
Timm Tones |

Besides a picture of his wife and kids and his current equipment (maybe an extra survival kit and medial kit), I should be fine. Am I on the lowest rank around here? :o

Laine Horatio |

You made my char mdt :p
I didn't think to mix up the advantages you gave him.

Nadezhda King |

But I'm the best PFC, obviously, that makes my limited points in rank look better, but mostly only to me. But that just means we all have much to grow from, promotion is just around the corner!
Also, some personal items:
3 small, palm notebooks.
A pack of pencils.
A diary.
Dog tags, two sets.
MP3 player, solar powered.
Headphones.
Filtered Water Bottle.

mdt |

@Dawn - Your personal equipment is approved.
@Nadzhda - Your personal equipment is approved. Although I'm not sure if you can request a second set of dog tags. That's covered under personal basics by the way.

ENS Andy Hudson |

Okay, reduced ST (with HP staying at 10) instead of the previous disadvantage, then removed a perk to be back to 5 XP free.
What are we spending on personal equipment? I could just go with standard armor/serviceweapon + medical bag + computer + kindle or something like that, since I think we're not supposed to be bringing too much.
EDIT: Is it possible to bring along like 10 pounds of salt and a few bars of rolled aluminum as "trade goods" (or even just extra metal cans and silverware), or would the guard frown on that sort of thing? Since my character is a fantasy nerd who speaks Latin, I'm guessing he'd want to see if he can bring something that could be valuable in an old-timey world, and also that it'll probably not actually turn out to be valuable.

mdt |

I'm running the variant where stat reductions do not count as disadvantages, so technically you've only taken 35 points in disads. I'm fine with that if you're happy with the character.
You may take up to 50 lbs with you as personal equipment. However, unless it's something you would have had with you or could get within an hour in Los Angelas, you can't have it. So, basically, things like a personal computer or silverware are fine. However, a roll of aluminum (unless you mean aluminum foil) is out.

mdt |

Welcome our two new players, Rungok and Daniel Stewart.
For Rungok, Elizabeth Morton, Comm specialist and hand to hand expert
For Daniel, John Robertson, Corporal and Anti Armor specialist

ENS Andy Hudson |

I mean that sounds pretty great. Three rolls of aluminum foil and like a 20-person aluminum silverware set from Ikea or something because he heard that one story about Napoleon making really expensive aluminum forks because it used to be super rare.
I don't want to go crazy on stat negatives, because I'd worry I'd abuse it. But I think I can add Oblivious as a -5 Disadv, to give me a bit more training points to work with down the line, and otherwise be done.

mdt |

You can still post about activities in the Barracks if you want, just spoiler it. Seats are up to the group. You need a Gunner (MG) on the M2Hb, and someone with a high guns or LMG score on the M249. Beyond that, the positions are :
Lead Humvee
Driver :
Communications/Passenger Seat : Elizabeth Morton (Soon to be PC)
Port Rear :
Starboard Rear :
Gunner Cupola (M2HB) :
Second Humvee
Driver :
Passenger :
Gunner Cupola (M249) :

mdt |

FYI :
HMMWV OHE M1114 This is your # one vehicle. It's heavily armored, and fitting all five people in requires one of them be on the gun at all times.
HMMWV MSG GMV This is your # two vehicle, and is carrying the squad equipment. It is lightly armored.

Nadezhda King |

Nadezhda's second dog tags are her grandfather's, for that legacy feel. I don't think rifles include mounted guns, but its just uncertainty based off no evidence. If they do, I tottaly call to be Mmmorton's gunner. If they don't, I'll take starboard rear in Morton's humvee, if you know what I'm saying. Oh, I guess they are two separate skills, so I'll go for the latter seat.

Timm Tones |

I *think* I'm good with LMG. Not sure if better than anyone, though, or how I can be useful. I'm quite lost at the moment, trying to catch up with the posts (and the system, since I pretty much forgot everything, I'm noticing).

mdt |

Timm can fire an LMG or an HMG. He has Gunner (Machine Gun) and Guns (LMG). In fact, his kit includes a man portable M249. Timm is likely to be more comfortable in a cupola than in the HumVee, given his size. :) Between them, Timm and Daniel could handle the two mounted weapons. Daniel would have a lot of trouble hauling an M249 around on his hip though (whereas Timm doesn't).

