Welcome and thank you for choosing cctiddly.\n\nREADME\nThe actual readme is no longer include in here because it will get out dated. If you want the latest readme, you can download it here\nhttp://cctiddly.sourceforge.net/index.php?standalone=1\nor go to\nhttp://cctiddly.sourceforge.net/index.php\non the bottom right where it state powered by, right click on the 'standalone' link and choose 'save as'\n\nCHANGES from v1.1 beta\n*UPGRADE: now use TW2.1.3\n*UPDATE: update some of the plugins (archivedtimeline, loadextplugin, nestedslidersplugin, selectthemeplugin, xmlreader)\n*IMPROVEMENT(CONFIG): appendModifier would append modifier (username) to tag if enabled\n*IMPROVEMENT: put +/- in pretty link can force to open in current window/open in new window\n*IMPROVEMENT: debugging now display content using a link instead of alert box\n*CHANGES: tags parameter now return all tags if no +tag is specified (i.e. only specify -tag1 would remove tiddlers with tag1)\n*CHANGE: tolowerCase for SHA1 using javascript //fixed by Bram//\n*CHANGE: assign UTF-8 using meta data in install.php\n*CHANGE: REMOVE blank body requirement //suggested by MilchFlasche//\n*CONFIG: change tiddlywiki default filename to tiddlywiki instead of tiddlywiki2.1.x to keep tiddlywiki being the most updated version\n*CODE: use HTTP_HOST instead of SERVER_NAME because it can create problem (cross site scrippting) in some hosting //fixed by Joel Lucsy//\n*BUG: removeTiddler title not formatted\n*BUG: reqLogin did not set password right (using MD5 instead of SHA1)\n*BUG: cannot edit script installed via install.php\n*BUG: import.php would not correctly insert html special characters (such as < and >)\n*BUG: siteTitle cannot display double quote\n*BUG: install problem for the field named "fields"\n*BUG: TW2.1.x would cause login/logout button to malfunction\n*BUG: import.php login fix\n\nUPGRADE from v1.1 beta\n1/ backup your config files and tiddlywiki.js if you have a custom one\n2/ overwrite your files\n\nUPGRADE from v1.0\n1/ backup your config files and tiddlywiki.js if you have a custom one\n2/ backup your TW first using either of the following method\n a/ install on separate table\n This way is done by installing ccT v1.1 on a different table name. Data can be imported later on\n b/ backup DB\n This is good if you know how to and comfortable with handling your database. Instruction will not be included\n c/ backup using 'standalone'\n There is a 'standalone' link below your tag list (bottom right of page). Right click on the link and choose 'save as'\n3/ visit the upgrade.php (or install.php if backup method 2(a) is used)\n4/ repeat if you got multiple config file, append the ?config=<config file> string\n5/ note: if some of your plugin suddenly stop working, it may be due to the plugin not compatable with TW 2.1. Please change it back to TW2.0.
Here are ways you can get help:\n*Post in [[ccTiddly forum on sourceforge|http://sourceforge.net/forum/forum.php?forum_id=523746]] (allow anonymous posting)\n*Post in [[ccTiddly google group|http://groups.google.com/group/ccTiddly?lnk=li]]\n*Post in [[TiddlyWiki Google Group|http://groups.google.com/group/TiddlyWiki]] if it is TW related\n*ContactMe\n*[[newbie help site|http://www.giffmex.org/twfortherestofus.html]]\n*[[Formatting|http://www.blogjones.com/TiddlyWikiTutorial.html]]
Background: #fff\nForeground: #000\nPrimaryPale: #8cf\nPrimaryLight: #18f\nPrimaryMid: #04b\nPrimaryDark: #014\nSecondaryPale: #ffc\nSecondaryLight: #fe8\nSecondaryMid: #db4\nSecondaryDark: #841\nTertiaryPale: #eee\nTertiaryLight: #ccc\nTertiaryMid: #999\nTertiaryDark: #666\nError: #f88\n\n/***\n!OriganlColors Used\n*@@bgcolor(#fff): #fff - Background@@\n*@@bgcolor(#000): #000 - Foreground@@\n*@@bgcolor(#8cf): #8cf - PrimaryPale@@\n*@@bgcolor(#18f): #18f - PrimaryLight@@\n*@@bgcolor(#04b): #04b - PrimaryMid@@\n*@@bgcolor(#014):color(#fff): #014 - PrimaryDark@@\n*@@bgcolor(#ffc): #ffc - SecondaryPale@@\n*@@bgcolor(#fe8): #fe8 - SecondaryLight@@\n*@@bgcolor(#db4): #db4 - SecondaryMid@@\n*@@bgcolor(#841): #841 - SecondaryDark@@\n*@@bgcolor(#eee): #eee - TertiaryPale@@\n*@@bgcolor(#ccc): #ccc - TertiaryLight@@\n*@@bgcolor(#999): #999 - TertiaryMid@@\n*@@bgcolor(#666): #666 - TertiaryDark@@\n*@@bgcolor(#703):color(#fff): #703 - Title red@@\n*@@bgcolor(#866): #866 - Subtitle grey@@\n
TiddlyWiki uses Wiki style markup, a way of lightly "tagging" plain text so it can be transformed into HTML. Edit this Tiddler to see samples.\n\n! Header Samples\n!Header 1\n!!Header 2\n!!!Header 3\n!!!!Header 4\n!!!!!Header 5\n\n! Unordered Lists:\n* Lists are where it's at\n* Just use an asterisk and you're set\n** To nest lists just add more asterisks...\n***...like this\n* The circle makes a great bullet because once you've printed a list you can mark off completed items\n* You can also nest mixed list types\n## Like this\n\n! Ordered Lists\n# Ordered lists are pretty neat too\n# If you're handy with HTML and CSS you could customize the [[numbering scheme|http://www.w3schools.com/css/pr_list-style-type.asp]]\n## To nest, just add more octothorpes (pound signs)...\n### Like this\n* You can also\n** Mix list types\n*** like this\n# Pretty neat don't you think?\n\n! Tiddler links\nTo create a Tiddler link, just use mixed-case WikiWord, or use [[brackets]] for NonWikiWordLinks. This is how the GTD style [[@Action]] lists are created. \n\nNote that existing Tiddlers are in bold and empty Tiddlers are in italics. See CreatingTiddlers for details.\n\n! External Links\nYou can link to [[external sites|http://google.com]] with brackets. You can also LinkToFolders on your machine or network shares.\n\n! Images\nEdit this tiddler to see how it's done.\n[img[http://img110.echo.cx/img110/139/gorilla8nw.jpg]]\n\n!Tables\n|!th1111111111|!th2222222222|\n|>| colspan |\n| rowspan |left|\n|~| right|\n|colored| center |\n|caption|c\n\nFor a complex table example, see PeriodicTable.\n\n! Horizontal Rules\nYou can divide a tiddler into\n----\nsections by typing four dashes on a line by themselves.\n\n! Blockquotes\n<<<\nThis is how you do an extended, wrapped blockquote so you don't have to put angle quotes on every line.\n<<<\n>level 1\n>level 1\n>>level 2\n>>level 2\n>>>level 3\n>>>level 3\n>>level 2\n>level 1\n\n! Other Formatting\n''Bold''\n==Strike==\n__Underline__\n//Italic//\nSuperscript: 2^^3^^=8\nSubscript: a~~ij~~ = -a~~ji~~\n@@highlight@@ Unfortunately highlighting is broken right now.\n@@color(green):green colored@@\n@@bgcolor(#ff0000):color(#ffffff):red colored@@ Hex colors are also broken right now.\n
[[Becker's Bastards]]
a Starship Troopers Campaign
[[Campaign Overview and Introduction]]\n[[House Rules]]\n[[Characters]]\n[[NPCs]]\n[[SICON]]\n[[FEDNET and other NEWS]]\n[[Mission]]\n[[Locations]]\n[[Session Reports]]\n[[Players]]\n[[SST Reference Material]]\n[[Documents]]\n[[Images]]\n[[Maps]]\n[[Forum|http://www.playwithbob.com/forums/viewforum.php?f=18]]\n---------------------------------------\nFormattingInstructions\nGettingHelp \n
Owner of this site, admin, GM, and all around good guy.
<?\n// database/table\n$tiddlyCfg['db']['host'] = "localhost"; //sql host\n$tiddlyCfg['db']['login'] = "root"; //login name\n$tiddlyCfg['db']['pass'] = ""; //login password\n$tiddlyCfg['db']['name'] = "cct"; //db name\n\n$tiddlyCfg['table']['pref'] = ""; //table prefix\n$tiddlyCfg['table']['name'] = "tiddly_wiki_entry";\n$tiddlyCfg['table']['backup'] = "tiddly_wiki_entry_version";\n\n// site preferences\n$tiddlyCfg['pref']['tw_ver'] = "tiddlywiki"; // choose between different version of TW, or adaptation\n$tiddlyCfg['pref']['language'] = "en"; // choose between different version of TW, or adaptation\n$tiddlyCfg['pref']['version'] = 1; // 0 = no versions stored, 1 = all versions stored. The version number is always updated\n$tiddlyCfg['pref']['reqLogin'] = 0; //require login to access the page. A blank page with login box would appear for anonymous users if enabled [0=disable; 1=enable]\n$tiddlyCfg['pref']['cookies'] = 0; //cookies expire time, in minutes [0=disable]\n$tiddlyCfg['pref']['appendModifier'] = 0; //append modifier name as tag\n//$tiddlyCfg['pref']['ajax'] = 0; //[1 = enable ajax]\n$tiddlyCfg['pref']['uploadPluginIgnoreTitle'] = array("ccTiddly_debug_time", "UploadLog","UploadPlugin","UploadOptions"); //this specify what tiddler should uploadplugin ignore. It is recommended to put in uploadPlugin itself and the upload log. CaSe-SeNsItIvE\n/*\n This specify whether utf8 is required [1 = enable, 0 =disable]\n If you got one of the following error message, that may mean your database do not support utf8\n during upgrade:\n Query: ALTER TABLE <table name> DEFAULT CHARACTER SET utf8 COLLATE\n during regular running:\n Error Query: SET NAMES 'utf8'\n*/\n$tiddlyCfg['pref']['utf8'] = 0;\n\n////////////////////////////////////////////////////users and privileges////////////////////////////////////////////////////\n/*\n username and password pair\n This should be in the form\n $tiddlyCfg['user'] = array("username" => "password");\n or for multiple username and password, separate with comma\n $tiddlyCfg['user'] = array("username1" => "password1", "username2" => "password2);\n*/\n//username password pair\n$tiddlyCfg['user'] = array("username"=>"password"); //username password pair, empty array allow everyone to edit the tiddly online (except locked titles)\n\n/*\n put username here would insert them into groups.\n NOTE: a user in more than one group is possible\n this is in the form\n $tiddlyCfg['group']['admin'] = array("<username1>", "<username2>");\n $tiddlyCfg['group']['<any group name>'] = array("<username3>", "<username4>");\n \n predefined group:\n anonymous (include all users without username password pair)\n user (users with username and password pair)\n*/\n$tiddlyCfg['group']['admin'] = array("username");\n\n/*\n various config on privileges\n*/\n$tiddlyCfg['privilege_misc']['rss'] = array("admin"); //user allow to upload rss, put in group names here like $tiddlyCfg['privilege_misc']['rss'] = array("<group1>", "<group2>");\n$tiddlyCfg['privilege_misc']['upload'] = array("admin"); //user allow to upload the whole TW or import TW, put in group names here\n$tiddlyCfg['privilege_misc']['markup'] = array("admin"); //user allow to change markup\n\n/*\n new privilege system****************************************WARNING: read this first before changing the config or unexpected behaviour would result\n PRIVILEGE SYSTEM\n The new privilege system consist of four character, each represent a different action\n privilege order\n read/insert/edit/delete\n privilege value\n allow (A)\n deny (D)\n undefine/unchange (U)\n EXAMPLE\n for a privilege string "ADAU", the privilege for a particular tiddler to the user would be\n READ: allowed the user is allowed to read\n INSERT: deny the user is NOT allowed to insert a tiddler with a certain tag\n EDIT: allowed the user is allow to edit the tiddler\n DELETE: undefined undefined privilege. This would be replaced by either allowed or deny depending on the config "undefined_privilege"\n UNDEFINED (normally treated as DENY, see settings below) can be overwrited by ALLOW\n DENY has the highest priority and could not be overwrite by ALLOW/UNDEFINED\n NOTE: if a tiddler has several tag, of which one has deny in one of the privilege, it would be treated as deny on that privilege\n NOTE: rename a tiddler requires EDIT privilege\n NOTE: overwrite one tiddler with new tiddler requires EDIT privilege\n NOTE: overwrite a tiddler(A) with another tiddler(B) require DELETE privilege for tiddler (A) , and EDIT for the overwritting tiddler (B)\n*/\n\n//default privileges\n$tiddlyCfg['privilege_misc']['undefined_privilege'] = "D"; //defined what should undefined (U) be treated as\n$tiddlyCfg['privilege_misc']['default_privilege'] = "AUUU"; //default privilege for all group and tags\n//default privileges for certain groups, applied after default_privilege\n// it is in the form: $tiddlyCfg['privilege_misc']['group_default_privilege']['<group name>']\n$tiddlyCfg['privilege_misc']['group_default_privilege']['anonymous'] = "AUUD";\n$tiddlyCfg['privilege_misc']['group_default_privilege']['user'] = "AAAA";\n\n////////////////////////////////////////////////////////ADVANCE PRIVILEGE for tags//////////////////////////////////////////////////////\n/*\n assign privilege to specific tag using groups\n this is of the format\n $tiddlyCfg['privilege']['<put your group name here>']['<put your tag name here>'] = "<put your privilege here>";\n EXAMPLE: this would deny anonymous users to insert/edit/delete systemConfig tags but still allow it to run\n $tiddlyCfg['privilege']['anonymous']['systemConfig'] = "ADDD";\n*/\n$tiddlyCfg['privilege']['anonymous']['systemConfig'] = "ADDD";\n\n//The following privilege are for blog\n//$tiddlyCfg['privilege']['anonymous']['comments'] = "AADD"; //allow comments to be post anonymously\n\n//misc\n$tiddlyCfg['developing']=0; //developing mode, 0=release mode, 1=developing, -1 release mode, but can be override with parameter\n?>
