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Character creation

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Character creation Empty Character creation

Post  Admin Tue Apr 05, 2011 4:01 pm

To create a character you need to do the following
1) Character concept
2) Character sheet first draft ( we will likely have to tweak it)
3) Character sheet final draft
4) Subordinate Roster
5) Requisition of equipment


Gurps Space -some hard science stuff but not needed-
Gurps Basic set: Character -for general character creation-
Gurps Spaceship -Space combat rules, ya it has some science and math dont get overwhelmed-
Gurps Spaceship vol 3 –This has the advanced combat rules, which are ironicly actually simpler than the standard-
Gurps High tech -some possible tech options-
Gurps Ultra tech -same as high tech any equipment options taken from here must be cleared by a gm-
All books I have available if you do not


Game Starting Year:2075
Genre Sci-fi "Realistic" w/ cinematic action and over-the-top races
Multiple planes of existence? yes
Campaign Starting Location: Sol System; UES Mozart
Tech LV 9 with 10 advances
Starting point value 150
Max Disadvantages -75
Starting Wealth $20,000
Exotic/Supernatural allowed? No, but they do exist
Are PC Mages Allowed? No, but supernatural events that could be explained as magic have been witnessed.
General Mana Level: Low Mana(again mana is more an explanation for unexplained phenomina)
Do areas of higher/lower mana exist? yes
Are any of the spells from Chapter 5 off limits? Yes Check with GM
Are PC psis allowed? Maybe... as above but a interesting story could make me bend a bit
Are any of the powers from Chapter 6 off limits? See above
Are PC gadgeteers allowed? Yes
Character Concepts:
Provide a basic writeup on your character, no more than a page. Some things that would help to include
Where was he born and where did he grow up? Where does he live now?
Who were his parents? (Does he know?) Are they still alive? If not, what became of them? If so, does he
get along with them?
• What training does he have? Was he an apprentice? A student? Or is he self-taught?
• What is his current occupation? What other jobs has he held?
• What social class does he belong to? How wealthy is he?
• Who are his friends? His enemies? His closest professional associ-ates?
• What were the most important moments of his life?
• What are his likes and dislikes? Hobbies and interests? Morals and beliefs?
• What are his motivations? Plans for the future
Character Creation:
The players represent a top tier of Naval officers some of earth's best minds have been diverted into the total war engine necessary to free earth from its enslavment. The cruisers are designed to operate alone and far from the main fleet and such need to be self sufficant. To accomplish this a compliment of characters will be needed to fill out the ships officers. Each officer will have a number of subordinates and basic (character)leadership skills are recommended.

Character Requirments:
Points 150
Disadvantages -75
Race: Human, for now this is the sole option more may open up as we go
Required disadvantage Duty: United Earth Navy Extremely hazardous (totaling 20 free points, does not count against your -75 limit)
Free Advantage: Ally
Subordinates numbered depending on department. For every three airmen one is replaced by a sergeant, and one Master sergent per 2 sergeants. Each member of crew can be upgraded by raising its rank consiquently downgrading another equally, or by spending one of your character points. Depending on rank determines the characters skill levels in a main and 3 related secondary skills listed as main/secondary. Use the below chart

Rank Main/Secondary Skill
Lieutenant 15/12
Ensign 14/11
Master Sergent 13/11
Sergent 12/10
Airman 11/10
Airman Recruit 10/9
To use crew you must allocate them to a system or task and make an appropriate roll to convey to them what you need them to do. When in a time sensitive situation
No Subordinate may equal or be above your rank.

Required Advantage: Rank(B29)-includes status- you must have at least one level of rank. Rank includes status and thus is purchased at the 10 point level. As an added bonus rank will also determine the groups combined requisition priority for supplies(basicly money to buy stuff from the military). The higher the groups collective rank the more equipment you will have available to you. In addition, you cannot have subordinate that outrank you and they cap out at one rank below you. Ranks are as follows(Some departments may vary in name)
Rank0(free) Airman
Rank1 Sergent
Rank2 Master Sergent
Rank3 Ensign
Rank4 Lieutenant
Rank5 Lieutenant Commander
Rank6 Commander
Free advantage: Patron (United Earth Navy) Mitigated by Requisition
Requisition:
The Millitary does not internally use currency perse, and Earth currency is not recognized beyond mankind. As such when dealing with the bureacracy of the Federation navy one buys stuff with requisition. It works exactly like money but represents ones prestige and importance of their task. The groups requisition is combined and is maintained by the quartermaster like a treasurer as it were. The quartermaster is anyone from the group of players probobly operations, but honestly it belongs to anyone who wants the job. Currently held by Tanisha Mar the ships pilot and operations officer.

