NORAD Battlesuit Infantry O.C.C.
Posted: Tue Jan 06, 2004 11:13 pm
Hmm, looks like I got the Battlesuit Infantry done first. This is a first draft, so there may be grammatical and typographical errors.
NORAD Battlesuit Infantry O.C.C.
The first Organitech Infantrymen were fielded in 2007, taking part in the Bug counterstrikes in California the next year. These men and women are a welcome addition to the Great American Bug Hunt. Short of a Splicer or a NORAD Psychic, few others are capable of taking on a Bug up close and personal like the Battlesuit Infantry. Deployed in squads or even platoons, they can be absolutely devastating to the Bugs and mst anything else NORAD decides to direct them at. If there is any real drawback to them, its that there simply aren’t enough Battlesuits to equip more such soldiers, with the demand far outstripping the supply.
NORAD Battlesuit Infantry O.C.C.
Alignment: Any, but usually good or selfish. Rarely evil, and even then largely aberrant. Miscreant and diabolic are almost unheard of.
Attribute Requirements: I.Q. 9 or better, P.S., P.E., and P.P. 12 or better.
Base S.D.C.: 40
O.C.C. Abilities & Bonuses:
1. Battlesuit Combat Training: Though the design of NORAD Battlesuits is such that most anyone can readily use one with minimal training, the Battlesuit Infantry have learned to make the most of them through intensive and specialized training. Thus, they get the following combat bonuses while wearing a battlesuit.
+1 attack per melee, +2 to strike in hand-to-hand combat, and +1 to strike with battlesuit-mounted energy weapons.
These bonuses ARE cumulative with the Battlesuit’s own combat bonuses.
2.Other Combat Bonuses: +1 to roll with punch/ fall/ impact.
O.C.C. Skills: Military Basic Program (+20%), Espionage Program (+10%), and Modern Weapons Program
O.C.C. Related Skills: Select a total of four skills from the following categories.
Communications: Any (+5%)
Domestic: Cooking only
Electrical: Basic Electronics only
Espionage: Any (+5%)
Mechanical: Basic & Automotive only
Military: Any (+10%)
Medical: First Aid or Paramedic only (Paramedic counts as two skills)
Physical: Any, but HTH: Expert counts as two skills and HTH: Martial Arts (or HTH: Assassin, if evil) counts as three skill selections).
Pilot, Basic: Any (+5%)
Pilot, Advanced: Tanks & APCs only
Pilot Related: Any
Rogue: Any, except Seduction and Computer Hacking
Science: Computer Operations and Basic Math only
Technical: Any
Wilderness: Any
W.P. Ancient: Any
W.P. Modern: Any
Secondary Skills: None to start with, but the character may select one at levels 2, 4, 8, and 12.
Standard Equipment: All Battlesuit Infantry are issued some kind of Organitech Battlesuit (01-70% Grunt Tuxedo, 71-95% Bug Thumper, 96-00% Hoosier Daddy). Battlesuit Infantry issued a Grunt Tuxedo are also issued a separate Z41 Energy Assault Rifle and either a Z9 or Z10 Energy Pistol. Regardless of the suit issued, they are also equipped with 1D4 “Bug Juice” Grenades or 1D4 B6 Bug Bombs. Most will also carry a conventional sidearm with 100 rounds of ammo as a backup.
Noncombat Organitech gear will include a breath mask, two-way radio, and flashlight, with an extra set of batteries for both the radio and the flashlight.
Other gear will include a pocket mirror, compass, first aid kit, entrenching tool, combat knife, 1 quart canteen, water purifier tablets, mess kit, 2 weeks field rations, backpack, combat harness, bedroll, two sets of BDUs, rain poncho, two-man tent, box of weatherproof matches, dozen eight-hour candles.
Money: NORAD takes care of most of your needs, so you usually have very little in the way of personal wealth ($2D4x10). However, those in extended field operations with NORAD allies start with $1D4x100 in precious metals or tradeable goods.
The Upside: You are one of the few who stands a chance of beating a Bug in a one-on-one fight. You are proficient with the latest in NORAD Organitech weapons and know how to get the most out of your Battlesuit when you need it. Against more human foes, you are often an unstoppable, unyielding juggernaut. Many Splatterpunk thugs simply break
and run when they have to face down even one of you.
The Downside: Many of you develop a sort of “Superman” complex, especially when assigned to the bigger Battlesuits. This often leads you to take needless risks which can sometimes endanger yourself and your comrades. You sometimes forget that outsie of your Battlesuit, you are just as mortal as the next guy. Another downside is that others
covet the power of your Battlesuit. There is nothing more shameful to you than to have your armor stolen from you. You must never allow it to happen. If it does, you’d better do your damnedest to get it back or die trying.
