Collected Equipment Requests

The 40-4th Coalition States Special Operations Group.
(Characters in this game/group cannot transfer to a rifts group outside of it.)
GM: CS High Command
AGM: Major James Smith
#11 POST RATE

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Collected Equipment Requests

Postby Consumer » Wed Jan 31, 2018 10:26 am

I will save each members equipment request here.

Bionic Recovery: each 25,000 credits (round down) of bionic implants will cause 1 hit point of damage. Full recovery of hit points is usually possible within 72-96 hours in a reputable bionics facility. You will need an additional hour of recovery for every hit point of damage you take. If a surgery will reduce you to zero, then you will have to heal and recover before it can be done, or you'll make saves versus coma (failure can lead to you dying on the table).
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Re: Collected Equipment Requests

Postby James Howlett » Wed Jan 31, 2018 10:27 am

CS Loadout - Approved
1 Suit of CA-7 Special Forces Armor.
1 Stryker SAMAS
One suit of high end plain clothes armor made to look like a good suit with good tailoring
2 smoke grenades
2 Plasma Grenades
1 Fragmentation Grenade
1 Flashbang
CP-50
CP-30
C-29 Plasma Cannon
4 extra E-clips for your weapon
2 flares
Survival knife
RMK robot medical kit
IRMSS Internal Robot Medical Surgeon System
CS-S2 Survival Pack
Utility belt
Air filter & gas mask,
CM-PRC-5 Secure Walkie Talkie
CM-Ultra Pocket Laser Distancer
CM-FLIR Distancing and Recording Binoculars
A protective case with 10 one-inch disks
CS Commando Wristwatch
Laser Gyro Navigation Aid

OOC Comments
Mercenary Loadout
NG Anti-Ballistic with built in Naruni Light Forcefield
One suit of plain clothes armor made to look like typical mercenary uniform jumpsuits
2 smoke grenades
2 Plasma Grenades
1 Fragmentation Grenade
1 Flashbang
NG-P7 Particle Beam Rifle
NG-45 Long Pistol
MM-16 "Coffin" Pepperbox Man-Portable Multiple Mini-Missile Launcher
4 extra E-clips for weapon
2 flares
Survival knife
RMK robot medical kit
IRMSS Internal Robot Medical Surgeon System
NG-S2 Survival Pack
Utility belt
Air filter & gas mask
Wilk's PRC-5 Secure Walkie Talkie
Wilk's Ultra Pocket Laser Distancer
Wilk's FLIR Distancing and Recording Binoculars
Protective case with 10 one-inch disks
IDF Commando Wristwatch
Laser Gyro Navigation Aid.
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Re: Collected Equipment Requests

Postby Egan Grey » Wed Jan 31, 2018 10:31 am

Coalition Gear - Approved
CA-3 Light "Dead Boy" Armor /w modified arms(integrated neural mace gauntlet (left arm), Garrote cord in left wrist, Retractable forearm vibro-blade (right arm))
2 smoke
2 Frag
2 Plasma
CP-40
C-5 (3 Speed loaders)

Power Armor: Death Knight

OOC Comments
Mercenary Gear
NE-BA-30 Light Combat Armor /w built in light forcefield
2 smoke
2 Frag
2 Plasma
JA-12
NG-45

Power Armor: NG-UELX45 Night Reaper (Scythe replaced with dual FIWS /w silver blades)


Cybernetics
Commando Ear Cybernetic Implant - Approved
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Re: Collected Equipment Requests

Postby Drummond Leighton » Wed Jan 31, 2018 10:34 am

CS Load Out - Approved
2 CA-6C Heavy Armor (Cyborg version)
CA-7C Shadow Ops Helmet w/CS Motif
C-29 Heavy Plasma Cannon
C-200 Rail Gun
4 CS Fragmentation Grenades
4 CS High Explosive Grenades
4 CS Plasma Grenades
4 CS Stun/Flash Grenades
4 CS Smoke Grenades
4 extra E-clips for your weapons
2 ammo drums for rail gun
2 flares
Survival knife
CS-S2 Survival Pack
Utility belt
CM-PRC-5 Secure Walkie Talkie
CM-Ultra Pocket Laser Distancer

OOC Comments
Mercenary Load Out
1 MI-B2 Medium Infantry Armor
1 HI-B3 Heavy Infantry Armor
CA-7C Shadow Ops Helmet w/Generic Helmet Motif
NG-15 Plasma Ejector
TX-500 Rail Gun
NG-45LP
4 NG Fragmentation Grenades
4 NG High Explosive Grenades
4 NG Plasma Grenades
4 NG Smoke Grenades
4 extra E-clips for weapons
2 ammo drums for rail gun
2 flares
Survival knife
NG-S2 Survival Pack
Utility belt
Air filter & gas mask
Wilk's PRC-5 Secure Walkie Talkie
Wilk's Ultra Pocket Laser Distancer