As a side note, the navy provides you with whatever you need, that it can provide. However this is capped by high officers sending out what limited resources it has, they arnt going to send you several dozen shuttles and after you blow them up send you twenty more… unless your trustworthy enough to give you such resources. This level of trust is based on your accomplishments in the field, ie they know it has a good return. So this brings us to the point, requisition is a fictitious currency that determines what your patron can( read: willing) provide to you.

The group submits at any time what they need or want from the Federation Navy and depending on when possible it will be available. If multiple requests come in or if requisition needs to be managed due to low funds he needs to talk to players and find out who NEEDS what and who can get by.

The following ranks provide the following Requisition, and will recieve additional req based on their current rank periodicly and when completing tasks of interest to the Federation Navy, or mankind.

Sergent 20,000
Master Sergent 50,000
Ensign 100,000
Lieutenant 200,000
Lieutenant Commander 500,000
Commander 2,000,000
(Only players generate req)

This is needed for purchasing anything to furnish the ship beyond its bare essentials. Anything one wishes to personally own needs to be bought with your money.


The following roles are available and some have various overlaps:

Security-ship to ship combat role-
Charged with the well-being of the ship. Experts in space
tactics, Ship weapon systems, and secondary assault parties

Assault Command<Marines>-man to man combat role-
In charge of all Away teams and conflicts involving external
conflicts outside the ship, secondary covering and asisting
in security roles

Engineering-inventor, mechanic, problem solver, creative role-
Maintaining all mechanical and electrical systems, foremost
the ships engines and reactors. The department in charge of
all repairs and secondary duties involving ship combat weapon
roles (Strongly recommend basic math skills)

Navigation<Pilot>-light ship combat, problem solver role-
Can fall into the operations or engineering department,
although not usually a top tier officer, usually a able
individual that will be performing charting courses, the
first to identify threats and tactical manuvering, as well
potentially piloting away craft. (Strongly recommend basic math/physics knowlege)

Science-investigative, problem solver role-
Department of retrieving and analyzing of data. Not much is
known in the grand scheme of the universe and the science
department needs to document and test the unknown to assess
threats and identify strategic advantages. (Strongly recommend basic math/physics knowlege)

Medical-investigative, problem solver role, light combat-
It's a fact humans get sick, wounded, and inevitably die!The
medical department's job is to prevent or at the very least
delay that, often works close with the science departments
duties in chemical and biological sciences.

Diplomacy<Communications>-social, problem solver role-
Diplomats, Traders, politicians, Language specialists, An
ambiguous position that can be filled by many roles. The
goal is to interact with other inteligent species(of which
several are known, and more are known to exist) No mater the
form, they are usually the more peacful liason to outside
societies

Operations-logistics, combat, problem solver-
Keeping a ship running is a tough job, and it's yours!
Whatever slips through the cracks of the other departments is
where you pick up the slack, Leadership roles, Day to Day
logistics, Weapon system operations are all potential duties
of a Ship's operation department. This is a catchall class that
is available if you had another department you wanted to take.
or if you want to fill multiple roles.

Many Departments will be absorbed by others depending on who wants to
do what, We want 4-9 players and similar branches of the ship will be
maintained by those with similar duties ie PC Chris Jordane The ships
Tactical/Security officer also oversees the ships detachment of
Assault marines, and knowing this should have some secondary skills
to work with this absorbed department.
Similar roles include:
Security/Assault Command
Engineering/Navigation
Science/Medical
Diplomancy(kind of stands alone, but can be broke down into several
other roles)Operations(catchall station that can fill in or be filled by other

departments)

Chain of command
The Sparrow class light-cruiser has a fairly standardized command structure in the United Earth Navy, not too disimilar from the United states Navy that it had evolved from.

Captain
A captain is only as good as his officers and his officers are only as good as their captain. The captain is a NPC players will give their input of a situation and the officers/players will vote,
the resulting vote is the captains desicion on the issue at hand

First officer<commander>
The Captain's Number one, In charge of thier own department,
usually operations, but just as easily another department.

