Recorder
      • Compact Digital Camera or Camcorder
      • Meal Replacement Bars 2/2
      • Tube of Healing Salve 4/4
      • Multitool
      • Laser scalpel with energy [ack
      • small roll of ducttape
      • 6 feet of cutting charge
      • 20 sets of zip tie plastic flex-cuffs
      • pair of compact conventional binoculars
      • laser pen tool
      • pocket notebook 2/2 and pens/pencils/markers 4/4
      • Shogtun shells or Pump Pistol/Rifle shells 3/3
      • Anything about 31 cubic inches or .5 l in size.
      Small Rifle/SMG Magazine Pouch: Holds one rifle or sub-machinegun magazine, comes in a variety of models custom made for ballistic and energy rifle magazine (aka long E-Clips) sizes. This is the size of a small all-purpose storage pouch and can be placed on the standard utility belt.

      Small Sidearm Magazine Pouch: Holds two sidearm magazines or two revolver speed loaders, comes in a variety of models custom made for ballistic and energy rifle magazine (aka short E-Clips) sizes. This is the size of a small all-purpose storage pouch and can be placed on the standard utility belt.

      Shotgun Round Pouch: Carries 10 rounds of .12 gauge shotgun ammunition, clipped in for ease of removal. This is the size of a small all-purpose storage pouch.

      First Aid Pouch: Contains several rolls of gauze, four pressure bandages, antiseptic cream, protein healing gel, multi-tool (with scissors and razor knife), several rolls of medical tape, mechanical tourniquet and air-passage stabilizer. This is the size of a small all-purpose storage pouch.

      Radio Pouch: Holds one standard handheld military radio. This is the size of a small all-purpose storage pouch.

      Melee Weapon or Tool Sheath/Hanger (Small): Custom fit to carry one specific style of melee weapon. This is the size of a small pouch, and can be attached to the back of the utility belt, put in place of one of the side pouches, in a drop leg sheath, or attached to the boot. Weapons or tools such as lineman's pliers, multi-tools, a military issue combat knives, bayonets, retractable asps, or knuckle dusters fit in small sheaths/pouches like these. Weapons like tomahawks or throwing hammers also use small hangers. A standard carpenter's claw hammer would also use this size of hanger. There is also a drop-leg style sheath for the smaller items as well. Using a drop leg system will inhibit use of power armor.

      Drop Leg Accessory: The right and leftmost accessory slots on a utility belt or the lower most (on each side) of the full tactical harness may be used to secure a drop leg accessory.

      Grenade Pouch Type 1: This pouch holds two hand grenades packed in foam with a built in plastic cradle for ease of removal. This is the size of a small all-purpose storage pouch.

      Flask/Canteen Pouch, small: Holds one .5-liter canteen or flask securely.
    Medium Sized Attachments - these take up two slots on a modular utility belt or harness.
    • Medium All-Purpose Storage Pouch: Hard sided pouch that carries 62 cubic inches (1 liter) of miscellaneous gear. Standard attachment for Light Tactical Pack's bottom left and right attachments. This can be attached to the standard utility belt, but doing so will inhibit the use of power armor or a drop leg pouch. For reference, the IRMSS will fit in this size pouch, as will a hand held computer or book.
      Items that fit into a Medium All-Purpose Storage Pouch include the following
      • Twice the amount of items that fit into a .5 liter capacity pouch
      • Hand Held Computer
      • 5 meter coil of rope suitable for climbing
      • Pair of Infrared Distancing Binoculars
      • Field Medical First Aid Kit
      • Meal Ready to Eat 1/1
      • Type 1 Fusion Blocks
      • Anything about 62 cubic inches or 1 liter in size
      Medium Rifle/SMG Magazine Pouch: Holds two rifle or sub-machinegun magazines, comes in a variety of models custom made for ballistic and energy rifle magazine (aka long E-Clips) sizes. An expandable draw string drop pouch holds an empty magazine after it has been removed from the long arm. It is not recommended for storing full mags, but rather for battlefield recovery of spent magazines. This is the size of a medium all-purpose storage pouch and can be placed on the standard utility belt.

