Frontline Setup

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Main: Thread of Darkness

For the Deadlock story, the characters will be rookie crewmen of the Republic Navy, recently enlisted following the onset of war with the newly encountered Chaluuk Empire.

Character begin with 100 CP.

Allowed Species
All species who are members of the Republic are permitted: Ahvssek, Bonssa, Entium, Fa Hi, Gelsh, Human, Kon Ruul, Mitrag, Paqomu, Slavaaj, Tan-Amo, Turuk, or Uhmbolo.

Additionally, I do have a couple other exceptions. First, the Shiyol species, which has been subjugated by the Oncama, are "good" people; it seems reason, although "Rare", that Shiyol refugees living in the Republic might be inclined to serve in the Navy. Additionally, Jithdu and Shaeyen species do have individuals who have immigrated to Republic and might also join the Navy. However, as non-Republic species, even if allowed to join, they would probably be restricted from some specialties and any confidential information (not fully trusted).

The Jithdu are a species who have big, hulkish, brute-type bodies. Shaeyen, an avian species, I figured have exception reflexes and visual tracking so make especially good pilots. Shiyol appear to be amphibious, although more like salamanders than toads.

Required Advantages/Disadvantages

  • Duty (Republic Navy, )
  • Patron ()
  • Rank 1 (Crewman) [5]

Restricted Advantages/Disadvantages

  • No Allies, Contacts or Enemies.
  • Cybernetic enhancements are permitted, but should be limited (max 20 CP worth of Adv).

Skills
Each character must choose a military specialty (job description): Administration, Combat, Engineering, Intelligence, Medical, or Science. They selected skills should be appropriate for the specialty.

  • All crewman receive training with weapons, regardless of the specialty. Minimum training (1 point) in Guns (Pistol), Guns (Rifle), Knife and Throwing for grenades.
  • Combat specialty will have advanced training in the basic weapon skills plus additional skills in Guns (Shotgun), Guns (LMG), Guns (Launcher) and Gunner (Laser or Projectile).
  • As rookies, no skill should have more than 8 points spent on specialty skills or 4 points spent on non-specialty skills.

Psionics
Psionic abilities permitted, however, only at the the most basis level power (self-discover of new powers). Psionic, within the Republic as a whole, would be considered "Rare", however, within certain species, psionic is more common. I never worked it out exactly, but I always envisioned Gelsh being more common, probably "Occasional" and Turuk as "Very Common". Recently, it seems that it is becoming more common in Humanity as well, perhaps nearing "Occasional" level as well. There are a few non-Republic species that have psionics more commonly as well. Now, within the Republic Navy, it will be "Rare" as well and I'm certain they would be on the look-out for recruits with psionic potential and would probably try to shuttle them off into the Intelligence specialty for psi-ops duties. This doesn't mean that someone couldn't slip through screening undetected and fill any specialty yet have some psionic ability. For races, any Republic species can join the Navy: Ahvssek, Bonssa, Entium, Fa Hi, Gelsh, Human, Kon Ruul, Mitrag, Paqomu, Slavaaj, Tan-Amo, Turuk, or Uhmbolo However, the Turuk were a species I really never intended for anything but NPC, so unless you are really dying to be Turuk, I would prefer the others. Also, to get more into the sci-fi spirit, I would also prefer non-Human. Just as a reminder, some of those don't have racial templates yet and those that do might need to be updated, so don't get too hooked up on the racial attributes yet. Go more for the look and personality of the species and I'll update the attributes as needed.

Starting Wealth & Equipment

For purposes of "starting wealth", just keep it ALL as credit which we will say is "in the bank". The game will begin with you out on duty, so you will begin with only your operational gear which was been issued to you.

NAVY UNIFORM

The standard Navy uniform, used for normal duties (not dress uniform), is fashioned from an advanced fabric similar to nanoweave ballistic armor, providing a very high durability while remaining very flexible and comfortable to wear (TL10). The material is also equipped with varicloth, buzz fabric and responsive fabric capabilities. Designs and sizes are available for all Republic species.