Department head<Lietenant/Lietenant commander>
In charge of their department of operations all officers and crew report up to this possition

Department staff chiefs <Lietenant/Ensign/Master Sergant>
Heads of collections of systems ie: Engineering engines, Tactical Torpedo tubes

Section Sub chiefs <Ensign/Master Sergant/Sergant>
Heads a specific systems operations ie: Aft port Railcannon, Science sensor array

System Operations crew <Sergant/Airman/Recruit Airman>
The cogs of the machine, operating and upkeeping a specific ship system


Last edited by Admin on Sat Jun 25, 2011 12:19 am; edited 3 times in total
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Character creation Empty Requisition: So you need to buy crap for your starship?

Post  Admin Tue Apr 19, 2011 9:38 am

All equipment options are reconfigured in a nifty campaign book. Left them on here for instant gratification

If you want to buy or request any gear from TL9 you need to run it by me, any TL10+ gear is the same, but unlikely. Most TL9 combat gear available is in the Orange Badlands Campaign book without restrictions
.


Last edited by Admin on Sat Jun 25, 2011 12:27 am; edited 3 times in total
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Character creation Empty Vehicles

Post  Admin Sat Apr 23, 2011 2:52 pm

MK1 Salamander
Originally used as Biped forklifts and Mechanical aids, it is a Biped armored vehicles standing at10 feet tall. The driver sits in the chest compartment of the vehicle with all controls. It has two arms that are interchangable. The crew compartment is open with safety bars keeping the pilot safe from large falling objects. Two lights sit over head the crew compartment. It began military use soon after the Invasion when heavy weapons were machined and integrated into existing arm systems, making them versatile with a heavy range weapon and grasping or piercing makeshift melee weapons that can stand up to a Guinea Pig in close quarters. It provides:
Lifting ST+30
Striking ST+25
+1 Basic Move
Bad Grip 2
SM+2
Standard Accessories:
GPS ut74
biomedical sensors ut187
hyper-spectral visor ut61
medium radio ut44
small laser comm ut44

MK2 Salamander
Similar to the MK1 but the crew compartment is enclosed providing greater armor to the pilot. It has a larger power cell and life support allowing for use in hazardous enviroments. Its weight support systems have been reduced since its uses are more usually military it now provides a more mobile system.It provides:
Lifting ST+20
Striking ST+30
+1 Basic Move
Bad Grip 2
SM+2
no smell/taste b146
24 hours life support
infared cloaking ut99
radar stealth ut 100
sealed ut171
rad protection UT171
climate control (-500f to 300f)
vacuum support
Standard Accessiories:
GPS ut74
biomedical sensors ut187
hearing protection ut171
waste relief system ut187
hyperspectral visor ut61
medium radio ut44
small laser comm ut44
external audio sensors

MK2 Triceratops
Variant of the Salamander. Its light systems on its top have been replaced with another hard point. Its mobility is greatly hindered but has a very high weight limit and counter recoil systems. Often used for mobile anti tank or aircraft platforms. or for heavy repairs that a Salamander normally couldnt do provides:
Lifting ST+35
Striking ST+25
Bad Grip 4
SM+3
no smell/taste b146
24 hours life support
infared cloaking ut99
radar stealth ut 100
sealed ut171
rad protection UT171
climate control (-500f to 300f)
vacuum support
Standard Accessiories:
GPS ut74
biomedical sensors ut187
hearing protection ut171
waste relief system ut187
hyperspectral visor ut61
medium radio ut44
small laser comm ut44
external audio sensors
Armor Location DR CostWeight Power ST/HP HT Move SM OCC
MK1 Salamander Body/limb 130/80 200k(20k) 650 E(24hr) 4010 7 +2 1
MK2 Salamanderall 180/100 300k(30k)850 e/24hr 45 12 7 +2 1
MK2 Triceratopsall 180/100 350k(35k) 1000e/24hr 45 12 6 +3 1

Optional arm systems
Vulcan cannon
Rapid fire multi-barrel heavy weapon
Renforced bulwark 1000(100req)
operates as a shield Active defence with 50hp and DR300

Four digit grasping hand 1500(150req)
Three fingers with an oposable thumb. Allows fine manipulator tasks at Mech-pilot or dx-4 and buys 2 lvls of badgrip with that hand

Fork Clamp 2000(200req)
Large Metal prongs originally used to lift large pallets of equipment. It has been modified to have a joint so it can work as a clamp or a 2 digit grasping tool allowing fine manipulator tasks at pilot(battlesuit) -2 or dx-6. The tool is magnetized to aid in grip and buys off 1 badgrip modifier with this hand. Anyone grappled by the clamp takes Thrx2 cr. The insides of the clamp can optionally be lined with a blade changing dmg to cutting regaining its badgrip modifier.

