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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 1755467" data-attributes="member: 6390"><p><strong>Terran Confederate Marine Corps</strong></p><p></p><p><span style="color: red"><span style="font-size: 26px"><p style="text-align: center">Terran Confederate Marine Corps</p><p></span></span></p><p></p><p>Unlike militaries of the past, the TCMC is completely staffed by volunteers, but it's some of the volunteers that suprise those who look closely at the TCMC. Terminally ill patients who volunteered to undergo full cybernetic conversion in return for 15 years of service in the Corps, hardened criminals who exchanged thier sentences at a 2:1 rate. Combat drops, surviving certian missions, and volunteering for certian duties decreases the ratio even faster.</p><p></p><p>The TCMC specializes in everything from hostage rescue to ship to ship boarding parties to planetary assault drops under fire. They are feared throughout the galaxy for toughness, determination, skill, and the fact that they do not surrender. Ever.</p><p></p><p>Training is an intense 1 year program of memory conditioning, surgery, genetic enhancements, gene-therapy, nanite injections, training in equipment and survival, culminating in at least 6 months in a hostile zone. Many trainees die at least once during training, but despite common rumor, the TCMC does not go out of it's way to kill trainees.</p><p></p><p>All TCMC soldiers have a soulchip implanted upon entry to the TCMC, ensuring that the Confederacy will get thier money's worth out of all applicants. Even death does not stop a recruit, as they can continue service as a digital sentient or even a full conversion cyborg.</p><p></p><p>A typical term of service in the TCMC is 10 years, although combat award and hazardous duty may lessen that.</p><p></p><p>All soldiers are "backed up" before hazardous drops, and are ensured by contract to be "reloaded" should anything happen to kill them. Between the soulchips, soul catchers, forcegrowth and Mneomic recording, the TCMC wastes nothing, not even soldiers.</p><p></p><p>Strangely enough, there are no officers above the rank of Colonel in the TCMC and no NCO's above the rank of Master Gunnery Sergeant.</p><p></p><p>The TCMC tradationally carries the M-242 MAW, wears the Goblin IV Power Armor or the Pounder Body Armor.</p><p></p><p><strong>Mechanics Section</strong></p><p>The following is adjusted: +2 on Str (to a minimum of 16. If lower after addtion, then raise to 16); +2 on Con (to a minimum of 16, raise to 16 if lower); +2 on Dex (to a minimum of 14, if lower after modification, raise to 14)</p><p><strong>The following become class skills:</strong> Knowledge (Tactics), Spot, Survival</p><p><strong>The following feats are granted:</strong> Military Unpowered Armor Profiency, Military Weapons Profiency, Military Powered Armor Profiency.</p><p></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>M-242 MAW [PL-7]</strong></span></p><p>The M-242 Magnetic Accellerator Weapon has been that staple of the TCMC for the last 125 years. Basically nothing more than an electromagentic rifle, the MAW uses an ammunition hopper than compresses/shaves/slices matter placed inside of it to feed the chamber. The inate magnetism of the matter inside of the chamber is used to accellerate it, the magnetic coils inside of the barrel destabilize the electron valiances and cause agitation of the nuclie of the atoms, causing the matter to collapse within microseconds of leaving the barrel, and striking the target with a supersolid slug.</p><p></p><p>With a long, reliable service record behind it, the MAW is used by the TCMC for many missions, from an emplaced weapon (mounted on a tripod) to Mecha weaponry (usually unminaturized), to a hand weapon. The ease in reloading, and gaurentee that ammo can be aquired makes it a favorite.</p><p><strong>Damage:</strong> 10d10*</p><p><strong>Critical:</strong> x3</p><p><strong>Damage Type:</strong> Ballistic</p><p><strong>Range Increment:</strong> 40 ft</p><p><strong>Rate of Fire:</strong> S,B,A</p><p><strong>Magazine:</strong> Holds 20 shots of matter. To refill the hopper takes 1 attack action</p><p><strong>Size:</strong> Large</p><p><strong>Weight:</strong> 10 lbs</p><p><strong>Purchase DC:</strong> 30</p><p><strong>Restriction:</strong> Military (+3)</p><p>*Due to the penetrator nature of the supersolid, the first 10 points of hardness of the target are ignored.