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Old 08-02-2009, 05:32 PM   #111
Icelander
 
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Default Re: Imperial Marines

Quote:
Originally Posted by sir_pudding View Post
Eye for Distance is the other two are not.
My mistake.

Ignore them until Tactical Shooting comes out.
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Old 08-03-2009, 01:00 PM   #112
sir_pudding
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Default Re: Imperial Marines

Since Panimmunity II exists in the setting, shouldn't Marines have Resistance to Disease +8? It's very useful and not terribly expensive relative to everything else.
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Old 08-03-2009, 01:45 PM   #113
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Default Re: Imperial Marines

Quote:
Originally Posted by Icelander View Post
Ignore them until Tactical Shooting comes out.
I think GunFu will suffice and be here sooner.
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Old 08-03-2009, 03:57 PM   #114
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Default Re: Imperial Marines

Quote:
Originally Posted by sir_pudding View Post
Since Panimmunity II exists in the setting, shouldn't Marines have Resistance to Disease +8? It's very useful and not terribly expensive relative to everything else.
Sure.

I asked Brett and got confirmation, but I hadn't updated the template yet.

In other news, I'll keep this template up, but the actual templates we use for the game are going to be done in substantially more broad strokes. Seems some players are not comfortable with the level of detail and the range of fiddly rules required to model Marines in this way. So I'll put up more cinematic templates, where they're better at things outside their training but worse at their specific trade. Will probaly also come to less points.

Think of my original templates as the Over There and Generation Kill media portrayal and the other ones as the Bruckheimer one.
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Old 08-03-2009, 06:39 PM   #115
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Default Re: Imperial Marines

Fantastic Work

Thank You

QM
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Old 08-03-2009, 06:52 PM   #116
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Default Cinematic Marine Template

Imperial Marine
315 CP

Attributes: ST 12 [20]; DX 13 [60]; IQ 13 [60]; HT 13 [30].

Secondary Attributes: HP 24 [24]; Basic Speed 6.50 [0]; Move 6 [0]; Per 13 [0]; Will 13 [0]; FP 14 [3].

Advantages: Combat Reflexes [15]; Fearlessness 1 [2]; Fit [5], Hard to Kill 4 [8]; Resistance +8 (Disease) [5].

And [40] points chosen from the following list: More ST, DX, IQ or HT; Increased Speed, Per, Will or FP; Absolute Direction [5 or 10]; Acute Senses [2/level]; Ambidexterity [5]; Artificer Talent [10/level]; Born Soldier Talent [5/level]; Born Tactician Talent [10/level]; Common Sense [10]; Fearlessness [2/level]; Filter Lungs [5]; Flexibility [5]; Healer Talent [10/level]; High Pain Threshold [10]; Less Sleep [2/level]; Night Vision [1/level; max 3]; Outdoorsman Talent [10/level]; Peripheral Vision [15]; Reputation (Medals and Military Awards) [var.]; Single-Minded [5] Stalker Talent [5/level] or improve Fit to Very Fit [+10].

Perks: Sanitised Metabolism [1].

Disadvantages: Duty (15-) (Imperial Marines) (Extremely Hazardous) [-20]; Sense of Duty (Regiment) [-10] and at least [-10] points from the following list (or quirk versions of these disadvantages):

Chummy [-5]; Code of Honour (Imperial Marine) [-10]; Fanaticism (Imperial Mission or Empire) [-15]; Honesty (SC 12 or 15) [-5 to -10]; Pacifism (Cannot Harm Innocents) [-10]; Selfless (SC 6 to 15) [-2 to -10]; Sense of Duty (Replace Regiment with Comrades-in-arms, Imperial Marine Corps or Empire) [0]; Truthfulness (SC 6 to 15) [-2 to -10]; Workaholic (SC 6 to 15) [-2 to -10].

Other acceptable and reasonably common disadvantages include: Callous [-5]; Compulsive Carousing (SC 15) [-2]; Compulsive Behaviour (Physical Conditioning) (SC 12 or 15) [-2 to -5]; Gluttony (SC 15) [-2]; Intolerance (Backward Colonal Societies or Everyone but Imperials) [-5 to -10]; Lecherousness (SC 15) [-8]; No Sense of Humour [-10]; Oblivious [-5]; Odious Personal Habit (Regimental Rugger-bugger; everyone except Marines) [-3]; Overconfidence (SC 12 or 15) [-2 to -5].