Welding torch 2000(200req)
Arm has a heavy welding tool and multi-tool for repairs and construction. Has the following stats dmg(4d+1(5)brn) rch C,1,2 Parry(no) ST8t 35minutes of fuel

SKAR 10,000(1000req)
Light Anti-armor weapon with a high rate of fire

Railgun 4cm 12,000 (1,200req)
Large quad rail gun with different bolt options. It is essentially two integrated railguns ontop of eachother to increase rate of fire. Has a pair of picks at the end of the top and bottom rails.

80mm MLAW 26,000(2,600req)
Multi barreled LAW with optional unconventional rockets and homing UT 145 houses 4 spare missle packs

Ammo cache 500(50req)
Carry extra ammo or supplies in place of an arm system can carry x4 the normal ammo supply

Back hardpoint systems
Tactical comms array 15,000(1,500req)
Boost communications signals, jams radar and smart missle systems. also has radar ladar capabilities

Smart missle systems 100,000(10,000req)
High speed missle systems capable of intercepting high speed aircraft

Skyhammer Artillery 76,000(7600req)
Heavy artillery weapon primarily used for anti-tank and structure

Thunder Mortar 70,000(7000req)
Heavy artillery weapon used against anti personel roles.

Heavy crane 20,000(2000req)
Heavy construction crane for major repair or construction projects has a welding torch and multitool, arm has Lifting ST+60 and Striking ST+45 and a grasping claw at the end, can reach 10 yards

DmgAcc Range Wgt RoF Shots ST BulkRcl Cost LC Note
Pilot(Battlesuit) (iq-5/gunner-4)
Railgun 4cm5dx3(3)pi+ 3+5 3000/12000 55/10 7 75(10) 14t-7 3 12000 1
MLAW 80mm 6dx5 pi++ 3+5 500/400040/151 14(10) 14Bt -8 126,000 1
Terror Vulc100mm 15d pi+ 6 2200/500090 20! 150(30) 25M -10 2 40,000 1 2,3
followup 2d(1d)cr ex
SKAR 30mm 7d+2 pi 3+5 1000/4500 38/15 12 250(8) 18M -7 2 5000

1
2 Requires an E grade power source
3 wont malfunction unless lack of maintenance b407

APEX ammo: adds armor divisor(2) damageX.7 add followup [1d]ex x3Costpershot
AP Sabot: armor divisor(2) dmgx1.5 if below 30mm reduce dmg type pi+ to pi ect incendiary B433 rangex1.5 x4CPS
High explosive: .5 divisor linked crushing exp x2CPS
Low explosive: .5 divisor linked [1]cr exp x2CPS

Dmg Acc Range Wgt RoF Shots ST Bulk Rcl Cost LC

Note
Javelin SMS 6dx3(10)cr ex 6+5 220/2200 15/55 6 18(20) 22t -15 2 200,000 1

1,2,3
Thunder Mortar 6dx2 pi++ 2+5 360/3000 160/80 6x4 30(60) 25M -10 1 9,000 1 1
Skyhammer 6dx20 6+5 3000/10000 2200/45 1 1(4) 150M -10 4 100000 1

1 min range 100yrd
2 backblast 6d brn
3 multi-spectral homing skill 14

Pterodactyl
The Pterodactyl is the next generation of transport aircraft, and saw extensive use in the Earth Invasion. Ment for terrestrial missions it is best in atmosphere using its Ram jets, space worthy modifications can be made however it is usually for Ship to planet deployments than space missions. It is capable of vertical landings like a helicopter and top speeds equal to modern jet aircraft. Weapon systems include four missle sections on its wings, a pair of fixed SKAR guns on its front, two weapon mounts on its interior for use when the crew compartment is open. Crew compartment cannot retain atmosphere or aerodynamics so unless overridden when in jet mode or spaceflight it must remain closed.