There are three routes into Starship Troopers — the original novel, the two films or the Roughnecks Chronicles animated TV series. It is very likely that, as a role-player, you will be familiar with’ at least one of these. If you have managed to So far miss all three introductions to Starship Troopers, you are in for a real treat, a roller coaster ride of intense battles, political maneuvering and the knowledge that you are personally responsible for the defense of the human race.\n\nYou will take on the role of one of the Mobile Infantry, humanity’s premier armed force. Traveling throughout the galaxy, you will be sent to many strange and alien worlds in a desperate effort to stem the tide of mankind’s enemies and ensure the peace and security of the Federation and her colony worlds. Humans are locked in a war against alien races, each of which is struggling for dominance of the galaxy — this is a fight for the survival of the species.\n\nHumanity’s main enemy are the Arachnids (called bugs by the Mobile Infantry), an insect-like alien race comprising many different species, all engineered to perform one specific task in the service of their empire. An Arachnid has no pity; no remorse and no expectations of its own life — it is utterly subservient to its leaders. As a trooper in the Mobile Infantry; you will quickly come to both fear and respect the Arachnids. When fighting them on some distant world, you will see that they arc almost without number and major battles will see thousands of them streaming out of bug holes. By hurling their spore into space, they are able to colonize far flung worlds and they have also learnt how to shift the orbits of asteroids and arc more than capable of directing them into collision with Earth. Spreading like a virus throughout the galaxy; the Arachnids are the greatest threat Mankind has ever faced.\n\nThis is the nature of the enemy you face. The Arachnids are not the only enemy you will encounter, for there are many alien races spread throughout the galaxy and many of them look on jealously at the relative strengths of both Arachnid and human. Most of your battles will be against the bugs, but now and again you may find yourself fighting other aliens who may have completely unknown capabilities.\n\nThe odds are not all stacked against you, however. True, you may only be ‘Infantry’, but you are the most well-trained and well-equipped infantryman in the history of mankind; you belong to the most organized army that has ever existed. Your standard-issue Morita rifle can scythe through warrior bugs when used en masse and its underslung grenade launcher can finish one off if you are ever caught alone. Your power suit is completely sealed and will protect you against all kinds of hostile atmospheres and environments. Its armored plates may give way to the direct thrust of a warrior bug’s claw, but you will quickly find that they resist almost everything else. Its integrated scanners give you an unparalleled field of perception, while jump jets and lizard lines put the ‘mobile’ into Mobile Infantry. While wearing these powered suits, you will find that you are stronger, tougher and more heavily equipped to survive on the battlefields of the far future than any soldier in human history.\n\nThe Mobile Infantry does not make stupid troopers, however, and you will rarely go into battle unsupported. As well as your squad mates, you will likely have huge Marauder power suits, air strikes, artillery, Military Intelligence support and a host of other auxiliary elements, all designed to ensure that you can complete your mission and return home safely.\n\nWelcome to the Mobile Infantry; trooper!\n\n~Capt. Hahn, August MI28-49\n!Overview\n''[[B Company]]'' is intended to be an open ended SST campaign. Initially the focus will be on squad level adventures with the PC being members of a single MI squad involved operating in conjunction with their LT. and supporting platoon. \n\nPlayers will begin as 0 level civilians and work toward becoming 1st level green MI Cap Troopers with the rank of Pvt. Players should choose a prestige class that they will be building toward. A typical squad consists of 1 SGT, 1 CPL, 1 Medic, 1 Communication Trooper, 1 Engineer, 1 to 2 HVY weapon troopers, 1 or more Riflemen. Initial the SGT and CPL will be NPCs. The players will have the 'opportunity to gain rank and run the squad and eventually with the completion of OTS a platoon. \n\nFor more information on the Federation and the worlds of SICON which the characters serve, please visit the [[Bibliography]]\n\n!Background\n''Feb 20 2319'' Arachnids are discovered on Pluto and are initially thought to be an indigenous race.\n\n''Feb 28 2319'' MI Troopers are sent to Pluto to exterminate the hostile Arachnid presence.\n\n''Dec 7 2319 SICON'' announces that the extermination of the Arachnid presence on Pluto has been a success.\n\n''March 2320'' Pluto sensors go quiet; Charon outpost reports bug activity on Pluto. Sky Marshal Smithson was retired from his position for failure to clear Pluto. Sky Marshal Woods takes over SICON.\n\n''April 2320'' SICON Returns to Pluto for the “Second Pluto Campaign” A division of MI were deployed to clear the Arachnid threat.\n\n''July 4 2320'' Sky Marshal Woods orders the withdrawal of all MI and had Fleet pound Pluto into glass.\n\nJuly 18 2320 Buenos Aires destroyed by a bug meteor. Millions of Lives lost. Sky Marshal Woods relieved of his position. Sky Marshal Collins takes over. SICON determines that the bug meteor came from the Alpha Hydrae system.\n\n''Aug 2320'' Sky Marshal Collins and Admiral Dienes unveil “The Road to Victory” where the MI would leap from system to system, clearing the Arachnids along the way and establish colonies paving a road to Alpha Hydrae where the MI would extinguish the Arachnid race once and for all.\n\n''October 2321'' Praxis, a world thought to be cleared 6 months prior erupted with a second wave of Arachnids. An entire division of MI was lost. Sky Marshal Collins is replaced by Sky Marshal Dienes.\n\n''Dec 2321'' Praxis is cleared for the second time and Sky Marshal Dienes pushes hard to get The Road to Victory back on to its time table. The MI enjoyed victory after victory while racing toward Alpha Hydrae.\n\n''Feb 2322'' Alpha Hydrea becomes close enough to scan. The bug home world of Klendathu is discovered. In preparation of the assault Sky marshal Dienes creates the Light Armor Trooper.\n\n''April 1 2322'' The Attack on Klendathu commences\n\n''April 2322'' Sky Marshal Dienes resigns and is replaced by Sky Marshal Maru. SM Maru concentrates on the Alpha Hydrae system and studies the bugs under controlled combats.\n\n''Aug 2322'' A Brain bug is captured on Planet P in the Alpha Hydrae system. Less then 1 month later heavy Arachnid activity all along the road to victory was reported. The Fleet would soon be cut off. \n\n''Sept 2322''. SM Maru withdrew the forces in the Alpha Hydea system and resigned. Sky Marshal Keats replaces Maru. S.M. Keats \n\n''Oct 2322'' Sky Marshal Keats with draws all assets back into the boarders of UFC space. The road to victory is restarted, but slowly once system at a time.\n\n''Jan 2323'' Campaign start\n\n''Sept 2323'' Boot camp complete, players get 1st real assignment.\n\n''Sept 18 2323'' Board the TFHCT Amos Moses for 1st duty assignment\n\n''Sept 26 2323'' Drop on UG1770D\n\n''Nov 25 2323'' UG 1770 officially cleared and a permanent SICON science field station established.\n\n''Nov 30 2323'' TFCHT Amos Moses arrives at Epsilon Prime in the Epsilon Eridani system for a week of RnR.\n\n''Dec 7th 2323'' TFCHT Amos Moses and Becker's Bastards ship out for the next mission.\n\n''Dec 16th 2323'' TFCHT Amos Moses enters the system NN 3193\n\n''Jan 25 2324'' Operation 'Lurker Above' complete.\n\n''March 06, 2324'' Operation 'First Steps' drop.\n\n''March 14, 2324'' Day 8 Operation 'First Steps'. Kilo dispatched to retrieve marauders.\n\n''April 3, 2324'' Day 28 Operation 'First Steps'. Charlie Base held.\n\n''May 10, 2324'' Day 65 Operation 'First steps'. S.O.F.U.C.D.T. mission\n\n''May 13, 2324'' Kilo squad recovered, and reassigned pending training completion.\n\n''Nov 06 2324'' Training complete, leave canceled due to a Priority 6 message summoning S.O.F.U.C.D.T A to NN 3193\n\n''Nov 15 2324'' Fast attack frigate 'General Samsonov' arrived in orbit around NN3193\n\n\n!Character's Roles\nThe most important thing to remember as a Mobile Infantry trooper is that you are vulnerable, especially if you are alone. You start the game with some impressive equipment and superior amour but that will not protect you if you continue to take bigger and bigger risks. You will not be able to face a single warrior bug alone until you have reached a much higher level — you have been warned...\n\nLearn the capabilities of your equipment thoroughly as it will have the potential to save your life over and over again. Also make sure you know what each skill and feat that you select for your character does. You will be enjoying a life of constant danger as you perform classified missions or engage in open battle. There is nothing worse than losing a character only to realize ten minutes later a piece of equipment, skill or feat he possessed that would have saved him.\n\nTo be a successful Mobile Infantry trooper, you have to operate with your squad mates as a cohesive team. Never leave another trooper behind, no matter what his condition — next time, it may be you in dire straits. If you have air support, artillery or other auxiliary assets on standby during your mission, do not forget to use them. They may well be necessary for the completion of the mission.\n\nRespect your superior officers. There is no easy route to command in the Mobile Infantry and every officer was once a private, just like you. They gained their rank through heroics and putting the good of the Federation before their own personal safety. Regard them as examples to learn from, as they are all heroes in their own way.\n\nAbove all, remember that you are fighting for the very survival of the human race. Show aliens no mercy for you can expect none in return. Shoot straight and shoot often. There is no place in heaven for a trooper that dies with rounds in his weapon.\n\n~Capt. Hahn, August MI28-49\n!Culture and Customs\nIt's suggested you check out the group's copy of The United Citizens' Federation
!Social Contract\n*The group meets every Tuesday night at the Dive shop from 6 to 11 pm\n*Bob usually has drinks (for sale) but you bring your own snacks\n*Beer is fine and counts as a DM bribe.\n!Abilities\n*Per the SST Rulebook 2D6+6 6 times. \n*Players may re roll once if desired but must take the 2nd set of attributes.\n*Arrange as desired\n!Race\n*Human only to start.\n*Alien Races may be allowed at a later time\n*Players may pick their own home world.\n!Class\n[[Heavy Weapons Specialist]]\n[[Special Service Agent]]\n[[Veteran]] or Hero of the Federation\n!Skills\n[[Treat Injury]]\n!Feats\n[[Burst Fire]]\n[[Firearms Proficiency Feats]]\n[[Improved Two Weapon Fighting]]\n[[Marauder Mastery]]\n[[Strafe]]\n[[Two Weapon Fighting]]\n!Equipment\n[[Requisitioning Equipment]]\n[[Drop Capsule]]\n[[Star Ships]]\n!Combat\n[[Combat Actions]]\n!Miscalainous\n[[Fear]]\n![[Mail Call]]\nOne of the things I liked best about the Action Point system from SST is that it encourages role-playing by giving alternate methods of regaining lost APs. One of the listed methods, writing and receiving letters from home, is rife with role-playing opportunities
!Player Characters\n''Kilo Squad''\n''PVT [[Xander Caine]]''\n''CPL [[Augustus Cole]]''\n''PVT [[Kentucky Jones]]''\n''LCPL [[Sharon McKenny]]''\n''PVT [[Butch Sanches]]''\n''SGT [[Roman Turzanski]]''\n''PVT [[Jonny Walker]]''\n''PVT [[tonyguy]]''\n\n''Alts''\n''PVT [[Tomas Anderson]]''\n''PVT [[Mark Swanson]]''\n''PVT [[Jack Samson]]''
Camp Arthur Curry, home of the Third Training Regiment, Moble Infantry, sits in the middle of Iowa. All around it is nothing but empty prairie, ranging from flat plains to rugged hills. Most of the land is covered in corn, wheat, and tall grass, though the hills have short trees as well.\n\nCamp Curry is considered one of the finest Mobile Infantry boot camps in the Federation and is designed to house an entire regiment, close to 3000 men.\n
!!A - I\n[[Pvt. Kacey J. Anderson]]\n[[Pvt. Nathan S. Atkins]]\n[[Nathaniel Atkins]]\n[[Holly Ayers]]\n\n[[Pvt. Jennifer J. Baxter]]\n[[Pvt. Simon V. Beasley]]\n[[Lt. Becker]]\n[[Oswalt Booth]] Sgt. Ret.\n[[Dana Bridger]]\n[[Cpl. Bronski]]\n[[Pvt. Don D. Brooker]] \n\n[[Pvt. Kevin C. Campen]]\n[[Sgt. Maj. Case, Rita]]\n[[Lt. Cavanaugh]]\n[[Miguel Ceserre]]\nPvt.[[Jayme Chamberlain]]\n\n[[Cdr. Dansker]]\n[[Lt. de la Hera]]\n[[Sgt. Delaine]]\n[[Cpt. Driskle]]\n[[Sgt. Donovan]]\n\n[[Lt. Col. Fernandez]]\n[[Katarina Foubert]]\n[[Pvt. Daniel S. Fowler]]\n[[Cpt. Ian Frankel]]\n\n[[Pvt. Orlando L. Galeazzi]]\n[[Generic Characters]]\n''Pvt.[[Ronald Goldberg]]''\n[[Pvt. Lee R. Greer]]\n\n[[Cpl. Joe S. Hanson]]\n[[Lt. Harrison]]\n[[Dr. Andres Hasse]]\n[[Cpl. Oskar Holm]]\n[[Pvt. Samuel S. Hovis]]\n\n[[Sgt. Ivan]]\n!!J - R\n[[Cpl. Jones]]\n\n[[Pvt. Meng Lin]]\n[[Cpl. Averardo Lo Duca]]\n\n[[Sky Marshal in Chief Keats]]\n[[Pvt. William V. Knoll]]\n\n[[Cpl. Mahmud]]\n[[Gamal Malik]]\n[[Maj. F. X. Malloy]]\n[[Lena Mattheson]]\n[[Capt. McAdams]]\n[[Maj. McGee]]\n[[Sky Marshal L. McKraken]]\n[[Pvt. Bevis Metivier]]\n[[Sgt. Metzger]]\n\n[[Lt. Cdr. Nance]]\n[[Pvt. Sharon F. Nance]]\n[[Sgt. Nelsen]]\n\n[[Col. Karen 0’ Mally]]\n[[Pvt. Richard J. Ordonez]]\n\n[[Pvt. Katherine J. Palmer]]\n\n[[Gen. Redwing]]\n[[Lt. Reece]]\n[[Lt. Roberts]]\n[[Carl Rory]]\n!!S - Z\n[[Pvt. Linda D. Salmon]]\n[[Pvt. Jason I. Schmidt]]\n[[Cpl. Daniel A. Shipley]]\n[[Lincoln Solomon]]\n[[Pvt. Jonathan N. South]]\n[[Pvt. Michael A. Spencer]]\n[[Lt. Jacques Spieksma]]\n\n[[Pvt. Päivi Tainio]]\n[[Lt. Taylor]]\n\n[[Master Sahoya]]\n\n[[Pvt. Gale R. Veazey]]\nPvt.[[Jon Valentine]]\n\n[[Lt. Williams]]\n[[Pvt. Courtney F. Wilson]]\n[[Pvt. Larry A. Womack]]\n\n[[Sgt. Charles Zim]]
*[[Alpha Centauri]]\n**[[Hesperus]]\n**[[Hod]]\n*[[Alpha Hydrae]]\n**Klandathu]]\n*[[Altair]]\n**[[Tango Urilla]]\n*[[Bernard's Star]]\n**[[Castus]]\n**[[Pollor]]\n*[[Chi Orionis]]\n**[[L'Tams]]\n*[[Cincinnati]]\n**[[Zegama Beach]]\n*[[Epsilon Eridani]]\n**[[Epsilon Prime]]\n*[[Eta Cassiopeia]]\n**[[Cassandra]]\n*[[Fomalhaut]]\n**[[Jokul]]\n***[[Fomalhaus]]\n*[[Lelande 25372]]\n*[[Lorkhet]]\n*[[Proxima Centauri]]\n**[[Iskander]]\n*[[Ptolemy]]\n*[[NN 3193]]\n**[[NN 3193 A]]\n*[[Rho Eridani]]\n**[[Rhohan]]\n*[[Sanctuary]]\n*[[Shoreridge]]\n**[[Shoreridge III]]\n*[[Sirius]]\n**[[Karrus]]\n*[[Sigma Draconis]]\n**[[Faraway]]\n*[[Sol]]\n**[[Earth]]\n***[[Luna]]\n****[[Luna Shipyards]]\n*****[[Luna One - Andromeda]]\n*****[[Luna Two - Cassiopeia]]\n*****[[Luna Three - Demeter]]\n*****[[Luna Four - Gaea]]\n*****[[Luna Five - Hector]]\n*****[[Luna Six - Icarus]]\n*****[[Luna Seven - Lagos]]\n*****[[Luna Eight - Mnemosyne]]\n*****[[Luna Nine - Orpheus]]\n*****[[Luna Ten - Perseus]]\n*****[[Luna Eleven - Tiberius]]\n*****[[Luna Twelve - Xerxes]]\n***[[Aberdeen Base]]\n**[[Mars]]\n***[[Crimson Base]]\n**[[Jupiter]]\n***[[Europa]]\n***[[Io]]\n****[[Io One]]\n****[[Io Two]]\n**[[Satururn]]\n***[[Titan]]\n**[[Pluto]]\n*[[Ticonderoga Gunbase]]\n*[[Tophet]]\n*[[UG1770]]\n**[[UG1770D]]\n*[[Ursa Majoris]]\n**[[Kodiak Station]]\n*[[Vendis]]\n*[[Wolf 294]]\n**[[Wolf Run]]\n*[[Xi Bootis]]\n\n\n
A brief "episode guide" for reference.\n\n[[Boot Camp Sessions]] 1-5 12/05/06 - 1/9/07\n[[UG 1770D Sessions]] 6-10 1/16/07 - 2/18/2007\n[[NN 3193 Sessions]] 11-13 2/25/07 - 3/11/2007\n[[Operation First Step Sessions]] 14-19 3/25/2007 - 5/20/2007\n[[Mission : Hob Tie Bayou]] 20-? 5/27/2007 - ?