mdt |

To make things easier :
Drive(Auto)
PFC Rainwater : 12
CRP Robertson : 11
PFC Morton : 10
ENS Hudson : 9
Driving (Heavy Wheeled)
PFC Tones : 9
Gunner (Machine Gun)
PFC Rainwater : 14
PFC Tones : 12
Gunner (Rockets)
CRP Robertson : 15
Guns (Grenade Launcher)
PFC Rainwater : 14
Guns (Light Antiarmor Weapons)
CRP Robertson : 14
Guns (Light Machine Gun)
PFC Tones : 13
Guns (Pistol)
ENS Hudson : 10
Guns (Rifle)
PFC Horatio : 15 (NOTE: Precision Aiming Skill)
PFC King : 15
CRP Robertson : 13
PFC Svennson : 12
PFC Morton : 12
ENS Hudson : 10
Guns(Submachine Gun)
PFC Rainwater : 15
Guns (Default)
PFC Rainwater : 13
PFC Horatio : 13
PFC King : 13
PFC Tones : 11
CRP Robertson : 11
PFC Svennson : 10
PFC Morton : 10
ENS Hudson : 9

Timm Tones |

Should I go and man one of the guns, then? :) Damn, I'm as dumb as my character! Lol at least I didn't kill our group yet with my great driving.

mdt |

Your two drivers should be :
PFC Rainwater : 12
CRP Robertson : 11
Given they have the best skill.
That leaves Tones as the only person who can handle the Ma Deuce.
The best person for the M249 then on the second HV is either Horatio or King.
Lead Humvee
Driver : Rainwater
Communications/Passenger Seat : Elizabeth Morton (Soon to be PC)
Port Rear : Hudson
Starboard Rear : Horatio or King
Gunner Cupola (M2HB) :
Second Humvee
Driver : Robertson
Passenger : Svennson
Gunner Cupola (M249) : Horatio or King
So, really, it just depends on who wants to be on the M249 and who wants to be in the lead HV.

Dawn Svenssen |

Considering the aliens have unknown biology, what's our Rules for the Use of Force/Rules of Engagement?
I would expect:
Assume all indigenous are hostile combatants with unknown weapons and capabilities.
Shoot first, ask questions later.
If in doubt, shoot it.
Does the Geneva Convention apply?

mdt |

While securing the foothold :
Anything not fleeing is considered hostile.
Anything that surrenders or is wounded but alive is to be taken prisoner.
Geneva Conventions apply, but they are unsure what the locals use for surrendering, the prisoners would not admit to surrender.
Once a foothold is secured :
Anything that isn't obviously hostile is to not be shot. Anything that is hostile can be shot.
Geneva Conventions apply.
Local civilians are not to be hurt except in self defense.

mdt |

Horatio can't snipe from a moving vehicle, so gunner is still open.
Damage for the M249 is on the squad equipment sheet.
On the other hand, if you've already posted. :)
On a different note, I'll post an example of the machine gun shortly.

mdt |

When making a ranged attack you may :
(A) Make a regular Attack
(B) Make an All-Out attack
(C) Make a Move and Attack
If you make a regular Attack, you have the following limitations...
Movement: You may take a single Step, before or after the attack, whichever you prefer.
Active Defense: Dodge, Parry, and Dodge.
If you make an All-Out attack, you may make...
B1 : a Determined attack: S single attack at +1 to hit.
B2 : a Suppression Fire attack: Use the entire turn to spray an area with automatic fire. This takes your full-turn, and you can only do this if your weapon has RoF 5+.
While making an All-Out Attack, you may have the following limitations :
Movement: You may only make up to a half-move, and only directly forward.
Active Defense: You can make no active defenses at all until your next turn. If someone attacks you all you can do is hope the dice gods smile on you – you can’t dodge, parry, block, or retreat!
When making a Move and Attack, you may make a single ranged attack (single bullet or burst) at a -2 penalty (or the weapon's Bulk rating, whichever is greater). You lose any accumulated Aim bonuses.
While making a Move and Attack, you have the following limitations :
Movement: You may move normally – but you are at -2on any rolls the GM requires to avoid falling, tripping over obstacles, etc.
Active Defense: Dodge or block only. You may not retreat either!
Attack Sequence :
1. Start with the base skill for your weapon.
2. Add your weapon’s Accuracy (Acc), but only if you took an Aim maneuver before your attack.
3. Add your target's Size Modifier to your Skill (Humans are +0, horses +1, dogs -1, etc). Similar to the size levels in Pathfinder.
4. Calculate the modifier for the target's range and speed (Add range and speed together to generate one modifier, add your speed as well if you are in a vehicle moving!). The GM may reduce the speed if he feels it doesn't apply (such as racing head first at each other).
5. Add in any situational modifiers (laser sights, darkness, rapid fire, movement, etc).
6. Roll your dice, and get your modified Skill or Less on 3d6.