Spacecraft dST/HP Hnd/SR HT Move LWt Load SM Occ dDR Range Cost
Pterodactyl 30 0/4 12 2g/12hrs 60/006ton 100ton +6 14 4/2/0 - 5,470,000

FRONT
[1-2]Titanium [dDR 4] 100k
[3] Control Room [Complexity c7 comms 4 2 stations] 200k
[4] Secondary Battery [x4 Missleracks 20missles 16cm 3d] 600k
[5] Medium Battery [x2 rapidfire SKAR guns 1d 300 rounds] 400k
[6]Fuel Cell [1pp tl9 12hrs] 50k
CENTRAL
[1]Titanium [dDR 2] 50k
[2]Cargo Hold [5ton]
[3] Major Battery [Terror Vulcan cannon Veryrapid 3cm 2d 1000rounds] 600k
[4-5]Passanger seating [12 seats]60k
[6] Major Battery [Terror Vulcan cannon Veryrapid 3cm 2d 1000rounds]600k
REAR
[1-2] Jet Engine [1g each hour per fuel tank] 2mil
[3-4] Fuel tank 60k
[5-6]Fuel cell [1pp each tl9 12hrs] 100k

Stealth tl9 500k
wings 150k

Beetle Class Shuttlecraft
Common shuttlecraft used for space missions and Ship to Planet deployment. Its only weapon is a contcentrated heat laser at its front. It comes with a pair of grapling arms for repairs and a Science sensor array for charting and survey missions. Its engines are capable of breaking orbit of most planets, but interplanetary travel is fairly slow. For taking off it usually requires taxing its fision reactor to maximize use of all its Ion engines.
Spacecraft dST/HP Hnd/SR HT Move LWt Load SM Occ dDR Range Cost
Beetle Shuttle30 0/4 12 .0015g/9dv 100ton 5.8 +6 8 3/2/0 - 4,380,000(438,000req)
FRONT
[1] Aluminum Laminate [dDR3] 100k
[2]Control Room [complexity c7 2 stations comm4] 200k
[3-5]Fueltank 90k
[6!] Secondary battery [x1 cutting laser 3mj 3d]60k
CENTRAL
[1]Titanium [dDR2] 50k
[2] Cargobay [5tons]
[3]Solar Panels 500k
[4]Seating [for 6] 30k
[5]Fission reactor[1pp for 50years] 300k
[6]Solar panels 500k
REAR
[1] Science array[array6] 200k
[2]Robot arm 1mil
[3-6!]Ion plasma engine[.0005g each 3dv per tank] 1.2mil

winged 150k

Talon Space superiority fighter
Single man Fighter designed for space combat, its weapons are designed for long distances and is designed for combat in no atmosphere. Its design does not fair well in atmosphere so unless in emergencies it is recomended to remain in space. Its weapons include 3 misslebays 2 primary railguns and 2 antismall craft fixed railguns. Often refered to as a"firecracker" due to its many volitile systems making it one of the more unsafe space vehicles, more than made up through its impressive firepower
Spacecraft dST/HP Hnd/SR HT Move LWt Load SM Occ dDR Range Cost
Talon Fighter 20 0/4 12 2g/2dv 30ton - +5 1 4/3/1 - 1,275,000(125,500req)

Front
[1-2]Aluminum Laminate (dDR2) 60k
[3!]Medium Battery [x2 4cm Rapid fire railgun(500 rounds) 1d fixed x1 8cm railgun 3d fixed (50 rounds)]150k
[4]Fueltank 10k
[5!]Major Battery [x1 10cm railcannon (70 rounds)4d]150k
[6]Tactical array [array lvl 5]60k
Central
[1]Aluminum Laminate (dDR2) 30k
[2]Control Room[compelxity c6 sensor3 1 station] 60k
[3]MHD Turbine Powerplant [2 power points for six hours] 15k
[4!]Medium Battery [x3 16 cm 3d(15missles) ] 150k
[5]Fuelrank 10k
[6]Titanium alloy [dDR1]15k
Rear
[1]Defensive ECM 300k
[2]FuelTank 10k
[3]Fueltank 10k
[4]HEDM Rocket[.5 mps delta-v 2g] 60k
[5]HEDM Rocket[.5 mps delta-v 2g] 60k
[6]Titanium alloy [dDR1]15k

winged 150k

Class 1 probe
Spacecraft dST/HP Hnd/SR HT Move LWt Load SM Occ dDR Range Cost
Probe20 -4/3 12 .001G/21.6dv 30 4 +5 0 2 01,227,000(122,700req)