</p><p><strong>Gadgets</strong>: Minaturization (Down from Gargantuan), Satellite datalink (integral), video scope (integral), Gravetic Recoil Redirectors</p><p><em>If attached to power armor or Mecha, the MAW has the following</em></p><p><strong>Equipment Slots:</strong> 1 (May be handheld if the armor is Large or smaller)</p><p><strong>Activation:</strong> Attack action</p><p><strong>Target:</strong> Single Target</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p></p><p><span style="font-size: 15px"><p style="text-align: center"><strong>Pounder Body Armor [heavy armor][PL 8]</strong></p><p></span> The Standard TCMC infantry armor, this armor is tough, shielded, and used for everything from ship boarding to planetary assaults to garrison duty on occupied planets.</p><p> The use of this armor is taught in basic training, with focus on the musculature and reflexive enhancements.</p><p> The Pounder Body Armor provide a +6 strength and a +4 Dexterity enhancement. The wearer is also able to lift and carry five times the normal amount of wieght, and does not accumulate fatigue from encumberance.</p><p> The shielding provides DR 15/- against attacks, as well as adds 50 hitpoints to the character. These hp are removed first, and once gone, the DR fails also. The shielding regenerates 1 hp per minute, but if fully depleted, takes 6 hours to recharge.</p><p> The pounder also contains 2 slots for mission adjustable equipment.</p><p><strong>Equipment Bonus:</strong> +12</p><p><strong>Nonprof. Bonus:</strong> +1</p><p><strong>Max Dex Bonus:</strong> +1</p><p><strong>Armor Penalty:</strong> -8</p><p><strong>Speed:</strong> 30 ft</p><p><strong>Weight:</strong> 45 lbs</p><p><strong>Purchase DC:</strong> 29</p><p><strong>Restriction:</strong> Mil (+3)</p><p><strong>Gadgets:</strong> Environment Seal, Integrated Equipment (HUD Software, Targeting), Self Repairing Integrated Equipment (Radio), Integrated Equipment (Cold Fusion Power Backpack), Integrated Equipment (Gravity Anchor), Integrated Equipment (Shielding)</p><p></p><p><span style="font-size: 15px"><p style="text-align: center"><strong>Teleportation Disrupter[PL 8]</strong></p><p></span> With the creation of matter teleportation, a battlefield solution had to be created in order to stop massive influxes of reenforcement, teleporting munitions reloads, etc.</p><p> A side effect of the Temporal Dissonance Cannon is tachyon instability in the region, and scientists began by investigating that effect in order to find a way to block matter transfer but still allow life to continue (unlike the Herod Experiment, where the teleportation blocker caused tachyons to beyond, and half the planet to sudden become submolecular particles) and physical objects to remain unchanged.</p><p> The result was the Teleportation Disruptor. Of varying size depending on mission necessity (most 27th Century vehicles and armor use one, with a single wavelength left out to allow thier munitions bays to be reloaded) in order to blockade an area that may range from the size of car (10x20) to a whole city.</p><p> The Artificial Systems are known to have surrounded many planets with satellite rings to keep "Skip Bombs" from being used, or troops teleporting in, which brings it right back to dropship and groundpounder time.</p><p></p><p></p><p><strong>Gadget</strong></p><p><strong>Gravitic Redirector [PL 6]</strong></p><p> This gadget allows a ballistic weapon to be weilded after minaturization has compressed the weapon without undue recoil affecting the weapon or user. It also negates the burst fire attack penalty.</p><p><strong>Restriction:</strong> Ballistic Weapons only</p><p><strong>Purchase DC Modifier:</strong> +2</p><p></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>FEATS</strong></span></p><p><strong>Military Unpowered Armor Profiency</strong></p><p> You are proficient in the armor of a particular military</p><p> <strong>Prerequisite:</strong> Active service in a military or Military Occupation</p><p><strong>Benifit:</strong> You gain profiency in one type of unpowered armor per class (light, medium, heavy, assault) that is in use by the military your character belongs too.</p><p> This feat may be taken multiple times as long as the character is active, and may only be taken at character creation if the character only has the Military Occupation.</p><p></p><p><strong>Military Weapons Profiency</strong></p><p> You have passed basic marksmanship and weapon use in a military.</p><p> <strong>Prerequisite:</strong> Active service in a military or Military Occupation</p><p> <strong>Benifit</strong> You gain profiency in the standard weapons in use by the military your character is in service to.</p><p> This feat may be taken multiple times as long as the character is active, and may only be taken at character creation if the character only has the Military Occupation.