Bionics and Cybernetics - Approved
Air & Surface Temperature Reader
Bio-Comp Self-Monitoring System
Clock Calendar
Gyro-Compass
Speedometer
Radar Sensor
Radiation Sensor
Motion Detector
Metal Detector
Depth Gauge
Language Translator
Amplified Hearing
Sound Filtration System
Advance Bionic Headjack
Anti-Toxin and Super Digestive System
Bionic Jetpack
Climb Cord
Internal Computer & Calculator
Cyber-Nano-Robot Repair Systems
Monitor Jack/Connector Plug
Psionic Filters
Recycler
Built in Loudspeaker
Molecular Analyzer
Sound & Voice Analyzer
Combat Computer
Internal Energy Supply
Internal Ammo Drum
Environmental Upgrade
Internal IV Feed
Rebreather Lung
Increase PS
Increase PP
Increase Spd
Increase MDC
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Re: Collected Equipment Requests

Postby Mane » Wed Jan 31, 2018 10:35 am

Coalition Gear - Approved
CA-6 EX Body Armor
2 Fragmentation
2 Flash/Bang
C-5 Pump Pistol with 4 speed loaders
Electro Stun-Spear
CTT-P40

OOC Comments
Mercenary Gear
Thunder Hound power armor (electric/battery powered is acceptable for budgetary reasons)
NG Titan Juicer body armor
2 Fragmentation
2 Flash/Bang
NG-45LP Pistol (and the return of own Q1-02 Stopper ion pistol)
Bandit 5050 'Papa Bear' Big Bore and a shit-load of shells!
2 Silver-plated Vibro Knives


Cybernetic Implants
Commando Ear, but only if doctor can guarantee it doesn't diminish natural sensitive hearing - You already have
Silver plating on existing Vibro-Claws - Approved
New modular bionic eye (already have modular socket) -- A recon-based model with video recording capabilities and night vision - Approved with successful Requisition (Military Etiquette roll at -5%)
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Re: Collected Equipment Requests

Postby Jericho Jackson » Tue Apr 28, 2020 3:09 pm

Coalition Gear - Approved

PA-08A Special Forces "Striker" SAMAS

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher

4 e-clips
4 CS Micro-Fusion Plasma Grenades


Edit: added to sheet, MJS
LT Jericho Jackson AKA Sid Abernathy/Badger
H.P.: 39/39
S.D.C.: 34/34



PA-08A "Striker" SAMAS
M.D.C. by Location:
    Shoulder Wings (2): 80 each
    Upper Arms (2): 70 each
    Hands (2): 25 each
    Legs (2): 130 each
    Main Rear Jets (2): 60 each
    Head: 90
    Main Body: 325
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Re: Collected Equipment Requests

Postby Culter » Thu Apr 30, 2020 8:09 pm

Header wrote:Coalition Equipment Request Form - Approved

Name: Everett Culter
Rank: Corporal
Assignment: CS 40 SOG, 4th Platoon
Date Updated: January 16, 110 PA


