Archetypes and Character Creation



              To create a character, first pick an archetype. There are Scouts, Grunts, Support troops, Medics, Engineers, Psionic Defenders, Psionic Blasters, and Commandos. Scouts, Grunts, Support troops, and Medics are available to players when they begin. Starting at Command Rank 1, a player may recruit Scouts, Grunts, and Support troops. Once a player reaches Command Rank 2, they may start recruiting Medics. At Command Rank 4 they may recruit Engineers. Once a player reaches Command Rank 5 (“Major”), they can recruit Psionic Defenders. At Command Rank 7 (“Colonel”), they can recruit Psionic Blasters. At Command Rank 9 (“General”), they can recruit the deadly Commandos.


              When a new character is created, the Commander must pay for a Recruitment and Training fee. Every month thereafter the Commander must pay an upkeep for the soldier’s continuing service equal to one-tenth the cost of their Recruitment and Training fee. This upkeep cost represents the trooper’s paycheck, continuing training, and hazard pay.


              In addition, the character starts with beginning armament that is included within the Recruitment and Training fee. In some cases, the player may have a choice of what their characters start with. Additional weapons/equipment will have to be purchased separately.


Scouts will start with a choice of Basic Pistol or Basic Rifle, and start with ten clips for either. They also begin with two basic grenades, and a motion scanner.

Grunts will start with a choice of Basic Rifle and ten clips of ammo and Basic Pistol with five clips or ammo, OR a Heavy Cannon with four belts of armor-piercing ammo, and one belt of high-explosive ammo. Grunts also get five basic grenades and two smoke grenades, regardless of weapon choice.

Support troops start with an Autocannon, and receive five belts of armor-piercing ammunition, two belts of high-explosive ammunition, and one belt of laser bolts. They also start with a basic demo pack and six high-explosive grenades.

Medics start with a choice of Razorwind Pistol and two clips of ammunition OR two Basic Pistols and ten clips of ammunition. They also receive a motion scanner, two standard medikits, and a Medic’s Kit.

Psi Defenders rate more valuable equipment. They get a Psi-Amp, and A.S.P. Pistol with four clips of ammunition. They also start with medium armor.


              For more information on the various archetypes, check their individual pages. It is advised that when players create a squad of soldiers, they take into account the strengths and weaknesses of each archetype and that the players should try to balance the squad accordingly. For instance, while a squad of Scouts would make for a very stealthy and quiet squad, when the hammer falls they would be on the short end of the boomstick. Likewise, a squad composed entirely of Support troopers might have the edge in sheer destructive power, but not in speed, maneuverability, and perception.


 


Scouts

 

Scouts are the eyes and ears of a standard squad, usually scouting far ahead of the rest of the team and locating enemies for the rest of the team to take out. Speed and stealth are their strengths, and physical weakness is the cost of those strengths. While they can’t take as many hits as a Grunt they prove their usefulness in other ways. Naturally proficient with small arms and various types of equipment necessary to their role in a team, the squad without a scout leading the way is often moving blind into dangerous territory.

 

Recruitment and Training Cost: $10,000

 

Starting Attributes / Attribute Point Cost

 

Strength: 8 / 3

Stamina: 25 / 1

Speed: 40 / 0.75

Mind: 20 / 1.5

Firing Accuracy: 35 / 2 (Pistols: +10, Rifles: -5, Heavy: -20)

Throwing Accuracy: 25 / 1

Reflexes: 50 / 1

Stealth: 45

Health: 20

Psi Defense: 20

Action Points: 40

 

At character creation, a scout receives 20 Attribute Points to distribute among their various attributes. Unused points after this distribution are lost. Unused points used after leveling up should be marked on the player’s character sheet. This is done so that unused fractions do not get lost and the player does not lose their attribute points over time.

 

Scout Skills

 

Fade (Level 1): By concentrating very hard and not moving, a Scout can increase their Stealth rating by a number equal to their Mind rating for a number of turns equal to their level. This skill can not be used in a turn which the Scout moved unless the only movement was crawling while prone. The Scout can not fire while using this skill, but can still spot for other members of the squad. This ability does not drain Stamina, but a character may not regenerate Stamina while using this skill.

 

Tracker’s Tools (Level 2): A scout must master the tools of his trade if he intends to be a long-lived scout. At level 2 scouts gain additional aptitude in the use of tools and equipment related to their job such as TAG and Motion Scanners, as well as various visual imaging tools. Their Mind Rating is increased by their character level times three for the purpose of using these tools. This skill is passive, always on, and requires no Stamina to use.

