[Starship Troopers] Wheeler's Wildcats HQ

Ranger Rick said:
Except for the pep talk, and the living quarters, and the smooth intel, your set up is nothing like when I went into combat all those years ago. (the flying part is)

Changing the LZ on the fly, that sounds more like my past. First we are going to land than a few hours out we find that the plane can not land, we have to than put on our parachutes and jump in like they did in WWII.


And what is in a Standard Kit?
 

log in or register to remove this ad

STANDARD OUTFIT (encumbrance: 20lbs)
-Combat Knife (attack +x, damage 1d4+x, crit 19-20, Rng 20ft/4sq, SZ small, Wt 1lb)
-Brunhamm TW-102-s ‘Peacemaker’ Pistol (attack +x, damage 2d6+x, crit 20, Rng 50ft/10sq, ROF S, Mag 15, SZ small, Wt 3lb)
-Morita TW-203-a Rifle (attack +x, damage 2d8+x, crit 20, Rng 125ft/25, ROF S, A (Burst), Mag 30, SZ large, Wt 7lb)
-M-1A4 Power Armor (Def +9, DR 4, Speed: Base, Wt 190lb)
-Combat Belt (2lb) with 3 extra clips of TW-203-a ammo (90 rounds)
-Lizard Line (3 lb)
-Day’s worth of Food, and two Canteens (3 lb)
 



When your attacking or doing something skill related in the game give me a blurb of your attack bonus, skill bonus, damge, etc.

Example.
Johnny moves up and blasts the bug charging Dizz. (Single shot, AB +4, Damage 2d8+1)
 

Sign me back up as an alternate, Gomez. I picked up the book today and it looks awesome. I'll only join if you really need me to fill a spot. Just PM me at Groovy if you need to get my attention.
 


Falkus said:
What are the mechanical affects of failing a fear save?

Failed fear save leaves you stunned for one round. The next round you make another save. If you fail that then you are frightened. Even if you make the save you are shaken for 1d4 rounds. If you are attacked in melee while frightened by the what ever caused you to fail your save you become terrified.
 



Pets & Sidekicks

Remove ads

Top