FRONT
[1] light alloy [dDR2]
[2] Robot Arm [ST 200]
[3-6] Hangar Bays [total four tons]
[core] Control Room [c2 computer, sensor 5 no stations]
CENTRAL
[1] light alloy [dDR2]
[2] Science Array [sensor 7]
[3-4] SolarPanel Array [1pp]
[5-6] Fuel Tank [3.6 deltaV each]
REAR
[1] Light alloy [dDR2]
[2-3!] Ion Drive [.0005G]
[4-6, core] Fueltank [3.6 deltaV]

Unmanned

Class 2 probe
Spacecraft dST/HP Hnd/SR HT Move LWt Load SM Occ dDR Range Cost
Probe20 -4/3 12 .0015G/18dv 30 4 +5 0 2 01,347,000(134,700req)

FRONT
[1] light alloy [dDR2]
[2] Robot Arm [ST 200]
[3-6] Hangar Bays [total four tons]
[core] Control Room [c2 computer, sensor 5 no stations]
CENTRAL
[1] Science Array [sensor 7]
[2-4] Fission reactor [1pp]
[5-6] Fuel Tank [3.6 deltaV each]
REAR
[1] Light alloy [dDR2]
[2-4!] Ion Drive [.0005G]
[5-6, core] Fueltank [3.6 deltaV]
unmanned

Long-ranged comms amplifier
Boosts communications through a amplifier carrying messages up to 1000 AU. Has enough power to last 75 years. 10 tons 100,000 (10,000req)
Unmanned
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Character creation Empty Requisition: Gear

Post  Admin Sat Apr 23, 2011 3:36 pm


Dmg Acc Range Wgt RoF Shots ST Bulk Rcl Cost LC

Note
Guns(Rifle) (dx-4, or guns at-2)
Rail Rifle 20mm 4dx2(3) pi+ 2+3 1000/4000 8/2 3 20(3) 10t -4 3 8,000 2 3,6
Railgun 40mm 5dx3(3) pi+ 3+3 3000/12000 20/4 2 30(3) 12t -6 3 14,000 1 5,6
Guns (Gunner)
Railcannon 60mm 6dx20 pi+ 3+5


1 b cell
2 2 b cells
3 c cell
4 d cell
5 external cell
6 acc bonus from computer targeting

Explosive shells available offering 1 hex blast radius at x2 cost

Missile Launcher
Dmg Acc Range Wgt RoF Shots ST Bulk Rcl Cost LC

Note
Artillery (Guided missle) (iq-5 or artillery -4)
MLAWS 80mm 6dx5 pi++ 3+3 500/4000 35/15 1 4(5) 11Bt -8 1 20,000 1 1
TML 100mm 6dx30 pi++ 3+3 2000/10000 35/25 1 1(20) 11Bt -8 1 8,000 1 1
1 acc bonus from computer targeting
Specialty homing available UT 145
Class 1 probe
Spacecraft dST/HP Hnd/SR HT Move LWt Load SM Occ dDR Range Cost
Probe 20 -4/3 12 .001G/21.6 30 4 +5 0 2 0 1,227,000(127000req)

FRONT
[1] light alloy [dDR2]
[2] Robot Arm [ST 200]
[3-6] Hangar Bays [total four tons]
[core] Control Room [c2 computer, sensor 5 no stations]
CENTRAL
[1] light alloy [dDR2]
[2] Science Array [sensor 7]
[3-4] SolarPanel Array [1pp]
[5-6] Fuel Tank [3.6 deltaV each]
REAR
[1] Light alloy [dDR2]
[2-3!] Ion Drive [.0005G]
[4-6, core] Fueltank [3.6 deltaV]

Unmanned
Laser Weaponry
Dmg Acc Range Wgt RoF Shots ST Bulk Rcl Cost LC Note
Laser Carbine 5d(2)brn 5+3 500/1500 4/10 10 30(3) 5t -2 1 4500 2 1,2
1 acc bonus from computer targeting
2 external power source

Conventional Smallarm
Dmg Acc Range Wgt RoF Shots ST Bulk Rcl Cost LC Note
Autopistol 10mm 3d pi+ 2 100/1800 2.5/.7 3 20+1(3) 10 -3 3 540 3
Assault Carbine 6d pi 4 700/4000 7/1.5 15 50+1(3) 9t -4 2 1600 2
Location DR Cost Wgt LC Notes
Ballistic Armor
Reflex Tactical vest Tor,gro 18/7 900 9 2 1
trauma plates Tor +34 +600 +9 2
Reflex trousers gro,leg 12/4 280 3 3 1
trauma plates leg +34 +130 +4 2
Spacer suit body 9/4 600 4 3 1,2,3
trauma plates Tor +22 +300 +5 2
Tortise armor Tor 45 900 18 2
TIHC Head 18 300 3 4 4
visor eyes,face 10 150 .5 3
1 flexible
2 protects from depresurization and tempature tolerance 3
3 penetrating damage comprimzes benefets
4 TIHC benefits available only with visor or other view screen