Primary Skills: Battlesuit (DX/A) DX [2] -13; Brawling (DX/H) DX+2 [4] -15; Camouflage (IQ/E) IQ+1 [2] -14; Climbing (DX/A) DX+1 [4] -14; Electronics Operation/TL10 (Communications) (IQ/A) IQ-1 [1] -12; Electronics Operation/TL10 (Sensors) (IQ/A) IQ-1 [1] -12; First Aid/TL10 (IQ/E) IQ [1] -13; Forward Observer/TL10 (Per/A) Per-1 [1] -12; Free Fall (DX/A) DX [2] -13; Gunner/TL10 (Machinegun) (DX/E) DX [1] -13; Guns (GL) (DX/E) DX [1] -13; Guns/TL10 (LAW) (DX/E) DX [1] -13; Guns/TL10 (Rifle) (DX/E) DX+1 [4] -15; Guns/TL10 (SMG) (DX/E) DX+1 [1] -14*; Guns/TL10 (LMG) (DX/E) DX+1 [1] -14*; Hiking (HT/A) HT [2] -13; Judo (DX/H) DX [4] -13; Jumping (DX/E) DX [1] -13; Savior-Faire (Military) (IQ/E) IQ [1] -13; Soldier/TL10 (IQ/A) IQ [2] -13; Stealth (DX/A) DX [2] -13; Tactics (IQ/H) IQ [4] -13; Throwing (DX/A) DX [2] -13; Traps/TL10 (IQ/A) IQ-1 [1] -12; Urban Survival (Per/A) Per-1 [1] -12; Vacc Suit/TL10 (DX/A) DX [1] -13*; Wrestling (DX/A) DX+1 [4] -14.

Secondary Skills: Acrobatics (DX/H) DX-2 [1] -11; Artillery/TL10 (Guided Missile) (IQ/A) IQ-1 [1] -12; Crewman (Spacer) (IQ/E) IQ [1] -13; Electronics Operation/TL10 (Security) (IQ/A) IQ-1 [1] -12; Escape (DX/H) DX-2 [1] -12; Explosives/TL10 (Demolition) (IQ/A) IQ-1 [1] -12; Fast Draw (Ammo) (DX/E) DX+1 [1] -14; Fast Draw (Knife) (DX/E) DX+1 [1] -14; Fast Draw (Long Arm) (DX/E) DX+1 [1] -14; Fast Draw (Pistol) (DX/E) DX+1 [1] -14; Forced Entry (DX/E) DX+1 [2] -14; Gesture (IQ/E) IQ [1] -13; Guns/TL10 (Pistol) (DX/E) DX+1 [1] -14*; Leadership (IQ/A) IQ-1 [1] -12; Melee Weapon (Knife) (DX/E) DX [1] -13; Melee Weapon (Shortsword) (DX/A) DX-1 [1] -12; Melee Weapon (Spear) (DX/A) DX-1 [1] -12; Melee Weapon (Staff) (DX/A) DX-1 [1] -13; Navigation/TL10 (Land) (IQ/A) IQ-1 [1] -12; Observation (Per/A) Per [2] -13; Piloting (Flight Pack) (DX/A) DX-1 [1] -12; Running (HT/A) HT [2] -13; Scrounging (Per/E) Per [1] -13; Scuba (IQ/A) IQ-1 [1] -12; Search (Per/A) Per-1 [1] -12; Sport (Rugby) (HT/E) HT+1 [2] -14; Submarine (Free-Flooding Sub) (IQ/A) IQ-1 [1] -12; Swimming (HT/E) HT [1] -13.

Background Skills: Spend 12 points on any of Area Knowledge (any), Carousing, Carpentry, Computer Operation, Cooking, Current Affairs (Any), Games (any), Gardening, Hobby Skill, Housekeeping, Knot-Tying, Sewing or Singing, all (E); Administration, Boating/TL10, Connoisseur, Dancing, Driving (any), Erotic Art, Freight Handling, Gambling, Group Performance (Any), Heraldry (Military Insignia), Lifting, Mechanic/TL10 (Any), Performance, Photography, Piloting (Vertol), Poetry, Sex Appeal, Sports (Any), Speed-Reading, Streetwise or Teaching, all (A); Artist (Any), Astrobatics, Astronomy, Autohypnosis, Expert Skill (Military Science), History (Any), Literature, Mathematics (Any), Meditation, Musical Composition, Musical Instrument or Philosophy, all (H).

Attributes: [170]
Secondary Attributes: [27]
Advantages: [75]
Perks: [1]
Disadvantages: [-40]
Skills: [82]


*From default

In addition, Marines have a Military Trade such as Armourer, Artificer, Marksman, Provost, Scout or any of a myriad of other specialities. Every Marine also selects one of the following schools per five year tour he has done.

