08-01-2009, 04:37 PM | #81 | |||
Join Date: Mar 2006
Location: Iceland*
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Re: Imperial Marines
Quote:
And the Empire can afford to reject all applicants to the Imperial Marines except the top 12 per year from each colony. Colonies of hundreds of millions, or even billions. They aren't just one in a thousand. The Imperial Service is only about 0.0023% of the population: the equivalent of 700 people in the USA. And the Marines are a relatively small part of that. As Brett said, if the USMC volunteered for the Imperial Marines then (even ignoring technological issues) 99.9+% of them would flunk. The Imperial Marines aren't completely comparable to real world soldiers. Each one is equivalent to the best special operator anyone is likely to have met. Quote:
They have more than 50 points in IMC, which justifies 5 style perks, and the IMWT probably has 20-30 points, so there could be another 2-3 from there. Quote:
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 08-01-2009 at 05:07 PM. |
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08-01-2009, 06:14 PM | #82 | |
Banned
Join Date: Aug 2004
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Re: Imperial Marines
Quote:
1. That should be 2 points for +8 and 1 point for +3, because you "drop all fractions from the final cost". 2. IT: (No Blood) would equal Resistance (All Blood related issues), you can take (Not immune to blood-borne toxins, -50%) Shell Tech page 29, bringing the cost to +8 [1]. |
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08-01-2009, 06:21 PM | #83 | |||
Join Date: Aug 2004
Location: Louisville, Ky
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Re: Imperial Marines
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08-01-2009, 06:38 PM | #84 |
Join Date: Mar 2006
Location: Iceland*
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Re: Imperial Marines
Indeed.
By the time they get to their first deployment, they've done all three of those schools. The MOS training is seperate. That makes them Artificers (Mechanics), Section Gunners, Section Leaders, Scouts or other speciality. It's a military trade that not all Marines have. But all Marines are supposed to be able to meteor drop, rescue hostages and serve as infantry bot bosses. Those aren't optional specialisations and there isn't any distinctions between Marines or units that are drop-capable and others that aren't. They're all able to perform those basic Marine tasks.
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08-01-2009, 06:41 PM | #85 |
Join Date: Mar 2006
Location: Iceland*
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Re: Imperial Marines
I can seperate them from the template, but I don't believe that's worth all that much effort. No PC will be without this training anyway.
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08-01-2009, 06:44 PM | #86 | ||
Banned
Join Date: Aug 2004
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Re: Imperial Marines
Quote:
1. At 12 per planet per year, these guys should be the best of the best of the best of the best of the.... 2. Bio-Tech says TL10 genetic engineering can give a base of: ST 16 [60]; DX 12 [40]; IQ 12 [40]; HT 13 [30]. Secondary Attributes: HP 22 [12]; Basic Speed 7.25 [20]; Move 7 [0]; Per 13 [5]; Will 13 [5]; FP 24 [33]. Quote:
This is outright magical. A realistic version might look like Reinforced Skeleton (TL10) in Ultra-Tech. |
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08-01-2009, 06:45 PM | #87 |
Join Date: Aug 2004
Location: Louisville, Ky
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Re: Imperial Marines
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08-01-2009, 06:49 PM | #88 |
Join Date: Mar 2006
Location: Iceland*
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Re: Imperial Marines
Each rotation features one of each type of station (shipboard, reserve and residence). This template is meant to represent someone who's done his year as trainee Marine and is more than halfway through the rotation. In other words, a fully trained one who's not still wet behind the ears (though he has decades of catching up to do to match the real veterans).
Ergo, he'll be just about finished with his third school.
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08-01-2009, 06:59 PM | #89 | ||||
Join Date: Mar 2006
Location: Iceland*
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Re: Imperial Marines
Quote:
Final decision on how high those numbers can get is the GM's. Personally, I think that all the skills I gave them represent their drive and motivation better than superhuman stats. It might not be point-optimised, but it's more realistic. In any event, their best of the best of the best status is determined more by psychological than physical features. They're selected for mental sobriety, motivation and the ability to make tough decisions. As a result of their motivation and drive, they'll naturally have good attributes and have a very easy time learning and retaining skills. Hence the high skill scores. Quote:
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The Reinforced Skeleton is not realistic enough, given that the Skull being armoured doesn't make the brain immune to concussion.
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Za uspiekh nashevo beznadiozhnovo diela! |
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08-01-2009, 07:38 PM | #90 | |
Banned
Join Date: Aug 2004
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Re: Imperial Marines
Is genetic engineering not available in the setting?
Quote:
Player: With HP 18 and IT:UB that caps at 20HP of injury. I roll HT to recover, roll 3-14: Temporary, with HT 13 + Fit plus TL10 medical treatment recovery time averages 4 days. 15-18: Lasting, with TL10 medical treatment recovery time averages 1.5 weeks. Worst case scenario: rolls 15-18, rolls 6 on lasting crippling duration, surgeon fails roll to turn months to weeks; crippling lasts 3 months. With IT:UB there is no possiblity of permanent injury, no matter how much damage is taken. Last edited by NineDaysDead; 08-02-2009 at 04:04 AM. |
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custom setting, flat black, military sf, occupational templates, space marines, templates |
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