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Old 10-20-2011, 04:58 AM   #31
vicky_molokh
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Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Did some homework on the subject, let's examine it together. A list of biomods that may or may not be appropriate. Please comment whether you find them useful/justified:

Muscle Graft, $20k/2weeks:
+3 Striking ST, +3 Lifting ST, +30 pounds.
Allows use of heavier weapons, or helps with one-handed use of SMG-equivalents.

Eye Upgrade, $5k/6+2weeks:
Acute Vision +2 [4]
Perception might be useful in the field. Not so much in corridors, unless the GM rules that CQB range is defined as Per+AV instead of straight Per.

Bio-Booster, $31k/4+2 weeks:
Basic Speed +1.00 (Cardiac Stress, every
minute, -30%, Costs Fatigue, 1 FP, -5% [13], Lifting ST +3
(Cardiac Stress, every minute, -30%) [7], and Striking ST
+3 (Cardiac Stress, every minute, -30%) [11]. 31 points.
A desperate measure that effectively gives +1 Dodge, and allows emergency bursts of strength for evac or mêlée combat.

Boosted Heart: $15k/6+4 weeks:
Statistics: HT +1 [10], FP +1 [3], and Hard to Kill +1 [2].
15 points.
Always nice stack more survivability, IMO.

Spleen Augmentation, $5,000/3+4weeks:
Statistics: Resistant to Disease (+8) [5].
Maybe good in the field with limited logistics, but not otherwise.

Neural Augmentation: $110,000 (two weeks recovery).
Statistics: Basic Speed +3.00 [60] and Total Klutz
(Mitigator, weekly dose of PK-28N, -65%) [-5]. 55 points.
Each dose costs $200. Klutz can be bought off later.
Expensive, and gives an extra worry to logistics, but +3 Dodge (and movement speed!) seems nice for infantry. Not so much if you have an APC/HMMWV per 4 infantry people, though.

Hotshotting: $10,000/one day recovery
Workaholic and/or Single-Minded.
Seems like a better thing for non-combat MOSes. Worth it?

Cybernetics:
Biomonitor, $100/minor procedure.
Kinda neat to ease first aid and stuff.

Boosted Reflexes, $9k/Major procedure:
Basic Speed +2 (Costs 2 FP, -10%) [18].
As the one before.

Subdermal Armour, $2k/Radical procedure:
DR 8 (Limited, Piercing and Cutting, -20%; Tough Skin, -40%) [16]; DR 4 (Tough Skin, -40%) [12]. 28 points total.
DR8 doesn't seem like much, but they may add up for a burst.

---------------------------------------------

Obviously, getting all of them is economically prohibitive. So what subset would be picked to best represent a supersoldier?
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Old 10-20-2011, 01:48 PM   #32
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Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by RyanW View Post
US Marines use a 3*4+1 squad, US Army uses a 2*4+1 squad (in order to fit in a Bradley).
I was under the impression that the USMCs use of three FT squads was as a way to end-run around some of the restrictions in place on how big the Corps can get.
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Old 10-20-2011, 02:23 PM   #33
sir_pudding
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Default Re: [Mass Combat] + [UT] + [BIO] : Mods to make Super-Soldier (+200%) units?

Quote:
Originally Posted by Verjigorm View Post
I was under the impression that the USMCs use of three FT squads was as a way to end-run around some of the restrictions in place on how big the Corps can get.
Not so far as I know. Every thing is threes in order to facilitate three element mission planning.
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