Infantry School
Skills: Electronics Operation/TL10 (Communications) (IQ/A) IQ [+1] -13; Electronics Operation/TL10 (Sensors) (IQ/A) IQ [+1] -13; Forward Observer/TL10 (Per/A) Per [+1] -13; Gunner/TL10 (Machinegun) (DX/E) DX+1 [+1] -14; Guns/TL10 (LAW) (DX/E) DX+1 [+1] -14; Hiking (HT/A) HT+1 [+2] -14; Soldier/TL10 (IQ/A) IQ+1 [+2] -14; Teaching (IQ/A) IQ-1 [1] -12.

+ Two of Arctic, Desert, Forest, Jungle, Mountain or Open Range Operations [5].

Cost: 20 CPs.

Meteoric Drop School
Advantage: G-Experience (All) [10].
Skills: Astrobatics (DX/H) DX-2 [1] -11; Battlesuit (DX/A) DX+1 [+2] -14; Free Fall (DX/A) DX+1 [+2] -14; Parachuting (New Speciality: Meteoric Drop) (DX/E) DX+2 [4] -15; Piloting (Flight Pack) (DX/A) DX [+1] -13.

Cost: 20 CPs.

Riot School
Skills: Diplomacy (Optional Speciality: Crowd Control) (IQ/A) IQ-1 [1] -12; Guns/TL10 (SMG) (DX/E) DX+1 [+3] -15*; Intimidation (Will/A) Will-1 [1] -12; Melee Weapon (Shortsword) (DX/A) DX [+1] -13; Melee Weapon (Staff) (DX/A) DX [+1] -13; Savior-Faire (Military) (IQ/E) IQ+1 [+1] -14; Throwing (DX/A) DX+1 [+2] -14.
Techniques: Arm Lock (Wrestling+1) (A) [1] -15; Retain Weapon (SMG) (DX+1) (H) [2] -14; Retain Weapon (Rifle) (DX+1) (H) [2] -14.

+ Urban Operations [5]
Skills: Driving (Automobile) (DX/A) DX-1 [1] -12; Jumping (DX/E) DX+1 [+1] -14; Piloting (Vertol) (DX/A) DX-1 [1] -12; Urban Survival (Per/A) Per [+1] -13.
Techniques: Rope Down (Climbing) (A) [1] -14.


Cost: 20 CPs.
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Old 08-03-2009, 07:13 PM   #117
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Default Cinematic Military Trades

Military Trades


Armourer
Skills: Armoury/TL10 (Battlesuit) (IQ/A) IQ+1 [4] -14; Armoury/TL10 (Body Armour) (IQ/A) IQ+1 [4] -14; Armoury/TL10 (Heavy Weapons) (IQ/A) IQ+1 [4] -14; Armoury/TL10 (Smallarms) (IQ/A) IQ+1 [4] -14; Machinist/TL10 (IQ/A) IQ [2] -13; Mechanic/TL10 (Walkbots) (IQ/A) IQ [2] -13.

Cost: 20 CPs.

Artificer (Eletrician)
Skills: Electrician/TL10 (IQ/A) IQ+1 [4] -14; Electronic Repair/TL10 (Communications) (IQ/A) IQ+1 [4] -14; Electronic Repair/TL10 (Computers) (IQ/A) IQ-1 [1] -12; Electronic Repair/TL10 (Security) (IQ/A) IQ [2] -13; Electronic Repair/TL10 (Sensors) (IQ/A) IQ+1 [4] -14; Engineering/TL10 (Eletrical) (IQ/H) IQ-2 [1] -11; Engineering/TL10 (Electronics) (IQ/H) IQ-2 [1] -11; Machinist/TL10 (IQ/A) IQ [2] -13; Mathematics/TL10 (Applied) (IQ/H) IQ-2 [1] -11.

Cost: 20 CPs.

Artificer (Mechanic)
Skills:
Armoury/TL10 (Vehicular Armour) (IQ/A) IQ [2] -13; Engineering/TL10 (Walkers) (IQ/H) IQ-2 [1] -11; Machinist/TL10 (IQ/A) IQ+1 [4] -14; Mathematics/TL10 (Applied) (IQ/H) IQ-2 [1] -11; Mechanic/TL10 (Fuel Cell Engines) (IQ/A) IQ+1 [4] -14; Mechanic/TL10 (Fusion Engines) (IQ/A) IQ [2] -13; Mechanic/TL10 (Legged Motive System) (IQ/A) IQ+1 [2] -13; Mechanic/TL10 (Thrusters Motive System) (IQ/A) IQ [2] -13; Mechanic/TL10 (Wheeled Motive System) (IQ/A) IQ-1 [1] -12; Scrounging (Per/E) Per [+1] -14.

