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> Skillset for Military Archetypes, What would it be?
WhiskeyMac
post Oct 2 2006, 03:03 PM
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I've noticed that most people have made a character with some type of military background and that sometimes the skills don't really make sense for the background. So, I was wondering what would be a normal skillset for a soldier in the UCAS/CAS/Sioux/Pueblo/Aztlan army? I'm talking standard infantry soldier and then from there what would be the specialized skills for say, a drone rigger, magic support, heavy weapons support, and several other MOSs. I'm also kind of interested because of a future campaign idea as well. Thanks.
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Slithery D
post Oct 2 2006, 04:56 PM
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Infantry rifleman with about two years in, finished basic training and up to speed with his current unit:

Running (Long Distance) 3 (+2)
Climbing 2
Gynastics 1
Swimming 1

Automatics (Assault Rifles) 3 (+2)
Unarmed Combat 2
Clubs (Assault Rifles) 1 (+2)
Throwing Weapons (Lobbed) 2 (+2)
Pistols 1
Heavy Weapons 1

First Aid (Combat Wounds) 1 (+2)
Perception 3
Dodge 3
Survival 2
Etiquette (Military) 1 (+2)

That's 120 BP right there, if my quick calculations are correct. If he's airborne, add Parachuting. If an officer or experienced sergeant, Leadership and Navigation. More experienced or specialized troops will have higher firearms and athletics skills. The 2070 equivalent of today's SAW gunner, for example, would probably swap his Automatics and Heavy Weapons skills and specialize in Machine Guns.
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Butterblume
post Oct 2 2006, 05:28 PM
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Looks fine to me.

I am not entirely sure if long distance running is appropriate. Something like running(burdened) would be more usefull than running a marathon, I think ;).

I'd add disguise(camouflage) 1(+2) and Infiltration(appropriate environment) 1(+2), but that might me by light infantry training ;).
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lorechaser
post Oct 2 2006, 05:43 PM
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For those of us outside the miliatry, what are reasonable skills to pick up with a few years service, not including magic skills?

My thoughts:

Disguise (Camoflague)
Infiltration
Parachuting (for Airborne)
Diving (For Navy/SEALs)
Leadership/Instruction/Intimidation (for officers/drills)
Blade (Knife) (For marines/SEALs)
Navigation (General)
Aeronautics/Automotive/Nautical Mechanic (For greasemonkeys)
Armorer (Artillery) (Same)
Computer/Cybercombat (For Intel)
Demolitions (For commandos)
Pilot Aircraft/Ground Vehicle/Exotic Craft (For, you know, Pilots and drivers)
Gunnery (For gunners/Pilots)
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blakkie
post Oct 2 2006, 06:49 PM
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I see the Knowledge skill selection being very important in differentiating a career military character. They are going to have knowledge about their field, such as squad tactis for grunts, air traffic control for pilots, etc. as well as military code of conduct and politics in the army they have served in.
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Slithery D
post Oct 2 2006, 07:14 PM
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I chose long distance running speciality because we only really have two uses for running skill specialties right now: sprinting to go faster, and long distance to keep away fatigue damage. I figure the ability to run longer rather than a little faster is preferred.
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WhiskeyMac
post Oct 2 2006, 07:16 PM
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Thanks, those are quite helpful. Now, what about standard cyberware packages? I was thinking smartlink and cybereyes, minimum, what else do you think?

And those are good for an infantry soldier, what about a Combat Engineer or Combat Rigger?
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Moon-Hawk
post Oct 2 2006, 07:19 PM
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What would be a reasonable cyberware budget? Hmmm, that could be a really good incentive to get people to enlist for longer terms. Basically, if you're in for 4 years, we'll give you this. If you agree to stay for 10 years, you get all this!
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blakkie
post Oct 2 2006, 07:25 PM
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I think they are likely to retain hard Datajacks with optical wires vs. going with wireless due to the conditions the operate in. Especially pilots and rigged drivers.
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Butterblume
post Oct 2 2006, 07:43 PM
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Since soldiers almost always wear some kind of helmet, there is no need for even a datajack.

The most useful piece of cyberware would imo be wired reflexes 1, since it nearly doubles your offensive potential. They'd probably install it after 2 years, if you serve at least 2 more years.

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Critias
post Oct 2 2006, 08:01 PM
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QUOTE (WhiskeyMac)
Thanks, those are quite helpful. Now, what about standard cyberware packages? I was thinking smartlink and cybereyes, minimum, what else do you think?

And those are good for an infantry soldier, what about a Combat Engineer or Combat Rigger?