</p><p></p><p><strong>Military Powered Armor Profiency</strong></p><p> You have passed basic power armor use in a military boot camp.</p><p> <strong>Prerequisite:</strong> Active service in a military or Military Occupation</p><p> <strong>Benifit</strong> You gain profiency in one standard power armor suit in use by the military your character is in service to.</p><p> This feat may be taken multiple times as long as the character is active, and may only be taken at character creation if the character only has the Military Occupation.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 1755467, member: 6390"] [b]Terran Confederate Marine Corps[/b] [color=red][size=7][CENTER]Terran Confederate Marine Corps[/CENTER] [/size][/color] Unlike militaries of the past, the TCMC is completely staffed by volunteers, but it's some of the volunteers that suprise those who look closely at the TCMC. Terminally ill patients who volunteered to undergo full cybernetic conversion in return for 15 years of service in the Corps, hardened criminals who exchanged thier sentences at a 2:1 rate. Combat drops, surviving certian missions, and volunteering for certian duties decreases the ratio even faster. The TCMC specializes in everything from hostage rescue to ship to ship boarding parties to planetary assault drops under fire. They are feared throughout the galaxy for toughness, determination, skill, and the fact that they do not surrender. Ever. Training is an intense 1 year program of memory conditioning, surgery, genetic enhancements, gene-therapy, nanite injections, training in equipment and survival, culminating in at least 6 months in a hostile zone. Many trainees die at least once during training, but despite common rumor, the TCMC does not go out of it's way to kill trainees. All TCMC soldiers have a soulchip implanted upon entry to the TCMC, ensuring that the Confederacy will get thier money's worth out of all applicants. Even death does not stop a recruit, as they can continue service as a digital sentient or even a full conversion cyborg. A typical term of service in the TCMC is 10 years, although combat award and hazardous duty may lessen that. All soldiers are "backed up" before hazardous drops, and are ensured by contract to be "reloaded" should anything happen to kill them. Between the soulchips, soul catchers, forcegrowth and Mneomic recording, the TCMC wastes nothing, not even soldiers. Strangely enough, there are no officers above the rank of Colonel in the TCMC and no NCO's above the rank of Master Gunnery Sergeant. The TCMC tradationally carries the M-242 MAW, wears the Goblin IV Power Armor or the Pounder Body Armor. [b]Mechanics Section[/b] The following is adjusted: +2 on Str (to a minimum of 16. If lower after addtion, then raise to 16); +2 on Con (to a minimum of 16, raise to 16 if lower); +2 on Dex (to a minimum of 14, if lower after modification, raise to 14) [b]The following become class skills:[/b] Knowledge (Tactics), Spot, Survival [b]The following feats are granted:[/b] Military Unpowered Armor Profiency, Military Weapons Profiency, Military Powered Armor Profiency. [center][size=4][b]M-242 MAW [PL-7][/b][/size][/center] The M-242 Magnetic Accellerator Weapon has been that staple of the TCMC for the last 125 years. Basically nothing more than an electromagentic rifle, the MAW uses an ammunition hopper than compresses/shaves/slices matter placed inside of it to feed the chamber. The inate magnetism of the matter inside of the chamber is used to accellerate it, the magnetic coils inside of the barrel destabilize the electron valiances and cause agitation of the nuclie of the atoms, causing the matter to collapse within microseconds of leaving the barrel, and striking the target with a supersolid slug. With a long, reliable service record behind it, the MAW is used by the TCMC for many missions, from an emplaced weapon (mounted on a tripod) to Mecha weaponry (usually unminaturized), to a hand weapon. The ease in reloading, and gaurentee that ammo can be aquired makes it a favorite. [b]Damage:[/b] 10d10* [b]Critical:[/b] x3 [b]Damage Type:[/b] Ballistic [b]Range Increment:[/b] 40 ft [b]Rate of Fire:[/b] S,B,A [b]Magazine:[/b] Holds 20 shots of matter. To refill the hopper takes 1 attack action [b]Size:[/b] Large [b]Weight:[/b] 10 lbs [b]Purchase DC:[/b] 30 [b]Restriction:[/b] Military (+3) *Due to the penetrator nature of the supersolid, the first 10 points of hardness of the target are ignored. [b]Gadgets[/b]: Minaturization (Down from Gargantuan), Satellite datalink (integral), video scope (integral), Gravetic