Cost: 20 CPs.

Assault Pioneer
Perk: One-Task Wonder (Architecture defaults to full IQ when planting explosives) [1].
Skills: Engineering/TL10 (Combat) (IQ/H) IQ [4] -13; Explosives/TL10 (Demolitions) (IQ/A) IQ+2 [+7] -15; Explosives/TL10 (EOD) (IQ/A) IQ [2] -13; Forced Entry (DX/E) DX+2 [+2] -15; Mathematics/TL10 (Applied) (IQ/H) IQ-2 [1] -11; Traps (IQ/A) IQ+1 [+3] -14.

Cost: 20 CPs.

Explosive Ordnance Disposal
Advantage: Fearlessness 2 [+2]; High Manual Dexterity [5].
Skills: Explosives/TL10 (EOD) (IQ/A) IQ+2 [+6] -15; Hazardous Materials/TL10 (Biological) (IQ/A) IQ-1 [1] -12; Hazardous Materials/TL10 (Chemical) (IQ/A) IQ-1 [1] -12; Search (Per/A) Per [+1] -13; Traps (IQ/A) IQ+2 [+4] -15.

Cost: 20 CPs.
Notes: Requires Assault Pioneer.

Saboteur
Perk: One Task Wonder (Mechanic defaults to full IQ when planting explosives) [1].
Skills: Electrician/TL10 (IQ/A) IQ [2] -13; Explosives/TL10 (Demolitions) (IQ/A) IQ+3 [+4] -16; Holdout (IQ/A) IQ [2] -12; Machinist/TL10 (IQ/A) IQ-1 [1] -12; Scrounging (Per/E) Per [+1] -14; Smuggling (IQ/A) IQ [2] -13; Traps (IQ/A) IQ+2 [+4] -15.
Technique: Set Traps (Explosives: Demolition) (A) [3] -16.

Cost: 20 CPs.
Notes: Requires Assault Pioneer.

Underwater Sapper
Skills: Explosives/TL10 (Underwater Demolitions) (IQ/A) IQ+2 [+6] -15*; Scuba (IQ/A) IQ+2 [+4] -15.

+ Frogman/Diver Training [10].

Cost: 20 CPs.
Notes: Requires Assault Pioneer and Underwater Operations.

Marksman
Advantage: Acute Vision 1 [2].
Perks: Eye for Distance; Patience of Job [2].
Skills: Camouflage (IQ/E) IQ+2 [+2] -15; Forward Observer/TL10 (Per/A) Per+1 [+2] -14; Guns (Rifle) (DX/E) DX+3 [+4] -16; Observation (Per/A) Per+1 [+2] -14; Stealth (DX/A) DX+1 [+2] -14; Tactics (IQ/H) IQ [+4] -14.
Technique: Precision Aiming (IQ-based Guns: Rifle-2) (A) [2] -12.

Cost: 20 CPs.
Notes: Costs 21 CPs without Infantry School.

Advanced Marksman
Advantage: Night Vision 1 [1].
Skills: Guns (Rifle) (DX/E) DX+4 [+4] -17; Stealth (DX/A) DX+2 [+4] -15.
Techniques: Precision Aiming (IQ-based Guns: Rifle-1) (A) [+3] -16; Targeted Attack (Rifle Shot/Skull) (Guns: Rifle-3) (A) [5] -13; Targeted Attack (Rifle Shot/Vitals) (Guns: Rifle-1) (A) [3] -17.

Cost: 20 CPs.
Notes: Requires Marksman.

Medic
Skills: Diagnosis (IQ/H) IQ [4] -13; Diplomacy (IQ/H) IQ-1 [2] -12; Electronic Operation (Medical) (IQ/A) IQ [2] -13; Electronic Repair (Medical) (IQ/A) IQ-1 [1] -12; First Aid (IQ/E) IQ+2 [+3] -15; Physician (IQ/H) IQ-1 [2] -12; Surgery (IQ/VH) IQ-1 [4] -12.

Cost: 20 CPs.

Hospital Orderly
Skills: Diagnosis (IQ/H) IQ+1 [+4] -14; Diplomacy (IQ/H) IQ [+2] -13; Electronic Operation (Medical) (IQ/A) IQ+1 [+2] -14; Electronic Repair (Medical) (IQ/A) IQ [+1] -13; Pharmacy (Synthetic) (IQ/H) IQ [4] -13; Physician (IQ/H) IQ [+6] -13; Physiology (Human) (IQ/H) IQ-2 [1] -11.