      Medium Sidearm Magazine Pouch: Holds four sidearm magazines or four revolver speed loaders, comes in a variety of models custom made for ballistic and energy rifle magazine (aka short E-Clips) sizes. This is the size of a medium all-purpose storage pouch and can be placed on the standard utility belt.

      Grenade Pouch Type 2: This pouch holds four hand grenades packed in foam with a built in plastic cradle for ease of removal. This is the size of a medium all-purpose storage pouch.

      Melee Weapon Sheath/Hanger (Medium): Custom fit to carry one specific style of melee weapon. This is the size of a medium pouch, and can be attached to the utility belt, or in a drop leg accessory. Weapons such as the vibrosabre, neuromace, or the entry tool will hang below the actual belt on a drop-belt style hanger. Note that any medium sheath or hanger will inhibit the use of power armor.

      Sidearm Holster, Waist: Strapped to the hip and attached to the belt via a drop-leg system, each holster is tailored to fit a specific sidearm and takes up two slots on a modular utility belt. Using any drop-leg option will inhibit the use of power armor.

      Sidearm Holster, Chest: Strapped to the chest and attached to a harness or vest, each holster is tailored to fit a specific sidearm and takes up two slots on a modular harness or vest. This is the holster of choice for power armor and aircraft pilots.

      Canteen Pouch, Medium: Holds one 1-liter (one quart) canteen securely.
    Large Sized Attachments - these take up four slots on a modular utility belt or harness.
    • Large All-Purpose Storage Pouch: Hard sided pouch that carries 125 cubic inches (2 liters) of miscellaneous gear. Standard attachment for Light Tactical Pack's bottom left and right attachments. This can be attached to the standard utility belt, but doing so will inhibit the use of power armor or a drop leg pouch. For reference, a gas mask will fit in this size pouch, as will a tool kit.
      Items that fit into a Large All-Purpose Storage Pouch include
      • Four times the amount of items that fit into a .5 liter capacity pouch or twice the amount of items that fit into a 1 liter capacity pouch
      • Trauma Kit
      • Gas Mask and up to 4 replacement filters
      • 10 meters of rope suitable for climbing
      • one pair of multi-optic distancing binoculars
      • Short canvas bedroll (not usually attached to utility belts, usually attached to backpacks on the side)
      • Type 2 or Type 3 Fusion Blocks (due to weight more than size)
      • Anything up to 124 cubic inches or 2 liters in size.
      Melee Weapon Sheath/Hanger (Large): Custom fit to carry one specific style of melee weapon. This is the size of a large pouch, and can be attached to the the utility belt, or in a drop leg accessory. Weapons such as the vibrosword, vibro-axe, or the other such large weapons will hang below the actual belt on a drop-belt style hanger. Note that any large sheath or hanger will inhibit the use of power armor.

      Oversized Magazine Pouch: Holds one heavy weapon magazine, comes in a variety of models custom made for ballistic and energy weapons. This size pouch will hold the CS's Canister E-Clip, as well as the oversized clips for the Coalition's particle beam rifle. Grenade Launcher quick loaders for up to 6 grenades will also fit in one of these pouches.

      Grenade Pouch Type 3: This pouch holds eight hand grenades packed in foam with a built in plastic cradle for ease of removal. This is the size of a large all-purpose storage pouch.

      Rifleman's Large Magazine Pouch: These pouches are standard issue for many infantry forces throughout the world. It holds three fresh energy magazines, has a drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines), and has a weapon cleaning kit built into the pouch's frame. The pouch must be removed from the belt for the cleaning kit to be used, but allows the rifleman to maintain his or her weapon in the field. This is the size of a large all-purpose storage pouch and can be placed on the standard utility belt.
Empty Utility Belt:

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[b]GEAR Utility Belt:[/b] 
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Empty Shoulder Belt: Worn by default by soldiers; usually holds a holster and small ammo pouch

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[b]GEAR Shoulder Belt[/b]
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Empty Drop Leg Accessory: For sidearms, SMGs, and melee weapons, as well as larger gear.