Features
  • Damage Resistance 2 (flexible)
  • Preset color patterns:
    • Gun-metal Gray
    • Urban Camo
    • Desert Camo
    • Forest Camo
    • Arctic Camo
  • Specialty designation cuff & collar colors:
    • Red - combat
    • Blue - administration
    • Green - science
    • Gold - engineering
    • Black - intelligence
    • White - medical
  • Self cleaning and drying.
  • Self sizing for custom fit.
  • Utility belt:
    • Holster for Personal Data Unit (PDU)
    • Holster for small knife
    • Pouch with one, single-use Spray Bandage
    • Pouch with one, single-use Hyperstim

Rank insignia are attached to shoulder epaulet and wrist cuffs.

  • Recruit (0) - no insignia
  • Crewman (1) - single chevron
  • Chief (2) - double chevron
  • Master Chief (3) - triple chevron
  • Lieutenant (4) - single bar
  • Commander (5) - double bar
  • Captain (6) - triple bar
  • Admiral (7) - star-burst

Personal Data Unit (PDU) (TL10) This multiple-function device is a tiny computer (Complexity 5, 1000 TB) and datapad (tiny color video touch screen, cable jack, speaker/microphone, mini-camera). Any tasks requiring use of the keyboard and screen for lengthy or complex periods are at -2 to skill. Cellular communication allows for wireless connection to planetary data network. 0.1 lbs., 2A/10 hr.

Knife, Small, Superfine Blade (TL9) Combat knife, sw-1 cut (2) / thr+1 imp (2), C-1 / C, 0.5 lbs, ST 5

Bandage Spray (TL10) A single-use spray bandage which provides a +2 bonus to First Aid skill. Takes 5 seconds to apply. 0.1 lbs.

Disposable Hypo w/ Hyperstim (TL9) This is a small, single-use syringe loaded with a dose of drug. This drug instantly awakens an unconscious person, regardless of his HP or FP. Someone using this drug cannot fail a HT roll to avoid unconsciousness. After the drug wears off, roll vs. HT. Failure causes 1 HP damage, while critical failure also results in a heart attack. 0.01 lb.

Weapons

For a combat specialty, standard issue weapons would be one of the following Rifles:

  • Assault Carbine, 7mmCL (TL9) 6d pi, Acc 4, Rng 700/4000, Wt 7/1.5, RoF 15, Shots 50+1(3), ST 9†, Bulk -4, Rcl 2
  • Gauss LSW, 4mm (TL10) 6d+2(3) pi-, Acc 7+2, Rng 1200/4800, Wt 20/7+C, RoF 20, Shots 300(5), ST 12B†, Bulk -5, Rcl 2
  • Gauss Rifle, 4mm (TL10) 6d+2(3) pi, Acc 7+2, Rng 1200/4800, Wt 8.5/1.4+C, RoF 12, Shots 60(3), ST 10†, Bulk -4, Rcl 2
  • Laser Carbine (TL10) 5d(2) burn, Acc 12, Rng 500/1500, Wt 5.6/2C, RoF 10, Shots 28(3), ST 5†, Bulk -3, Rcl 1
  • Laser Rifle (TL10) 6d(2) burn, Acc 12, Rng 700/2100, Wt 8/Dp, RoF 10, Shots 83(5), ST 7†, Bulk -4, Rcl 1

For all other specialties, standard issue will be a Pistol:

  • Gauss Pistol, 4mm (TL10) 3d(3) pi-, Acc 3, Rng 500/2100, Wt 2/0.5+C, RoF 3, Shots 40(3), ST 9, Bulk -2, Rcl 2
  • Heavy Laser Pistol (TL10) 4d(2) burn, Acc 6, Rng 300/900, Wt 3.3/2C, RoF 10, Shots 56(3), ST 6, Bulk -2, Rcl 1
  • Laser Pistol (TL10) 3d(2) burn, Acc 6, Rng 200/600, Wt 1.5/C, RoF 10, Shots 33(3), ST 4, Bulk -2, Rcl 1
  • Medium Pistol, 7.5mmCLP (TL9) 2d+2 pi, Acc 2, Rng 150/1900, Wt 2/0.5, RoF 3, Shots 30+1(3), ST 9, Bulk -2, Rcl 2