Cost: 20 CPs.
Notes: Requires Medic.

Advanced Surgery
Skills: Diagnosis (IQ/H) IQ+1 [+4] -14; First Aid (IQ/E) IQ+3 [+4] -16; Physiology (Human) (IQ/H) IQ-1 [2] -11; Surgery (IQ/VH) IQ+1 [+8] -14.

Cost: 20 CPs.
Notes: Requires Medic.

Pilot
Skills: Electronic Operations/TL10 (Sensors) (IQ/A) IQ+1 [+2] -14; Gunner/TL10 (Beams) (DX/E) DX+1 [2] -14; Gunner/TL10 (Cannon) (DX/E) DX+1 [2] -14; Gunner/TL10 (Machinegun) (DX/E) DX+2 [+2] -15; Navigation (Air) (IQ/A) IQ+1 [4] -14; Piloting (Aircar) (DX/A) DX+2 [8] -15.

Cost: 20 CPs.
Notes: 22 CPs without Infantry Training.
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Old 08-03-2009, 07:14 PM   #118
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Default Cinematic Military Trades (cont.)

Provost
Skills: Body Language (Per/A) Per-1 [1] -12; Electronics Operation/TL10 (Security) (IQ/A) IQ [+1] -13; Electronics Operation/TL10 (Surveillance) (IQ/A) IQ-1 [1] -12; Forced Entry (DX/E) DX+2 [+2] -15; Guns (GL) (DX/E) DX+1 [+1] -14; Interrogation (IQ/A) IQ-1 [1] -12; Intimidation (Will/A) Will [+1] -13; Law Enforcement (IQ/A) IQ [2] -12; Law (Police) (IQ/H) IQ-1 [2] -12; Savior-Faire (Military) (IQ/E) IQ+2 [+2] -15; Search (Per/A) Per [+1] -13.
Techniques: Arm Lock (Wrestling+2) (A) [+1] -17; Handcuffing (Wrestling-1) (A) [1] -14; Retain Weapon (Pistol) (DX+1) (H) [2] -14; Retain Weapon (SMG) (DX+2) (H) [+1] -15.

Cost: 20 CPs.
Notes: Requires Riot School.

Dignitary Protection
Perk: Sacrificial Parry (Wrestling) [1].
Skills: Body Language (Per/A) Per+1 [+3] -14; Electronics Operation/TL10 (Security) (IQ/A) IQ+1 [+2] -14; Electronics Operation/TL10 (Surveillance) (IQ/A) IQ [+1] -13; Fast Draw (Pistol) (DX/E) DX+2 [+1] -15; Guns (Pistol) (DX/E) DX+2 [+2] -15; Law Enforcement (IQ/A) IQ+1 [+2] -14; Search (Per/A) Per+1 [+2] -14.
Techniques: Disarming (Wrestling+2) (H) [3] -17; Targeted Attack (Pistol Shot/Vitals) (Guns Pistol-1) (H) [3] -14.

Cost: 20 CPs.
Notes: Requires Provost.

Provost Detective
Skills: Criminology/TL10 (IQ/A) IQ [2] -13; Detect Lie (Per/H) Per-2 [1] -11; Electronics Operation/TL10 (Surveillance) (IQ/A) IQ [+1] -13; Holdout (IQ/A) IQ [2] -13; Interrogation (IQ/A) IQ [+1] -13; Law (Police) (IQ/H) IQ [+2] -13; Observation (Per/A) Per+1 [+2] -14; Psychology (Applied) (IQ/H) IQ-1 [2] -12; Photography (IQ/A) IQ-1 [1] -12; Research (IQ/A) IQ [2] -13; Search (Per/A) Per+1 [+2] -14; Shadowing (IQ/A) IQ-1 [1] -12.

Cost: 20 CPs.
Notes: Requires Provost; officer billet.

Riot Squad
Advantage: Hard to Subdue 1 [2].
Perks: Shieldwall Training; Shoves and Tackles (Shield); Sure-Footed (Uneven) [3].
Skills: Guns (GL) (DX/E) DX+2 [+2] -15; Intimidation (Will/A) Will+1 [+2] -14; Shield (DX/E) DX+2 [4] -15; Shortsword (DX/E) DX+1 [+2] -14;.
Techniques: Close Hip Shooting (SMG+2) [2] -17; Retain Weapon (Shortsword+1) (H) [2] -15; Retain Weapon (SMG) (DX+3) (H) [+1] -16.

Cost: 20 CPs.
Notes: Requires Provost.