 

Speedy Stealth (Level 3): By focusing his mind on his surroundings, a Scout can run while Stealthed with no penalty to their Stealth rating. Speedy Stealth lasts 1 turn and may be used once every 3 turns. Scouts can not fire while Speedy Stealth is active, and must stay immobile for 1 turn after its use, though they may take other actions during that turn.

 

Swift (Level 4) : Through rigorous training a scout gains the ability to momentarily increase their sprinting speed by their character level for one turn. In addition, when a scout uses this skill, their sprinting only requires half of their available action points. Swift may only be used once every three turns.

 

Sixth Sense (Level 5) : A paranoid scout is a live scout. This passive skill lets scouts know when they are being watched by a creature/person with hostile intent. It does not give them a direction or location in which this being is located or watching them from, just lets them know that they ARE being watched or observed by someone or something with ill intent.

 

Unblinking Gaze (Level 6): A Scout using this skill allows their eyes to lose focus and has a MUCH better chance to spot an enemy stealthed (doubles the enemy’s Stealth roll), but the Scout’s Firing Accuracy is halved while using this ability. It does not drain Stamina, and the Scout may use this ability freely whenever and however long they want, but the Firing Accuracy penalty remains after the player stops using the skill for as many turns as the skill was in use. (Example: Walter has a feeling he’s being watched, and decides to use Unblinking Gaze. He uses the power for 3 turns, enough time to spot and kill the enemy. Upon turning off the skill, his Scout’s eyes are still trying to refocus and he suffers the same penalty to his Firing Accuracy for 3 more turns before his vision clears.)

 

Intense Training (Level 7): At level 7, scouts receive double the bonus of the training regimen they choose for that level.

 

Elveneyes (Level 8): By this time a scout has proven themselves time and time again. They’ve gained the attention and temporary sponsorship of some higher-ups, and that sponsorship allows them to get either a cybernetic implant or biotech alteration of the ocular nerves, giving them perfect night vision.

 

Wary Prey(Level 9): A Scout attaining level 9 gains this passive skill. It is always on, and drains no Stamina. For the purposes of Opportunity Shots, Wary Prey doubles the Scout’s Reflex attribute. For the purposes of dodging enemy ranged attacks, the Scout’s Reflex attribute gains +10 permanently.

 

At level 10, a Scout may pick one of the following unique skills, abilities, or rewards.

 

Infiltrator: This scout is learned in the art of sabotage, security, and stealth. When in enemy territory, they receive a +20 Mind bonus in the use of skills, abilities, or equipment when used for avoiding detection, gaining entry, or demolition. This is a passive ability, and requires no Stamina to activate or use.

 

Sniper: This soldier is trained in the use of camouflage (the Fade skill becoming TWICE as effective, as well as allows firing) and Rifles. Increase Rifle accuracy by 15, and the bonus from taking aim is doubled as well.

 


Grunt

Recruitment and Training Cost: $15,000

 

Grunts are the backbone of any squad. They receive strength and marksmanship training, but are not used to situations where stealth is the prominent factor. Their training revolves around straight-up combat and as such they don’t have the time nor inclination for psionic training.

 

Grunt Attributes

 

Strength: 25 / 1

Stamina: 35 / 1

Speed: 25 / 2

Mind: 15 / 3

Firing Accuracy:35 / 1, (Pistols: +0, Rifles: +20, Heavy: +5)

Throwing Accuracy: 35 / 1

Reflexes: 15 / 2

Stealth: 20

Health: 62

Psi Defense: 15

Action Points: 25

 

At character creation, a grunt receives 20 Attribute Points to distribute among their various attributes. Unused points after this distribution are lost. Unused points used after leveling up should be marked on the player’s character sheet. This is done so that unused fractions do not get lost and the player does not lose their attribute points over time.

 

 

 

Grunt’s Skills

 

Unerring Aim (Level 1): Grunts using this skill will gain twice the to-hit bonus per each turn spent aiming. In addition, a called shot can be made against targets either prone or standing still without aiming at a penalty of -5% accuracy. This penalty is applied after all other modifiers applicable.

 

Steady Hand (Level 2): This skill gives grunts a bonus to strike with any shots from a rifle while the soldier is prone. At the cost of 5 Stamina the soldier receives +15 to their to-hit with any “take aim” action. Steady Hand may be used at any time the soldier has enough Stamina to use it.

