Post by Sutton on Jan 1, 2010 10:21:24 GMT -5
The year is 4236.
Earth is a paradise: There is no work, no crime, no disease, no poverty, no hate. Life expectancy is as long as you want it to be. The only thing that advances in medical science haven't managed is ressurection of the dead, and even that may be just around the corner.
For almost two thousand years, the Council of Earth has lead mankind forward to new heights of development. More than a thousand of colonies, themselves containing trillions of people, dot the night sky, a thousand symbols of mankind's progress since the dark days of the 23rd century.
But paradise needs it's protectors. External forces are constantly at work, attempting to undermine mankind's achievements. The Council of Earth needs you, it's loyal citizens, to defend what you hold most dear! Join the Earth Expeditionary Force! See the galaxy! Take part in the greatest endeavour of human history! Do YOUR PART for MANKIND!
---
The speakers in the personnel shuttle continue to repeat recruitment propagada, perhaps to remind any who have had second thoughts why they are here. After two months of travel, you are mere minutes from linking up with the Sixteenth Brigade of the 3rd Army - one of the most renowned assault units in the entire expeditionary force. You've had some combat experience before, but that was bug hunts on derelict spacecraft, this is the real deal - planetary assault. Dozens of hostile worlds have fallen to the 3:16, and they have never been defeated in battle.
"Passengers, docking with the EES John Locke will commence in two minutes, please remain in your seats as we will be making numerous thruster burns."
As the ship maneuvers, you take another look at your transfer papers...
---
Welcome to 3:16!
Character creation is exceedingly simple - Indeed, it involves 2 mechanical choices, and one (unimportant) roll.
NAME: This isn't too hard. Nicknames are also acceptable.
REPUTATION: A short descriptor for your soldier.
FIGHTING ABILITY:] Your ability at Combat Tasks - Shooting things, lobbing hand grenades, throwing knifes, zero-gravity martial arts, swordplay, tank gunnery, you name it.
NON-FIGHTING ABILITY: Your ability at Non-Combat Tasks - Digging a trench, fixing the radio, piloting a shuttlepod, talking your way out of a court-martial, you name it.
Divide 10 points between Fighting Ability (hereafter FA) and Non-Fighting Ability (hereafter NFA), with no more than 8 in either and no less than 2 in either.
Your RANK is determined by your scores compared to the rest of the group. The HIGHEST NFA in the unit recieves a rank of Sergeant. The HIGHEST FA in the unit recieves a rank of Corporal. All other members of the unit recieve the rank of Trooper. If there is a conflict (IE: The highest FA is two characters with an FA of 7), each person involved rolls a d10 (passing and taking the lower rank is also acceptable), with the highest result recieving the rank.
Your RANK determines your starting WEAPONS. Each rank recieves a choice from two weapons, and a set of accompanying weapons. Each weapon is rated for how many alien scum it will eliminate each round with a succesful FA roll, in each of the three range bands (Close Range is face-to-face bloodbaths, Near Range is the optimum for most firearms, Far Range is the outer extent at which combat is possible).
SERGEANT
Slug Rifle
A simple rifle, that would likely be basically familiar in operation to someone from the modern world.
Kills: 1 / d6 / d6
OR
Heavy MG
A large, bulky machinegun. Capable of extremely rapid fire, but cumbersome at close range and inaccurate at long.
Kills: 1 / 2d6 / 0
In addition
Sidearm
A handgun. Powerful and accurate, though it lacks the ability to deliver automatic fire, and it's shots can't travel quite as far as those from heavier weapons.
Kills: d6 / d6 / 0
Hand Grenades
These are largely familiar items as well. Watch out - they can endanger friendly personnel near the target.
Kills: d10 / 1 / -
Grenades inflict a Kill on any friendly personnel at Close range who fail their roll this round, REGARDLESS of whether the roll succeeds or fails. This INCLUDES YOURSELF.
Hand to Hand Combat
The most desperate and basic of all means of combat, hand to hand fighting is any troopers last resort when faced with aliens at extreme close range... and some very scary trooper's FIRST resort.
Kills: 1 / - / -
CORPORAL
Energy Cannon
A massive two handed beam weapon. Delivers horrifying amounts of firepower on the field, but the beam defocuses at longer distances to the point of ineffectiveness, and the weapon is too heavy to be used with any degree of success when the alien is right up in your face.
Kills: 0 / 2d10 / 0
OR
Heavy MG, AS SERGEANT
In addition
Hand Grenades, AS SERGEANT
Hand-to-Hand Combat, AS SERGEANT
TROOPER
Energy Rifle
The basic weapon of most of the Earth Expenditionary Force, the Energy Rifle is a scaled down, more manageable version of the Energy Cannon. It doesn't deliver as much firepower, but is less of an impediment in close ranges, not to mention being far less of a hassle to carry on a long march.
Kills: 1 / d10 / 1
OR
Slug Rifle, AS SERGEANT
In addition
Hand Grenades, AS SERGEANT
Hand-toHand Combat, AS SERGEANT
So, what this looks like when completed is this:
Trooper Walken
Reputation: Shifty Scumbag
FA: 6
NFA: 4
Weapons
Energy Rifle: 1/d10/1
Grenades: d10/1/-
Hand-to-Hand: 1/-/-
As well, your starting KILLCOUNT is equal to the sum of a number of d10s equal to your FA. For example, Trooper Walken has a starting killcount of 34.
You recieve one STRENGTH and one WEAKNESS currently unspent. More on what these do when we get to an encounter.