Scout
Perks: Patience of Job [1].
Skills: Camouflage (IQ/E) IQ+2 [+2] -15; Cartography/TL10 (IQ/A) IQ [2] -13; Electronics Operation/TL10 (Sensors) (IQ/A) IQ+1 [+2] -14; Electronics Repair/TL10 (Sensors) (IQ/A) IQ-1 [1] -12; Forward Observer/TL10 (Per/A) Per+1 [+2] -14; Intelligence Analysis (IQ/H) IQ-2 [1] -11; Navigation/TL10 (Land) (IQ/A) IQ+1 [+3] -14; Observation (Per/A) Per+1 [+2] -14; Stealth (DX/A) DX+1 [+2] -14; Tracking (Per/A) Per [2] -13.

Cost: 20 CPs.
Notes: Costs 22 CPs without Infantry School.

Pathfinder
Skills: Hiking (HT/A) HT+2 [+4] -15; Navigation/TL10 (Land) (IQ/A) IQ+2 [+4] -15; Stealth (DX/A) DX+2 [+4] -15; Tracking (Per/A) Per+1 [+2] -14.

+ Any one additional [terrain type] Operations from Environmental Conditions [5].

Cost: 20 CPs.
Notes: Requires Scout.

Surveyor
Skills: Cartography/TL10 (IQ/A) IQ+1 [+2] -14; Electronics Operation/TL10 (Sensors) (IQ/A) IQ+2 [+4] -15; Electronics Repair/TL10 (Sensors) (IQ/A) IQ [1] -13*; Forward Observer/TL10 (Per/A) Per+2 [+4] -15; Intelligence Analysis (IQ/H) IQ [+3] -13; Mathematics/TL10 (Surveying) (IQ/H) IQ [4] -13; Navigation/TL10 (Air) (IQ/A) IQ-1 [1] -12; Piloting/TL10 (Ultralight) (DX/A) IQ-1 [1] -15.

Cost: 20 CPs.
Notes: Requires Scout.

Section Gunner
Attributes: ST +1 [10]
Skills: Artillery/TL10 (Guided Missiles) (IQ/A) IQ [+1] -13; Armoury/TL10 (Heavy Weapons) (IQ/A) IQ [2] -13; Fast Draw (Ammo) (DX/E) DX+2 [+1] -15; Gunner (MG) (DX/A) DX+1 [+2] -14; Guns (GL) (DX/E) DX+1 [+1] -14; Guns (LMG) (DX/E) DX+2 [+2] -15; Mechanic/TL10 (Walkbots) (IQ/A) IQ-1 [1] -12.

Cost: 20 CPs.
Notes: Costs 21 CPs without Infantry School.

Section Leader
Advantage: Military Rank 1 [5]
Skills: Administration (IQ/A) IQ [2] -13; Computer Operation (IQ/E) IQ [1] -13; Diplomacy (IQ/H) IQ-1 [2] -12; Expert Skill (Military Science) (IQ/H) IQ-2 [1] -11; Intelligence Analysis (IQ/H) IQ-1 [2] -12; Leadership (IQ/A) IQ [+1] -13; Navigation/TL10 (Land) (IQ/A) IQ+1 [+3] -14; Savoir-Faire (Military) (IQ/E) IQ+2 [+2] -15; Tactics (IQ/H) IQ+1 [+4] -14; Teaching (IQ/A) IQ [2] -13.

Cost: 25 CPs.

Sergeant
Advantage: Military Rank 2 [+5]
Skills: Administration (IQ/A) IQ+1 [+2] -14; Diplomacy (IQ/H) IQ [+2] -13; Intelligence Analysis (IQ/H) IQ [+2] -13; Leadership (IQ/A) IQ+2 [+6] -14; Operations (IQ/H) IQ-1 [4] -12; Tactics (IQ/H) IQ+2 [+4] -14.

Cost: 25 CPs.
Notes: Requires Section Leader.

Signaller
Skills: Administration (IQ/A) IQ-1 [1] -12; Computer Operation (IQ/E) IQ [1] -13; Computer Programming (IQ/H) IQ-2 [1] -11; Cryptography (IQ/H) IQ-1 [2] -12; Electronic Operation (Communications) (IQ/A) IQ+2 [+6] -15; Electronic Operation (Electronic Warfare) (IQ/A) IQ+1 [4] -14; Electronic Repair (Communications) (IQ/A) IQ [2] -13; Electronic Repair (Electronic Warfare) (IQ/A) IQ [2] -13; Expert Skill (Computer Security) (IQ/H) IQ-2 [1] -11.

