Equipment

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Equipment

Post by Veal » Sun Feb 01, 2009 1:56 am

Can we use personally-owned weapons and body armor?

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Kurosaki, Ichigo
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Re: Equipment

Post by Kurosaki, Ichigo » Sun Feb 01, 2009 3:06 am

Unfortunately no. The standard marine kit includes:
Pulse Rifle
Body Armor
VP-70 pistol
And other assorted food stuffs and ammo & grenades.
Sergeant 黒崎、イチゴ
Third Squad Leader
3rd Bn, 2nd Reg, 1st Co, 8th Plt
M41A Pulse Rifle

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Kurosaki, Ichigo
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Re: Equipment

Post by Kurosaki, Ichigo » Sun Feb 01, 2009 3:06 am

And oh yeah, welcome to the site Veal
Sergeant 黒崎、イチゴ
Third Squad Leader
3rd Bn, 2nd Reg, 1st Co, 8th Plt
M41A Pulse Rifle

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Nick
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Re: Equipment

Post by Nick » Sun Feb 01, 2009 10:36 am

It's a no.

//N
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Dugan
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Re: Equipment

Post by Dugan » Sun Feb 01, 2009 11:29 am

Not to mention it'd get out of hand very quickly. I could say my Marine just happens to have a set of Hardcore armor and a Phased Plasma Infantry gun in his wardrobe at home.
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Nick
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Re: Equipment

Post by Nick » Sun Feb 01, 2009 12:50 pm

Personal weapons are not allowed by several reasons. From a gameplay reason it is because I don't have the time to make up rules for new weapons and playtest them.

From a realism point of view (if that term can be used in a science fiction fantasy roleplaying game) the USCM would want all troopers to use the same equipment. There are several reasons for this naturally. The number one is that huge corporations, like ArmAt who make the Pulserifle, have a contract with the military. The number two reason is that all marines should be familiar with all weapons used so they can pick up their fallen comrades weapons and use them. As a real life weapon instructor I can vowe for this. The Swedish police force only use the Sig Sauer P22X and P23X series of weapons as they have similar configurations of levers, buttons and safeties. If my collegue goes down and my gun stops working I should be able to pick up his or hers and continue the fight without having to find the safety first. The third is the uniform look of the forces, all should have similar equipment.

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Quinn
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Re: Equipment

Post by Quinn » Sun Feb 01, 2009 7:45 pm

Patton was WW2, and the shotty that Hicks carried was a relic that happened to be in the armory.

But you have to look at it from the gameplay view, as the rules for additional weapons are missing.

I've been wanting some antitank weapons for a while, just ask.
Current Gear
M42A Scope Rifle
M4A4 .45 ACP caliber Sidearm, Suppressed
Combat Knife
K52 Medical Kit
Flashlight, Flares (6)
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Re: Equipment

Post by Quinn » Mon Feb 02, 2009 2:10 am

We were on AlienFUZION, but we switched to the official Alien game for this.
Current Gear
M42A Scope Rifle
M4A4 .45 ACP caliber Sidearm, Suppressed
Combat Knife
K52 Medical Kit
Flashlight, Flares (6)
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Nick
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Re: Equipment

Post by Nick » Mon Feb 02, 2009 6:18 pm

No You can't have anything that is not in the Aliens Adventure Game rulebook.

//N
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Dugan
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Re: Equipment

Post by Dugan » Mon Feb 02, 2009 7:01 pm

Veal wrote: So, I can't have a Plainfield Deluxe M1 carbine, which is still in production, and National Guard use?
What would be the point? The weapon would be useless in a future combat situation and would just bounce off of any of the armour, or aliens.
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Quinn
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Re: Equipment

Post by Quinn » Mon Feb 02, 2009 7:09 pm

Not to mention the Pulse Rifle is a better weapon because of the massive slug it fires (10mm), it's light armor piercing, has a 99 round magazine and an underslung pump-action grenade launcher with a three shell capacity. And those same grenades can be thrown as a regular grenade.
Current Gear
M42A Scope Rifle
M4A4 .45 ACP caliber Sidearm, Suppressed
Combat Knife
K52 Medical Kit
Flashlight, Flares (6)
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Quinn
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Re: Equipment

Post by Quinn » Mon Feb 02, 2009 8:27 pm

As to the overpenetration worries, there's a special round issued for that sort of situation, also doesn't penetrate a starship hull.

Or you can have an SMG. That's probably what we'd be using in close quarters reactor like that if we don't have any non-AP rounds. We also have shotguns available, but I still think that the nade launcher with canister shells would use the same rules (it just makes sense to me)

And to give you an idea of how big a .30 cal is, it's 7.62mm. PR is 10mm. Better hit with a slug on full auto. Also, an M1 is a LOT bigger than an M4A2 pistol, and you can maneuver with a pistol a lot more easily than with a carbine. Ask some of the ex-military/active military peeps here. They'll give you the DL.

Also, there's the whole ammo sharing thing Nick mentioned. A very good idea.
Current Gear
M42A Scope Rifle
M4A4 .45 ACP caliber Sidearm, Suppressed
Combat Knife
K52 Medical Kit
Flashlight, Flares (6)
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Dugan
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Re: Equipment

Post by Dugan » Mon Feb 02, 2009 8:32 pm

This is from wikipedia:

In Korea, all versions of the carbine soon acquired a poor reputation for jamming in extreme cold weather conditions, eventually traced to inadequate recoil impulse and weak return springs. A 1951 official U.S. Army evaluation of scores of individual after-action combat reports noted the weapon's cold-weather shortcomings, and recorded complaints by troops for failure to stop heavily-clothed or gear-laden North Korean and Chinese troops at close range after multiple hits.

I wouldn't want to be using one faced with a Xenomorph!
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Nick
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Re: Equipment

Post by Nick » Mon Feb 02, 2009 9:28 pm

You. Will. Not. Get. Any. Other. Weapons. Than. Those. Listed. In. Aliens. Adventure. Game.

Period.

//N
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Quinn
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Re: Equipment

Post by Quinn » Mon Feb 02, 2009 9:52 pm

Hey Nick, are there any expansions for the AAG?
Current Gear
M42A Scope Rifle
M4A4 .45 ACP caliber Sidearm, Suppressed
Combat Knife
K52 Medical Kit
Flashlight, Flares (6)
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