Given how many of the benefits of a smartlink and/or cybereyes can be wholly duplicated by a cool set of goggles (especially those built right into a helmet), I don't see them giving soldiers any cyberware. Why should they implant them with stuff? Instead, they can just give them a neat helmet then take it back at the end of the enlistment (in much the same fashion, soldiers in the real world don't get their rifles super glued to their hands, never to be removed).
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Slithery D
post Oct 2 2006, 08:11 PM
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I think a case can be made for Wired 1 or Control Rigs for troops with special missions or longer term commitments, though. They're pretty damn cheap and a sizable force multiplier. Make your infantry fire, move to cover, etc. twice as fast, make your tank/helicopter/drone drivers noticeably sharper operators. Both cost less than many (re)enlistment bonuses today, and a peacetime army has plenty of time for their doctors to practice cybersurgery; hell, the main justification for DoD provided plastic surgery today is to give them some practice.
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Moon-Hawk
post Oct 2 2006, 08:17 PM
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Some quick internet research says that the US spends roughly $200,000 per soldier, per year. Let's go with the very rough approximation of $1-2006 = 1Y-2070. Let's say 10% of that goes to futuristic gear, either from reallocating existing funds or from additional funds, whatever, I think it's a pretty conservative estimate. That's 20,000Y. Let's do a basic 4-year term. 80,000Y for futuristic gear. That'll easily pay for wired reflexes 1, one VERY nice helmet with all the sensory bells and whistles, a very nice comlink with very nice security to handle the soldier's PAN, and what else? Sorry, I don't have my books on me, so I have no idea what I've "spent" so far.
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DireRadiant
post Oct 2 2006, 08:21 PM
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Need to feed them you know....
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Moon-Hawk
post Oct 2 2006, 08:24 PM
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Um, yeah, that comes out of the $200,000 per year. I'm assuming that several new fields of technology will justify a small increase in budget. Obviously I'm pulling numbers out of my ass, but I think it's a decent starting point for trying to figure out approximately how much would be spent outfitting a 2070 soldier. I know it's somewhere between five bucks and a billion dollars, and I'm just trying to narrow that range down a little bit.
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Slithery D
post Oct 2 2006, 08:26 PM
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Full body armor w/helmet, environmental adaptation (cold or hot weather long term wear), and chemical seal is 14,000. Full sense enhancements (w/o ultrasound) would take us to 15-16k, reusable by later soldiers with some reconditioning and maintenance for an armor value of 12/10.

Let's hope hardened armor is hideously expensive when it reappears in Arsenal. It would be really aggravating if you need APDS in your assault rifle to be able to scratch the enemy soldiers you shot at.
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Moon-Hawk
post Oct 2 2006, 08:34 PM
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Even unhardened, if the enemy is wearing armor half as nice as that I'd think about using APDS.
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blakkie
post Oct 2 2006, 08:37 PM
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Keep in mind too that those are retail prices.

Incidentally what's the current retail price on a set of armor, including ceramic plates, found on your average grunt? Those plates have been around and in military use for a number of years now, so they would have issued when the price was much higher.

EDIT: As for soldiers with hardened armor I'm assuming that the high-end militaries like Ares, Aztec, and such will standard issue that for their actual field troops.
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Slithery D
post Oct 2 2006, 08:39 PM
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I wonder about the legality of advanced ammo types under the 2070 versions of the Geneva Conventions. My sense is that APDS would be ok, but fragmenting explosive rounds would not. But maybe in practice or even as a legal matter it's all been thrown out, and it's not like we have painful healing rules for fragmenting rounds that would justify their ban in SR-land.
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lorechaser
post Oct 2 2006, 08:41 PM
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What's the recovery time on something like Wired Reflexes, though?

If you're looking at cash, plus a two month loss of resources, it might not be worth it except in certain extreme circumstances....
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Moon-Hawk
post Oct 2 2006, 08:46 PM
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QUOTE (lorechaser)
What's the recovery time on something like Wired Reflexes, though?

If you're looking at cash, plus a two month loss of resources, it might not be worth it except in certain extreme circumstances....

That's a very good point, and one I had not previously considered.
However, I would think that the recovery time is pretty short for that sort of thing, mostly because I don't see a long period of time after installing wired reflexes where your nerves don't work. I think that sort of thing is mostly done by nanites in the 2070's, with maybe a little cutting if there are larger bits to be installed.
Of course, any downtime that does occur would be when VR-training happens, such as elaborate VR simulations and/or electronics training like "electronic warfare 101" and "this is your commlink, don't use it for porn"
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lorechaser
post Oct 2 2006, 08:49 PM
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Excellent counterpoint!

Although I think most grunts are mysteriously absent the day that "This is your commlink, don't use it for porn" is taught....

"No sir, I did not receive that training, sir!" "No sir, I do not think that all catgirls are lesbians, or that they prefer trollish women with extra breasts. I do not know how that appeared on my comm, sir. Perhaps we have a prankster in the unit, sir!"
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Moon-Hawk
post Oct 2 2006, 08:52 PM
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Hahahaha.
It occurs to me that a sleep regulator would be an excellent bit of 'ware for a soldier. (probably because it's great for anyone) But I'm not sure the payoff would justify the cost, in this particular case.
What about reflex recorders as either a substitute for some training, or in addition to training?
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Austere Emancipa...
post Oct 2 2006, 09:02 PM
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QUOTE (blakkie)
Incidentally what's the current retail price on a set of armor, including ceramic plates, found on your average grunt?

About $2k. Anywhere from, say, $700 to $1500 for a level III-A camouflaged tactical vest with web strips, about $500 for the helmet and $500 for two level III&IV ceramic rifle plates. The old PASGT stuff with SAPI plates would cost less.

I imagine the DoD pays much less than that, judging purely by the Second Chance/Zylon thing. Can't be bothered to check the procurement budget on that...
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Butterblume
post Oct 2 2006, 09:04 PM
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After you have trained your soldier to a reasonable level of competence, you can afford the two months until your soldier is fully mission capable again (this number is totally invented, and includes implanting and healing under excellent care, and training your new ability).


Also, you have to feed, house, pay, train, equip and heal your soldiers.


I think the basic rifleman would use a camouflage suit, not full body armor.


Ware like a sleep regulator or recorded reflexes I see as eminently suited for special units, not for the grunts.
[for an online campaign, which sadly never did go ahead, I had tried to create an officier for one of those special ops teams. I'll post him when this threads goes off topic :D]


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