!Bob\n*530-872-3544\n*bob@playwithbob.com\n*This is me, I'm running the campaign\n!Jake a.k.a. [[Roman Turzanski]]\n*864-8856 \n*maj_majormajormajor@yahoo.com\n!Dan a.k.a. [[Xander Caine]]\n*591-5176 \n*woojitsu@yahoo.com\n!Kanan a.k.a. [[Augustus Cole]]\n*518-7306 \n*niceguykpn@hotmail.com\n!Will a.k.a. [[Kentucky Jones]]\n876-0785\n!Ron a.k.a. [[Jonny Walker]]\n!Kyle a.k.a. [[Sharon McKenny]]\n!Mitch a.k.a. [[Butch Sanches]] & [[Tomas Anderson]]\n!Chris a.k.a. [[Jack Samson]]\n!Christina\n!Paul a.k.a. [[Ronald Goldberg]]\n!Dave A. \n*872-7372 \n*shatrar@sbcglobal.net\n!Sean\n*876-0474 \n*sean-jensen@sbcglobal.net\n!Rob\n*877-7399 \n*robmccann00@hotmail.com\n!Wendy\n*872 3544 \n*wsmeyer@sbcglobal.net\n!Tony a.k.a. [[Jon Valentine]]\n*321-3766 \n*princeofantsies@yahoo.com\n!Amberly a.k.a. [[Jayme Chamberlain]]\n876-0785\nmoon_witch84@yahoo.com\n\nwaiting list\nTheodore 530 877 7771
!Fiction\n[[Starship Troopers|http://en.wikipedia.org/wiki/Starship_Troopers]]\n!Movies\n[[Starship Troopers|http://en.wikipedia.org/wiki/Starship_Troopers_(film)]]\n[[Starship Troopers 2: Hero of the Federation|http://en.wikipedia.org/wiki/Starship_Troopers_2:_Hero_of_the_Federation]]\n!Television\n[[The Roughneck Chronicles|http://en.wikipedia.org/wiki/Roughnecks:_Starship_Troopers_Chronicles]]\n[[Starship Troopers Movie]]\n!Websites\n[[Mongoose Publishing|http://www.mongoosepublishing.com]] \n!Roleplaying Sourcebooks\n*[[Starship Troopers The Roleplaying Game (Pocket edition)]]\n*[[Mobil Infantry Field Manual]]\n*[[The Arachnid Empire]]\n*[[Boot Camp]]\n*[[The United Citizens' Federation]]\n*[[Signs & Portents]]\n!Credits\nI have bowwowed some of my house rules from these posters on the SST RPG Mongoose Publishing Forums and the contributers to [[Signs & Portents]] magazine. A Big thank you to them for sharing their hard work. If I have borrowed your work and you are not but would like to be mentioned here, please drop me a line.\n*ShadowFox\n*cOwgummi\n*Stuart Taylor\n*Rob Farquhar
!Character Sheets\n[[Trooper|http://www.playwithbob.com/sst/documents/sstrpgcharsheet.pdf]]\n[[M8 Marauder|http://www.playwithbob.com/sst/documents/sstrpgm8.pdf ]]\n[[M9 Marauder|http://www.playwithbob.com/sst/documents/sstrpgm9.pdf]]\n\n!Other Documents\n[[F.A.Q.|http://www.playwithbob.com/sst/documents/sstrpgfaq.pdf]]
[[Mission : Hob Tie Bayou]]\n[[Welcome]]
Bravo 'B' Company is under the command of [[Cpt. Driskle]] and stationed on The [[TF 'Moses' Battlegroup]]\n\n*1st Power Suit Platoon [[Lt. Massabo]] [[“Madmen”]]\n**[[Alpha Squad]]\n**[[Bravo Squad]]\n**[[Charlie Squad]]\n**[[Delta Squad]]\n*2nd Power Suit Platoon [[Lt. Becker]] [[“Bastards”]]\n**NCO [[Sgt. Metzger]]\n**[[Echo Squad]]: [[Sgt. Donovan]]\n**[[Golf Squad]]: [[Sgt. Delaine]]\n**[[India Squad]]: Disbanded\n**[[Kilo Squad]]: Sgt. [[Roman Turzanski]]\n*3rd Power Suit Platoon: disbanded\n**[[Lima Squad]]\n**[[Omega Squad]] \n**[[Sigma Squad]]\n**[[Tango Squad]] \n*4th Power Suit Platoon, Lt. Ludwig [["Lunatics"]]\n**[[Victor Squad]] \n**[[Whiskey Squad]]: [[Sgt. Krieger]]\n**[[Yankee Squad]] \n**[[Zeta Squad]] \n
Human Female Captain\n\nBlockstats\n\n''Last Encounted:''\n\nCpt. Driskle of [[Bravo Company]] is a medical doctor and veteran of numerous campaigns. She is an able and competent leader.
Human Male Sky Marshal-in-Chief \n\nGeneral Location\nSICON HQ
Male Human Trooper\n\n\nBlockstats\n\n''Last Encounted:''\n\nSgt. Nelsen of Echo squad is a hard nose. He is generally given raw recruits with the task of selecting and grooming leadership qualities in squads.
Lt.Becker, William MI23-05\nMobile Infantry trooper 5, Marauder Driver 3, Officer Candidate 3 \nHp: 30\nInit: +5\nSpd: 35 ft.\nDV: 30 (with PA)\nDR: 4\nBAB/Grp: +11/+11 (+13 in amour)\nAtk: Morita TW-203-a +18 ranged or TW-102-s +18 ranged or combat knife +13 melee\nFull Atk: MoritaTW-203-a +18 ranged or TW-102-s +18 ranged or combat knife +13 melee\nDmg: MoritaTW-203-a 2d8+4, x2 or TW-102-s 2d6+4, x2 or combat knife 1d4+2, 19-20 x2\nSpace/Reach: 5 ft.(1)/5 ft.(1)\nSA: -\nSQ: Basic Training, Battle Hardened (saving throws), Fearless (hopper bug, warrior bug), Hard-Hitting, On The Bounce!,Lock and Load, Focused Fire, Salvo Mastery, Command, Aura of Responsibility, First Tour of Duty\nSV: Fort +11, Ref +11. Will +9\nStr 10(14 in amour), Dex 18, Con 15, Int 12. Wis 12, Cha 13; \nSkills & Feats: Acrobatics +11 (+8 in amour), Athletics +9, Computer Use +5, Drive +12, Escape Artist +6, Investigate +1, Knowledge (alien species)+8, Knowledge (Hist. Mor. Phil.) +6, Know1edge (tactics)+9,Know1edge (technology)+3, Perception +9, Persuasion +9, Pilot +4, Repair +8, Stealth +5 (+2 in amour), Survival +5, Tech (elect) +6; Endurance, Heroic Surge, Iron Will, Mounted Weapon Pro, P.B.S., Marauder Mastery, Exotic Weapon Heavy, Surface Vehicle Operation, Vehicle Expert, Vehicle Dodge, Zero-G Training \nPrestige: +12\nEquipment: Field rations (1), Canteen (2), three magazines (90 rounds), Combat Knife, Brunham TW-102-s ‘Peacemaker’ Pistol, Morita TW-2Q3-a assault rifle, M-1C8 power suit, combat belt, lizard line.\n\nLt. Becker is a hardened veteran of numerous campaigns with a love of heavy weaponry. He does all he can to insure his Squads are well equipped at all times.
''Heavy Transport Class''\n*Approximately 550m long (1800ft)\n*90 crew (Flight and Ship crew)\n*1 platoon of MI Capsule Troopers (42 men)\n*Recall song: “Amos Moses” \n\nThe large proportion of the capital assets commanded by the Fleet, heavy transports are large vessels nearly the size of a frigate and almost as fast. They lack much of the maneuverability, firepower and defensive capabilities of other capital ships, but they have the advantage of being modular and easily repairable. In a short amount of time, generally less than 24 hours, a modern heavy transport can be reconfigured to provide fire support, act as a carrier, provide communication and command services or any other function that may be required.\n\nThe TFHCT Amos Moses is a standard Combat Transport of 5 levels (decks) separating 63 compartments with 62 bulkheads. She is of the new design featuring both the new style drop tubes dropping a full 8 minutes off the drop time from 20 minutes to 12 and 2 of the new drop capable skyhook transports.\n\n''There are 3 groups on any given Fleet ship:''\n#Flight Crew” commands the ship, controls the bridge and oversees every major element of ship operations.\n#Ships crew: handles the ship’s actual physical components from engineering to hull repairs and does all the heavy lifting.\n#Mobile Infantry which stay in the MI area and usually do not interact with anyone other then the fleet liaison officer, the captain, and the skyhook pilots.\n\n''General ship layout''\n*Compartment 1 is the bridge\n*Compartment 2 is Fleet communication bay\n*Compartments 1 to 30 are generally restricted to flight crew and are considered Officers Territory\n*Compartments 31 to 45 are ship’s crew area and the main service area for shipboard systems including but not limited to Engineering, life support, and internal dampening systems.\n*Compartments 46 through 60 (The middle of the ship) is MI territory.\n*Compartment 61 is the Hanger and landing boat crew area.\n*Compartment 62 is the general ships cargo and stores area\n''Compartments 46 through 60 are furtherer divided by decks''\n*Level 1 houses the MI officers and has offices for the Lt. and his officers as well as the MI communication array. The Fleet liaison officer also has an office here.\n*Level 2 is the main MI living quarters – barracks, lavatories, and mess hall. Mess hall doubles as the break / recreation room.\n*Level 3 is mostly MI work stations including engineering and armory. Active suits are kept here “suit room” which is adjacent to the drop tubes.\n*Level 4 is storage for cold suits and equipment not normally used in a drop. Company stores are kept here as well.\n*Level 5 holds the drop tube capsules though the tubes start in the 3rd level.\n''Partial crew roster:''\n*[[Capt. McAdams]]: Captain Jessica “Bombshell” McAdams Tall powerfully build w/ thick red hair and a striking face and figure.\n*[[Cdr. Dansker]]: Commander Andrea “Andy” Dansker. 2nd ranking officer and EO. Petite no-nonsense woman with sharp features and dark hair pulled back into a bun. No one on the ship likes her personal but she is well respected for her ability and position.\n*[[Lt. Cdr. Nance]]: Lt. Commander William “Nancy” Nance . Controls Engineering. A fine line officer well liked by the crew. Tall and thin, sharp wit, respects the MI.\n*[[Lt. Reece]]: Lt. James “Smitty” Reece commands the ships crew. A short round man with thinning blond hair and a cherubic fact. A good leader but a bit lax with his crew.\n*[[Lt. de la Hera]]: Flight Lt. Mindy de la Hera. Ships navigator. Short and curvatous, flirty \n*[[Lt. Cavanaugh]]: Flight Lt. Sarah “Ringer” Cavanaugh, a tall plain faced woman with blond hair and the completion of a Midwest farm girl. Ships best pilot second only to the captain. Pilots one of the ships skyhooks “Talon”\n*[[Master Sahoya]]: Master Malcolm “Dice” Sahoya is the liaison between the flight crew and the MI. Trained as a ships engineer, Dice handles interactions between the MI and other crew. A tall beefy man with thick brown hair and a neat moustache. His brother is an MI sergeant. He has an office next to Lt. Becker and is available to any trooper.\n\n! THE BALLAD OF AMOS MOSES \n//Well, Amos Moses was a Cajun\nHe lived by himself in the swamp.\nHe hunted alligator for a livin'\nJust knock 'em in the head with a stump.\nThe Lousisana law gonna get you, Amos!\nIt ain't legal huntin' alligator down in the swamp, boy!//\n\n//Well, everybody blamed his old man\nFor makin' him mean as a snake.\nWhen Amos Moses was a boy,\nHis Daddy would use his for alligator bait.\nTie a rope around his waist and throw him in the swamp!//\n\n//About forty-five minutes southeast of Thibodeaux, Lousisiana\nLived a man called Doc Milsap and his pretty wife Hanna.\nWell, they raised up a son who could eat up his weight in groceries.\nNamed him after a man of the cloth,\nCalled him Amos Moses.//\n\n//Now all the folks around south Louisiana\nSaid Amos was a hell of a man.\nHe could trap the biggest,\nThe meanest alligator,\nAnd just use one hand.\nThat's all he got left cuz the alligator bit it!\nLeft arm gone clean up to the elbow!//\n\n//Well, the Sheriff got wind that Amos\nWas in the swamp tracking alligator skin.\nSo he snuck in the swamp, gonna get the boy.\nBut he never come out again.\nWell, I wonder where the Louisiana Sheriff went to?\nYou can sure get lost in the Louisiana Bayou!//\n\n//About forty-five minutes southeast of Thibodeaux, Lousisiana\nLived a cat called Doc Milsap and his pretty wife Hanna.\nWell, they raised up a son who could eat up his weight in groceries.\nNamed him after a man of the cloth,\nCalled him Amos Moses.//\n\n//Set out on 'em Amos.\nMake it count, Son!\n\nAbout forty-five minutes southeast of Thibodeaux, Lousisiana...//\n\n\n