 

Tunnel Vision (Level 3): Grunts using this skill may declare a called shot against a specific limb or area on an enemy no matter how fast/far the enemy moved, if the Grunt stayed unmoving. Can not be used in conjunction with Opportunity Fire. Tunnel Vision does double damage to an enemy, and if the shot already did double damage due to a critical hit, the damage is quadrupled. Tunnel Vision lasts for one turn only, and leaves the user slightly dazed for 3 turns afterwards, reducing running and sprinting speeds by 25%, and Reflexes are halved. After 3 turns, Tunnel Vision may be used again, but if used again immediately after the 3 turns, the penalties are doubled. After 4 turns, the penalties are completely gone and will not be doubled if the player decides to use Tunnel Vision again.

 

Pain to Pleasure (Level 4): Pain to Pleasure is a passive skill that is always on, but provides no effect until the soldier is wounded. When a grunt takes a hit that results in an injury or wound, they immediately receive +15 Stamina that lasts until used.

 

Experienced Shot (Level 5): At level 5 Grunts gain this passive skill. It is always on, and costs no Stamina. The penalty for indirect fire or using a Spotter instead of direct LOS is negated.

(Level 6)

(Level 7)

 

Stiff Upper Lip (Level 8): At level 8 Grunts gain this passive skill. It is always on, and costs no Stamina. Stiff Upper Lip halves any penalties to morale due to loss of comrades or personal wounds.

 

 

Never Alone (Level 9): At level 9, Grunts have lived through a lot, and have likely seen a lot of good friends die. They always make sure they never die alone. If a level 10 Grunt is killed in combat, their nearby comrades (those within 20ft radius or within line-of-sight) are inspired and their Firing Accuracy is increased by their Bravery rating. This lasts for a number of turns equal to the dead Grunt’s Bravery divided by 4.

 

At level 10, Grunts may choose one of the following unique skills, bonuses, or rewards.

 

Sniper Training : Through a rigorous training regimen a Grunt may become an effective sniper, though not as stealthy as a scout that goes this route. The soldier receives +15 accuracy with rifles and +20 to their Stealth attribute, but lose 15 from their Heavy Weapons ability.

 

Tactician : A grunt with a desire to become a better leader can take this skill that allows them access to the “Insight” Command Skill.

 

Powerhouse : Grunts that take this training lose most of their proficiency with Pistols (-40) but gain aptitude with their Heavy Weapons in return (+25).

 

Weapon Specialization : Sometimes over a long career a soldier finds that they prefer some weapons over others. In some, this becomes a hindrance. In others a great boon. When a player chooses this bonus they must specify which weapon type they want to Specialize in. This can include Gauss weapons, Impellers, Bolters, or Lasers. With these weapons the soldier will gain +15 accuracy permanently. However, they will lose 15 accuracy with any weapon not of that type for the remainder of their career.

 

 


Support

Recruitment and Training Cost: $25,000

 

Support troops are the ones carrying the biggest, baddest guns available. Armed with autocannons, immolators, and other heavy weapons they are the strongest and most powerful troops, but also the slowest and most prone to enemy psionics.

 

Support Attributes

 

Strength: 40 / 0.75

Stamina: 25 / 1.25

Speed: 20 / 3

Mind: 5 / 3

Firing Accuracy: 25 / 1.25 (Pistols +0, Rifles +5, Heavy +30)

Throwing Accuracy: 40 / 1

Reflexes: 10 / 2

Stealth: 15

Health: 75

Psi Defense: 5

Action Points: 20

 

At character creation, support troopers receive 20 Attribute Points to distribute among their various attributes. Unused points after this distribution are lost. Unused points used after leveling up should be marked on the player’s character sheet. This is done so that unused fractions do not get lost and the player does not lose their attribute points over time.

 

Support’s Skills

 

Rock Steady (Level 1): Support troopers have trained long and hard with their heavy weapons, and it shows in their increased accuracy and ease of use. This skill allows Support troops to expend a point of Stamina to reduce recoil of rifles and heavy weapons by 1 for every Stamina point spent. Up to 5 points of Stamina can be spent in this fashion per turn.

