08-02-2009, 06:32 PM | #111 |
Join Date: Mar 2006
Location: Iceland*
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Re: Imperial Marines
My mistake.
Ignore them until Tactical Shooting comes out.
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Za uspiekh nashevo beznadiozhnovo diela! |
08-03-2009, 02:00 PM | #112 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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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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08-03-2009, 02:45 PM | #113 |
Join Date: Mar 2005
Location: Stockholm, Sweden
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Re: Imperial Marines
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08-03-2009, 04:57 PM | #114 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Imperial Marines
Quote:
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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Za uspiekh nashevo beznadiozhnovo diela! |
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08-03-2009, 07:39 PM | #115 |
Join Date: Aug 2004
Location: Canada
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Re: Imperial Marines
Fantastic Work
Thank You QM
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"All that is necessary for the triumph of evil is that good men do nothing." |
08-03-2009, 07:52 PM | #116 |
Join Date: Mar 2006
Location: Iceland*
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Cinematic Marine Template
Imperial Marine 315 CPAttributes: 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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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 08-10-2009 at 06:17 PM. |
08-03-2009, 08:13 PM | #117 |
Join Date: Mar 2006
Location: Iceland*
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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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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 08-10-2009 at 06:20 PM. |
08-03-2009, 08:14 PM | #118 |
Join Date: Mar 2006
Location: Iceland*
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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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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 08-04-2009 at 11:23 AM. |
08-03-2009, 08:45 PM | #119 |
Join Date: Mar 2006
Location: Iceland*
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Environmental Condions Cinematic
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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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 08-04-2009 at 03:55 AM. |
08-03-2009, 09:09 PM | #120 |
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Environmental Condions Cinematic
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