/***\n|Name|InlineJavascriptPlugin|\n|Source|http://www.TiddlyTools.com/#InlineJavascriptPlugin|\n|Version|1.6.0|\n|Author|Eric Shulman - ELS Design Studios|\n|License|http://www.TiddlyTools.com/#LegalStatements <<br>>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|\n|~CoreVersion|2.1|\n|Type|plugin|\n|Requires||\n|Overrides||\n|Description|Insert Javascript executable code directly into your tiddler content.|\n\n''Call directly into TW core utility routines, define new functions, calculate values, add dynamically-generated TiddlyWiki-formatted output'' into tiddler content, or perform any other programmatic actions each time the tiddler is rendered.\n!!!!!Usage\n<<<\nWhen installed, this plugin adds new wiki syntax for surrounding tiddler content with {{{<script>}}} and {{{</script>}}} markers, so that it can be treated as embedded javascript and executed each time the tiddler is rendered.\n\n''Deferred execution from an 'onClick' link''\nBy including a {{{label="..."}}} parameter in the initial {{{<script>}}} marker, the plugin will create a link to an 'onclick' script that will only be executed when that specific link is clicked, rather than running the script each time the tiddler is rendered. You may also include a {{{title="..."}}} parameter to specify the 'tooltip' text that will appear whenever the mouse is moved over the onClick link text\n\n''External script source files:''\nYou can also load javascript from an external source URL, by including a src="..." parameter in the initial {{{<script>}}} marker (e.g., {{{<script src="demo.js"></script>}}}). This is particularly useful when incorporating third-party javascript libraries for use in custom extensions and plugins. The 'foreign' javascript code remains isolated in a separate file that can be easily replaced whenever an updated library file becomes available.\n\n''Display script source in tiddler output''\nBy including the keyword parameter "show", in the initial {{{<script>}}} marker, the plugin will include the script source code in the output that it displays in the tiddler.\n\n''Defining javascript functions and libraries:''\nAlthough the external javascript file is loaded while the tiddler content is being rendered, any functions it defines will not be available for use until //after// the rendering has been completed. Thus, you cannot load a library and //immediately// use it's functions within the same tiddler. However, once that tiddler has been loaded, the library functions can be freely used in any tiddler (even the one in which it was initially loaded).\n\nTo ensure that your javascript functions are always available when needed, you should load the libraries from a tiddler that will be rendered as soon as your TiddlyWiki document is opened. For example, you could put your {{{<script src="..."></script>}}} syntax into a tiddler called LoadScripts, and then add {{{<<tiddler LoadScripts>>}}} in your MainMenu tiddler.\n\nSince the MainMenu is always rendered immediately upon opening your document, the library will always be loaded before any other tiddlers that rely upon the functions it defines. Loading an external javascript library does not produce any direct output in the tiddler, so these definitions should have no impact on the appearance of your MainMenu.\n\n''Creating dynamic tiddler content''\nAn important difference between this implementation of embedded scripting and conventional embedded javascript techniques for web pages is the method used to produce output that is dynamically inserted into the document:\n* In a typical web document, you use the document.write() function to output text sequences (often containing HTML tags) that are then rendered when the entire document is first loaded into the browser window.\n* However, in a ~TiddlyWiki document, tiddlers (and other DOM elements) are created, deleted, and rendered "on-the-fly", so writing directly to the global 'document' object does not produce the results you want (i.e., replacing the embedded script within the tiddler content), and completely replaces the entire ~TiddlyWiki document in your browser window.\n* To allow these scripts to work unmodified, the plugin automatically converts all occurences of document.write() so that the output is inserted into the tiddler content instead of replacing the entire ~TiddlyWiki document.\n\nIf your script does not use document.write() to create dynamically embedded content within a tiddler, your javascript can, as an alternative, explicitly return a text value that the plugin can then pass through the wikify() rendering engine to insert into the tiddler display. For example, using {{{return "thistext"}}} will produce the same output as {{{document.write("thistext")}}}.\n\n//Note: your script code is automatically 'wrapped' inside a function, {{{_out()}}}, so that any return value you provide can be correctly handled by the plugin and inserted into the tiddler. To avoid unpredictable results (and possibly fatal execution errors), this function should never be redefined or called from ''within'' your script code.//\n\n''Accessing the ~TiddlyWiki DOM''\nThe plugin provides one pre-defined variable, 'place', that is passed in to your javascript code so that it can have direct access to the containing DOM element into which the tiddler output is currently being rendered.\n\nAccess to this DOM element allows you to create scripts that can:\n* vary their actions based upon the specific location in which they are embedded\n* access 'tiddler-relative' information (use findContainingTiddler(place))\n* perform direct DOM manipulations (when returning wikified text is not enough)\n<<<\n!!!!!Examples\n<<<\nan "alert" message box:\n><script show>\n alert('InlineJavascriptPlugin: this is a demonstration message');\n</script>\ndynamic output:\n><script show>\n return (new Date()).toString();\n</script>\nwikified dynamic output:\n><script show>\n return "link to current user: [["+config.options.txtUserName+"]]";\n</script>\ndynamic output using 'place' to get size information for current tiddler:\n><script show>\n if (!window.story) window.story=window;\n var title=story.findContainingTiddler(place).id.substr(7);\n return title+" is using "+store.getTiddlerText(title).length+" bytes";\n</script>\ncreating an 'onclick' button/link that runs a script:\n><script label="click here" title="clicking this link will show an 'alert' box" show>\n if (!window.story) window.story=window;\n alert("Hello World!\snlinktext='"+place.firstChild.data+"'\sntiddler='"+story.findContainingTiddler(place).id.substr(7)+"'");\n</script>\nloading a script from a source url:\n>http://www.TiddlyTools.com/demo.js contains:\n>>{{{function demo() { alert('this output is from demo(), defined in demo.js') } }}}\n>>{{{alert('InlineJavascriptPlugin: demo.js has been loaded'); }}}\n><script src="demo.js" show>\n return "loading demo.js..."\n</script>\n><script label="click to execute demo() function" show>\n demo()\n</script>\n<<<\n!!!!!Installation\n<<<\nimport (or copy/paste) the following tiddlers into your document:\n''InlineJavascriptPlugin'' (tagged with <<tag systemConfig>>)\n<<<\n!!!!!Revision History\n<<<\n''2007.02.19 [1.6.0]'' added support for title="..." to specify mouseover tooltip when using an onclick (label="...") script\n''2006.10.16 [1.5.2]'' add newline before closing '}' in 'function out_' wrapper. Fixes error caused when last line of script is a comment.\n''2006.06.01 [1.5.1]'' when calling wikify() on script return value, pass hightlightRegExp and tiddler params so macros that rely on these values can render properly\n''2006.04.19 [1.5.0]'' added 'show' parameter to force display of javascript source code in tiddler output\n''2006.01.05 [1.4.0]'' added support 'onclick' scripts. When label="..." param is present, a button/link is created using the indicated label text, and the script is only executed when the button/link is clicked. 'place' value is set to match the clicked button/link element.\n''2005.12.13 [1.3.1]'' when catching eval error in IE, e.description contains the error text, instead of e.toString(). Fixed error reporting so IE shows the correct response text. Based on a suggestion by UdoBorkowski\n''2005.11.09 [1.3.0]'' for 'inline' scripts (i.e., not scripts loaded with src="..."), automatically replace calls to 'document.write()' with 'place.innerHTML+=' so script output is directed into tiddler content. Based on a suggestion by BradleyMeck\n''2005.11.08 [1.2.0]'' handle loading of javascript from an external URL via src="..." syntax\n''2005.11.08 [1.1.0]'' pass 'place' param into scripts to provide direct DOM access \n''2005.11.08 [1.0.0]'' initial release\n<<<\n!!!!!Credits\n<<<\nThis feature was developed by EricShulman from [[ELS Design Studios|http:/www.elsdesign.com]]\n<<<\n!!!!!Code\n***/\n//{{{\nversion.extensions.inlineJavascript= {major: 1, minor: 6, revision: 0, date: new Date(2007,2,19)};\n\nconfig.formatters.push( {\n name: "inlineJavascript",\n match: "\s\s<script",\n lookahead: "\s\s<script(?: src=\s\s\s"((?:.|\s\sn)*?)\s\s\s")?(?: label=\s\s\s"((?:.|\s\sn)*?)\s\s\s")?(?: title=\s\s\s"((?:.|\s\sn)*?)\s\s\s")?( show)?\s\s>((?:.|\s\sn)*?)\s\s</script\s\s>",\n\n handler: function(w) {\n var lookaheadRegExp = new RegExp(this.lookahead,"mg");\n lookaheadRegExp.lastIndex = w.matchStart;\n var lookaheadMatch = lookaheadRegExp.exec(w.source)\n if(lookaheadMatch && lookaheadMatch.index == w.matchStart) {\n if (lookaheadMatch[1]) { // load a script library\n // make script tag, set src, add to body to execute, then remove for cleanup\n var script = document.createElement("script"); script.src = lookaheadMatch[1];\n document.body.appendChild(script); document.body.removeChild(script);\n }\n if (lookaheadMatch[5]) { // there is script code\n if (lookaheadMatch[4]) // show inline script code in tiddler output\n wikify("{{{\sn"+lookaheadMatch[0]+"\sn}}}\sn",w.output);\n if (lookaheadMatch[2]) { // create a link to an 'onclick' script\n // add a link, define click handler, save code in link (pass 'place'), set link attributes\n var link=createTiddlyElement(w.output,"a",null,"tiddlyLinkExisting",lookaheadMatch[2]);\n link.onclick=function(){try{return(eval(this.code))}catch(e){alert(e.description?e.description:e.toString())}}\n link.code="function _out(place){"+lookaheadMatch[5]+"\sn};_out(this);"\n link.setAttribute("title",lookaheadMatch[3]?lookaheadMatch[3]:"");\n link.setAttribute("href","javascript:;");\n link.style.cursor="pointer";\n }\n else { // run inline script code\n var code="function _out(place){"+lookaheadMatch[5]+"\sn};_out(w.output);"\n code=code.replace(/document.write\s(/gi,'place.innerHTML+=(');\n try { var out = eval(code); } catch(e) { out = e.description?e.description:e.toString(); }\n if (out && out.length) wikify(out,w.output,w.highlightRegExp,w.tiddler);\n }\n }\n w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;\n }\n }\n} )\n//}}}
The 1st Squad (Echo) of [[Lt. Becker]]'s Power Suit Platoon.\n**[[Sgt. Donovan]] 5thlvl\n**[[Cpl. Daniel A. Shipley]] 3rd lvl\n**[[Pvt. Courtney F. Wilson]] / Medic 6th lvl\n**[[Pvt. Don D. Brooker]] 2nd lvl\n**[[Pvt. Simon V. Beasley]] / Engineer / Hvy 6th lvl\n**[[Pvt. Jennifer J. Baxter]] / Hvy 2nd lvl\n**[[Pvt. Jonathan N. South]] 2nd lvl\n**[[Pvt. Linda D. Salmon]] 2nd lvl\n**[[Pvt. Michael A. Spencer]] 2nd lvl\n**[[Pvt. Kevin C. Campen]] 2nd lvl
This system is adapted from AEG's Spycraft. \n*Combat rounds instead consists of 1 full-round action or 2 half-actions. \n*Anything that used to be a move or standard action is now a half-action. This includes movement, attacks, drawing a weapon, etc. \n**Weapons with a RoF of Single still only fire 1 time per round.\n*Free actions are still free actions, and can be taken normally. \n*High level characters do not get more attacks at higher levels.\n*Creatures with multiple attacks, such as the Warrior Bug (claw/claw/bite) can still make a full attack as a full-round action.\nUsing this rule, automatic firearms become more potent at low levels, since this would allow an MI trooper to make a double move (as normal), a move and attack (as normal), or two attacks (previously impossible), including two bursts or two autofires (movement restricted to 5 ft step).
