Advertisement
Guest User

GI 2.0 (SK suggestions)

a guest
May 24th, 2015
190
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. FIRST THINGS FIRST:
  2.  
  3. The Buff and Flaw of each faction should directly correlate to each other and MAKE SENSE for the faction's fluff. Therefore, I am going to explain the OOC and IC reasons for each of my suggested boots and flaws.
  4.  
  5. GI FACTION FLAW: REMEMBER VANCOUVER
  6. GI members may not take any AOE weapon apart from the following: Suit Control, Crowd Control, Proximity Mines. Nor may they use Siege Mode's 'splash damage'.
  7.  
  8. GI FACTION PERK: MOTHER OF INVENTION
  9. GI members recieve a (% of weapons they can't take) discount on their first Fusion weapon.
  10.  
  11. We all know GI was formed in protest of Vancouver, and that as long as they've been a faction, they've had a ban on all AOE lethal weapons. Claymores were excepted recently due to the fact that command-detonated shaped charges are very easily placed to minimize collateral and, let's face it, booby traps are GI as FUCK. This previously cut GI off from almost a third of the weapons available. With DORF-class Tier IV weapons coming, I expect that number to rise to almost half.
  12.  
  13. Therefore, I suggest that this percentage of weapons denied them is returned in the form of a discount on fusion weapons. GI likely don't think much of TE for coming out with all these massive cannons, so it makes perfect sense that they'd make their own guns. After all, GI are HFY and humans have always been noted for their inventiveness. This rewards GI members for creativity. Of course, these weapons are -still- going to be subject to approval, so you can veto gamebreaking ones.
  14.  
  15. GI TROOP TYPES:
  16.  
  17. Okay, so what we know about GI is that their doctrine is one of asymmetrical warfare. They are in a war of survival against TA and the Vannai, and know perfectly well they have the home field advantage. They know the land, they know the people, and they're going to use every advantage they can get. They're also trying to limit collateral damage, and everyone knows the best way to do that is to ensure the other guy doesn't get a shot off. Therefore, stealth, superior intelligence and ambush are likely to be GI's most effective weapons. Keeping this in mind, why not have a troop type that emphasizes each of these traits?
  18.  
  19. Raiders:
  20. +10 COM/DEX bonus against unaware opponents.
  21. +10 DEX bonus for stealth. Camo lasts twice as long.
  22. -No Cyber Brain or Nanites.
  23. SKILL: AMBUSH (Can choose to halve DUR or DEX bonus to single, unaware target when attacking)
  24. The Raider emphasizes the sneak attack, using cover to get into position, striking from a position of advantage and then retreating back into the fog of war. Accordingly, their bonuses will reflect this, giving them bonuses when utilizing their doctrine of hit and fade. Their flaw reflects the 'Human First' thinking of GI, the Raiders will simply not accept non-humans in their ranks. This also prevents players stacking the GI bonus with cyber/nanite ones to become overpowered.
  25.  
  26. Recon:
  27. +10 Tech bonus to scans.
  28. +10 DEX bonus to stealth and dodge rolls. Camo lasts twice as long.
  29. -15 penalty to any and all hacking attempts, ever.
  30. SKILL: GUIDE: Can confer camo and stealth bonus to 2 nearby friendly suits of Medium size or smaller.
  31. The Recon is the super sneaky member of Green Initiative, backing up tried-and-true camouflage and concealment techniques with the advanced technology their suits grant them. A well-trained Recon pilot is able to not only get themselves almost anywhere, but also guide and instruct their allies to help them avoid detection when it really matters. Their flaw is to keep them outdoors, since they can't hack doors, disable alarms or slice false orders in enemy bases, where HANSE agents reign supreme.
  32.  
  33. Rangers:
  34. +???
  35. +10 to DEX rolls to dodge or stealth when in cover.
  36. -???
  37. SKILL: FOXHOLE (Full-round action to make a foxhole. Foxholes count as cover and add 10 to DEX & COM rolls. Fit 1 suit. Cooldown 2 minutes.)
  38. Rangers know that they have the home ground advantage, and never miss an opportunity to make the most of it. They use concealment and cover to maximum effect. Where the other classes are aggressive, Rangers are the ones you'll find holding the line at all costs, digging their heels in and daring the Vannai's forces to come and get them.
  39.  
  40. BONUS SPEC! Rescue: [GI-MD]
  41. +10 to tech rolls for providing repairs or medical aid. (This applies to drones)
  42. +Receive a +15 bonus to dodging.
  43. -Cannot take weapons higher than T1.
  44. SKILL: MEDIC! Can add their REC to that of a friendly suit for the purpose of healing.
  45. The Rescue specialisation emphasizes GI's humanitarian aspect and allows for pilots interested in things other than combat to still make an impact on missions and take part without having to be a 'fighting type'. Their skills allow them to brave danger in order to get to their injured allies and help them patch up anyone who needs it. Their flaw represents the fact that they are medics, and therefore do not weigh themselves down with heavy killing tools when they'd rather remain light on their feet and carry medicine.