Coalition Equipment Requests
PA-07A "Smiling Jack" Light Assault SAMAS
PA-07A "Smiling Jack" Light Assault SAMAS
Image
M.D.C. by Location:
  • *Shoulder Wings (2): 85 each
  • *Wing Mini-Missile Launchers (6 total): 8 each
  • Main Rear Jets (2): 60 each
  • Lower Maneuvering Jets (5) 25 each
  • Intake Jet (top): 40
  • *Ammo Drum (rear): 35
  • *Rail Gun: 50
  • *Hands (2): 25 each
  • Arms (2): 50 each
  • Legs (2): 100 each
  • **Head: 70
  • Main Body: 250
*Requires a Called Shot at -4 to strike
**Requires a Called Shot at -3 to strike
Statistical Data:
Running: 60 mph (-90% fatigue)
Leaping: 15' high or across, 100' high and 200' across jet thruster assisted leap
Flying: 300 mph, max altitude 6,000'
Flying Range: 10 hours, 24 hours at cruising speed (150 mph)
Underwater Capability: 50 mph on surface, 40 mph under water, 15 mph walking along bottom, depth tolerance 1,000'
Class: Strategic Armor Military Assault Suit
Crew: One
Dimensions: 10' tall, 3' 6" wide, 12' wingspan, 4' 6" long, 782 lbs.
Physical Strength: Robot P.S. 30
Cargo: None
Power System: Nuclear (20 year life)
Weapon Systems:
CR-40R SAMAS Rail Gun
  • Range: 4,000'
  • Damage: 40 round burst 1d4x10 M.D.
  • Rate of Fire: Bursts only
  • Payload: 3,000 round drum
SJ-6 Mini-Missile Launchers (2)
  • Range: 1 Mile
  • Damage: varies by mini-missile type
  • Rate of Fire: 1 at a time, or volleys of 2, 4 or 6
  • Payload: 6 missiles total
Hand to Hand Combat: Per Robot P.S.
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Multi-optics helmet (2,000')
    • Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters
  • Electrokinetic Transmission Plates: Utilizing specialized grounding rods and collection plates, Psi-Battalion Engineers theorize they can allow a Zapper to extend his electric field outside of power armor. The zapper can use all of his psionics, including those that would normally short out the Power Armor. The system is vulnerable to incoming damage. after taking 50% damage (125) there is a 15% chance (+5% for every 25 MDC taken to main body) that any damage done (electrical bolts, punches, kicks, etc) by the Zapper's Electrical Aura will instead affect the power armor, as well as the enemy. Additionally, due to burning insulation and melting rods, the Zapper takes a -1 to all bonuses and -5% to all skills per 25 MDC below 125. At 125, the pilot takes -1 to all bonuses and -5%, at 100, -2 and -10%, etc. These penalties persist until the pilot can evacuate the suit and put out the burning insultation.
  • Electrical Discharge Boost: While using Electrical Aura's Electrical Energy Bolt does 3d6 (6d6 on a ley line, and 9d6 on a nexus). This damage boost applies even once the the main body has taken over 50% damage.
Modifiers: +1 to strike, +1 to dodge
Book Reference: p114-116, WB11
Code: Select all
[b]PA-07A "Smiling Jack" Light Assault SAMAS[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/01/20170701191305-18f42bf7.png[/img]
[size=85][u][b]M.D.C. by Location:[/b][/u]
[list][*]*Shoulder Wings (2): 85 each
[*]*Wing Mini-Missile Launchers (6 total): 8 each
[*]Main Rear Jets (2): 60 each
[*]Lower Maneuvering Jets (5) 25 each
[*]Intake Jet (top): 40
[*]*Ammo Drum (rear): 35
[*]*Rail Gun: 50
[*]*Hands (2): 25 each
[*]Arms (2): 50 each
[*]Legs (2): 100 each
[*]**Head: 70
[*]Main Body: 250[/list]
*Requires a Called Shot at -4 to strike
**Requires a Called Shot at -3 to strike
[u][b]Statistical Data:[/b][/u]
Running: 60 mph (-90% fatigue)
Leaping: 15' high or across, 100' high and 200' across jet thruster assisted leap
Flying: 300 mph, max altitude 6,000'
Flying Range: 10 hours, 24 hours at cruising speed (150 mph)
Underwater Capability: 50 mph on surface, 40 mph under water, 15 mph walking along bottom, depth tolerance 1,000'
Class: Strategic Armor Military Assault Suit
Crew: One
Dimensions: 10' tall, 3' 6" wide, 12' wingspan, 4' 6" long, 782 lbs.
Physical Strength: Robot P.S. 30
Cargo: None
Power System: Nuclear (20 year life)
[u][b]Weapon Systems:[/b][/u]
[b]CR-40R SAMAS Rail Gun[/b]
[list][*]Range: 4,000'
[*]Damage: 40 round burst 1d4x10 M.D.
[*]Rate of Fire: Bursts only
[*]Payload: 3,000 round drum[/list]
[b]SJ-6 Mini-Missile Launchers (2)[/b]
[list][*]Range: 1 Mile
[*]Damage: varies by mini-missile type
[*]Rate of Fire: 1 at a time, or volleys of 2, 4 or 6
[*]Payload: 6 missiles total[/list]
[b]Hand to Hand Combat:[/b] Per Robot P.S.
[b]Features of Note:[/b]
[list][*]All standard features common to powered armor (p.271, R:UE)
[*]Multi-optics helmet (2,000')
[list][*]Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters[/list]
[*]Electrokinetic Transmission Plates: Utilizing specialized grounding rods and collection plates, Psi-Battalion Engineers theorize they can allow a Zapper to extend his electric field outside of power armor. The zapper can use all of his psionics, including those that would normally short out the Power Armor. The system is vulnerable to incoming damage. after taking 50% damage (125) there is a 15% chance (+5% for every 25 MDC taken to main body) that any damage done (electrical bolts, punches, kicks, etc) by the Zapper's Electrical Aura will instead affect the power armor, as well as the enemy. Additionally, due to burning insulation and melting rods, the Zapper takes a -1 to all bonuses and -5% to all skills per 25 MDC below 125. At 125, the pilot takes -1 to all bonuses and -5%, at 100, -2 and -10%, etc. These penalties persist until the pilot can evacuate the suit and put out the burning insultation.
[*]Electrical Discharge Boost: While using Electrical Aura's Electrical Energy Bolt does 3d6 (6d6 on a ley line, and 9d6 on a nexus). This damage boost applies even once the the main body has taken over 50% damage.
[/list]Modifiers: +1 to strike, +1 to dodge
Book Reference: p114-116, WB11[/size]