Recoil Redirectors [i]If attached to power armor or Mecha, the MAW has the following[/i] [b]Equipment Slots:[/b] 1 (May be handheld if the armor is Large or smaller) [b]Activation:[/b] Attack action [b]Target:[/b] Single Target [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [size=4][center][b]Pounder Body Armor [heavy armor][PL 8][/b][/center][/size] The Standard TCMC infantry armor, this armor is tough, shielded, and used for everything from ship boarding to planetary assaults to garrison duty on occupied planets. The use of this armor is taught in basic training, with focus on the musculature and reflexive enhancements. The Pounder Body Armor provide a +6 strength and a +4 Dexterity enhancement. The wearer is also able to lift and carry five times the normal amount of wieght, and does not accumulate fatigue from encumberance. The shielding provides DR 15/- against attacks, as well as adds 50 hitpoints to the character. These hp are removed first, and once gone, the DR fails also. The shielding regenerates 1 hp per minute, but if fully depleted, takes 6 hours to recharge. The pounder also contains 2 slots for mission adjustable equipment. [b]Equipment Bonus:[/b] +12 [b]Nonprof. Bonus:[/b] +1 [b]Max Dex Bonus:[/b] +1 [b]Armor Penalty:[/b] -8 [b]Speed:[/b] 30 ft [b]Weight:[/b] 45 lbs [b]Purchase DC:[/b] 29 [b]Restriction:[/b] Mil (+3) [b]Gadgets:[/b] Environment Seal, Integrated Equipment (HUD Software, Targeting), Self Repairing Integrated Equipment (Radio), Integrated Equipment (Cold Fusion Power Backpack), Integrated Equipment (Gravity Anchor), Integrated Equipment (Shielding) [size=4][center][b]Teleportation Disrupter[PL 8][/b][/center][/size] With the creation of matter teleportation, a battlefield solution had to be created in order to stop massive influxes of reenforcement, teleporting munitions reloads, etc. A side effect of the Temporal Dissonance Cannon is tachyon instability in the region, and scientists began by investigating that effect in order to find a way to block matter transfer but still allow life to continue (unlike the Herod Experiment, where the teleportation blocker caused tachyons to beyond, and half the planet to sudden become submolecular particles) and physical objects to remain unchanged. The result was the Teleportation Disruptor. Of varying size depending on mission necessity (most 27th Century vehicles and armor use one, with a single wavelength left out to allow thier munitions bays to be reloaded) in order to blockade an area that may range from the size of car (10x20) to a whole city. The Artificial Systems are known to have surrounded many planets with satellite rings to keep "Skip Bombs" from being used, or troops teleporting in, which brings it right back to dropship and groundpounder time. [b]Gadget[/b] [b]Gravitic Redirector [PL 6][/b] This gadget allows a ballistic weapon to be weilded after minaturization has compressed the weapon without undue recoil affecting the weapon or user. It also negates the burst fire attack penalty. [b]Restriction:[/b] Ballistic Weapons only [b]Purchase DC Modifier:[/b] +2 [center][size=4][b]FEATS[/b][/size][/center] [b]Military Unpowered Armor Profiency[/b] You are proficient in the armor of a particular military [b]Prerequisite:[/b] Active service in a military or Military Occupation [b]Benifit:[/b] You gain profiency in one type of unpowered armor per class (light, medium, heavy, assault) that is in use by the military your character belongs too. This feat may be taken multiple times as long as the character is active, and may only be taken at character creation if the character only has the Military Occupation. [b]Military Weapons Profiency[/b] You have passed basic marksmanship and weapon use in a military. [b]Prerequisite:[/b] Active service in a military or Military Occupation [b]Benifit[/b] You gain profiency in the standard weapons in use by the military your character is in service to. This feat may be taken multiple times as long as the character is active, and may only be taken at character creation if the character only has the Military Occupation. [b]Military Powered Armor Profiency[/b] You have passed basic power armor use in a military boot camp. [b]Prerequisite:[/b] Active service in a military or Military Occupation [b]Benifit[/b] You gain profiency in one standard power armor suit in use by the military your character is in service to. This feat may be taken multiple times as long as the character is active, and may only be taken at character creation if the character only has the Military Occupation. [/QUOTE]
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