  46.  
  47.  
  48. SK suggestions:
  49.  
  50. GI FACTION FLAW: REMEMBER VANCOUVER/Earth Belongs to Humanity
  51. GI members may not take any AOE weapon apart from the following: Suit Control, Crowd Control, Proximity Mines. Nor may they use Siege Mode's 'splash damage'.
  52.  
  53. Nanites cost double after first purchase, no cyber brain.
  54.  
  55. (Here I would suggest also emphasizing their traditionalist conduct, as well as their very humanist point of view, where they would focus less on Nanites and transhumanism and more on the strength of humanity as it is. Here they may find points in common with Moqaddas and Engineers, the first over. Desire to improve the self, the latter over not depending on Nanites.)
  56.  
  57. GI FACTION PERK: MOTHER OF INVENTION/FOXHOUNDS
  58. GI members recieve a (% of weapons they can't take) discount on their first Fusion weapon.
  59. (Something something animal themed super sneaky soldiers are awesome)
  60.  
  61. We all know GI was formed in protest of Vancouver, and that as long as they've been a faction, they've had a ban on all AOE lethal weapons. Claymores were excepted recently due to the fact that command-detonated shaped charges are very easily placed to minimize collateral and, let's face it, booby traps are GI as FUCK. This previously cut GI off from almost a third of the weapons available. With DORF-class Tier IV weapons coming, I expect that number to rise to almost half.
  62.  
  63. Therefore, I suggest that this percentage of weapons denied them is returned in the form of a discount on fusion weapons. GI likely don't think much of TE for coming out with all these massive cannons, so it makes perfect sense that they'd make their own guns. After all, GI are HFY and humans have always been noted for their inventiveness. This rewards GI members for creativity. Of course, these weapons are -still- going to be subject to approval, so you can veto gamebreaking ones.
  64.  
  65. (Here we'd apply GI restrictions to weapons to ensure that even if they invent powerful weapons, they remain humane at core.)
  66.  
  67. GI TROOP TYPES:
  68.  
  69. Okay, so what we know about GI is that their doctrine is one of asymmetrical warfare. They are in a war of survival against TA and the Vannai, and know perfectly well they have the home field advantage. They know the land, they know the people, and they're going to use every advantage they can get. They're also trying to limit collateral damage, and everyone knows the best way to do that is to ensure the other guy doesn't get a shot off. Therefore, stealth, superior intelligence and ambush are likely to be GI's most effective weapons. Keeping this in mind, why not have a troop type that emphasizes each of these traits?
  70.  
  71. (CRUNCH SGGESTION TIME!)
  72.  
  73. Raiders:
  74. +10 COM bonus against unaware opponents.
  75. -10 DEX bonus.
  76. -No Cyber Brain or Nanites, -10 penalty to hacking.
  77. SKILL: AMBUSH (Can choose to halve DUR or DEX bonus to single, unaware target when attacking)
  78. The Raider emphasizes the sneak attack, using cover to get into position, striking from a position of advantage and then retreating back into the fog of war. Accordingly, their bonuses will reflect this, giving them bonuses when utilizing their doctrine of hit and fade. Their flaw reflects the 'Human First' thinking of GI, the Raiders will simply not accept non-humans in their ranks. This also prevents players stacking the GI bonus with cyber/nanite ones to become overpowered.
  79.  
  80. Recon:
  81. +10 Tech bonus to scans.
  82. +10 DEX bonus to stealth and dodge rolls. Camo lasts twice as long.
  83. -15 penalty to any and all hacking attempts, ever.
  84. SKILL: GUIDE: Can confer camo and stealth bonus to 2 nearby friendly suits of Medium size or smaller.
  85. The Recon is the super sneaky member of Green Initiative, backing up tried-and-true camouflage and concealment techniques with the advanced technology their suits grant them. A well-trained Recon pilot is able to not only get themselves almost anywhere, but also guide and instruct their allies to help them avoid detection when it really matters. Their flaw is to keep them outdoors, since they can't hack doors, disable alarms or slice false orders in enemy bases, where HANSE agents reign supreme.
  86.  
  87. Rangers:
  88. +15 to combat against unaware targets
  89. -???
  90. SKILL: Cloak and Dagger
  91. Rangers know that they have the home ground advantage, and never miss an opportunity to make the most of it. They use concealment and cover to maximum effect. Where the other classes are aggressive, Rangers are the ones you'll find holding the line at all costs, digging their heels in and daring the Vannai's forces to come and get them.
  92.  
  93. (I'd suggest making this the 'sniper' spec, as some GI members may just want to hold the line and disorient/hit Vannai supply lines and/or leaders while staying at a distance in the shadows. Again, just a suggestion.)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement