Post by ratbastard on Feb 10, 2010 13:51:23 GMT -5
OK, for my upcoming game I wanted to Clarify what your starting equipment is.
For starters you start with a Platinum Centurion Suit of Body Armor even if you are a spellcaster. You also start with two sets of outer plates of your choice (you must have the prowl skill to be issued the Naruni Plates) and can have your armor replaced whenever you are near a quartermaster. Please note that the various enhancements on the Platinum Centurion Body armor require the skills Optic Systems, Radio Basic and Computer Use to fully utilize.
All Platinum Shield Personnel start with a Naruni Automag. receiving your sidearm is a great honor and a major ritual in the Platinum Shield and almost every citizen carries one, often one that has been lovingly cared for and modified lovely by skilled gunsmiths.
If you have the Pistol or E-Pistol skill you may start with nearly any pistol created on earth, but there is an unspoken pressure for you to simply take a C/M-25 Pulse laser Pistol or just keep your NEMA Automag. You also start with 3-6 clips for each, one box of 120 plasma rounds, one box of 120 silver fragmenting rounds and one case of 1200 range rounds.
If you have the E-rifle Skill you start with your choice of either the C/M-50 Laser Sub machine gun, the C/M-75 Pulse Laser Rifle or the C/M-75-AV Multi-Purpose Pulse Rifle. If you have the Sniper Skill you can start with a C/M-100 Laser Sniper Rifle and if you have the Sniper skill and the Sharpshooting ability with Rifles you can start with a JA-12 (the Quartermasters hate giving out JA-12s and will move heaven and earth to deny the requests everyone and their mother give for the super rifle). All rifles come with ten Long Clips. Getting a non standard issue rifle instead of the standard issue is about as difficult as it is in the Modern Army, everyone gets an M-4 even if they would rather have a TAR-21.
If you have the Rifle Skill you can have nearly any slug throwing Rifle made, including the Naruni Version , same with the Shotgun and Heavy Weapons skills.
As For Heavy MD Weapons, the Standard issue is the C/M-200 Laser Cannon, or the Russian AR-44 Sledgehammer Railgun, But there is allot of leeway for personal preference when it somes to Heavy weapons and a player can requisition anything he can carry and fire so long as its not a Northern Gun Weapon or an Evil weapon. Quartermasters avoid giving out the Wilk's Laser Cannon or the Largest Naruni weapons because of the High cost involved (and the political desire not to be dependent on either company).
As for Melee Weapons, you start with a Vibra Knife and a silvered tech version of any primitive weapon you can prove proficiency with.
Any Modern Weapons you have that would benefit from a scope gets a Wilk's Integrated Optics Gun Sight and a Aimer Laser sight (merc ops page 104) the Integrated Optics sights integrates with your body armor's combat computer allowing you to see through your sight and look around corners with your scope.
You also start with two sets of dog tags, one set is a pair of amulets that give you a +2 against horror factor and possession and a charm that gives you a +1 to save against magic and psionic attacks. the other dog tag set is mundane, and is issued so you have tags at times when carrying magic items is not desirable.
You also start with the following:
You also start with either a Parade or Dress uniform depending if you are either Enlisted or an Officer.
If your OCC gives misc equipment you start with that as well, but your starting weapons and armor are as defined above.
If you are a Mage or Psychic you can start with Techno wizard versions of equipment within reason (nothing Stormspire designed ever, and low to mid level price unless you yourself built it.) The Body Armor is a thorny matter however, Rick has never shared his armor designs with me and you need something that can work as a bio-hazard/space suit at a similar ability to tech full environmental armor. Just being able to turn on breath without air for two hours at a time is simply not good enough.
For starters you start with a Platinum Centurion Suit of Body Armor even if you are a spellcaster. You also start with two sets of outer plates of your choice (you must have the prowl skill to be issued the Naruni Plates) and can have your armor replaced whenever you are near a quartermaster. Please note that the various enhancements on the Platinum Centurion Body armor require the skills Optic Systems, Radio Basic and Computer Use to fully utilize.
All Platinum Shield Personnel start with a Naruni Automag. receiving your sidearm is a great honor and a major ritual in the Platinum Shield and almost every citizen carries one, often one that has been lovingly cared for and modified lovely by skilled gunsmiths.