Heavy Duty Overland Harness and Frame Backpack

All-in-One Utility Belt

CM-940BR Battle Rifle

Rifle Ammunition: 4 Boxes of SH Rounds, 1 Box of SSH; 2 SLAP and 2 LEAP Boxes

Mini-Missiles: 2 Tear Gas, 4 Smoke, 6 Plasma, 6 Armor-Piercing

Grenades: 4 Stun Grenades, 2 Tear Grenades, 2 Smoke, 4 Plasma, 2 HE, 2 Frag




Mercenary Equipment Request


N/A

Edit: added to sheet, MJS
Corporal Culter (40-4th) || EP Ledger | Other PCs: Ronan Deshe (Spooks) | Scythe

Constant Stats and Abilities
Active Abilities:
I.S.P.: 144/144 || H.P.: 21/21 || S.D.C.: 38/38

Impervious to Electricity: Completely immune to electricity, magical or others (lightning, etc). Energy, Lasers, Plasma and Particle Beams as well as other Energy sources do half-dmg. Magical energy, other than electrical, does full.

Active Gear:
Worn: [NG-AX15 Blue Hawk] || MDC Updated as Needed, see Gear || P.S. 28 Robotic || All the standard power armor features plus: || IR Searchlight; Range: 1,000' || Enhanced Radar; || Range: 100 miles while airborne || Enhanced Sonar; Range: 50 miles || Built-in Language Translator
|| Nightvision Optics; Range: 2,000' || Multi-Camera System; Telescopic Range: 2 miles

Carried: [NG-IR5 Ion Rifle] || Range: 2,000' | Low DMG: 2d6 MDC, High DMG: 4d6 MDC | Will default to PA weapon system and have this secured on PA
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Re: Collected Equipment Requests

Postby Mane » Tue May 12, 2020 10:30 pm

  • CA-6EX Body Armor, two suits (one primary, one spare)
  • Fragmentary Grenades, 2 count
  • Flash/Bang Grenades, 2 count
  • Elecro Stun Spear
  • C-200 Dead Man's Rail Gun with collapsable shoulder stalk and shoulder strap
    • Requested Modification: Increased cyclic rate for greater damage
  • Rail gun drum of ammunition, normal
  • Rail gun drum of ammunition, silver
  • KLS-RG-15X Manpack Electromagnetic Rail Gun (OOC: Patreon Item)
  • APSD ammuntion, 2 loaded magazines
  • Q1-02 "Stopper" Ion Pistol (personal sidearm)
  • Q1-02 "Stopper" Ion Pistol (requsition issue; alternate would be a NG-LP45)
  • Size-appropriate e-clips for energy pistols
  • Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun
  • Cyborg Ammo Drum for 5050, loaded to capacity
Mane, driver of the big ugly bus.

Song in his heart: Sober

Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: CA-6EX
MDC by Location:
  • Main Body: 160/200
  • Head/Helmet: 100/100
  • Legs: (R) 120/120, (L) 120/120
  • Arms: (R) 100/100, (L) 100/100
Weapons:
Wilk's 237 "Backup":
  • Damage: 3D6 MD single / 6D6 MD double blast; Range: 500'
  • Payload: 16/16 double blasts per long e-clip
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun:
  • Damage: 2D4 M.D./single, 4D4 M.D./burst of three, 5D6 M.D./burst of six, plus Knockdown Effect; Range: 2,000'
  • Payload: 240/240 Big Bore shotgun shells
Munition Reserve:
  • Long E-Clips: 6/6
  • Big Bore shotgun shells: not carried on person
Conditions:
  • None at this time
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