 

Spot Flaw (Level 3): With experience heavy-weapons specialists gain a sort of insight into the structural integrity of buildings and structures. Does not work on vehicles, although would work from the inside of a large vehicle (such as a cruise liner) at GM’s discretion. The player has a 22% +4% chance per level of experience to spot a critical flaw in the design of the building, and any high-explosive attacks upon that location will do double damage and reduce its structural integrity. This ability can be used in conjunction with any explosives, from the rounds out of an autocannon to grenades to C4. A character may not use Spot Flaw in the same turn in which they’ve moved.

 

Doubler (Level 5) By this level the Support trooper has gained enough experience to know the TRUE limits of his weapons. With this skill active, the troop can fire his Heavy Weapons at twice the normal rate of fire for one turn. Immediately after firing he must roll to avoid a malfunction with the weapon. (1-20% no effect, 21-60% the gun jams, requiring 1D6 turns to fix, 61-98% the gun breaks and can not be fixed until returning to base, 99-100% the gun explodes doing damage to the troop and anyway within 5 feet of him when he fires. Damage depends on ammunition type and how many rounds were left in the gun. AP rounds will not do any damage, as their propellant is not expended. HE rounds do full damage, INC do double damage, Gauss rounds do no damage, NRG bolts do not cook off, but when the gun explodes it does damage equal to 4 times the damage from a single bolt from the gun) Doubler can not be used in conjunction with Spot Flaw. Doubler costs 10 Stamina to use, and the strain and effort of holding the gun during this forced firing drains the Strength of the trooper 1D6 Strength points until he has had 4 hours consecutive rest. Doubler can only be used once per 10 turns.

 

Boomer (Level 8): By this level of experience the Support trooper has learned how to maximize the effectiveness of his heavy weapons. All damage with Heavy Weapons receives a +5 bonus. This skill is passive, always on, and costs no Stamina.

 


Engineers

Recruitment and Training Cost: $40,000

 

Engineers are the soldiers with training that revolves around equipment use and enemy behavior and tactics. They receive the latest training in alien technology and have the unique ability to use all equipment much more effectively than other soldiers.

 

Engineer Attributes

Strength: 15 / 1.5

Stamina: 30 / 1

Speed: 25 / 2

Mind: 40 / 1

Firing Accuracy: 25 / 1.25 (Pistols +5, Rifles +0, Heavy +5)

Throwing Accuracy: 40 / 0.75

Reflexes: 20 / 0.75

Stealth: 23

Health: 40

Psi Defense: 40

Action Points: 25

 

At character creation, combat engineers receive 20 Attribute Points to distribute among their various attributes. Unused points after this distribution are lost. Unused points used after leveling up should be marked on the player’s character sheet. This is done so that unused fractions do not get lost and the player does not lose their attribute points over time.

 

Engineer Skills

 

Expertise (Level 1) : This ability is passive and available upon character creation. Perhaps one of the most powerful abilities available to any character, it allows Engineers to use equipment with half the listed action point cost. This also applies to reloading weapons and bypassing security systems but NOT to the use of Medikits.

 

Technobabble (Level 2) : Using this ability effectively “passes” the Engineer’s turn to an ally who may not have had their turn previously in the round. As long as the Engineer has a verbal line of communication open to the target ally (who may NOT be an Engineer) the Engineers explains how to use an item of equipment that ally may be trying to use. In so doing the Engineer may add his own Mind Rating divided by 5 to his ally’s Mind Rating (or Equipment Usage Skill) for the use of the item or equipment that ally is trying to use. Example: Romano’s grunt has been wounded severely, and the team’s Medic is not close enough to help. However, Walter’s scout is with the grunt and has a medikit handy. Dev’s Engineer talks to Walter’s scout through their comm-links, explaining how to use the medikit and adding +10 (Mind Rating 52/5, rounded down) to Walter’s attempt to heal the grunt in his upcoming turn.

 

Grenadier Training I (Level 3) : Upon reaching this level of expertise, an Engineer receives mandatory grenadier’s training. This training gives the Engineer a permanent boost of +15 to their Throwing Accuracy.

 

Small-Unit Tactics I (Level 4) : Engineers have learned a lot about the enemy through seminars and research on-base as well as simulated recreations of small-scale military actions. As a result, they can sometimes predict an enemy’s reaction to certain stimuli. This ability drains 15 Stamina, and may be used only twice per scenario. It gives the Engineer a 10% chance to guess what an enemy’s actions will be after the Engineer’s turn.

 

Heavy Weapons Training (Level 5) : Many combat Engineers carry Heavy Weapons to support their squads. Though they are not at the level of expertise that Support Troopers have, they are still adept. This training furthers their ability by adding +10 permanently to their Heavy Weapons accuracy.