Cost: 20 CPs.
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Last edited by Icelander; 08-04-2009 at 10:23 AM.
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Old 08-03-2009, 07:45 PM   #119
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Environmental Conditions


Amphibious Operations (Basic)
Perk: Naval Training [1].
Skills: Boating (Motorboat) (DX/A) DX-1 [1] -12; Boating (Unpowered) (DX/A) DX-1 [1] -12; Navigation (Sea) (IQ/A) IQ-1 [1] -12; Survival (Island/Beach) (Per/A) Per-1 [1] -12.

Cost: 5 CPs.

Amphibious Operations School
Perks: Sea Legs; Sure-Footed (Water) [2].
Skills: Boating (Large Powerboat) (DX/A) DX-1 [1] -12; Boating (Motorboat) (DX/A) DX [+1] -13; Boating (Unpowered) (DX/A) DX [+1] -13; Navigation (Sea) (IQ/A) IQ [+1] -13; Survival (Island/Beach) (Per/A) Per [+1] -13; Seamanship (IQ/E) IQ [1] -13; Swimming (HT/E) HT+1 [+1] -14.

Cost: 10 CPs.
Notes: Requires Amphibious Operations.

Amphibious Warfare Specialist
Skills: Boating (Large Powerboat) (DX/A) DX [0] -13*; Boating (Motorboat) (DX/A) DX [+2] -14; Boating (Unpowered) (DX/A) DX+1 [+2] -14; Navigation (Sea) (IQ/A) IQ+1 [+2] -14; Survival (Island/Beach) (Per/A) Per+1 [+2] -14; Seamanship (IQ/E) IQ+1 [+1] -14; Swimming (HT/E) HT+1 [+2] -15.
Techniques: Lifesaving (Swimming-2) (A) [4] -13.

Cost: 15 CPs.
Notes: Requires Amphibious Operations School.

Arctic Operations (Basic)
Perk: Sure-Footed (Snow) [1].
Skills: Driving (Halftrack) (DX/A) DX-1 [1] -12; Survival (Arctic) (Per/A) IQ [2] -13; Skiing (HT/H) HT-2 [1] -11.

Cost: 5 CPs.

Arctic Warfare
Advantages: Temperature Tolerance 1 [1].
Perk: Sure-Footed (Ice) [1].
Skills: Driving (Halftrack) (DX/A) DX [+1] -13; Meteorology (Optional Specialisation: Arctic) (IQ/E) IQ [1] -13; Survival (Arctic) (Per/A) Per+1 [+2] -14; Skiing (HT/H) HT [+3] -13; Tracking (Per/A) Per-1 [1] -12.

Cost: 10 CPs.
Notes: Requires Arctic Operations.

Desert Operations (Basic)
Advantages: Temperature Tolerance 1 [1].
Perk: Sure-Footed (Sand) [1].
Skills: Piloting (Aircar) (DX/A) DX-1 [1] -12; Survival (Desert) (Per/A) IQ [2] -13.

Cost: 5 CPs.

Desert Warfare
Skills: Mechanic (Aircar) (IQ/A) IQ [2] -13; Navigation (Air) (IQ/A) IQ [2] -13; Navigation (Land) (IQ/A) IQ+1 [+3] -14: Piloting (Aircar) (DX/A) DX [+1] -13; Survival (Desert) (Per/A) IQ [+2] -14.

Cost: 10 CPs.
Notes: Requires Desert Operations.

Forest Operations (Basic)
Advantages: Night Vision 1 [1].
Skills: Axe/Mace (DX/A) DX-1 [1] -12; Naturalist (IQ/H) IQ-2 [1] -11; Survival (Woodlands) (Per/A) IQ [2] -13.

Cost: 5 CPs.

Forest Warfare
Skills: Camouflage (IQ/E) IQ+2 [+2] -15; Naturalist (IQ/H) IQ [+3] -13; Stealth (DX/A) DX+1 [+2] -14; Survival (Woodlands) (Per/A) IQ [+2] -14; Tracking (Per/A) Per-1 [1] -12.

Cost: 10 CPs.
Notes: Requires Forest Operations.

Free Fall Operations (Basic)
All Marines receive basic instruction in free fall operations.

Space Warfare
Skills: Astrobatics (DX/H) DX-1 [+1] -12; Battlesuit (DX/A) DX+2 [+4] -15; Crewman (Spacer) (IQ/E) IQ+1 [+1] -14; Free Fall (DX/A) DX [+4] -15.

Cost: 10 CPs.
Notes: Requires Meteoric Drop School.

Jungle Operations (Basic)
Advantages: Temperature Tolerance 1 [1].
Skills: Knife (DX/E) DX+1 [+1] -14; Naturalist (IQ/H) IQ-2 [1] -11; Survival (Jungle) (Per/A) Per [2] -13.

