Hmm. I'm not gonna quote everygrunt,and this is a bit of a mini-update.
The surviving Grunts, after handing the station over to other squads, finding their asses with a map and both hands, and being carefully herded into larger troop carriers (that still manage to feel more cramped and crowded than the darts, by virtue of having a shit ton of Grunts shoved into each one), all return to the Mothership.
Hey! we have a mother ship. None of you grunts ever wonder what she's called? Eh, mostly, the grunts call her 'Mom,' seeing as how she is the living machine that powers the vats you are grown in. But she has both an official designation, and a name. Probably. Ah well, let the Officers worry about that stuff. For now, some of you have loot for the Grunt Market, Contraband to hide, stories to share with fellow Grunts, paperwork to put your mark on, (well, really it's all digital. No point wasting valuable physical resources on information that's probably gonna be condensed, archived, or purged within the month.) and other 'coming home' activities.
hmm, for Platoon 1's reward for keeping their posts so nicely arranged I have suggestions including: a sidearm, autoassignment to vital missions, a call sign, the ability to control two grunts together, and immunity to friendly fire (accidental). Also a cookie, nothing, and laughably: respect from the officers.
I'm leaning toward sidearm and the friendly fire thing. Running two grunts is probably out, as that would be more work for me, and kinda falls under the rank-up system anyway (in the original thread, corporals could order two additional grunts around - but their actions were ultimately determined by myself and RNGesus.)
note: the Grunt Market is roll based, due to the nature of the barter based system. that is, each trade is rolled for, to determine the value one can receive, or if something is available, or so forth. A base value might be tdetermined beforehand, if the requested item is standard or common, and the roll will modify that base value. for uncommon items, the modification will be larger, and for rare or unique items, the roll table below will typically be used. The gambling games are even more roll based.
Roll for rare items:
1) you are caught in a sting. All contraband is confiscated. Heavier penalties applied if the contraband is dangerous, or for other reasons
2) the item is unavailable
3) a less special item of a similar nature is available
4) the item can be gotten, but either with modifications, or a delay (due to shipping and secrecy and so forth). The delay may be counted in Battles, Lives, or Turns, depending on the item.
5) The item is available and ready for the current mission.
6) the item is available and ready. It may have unexpected 'features,' a higher risk of being confiscated, or come with other risks or drawbacks.
Loot:
kitchen utensils: you can turn these in to the kitchen for ration credits: you can have one Special Ration which grants a +1 on action or death roll for 3 turns.
alternatively, you can keep them and use them as counters in the usual grunt gambling games.
alternatively, you can stuff them in your pack (a reasonable number of them) and use them in combat. they are not particularly effective though - your standard gear is better)
Alcoholyou can turn this in for: 1 medkit and 3 Special Rations (as above). alternatively, it will go for high amounts (of Grunt accessible contraband) on the Grunt Market. Sell by bottle, cup(8 4oz cups per bottle), or ounce (32 per bottle). Alternatively, it can be drunk (and so can you!). Alternatively: well, I'll let you figure that one out.
Chewing Resin: Grunt market, or chew. Traded for less chewed.
Engineering tools: Turn in to Engineering for rewards. Take to Engineering (or someplace else) for identification. Sell on the Grunt Market. Attempt to determine their function yourself (for .. he he he ... fun).
miscellaneous: other minor loot will be handled the same as above: turn it, trade, keep, or get creative.
madman: tactics? what? Like I'd remember what that means
Oce: his 'concern for his teammates' will be taken into consideration. also his reckless frontline assaulting. He's well on the way to unlocking Berserker class, with that attitude.
Mar: I might allow you to choose, once per mission (or per life?), a special task to attempt to accomplish, for points toward unlocking a 'spec op' class. Actually, that gives me an idea ...
Hat: bump your CP up by one tick.
These are "Mission end" unlocks.
these are in addition to any unlocks by death count
Platoon 1: two tier one unlocks of your choice
Platoon 2: One tier 1 unlock of your choice
Platoon 3: Count mission end as one death toward your next unlock. You may keep track of that by skipping a designation number, or by some other means (CP, ading a (+1) to yuor designation, whatever)
Far away on a distant planet, in the midst of a thick swamp, an old grunt steps out of his makeshift grunt hut. He is old, by grunt standards. Without regular injections of growth inhibitors, he has been aging as his standard raid growth genetics dictate. His chin holds a thick salt and pepper beard, and his face is worn with lines. He stares into the sun, at a sight he thought he'd never see again. An imperial drop ship, setting down on his lawn. By the time he had found his way out of the ziggorat, the empire had already left. He had been stranded there, but they came back for him. He always knew they would.
The ships ramp opens, and an officer looks extremely surprised to see a grunt standing there. Probably because the beard. Yea... That's probably why.
After a moment the NCO seems to decide something in his head and lets out that old familiar scream.
"Hey fuckwad! I don't know why the hell your here, but your gonna help me out. We're taking fresh mud for the ships hydroponics. Grab a shovel grunt!"
"So they came back for the mud I guess" he thought. "Not me"
He smiled. It was good to be back.
Didn't realize a new thread got made. Joining now, if possible.
Platoon:
Designation: HC007
Unit type:Shocktrooper
Health:Factory Conditions
Status:Factory Conditions
Inventory:Gun, gum, backpack, spiked armor
Rank: Corporal
Classes: Grunt, Electrolaser Heavy Grunt. Shock trooper
This is beautiful. I laughed. I cried. It moved me, Bob.
After many sweaty hours of hard labor, being shouted at, more labor, , more shouting, some hard napping, and more shouting, HC007 is hosed down, stripped, given some standard issue clothing, and packed onto the tansport. He returns to the Mothership, where he undergoes countless medical exams, physical and mental tests, and a few painful aging inhibitor injections. He is then dumped unceremoniously back in Grunt Land, free to mingle with the newer generation, and some familiar faces. Well, they are all familiar faces, really, being clones and all. But whatever, HC007 is the center of attention for a short while due to his weathered appearance, and gains some significant reputation for his veteran status.
(I better put shock trooper in the op)
1: Brute
2: Some blood covering my pike.
3: Honey Badger (0/3), for surviving three death rolls in one turn.
4: I'm totally the one who won the engineering fight. Totally.
5: Meh.
6: Don't give them shit.
Honey Badger 0/3? I started you with a 0 counter?
Character Sheet
After emerging from your vat, you are cleaned, examined, processed, tested, and fed in the cafeteria/ Then you are dumped in the barracks with all the noisy combat experienced grunts who have just returned from Glorious Battle against a Threat to the Citizens of the Empire. hHve fun, and die trying!