 

Grenadier Training II (Level 6) : Engineers are known to use grenades to the best advantage, and this training emphasizes that. At level 6 grenades and other explosives thrown or set by Engineers will do double damage. This does not include explosive ammunition fired from a weapon, only grenades and explosives or bombs set by the Engineer.

 

 

 

 

 


Medics

Recruitment and Training Cost: $40,000

 

Medics are the squad members with the ability to make field dressings very quickly, as well as use all the functions of medikits. With little combat training, they suffer from poor accuracy, but are very efficient at using equipment that is not combat oriented.

 

Medic Attributes

Strength:12 / 2

Stamina:12 / 1

Speed: 30 / 1.5

Mind: 30 / 1

Firing Accuracy: 20 / 3 (Pistols +0, Rifles -5, Heavy -20)

Throwing Accuracy: 20 / 1.5

Reflexes: 20 / 1

Stealth: 25

Health: 20

Psi Defense: 40

Action Points: 34

 

At character creation, medics receive 20 Attribute Points to distribute among their various attributes. Unused points after this distribution are lost. Unused points used after leveling up should be marked on the player’s character sheet. This is done so that unused fractions do not get lost and the player does not lose their attribute points over time.

 

Medic Skills

 

Stabilize (Level 1) After the shock of a wound, a character must first be stabilized before the healing can really begin. A Medic’s Stabilize is far superior to the basic one offered by the average Medikit. It reduces all wounds to 0 for the purpose of healing, and costs 5 Stamina. This prevents the bleeding damage from draining all the Health and Stamina of the wounded. Stabilize may be used once per turn.

 

Sprinter (Level 3): The lives of his friends and allies depend on him, and when he’s called upon speed is always of the essence. At the sacrifice of his own Stamina, he can rush to the scene and deliver needed attention to the wounded. Sprinter drains all Stamina from a Medic, but grants the Medic a short burst of speed that lasts for one turn and increases his Sprinting speed by half again it’s original value. At the end of this burst of speed, the Medic’s “Stabilize” is automatically applied to the target. After using Sprinter, it takes twice the amount of time to regain Stamina. Seeing a Medic utilize this power to save an ally always inspires the squad. All troops in line-of-sight of the sprinting Medic gain a temporary boost of +10 Morale, which remains for the remainder of the scenario. Multiple uses of Sprinter do not give boosts to Morale, nor do they subtract from it.

 

Inspiring Words (Level 5) Medics are highly respected by their peers, and are always listened to. If a Medic tells you you’re gonna pull through, well, you probably are. Medics can use Inspiring Words on one ally at a time, and must be standing within 5 feet of the target. Inspiring Words gives the target +15 Bravery for the remainder of the scenario, which helps mitigate the effects caused by low Morale.

 

Denial of Death (Level 8) Medics are almost at the peak of their craft by this level, and have honed their ability to heal to a fine art. Denial of Death can keep a fellow soldier alive, but the Medic MUST remain within 2 feet of them for the remainder of the scenario, and they must reach the fallen soldier in the same turn in which they go to 0 Health. Other actions may be taken while Denial of Death is active, but the Medic can not use Sprinter while it is active. Once activated, if Denial of Death is deactivated before the target has received medical attention at a hospital or medical bay, the target dies and the Medic suffers -10 Bravery permanently.

 

Boost (Level 10) Upon attaining this level of experience, the Medic knows well the limits of the human body. He can mentally boost his Strength, Stamina, Speed, and Reflexes at the cost of his Mind and Psionic Defense. The Medic gains a bonus of +10 to Strength, Stamina, Speed, and Reflexes each for the duration of Boost. Mind and Psi Defense each suffer an initial penalty of -10, and Mind decreases an additional -2 for each additional turn Boost is active. Mind and Psi Defense will return to normal after 2-3 hours uninterrupted rest.


Advancement and Training

 

              When a soldier gains a level they receive 20 attribute points to allocate among their primary attributes (Strength, Stamina, Speed, Firing Accuracy, Throwing Accuracy, Mind, Reflexes). Soldiers can only use these attribute points when they are resting and not in an active scenario or campaign. Additionally they may not spend more than a third of their available points on any one attribute each level-up. Also, different attributes cost different amounts to increase, marked after the slash (/) by the starting value in the character creation templates. It is important to note that the maximum attribute table, as well. Attributes can not be increased beyond their maximum by any means. Attributes other than the primary attributes (Including Pistols, Rifles, and Heavy) only increase through training regimens and programs with the exception of Health. Soldiers gain 1D6+2 Health every level-up. In addition, they gain the choice of participating in a training regimen or program. Not all soldiers may be able to participate in every program or regimen. The table below illustrates which archetypes can make use of which programs and regimens and any limitations therein.