Earth is a paradise: There is no work, no crime, no disease, no poverty, no hate. Life expectancy is as long as you want it to be. The only thing that advances in medical science haven't managed is ressurection of the dead, and even that may be just around the corner.
For almost two thousand years, the Council of Earth has lead mankind forward to new heights of development. More than a thousand of colonies, themselves containing trillions of people, dot the night sky, a thousand symbols of mankind's progress since the dark days of the 23rd century.
But paradise needs it's protectors. External forces are constantly at work, attempting to undermine mankind's achievements. The Council of Earth needs you, it's loyal citizens, to defend what you hold most dear! Join the Earth Expeditionary Force! See the galaxy! Take part in the greatest endeavour of human history! Do YOUR PART for MANKIND!
---
The speakers in the personnel shuttle continue to repeat recruitment propagada, perhaps to remind any who have had second thoughts why they are here. After two months of travel, you are mere minutes from linking up with the Sixteenth Brigade of the 3rd Army - one of the most renowned assault units in the entire expeditionary force. You've had some combat experience before, but that was bug hunts on derelict spacecraft, this is the real deal - planetary assault. Dozens of hostile worlds have fallen to the 3:16, and they have never been defeated in battle.
"Passengers, docking with the EES John Locke will commence in two minutes, please remain in your seats as we will be making numerous thruster burns."
As the ship maneuvers, you take another look at your transfer papers...
---
Welcome to 3:16!
Character creation is exceedingly simple - Indeed, it involves 2 mechanical choices, and one (unimportant) roll.
NAME: This isn't too hard. Nicknames are also acceptable.
REPUTATION: A short descriptor for your soldier.
FIGHTING ABILITY:] Your ability at Combat Tasks - Shooting things, lobbing hand grenades, throwing knifes, zero-gravity martial arts, swordplay, tank gunnery, you name it.
NON-FIGHTING ABILITY: Your ability at Non-Combat Tasks - Digging a trench, fixing the radio, piloting a shuttlepod, talking your way out of a court-martial, you name it.
Divide 10 points between Fighting Ability (hereafter FA) and Non-Fighting Ability (hereafter NFA), with no more than 8 in either and no less than 2 in either.
Your RANK is determined by your scores compared to the rest of the group. The HIGHEST NFA in the unit recieves a rank of Sergeant. The HIGHEST FA in the unit recieves a rank of Corporal. All other members of the unit recieve the rank of Trooper. If there is a conflict (IE: The highest FA is two characters with an FA of 7), each person involved rolls a d10 (passing and taking the lower rank is also acceptable), with the highest result recieving the rank.
Your RANK determines your starting WEAPONS. Each rank recieves a choice from two weapons, and a set of accompanying weapons. Each weapon is rated for how many alien scum it will eliminate each round with a succesful FA roll, in each of the three range bands (Close Range is face-to-face bloodbaths, Near Range is the optimum for most firearms, Far Range is the outer extent at which combat is possible).
SERGEANT
Slug Rifle
A simple rifle, that would likely be basically familiar in operation to someone from the modern world.
Kills: 1 / d6 / d6
OR
Heavy MG
A large, bulky machinegun. Capable of extremely rapid fire, but cumbersome at close range and inaccurate at long.
Kills: 1 / 2d6 / 0
In addition
Sidearm
A handgun. Powerful and accurate, though it lacks the ability to deliver automatic fire, and it's shots can't travel quite as far as those from heavier weapons.
Kills: d6 / d6 / 0
Hand Grenades
These are largely familiar items as well. Watch out - they can endanger friendly personnel near the target.
Kills: d10 / 1 / -
Grenades inflict a Kill on any friendly personnel at Close range who fail their roll this round, REGARDLESS of whether the roll succeeds or fails. This INCLUDES YOURSELF.
Hand to Hand Combat
The most desperate and basic of all means of combat, hand to hand fighting is any troopers last resort when faced with aliens at extreme close range... and some very scary trooper's FIRST resort.
Kills: 1 / - / -
CORPORAL
Energy Cannon
A massive two handed beam weapon. Delivers horrifying amounts of firepower on the field, but the beam defocuses at longer distances to the point of ineffectiveness, and the weapon is too heavy to be used with any degree of success when the alien is right up in your face.
Kills: 0 / 2d10 / 0
OR
Heavy MG, AS SERGEANT
In addition
Hand Grenades, AS SERGEANT
Hand-to-Hand Combat, AS SERGEANT
TROOPER
Energy Rifle
The basic weapon of most of the Earth Expenditionary Force, the Energy Rifle is a scaled down, more manageable version of the Energy Cannon. It doesn't deliver as much firepower, but is less of an impediment in close ranges, not to mention being far less of a hassle to carry on a long march.
Kills: 1 / d10 / 1
OR
Slug Rifle, AS SERGEANT
In addition
Hand Grenades, AS SERGEANT
Hand-toHand Combat, AS SERGEANT
So, what this looks like when completed is this:
Trooper Walken
Reputation: Shifty Scumbag
FA: 6
NFA: 4
Weapons
Energy Rifle: 1/d10/1
Grenades: d10/1/-
Hand-to-Hand: 1/-/-
As well, your starting KILLCOUNT is equal to the sum of a number of d10s equal to your FA. For example, Trooper Walken has a starting killcount of 34.
You recieve one STRENGTH and one WEAKNESS currently unspent. More on what these do when we get to an encounter.