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By: PaladinJG@aol.com
"It's so easy to think of the Coalition States as unfeeling
monsters, to just shoot at those walking skeletons and not think
about what's in 'em .... but when you see those silver wings
flickering in and pulling bodies out, it's enough to make you want to
cry."
--Taliesin Ravenwing; adventurer, mercenary, bard.
One of the new additions to the Coalition's war machine was the CS
"Battle Angel"; combat medics. Arrayed among the black uniforms and
armor of their fighting brethren, their silver armor and white
uniforms make them appear to be a part of a different army: yet, they
are every bit as dedicated and fanatic as the "Deadboys" that fight
in the trenches.
The addition of a whole medico class to the battlefield is an
astounding one that came around only because of the Coalition State's
continuing communications with the New German Republic, and the
increasing casualties in campaigns such as against Tolkeen and Free
Quebec: heavy front line fighting that continues to claim large tolls
on all sides. Prior to the unveiling of the new war machine, the
combat medic for the CS was merely a "Deadboy" with paramedic skills
and a medkit who made a few extra credits come payday for ministering
to the wounded and sending them back to mobile army surgical
hospitals (M.A.S.H. units). This was enough to keep casualties low in
most campaigns, but the heavier fighting demanded a more drastic
solution.
When the new war vehicles and trained soldiers rolled off the
line, so too came the new medicos. The CS 'Battle Angel' is sent out
along with the combat troops, bandaging the wounded (sometimes doing
surgery right there on the field) and sending the badly hurt back to
the M*A*S*H units for more in-depth treatment. Battle Angels run the
whole gamut of professions, from pilots of the "Dust Offs" (Medevac
units) to to doctors, nurses, and specialists/technicians. They very
rarely take place in actual combat, and are armed with defensive
weapons only (although there have been cases where corpsmen have come
under fire and returned it).
Battle Angels automatically start at Corporal (doctors start at
Second Lieutenant), and have specialized training in a particular
area, much like the old-style CS Technical Officers. Select one of
the following areas of knowledge (MOS): select five skills from those
categories, with a bonus of +15% for those skills.
- Technician (Select from technical, science, mechanical,
electrical, and pilot related)
- Pilot (Select from Pilot and Pilot Related)
- Medical (Select from medical , technical, and science; doctors
gain seven skills instead of five)
- Communications (Select from Communications, technical, and
electrical)
CS Battle Angel O.C.C.
Attribute Requirements: IQ 12 or higher; 14 or higher for
doctors.
Alignment: 85% are good or unprincipled. Evil Battle Angels
are rare in the CS military, and do not often remain ... at least not
in the regular ranks; Desmond Bradford is always on the lookout for
brilliant medics with no scruples...
O.C.C. Skills:
- Speaks American at 98%, and one other at +15%
- Literacy: American (+20%)
- Mathematics: Basic(+15%)
- Radio: Basic (+5%)
- Pilot Hovercraft, and one of choice (+10%)
- WP: Energy Pistol
- WP: Knife
- Paramedic (+20%)
- Computer Operation (+20%)
- Hand to Hand: Basic*
- *Can be changed to Expert for the cost of two "other" skill
selections.
O.C.C. Related Skills: select seven from the following
categories, plus two additional skills at levels three and six, and
one at levels nine and twelve.
- Communications: none, unless MOS
- Cowboy: none
- Domestic: any (+5%)
- Electrical: Electronics: Basic only (+5%) unless MOS
- Espionage: Wilderness Survival only (+10%)
- Mechanical: Basic or Automotive only (+5%) unless MOS
- Medical: Any (+10% unless MOS)
- Military: Any (+5%), except Demolitions
- Physical: any, except Wrestling and Acrobatics
- Pilot: any (+5%, unless MOS)
- Pilot Related: any (+2% unless MOS)
- Rogue: any (+2%)
- Science: any
- Technical: any (+5% unless MOS)
- WP: any except Heavy or Heavy Energy.