If you have the Pistol or E-Pistol skill you may start with nearly any pistol created on earth, but there is an unspoken pressure for you to simply take a C/M-25 Pulse laser Pistol or just keep your NEMA Automag. You also start with 3-6 clips for each, one box of 120 plasma rounds, one box of 120 silver fragmenting rounds and one case of 1200 range rounds.
If you have the E-rifle Skill you start with your choice of either the C/M-50 Laser Sub machine gun, the C/M-75 Pulse Laser Rifle or the C/M-75-AV Multi-Purpose Pulse Rifle. If you have the Sniper Skill you can start with a C/M-100 Laser Sniper Rifle and if you have the Sniper skill and the Sharpshooting ability with Rifles you can start with a JA-12 (the Quartermasters hate giving out JA-12s and will move heaven and earth to deny the requests everyone and their mother give for the super rifle). All rifles come with ten Long Clips. Getting a non standard issue rifle instead of the standard issue is about as difficult as it is in the Modern Army, everyone gets an M-4 even if they would rather have a TAR-21.
If you have the Rifle Skill you can have nearly any slug throwing Rifle made, including the Naruni Version , same with the Shotgun and Heavy Weapons skills.
As For Heavy MD Weapons, the Standard issue is the C/M-200 Laser Cannon, or the Russian AR-44 Sledgehammer Railgun, But there is allot of leeway for personal preference when it somes to Heavy weapons and a player can requisition anything he can carry and fire so long as its not a Northern Gun Weapon or an Evil weapon. Quartermasters avoid giving out the Wilk's Laser Cannon or the Largest Naruni weapons because of the High cost involved (and the political desire not to be dependent on either company).
As for Melee Weapons, you start with a Vibra Knife and a silvered tech version of any primitive weapon you can prove proficiency with.
Any Modern Weapons you have that would benefit from a scope gets a Wilk's Integrated Optics Gun Sight and a Aimer Laser sight (merc ops page 104) the Integrated Optics sights integrates with your body armor's combat computer allowing you to see through your sight and look around corners with your scope.
You also start with two sets of dog tags, one set is a pair of amulets that give you a +2 against horror factor and possession and a charm that gives you a +1 to save against magic and psionic attacks. the other dog tag set is mundane, and is issued so you have tags at times when carrying magic items is not desirable.
You also start with the following:
Standard Issue Equipment is as follows: Wilk's Integrated optics Gun-Sight (Merc ops 104), Wilk's “Aimer” Gun-Sight (Merc Ops 104), Wilk's Laser Flashlight (Merc Ops 107), Olterak Mace Spray (Merc Ops 108), Pilot's Survival Kit (Merc Ops 110), 7 self heating MREs (Merc Ops 116), 20 meal bars (Merc Ops 116), Hard dome Shelter (two man) (Merc Ops 116), Moisture condenser (Merc Ops 117), Weapon Cleaning Kit (Merc Ops 118), Weapon repair Kit (Merc Ops 118), Protein Healing Salve (Merc Ops 118), Simple ID Implant (Bionics Source book 36), Bio-Comp Monitor (GM's Guide 184), Refillable Lighter 25 credits, Lighter Fluid 6 credits, Ruggedised Wilk's PDA, NG-survival pack, SPU-5 Sonic pulsar unit, Light adjusting sunglasses, Dosimeter, Computer Reference Libraries: General repair and maintenance, Lore: D-bee, Lore: Demons & Monsters, Lore: Faeries and creatures of magic, Lore: Juicers, Lore: Magic, Lore: Psychics and Psionics, Identify Plants and fruit., 5 Road flares, two rolls duct tape, Bedroll
You also start with either a Parade or Dress uniform depending if you are either Enlisted or an Officer.
If your OCC gives misc equipment you start with that as well, but your starting weapons and armor are as defined above.
If you are a Mage or Psychic you can start with Techno wizard versions of equipment within reason (nothing Stormspire designed ever, and low to mid level price unless you yourself built it.) The Body Armor is a thorny matter however, Rick has never shared his armor designs with me and you need something that can work as a bio-hazard/space suit at a similar ability to tech full environmental armor. Just being able to turn on breath without air for two hours at a time is simply not good enough.