Special Character Creation Rules - CS Chicago Company

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Special Character Creation Rules - CS Chicago Company

Post by High Command » Mon Mar 13, 2017 1:57 pm

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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

1. Roll on the Heroes' Journey tables: You will roll on one times on any of the Heroes' Journey tables except for Armor, Melee Weapons, and Ranged Weapons. The result represet your character's background. Make sure it figures prominently in your background.
  • Cybernetics: Were you a city rat? A merc? An enforcer for the Black Market?
  • Education: You attended one of the few civilian or even military academies or colleges.
  • Experience & Wisdom: Maybe you were a travelling trader, maybe a caravan guard, or perhaps you worked for a shipping company. You got around.
  • Psionics: You must have AB: Psionics to roll on this background. Perhaps you grew up in a PRP Orphanage for psychic youth, or maybe you have family who are in Psi-Bat or you grew up as part of a Psi-Stalker tribe.
  • Training: You were either a merc, in a local police force or militia, or you attended a military academy that gave you top of the line training.
  • Underworld and Black Ops: City Rats, Spies, Black Market Recovery Specialists, Bounty Hunters, and other scummy villains make up most of those who roll on this table.
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.
The advancement of traits (during character creation) is as follows:

Rating D4 D6 D8 D10 D12
Attr Cost 0 1 2 3 4
Skill Cost 1 2 3 4 5


4. Skills: You will gain the following skills as a result of your background, basic, and some advanced training.
  • Infantry Soldier (Army)
    Driving +1 SP, Fighting +1 SP, Intimidation +1 SP, Knowledge (Electronics) +1 SP, Notice +1 SP, Shooting +1 SP, Survival +1 SP, Throwing +1 SP plus 6 more skill points.

    Pilot/Aircrew (Air Corps of Army)
    Piloting +1 SP, Fighting +1 SP, Intimidation +1 SP, Knowledge (Computers) +1 SP, Knowledge (Electronics) +1 SP, Notice +1 SP, Shooting +1 SP, Survival +1 SP plus 6 more skill points.
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 Package: 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).

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 Chicago Company fill one of several billets - Rifleman, Grenadier, Anti-Armor, or Scout/Designated Marksman. In addition, specific MOS options may mandate other gear. More or different gear may be chosen or assigned later.

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MOS Options

Post by High Command » Mon Mar 13, 2017 1:58 pm

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) +2 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 +3 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 +2 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 +2 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 +2 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, Notice +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 +2 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) +2 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 +2 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) +2 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 +2 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 +3 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 +2 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 +2 skill points..
  • Begin with the Command and Rank (NCO) edges. This means the character starts as a Corporal instead of a Private or PFC.
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 +2 skill points.
  • Start with Normal Starting gear for a Rifleman, but they get CA-3 instead.

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Gear

Post by High Command » Mon Mar 13, 2017 1:58 pm

Rifleman Gear Loadout

Code: Select all

[b]CA-4 Standard “Dead Boy” Body Armor[/b]: 
Helmet Here
[list]+7 Armor and +2 Toughness
Full Environmental Protection
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][b]Utility Belt[/b]: (4 lb)
[list]Canteen (half gallon).
Communicator (5 mile range).
Compass/inertial mapper.
Firestarter kit (solar-powered lighter and flint & steel).
Flashlight/signal light (with bright halogen and infrared options).
Mini first aid kit (+1 Healing check, only one use). 
Power bars (three, each can sustain a normal human for a day).
Grenade Pouch
[list][b]Fragmentation Grenade[/b]: 2/2
[list]Damage: 3d6, MD, LBT
Rate of Fire: 1
Range: 5/10/20
[/list][/list]Knife Sheath Containing: 
[list][b]Vibro-Knife [/b]
[list]Damage: Str+d6, AP 4, MD
[/list][/list]Chest Holster containing: 
[list][b]C-20 Laser Pistol[/b]
[list]Damage: 2d6+1, AP 2
Range: 15/30/60
Rate of Fire: 1
Payload: 21
Weight: 3
Notes: Semi-Auto[/list]Ammo Pouch: 2/2 Pistol E-Clips
[/list]Pouch Containing: 
[list]3/3 Rifle E-Clips
[/list][/list][img]http://i243.photobucket.com/albums/ff244/master_mikel/Rifts/CP-40%20Laser%20Pulse%20Rifle_zpsxowurv0y.png[/img]
[b]CP-40 Pulse Laser Rifle[/b] on Shoulder Sling
[list]Range: 30/60/120
Damage: 3d6+2, AP 2
Rate of Fire: 3, 3RB
Payload: 60
Weight: 9
[/list]