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[b]GEAR Drop Leg Accessory[/b]
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Empty LBH

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[color=#4000FF][b]GEAR Load-Bearing Chest Rig[/b] (Patron Item)[/color]
[img]http://explorersunlimited.com/images/upload/2017/10/26/20171026170728-1ab298b3.png[/img]
[u]Features:[/u]
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds. 
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
[list]Left
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Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Infantry And Vehicle Pilot Loadout

Post by High Command »

CA-7 Special Forces Heavy “Dead Boy” Body Armor:
Image
  • +8 Armor and +2 Toughness
    Full Environmental Protection
    Embedded vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
    Garrote Wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise)
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Night and thermal vision mode for vision
    No Strength Minimum. (20 lb)
GEAR Load-Bearing Chest Rig (Patron Item)
Image
Features:
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
  • Left
    • Sidearm Holster, Chest: CP-30 Laser Pulse Pistol
    Image
    Range: 12/24/48; Damage: 2d6+1, AP 2; Rate of Fire: 3, 3RB; Shots: 30; Weight: 4
    • Medium Sidearm Magazine Pouch: 4/4 Sidearm magazines or E-Clips
    • Small All-Purpose Storage Pouch: Multitool
    • Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
    Right
    • Knife Sheath: Vibro-Knife - Damage: Str+d6, AP 4, MD
    Image
    • Radio Pouch: Back up communicator with five mile range
    • Small All-Purpose Storage Pouch: Laser Distancer
    • Grenade Pouch Type 1: 2/2 Fragmentation Grenade (Range: 5/10/20; Damage: 3d6, AP 0, MD, LBT; ROF: 1; 0.25 lbs)
    • Grenade Pouch Type 1: 2/2 Smoke Grenades (Range: 5/10/20; Effect: In addition to obscuring vision, smoke charges can also severely reduced the damage of laser weaponry. Creates −6 obscurement penalty for 1d4+2 rounds, before dispersing; ROF: 1; 0.25 lbs)
    • Small All-Purpose Storage Pouch: 4-6 inch wooden cross and 1 wooden stake
GEAR Utility Belt:
  • • Large All-Purpose Storage Pouch: Gas Mask and up to 4 replacement filters
    • Canteen Pouch, small: Holds one .5-liter canteen or flask securely.
    • Medium All-Purpose Storage Pouch: One first aid kit (provides +1 to Healing checks. It has three uses before it needs to be replenished.) and one Robot Medical Kit.
    GEAR Rifleman's Drop Leg Accessory (Left)
    • • 3/3 Rifle E-Clips or Rifle Magazines
      • A drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines)
      • A weapon cleaning kit built into the pouch's frame. The pouch must be removed from the belt for the cleaning kit to be used, but allows the rifleman to maintain his or her weapon in the field.
    Drop Leg Hanger/Scabbard/Sheath
    • Vibro-Sword - Damage: Str+d10, AP 4, MD
      Image

