Powered Infantry Support

Squad support, in a heavy battlesuit with dual-mounted special weapons – Firebats pack twin plasma flamers, Marauders wield dual 64mm rocket launchers, and the Squad Automatic Weapon suit mounts a pair of Gauss miniguns.

Powered Infantry Support (“Firebat” or “Marauder”) (200 points)

Attributes: ST 15 [50]; DX 12 [40]; IQ 10 [0]; HT 12 [20].

Secondary Characteristics: Damage 1d+1/2d+1; BL 45 lbs.; HP 21 [12]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Speed 6.00 [0]; Move 6 [0].

Advantages: Combat Reflexes [15]; Fit [5]; Military Rank 0 (Private) [0]. • Another 20 points chosen from among improved Attributes or Secondary Characteristics, Born War Leader [5/level], Brave [1], Fearlessness [2/level], High Pain Threshold [10], Lifting ST 1-2 [3/level], Military Rank 1 (Corporal) [5], Quick Reload (Detachable Magazine) [1], Rapid Healing [5], Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], SOP (Last Man Out, Point Man, etc) [1/perk], Weapon Bond (any starting weapon) [1/weapon], upgrade Fit [5] to Very Fit [15] for 10 points, or Cyberware.

Disadvantages: Code of Honor (Soldier's) [-10]. • Another -20 points chosen from among Bloodlust [-10], Chummy [-5] or Gregarious [-10], Curious [-5] or Incurious [-5], Gluttony [-5], Guilt Complex [-5], Gullibility [-10], Hidebound [-5], Impulsive [-10], Intolerance (Protoss or Zerg) [-5] or (Non-Terrans)[-10], Overconfidence [-5], Pyromania [-5], Sense of Duty (Teammates) [-5] or (Terran Army) [-10], Stubbornness [-5], or other non-crippling mental disadvantages.

Primary Skills:Battlesuit (A) DX+2 [8]; Tactics (H) IQ [4]. • Choose one of the following weapon lenses:
1. Firebat (Heavy Plasma Flamers): Gunner (Beams) (A) DX+2 [4]; Hazardous Material (Chemical) (A) IQ+1 [4]; Professional Skill (Firefighter) (A) IQ+1 [4].
2. Marauder (Quad Rocket Launchers): Artillery (Guided Missile) (A) IQ+1 [4]; Explosives (EOD) (A) IQ+1 [4]; Gunner (Rockets) (A) DX+2 [4].
3. Squad Automatic Weapon (Gauss Miniguns): Armoury (Heavy Weapons) (A) IQ+2 [8]; Gunner (Machine Gun) (A) DX+2 [4].

Secondary Skills: Climbing (A) DX [2]; Electronics Operation (Comms) (A) IQ [2]; First Aid (E) IQ [1]; Guns (Rifle, Shotgun, or SMG) (E) DX+2 [4]; Guns (additional, from default) (E) DX+1 [1]; Hiking (A) HT [2]; Judo (H) DX [4]; Jumping (E) DX [1]; Karate (H) DX [4]; Knife (E) DX [1]; Running (A) HT [2]; Savoir-Faire (Military) (E) IQ [1]; Soldier (A) IQ [2]; Spacer (E) IQ [1]; Stealth (A) DX [2]; Swimming (E) HT [1]; Throwing (A) DX [2]. • Choose three of Armoury (Battlesuits, Body Armor, Heavy Weapons, or Small Arms), Artillery (Guided Missile), Electronics Operation (EW, Security, or Sensors), Explosives (Demolitions or EOD), or Forward Observer, all (A) IQ [2]; Driving (Heavy Wheeled, Hovercraft, or Mecha) or Piloting (Aerospace or Vertol), all (A) DX [2]; Fast-Draw (Ammo, Knife, etc) (E) DX+2 [2]-14; Gunner (Beams, Cannon, Machine Gun, or Rockets) or Guns (GL or LAWS), all (E) DX+1 [2]; Intimidation (A) Will [2]; Mechanic (any known Driving or Piloting specialization) (A) IQ [2]; Navigation (Land) (A) IQ [2]; Survival (Low/No Atmosphere or Toxic Atmosphere) (A) Per (A) [2]; or spend 2 points to raise one of those skills by 1 level.

Background Skills: Computer Operation (E) IQ [1]. • Another 4 points chosen from among Carousing (E) HT [1]; Connoisseur (any) (A) IQ-1 [1]; Current Affair (any), Games (any), or Hobby Skill (any), all (E) IQ [1]; Driving (Automobile or Motorcycle) (A) DX-1 [1]; Gambling (A) IQ-1 [1]; Mechanic (Automobile or Motorcycle) (A) IQ-1 [1]; Scrounging (E) Per [1]; or other background/hobby skills.

Standard Loadout: Heavy Powered Combat Suit; Neosteel Combat Knife. • One backup weapon: Storm Carbine (10mm, w/ 40mm HEX & Thermobaric grenades) or Gauss Combat Shotgun (18.5mm). Suit + 375 lbs (Medium Encumbrance). • One of the following (Suit + 375 lbs – Medium Encumbrance):
1. Firebat: Heavy Plasma Flamers.
2. Marauder: Quad Missile Launchers (64mm).
3. SAW: Gauss Miniguns (7mm).


Sample Support Marines

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