[b]CS-S2 Survival Pack[/b]
[list]Extra Uniform x2, underclothes x4, and boots
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations[/list]
Grenadier Gear Loadout

Code: Select all

[b]CA-4 Standard “Dead Boy” Body Armor[/b]: 
Helmet Here
[list]+7 Armor and +2 Toughness
Full Environmental Protection
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][b]Utility Belt[/b]: (4 lb)
[list]Canteen (half gallon).
Communicator (5 mile range).
Compass/inertial mapper.
Firestarter kit (solar-powered lighter and flint & steel).
Flashlight/signal light (with bright halogen and infrared options).
Mini first aid kit (+1 Healing check, only one use). 
Power bars (three, each can sustain a normal human for a day).
Grenade Pouch
[list][b]Fragmentation Grenade[/b]: 2/2
[list]Damage: 3d6, MD, LBT
Rate of Fire: 1
Range: 5/10/20
[/list][/list]Knife Sheath Containing: 
[list][b]Vibro-Knife [/b]
[list]Damage: Str+d6, AP 4, MD
[/list][/list]Chest Holster containing: 
[list][b]C-20 Laser Pistol[/b]
[list]Damage: 2d6+1, AP 2
Range: 15/30/60
Rate of Fire: 1
Payload: 21
Weight: 3
Notes: Semi-Auto[/list]Ammo Pouch: 2/2 Pistol E-Clips
[/list]Pouch Containing: 
[list]3/3 Rifle E-Clips
[/list][/list][b]CP-50 “Dragonfire” Laser Rifle[/b] on Shoulder Sling
[list]Damage (Laser): 3d6+2, AP 2
Range (Laser): 30/60/120
Rate of Fire (Laser): 3, 3RB
Payload (Laser): 60
Integrated Grenade Launcher
[list]Damage (Grenade Launcher): By Grenade
Range (Grenade Launcher): 20/40/80
Rate of Fire (Grenade Launcher): 1
Payload (Grenade Launcher): 12.
[/list]Weight: 10
Notes: Min Str d6, and scope with night vision and laser targeting (offset two points of range and/or darkness penalties)
[/list]

[b]CS-S2 Survival Pack[/b]
[list]Extra Uniform x2, underclothes x4, and boots
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations[/list]
Scout/Designated Marksman Gear Loadout