 

Training Regimen/Program

Available to:

Reconnaissance

Scouts, Grunts*, Medics**, Engineers*

Marksmanship - General

Scouts*, Grunts, Support**, Engineers*

Marksmanship - Pistols

Scouts, Grunts, Support**, Medics**, Engineers**

Marksmanship - Rifles

Scouts**, Grunts, Support**, Engineers*

Marksmanship - Heavy Weapons

Grunts, Support, Engineers**

First Aid

Scouts*, Grunts*, Support*, Medics, Engineers**

Advanced Combat Medicine

Medics

Equipment Handling and Technology

Scouts**, Grunts*, Support*, Medics**, Engineers

Advanced Equipment Handling and Technology

Engineers

Military Theory

Grunts, Support*, Engineers**

Sharpshooter

All*

Weightlifting

Scouts*, Grunts**, Support, Engineers**

Calisthenics

All**

Track and Field

All**

 

 * - Soldier of this archetype may take this training regimen/program only once during their career.

 ** - Soldier of this archetype may take this training regimen/program only twice during their career.

 

The programs and regimens are described below. None of them are free, and must be paid for by the Commander over the soldier. They also take time and during the length of their training the soldier will be unavailable for missions.

 

Reconnaissance Training Program : Reconnaissance Training emphasizes the importance of remaining unseen while seeing all. Soldiers that take this training program will gain +10 Stealth. Cost : $5,000 Time : 2 weeks

 

Marksmanship - General Training Program : General Marksmanship involves the basics of handling and firing firearms of all types. It improves the soldier’s base Firing Accuracy (and thus Pistols, Rifles, and Heavy Weapons as well) by 5. Cost : $5,000 Time : 1 week

 

Marksmanship - Pistols Training Program : Pistols Marksmanship involves the handling and firing of pistols and other small hand-held arms such as tasers. It will improve a soldier’s accuracy with pistols by 6. Cost : $5,000 Time : 1 ½ weeks

Marksmanship - Rifles Training Program : Rifles Marksmanship pertains to the firing and handling of rifles, shotguns, and similar weapons. Taking this program improves a soldier’s accuracy with rifles by 7. Cost : $5,000 Time : 1 ½ weeks

 

Marksmanship - Heavy Weapons Training Program : The soldier that takes this program wants to learn how best to control the larger weapons available, whether it be compensating for their massive recoil or simply the aiming and handling of the behemoth firearms. Taking this training course improves the soldier’s accuracy with heavy weapons by 8. Cost : $10,000 Time : 3 weeks

 

First Aid Training : By learning the basics of First Aid soldiers will receive a +10 to their roll when using Medikits or Stimpaks. Cost : $10,000 Time : 3 weeks

 

Advanced Combat Medicine : Available only to Medics, this class concentrates on recent advances in medicine applicable to battlefield injuries. Medics that take this class receive +5 to their Mind attribute, as well as +10 to any roll involving the healing of a fellow soldier. Cost: $30,000 Time: 4 weeks

 

Equipment Handling and Technology : This class helps soldiers become more familiar with basic equipment as well as recent improvements in technology. Soldiers receiving this training receive +2 to their Mind attribute and +10 to their Mind attribute applicable only when attempting to use equipment. Cost : $10,000 Time : 1 week

 

Advanced Equipment Handling and Technology : Available only to combat engineers, this training program deals with the use of the more advanced pieces of equipment such as the spider bomb and security bypass kit. When an engineer takes this class they receive a permanent +5 to their Mind attribute. Cost : $30,000 Time : 3 weeks

 

Military Theory : This class teaches the basics of combat. It also includes classes on known enemy troops and their military’s infrastructure. In addition the class teaches the benefits of terrain, cover, surprise, and the other major factors in any engagement. Taking this class gives the soldier access to the skill “Military Theory”, which gives the player a chance to learn the deployment or goals of a group of enemies. Deployment if they are unseen or unknown, goals if they have been seen and identified. This skill may be used once per time taken in any campaign and has a 10% chance of success. Cost: $5,000 Time : 6 weeks