''Location'' \n''Blockstats''\n''Role in Campaign''\n''Description''\n\nIn order to run a more smooth game of ST, I have compiled some sample NPC statistics for use during my game. I have these on on notecards, so I can pull them out whenever I need to fill out an MI squad or an important (and unstatted) NPC gets into a combat situation (or any situation that requires a die roll, such as a skill check or saving throw). I thought they might be useful to other GMs out there who, like me, have more ideas than free time. \n\nThese stats are for standard MI troopers. Feats and skills may be swapped out to fit a specific situation or for team balance. \n\nMI Rookie Private (Trooper 1) \nInit +5; Def 23 (touch 14, flat-footed 19); hp 15; Spd 35 ft; Atk: Morita rifle +6 ranged (2d8+3/20), combat knife +5 melee (1d4+4/19-20); SQ Basic Training, On the Bounce; SV Fort +4, Ref +4, Will +1; Str 14/18, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +1; AP 4/1d6. \nSkills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +5, Knowledge (alien species) +1, Knowledge (tactics) +2, Perception +3, Repair +2, Stealth +5, Survival +3, Technical (structural) +2. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Thud Gun), Dodge, Weapon Focus (Morita rifle). \nEquipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit. \n\nMI Veteran Private (Trooper 2) \nInit +5; Def 24 (touch 15, flat-footed 19); hp 17; Spd 35 ft; Atk: Morita rifle +7 ranged (2d8+3/20), combat knife +6 melee (1d4+4/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug); SV Fort +5, Ref +5, Will +1; Str 14/18, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +1; AP 5/1d6. \nSkills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +6, Knowledge (alien species) +3, Knowledge (tactics) +5, Perception +3, Repair +2, Stealth +5, Survival +3, Technical (structural) +2. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Thud Gun), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot. \nEquipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit. \n\nMI Corporal (Trooper 3) \nInit +5; Def 24 (touch 15, flat-footed 19); hp 19; Spd 35 ft; Atk: Morita rifle +9 ranged (2d8+3/20), combat knife +8 melee (1d4+4/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug), Battle Hardened (attacks); SV Fort +5, Ref +5, Will +2; Str 14/18, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +2; AP 5/1d6. \nSkills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +7, Knowledge (alien species) +5, Knowledge (tactics) +6, Perception +4, Repair +2, Stealth +5, Survival +3, Technical (structural) +2. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Triple GL), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot. \nEquipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit. \n\nMI Sergeant (Trooper 5) \nInit +5; Def 25 (touch 16, flat-footed 19); hp 23; Spd 35 ft; Atk: Morita rifle +11 ranged (2d8+3/20), combat knife +10 melee (1d4+4/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug), Battle Hardened (attacks), Advanced Training (Demolitions, Persuasion); SV Fort +6, Ref +6, Will +4; Str 14/18, Dex 16, Con 15, Int 11, Wis 12, Cha 10; Prs +3; AP 7/1d6. \nSkills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +8, Knowledge (alien species) +6, Knowledge (tactics) +7, Perception +4, Repair +2, Stealth +6, Survival +4, Technical (structural) +2, Demolitions +2, Persuasion +3. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Javelin), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot, Iron Will. \nEquipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit. \n\nMI Senior Sergeant (Trooper 7) \nInit +5; Def 26 (touch 17, flat-footed 19); hp 27; Spd 35 ft; Atk: Morita rifle +13 ranged (2d8+5/20), combat knife +12 melee (1d4+4/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug, tanker bug), Battle Hardened (attacks), Advanced Training (Demolitions, Persuasion), Weapon of Choice (Morita rifle); SV Fort +7, Ref +7, Will +5; Str 14/18, Dex 16, Con 15, Int 11, Wis 12, Cha 10; Prs +4; AP 8/2d6. \nSkills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +9, Knowledge (alien species) +8, Knowledge (tactics) +9, Perception +6, Repair +2, Stealth +6, Survival +4, Technical (structural) +2, Demolitions +4, Persuasion +6. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Javelin), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot, Iron Will, Alertness, Heroic Surge. \nEquipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit. \n\nMI Sergeant-Major (Trooper 9) \nInit +9; Def 27 (touch 18, flat-footed 19); hp 32; Spd 35 ft; Atk: Morita rifle +15 ranged (2d8+5/20), combat knife +14 melee (1d4+4/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug, tanker bug, king tanker), Battle Hardened (attacks), Advanced Training (Demolitions, Persuasion), Weapon of Choice (Morita rifle), Sustained Fire; SV Fort +9, Ref +7, Will +6; Str 14/18, Dex 16, Con 16, Int 11, Wis 12, Cha 10; Prs +5; AP 9/2d6. \nSkills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +9, Knowledge (alien species) +8, Knowledge (tactics) +12, Perception +6, Repair +2, Stealth +6, Survival +4, Technical (structural) +2, Demolitions +5, Persuasion +12. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Javelin), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot, Iron Will, Alertness, Heroic Surge, Improved Initiative, Supreme Effort. \nEquipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit. \n\nHere are stats for the various specialists of the MI. Need an engineer or medic, but the squad doesn't have one? Have one of these NPCs temporarily (or permanently) assigned to your squad. \n\nMI Comms Technician (Trooper 5/Comms 3) \nInit +5; Def 27 (touch 18, flat-footed 19); hp 20; Spd 35 ft; Atk: Morita rifle +13 ranged (2d8+3/20), combat knife +12 melee (1d4+4/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug), Battle Hardened (Computer Use, Technical/electrical), Advanced Training (Code-Breaking, Persuasion), Come in Central, Break Interference, Speak with Authority (6 CPs); SV Fort +5, Ref +8, Will +5; Str 14/18, Dex 16, Con 9, Int 16, Wis 12, Cha 12; Prs +3; AP 10/2d6. \nSkills: Acrobatics +5, Athletics +5, Computer Use +15, Drive +10, Knowledge (alien species) +6, Knowledge (tactics) +9, Perception +12, Repair +11, Stealth +5, Survival +4, Techical (electrical) +19, Code-Breaking +17, Persuasion +8, Research +8. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Triple GL), Dodge, Weapon Focus (Morita rifle), Skill Focus (Code-Breaking), Natural Mathematician, Iron Will, Technical Expert (electrical), Language (SICON). \nEquipment: Morita assault rifle, 8 Morita clips, underslung laser, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, Communications Set, Electrical Toolkit (basic), search and rescue kit. \n\nMI Engineer (Trooper 5/Engineer 3) \nInit +5; Def 27 (touch 18, flat-footed 19); hp 23; Spd 35 ft; Atk: Morita rifle +13 ranged (2d8+3/20), combat knife +12 melee (1d4+4/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, tanker bug), Battle Hardened (Repair, Techical/mechanical), Advanced Training (Demolitions, Technical/electrical), Mechanical Magic, Enhance Explosive, Restore and Repair, Improve Performance, True Demolitions; SV Fort +7, Ref +8, Will +3; Str 14/18, Dex 16, Con 12, Int 16, Wis 12, Cha 9; Prs +3; AP 8/2d6. \nSkills: Acrobatics +5, Athletics +9, Computer Use +10, Drive +10, Knowledge (alien species) +5, Knowledge (tactics) +5, Perception +6, Repair +12, Stealth +5, Survival +5, Techical (mechanical) +16, Technical (electrical) +10, Technical (structural) +10, Demolitions +11, Pilot +5, Sabotage +8. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Triple GL), Dodge, Weapon Focus (Morita rifle), Gearhead, Technical Expert (mechanical), Natural Mathematician, Salvage, Surface Vehicle Operation. \nEquipment: Morita assault rifle, 8 Morita clips, underslung laser, Peacemaker pistol, combat knife, Engineer Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, Demolitions Kit, Electrical Toolkit (deluxe) or Mechanical Toolkit (deluxe), duct tape, multipurpose tool, search and rescue kit. \n\nMI Field Medic (Trooper 5/Medic 3) \nInit +4; Def 26 (touch 17, flat-footed 19); hp 21; Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+2/20), combat knife +10 melee (1d4+2/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug), Battle Hardened (saves), Advanced Training (Persuasion, Treat Injury), Hang On, Back on Your Feet, Full Recovery; SV Fort +7, Ref +8, Will +7; Str 11/15, Dex 14, Con 10, Int 16, Wis 16, Cha 12; Prs +3; AP 10/2d6. \nSkills: Acrobatics +7, Athletics +5, Computer Use +8, Drive +7, Knowledge (alien species) +10, Knowledge (tactics) +5, Knowledge (behavioral sciences) +9, Knowledge (earth/life sciences) +9, Knowledge (physical sciences) +5, Knowledge (technology) +5, Perception +8, Repair +6, Stealth +7, Survival +8, Techical (chemical) +12, Persuasion +7, Treat Injury +19, Research +8. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Thud Gun), Dodge, Weapon Focus (Morita rifle), Surgery, Medical Expert, Educated (behavioral sciences, earth/life sciences), Xenomedic. \nEquipment: Morita assault rifle, 8 Morita clips, underslung laser, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, 6 First Aid Kits, Medical Kit, search and rescue kit. \n\nMI Marauder Driver (Trooper 5/Driver 3) \nInit +5; Def 28 (touch 19, flat-footed 19); hp 29; Spd 35 ft; Atk: Morita rifle +13 ranged (2d8+3/20), combat knife +12 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, tanker bug), Battle Hardened (attacks), Advanced Training (Demolitions, Persuasion), Lock and Load, Focused Fire, Salvo Mastery; SV Fort +11, Ref +8, Will +3; Str 12/16, Dex 16, Con 15, Int 14, Wis 12, Cha 10; Prs +3; AP 10/2d6. \nSkills: Acrobatics +10, Athletics +10, Computer Use +5, Drive +14, Knowledge (alien species) +4, Knowledge (tactics) +10, Perception +5, Repair +10, Stealth +5, Survival +5, Techical (electrical) +10, Technical (mechanical) +6, Demolitions +4, Persuasion +2, Pilot +7, Research +6. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Mounted Weapons Proficiency, Dodge, Surface Vehicle Operation, Marauder Mastery, Great Fortitude, Vehicle Expert (walker), Vehicle Dodge, Atmospheric Vehicle Operation. \nEquipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, M-8 Ape or M-9 Chickenhawk Marauder, Mechanical Toolkit (deluxe), search and rescue kit. \n\nMI Neodog Handler (Trooper 5/Handler 3) \nInit +4; Def 27 (touch 18, flat-footed 19); hp 24; Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+2/20), combat knife +10 melee (1d4+2/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, tanker bug), Battle Hardened (Perception, Survival), Advanced Training (Handle Animal, Persuasion); SV Fort +8, Ref +9, Will +6; Str 11/15, Dex 14, Con 10, Int 12, Wis 16, Cha 16; Prs +3; AP 12/2d6. \nSkills: Acrobatics +4, Athletics +4, Computer Use +2, Drive +3, Knowledge (alien species) +3, Knowledge (tactics) +3, Perception +18, Repair +2, Stealth +7, Survival +14, Techical (structural) +3, Handle Animal +14, Persuasion +10, Sabotage +3, Treat Injury +5, Investigate +5. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Thud Gun), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot, Track, Beat Feet, Shot on the Run. \nEquipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, Caleb Mk I or Mk II Neodog, Neodog Pannier Bags, search and rescue kit. \n\nMI Officer (Trooper 9/Officer 3) \nInit +5; Def 28 (touch 19, flat-footed 19); hp 29; Spd 35 ft; Atk: Morita rifle +17 ranged (2d8+5/20), combat knife +15 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug, tanker bug, kamikaze rippler), Battle Hardened (saves), Advanced Training (Knowledge/history/moral philosophy, Persuasion), Weapon of Choice (Morita), Aura of Responsibility, Command (21 CPs), First Tour of Duty, Final Test; SV Fort +8, Ref +9, Will +10; Str 12/16, Dex 16, Con 10, Int 14, Wis 12, Cha 16; Prs +6; AP 14/2d6. \nSkills: Acrobatics +7, Athletics +6, Computer Use +5, Drive +10, Knowledge (alien species) +7, Knowledge (tactics) +19, Knowledge (history/moral philosophy) +19, Knowledge (technology) +7, Perception +16, Repair +5, Stealth +10, Survival +6, Techical (electrical) +5, Persuasion +18, Pilot +8. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Thud Gun), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot, Iron Will, Shot on the Run, Educated (tactics, history/moral philosophy), Supreme Effort, Language (SICON), Surface Vehicle Operation. \nEquipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Command Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, databox. \n\nMI Sniper (Trooper 7/Sniper 3) \nInit +6; Def 28 (touch 19, flat-footed 19); hp 30; Spd 35 ft; Atk: Long rifle +17 ranged (2d8+6/19-20), combat knife +10 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug, tanker bug), Battle Hardened (attacks), Advanced Training (Demolitions, Treat Injury), Weapon of Choice (Hawkeye), Angel of Death, Precision Shooting, One Shot One Kill; SV Fort +8, Ref +11, Will +6; Str 12/16, Dex 18, Con 15, Int 11, Wis 14, Cha 9; Prs +5; AP 9/2d6. \nSkills: Acrobatics +9, Athletics +5, Computer Use +1, Drive +6, Knowledge (alien species) +3, Knowledge (tactics) +4, Perception +15, Repair +3, Stealth +17, Survival +10, Techical (mechanical) +3, Demolitions +2, Treat Injury +4, Pilot +8. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Weapon Focus (Long rifle), Point-Blank Shot, Precise Shot, Dead Aim, Far Shot, Heroic Surge, Track, Mounted Weapons Proficiency, Shot on the Run. \nEquipment: Morita Long rifle, 8 Morita clips, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit. \n\nMI Chaplain (Trooper 5/Chaplain 3) \nInit +3; Def 25 (touch 16, flat-footed 19); hp 23; Spd 35 ft; Atk: Morita rifle +10 ranged (2d8+1/20), combat knife +9 melee (1d4+1/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, tanker bug), Battle Hardened (saves), Advanced Training (Knowledge/behavioral sciences, Persuasion), Words of Wisdom, Hold it Together Apes!, Unforgettable Action, Icon of Inspiration; SV Fort +9, Ref +7, Will +8; Str 9/13, Dex 12, Con 12, Int 16, Wis 14, Cha 16; Prs +4; AP 12/2d6. \nSkills: Acrobatics +3, Athletics +3, Computer Use +7, Code-Breaking +5, Concentration +8, Drive +7, Knowledge (alien species) +7, Knowledge (behavioral sciences) +14, Knowledge (tactics) +7, Perception +6, Persuasion +16, Repair +7, Research +7, Stealth +5, Survival 6, Technical (electrical) +7, Technical (mechanical) +7. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Language (SICON), Confident, Heroic Surge, Point Blank Shot, Iron Will, Precise Shot. \nEquipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Emancipator pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, SICON regulation manual. \n\nMI Remote Operator (Trooper 5/Remote 3) \nInit +5; Def 27 (touch 18, flat-footed 19); hp 25; Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+3/20), combat knife +11 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug), Battle Hardened (Computer Use, Pilot), Advanced Training (Demolitions, Pilot), Remote Operation, Remote Specialization, Improved Performance, Multitask; SV Fort +8, Ref +8, Will +3; Str 12/16, Dex 16, Con 14, Int 16, Wis 12, Cha 9; Prs +4; AP 8/2d6. \nSkills: Acrobatics +5, Athletics +5, Computer Use +14, Demolitions +11, Drive +11, Knowledge (alien species) +7, Knowledge (tactics) +7, Perception +12, Pilot +14, Repair +7, Sabotage +7, Stealth +7, Survival +3, Technical (electrical) +14. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Atmospheric Vehicle Operation, Vehicle Expert (air), Point Blank Shot, Precise Shot, Mounted Weapon Proficiency, Surface Vehicle Operation. \nEquipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Emancipator pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, Attack Drone or Reconnaissance Drone, Electrical Toolkit (basic), Remote Operation Station. \n\nNothing strikes fear into the heart of an MI trooper like the news that his squad has been "temporarily reassigned to SICON Intelligence". Here are some stats for these "men in black", if they make an appearance in your SST game. \n\nNote: I used my house rules on determining Psychic hp for these stats. If not using these rules, just adjust the hp down appropriately. \n\n\nSICON Intelligence Officer (Agent 2) \nInit +2; Def 22 (touch 13, flat-footed 19); hp 16; Spd 30 ft; Atk: Morita carbine +2 ranged (2d8+1/20), combat knife +1 melee (1d4+1/19-20); SQ Foreboding (1 hp), Hunch (2 hp), Mental Focus (1 hp), Awareness, Career Choice (military); SV Fort +2, Ref +1, Will +3; Str 9/13, Dex 12, Con 15, Int 14, Wis 11, Cha 16; Prs +1; AP 9/1d6; Psychic Bonus +5. \nSkills: Computer Use +6, Concentration +7, Drive +3, Knowledge (alien species) +7, Knowledge (tactics) +6, Perception +4, Research +8, Technical (electrical) +4, Code-Breaking +9. \nFeats: Simple Firearms Proficiency, Power Suit Proficiency, Psychic Talent, Studious. \nEquipment: Morita carbine, 8 Morita clips, underslung laser, Reaper pistol, combat knife, Command Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, databox. \n\nSICON Intelligence Telepath (Agent 5/Telepath 5) \nInit +2; Def 26 (touch 17, flat-footed 19); hp 17; Spd 30 ft; Atk: Morita carbine +6 ranged (2d8+1/20), combat knife +5 melee (1d4+1/19-20); SQ Foreboding (1 hp), Hunch (2 hp), Mental Focus (1 hp), Awareness, Career Choice (military), Mental Endurance (wave of pain), Instincts (3 hp), Critical Focus (4 hp), Contact (1 hp), Wave of Pain (1 hp), Sense Minds (2 hp), Mental Strike (4 hp), Though Link (1 hp), Mind Mastery; SV Fort +5, Ref +3, Will +10; Str 9/13, Dex 12, Con 16, Int 14, Wis 12, Cha 16; Prs +4; AP 13/2d6+1; Psychic Bonus +13. \nSkills: Computer Use +10, Concentration +16, Drive +3, Knowledge (alien species) +10, Knowledge (behavioral sciences) +15, Knowledge (tactics) +10, Perception +16, Research +10, Technical (electrical) +6, Code-Breaking +15. \nFeats: Simple Firearms Proficiency, Power Suit Proficiency, Psychic Talent, Studious, Confident, Alertness, Iron Will. \nEquipment: Morita carbine, 8 Morita clips, underslung laser, Reaper pistol, combat knife, Command Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, databox. \n\nSICON Intelligence Senser (Agent 5/Senser 5) \nInit +2; Def 27 (touch 18, flat-footed 19); hp 17; Spd 30 ft; Atk: Morita carbine +6 ranged (2d8+1/20), combat knife +5 melee (1d4+1/19-20); SQ Foreboding (1 hp), Hunch (2 hp), Mental Focus (1 hp), Awareness, Career Choice (military), Mental Endurance (remote sensing), Instincts (3 hp), Critical Focus (4 hp), Quick Glance (2 hp), Remote Sensing (1 hp), Seeking Sight (2 hp), Understanding (5 hp), Vision Mastery; SV Fort +5, Ref +3, Will +10; Str 9/13, Dex 12, Con 16, Int 14, Wis 12, Cha 16; Prs +4; AP 13/2d6+1; Psychic Bonus +13. \nSkills: Computer Use +13, Concentration +16, Drive +3, Knowledge (alien species) +15, Knowledge (current events) +15, Knowledge (tactics) +15, Perception +16, Research +10, Technical (electrical) +6, Code-Breaking +15. \nFeats: Simple Firearms Proficiency, Power Suit Proficiency, Psychic Talent, Studious, Heroic Surge, Alertness, Iron Will. \nEquipment: Morita carbine, 8 Morita clips, underslung laser, Reaper pistol, combat knife, Command Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, databox. \n\nHere are a couple of NPCs from the mighty Fleet that MI troopers are likely to have regular interaction with. \n\n\nFleet Officer (Fleet 1) \nInit +2; Def 13 (touch 12, flat-footed 11); hp 11; Spd 30 ft; Atk: Morita carbine +2 ranged (2d8+2/19-20); combat knife -1 melee (1d4-1/19-20); SQ Academy Training; SV Fort +1, Ref +3, Will +2; Str 9, Dex 15, Con 11, Int 16, Wis 12, Cha 14; Prs +0; AP 7/1d6. \nSkills: Acrobatics +4, Athletics +1, Computer Use +9, Knowledge (alien species) +5, Knowledge (tactics) +7, Perception +3, Pilot +8, Persuasion +6, Repair +7, Survival +3, Technical (electrical) +7, Knowledge (technology) +7, Code-Breaking +5. \nFeats: Simple Firearms Proficiency, Spacer, Zero-G Training, Atmospheric Vehicle Operation, Starship Operation. \nEquipment: Morita carbine, underslung laser, Peacemaker pistol, combat knife, Combat Flight Suit, Combat Belt, Multipurpose Tool. \n\nFleet Pilot (Fleet 3) \nInit +2; Def 15 (touch 14, flat-footed 11); hp 15; Spd 30 ft; Atk: Morita carbine +4 ranged (2d8+2/19-20); combat knife +1 melee (1d4-1/19-20); SQ Academy Training, Fleet Support; SV Fort +2, Ref +4, Will +3; Str 9, Dex 15, Con 11, Int 16, Wis 12, Cha 14; Prs +2; AP 8/1d6. \nSkills: Acrobatics +4, Athletics +1, Computer Use +11, Knowledge (alien species) +7, Knowledge (tactics) +9, Perception +3, Pilot +13, Persuasion +8, Repair +9, Survival +5, Technical (electrical) +9, Knowledge (technology) +7, Code-Breaking +5. \nFeats: Simple Firearms Proficiency, Spacer, Zero-G Training, Atmospheric Vehicle Operation, Starship Operation, Starship Gunnery, Skill Focus (Pilot). \nEquipment: Morita carbine, underslung laser, Peacemaker pistol, combat knife, Combat Flight Suit, Combat Belt, Multipurpose Tool. \n\nHere are a couple of civilians that an MI trooper is likely to encounter on or near the battlefield. The FedNet Reporter is an (un)welcome addition to any MI squad, while the Doctor can be found at field hospitals or medical ships, providing long-term care to those wounded in the field. \n\n\nFedNet Reporter (Civilian 1) \nInit +2; Def 21 (touch 12, flat-footed 19); hp 11; Spd 30 ft; Atk: Morita carbine +2 ranged (2d8+1/20), combat knife +1 melee (1d4+1); SQ Background (Academic), Expertise (Investigate); SV Fort +0, Ref +2, Will +3; Str 9/13, Dex 12, Con 11, Int 16, Wis 14, Cha 15; Prs +0; AP 7/1d6. \nSkills: Investigate +7, Knowledge (current events) +7, Knowledge (popular culture) +7, Persuasion +6, Research +7, Technical (electrical) +7, Computer Use +7, Forgery +7, Knowledge (alien species) +5, Perception +4. \nFeats: Simple Firearms Proficiency, Power Suit Proficiency. \nEquipment: Morita carbine, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, Forgery Kit, Holovid Camera, databox. \n\nVeteran FedNet Reporter (Civilian 1/Reporter 5) \nInit +2; Def 23 (touch 12, flat-footed 19); hp 16; Spd 30 ft; Atk: Morita carbine +4 ranged (2d8+1/20), combat knife +3 melee (1d4+1); SQ Background (Academic), Expertise (Investigate), Reporter's Luck, Unearth Information I/II, Composure I/II, Survival Instinct; SV Fort +1, Ref +3, Will +7; Str 9/13, Dex 12, Con 11, Int 16, Wis 14, Cha 16; Prs +4; AP 11/1d6. \nSkills: Investigate +18, Knowledge (current events) +12, Knowledge (popular culture) +12, Persuasion +17, Research +16, Technical (electrical) +7, Computer Use +12, Forgery +7, Knowledge (alien species) +10, Perception +6, Concentration +9, Sleight of Hand +6, Drive +6. \nFeats: Simple Firearms Proficiency, Power Suit Proficiency, Alertness, Confident. \nEquipment: Morita carbine, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, Forgery Kit, Holovid Camera, databox. \n\nDoctor (Civilian 1) \nInit +1; Def 13 (touch 12, flat-footed 11); hp 11; Spd 30 ft; Atk: Peacemaker pistol -3 ranged (2d6+1/20), combat knife -1 melee (1d4-1/19-20); SQ Background (Doctor), Expertise (Treat Injury); SV Fort +0, Ref +1, Will +3; Str 9, Dex 12, Con 11, Int 16, Wis 15, Cha 14; Prs +0; AP 7/1d6. \nSkills: Treat Injury +8, Knowledge (behavioral sciences) +7, Knowledge (earth/life sciences) +7, Computer Use +7, Technical (chemical) +9, Persuasion +6, Research +7, Concentration +2, Knowledge (alien species) +5, Knowledge (technology) +5. \nFeats: Surgery, Medical Expert. \nEquipment: Peacemaker pistol, combat knife, Combat Flight Suit, Chemical Kit, First Aid Kit, Medical Kit, Pharmacist Kit, Surgery Kit, databox. \n\nFor those who use Light MI in their games, here are some stats for cannon fodder: \n\nLight MI Raw Recruit/Militia (Light MI 1) \nInit +3; Def 18 (touch 14, flat-footed 14); hp 15; Spd 30 ft; Atk: Morita rifle +5 ranged (2d8+3/20), combat knife +3 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training; SV Fort +3, Ref +5, Will +1; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +0; AP 4/1d6. \nSkills: Acrobatics +5, Athletics +6, Computer Use +2, Drive +7, Knowledge (tactics) +4, Perception +5, Stealth +7, Survival +5, Repair +2. \nFeats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle). \nEquipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen. \n\nLight MI Veteran Private (Light MI 2) \nInit +5; Def 19 (touch 15, flat-footed 14); hp 16; Spd 30 ft; Atk: Morita rifle +6 ranged (2d8+3/20), combat knife +4 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition; SV Fort +4, Ref +6, Will +1; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +1; AP 4/1d6. \nSkills: Acrobatics +6, Athletics +7, Computer Use +2, Drive +8, Knowledge (tactics) +5, Perception +6, Stealth +8, Survival +6, Repair +2. \nFeats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle), Mounted Weapons Proficiency. \nEquipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen. \n\nLight MI Corporal (Light MI 3) \nInit +5; Def 19 (touch 15, flat-footed 14); hp 19; Spd 30 ft; Atk: Morita rifle +7 ranged (2d8+3/20), combat knife +5 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition, Fearless (warrior bug); SV Fort +4, Ref +6, Will +2; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +2; AP 5/1d6. \nSkills: Acrobatics +7, Athletics +8, Computer Use +2, Drive +9, Knowledge (tactics) +6, Perception +7, Stealth +9, Survival +7, Repair +2. \nFeats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle), Mounted Weapons Proficiency, Advanced Firearms Proficiency, Toughness. \nEquipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen. \n\nLight MI Sergeant (Light MI 4) \nInit +5; Def 20 (touch 16, flat-footed 14); hp 20; Spd 30 ft; Atk: Morita rifle +8 ranged (2d8+3/20), combat knife +6 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition, Fearless (warrior bug), Class Skill (Knowledge-alien species), Combined Fire; SV Fort +4, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 10; Prs +3; AP 6/1d6. \nSkills: Acrobatics +7, Athletics +9, Computer Use +2, Drive +9, Knowledge (tactics) +7, Perception +8, Stealth +9, Survival +8, Repair +2, Knowledge (alien species) +3. \nFeats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle), Mounted Weapons Proficiency, Advanced Firearms Proficiency, Toughness. \nEquipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen. \n\nLight MI Senior Sergeant (Light MI 6) \nInit +5; Def 20 (touch 16, flat-footed 14); hp 22; Spd 30 ft; Atk: Morita rifle +10 ranged (2d8+3/20), combat knife +8 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition, Fearless (warrior bug, tanker bug), Class Skill (Knowledge-alien species), Combined Fire, Battle Hardened (saves); SV Fort +6, Ref +9, Will +6; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 10; Prs +4; AP 7/1d6. \nSkills: Acrobatics +7, Athletics +10, Computer Use +2, Drive +10, Knowledge (tactics) +9, Perception +10, Stealth +10, Survival +10, Repair +2, Knowledge (alien species) +8. \nFeats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle), Mounted Weapons Proficiency, Advanced Firearms Proficiency, Toughness, Heroic Surge, Iron Will. \nEquipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen. \n\nLight MI Sergeant-Major (Light MI 7) \nInit +5; Def 21 (touch 17, flat-footed 14); hp 23; Spd 30 ft; Atk: Morita rifle +11 ranged (2d8+3/20), combat knife +9 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition, Fearless (warrior bug, tanker bug), Class Skill (Knowledge-alien species), Combined Fire, Battle Hardened (saves), Rain of Fire; SV Fort +7, Ref +9, Will +7; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 10; Prs +5; AP 7/2d6. \nSkills: Acrobatics +7, Athletics +10, Computer Use +2, Drive +10, Knowledge (tactics) +10, Perception +10, Stealth +10, Survival +10, Repair +2, Knowledge (alien species) +9, Persuasion +4. \nFeats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle), Mounted Weapons Proficiency, Advanced Firearms Proficiency, Toughness, Heroic Surge, Iron Will. \nEquipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen. \n\nFor those whose campaigns feature Skinnies instead of or in addition to Arachnids as opponents, here are some stats for Skinny Raiders. These stats should more accurately represent a Skinny built like a PC rather than the stats presented in the book. \n\n\nNovice Skinny Raider (Raider 1) \nInit +9; Def 21 (touch 16, flat-footed 15); hp 13; Spd 35 ft; Atk: Constrictor rifle +6 ranged (1d4*+Special/20), powered glove +3 melee (1d8*/20); SQ Low-light vision, Skinny Comm, Darkvision 60 ft, Raider Training, Ranged Prowess, Fleet Footed (35 ft); SV Fort +1, Ref +7, Will +1; Str 12/14, Dex 18/20, Con 13, Int 14, Wis 11, Cha 9; Prs +0; AP 4/1d6. \nSkills: Acrobatics +7, Computer Use +4, Drive +7, Escape Artist +7, Knowledge (tactics) +6, Perception +4, Stealth +9, Technical (electrical) +4, Treat Injury +2. \nFeats: Simple Firearms Proficiency, Power Suit Proficiency, Beat Feet, Dodge, Improved Initiative. \nEquipment: Constrictor rifle, Light neural beamer, Powered glove, 2 Vertigo grenades, Raider suit, belt modules, steel handcuffs. \n\nSkinny Gunner (Raider 3) \nInit +9; Def 22 (touch 17, flat-footed 15); hp 15; Spd 35 ft; Atk: Neural beamer rifle +9 ranged (2d6*+Daze), powered glove +5 melee (1d8*/20); SQ Low-light vision, Skinny Comm, Darkvision 60 ft, Raider Training, Ranged Prowess, Fleet Footed (35 ft), Chosen Role (gunner); SV Fort +2, Ref +8, Will +2; Str 12/14, Dex 18/20, Con 13, Int 14, Wis 11, Cha 9; Prs +1; AP 5/1d6. \nSkills: Acrobatics +9, Computer Use +4, Drive +9, Escape Artist +9, Knowledge (tactics) +8, Perception +6, Stealth +11, Technical (electrical) +4, Treat Injury +2. \nFeats: Simple Firearms Proficiency, Power Suit Proficiency, Beat Feet, Dodge, Improved Initiative, Weapon Focus (neural beamer), Point Blank Shot. \nEquipment: Neural beamer rifle, Constrictor pistol, Powered glove, 2 Vertigo grenades, Raider suit, belt modules, steel handcuffs. \n\nSkinny Spotter (Raider 3) \nInit +8; Def 21 (touch 16, flat-footed 15); hp 15; Spd 35 ft; Atk: twin Constrictor pistols +5/+5 ranged (1d2*+Special/20), powered glove +3 melee (1d8*/20); SQ Low-light vision, Skinny Comm, Darkvision 60 ft, Raider Training, Ranged Prowess, Fleet Footed (35 ft), Chosen Role (spotter); SV Fort +2, Ref +7, Will +5; Str 9/11, Dex 16/18, Con 13, Int 14, Wis 16, Cha 9; Prs +0; AP 5/1d6. \nSkills: Acrobatics +8, Computer Use +4, Drive +6, Escape Artist +8, Knowledge (tactics) +6, Perception +13, Stealth +10, Technical (electrical) +4, Treat Injury +9. \nFeats: Simple Firearms Proficiency, Power Suit Proficiency, Beat Feet, Dodge, Improved Initiative, Alertness, Two-Weapon Fighting. \nEquipment: Two Constrictor pistols, Powered glove, 2 Vertigo grenades, Raider suit, belt modules, steel handcuffs. \n\nSkinny Leader (Raider 3) \nInit +8; Def 21 (touch 16, flat-footed 15); hp 15; Spd 35 ft; Atk: Constrictor rifle +7 ranged (1d4*+Special/20), powered glove +1 melee (1d8*/20); SQ Low-light vision, Skinny Comm, Darkvision 60 ft, Raider Training, Ranged Prowess, Fleet Footed (35 ft), Chosen Role (leader); SV Fort +2, Ref +7, Will +4; Str 7/9, Dex 16/18, Con 13, Int 14, Wis 11, Cha 16; Prs +2; AP 9/1d6. \nSkills: Acrobatics +6, Computer Use +8, Drive +6, Escape Artist +6, Knowledge (tactics) +8, Perception +6, Stealth +8, Technical (electrical) +4, Treat Injury +2, Persuasion +8. \nFeats: Simple Firearms Proficiency, Power Suit Proficiency, Beat Feet, Dodge, Improved Initiative, Iron Will, Confident. \nEquipment: Constrictor rifle, Light neural beamer, Powered glove, Grab net, 2 Vertigo grenades, Raider suit, belt modules, steel handcuffs. \n\nMaster Raider (Raider 10) \nInit +8; Def 24 (touch 19, flat-footed 15); hp 23; Spd 50 ft; Atk: Constrictor rifle +14 ranged (1d4*+Special/20), powered glove +8 melee (1d8*/20); SQ Low-light vision, Skinny Comm, Darkvision 60 ft, Raider Training, Ranged Prowess, Fleet Footed (50 ft), Chosen Role (leader), Quick Capture, Hit and Fade, Master Raider; SV Fort +5, Ref +11, Will +8; Str 7/9, Dex 16/18, Con 14, Int 14, Wis 12, Cha 16; Prs +3; AP 13/2d6. \nSkills: Acrobatics +11, Computer Use +15, Drive +6, Escape Artist +6, Knowledge (tactics) +15, Perception +7, Stealth +17, Technical (electrical) +9, Treat Injury +8, Persuasion +11. \nFeats: Simple Firearms Proficiency, Power Suit Proficiency, Beat Feet, Dodge, Improved Initiative, Iron Will, Confident, Point Blank Shot, Shot on the Run, Heroic Surge, Precise Shot. \nEquipment: Constrictor rifle, Light neural beamer, Powered glove, Grab net, 2 Vertigo grenades, Raider suit, belt modules, steel handcuffs.