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Wild Cards Starting Gear (with descriptions).

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Kaerri's Man. =)
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Wild Cards Starting Gear (with descriptions)

Statistics given below for items 1-7:
1. Choice of CBR Mk. 2E (light or heavy).
2. Choice of shield type (light, medium, or heavy).
3. Your sidearm is the IPP-5H Heavy Ion Pulse Pistol. You begin with 3 E-clips (two on your hip, one in the weapon), holster, 2 magazine pouches, and cleaning kit.
4. Tactical Jump Pack (requires no skill proficiency to operate; only practice. Your characters are experienced in its use having been trained here on Eglin ASC base).
5. Survival Knife
6. 2 Cobalt Grenades
7. 2 smoke grenades (one yellow, one red)
8. 4 flares
9. Two sets of duty fatigues
10. One dress uniform
11. Survival pack (includes 4 packs of Meals Ready to Eat or M.R.E.s and a 2-liter air-tight canteen).
12. Binoculars (small, compact)
13. Medical gear for trained individuals:
13a. Characters with the First Aid skill receive a basic military medical kit.
13b. Characters with the Holistic Medicine skill receive a compact bag packed with fresh ingredients, herbs, salves, and all items also contained in a basic first aid kit.
13c. Characters with the Paramedic receive an intermediate medical kit (complete with painkillers and high-quality items).
13d. Characters with the Medical Doctor skill receive a Doctor's Bag which includes everything the intermediate kit contains plus room for whatever else the doctor sees fit to travel with, including a small watch-computer that fits around the patient's wrist, automatically providing that patient's blood pressure, heart rate, and other necessary numbers.
NOTE: If your character is a Medical Doctor, you get the Doctor's Bag (only), not all three kits/bags for having First Aid and Paramedic. The only exception to this is if your character also has the Holistic Medicine skill, in which case your character receives both (the Holistic Medicine Bag can readily fit into the Doctor's Bag. This means you, Psychie. =) ).

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CBR Mk. 2E Combat Armor Environmental Hardsuit
CBR environmental hardsuits are descended from the UEDF's CHR-1 Hazardous Environment suit. Advances in materials as well as environmental systems have allowed the ASC to capitalize on the fully sealed armor idea, providing a sturdy, relatively lightweight suit that fully protects the wearer from hostile environments. Worn by aerospace pilots, combat divers, and TSC naval infantry, these suits consist of a fully articulated, positively pressurized hardsuit that is worn much like a spacesuit or hard diving suit. The suits are made primarily of ceramic composite plates that lock together with flexible joints that provide the wearer with both flexibility and protection. Environmental suits do not utilize a unisuit, but instead have all the standard features integrated into a built-in lining. Mk. 2E environmental hardsuits come in light and heavy varieties and vary in style and color depending on service branch.

Features of All CBR Environmental Armor:
1. Full Environmental Shielding: CBR full environmental hardsuits are positively pressurized and proofed against radiation, chemical and biological agents. These suits have an internal computer that runs the life support systems and a built-in oxygen tank good for two hours of use fully buttoned up. The oxygen supply can be extended indefinitely by drawing in outside air and filtering it through the integral scrubbers, or with external oxygen packs.
2. Heat and Fire Resistance. CBR hardsuits are nearly impervious to extremes of temperature up to 2,000 degrees F (1,093 degrees C) and down to -300 degrees F (-184.4 degrees C). These suits are also fireproof and take no damage from normal fires (campfires, bonfires, house fires, vehicle fires, etc.). Nuclear fires, napalm and plasma fires all deal normal damage.

CBR Mk. 2E Light Armor
M.D.C. by Location:
Helmet - 45
Arms (2) - 22 each
Legs (2) - 35 each
Main Body - 75
Weight: 18 pounds (8.1 kg).
Movement Penalties: -10% penalty on skills requiring flexibility and mobility such as Swimming, Climbing, Acrobatics, Escape Artist, etc., and reduces running speed by 5%.
Service: Used primarily by the ASC Tactical Air Force, Tactical Armored Space Corps and the Civil Defense Flying Corps.

CBR Mk. 2E Heavy Armor
M.D.C. by Location:
Helmet - 45
Arms (2) - 30 each
Legs (2) - 50 each
Main Body - 105
Weight: 25 pounds (11.25 kg).
Movement Penalties: -15% penalty on skills requiring flexibility and mobility such as Swimming, Climbing, Acrobatics, Escape Artist, etc., and reduces running speed by 10%.
Service: Used primarily by the ASC Tactical Space Corps, Global Military Police and Navy Division.