 

Sharpshooter : When a player takes this training program they must choose a weapon type (Pistols, Rifles, or Heavy) that they already have an accuracy of 75 or greater with. They then decrease their accuracy with the two weapons types they did not pick by 15 each, and then increase their chosen weapon type’s accuracy by 30, not to go above 110. Cost : $50,000 Time: 8 weeks

 

Weightlifting : This training regimen consists of a workout plan designed to increase a soldier’s strength. Strength is increased by 5. Cost : $0 Time : 2 weeks

 

Calisthenics : This training regimen is a series of exercises with the intent to increase a soldier’s stamina and health. Stamina and Health are increased by 5. Cost $0 Time : 2 weeks

 

Sprints and Endurance Running : This regimen consists mainly of long-distance running and running with weights. This training regimen takes longer than most, but is also worth it. Soldier receives 5 Speed and 6 Stamina. This increase in Stamina does NOT affect the Health attribute. Cost : $500 Time : 6 weeks

 

 

 

 

Maximum Attributes

Attribute

Maximum Attribute Value

Strength

75

Stamina

100

Speed

100

Mind

75

Firing Accuracy

75

Throwing Accuracy

75

Reflexes

95

Stealth

95

Health

250

Psi Defense

100

Psi Offense

100

Action Points

100

 

Strength is maxed at 75, which means that the soldier will be able to carry 375lbs. in equipment before being encumbered. Stamina is maxed at 100 because more than that would unbalance the flow of the game. Speed is capped at 100 for the same reason. Mind is capped at 75, any more than that and actions reliant on the Mind rating would have a very small chance for failure which would unbalance characters and enemies. Firing Accuracy is capped at 75, but the individual specializations Pistols, Rifles, and Heavy Weapons are capped at 110. Throwing Accuracy is capped at 75, the aerodynamics of individual items will compensate for this. Reflexes are capped at 95 and considered lightning-quick reflexes. Stealth is capped at 95 because nobody will ever become truly invisible. Health is capped at 250, but it would be very, very difficult to reach this number. A more realistic amount of health is ~130-150 at level 10. Psi Defense and Offense are capped at 100 to allow for 100% proficiency with these abilities, but enemy resistances will almost always lower the chance of success. Action Points carry the same cap as Speed since they are inter-related.

 


 

Example of a Scout being created, with the attribute point cost in parentheses:

 

Strength(3): 8+2 = 10 (6 points, 14 left)

Stamina(1): 25+10 = 35 (10 points, 4 left)

Speed(0.75): 40+5 = 45 (3.75 points, 0.25 left)

Mind(1.5): 20

Firing Accuracy(2): 35 / 2 (Pistols: 45, Rifles: 30, Heavy: 15)

Throwing Accuracy(1): 25

Reflexes(1): 50

Stealth: 45

Health: 20

Psi Defense: 20

Action Points: 40 (Note: Since Action Points are always equal to your Speed, the Action Points would be increased to 45 as well)

 

Now, that Scout’s attributes would look like:

 

Strength: 10

Stamina: 35

Speed: 45

Mind: 20

Firing Accuracy: 35 (Pistols: +10, Rifles: -5, Heavy: -20)

Throwing Accuracy: 25

Reflexes: 50

Stealth: 45

Health: 20

Psi Defense: 20

Action Points: 45

 

Now, if the Scout reached level 3 before returning to base, the Scout would gain 2D6+4 Health and 40 Attribute points to spend. In addition, they would get to choose from 2 Training programs.

 

Strength(3): 10

Stamina(1): 35

Speed(0.75): 45 +16 = 61 (12 attribute points, 28 left)

Mind(1.5): 20 + 6 = 26 (9 attribute points, 19 left)

Firing Accuracy(2): 35 + 5 = 40 (Pistols: +10, Rifles: -5, Heavy: -20) (10 attribute points, 9 left)

Throwing Accuracy(1): 25

Reflexes(1): 50 + 9 = 59 (9 points, 0 left)

Stealth: 45 + 20 = 65 (2 Training Program: Reconnaissances)

Health: 20 +15[rolled 6 and 5, +4]=35

Psi Defense: 20

Action Points: 45 +16 =61

 

Training Program: Reconnaissance

Training Program: Reconnaissance

 

This Scout would be good at sneaking past enemies quickly with a better-than-average ability in using equipment.

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