Code: Select all

[b]CA-3 Light “Dead Boy” Body Armor[/b]: 
Helmet Here
[list]+6 Armor and +1 Toughness
Full Environmental Protection
Light sensitive coating on the highlights to ensure night maneuvers don’t suffer.
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. (12 lb)
[/list][b]Utility Belt[/b]: (4 lb)
[list]Canteen (half gallon).
Communicator (5 mile range).
Compass/inertial mapper.
Firestarter kit (solar-powered lighter and flint & steel).
Flashlight/signal light (with bright halogen and infrared options).
Mini first aid kit (+1 Healing check, only one use). 
Power bars (three, each can sustain a normal human for a day).
Grenade Pouch
[list][b]Fragmentation Grenade[/b]: 2/2
[list]Damage: 3d6, MD, LBT
Rate of Fire: 1
Range: 5/10/20
[/list][/list]Knife Sheath Containing: 
[list][b]Vibro-Knife [/b]
[list]Damage: Str+d6, AP 4, MD
[/list][/list]Chest Holster containing: 
[list][b]CP-30 Laser Pulse Pistol[/b]
[list]Range: 12/24/48
Damage: 2d6+1, AP 2
Rate of Fire: 3, 3RB
Payload: 30 (72 with Optional hip/backpack energy pack)
Weight: 4[/list][/list]Ammo Pouch: 2/2 Pistol E-Clips
Pouch Containing: 
[list]3/3 Rifle E-Clips
[/list][/list][img]http://i243.photobucket.com/albums/ff244/master_mikel/Rifts/CV-212-1_zpsf112c29e.png[/img]
[b]CV-212 Variable Light Frequency Rifle[/b] on Shoulder Sling
[list]Range: 30/60/120
Damage: 3d6+2, AP 2, MD (uses 10 shots), Ignores any laser resistance.
Rate of Fire: 3, 3RB, Snapfire
Payload: 30
Weight: 8
Notes: Integrated scope with night vision/laser targeting (offset 2 points of range and/or darkness penalties). [/list]

[b]CS-S2 Survival Pack[/b]
[list]Extra Uniform x2, underclothes x4, and boots
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations[/list]
Anti-Armor Loadout

Code: Select all

[b]CA-4 Standard “Dead Boy” Body Armor[/b]: 
Helmet Here
[list]+7 Armor and +2 Toughness
Full Environmental Protection
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][b]Utility Belt[/b]: (4 lb)
[list]Canteen (half gallon).
Communicator (5 mile range).
Compass/inertial mapper.
Firestarter kit (solar-powered lighter and flint & steel).
Flashlight/signal light (with bright halogen and infrared options).
Mini first aid kit (+1 Healing check, only one use). 
Power bars (three, each can sustain a normal human for a day).
Grenade Pouch
[list][b]Fragmentation Grenade[/b]: 2/2
[list]Damage: 3d6, MD, LBT
Rate of Fire: 1
Range: 5/10/20
[/list][/list]Knife Sheath Containing: 
[list][b]Vibro-Knife [/b]
[list]Damage: Str+d6, AP 4, MD
[/list][/list]Chest Holster containing: 
[list][b]CP-30 Laser Pulse Pistol[/b]
[list]Range: 12/24/48
Damage: 2d6+1, AP 2
Rate of Fire: 3, 3RB
Payload: 30 (72 with Optional hip/backpack energy pack)
Weight: 4[/list][/list]Ammo Pouch: 2/2 Pistol E-Clips
Pouch Containing: 
[list]3/3 Rifle E-Clips
[/list][/list][b]C-29 “Hellfire” Heavy Plasma Cannon[/b]
[list]Damage: 3d10+4, AP: 0, MD, Snapfire. 
[size=85]Plasma hits all of a target at once, ignoring Armor unless it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.[/size]
Range: 18/36/72
Rate of Fire: 1, Snapfire
Payload: 16
Weight: 12
Notes: Min Str d8[/list]

[b]CS-S2 Survival Pack[/b]
[list]Extra Uniform x2, underclothes x4, and boots
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations[/list]
Image
Private/Private First Class

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[img]http://explorersunlimited.com/images/upload/2017/08/08/20170808194829-51a85c00.png[/img]
[b]Private/Private First Class[/b]
Image
Corporal

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[img]http://explorersunlimited.com/images/upload/2017/08/08/20170808194811-9211be1a.png[/img]
[b]Corporal[/b]
Image
Tech Specialist

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[img]http://explorersunlimited.com/images/upload/2017/08/08/20170808194832-83e3d3bd.png[/img]
[b]Tech Specialist[/b]
Image
NCO

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[img]http://explorersunlimited.com/images/upload/2017/08/08/20170808194813-9d655192.png[/img]
[b]NCO[/b]
Image
Private/Private First Class (PSI)

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[img]http://explorersunlimited.com/images/upload/2017/08/08/20170808194829-51a85c00.png[/img]
[b]Private/Private First Class (PSI)[/b]

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