(Spoiler contains pictures)
A.T.A.C. mega-suit (female).
image3183.jpg
(Image credit: Datafortress 2020)

A.T.A.C mega-suit (Male)
31f6efcd0c385263908dab002cb20cc7.jpg
(Image credit: Pinterest)

T.A.S.C. mega-suit (female)
Marie-Angel-Crystal_with_TASC-Armour.png
(Image credit: Robotech Visions Wiki - Wikia)

Or, if you like, they look like this (T.A.S.C. on the far left [same as above], A.T.A.C. third from left):
29912307e72a2fde9195501e90e59014.jpg
Pinterest

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CB-S Tactical Shields
Made of the same ceramic alloys as the CBR body armors, the CB-S shields give a soldier an extra level of protection against both melee and ranged attacks. Used by a number of branches within the ASC, these shields come in light, medium and heavy types, and vary in color and style to match the armor they come with. CB-S Tactical Shields are used by most of the ASC, with the exception of the Navy Division, Tactical Air Force, Civil Defense Flying Corps, and the Tactical Corps Mountain Division.
Light Shields: 25 M.D.C. Weight: 5 pounds (2.25 kg). +1 to parry.
Medium Shields: 40 M.D.C. Weight: 10 pounds (4.5 kg), -5% to skills that require manual dexterity (Pick Locks, Demolitions, Field Surgery, etc.) +1 to parry.
Heavy Shields: 55 M.D.C. Weight: 15 pounds (6.75 kg), -10% to skills that require manual dexterity (Pick Locks, Demolitions, Field Surgery, etc.) +2 to parry.

Special Features of Shields:
Spotlights: Shields worn by the TSC, TASC, TCDD, TCCD, and TCFD contain tiny, high intensity xenon floodlights with a 300 foot (91.4 m) range. These lights are powered by a rechargeable power cell with a six hour life-span.
Integral Weapon Sheath: The Heavy shield worn by the GMP has an integral sheath to carry the S-11 Stun Baton. The sheath locks the baton in place so that it can't slip out during vigorous activity.
GMP Officer's Weapon Sheath: The shields of GMP officers carry a short sword (2D4 S.D.C. damage) in place of the Stun Baton.

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IPP-5H Heavy Ion Pulse Pistol
With a wider barrel and higher capacity energy regulator than the standard IPP-5, the IPP-5H has nearly twice the penetration and stopping power of its smaller sibling.
Weight: 7lbs
Range: 600 feet
Mega Damage: 2d6 MD for a single blast, 6d6 MD for a three round burst
Payload: 21 single shots or 7 bursts.

(Spoiler contains picture.)
c303bc71075407bb.gif

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Tactical Jump Pack (TJP)
The TPJ is common among Search and Rescue and Tactical Assault units of the ASC Paramilitary Forces. Powered by a high-capacity, rechargeable gel-cel battery, the TJP produces thrust via two miniature, high-output ducted fans. While incapable of true flight, the TJP is very quiet and capable of propelling an armored soldier hundreds of feet up or across. The Jump Pack is controlled by a handled, hard-wired remote similar to the one used by the Flight Pack.
Speed:
Power Leaping: With a running start, the soldier can use the TJP to cover distances or reach good height. By combining leaping and running, the soldier can achieve and maintain a speed of about 60 mph (96 km). However, "power leaping" or "jump running" as it is sometimes called, tires the soldier the same as if he was running across the ground, and the act of leaping means he misses the details of his surroundings as he hurls past them; -3 of Perception Rolls. The soldier can control the thrusters with good accuracy and can stop in mid-leap, change direction, hover for a couple seconds, and land softly to avoid jolts and damage to the knees and spine.
Limitations and Penalties: In addition to the -3 on Perception Rolls while jump running, this type of leaping or bouncing travel can be maintained through light forest or brush, but when traveling through anything denser the soldier incurs the following additional penalties: -1 on initiative, -2 on Perception Rolls (cumulative), and -1 to strike, parry and dodge due to limited vision, his speed of travel, and jarring movement. Power leaping is discouraged in fog as one cannot gauge where he is leaping or landing.
TJPs are idea for urban environments where the soldier can use the Jump Pack to rocket to the rooftop or an upper floor of a building, slow the descent of a fall, right himself and land on his feet like a cat, and to dodge Bioroids and incoming attacks.
M.D.C.: 35
Flying Speed: Not applicable, the Jump Pack is incapable of flight.
Range: The Tactical Jump Pack can propel a soldier in full body armor up to 200 feet (61 m) up or 450 feet (137 m) across.
Bonuses: +2 to dodge and +2 to roll with impact.
Carrying Capacity: 350 pounds (157.5 kg), enough to propel a fully armored soldier with full field gear. The pack can carry more, jump ranges are reduced by 40%.

(Game Master note: No picture available on the Internet. Sorry!).

Survival Knife
A mean blade with a solid edge and plenty of usefulness.
Lightweight. Does 1D4 S.D.C. plus P.S. bonus (if any).

(Spoiler contains picture.)

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D-30 Cobalt Grenades
Weight: 0.5 lbs
Mega Damage: 3d6 M.D.
Blast Area: 15 feet

(Spoiler contains picture.)

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Smoke Grenades
Weight: 0.5 lbs
Damage: None.
Note: Properly placed and used, each smoke grenade can provide concealment for 30 seconds.

(Spoiler contains picture.)
 
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