\n\nFor a change of pace, try sending your troopers against human opponents. From the new UCF book, here's the Black Cross. \n\n\nBlack Cross Mercenary (Mercenary 1) \nInit +3; Def 18 (touch 14, flat-footed 14); hp 15; Spd 30 ft; Atk: Morita rifle +5 ranged (2d8+3/20), combat knife +3 melee (1d4+2/19-20); SQ Mercenary, Face the Void; SV Fort +4, Ref +4, Will +1; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +1; AP 4/1d6. \nSkills: Acrobatics +4, Athletics +4, Computer Use +1, Drive +4, Knowledge (alien species) +2, Knowledge (streetwise) +2, Knowledge (tactics) +4, Perception +3, Pilot +4, Repair +1, Stealth +5, Survival +2. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Weapon Focus (Morita). \nEquipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen. \n\nBlack Cross Veteran (Mercenary 3) \nInit +4; Def 20 (touch 15, flat-footed 15); hp 19; Spd 35 ft; Atk: Morita rifle +7 ranged (2d8+3/20), combat knife +5 melee (1d4+2/19-20); SQ Mercenary, Face the Void, Mercenary Bond, Fearless (warrior bug); SV Fort +5, Ref +5, Will +2; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +2; AP 5/1d6. \nSkills: Acrobatics +4, Athletics +4, Computer Use +1, Drive +4, Knowledge (alien species) +4, Knowledge (streetwise) +4, Knowledge (tactics) +6, Perception +5, Pilot +4, Repair +1, Stealth +6, Survival +3. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Weapon Focus (Morita), Not Paid by the Hour, Power Suit Proficiency, Point Blank Shot. \nEquipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Stryker Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit. \n\nBlack Cross Sergeant (Mercenary 5) \nInit +6; Def 21 (touch 16, flat-footed 15); hp 23; Spd 35 ft; Atk: Morita rifle +9 ranged (2d8+3/20), combat knife +7 melee (1d4+2/19-20); SQ Mercenary, Face the Void, Mercenary Bond, Fearless (warrior bug, tanker bug), Space Legs, Upper Hand; SV Fort +6, Ref +6, Will +2; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 10; Prs +3; AP 7/1d6. \nSkills: Acrobatics +4, Athletics +4, Computer Use +1, Drive +4, Knowledge (alien species) +4, Knowledge (streetwise) +4, Knowledge (tactics) +8, Perception +5, Pilot +4, Repair +1, Stealth +6, Survival +3, Persuasion +4. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Weapon Focus (Morita), Not Paid by the Hour, Power Suit Proficiency, Point Blank Shot, Precise Shot. \nEquipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Stryker Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit. \n\nBlack Cross Officer (Mercenary 8 ) \nInit +6; Def 22 (touch 17, flat-footed 15); hp 29; Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+3/20), combat knife +10 melee (1d4+2/19-20); SQ Mercenary, Face the Void, Mercenary Bond, Fearless (warrior bug, tanker bug, hopper bug), Space Legs, Upper Hand, Battle Hardened (saves), Adaptable, Reputation Means Everything; SV Fort +9, Ref +8, Will +6; Str 14, Dex 16, Con 15, Int 12, Wis 12, Cha 10; Prs +4; AP 9/2d6. \nSkills: Acrobatics +4, Athletics +4, Computer Use +4, Drive +4, Knowledge (alien species) +5, Knowledge (streetwise) +9, Knowledge (tactics) +11, Perception +7, Pilot +4, Repair +2, Stealth +8, Survival +5, Persuasion +5. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Weapon Focus (Morita), Not Paid by the Hour, Power Suit Proficiency, Point Blank Shot, Precise Shot, Legitimate Contact, Heroic Surge, Iron Will. \nEquipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Stryker Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit. \n\n\nMore human enemies for your MI troopers, or allies if they choose to overthrow the Federation. \n\n\nCivilian Militiaman (Militiaman 1) \nInit +3; Def 18 (touch 14, flat-footed 14); hp 15; Spd 30 ft; Atk: archaic rifle +3 ranged (1d10+3/20), combat knife +2 melee (1d4+2/19-20); SQ Combat Training, Partisan Training; SV Fort +3, Ref +4, Will +1; Str 14, Dex 16, Con 15, Int 12, Wis 9, Cha 11; Prs +1; AP 5/1d6. \nSkills: Acrobatics +4, Athletics +4, Computer Use +5, Demolitions +3, Drive +4, Knowledge (physical sciences) +2, Knowledge (tactics) +2, Perception +3, Persuasion +4, Sabotage +6, Stealth +6, Survival +2, Technical (chemical) +4. \nFeats: Simple Firearms Proficiency, Dodge, Point Blank Shot. \nEquipment: Archaic rifle, 5 rifle clips, archaic pistol, combat knife, Raider Suit, Lizard Line (civilian), Demolitions Kit. \n\nVeteran Militiaman (Militiaman 4) \nInit +3; Def 20 (touch 16, flat-footed 14); hp 18; Spd 30 ft; Atk: Morita carbine +7 ranged (2d8+3/20), combat knife +5 melee (1d4+2/19-20); SQ Combat Training, Partisan Training, Locked Mind I, Cover Identity I; SV Fort +4, Ref +5, Will +3; Str 14, Dex 16, Con 15, Int 12, Wis 9, Cha 12; Prs +2; AP 8/1d6. \nSkills: Acrobatics +4, Athletics +4, Computer Use +8, Demolitions +6, Drive +4, Knowledge (physical sciences) +2, Knowledge (tactics) +5, Perception +6, Persuasion +8, Sabotage +9, Stealth +9, Survival +2, Technical (chemical) +4. \nFeats: Simple Firearms Proficiency, Dodge, Point Blank Shot, Advanced Firearms Proficiency, Precise Shot, Weapon Focus (Morita). \nEquipment: Morita carbine, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Lizard Line (civilian), Demolitions Kit. \n\nMilitia Commander (Militiaman 6) \nInit +3; Def 22 (touch 17, flat-footed 15); hp 20; Spd 30 ft; Atk: Morita rifle +8 ranged (2d8+3/20), combat knife +8 melee (1d4+4/19-20); SQ Combat Training, Partisan Training, Locked Mind I, Cover Identity I/II, Battle Hardened (saves); SV Fort +6, Ref +7, Will +6; Str 14/18, Dex 16, Con 15, Int 12, Wis 10, Cha 12; Prs +3; AP 9/1d6. \nSkills: Acrobatics +4, Athletics +6, Computer Use +8, Demolitions +8, Drive +4, Knowledge (physical sciences) +2, Knowledge (tactics) +7, Perception +9, Persuasion +12, Sabotage +11, Stealth +11, Survival +5, Technical (chemical) +4. \nFeats: Simple Firearms Proficiency, Dodge, Point Blank Shot, Advanced Firearms Proficiency, Precise Shot, Weapon Focus (Morita), Power Suit Proficiency, Confident, Heroic Surge. \nEquipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Mining Suit, Lizard Line (civilian), Demolitions Kit. \n\nMilitia Spy (Militia 6) \nInit +1; Def 14 (touch 14, flat-footed 10); hp 16; Spd 30 ft; Atk: Peacemaker pistol +5 ranged (2d6+1/20), combat knife +3 melee (1d4-1/19-20); SQ Combat Training, Partisan Training, Locked Mind I, Cover Identity I/II, One Step Ahead, Support Cell; SV Fort +3, Ref +4, Will +7; Str 9, Dex 12, Con 11, Int 16, Wis 14, Cha 16; Prs +3; AP 11/1d6. \nSkills: Computer Use +14, Demolitions +14, Disguise +10, Drive +3, Knowledge (streetwise) +10, Perception +11, Persuasion +14, Sabotage +14, Stealth +10, Technical (chemical) +14. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Legitimate Contact, Quick Draw, Skill Focus (disguise, knowledge - streetwise), Confident, Cautious. \nEquipment: Peacemaker pistol, combat knife, Disguise Kit, Demolitions Kit, false Unicard. \n\n\nFinally catching up on all the new stuff that has come out recently. Here are the specialists introduced in S&P 33: \n\nMI Bug Wrangler (Trooper 5/Wrangler 5) \nInit +5; Def 28 (touch 19, flat-footed 19); hp 30; Spd 35 ft; Atk: Morita rifle +14 ranged (2d8+3/20), combat knife +11 melee (1d4+1/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, hopper bug, tanker bug), Hard-Hitting, Battle Hardened (Handle Animal, Survival), Advanced Training (Demolitions, Handle Animal), Bug Pacification, Bagged and Tagged +4, Tunnel Fighter, Limb Damage; SV Fort +8, Ref +10, Will +5; Str 9/13, Dex 16, Con 12, Int 14, Wis 12, Cha 16; Prs +5; AP 13/2d6. \nSkills: Acrobatics +6, Athletics +14, Computer Use +4, Demolitions +3, Drive +9, Knowledge (alien species) +15, Knowledge (tactics) +6, Handle Animal +17, Perception +16, Repair +4, Stealth +16, Survival +15, Technical (structural) +4. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Point Blank Shot, Precise Shot, Alertness, Far Shot, Dead Aim, Iron Will. \nEquipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, shock stick. \n\nSICON Intelligence Agent (Trooper 9/Intel 3) \nInit +7; Def 26 (touch 17, flat-footed 19); hp 31; Spd 35 ft; Atk: Morita rifle +15 ranged (2d8+2/20), combat knife +14 (1d4+2/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, hopper bug, tanker bug, rippler bug), Hard-Hitting, Battle Hardened (Investigate, Persuasion), Advanced Training (Investigate, Persuasion), Weapon of Choice (Morita rifle), Sustained Fire, Federation Presence, Strictly Need to Know, Intelligence Techniques, For the Federation; SV Fort +8, Ref +6, Will +10; Str 10/14, Dex 12, Con 12, Int 16, Wis 14, Cha 16; Prs +6; AP 14/2d6. \nSkills: Code Breaking +13, Computer Use +18, Drive +3, Investigate +23, Knowledge (alien species) +5, Knowledge (history/moral philosophy) +15, Knowledge (tactics) +7, Perception +7, Persuasion +25, Stealth +5, Survival +6. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Point Blank Shot, Precise Shot, Quick Draw, Weapon Focus (Morita rifle), Confident, Educated (history/moral philosophy, tactics), Pistol Fighter, Iron Will, Improved Initiative, Exotic Weapon Proficiency (Javelin). \nEquipment: Morita assault rifle, 8 Morita clips, underslung laser, Emancipator pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, military intelligence agent uniform, encrypted databox. \n\nMI Wasp Trooper (Trooper 5/Wasp 3) \nInit +5; Def 27 (touch 18, flat-footed 19); hp 27; Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+3/20), combat knife +11 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, hopper bug), Hard-Hitting, Battle Hardened (Acrobatics, Pilot), Advanced Training (Demolitions, Pilot), WASP Pack proficiency, Jet Wash, Hover, Death from Above; SV Fort +8, Ref +9, Will +3; Str 12/16, Dex 16, Con 16, Int 14, Wis 12, Cha 9; Prs +3; AP 8/2d6. \nSkills: Athletics +8, Acrobatics +15, Computer Use +4, Drive +7, Knowledge (alien species) +8, Knowledge (tactics) +8, Perception +7, Pilot +14, Repair +6, Stealth +5, Survival +5, Technical (electrical) +13, Technical (mechanical) +6. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Atmospheric Vehicle Operation, Vehicle Expert (air), Beat Feet, Disengage, Mounted Weapon Proficiency, Point Blank Shot, Precise Shot. \nEquipment: Morita assault rifle, 8 Morita clips, underslung laser, Emancipator pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, WASP Pack, 6 HE grenades, Electrical Toolkit (basic), Mechanical Toolkit (basic). \n\nMI Rambler Scout (Light 5/Rambler 3) \nInit +3; Def 22 (touch 18, flat-footed 14); hp 26; Spd 30 ft; Atk: Morita rifle +11 ranged (2d8+3/20), combat knife +9 melee (1d4+1/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition, Fearless (warrior bug), Combined Fire, Two Wheels are Better than Four, Corral Foe; SV Fort +8, Ref +10, Will +4; Str 12, Dex 16, Con 16, Int 12, Wis 14, Cha 9; Prs +4; AP 8/2d6. \nSkills: Acrobatics +11, Athletics +9, Computer Use +9, Drive +14, Knowledge (tactics) +12, Perception +13, Stealth +12, Survival +11, Technical (mechanical) +12. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Surface Vehicle Operation, Vehicle Expert (ground), Drive By Attack, Dodge, Mounted Weapon Proficiency, Point Blank Shot, Vehicle Dodge. \nEquipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen, Rambler Scout Bike, Mechanical Toolkit (basic), search and rescue kit (+2 flares).\n_________________\n\nIf you want to scare/impress your standard MI players, let them see these Pathfinders in action! \n\nMI Pathfinder Recruit (Trooper 5/Pathfinder 1) \nInit +5; Def 26 (touch 17, flat-footed 19); hp 25; Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+3/20), combat knife +11 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, tanker bug), Hard-Hitting, Battle Hardened (attacks), Advanced Training (Demolitions, Sabotage), Duck and Cover, Surprise Attack +2; SV Fort +7, Ref +7, Will +5; Str 12/16, Dex 16, Con 15, Int 12, Wis 14, Cha 9; Prs +3; AP 7/1d6. \nSkills: Acrobatics +5, Athletics +10, Computer Use +3, Demolitions +7, Drive +5, Knowledge (alien species) +7, Knowledge (tactics) +7, Perception +8, Repair +3, Stealth +12, Survival +8, Technical (electrical) +3. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Point Blank Shot, Precise Shot, Far Shot, Language (SICON), Track, Iron Will. \nEquipment: Morita assault rifle, 9 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Pathfinder Suit, Combat Belt, Lizard Line, 5 field rations, 3 canteens, search and rescue kit. \n\nMI Pathfinder Veteran (Trooper 5/Pathfinder 3) \nInit +9; Def 27 (touch 18, flat-footed 19); hp 30; Spd 35 ft; Atk: Morita rifle +14 ranged (2d8+3/20), combat knife +13 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, tanker bug), Hard-Hitting, Battle Hardened (attacks), Advanced Training (Demolitions, Sabotage), Duck and Cover, Surprise Attack +2, Tunnel Fighter; SV Fort +9, Ref +8, Will +7; Str 12/16, Dex 16, Con 16, Int 12, Wis 14, Cha 9; Prs +4; AP 8/2d6. \nSkills: Acrobatics +5, Athletics +10, Code-Breaking +4, Computer Use +3, Demolitions +9, Drive +5, Knowledge (alien species) +9, Knowledge (tactics) +9, Perception +8, Repair +3, Sabotage +4, Stealth +14, Survival +10, Technical (electrical) +3. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Point Blank Shot, Precise Shot, Far Shot, Language (SICON), Track, Iron Will, Improved Initiative. \nEquipment: Morita assault rifle, 9 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Pathfinder Suit, Combat Belt, Lizard Line, 5 field rations, 3 canteens, search and rescue kit. \n\nMI Pathfinder Squad Leader (Trooper 5/Pathfinder 7) \nInit +9; Def 29 (touch 20, flat-footed 19); hp 38; Spd 35 ft; Atk: Morita rifle +18 ranged (2d8+3/20), combat knife +17 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, tanker bug), Hard-Hitting, Battle Hardened (attacks), Advanced Training (Demolitions, Sabotage), Duck and Cover, Surprise Attack +4, Tunnel Fighter, Seen One Ugly...; SV Fort +11, Ref +9, Will +9; Str 12/16, Dex 16, Con 16, Int 12, Wis 14, Cha 10; Prs +5; AP 11/2d6. \nSkills: Acrobatics +5, Athletics +10, Code-Breaking +4, Computer Use +4, Demolitions +10, Drive +6, Escape Artist +5, Knowledge (alien species) +10, Knowledge (tactics) +13, Perception +12, Persuasion +2, Repair +3, Research +3, Sabotage +4, Stealth +18, Survival +14, Technical (electrical) +3. \nFeats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Point Blank Shot, Precise Shot, Far Shot, Language (SICON), Track, Iron Will, Improved Initiative, Shoot on the Run, Heroic Surge. \nEquipment: Morita assault rifle, 9 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Pathfinder Suit, Combat Belt, Lizard Line, 5 field rations, 3 canteens, search and rescue kit.\n\n
''Location'' [[Camp Currie]] \n''Blockstats''\n''Role in Campaign''\nOne of [[Sgt. Charles Zim]]'s corporals.\n''Description''\nShort, Stout, reddish complexion. Very quiet.