Optional Accessories

  • Underbarrel Shotgun, 18.5mmPC (TL9) 1d pi, Acc 2, Rng 50/250, Wt 1.5/0.75, RoF 2x9, Shots 5+1(3i), ST 10†, Bulk (of rifle), Rcl 1
  • Underbarrel Grenade Launcher, 25mmPC (TL9) 4d pi++(0.5) 4d+4 cr ex, Acc 4+2, Rng 360/2200, Wt 1.5/0.8, RoF 1, Shots 3(3), ST 10, Bulk (of rifle), Rcl 3
  • Compact Targeting Scope (CTS) (TL9) This video sighting system provides infravision and has telescopic optics for normal viewing in daylight, and interfaces with the weapon’s HUD sight. It provides a +2 bonus to aimed shots. The scope can also be used as a passive sensor, providing Infravision with Restricted Vision (Tunnel Vision). It has 4x magnification (Telescopic Vision 2). The user must aim the weapon at the target he is observing. 0.5 lbs., A/100 hr.
  • HUD Link (TL9) Connected to a combat hardsuit heads-up display, this shows augmented-reality targeting imagery in the weapon’s field of view. The link shows him exactly where his firearm is pointing (+1 Acc within 300 yards, not cumulative with the Acc bonus for other targeting systems), the number of shots remaining, and – if using a laser sight or other active targeting device – the distance to the target. The user can exploit this to see around corners, exposing only his weapon.
  • Laser Sight (TL9) A visible light (red) laser sight gives a +1 to skill when used out to the weapon’s 1/2D range, provided the dot is visible to the shooter.

Explosives

  • Hand Grenade, Smart, High-Explosive Fragmentation (SHE) TL 9, 64mm warhead (8dx2 cr ex [3d]), 1 lb. This is a standard grenade, about the size of a baseball, which can be activated by pulling a pin (1 Ready action) that will explode 2 seconds after release. Alternatively, when activated with combat armor interface, it can be programmed (3 Ready actions) with advanced detonation options:
    • time delay (up to two weeks)
    • command detonation (detonates by radio command; each grenade carried has its own frequency)
    • impact fusing (goes off if struck, dropped, or thrown against a hard surface)
    • anti-tamper fusing (as per command or delay, but goes off if touched).
  • Limpet Mines: This explosive is a disc-shaped grenade that functions just the same as the hand grenade except can be programmed to stick, or unstick, from any surface.

Tool Kits

Most specialties will typically have a tool kit:

  • Armoury (Body Armor, Heavy Weapons, or Small Arms), 20 lbs., 10B/10 hr.
  • Electrician, 20 lbs., 10B/10 hr.
  • Mechanic (Spacecraft), 20 lbs., 10B/10 hr.
  • Machinist, 20 lbs., 10B/10 hr.
  • Electronics Repair, 10 lbs., 10A/10 hr.
  • First-Aid Kit, 2 lbs.

Armor

Everyone in the Navy is trained with use of Vacc Suits:

Nanoweave Vacc Suit w/ Bubble Helmet TL 10, DR 30 (pi,cut) / 15* (other types) / 6 (head), 30 lbs, 2C/36 hr

  • Sealed (12 hour air supply) plus Vacuum Support
  • Biomedical Sensors (This data gives medics a +1 bonus to Diagnosis when examining the wearer in person, or allows Diagnosis skill to be attempted without the wearer being present at a -2 penalty.)
  • Micro Climate Control (-459° F to 250°F)
  • Pressure Support (10 ATM)
  • Radiation Protection (PF 2)

Infantry specialty will also be trained and equipped with combat armor:

Combat Hardsuit w/ Helmet TL 9, DR 50 (torso) / 30 (neck, limbs) / 18 (skull) / 12 (face, eyes), 35 lbs, B/12 hr

  • Sealed (12 hour air supply) and Filter Mask
  • Radiation Protection (PF 5)
  • Biomedical Sensors (This data gives medics a +1 bonus to Diagnosis when examining the wearer in person, or allows Diagnosis skill to be attempted without the wearer being present at a -2 penalty.)
  • Waste Relief System
  • Micro Climate Control (-140° F to 140°F)
  • GPS
  • Protected Hearing Protection
  • Small Radio
  • Infrared Visor (Infravision, Telescopic Vision 1)