Cost: 5 CPs.

Jungle Warfare
Skills: Camouflage (IQ/E) IQ+2 [+2] -15; Naturalist (IQ/H) IQ [+3] -13; Stealth (DX/A) DX+1 [+2] -14; Survival (Jungle) (Per/A) IQ [+2] -14; Tracking (Per/A) Per-1 [1] -12.

Cost: 10 CPs.
Notes: Requires Jungle Operations.

Mountain Operations (Basic)
Skills: Axe/Mace (DX/A) DX-1 [1] -12; Knot-Tying (IQ/E) IQ [1] -12; Survival (Mountains) (Per/A) Per [2] -13.
Techniques: Rope Up (Climbing-1) (A) [1] -13.

Cost: 5 CPs.

Mountain Warfare
Skills: Climbing (DX/A) DX+2 [+4] -15; Survival (Mountains) (Per/A) Per [+2] -14.
Techniques: Scaling (Climbing) (H) [4] -15.

Cost: 10 CPs.
Notes: Requires Mountain Operations.

Open Range Operations (Basic)
Skills: Navigation (Air) (IQ/A) IQ [2] -13; Piloting (Aircar) (DX/A) DX [2] -13; Survival (Plains) (Per/A) Per-1 [1] -12.

Cost: 5 CPs.

Long Range Patrolling
Skills: Cartography/TL10 (IQ/A) IQ [2] -13; Mechanic (Aircar) (IQ/A) IQ [2] -13; Navigation (Air) (IQ/A) IQ [3] -13*; Navigation (Land) (IQ/A) IQ+1 [+3] -14: Piloting (Aircar) (DX/A) DX+1 [+2] -14; Survival (Plains) (Per/A) Per+1 [+3] -14.

Cost: 15 CPs.
Notes: Requires Open Range Operations.

Underwater Operations (Basic)
Advantages: Temperature Tolerance 1 [1].
Skills: Diving Suit (IQ/A) IQ-1 [1] -12; Scuba (IQ/A) IQ [+1] -13; Submarine (Free-Flooding Sub) (IQ/A) IQ [+1] -13; Swimming (HT/E) HT+1 [+1] -14.

Cost: 5 CPs.

Frogman/Diver Training
Skills: Diving Suit (IQ/A) IQ+1 [+3] -14; Navigation (Sea) (IQ/A) IQ-1 [1] -12; Scuba (IQ/A) IQ+1 [+2] -14; Submarine (Free-Flooding Sub) (IQ/A) IQ+1 [+2] -14; Swimming (HT/E) HT+1 [+2] -15.

Cost: 10 CPs.
Notes: Requires Underwater Operations.

Urban Operations (Basic)
Skills: Driving (Automobile) (DX/A) DX-1 [1] -12; Jumping (DX/E) DX+1 [+1] -14; Piloting (Aircar) (DX/A) DX-1 [1] -12; Urban Survival (Per/A) Per [+1] -13.
Techniques: Rope Down (Climbing) (A) [1] -14.

Cost: 5 CPs.

FIBUA School
Skills: Acrobatics (DX/H) DX-1 [+1] -12; Climbing (DX/H) DX+2 [+4] -15; Escape (DX/H) DX-1 [+1] -12; Forced Entry (DX/E) DX+2 [+2] -15; Guns (SMG) (DX/E) DX+2 [+2] -15*; Jumping (DX/E) DX+2 [+2] -15; Urban Survival (Per/A) Per+1 [+2] -14.
Techniques: Mounted Shooting (SMG/Rope Down-3) (H) [2] -12; CQB (SMG+2) (A) [2] -18; CQB (Rifle+2) (A) [2] -18.

Cost: 20 CPs.
Notes: Requires Urban Operations.

Urban Assault
Skills: Acrobatics (DX/H) DX [+2] -13; Escape (DX/H) DX [+2] -13; Guns (SMG) (DX/E) DX+3 [+1] -16*; Guns (Rifle) (DX/E) DX+3 [+4] -16; Urban Survival (Per/A) Per+2 [+4] -15.
Techniques: CQB (SMG+3) (A) [3] -19; CQB (Rifle+3) (A) [3] -19; Mounted Shooting (SMG/Rope Down-1) (H) [4] -15; Targeted Attack (Rifle or SMG Shot/Face) (SMG or Rifle-3) (H) [3] -13.

Cost: 20 CPs.
Notes: Requires FIBUA School.
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Last edited by Icelander; 08-04-2009 at 02:55 AM.
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Old 08-03-2009, 08:09 PM   #120
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