''Location'' [[Camp Currie]]\n''Blockstats''\n''Role in Campaign''\nOne of [[Sgt. Charles Zim]]'s corporals.\n''Description''\nAverage hight and slender build, with dark skin, curly hair, a neat trimmed beard, and a friendly smile.\nA cruel and unfriendly man.
''Men and women who stretch the definition of ‘personal firearms'' by Stuart Taylor\nOne of the most popular and successful tactics found within the Mobile Infantry for dealing with virtually anything hostile is as follows:\n1. Shoot it.\n2. If problem persists, shoot it again.\n3. If problem STILL persists, hit it with the biggest artillery you can fi nd.\n4. Problem solved.\n\nAlthough tactics are generally seen as a good method of winning a war, minimizing casualties and reducing ammunition expenditure, there are those that would always rather throw everything they’ve got at something… and then throw some more, regardless of the risks. The latter group are some of the most dangerous men in the entire Mobile Infantry, capable of laying waste to entire armies when handed the right gun, given the right ammunition and given the permission to fi re at will. These ‘heavy weapons specialists’ are a complete antithesis to the snipers, scorning the use of stealth to accomplish goals and instead opting for doing what they do best: causing havoc with the biggest gun they can find. \n\nAlthough this sounds less like a specialized trooper and more like a psychopathic tendency, the position of the ‘big gunner’ is a tough one to fill due to the immense weight of the equipment and the ever-present need to watch ammunition – the last thing any trooper wants to hear is the harrowing click of an empty gun as the trigger is pulled, especially when that gun is the heavy support. Not only does a heavy weapons specialist need to be able to shoot his weapons of choice with the utmost skill and precision, they must also be rigorously trained to be able to look after, maintain and fix their equipment under the stresses a war can bring.\n!Game Rule Information\nMobile Infantry heavy weapons specialists have the following game statistics:\n''Requirements''\nTo qualify to become a Mobile Infantry heavy weapons specialist, a character must\nFulfill the following criteria.\nBase Attack Bonus: +5\nAbilities: Strength 14+ (unmodified)\nSkills: Repair 8 or more ranks, Survival 8 or more ranks.\nFeats: If the heavy weapons specialist focuses on Heavy-type weapons, he needs Exotic Firearms Proficiency (in a Heavy weapon), Weapon Focus (in a Heavy weapon), and Physical Adept. If he focuses on Mounted-type weapons, he needs Mounted Weapon Proficiency and Weapon Focus (in a Mounted weapon).\n''Hit Points''\nMobile Infantry heavy weapons specialists gain two hit points per level, adding this to their total gained from previous levels.\n''Class Skills''\nThe Mobile Infantry heavy weapons specialist’s class skills, and the key abilities for each skill, are as follows: Athletics (Str), Demolitions (Int), Drive (Dex), Perception (Wis), Repair (Int), Survival (Wis), Technical (any).\nSkill Points at Each Additional Level: 2 + Int modifier\n!Class Features\nThe following are class features of the Mobile Infantry heavy weapons specialist.\n''Dedicated Killing Machine (Unique):'' When the trooper enters into training for this specialist class, they choose to specialize in vehicle- and fortification- mounted weaponry (of the ‘Mounted’ type) or man-portable heavy weapons (of the ‘Heavy’ type). The trooper gains +1 to hit and +1 damage per class level with the chosen type of weapon but, due to lack of practice in other fi rearms, takes a –1 per class level penalty to all other fi rearms’ to hit and damage rolls. If the trooper has the Weapon Focus feat in a particular weapon, this penalty is negated and Weapon Focus provides its benefits as normal.\n''You’ve got three seconds to live:'' It is a generally accepted fact that a trooper is most likely to be wounded in battle while reloading. Although this isn’t such a problem with smaller weapons, it can and will be an issue with the bigger guns in the Mobile Infantry arsenal as a larger gun and a larger clip generally heralds a long and potentially very painful reload time. In light of this, a heavy weapons specialist trains day in, day out to reach maximum efficiency in this respect. The time it takes him to reload a weapon of his chosen type is reduced to a free action.\n''The Big Guy:'' The heavy weapons specialist is commonly seen as the ‘big guy’ of the squad and is capable of rousing the rest of the squad to greater feats by following his example. Each time a heavy weapons specialist makes a full attack with a weapon of his favored type, the awe-inspiring nature of his attack and conduct grants all within 30 feet of him a +2 bonus to all Will saves vs. fear.\n''Heavy Weapons Master:'' At 3rd level, the trooper has truly mastered the use of his weapon. If he spends an action point, the trooper may apply his level in this class (+3) in additional damage on each damage die rolled by the weapon in question.\n|''Class''|''Level''|''Fort Save''|''Ref Save''|''Will Save''|''Features''|''Defense''|''Prestige''|\n|1st|+1|+2|+0|+1|Dedicated Killing Machine, You’ve got three seconds to live|+0|+0|\n|2nd|+2|+3|+0|+1|The Big Guy|+0|+0|\n|3rd|+3|+3|+1|+2|Heavy Weapons Master|+1|+1|\n
''Player:''Ron\n!SICON Military File\n''Name'' Walker, Jonny ''Rank'' Private ''Callsign'' Hippie\n''[[Combat Awards]]''\n[img[http://www.playwithbob.com/sstwiki/images/medals/MIBootR.gif]][img[http://www.playwithbob.com/sstwiki/images/medals/UG1770CampR.gif]][img[http://www.playwithbob.com/sstwiki/images/medals/Lurker Above.gif]][img[http://www.playwithbob.com/sstwiki/images/medals/Ltams.gif]][img[http://www.playwithbob.com/sstwiki/images/medals/HobTieBayou.gif]]\n\n| [img[http://www.playwithbob.com/sstwiki/images/medals/CitMeritServR1star.gif]] | [img[http://www.playwithbob.com/sstwiki/images/medals/MobileInfanCrossR1star.gif]] | [img[http://www.playwithbob.com/sstwiki/images/medals/MeritUnitR.gif]] |[img[http://www.playwithbob.com/sstwiki/images/medals/ValorUnitR.gif]] |\n| [img[http://www.playwithbob.com/sstwiki/images/medals/CitMeritServM.JPG]] | [img[http://www.playwithbob.com/sstwiki/images/medals/MobileInfanCrossR.JPG]] | [img[http://www.playwithbob.com/sstwiki/images/medals/MeritUnitM.JPG]] | [img[http://www.playwithbob.com/sstwiki/images/medals/ValorUnitM.JPG]] |\n''Age'' 20, ''DoB'' January 2304\n''Homeworld'' [[Titan]]\n''Rank/Abilities''\n4th level Mobile Infantry Pvt.\nS:13, D:18, Co:16, I:16(17), W:14, Ch:10\nHP:22\n''Feats and Skills of note''\nOn The Bounce\nFearless (Warrior Bug,xxxxx?)\nHard Hitting\nBattle Hardened (which?)\nDrive By Attack\nEndurance\nImproved Initiative\nPower Suit Proficiency\nMarauder Mastery\nSimple Firearms Proficiency\nAdvanced Firearms Proficiency\nSurface Vehicle Operation\nVehicle Dodge\nDrive skill 12\nAthletics 11\nTechnical Electrical skill 11\nAcrobatics skill 9/8\nRepair skill 9\nPerception skill 8\nComputer use skill 7\nKnowledge Tactics 7\nConcentration 5\nKnowledge Alien Species 5\nSleight of Hand 4\nExcape Artist 4\nPilot 4\nRide 4\nStealth 4/1\nInvestigate 3\nSurvival 2\n''Fluent languages''\n#English\n#Tagalog\n#Mandarin\n#Military Hand Signals\n''Pre-enlistment Physical Condition''\nStr:, Dex:, Con:, Int:, Wis:, Chr:\n''Pre-enlistment assignment choice/ aptitude test results''\n''Assignment Boot Camp'' \n*Basic Training [[Camp Currie]]\n3rd Training Regiment, 2nd Battalion, H Company, Bravo Platoon, Delta Squad\nPeer Instructor: \nMerits:\n*Basic Training [[Camp Spooky Smith]]\n3rd Training Regiment, 2nd Battalion, H Company\nMidterm: Alpine survival: PASSED: Cap Trooper training approved.\nPower Armor Training: Pass\nDrop Capsule Training: Pass\nMarauder Driver M8 Training: Approved\nFinal Exam: Pass\nMerits: Survival Training, Drop Capsule, Final Exam Honors\n*Basic Training Completed satisfactorily\n**Designation: Mobile Infantry Capsule Trooper\n**Total Merits: 3\n''Assignment:'' [[Second Platoon]], [[B Company]], [[Third Battalion]], [[Fourth Regiment]], [[First Mobile Infantry Division]], [[Second Brigade]], [[Fifth Army]], also known as Becker’s Bastards aboard [[TFHCT Amos Moses]]\n*''Shipboard Duty assignment:'' Deck 4 Mobile Infantry cold suit storage and stores.\n*''NonCombat Drop Sept 26 2323'' onto UG1770D for Security Detail\n** Assigned Sgt. Metzger, Kilo Squad\n*''Combat Mission Oct. 1 2323'' UG1770D Mission parameter change\n|[img[http://www.playwithbob.com/sstwiki/images/medals/CitMeritServR.gif]]|@@color(red):Citation for Meritorious Service@@ - Pvt. Walker in his M8 suit took the first ever shaker munition and charged a bug nest entrance. The Munitions had to be placed inside the entrance for it to be effective. He was met a inside the tunnel by a wave of Warrior bugs. Disregarding his personal safety Pvt. Walker pushed forward and placed the Munition before focusing his attack at the Bugs. Entering a grapple with 2 Warriors Pvt. Walker was able to effectively block the entrance and allow Kilo squad time to retreat to a safe distance. Upon exiting the tunnel himself, Pvt. Walker employed the M8’s jump jest and propelled himself and 2 warrior bugs up and out of range. One warrior bug fell and was killed on impact. The second was dispatched by friendly fire from Kilo squad. Once all members of the squad was clear, The shaker munition was detonated. The resulting explosion was very impressive, completely sealing this nest entrance.|\n\n| [img[http://www.playwithbob.com/sstwiki/images/medals/MobileInfanCrossR.gif]] |@@color(red):Mobile Infantry Cross:@@ The brain bug of UG1770D nearly unfazed by previous attacks had drug Major Hasse drug into position and started the process in which the Bugs would learn all that a Major in SICON Science knew. Pvt. Walker acting quickly bent down in his M8 and fired its twin lizard lined across the room and into the Brain bug effectively saving the Major Hasse. Pvt. Walker then began to real in the brain bug, pulling it through the room and toward Kilo Squad. Pvt. Walker met the bug half way some 50 feet into the room and with visions of grappling and subduing the brain bug was assaulted by every other bug in the room. Completely covered by warrior bugs Pvt. Walker also was forced to endure several Psi lashes where the brain bug nearly scrambled his brain for good. Bleeding from every orifice in his head and on the verge of unconscious and death, Pvt. Walker discharged his Y Rack and effectively killed everything within a 40 foot radius, including the Brain Bug he was tied too. The remaining bugs entered an out of control frenzy were mopped up with little trouble. Pvt. Walker awarded the Mobile infantry Cross. |\n\n| [img[http://www.playwithbob.com/sstwiki/images/medals/MeritUnitR.gif]] |@@color(red):Meritorious Unit Medal:@@ For consistently meeting or exceeded all their mission objectives including saving the lives of Echo Squad, Lt. Becker, and Major Hasse, Kilo Squad is here by awarded the Meritorious Unit Medal.|\n\n| [img[http://www.playwithbob.com/sstwiki/images/medals/ValorUnitR.gif]] |@@color(red):Valorous Unit Medal:@@ For clearing the Arachnid presence from UG1770D and enabling SICON access to the material henceforth known as ‘explodium’, All members of Becker’s Bastards including those who have fallen on this mission are here by awarded the Valorous Unit Medal to recognize their extraordinary heroism in action against an armed enemy.|\n*''Leave Epsilon Prime'' 1 week\n**ARESTED suspected of theft and drug possession\n*''Mission assignment Dec 7 2323'' As part of operation ‘Lurker Above’ Kilo Squad, Second Platoon, is ordered to establish Guilder wave communication and long range scanning stations on NN 3193.\n** Assigned Sgt. Turzanski, Kilo Squad\n**Dec 16th 2323 TFHCT Amos Moses enters the system NN 3193\n**Jan 23rd 2324 'Lurker Above' NN 3193 Satisfactorily completed.