Tactician (Advances): Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle
Command (Advances): +1 to troops recovering from being Shaken
Sergeant Carlos Caravello, designation Sierra Delta 125, did not report. Instead he stood and stared. There was smoke, fire, charred bodies. The smell of cooking flesh that smelled eerily similar to bar-b-que. Looking down at his weapon Caravello noticed his hands were shaking. He had done this.
Sierra-Delta 125. Report.
What did they want him to say? Coalition Military Technologies Field Test 125 was a success? How was laying waste to an unarmed village a success? If you considered massacre a positive outcome, then their new plasma weapon development program was a resounding success. Moving slowly through the flames, Sergeant Caravello stayed silent. Too many of his superiors considered massacre a success. They would celebrate today as if something good had been done.
Sierra-Delta 125. Report.
Carlos ignored the radio call again, walking south now, away from the village and away from his rendezvous point. He needed a drink and to to think. Yet, the radio operator still chirped into the helmet of his experimental CA-6EX armor. Squelching the signal he shut down his transmitter and kept walking. Walking away from the Coalition and trying to walk away from what he had done. But that would follow him to his grave.
--
Waking with a start as empty glasses and bottles crashed to the floor Carlos frantically scanned his surroundings. Other patrons of the dive bar he was in looked up at the commotion and then politely turned away from the sight of his misery. Draining the dregs of an old bottle Carlos tried to stand but was only successful in knocking more bottles to the floor.
Steadying himself against the wall, the former soldier started to walk out. Unfortunately, the bartender had different ideas.
“Hey buddy. You can’t leave without paying your tab.”
Frowning, he threw some credits at the bar keep and pushed his way out into the street. It was the middle of the day. Although Carlos wasn’t sure exactly which day it was. Rubbing his face with his hand, fingers passing over the rough scar from a plasma burn, he looked at the job board in front of the dive. Squinting at the various ads he found what he was looking for, the yellow and black shield of the Black Company.
These look like my kind of scumbags, he thought to himself as he downloaded the advertisement onto his mini-computer.
Carlos Caravello (Tech Warrior)
Posted: Tue Sep 26, 2017 11:13 am
by Carlos Caravello
Gear Modified CA-6EX Body Armor
Info
+7 Armor, +3 Toughness = 20 (7)
Strength d12+2
+2 Pace = 8
Full Environmental Protection
Built-in mini-computers for basic functions
Communications system with a 20 mile range
Public-address loudspeakers
Laser distancer & nightvision mode
Embedded Targeting System, +2 to ranged attacks
Wilderness Camouflage, +2 to Stealth checks
CP-29x CS Plasma Pulse Assault Rifle
Info
An experimental anti-infantry weapon created by Coalition Military Technologies (CMT), this plasma rifle features an advanced Gyro-Stability System that automatically compensates for recoil and a smart gun system that adjusts aim to increase accuracy. Optionally, the operator can switch to blast mode in order to take out multiple armored targets at once - either in a medium or large burst template! Of course, CMT wants their weapon back. Any unauthorized personal using this weapon are considered to have the Wanted (CS) hindrance. As an experimental weapon, Repair all rolls are done at -2.
Plasma Pulse: 3d10 (Mega, Plasma. ROF: 3)
Anti-Infantry Blast: Can use the blast power for a cost of 3-7 shots depending on what mode is selected. Blasts have the plasma trapping.
Payload: 58 (10 from E-Canister)
Weight: 70
Special: No recoil penalty and +2 to shooting if the user doesn't move in a turn.
Dual E-Canisters: Increases payload by 10 shots
Strength Minimum: d12
Augmentations: 3 Major, 2 Minor Base Item
NG-E15 Pulse Plasma Ejector
3d10 (Mega, Plasma. ROF: 3)
Payload: 48
Weight: 70
Major: Plasma Claymore Blast (Add a Power: Blast w/plasma trapping, +1 shot to activate) Major: Gyro-stability System (Rock & Roll Edge) Major: Smart Gun System (Marksman Edge) Minor: Integrated E-Canister (+5 shots, recharges 1 shot per 30 minutes) Minor: Integrated E-Canister (+5 shots, recharges 1 shot per 30 minutes)
Biowizardry Vibro-Sword
Info
Str+1d10+2 (AP 8, Mega)
Weight: 9
Note: Fused with living metal from Scara's Tower
Naruni Personal Anti-Gravity Pack
Info
Rather than propulsion jets, this pack uses advanced anti-gravity devices to control lift and thrust. The end result is a highly maneuverable unit that enables users to hover, stop on a dime, and change direction very quickly.
Piloting: Add +2 to Piloting, no unstable platform penalty
Flight Pace: 30
Climb: 1
Duration: The anti-gravity pack has effectively unlimited range, but isn't properly calibrated for Earth gravity. Roll on the Technical Difficulties for each 30 minutes after 2 hours of continuous use.
Repair: Advanced alien technology make this item -2 to Repair except for Naruni Authorized Dealers
Base Item: T-100 Eagle Jetpack
Major: Steady Hands
Minor: +1 piloting
Minor: +1 piloting
Quirk: Technical Difficulties when used past duration