Standard Issue Equipment

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Dugan
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Standard Issue Equipment

Post by Dugan » Sat Sep 27, 2008 8:10 pm

As mentioned earlier Nick will be keeping an eye out on your main weapons ammunition. But just to let people know you have 8 Grenades each (plus 4 in the Pulse Rifle if you have one), so don't try to fire off more than this. Unless you can get a reload and don't just assume you find a box of grenades lying around for this, ask the GM if you can find any.


Your basic gear is this:

Main weapon (Pulse Rifle, Flame Unit, Smartgun or Scope Rifle),
VP70 Pistol & Holster,
M24 Tactical Knife and Sheath,
8 Grenades (M40 High Explosive only for now),
Dogtags,
BDU's,
USCM Dress Uniform
M3 Combat Webbing,
M3 Armour,
M56 Combat Harness & M2 Flak Vest (for Smartgunner),
M10 Ballistic Helmet,
M14 Cap & M56 Head Mounted Sight (for Smartgunner),
Boots,
Frampack (IMP),
Personnel First Aid Kit,
TNR Shoulder Lamp,
M94 Marking Flares (5),
N150 Smoke Grenade,
Rations (20 days),
Bedroll,
Mess Kit,
Entrenching Tool,
Canteen,
Respirator.



If you have the Portable Welder skill your also get issued this. Plus one person in each squad will get a Motion Tracker. Also one person in the Platoon will be a Com Tech and one a Medic and issued some extra gear, but this can be sorted out after this fire fight.
Last edited by Dugan on Mon Oct 06, 2008 5:52 pm, edited 1 time in total.
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Nick
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Re: Equipment and ammunition

Post by Nick » Sat Sep 27, 2008 9:38 pm

There are only HE grenades in this game at this moment - as I don't have rules for the other ones.

//N
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Dugan
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Re: Equipment and ammunition

Post by Dugan » Sat Sep 27, 2008 9:51 pm

There's rules for smoke and shotgun rounds. So could these be used for the Smoke and Buckshot grenades?
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Re: Equipment and ammunition

Post by Nick » Sun Sep 28, 2008 10:56 am

I think the smoke rounds referenced to at page 132 are for an APC borne launcher system or a smoke handgrenade rather than the 30mm grenade launcher. The caliber is a little small to produce much smoke, 40mm launchers of which I am familiar with cuts distributing CS gas but I doubt it would lay down any larger smoke screens due to the small container of the warhead. I have also failed to find a reference to stun batons (although I just skimmed the rules through) - and the use for such devices would, at best, be limited in the campaigns I am running.

We'll settle with HE only for now at least, after this mission we can look into more outfits and if needed write down rules for them.

//N
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Dugan
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Re: Equipment and ammunition

Post by Dugan » Tue Sep 30, 2008 9:19 pm

I've now updated the wiki so the issued equipment corresponds with the new rules. Please check it if you unsure on your load out or equipment descriptions.

http://colonialmarines.wikispaces.com/S ... +Equipment
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