TIHC
Tactical intelegent HUD Cap offers a full face visor or goggle display. Display links with a computer targeting system offering acc bonus and video link to gun sights. Short distance comms, Long distance reciever, Proximity alert, Noise supressant. Helm video link offers send data, and can be equiped with infra ultra or night vision. Capable of linking with other gear and smart targeting can identify threats. Has a small control panel on ear piece, most controls operated through eye movment. Optional Resperator attatchment B177

Spacer Suit
Spacer suit gives tempature resistance between -400f and 300f and protects from depresurization. Connects with a TIHC or uses built in hood to complete seal. Sealed suit gives one hour air and vacc support. Has emergengy thrusters with 5yd dV and acel 10yd. Belt has a magnetic tether that holds 300 lbs at 1G. Any dmg that penetrates DR must roll under DR or compromise temp tolerance and depressurization. The Navy variant of the spacer suit has a greatcoat attatched to the outside
adding 6dr to the torso and limbs and allows for areas to secure equipment.
Power Cells: UT19

UEF Strike Squad
x6 members
Rifleman:
Tortise armor
Reflex Trousers /w trauma plates
Reflex gloves
Assault boots TL9
TIHC Helmet (Infra)
Tactical pack
rations
first aid tl9
spare cell x4
multi tool kit
Combat knife 9"
Thermal blade 24"
10mm Auto Pistol
Spare clip x2
Rail rifle
Spare clip x5
canteen
Resperator
Grenade x2
Stun Grenade x2
Smoke Grenade x1

Medic:
"
Surgical kit tl9
Crash kit tl9
-One of-
Specialist(Antiarmor)
"
TML
spare missle x3
or Tank mine x6
Personel mine x4
Specialist(Scout)
x10 Tactical zoom railrifle
TIHC Night vision
Secialist(Antipersonel)
Autorifle
or
Railgun
Sergent
Grenade tube
x2 tactical zoom railrifle
TIHC long range comms

Naval vessel Tactical Airman
10mm autopistol
spare clip x1
Thermal Blade 20"
-In tactical alert-
Lasercarbine
spare cell x1
or
Railcarbine
spare clip x2
Spacer suit /w
plates
TIHC Helmet
Stun grenade x2

Requisition:
The Millitary does not internally use currency perse, and Earth currency is not recongnized beyond mankind. As such when dealing with the bureaucracy of the Federation navy one buys stuff with requisition. It works exactly like money but represents ones prestige and importance of their task. The groups requisition is combined and is maintained by the quartermaster like a treasurer as it were. The quartermaster is anyone from the group of players probobly operations, but honestly it belongs to anyone who wants the job.

The group submits at any time what they need or want from the Federation Navy and depending on when possible it will be available. If multiple requests come in or if requisition needs to be managed due to low funds he needs to talk to players and find out who NEEDS what and who can get by.

The following ranks provide the following Requisition, and will receive additional req based on their current rank periodicly and when completing tasks of interest to the Federation Navy, or mankind.

Sergant 20,000
Master Sergant 50,000
Ensign 100,000
Lietenant 200,000
Lietenant Commander 500,000
Commander 2,000,000
(Only players generate req)

This is needed for purchasing anything to furnish the ship beyond its bare essencials. Anything one wishes to personally own needs to be bought with your money. Anything beyond the ships fixtures and fixed computers the group will have to buy with their money or the groups req(requisition) If you want any gear not listed you may buy it in bulk of x10 at %10 listed cost unless its 10,000 or more then it may be bought in incriments of x1.

Ship resources
Plating 200lb 500req
Container 200lb 500req
Electronic 100lb 500req
mechanics 200lb 500req

Rail rifle x5 40lb 1000req
railgun 10lb 500req
Lasercarbine x5 20lb 1000req

Rail ammo x10 20lb 100req

Spacer suit x10 4lb 1000req
Traumaplates x10 30lb 2000req

I'll fix the tables later until then just line it up yourself, it takes awhile to bbcode a table : /
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