- Wilderness: none
Secondary Skills: The character gets to pick four more
skills from the previous list. These are additional areas of
knowledge that do not get the advantage of the bonus listed in
parentheses. All secondary skills start at the base skill level.
Also, skill are limited (any, only, none) as previously indicated in
the list.
Standard Equipment: CA-8 'Battle Angel' Body Armor (described
below), energy sidearm of choice (as many as 45% of the Battle Angels
do not wear any form of weapon save their armor's defensive
armaments, and they will not use this weapon offensively), one extra
E-clip, utility knife and vibro knife (the latter is also often
refused), signal flares, pocket computer, utility belt, air filter
& gas mask, walkie-talkie, uniform (white and silver as opposed
to the traditional black), combat boots (also white, oddly enough),
canteen, first-aid kit and IRMSS/RMK: doctors get surgical gear as
well.
CA-8 "Battle Angel" Combat Armor
Exclusively issued to the CS Combat Medics, the CA-8 is a
drastic departure from the grim black, skull helmed design of the
Deadboy armor used by the main troops. Battle Angel armor is
silver and white, usually stylistically female (most Battle Angels
found on the field as nurses are female, about 65%; most men are
either a) docs, b) techs, or c) standard military), with a
faceplate stylistically similar to the CA-4 Deadboy (the blank,
reflective visor). With a jetpack standard issued to front-line
medics, this armor is often seen swooping just out of SAM or AA
range looking for wounded soldiers. While this is understandably
risky (many Battle Angels have been shot at while hovering), it is
one of the only ways to locate downed soldiers in time to save
them. Deadboys have been known to go berserk when enemies start
shooting at Battle Angels, slaughtering them to the last man (the
standard military is understandably protective of the medical
branch).
Armor comes standard with medical harness with many pouches,
first aid kit attached to the left leg, and another to the hip on
the right side.
MDC: 75
Weight: 17 lbs
Good Mobility: -5% prowl penalty
Colors: White and silver with red crosses on the chest
and shoulders
Cost: Exclusive to the CS military
Special Features:
- 'Battle Wings' Jet Pack: A pair of stylized
feathered wings, folded in, that is actually a detachable
jetpack used to hover over the battlefield in search of the
injured.
- Max Speed: 200 mph (322kph)
- Max Range: Technically unlimited, but 600
miles when considering the cooling and maintenance of
the jet pack. The pack should be allowed to cool for
twenty minutes after every three hours of continuous
flight/use.
- CS-110 DFWS/SL (Defensive Forearm Weapon
System/Surgical Laser: right arm): Basically, an
amplified laser scalpel, used for anything from surgery on
the battlefield (or cutting wounded from wreckage) to
self-defense. Does anywhere from under 1 SDC point to 2D6 MD
for self-defense (but only a 50' range), and is tied into
the "Battle Wing's" nuclear power plant. Can also run from
an E-clip for non wing-wearers (payload is about twenty
shots from the defensive laser).
- Drug Administrator: A self-sterilizing hypodermic
needle on the left arm, used to administer painkillers and
stimulants on the battlefield. Uses "capsules" of drugs
(come in 10cc amounts), and all field medics carry several
dozen of these with them in their belts.
Vehicles: The character's vehicle can be any non-military,
usually ordinary cars or jeeps. In many cases, they are issued
authorized knockoffs of the Triax vehicles in World Book 5
(pps.117/118 and 125/126): medical hover pods and the giant hovering
hospital. Space and copyright concerns forbid me from retyping
them.
Money: The combat medic gets a roof over his head, food,
clothing, and all other basics provided free as part of his pay, as
well as access to military facilities. Monthly salary is 2000
credits, and starts off with one month's pay. Note that pay increases
to 2200 at the rank of lieutenant and to 2500 at captain.
Experience Table: Use the same experience scale as the CS
Technical Officer
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