It's mostly the jerry can and food and the like. 6 WT for the carrier can, 2 for Chlorine, 4 for rations, 2 for tobacco...
On the other hand, we're probably well set for water. Oh, how heavy are Claymores?
I might change Explosives to Trapper or something if I don't end up having any. I might drop half my consumables for a pair of demo charges or something.
Oh, and do Punji sticks need to be carried to be used, or can they be created in the field like it sorta seems?
You can create them where you're placing them, or create/start with them then carry them around. Claymores are WT 2, XP 0.
I'll say that, with the rules as they are, people only need to drink water in especially hot weather which the first mission is not. So you don't actually need the jerrycan at this point. That seems strange though, considering that missions can go on for days - I'll be asking the developer about it, and the second mission may suddenly have the need for lots of drinking water.
On the other hand, if you get below 40 weight that eliminates a smallish speed penalty - again, not super important on the first mission which is simple since nobody knows the mechanics, but it may be worth just leaving the jerrycan behind and not replacing it until later since it's free. You could also dump some standard equipment if you like - historically, the flak jacket and field jacket were popular candidates for that - but of course then you won't have it anymore.
Here are the characters as I have them now: any corrections or changes?
Name: Masori!
Class: Point
Age: 23
Rank: Private
Outfit: 242nd Infantry Brigade
Origin: Conscript
Alignment: Egocentric
VP:
Long-Term Fatigue:
XP: 1
Fortitude: 6/6 (same at this point)
Vigilance: 10/10
Proficiency: 8/8
Weight: 32/34
Skills:
Assault Rifle (Medium)
Battle Rifle (Medium)
Guard
Grenade (Frag)
Prepare Position
Basic Medical
Stealth
Detect Trap
Observation
Defuse
Camouflage
Trapper
Equipment:
x1 Fatigues (US Army) - WT 2
x1 Footwear - WT 2, prevents move-speed penalty
x1 Steel Helmet - WT 2, prevents penalty to defense against explosives
x1 Field Jacket - WT 2, protects from Exhaustion effects of cold weather
x1 Flak Vest - WT 4, 1/6 chance of negating an injury from weapons fire
x1 Poncho - WT 1, reduces Doubt effects of bad weather by 1
x1 Webbing Belt - double Fortitude's contribution for Carrying Capacity
x1 Military Pack - +12 Carrying Capacity
x1 Entrenching Tool - WT 2, +3 to Prepare Position, Reinforce Position, Set Trap, +2 to Melee
x1 Flashlight - At night, when activated: removes darkness-based stealth on targets within 10m, removes own stealth entirely, can send signals 1000m)
x2 First Aid Kit - Consume to use a Treat Injury action
x1 Gas Mask
x1 Knife - WT 1, +5 to Melee, +2 Injury dealt in melee combat
x1 Dog Tags
x1 Machete WT 1, Come's with MOS, +5 to Melee, and deal +3 Injury in melee
x1 Camera WT 2, XP 2
x3 Rations WT 3, XP 0
x2 Smoke Grenade WT 2, XP 0, whichever color matches the general terrain of the mission we're on.
x2 Concussion Grenade WT 2, XP 0
x2 Non-Metallic Blast Mine WT 3, XP 0
x1 Anti-Tank Mine WT 4, XP 0
Name: Daniel Miller
Age: 22
Rank: Private
Outfit: 242nd Infantry Brigade
MOS: Engineer
Origin: Oregon Conscript
Alignment: Pragmatic
VP: 0
Long-Term Fatigue: 0
XP: 0
Fortitude: 13/13
Vigilance: 6/9
Proficiency: 5/7
Weight: 45/48
Skills:
Assault Rifle (Medium)
Battle Rifle (Medium)
Guard
Grenade (Frag)
Prepare Position
Basic Medical
Repair
Drive (Utility Car, Truck, Bulldozer)
Defuse
Explosives
Handyman
Equipment:
x1 Fatigues (US Army) - WT 2
x1 Footwear - WT 2, prevents move-speed penalty
x1 Steel Helmet - WT 2, prevents penalty to defense against explosives
x1 Field Jacket - WT 2, protects from Exhaustion effects of cold weather
x1 Flak Vest - WT 4, 1/6 chance of negating an injury from weapons fire
x1 Poncho - WT 1, reduces Doubt effects of bad weather by 1
x1 Webbing Belt - double Fortitude's contribution for Carrying Capacity
x1 Military Pack - +12 Carrying Capacity
x1 Entrenching Tool - WT 2, +3 to Prepare Position, Reinforce Position, Set Trap, +2 to Melee
x1 Flashlight - At night, when activated: removes darkness-based stealth on targets within 10m, removes own stealth entirely, can send signals 1000m)
x1 First Aid Kit - Consume to use a Treat Injury action
x1 Gas Mask
x1 Knife - WT 1, +5 to Melee, +2 Injury dealt in melee combat
x1 Dog Tags
x1 Toolkit - WT 4, +3 to Repair and Defuse Trap
x1 Wirecutters - WT 2, remove Anti-Personnel Obstacles as Free Action
2x Rations - Consume to remove 2 Hunger stress
2x Tobacco - Consumed automatically every 12 turns to remove 1 Doubt stress.
2x Claymore Mine - WT 2, XP 0.
2x Demolition Charge. WT 2, XP 0.
Name: Rebecca "Back-up" Larson
Age:24
Rank: Private
Outfit: 242nd Infantry Brigade
MOS: Radio Operator
Origin: Chicago, Volunteer.
Alignment: Egocentric
VP:N/A
Long-Term Fatigue:N/A
XP:0
Fortitude: 8/8
Vigilance: 9/9
Proficiency: 7/7
Weight: 34/48
Skills:
Assault Rifle (Medium)
Battle Rifle (Medium)
Guard
Grenade (Frag)
Prepare Position
Basic Medical
Electronics
Forward Air Controller
Forward Observer
Cold-Blooded
Interrogate
Local Language
Equipment:
x1 Fatigues (US Army) - WT 2
x1 Footwear - WT 2, prevents move-speed penalty
x1 Steel Helmet - WT 2, prevents penalty to defense against explosives
x1 Field Jacket - WT 2, protects from Exhaustion effects of cold weather
x1 Flak Vest - WT 4, 1/6 chance of negating an injury from weapons fire
x1 Poncho - WT 1, reduces Doubt effects of bad weather by 1
x1 Webbing Belt - double Fortitude's contribution for Carrying Capacity
x1 Military Pack - +12 Carrying Capacity
x1 Entrenching Tool - WT 2, +3 to Prepare Position, Reinforce Position, Set Trap, +2 to Melee
x1 Flashlight - At night, when activated: removes darkness-based stealth on targets within 10m, removes own stealth entirely, can send signals 1000m)
x1 First Aid Kit - Consume to use a Treat Injury action
x1 Gas Mask
x1 Knife - WT 1, +5 to Melee, +2 Injury dealt in melee combat
x1 Dog Tags
x1 Portable Radio Telephone (PRC) - WT 6, XP 5. Radio transmitter/receiver. 2 Automatic Successes to Broadcast Actions. The PRC has 12 Charges.
x5 Rations - 10WT, XP0, Consume to relieve 2 hunger stress.
x3 Chlorine Tablet - 3WT XP0
Name: Jake Trancer
Age: 24
Rank: Private
Outfit: 242nd Infantry Brigade
MOS: Medic
Origin: California National Guard
Alignment: Idealistic
VP:
Long-Term Fatigue:
XP: 4
Fortitude: 8/8
Vigilance: 11/11
Proficiency: 5/5
Weight: 35/38
Skills:
Assault Rifle (Medium)
Battle Rifle (Medium)
Guard
Grenade (Frag)
Prepare Position
Basic Medical
Trauma Care
Medicine
Saviour
Local Language
Equipment:
x1 Fatigues (US Army) - WT 2
x1 Footwear - WT 2, prevents move-speed penalty
x1 Steel Helmet - WT 2, prevents penalty to defense against explosives
x1 Field Jacket - WT 2, protects from Exhaustion effects of cold weather
x1 Flak Vest - WT 4, 1/6 chance of negating an injury from weapons fire
x1 Poncho - WT 1, reduces Doubt effects of bad weather by 1
x1 Webbing Belt - double Fortitude's contribution for Carrying Capacity
x1 Military Pack - +12 Carrying Capacity
x1 Entrenching Tool - WT 2, +3 to Prepare Position, Reinforce Position, Set Trap, +2 to Melee
x1 Flashlight - At night, when activated: removes darkness-based stealth on targets within 10m, removes own stealth entirely, can send signals 1000m)
x4 First Aid Kit - WT 1, Consume to use a Treat Injury action
x1 Gas Mask
x1 Knife - WT 1, +5 to Melee, +2 Injury dealt in melee combat
x1 Dog Tags
x1 Stretcher - WT 2, Allows two characters to carry another
x1 Medical Bag - WT 3, +3 to all Medical actions.
x3 Opiates - WT 3, Narcotic; OD-able. Remove 2d3 Doubt and the ill effects of 1 Injury immediately; inflict 2d6 Exhaustion.
x3 Tobacco - WT 3. 1 Tobacco is automatically consumed every 12 turns to remove 1 Doubt stress
x5 Rations
Name: Johnny
Class: Rifleman (Perk)/Intel (Skills and Equipment)
Role: Psychiatrist/Diplomat
Age: 25
Rank: Private
Outfit: 242nd Infantry Brigade
Origin: Volunteer
Alignment: Idealistic
VP:
Long-Term Fatigue:
XP: 0
Fortitude: 6/6
Vigilance: 17/17
Proficiency: 6/6
Weight: 29/29
Skills:Assault Rifle (Medium)
Battle Rifle (Medium)
Assault Rifle (Close)
Battle Rifle (Close)
Guard Grenade (Frag)
Prepare Position
Basic Medical
Diplomacy
Equipment:
x1 Civilian Clothes - WT 2
x1 Footwear - WT 2, prevents move-speed penalty
x1 Steel Helmet - WT 2, prevents penalty to defense against explosives
x1 Field Jacket - WT 2, protects from Exhaustion effects of cold weather
x1 Flak Vest - WT 4, 1/6 chance of negating an injury from weapons fire
x1 Poncho - WT 1, reduces Doubt effects of bad weather by 1
x1 Webbing Belt - double Fortitude's contribution for Carrying Capacity
x1 Military Pack - +12 Carrying Capacity
x1 Entrenching Tool - WT 2, +3 to Prepare Position, Reinforce Position, Set Trap, +2 to Melee
x1 Flashlight - At night, when activated: removes darkness-based stealth on targets within 10m, removes own stealth entirely, can send signals 1000m)
x1 First Aid Kit - Consume to use a Treat Injury action
x1 Gas Mask
x1 Knife - WT 1, +5 to Melee, +2 Injury dealt in melee combat
x1 Dog Tags
x1 Phrasebook
x1 Canteen (Filled with clean water)
x1 Tactical Vest (Filled with assault rifle ammo?)
×1 Assault Rifle
x4 Rations
x3 Chlorine Pills
Are you a Rifleman or Intel MOS? You've got to pick one.