      OR
      Neural Mace - Damage: Str+d6, Stun
      Image
      Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
CP-40 Pulse Laser Rifle on Shoulder Sling
Image
  • Range: 30/60/120
    Damage: 3d6+2, AP 2
    Rate of Fire: 3, 3RB
    Payload: 60
    Weight: 9
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[b]CA-7 Special Forces Heavy “Dead Boy” Body Armor:[/b]
[img]http://explorersunlimited.com/images/upload/2017/06/30/20170630203251-2553ce6a.png[/img]
[list]+8 Armor and +2 Toughness
Full Environmental Protection
Embedded vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote Wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise)
Built-in mini-computers for basic functions
Communications system with a 10 mile range
Public-address loudspeakers
Night and thermal vision mode for vision
No Strength Minimum. (20 lb)
[/list][color=#4000FF][b]GEAR Load-Bearing Chest Rig[/b] (Patron Item)[/color]
[img]http://explorersunlimited.com/images/upload/2017/10/26/20171026170728-1ab298b3.png[/img]
[u]Features:[/u]
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds. 
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
[list]Left
• Sidearm Holster, Chest: [b]CP-30 Laser Pulse Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092624-0b40d545.png[/img]
Range: 12/24/48; Damage: 2d6+1, AP 2; Rate of Fire: 3, 3RB; Shots: 30; Weight: 4
• Medium Sidearm Magazine Pouch: 4/4 Sidearm magazines or E-Clips
• Small All-Purpose Storage Pouch: Multitool
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
Right
• Knife Sheath: [b]Vibro-Knife [/b] - Damage: Str+d6, AP 4, MD
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712155317-0a398006.png[/img]
• Radio Pouch: Back up communicator with five mile range
• Small All-Purpose Storage Pouch: Laser Distancer
• Grenade Pouch Type 1: 2/2 [b]Fragmentation Grenade[/b] (Range: 5/10/20; Damage: 3d6, AP 0, MD, LBT; ROF: 1; 0.25 lbs)
• Grenade Pouch Type 1: 2/2 [b]Smoke Grenades[/b] (Range: 5/10/20; Effect: In addition to obscuring vision, smoke charges can also severely reduced the damage of laser weaponry. Creates −6 obscurement penalty for 1d4+2 rounds, before dispersing; ROF: 1; 0.25 lbs)
• Small All-Purpose Storage Pouch: 4-6 inch wooden cross and 1 wooden stake
[/list][b]GEAR Utility Belt:[/b] 
[list]• Large All-Purpose Storage Pouch: Gas Mask and up to 4 replacement filters
• Canteen Pouch, small: Holds one .5-liter canteen or flask securely.
• Medium All-Purpose Storage Pouch: One first aid kit (provides +1 to Healing checks. It has three uses before it needs to be replenished.) and one Robot Medical Kit.
• [b]GEAR Rifleman's Drop Leg Accessory[/b] (Left)
[list]• 3/3 Rifle E-Clips or Rifle Magazines
• A drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines)
• A weapon cleaning kit built into the pouch's frame. The pouch must be removed from the belt for the cleaning kit to be used, but allows the rifleman to maintain his or her weapon in the field. 
[/list]• [b]Drop Leg Hanger/Scabbard/Sheath[/b]
[list]• [b]Vibro-Sword[/b] - Damage: Str+d10, AP 4, MD
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712160022-ac48923f.png[/img]

OR 
[b]Neural Mace[/b] - Damage: Str+d6, Stun
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712155733-f8f8eb30.png[/img]
Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
[/list] [/list]
[b]CP-40 Pulse Laser Rifle[/b] on Shoulder Sling
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092625-ea7d2701.png[/img]
[list]Range: 30/60/120
Damage: 3d6+2, AP 2
Rate of Fire: 3, 3RB
Payload: 60
Weight: 9[/list]
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Power Armor Loadout

Post by High Command »

PA pilots:
ISSUED POWER ARMOR

CA-FS1 Reinforced Flightsuit
Image
  • Embedded Toughness: +1 (Stacks with Power Armor's Toughness and Armor)
    Full Environmental Protection
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Integrated Pilot's Survival Kit includes 2 liter water bladder, 2 meal bars, 1 reflective space blanket, survival knife with built in survival kit that adds +1 to survival checks for 1 day.
    No Strength Minimum. (5 lb)
GEAR Load-Bearing Chest Rig (Patron Item)
Image
Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces.
Features:
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
[list]Left
• Sidearm Holster, Chest: CP-30 Laser Pulse Pistol
Image
Range: 12/24/48; Damage: 2d6+1, AP 2; Rate of Fire: 3, 3RB; Shots: 30; Weight: 4
• Medium Sidearm Magazine Pouch: 4/4 Sidearm magazines or E-Clips
• Small All-Purpose Storage Pouch: Multitool
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
Right
• Knife Sheath: Vibro-Knife - Damage: Str+d6, AP 4, MD
Image
• Radio Pouch: Back up communicator with five mile range
• Small All-Purpose Storage Pouch: Laser Distancer
• Grenade Pouch Type 1: 2/2 Fragmentation Grenade (Range: 5/10/20; Damage: 3d6, AP 0, MD, LBT; ROF: 1; 0.25 lbs)
• Grenade Pouch Type 1: 2/2 Smoke Grenades (Range: 5/10/20; Effect: In addition to obscuring vision, smoke charges can also severely reduced the damage of laser weaponry. Creates −6 obscurement penalty for 1d4+2 rounds, before dispersing; ROF: 1; 0.25 lbs)
• Small All-Purpose Storage Pouch: 4-6 inch wooden cross and 1 wooden stake
[/list]
GEAR Utility Belt:
[list]• Large All-Purpose Storage Pouch: Gas Mask and up to 4 replacement filters
• Canteen Pouch, small: Holds one .5-liter canteen or flask securely.
• Medium All-Purpose Storage Pouch: One first aid kit (provides +1 to Healing checks. It has three uses before it needs to be replenished.) and one Robot Medical Kit.
GEAR Rifleman's Drop Leg Accessory (Left)
[list]• 3/3 Rifle E-Clips or Rifle Magazines
• A drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines)
• A weapon cleaning kit built into the pouch's frame. The pouch must be removed from the belt for the cleaning kit to be used, but allows the rifleman to maintain his or her weapon in the field.
[/list]• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
[/list]

