Alex

A space marine with a preference for large swords, battle dress, and boarding actions.

Description:

Alex

STATS -

STR: 08 [+ 0] (+ 4 battle dress)
DEX: 08 [+ 0] (+ 2 battle dress)
END: 10 [+ 1]
INT: 10 [+ 1]
EDU: 08 [+ 0]
SOC: 06 [+ 0]

SKILLS -

Athletics: 0
Battle Dress: 1
Explosives: 1
Gun Combat: 0 (slug rifle 3)
Gunnery: 0 (turret 1)
Heavy Weapons: 0
Medic: 1
Melee: 0 (blade 3)
Pilot: 0 (small craft 1)
Stealth: 0
Survival: 0
Tactics: 1
Trade: 0
Vacc Suit: 0
Zero G: 1

EQUIPMENT -
battle dress: see below
armored coveralls: +2 armor, keeps battle dress clean

monofilament sword: 3d6 large blade, heft -2, halves target’s effective armor
anti-materiel sniper rifle: 10d6 slug rifle, recoil 4, AP standard ammo, super AP DSAP ammo.

broadsword: 4d6 large blade, heft 2
dagger: 1d6+2 small blade or thrown
gauss rifle: 4d6 rifle, auto 4, recoil 0

8,140 cash

HISTORY -

Start: str 9, dex 10, end 10, int 10, edu 8, soc 4; Homeworld Mars (Desert, Ice-Cap); Survival 0, Trade 0, Vacc Suit 0
18
Marine: Star Marine -
basic training in Athletics, Battle Dress, Tactics, Heavy Weapons, Gun Combat, Stealth
Rank 0 melee (blade) 1; skill battle dress; event -1 dex; advancement success, rank 1 gun combat (slug rifle) 1, skill melee (blade); commission fail
22
Marine: Star Marine –
skill gun combat (slug rifle); event explosives 0; advancement success, rank 2, skill gun combat (slug rifle); commission fail
26
Marine: Star Marine -
skill melee (blade); mishap, gain enemy, str -1, dex -1; effect 4 citation, Medal for Conspicious Gallantry + Purple Heart; benefit 20k cash, armor, armor, +2 soc, weapon
30
contact skills explosives 1, tactics 1; package skills pilot (small craft) 1, gunnery (turret) 1, medic 1
training: zero-g 1

TL 12 medium battle dress; 13/14 slots used; 1,512,900 credits cost
+4 str, +2 dex
2d6 base unarmed damage
20 armor
speed 6 (walk) / 30 (run) meters per round
duration 12 hours
0.1 tons shipping size

Advanced Flamethrower: 3d6+6 flame damage, medium range.
Advanced Medkit: Can heal up to 6 HP instantly, lasts for 1d6 hours. Has Medic 3 for treatment and diagnostic purposes.
Computer Systems: TL 12, Sensors 1 and Recon 1.
Comm Systems: TL 10, very distant range encrypted comms.
ECM Systems: TL 11, distant range, +2 bonus
Sensor Systems: TL 8 long-range sensors with enhanced audio/visual capabilities (low-light, telescopic, and thermal imagine; low/high frequency sound, audio enhancement and dampening)
Tool Kit: set of basic mechanical tools run on suit power

Battle Dress

TL 12 medium chassis (250,000 base)
20 armor (1,000,000)
+1 str (125,000)
Advanced Flamethrower (4 slots, arm mount; 2,500)
Advanced Medkit (1 slot; 50,000)
Computer 3/Expert Sensors 2 (1 slot; 1,500) Intelligent Interface 1 (100), Expert Sensors 2 (10,000), Expert Recon 2 (10,000)
Standard Communcations (2 slots; 2,000), encrypted (8,000)
Standard ECM (2 slots; 20,000)
Basic Sensors (1 slot; 10,000), enhanced audio (7,000) and visual (15,000)
Tool Kit (2 slots; 1,800)

TOTALS

TL 12 medium battle dress; 13/14 slots used; 1,512,900 credits cost
+4 str, +2 dex
2d6 base unarmed damage
20 armor
speed 6 (walk) / 30 (run) meters per round
duration 12 hours
0.1 tons shipping size

Advanced Flamethrower: 3d6+6 flame damage, medium range.
Advanced Medkit: Can heal up to 6 HP instantly, lasts for 1d6 hours. Has Medic 3 for treatment and diagnostic purposes.
Computer Systems: TL 12, Sensors 1 and Recon 1.
Comm Systems: TL 10, very distant range encrypted comms.
ECM Systems: TL 11, distant range, +2 bonus
Sensor Systems: TL 8 long-range sensors with enhanced audio/visual capabilities (low-light, telescopic, and thermal imagine; low/high frequency sound, audio enhancement and dampening)
Tool Kit: set of basic mechanical tools run on suit power

Bio:

Alex

Space Raj Halvagor NativeJovian