Experience Point Chart for Battlesuit Infantry: Use the same table as the NORAD Psychic O.C.C. (p.p. 98 of Systems Failure).
NORAD Battlesuit Infantry O.C.C.
The first Organitech Infantrymen were fielded in 2007, taking part in the Bug counterstrikes in California the next year. These men and women are a welcome addition to the Great American Bug Hunt. Short of a Splicer or a NORAD Psychic, few others are capable of taking on a Bug up close and personal like the Battlesuit Infantry. Deployed in squads or even platoons, they can be absolutely devastating to the Bugs and mst anything else NORAD decides to direct them at. If there is any real drawback to them, its that there simply aren’t enough Battlesuits to equip more such soldiers, with the demand far outstripping the supply.
NORAD Battlesuit Infantry O.C.C.
Alignment: Any, but usually good or selfish. Rarely evil, and even then largely aberrant. Miscreant and diabolic are almost unheard of.
Attribute Requirements: I.Q. 9 or better, P.S., P.E., and P.P. 12 or better.
Base S.D.C.: 40
O.C.C. Abilities & Bonuses:
1. Battlesuit Combat Training: Though the design of NORAD Battlesuits is such that most anyone can readily use one with minimal training, the Battlesuit Infantry have learned to make the most of them through intensive and specialized training. Thus, they get the following combat bonuses while wearing a battlesuit.
+1 attack per melee, +2 to strike in hand-to-hand combat, and +1 to strike with battlesuit-mounted energy weapons.
These bonuses ARE cumulative with the Battlesuit’s own combat bonuses.
2.Other Combat Bonuses: +1 to roll with punch/ fall/ impact.
O.C.C. Skills: Military Basic Program (+20%), Espionage Program (+10%), and Modern Weapons Program
O.C.C. Related Skills: Select a total of four skills from the following categories.
Communications: Any (+5%)
Domestic: Cooking only
Electrical: Basic Electronics only
Espionage: Any (+5%)
Mechanical: Basic & Automotive only
Military: Any (+10%)
Medical: First Aid or Paramedic only (Paramedic counts as two skills)
Physical: Any, but HTH: Expert counts as two skills and HTH: Martial Arts (or HTH: Assassin, if evil) counts as three skill selections).
Pilot, Basic: Any (+5%)
Pilot, Advanced: Tanks & APCs only
Pilot Related: Any
Rogue: Any, except Seduction and Computer Hacking
Science: Computer Operations and Basic Math only
Technical: Any
Wilderness: Any
W.P. Ancient: Any
W.P. Modern: Any
Secondary Skills: None to start with, but the character may select one at levels 2, 4, 8, and 12.
Standard Equipment: All Battlesuit Infantry are issued some kind of Organitech Battlesuit (01-70% Grunt Tuxedo, 71-95% Bug Thumper, 96-00% Hoosier Daddy). Battlesuit Infantry issued a Grunt Tuxedo are also issued a separate Z41 Energy Assault Rifle and either a Z9 or Z10 Energy Pistol. Regardless of the suit issued, they are also equipped with 1D4 “Bug Juice” Grenades or 1D4 B6 Bug Bombs. Most will also carry a conventional sidearm with 100 rounds of ammo as a backup.
Noncombat Organitech gear will include a breath mask, two-way radio, and flashlight, with an extra set of batteries for both the radio and the flashlight.
Other gear will include a pocket mirror, compass, first aid kit, entrenching tool, combat knife, 1 quart canteen, water purifier tablets, mess kit, 2 weeks field rations, backpack, combat harness, bedroll, two sets of BDUs, rain poncho, two-man tent, box of weatherproof matches, dozen eight-hour candles.
Money: NORAD takes care of most of your needs, so you usually have very little in the way of personal wealth ($2D4x10). However, those in extended field operations with NORAD allies start with $1D4x100 in precious metals or tradeable goods.
The Upside: You are one of the few who stands a chance of beating a Bug in a one-on-one fight. You are proficient with the latest in NORAD Organitech weapons and know how to get the most out of your Battlesuit when you need it. Against more human foes, you are often an unstoppable, unyielding juggernaut. Many Splatterpunk thugs simply break
and run when they have to face down even one of you.
The Downside: Many of you develop a sort of “Superman” complex, especially when assigned to the bigger Battlesuits. This often leads you to take needless risks which can sometimes endanger yourself and your comrades. You sometimes forget that outsie of your Battlesuit, you are just as mortal as the next guy. Another downside is that others
covet the power of your Battlesuit. There is nothing more shameful to you than to have your armor stolen from you. You must never allow it to happen. If it does, you’d better do your damnedest to get it back or die trying.
Experience Point Chart for Battlesuit Infantry: Use the same table as the NORAD Psychic O.C.C. (p.p. 98 of Systems Failure).