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Code: Select all

[b]ISSUED POWER ARMOR[/b]

[b]CA-FS1 Reinforced Flightsuit[/b]
[img]http://explorersunlimited.com/images/upload/2017/06/30/20170630220504-d3c32cac.png[/img]
[list][size=85]Embedded Toughness: +1 (Stacks with Power Armor's Toughness and Armor)
Full Environmental Protection
Built-in mini-computers for basic functions
Communications system with a 10 mile range
Public-address loudspeakers
Integrated Pilot's Survival Kit includes 2 liter water bladder, 2 meal bars, 1 reflective space blanket, survival knife with built in survival kit that adds +1 to survival checks for 1 day.
No Strength Minimum. (5 lb)
[/size][/list][color=#4000FF][b]GEAR Load-Bearing Chest Rig[/b] (Patron Item)[/color]
[img]http://explorersunlimited.com/images/upload/2017/10/26/20171026170728-1ab298b3.png[/img]
[size=85]Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces. 
[u]Features:[/u]
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds. 
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
[list]Left
• Sidearm Holster, Chest: [b]CP-30 Laser Pulse Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092624-0b40d545.png[/img]
Range: 12/24/48; Damage: 2d6+1, AP 2; Rate of Fire: 3, 3RB; Shots: 30; Weight: 4
• Medium Sidearm Magazine Pouch: 4/4 Sidearm magazines or E-Clips
• Small All-Purpose Storage Pouch: Multitool
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
Right
• Knife Sheath: [b]Vibro-Knife [/b] - Damage: Str+d6, AP 4, MD
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712155317-0a398006.png[/img]
• Radio Pouch: Back up communicator with five mile range
• Small All-Purpose Storage Pouch: Laser Distancer
• Grenade Pouch Type 1: 2/2 [b]Fragmentation Grenade[/b] (Range: 5/10/20; Damage: 3d6, AP 0, MD, LBT; ROF: 1; 0.25 lbs)
• Grenade Pouch Type 1: 2/2 [b]Smoke Grenades[/b] (Range: 5/10/20; Effect: In addition to obscuring vision, smoke charges can also severely reduced the damage of laser weaponry. Creates −6 obscurement penalty for 1d4+2 rounds, before dispersing; ROF: 1; 0.25 lbs)
• Small All-Purpose Storage Pouch: 4-6 inch wooden cross and 1 wooden stake
[/list][/size][b]GEAR Utility Belt:[/b] 
[size=85][list]• Large All-Purpose Storage Pouch: Gas Mask and up to 4 replacement filters
• Canteen Pouch, small: Holds one .5-liter canteen or flask securely.
• Medium All-Purpose Storage Pouch: One first aid kit (provides +1 to Healing checks. It has three uses before it needs to be replenished.) and one Robot Medical Kit.
• [b]GEAR Rifleman's Drop Leg Accessory[/b] (Left)
[list]• 3/3 Rifle E-Clips or Rifle Magazines
• A drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines)
• A weapon cleaning kit built into the pouch's frame. The pouch must be removed from the belt for the cleaning kit to be used, but allows the rifleman to maintain his or her weapon in the field. 
[/list]• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
• Small All-Purpose Storage Pouch: Meal Replacement Bars 2/2
[/list][/size]
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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