I'm not done with the armory list yet, but I felt like sending this up for feedback. Basically, it's a mercenary RTD where you go on missions and blow stuff up. I think I'll just make it so that races, if people want aliens, have minimal or no effect, mainly due to workload. Though I could do something small.
Roll to Interstellar Mercenaries
A Doomblade187 game.
You lean back in your seat in the briefing room as the orientation officer starts his little speech. Standing at the front of the room, in front of a screen showing Mercicorps soldiers in action, he starts to speak in a lovely boring drone. "Welcome to Mercicorps. As new recruits, I have been assigned to ease your transition into Mercicoprs and your new home, the MSS Armelite. To start, we will begin with the various types of missions you may be sent on.
There are three main classifications for missions. The first is 'conventional'. This designation means that you'll be facing relatively conventional enemies and armaments, such as other mercenaries, armies, rebels, etc. You get the general idea. The next designation is 'civilian'. This means that you'll be going undercover in some aspect to accomplish a clandestine or 'dirty' objective that we can't be seen having our hands on. These are often the most risky.
Finally, the last classification is 'exotic'. These missions deal with aliens, enemies within the company, or missions that we can't classify otherwise. Extra caution is suggested on these, as you often don't know what you'll be facing. Most of you recruits will end up with a conventional mission for your first assignment, so don't worry too much. Now get to the barracks, drop off your belongings, and get your gear at the armory.
Welcome to my mostly-plotless RTD! Mind you, there will eventually be plot, but for now, it's going to be Eisensteinian Roulette style missions.
Name: (What to name your expendable grunt)
Gender: (Because I need to know what pronouns to use for your character)
Description: (Physical and personality.)
Str: (Your character's physical strength. Helps with heavy weapons especially, in addition to knocking down doors and the like.)
Agi: (Your character's mobility and dexterity. Helps determine what acrobatics, if any, your character can do, and also dodging. Also, somewhat for accuracy.)
End: (Your character's physical toughness. Used when determining wounds when hit.)
Cha: (How charismatic your character is. Good for speech and a measure of mental toughness.)
Welcome soldier, to the armory. You may choose a primary weapon, a secondary weapon, and your auxiliary gear. The pack comes standard.
Armory:
SSBR (Synthetic Systems Battle Rifle): Fires high-caliber bullets in either three-round-burst or single-shot fire modes. The longer barrel and recoil-reduction system make it great for medium to long range firefights. 20 rounds a magazine. ((Long-range AR, with +1 in medium and long ranges, but -1 at short range.))
GAAR (General Armories Assault Rifle): Fires high-caliber bullets in either automatic or single-shot fire modes. The medium barrel and lighter frame allow for more mobility while maintaining accuracy at all ranges except extreme. 30 rounds a magazine. ((Generalist weapon- +1 in medium range, no bonuses or penalties in others))
RASMG (Rude Awakening Sub-Machine Gun): Fires high-caliber bullets at extremely rapid rates of fire, with a choice between automatic or single-shot fire modes. The light frame, short barrel, and recoil-reduction system allow for high mobility and automatic fire accuracy. 40 rounds a magazine. ((Short-range weapon- +1 at short range, no bonuses at medium, and -2 at long range.
LLMG (Lightarm Light Machinge Gun): Fires high-caliber bullets at a high rate of fire to lay down effective suppressive fire, with a long barrel and large magazine to enable greater sustainability and accuracy of fire. Lacks mobility, though. 200 rounds a magazine. ((-1 at short range, +1 at medium range, no bonuses at long range, but a large magazine size allows you to attack more, and can give (defensive) bonuses to others via suppressive fire.))
HFRL (Happy Funco Rocket Launcher): Fires high-explosive rockets. Rockets come in several varieties- Anti-Armor, Shaped Charge, Incindiary, Concussive, and High Explosive. Can lock onto targets. ((Rocket Launcher that can lock onto targets after 1 turn for a +2 bonus. There is backblast.))
HFF (Happy Funco Flamethrower): A short to medium-range flamethrower. ((A flamethrower. Enjoy.))
LRSRR (Long-Range Systems Rail Rifle): A small railgun, used for accurate long-range shooting. Highly detectable- contrails. ((+2 at long range and high damage, but a high rate of detection.))
LRSSR (Long-Range Systems Sniper Rifle): A powerful sniper rifle, used for accurate long-range shooting. ((+2 at long range and less detectable than the rail rifle, but less damage.))
GAP (General Armories Pistol): A semi-automatic pistol suitable for backup short to medium-range firepower. 10 rounds a clip. ((Backup pistol, -2 at long range))
SSMP (Sythetic Systems Machine Pistol): An automatic-fire capable close-range pistol that is great for CQC. 20 rounds a magazine. ((+1 close range, -1 medium range, -2 long range. A pistol with a large (for a pistol) magazine and selection between automatic and single fire.))
GAFG (General Armories Fragmentation Grenade): An anti-personell fragmentation grenade, with a large shrapnel blast radius. ((Can be thrown out to medium range.))
GASG (General Armories Smoke Grenade): A smoke grenade that delivers a large amount of smoke lasting around three minutes before dissipating, in optimum conditions. ((Can be thrown out to medium range.))
GACG (General Armories Concussive Genade): A concussive grenade with a small blast radius that dazes or kills enemies that it explodes nearby via the concussive shockwave. ((Kills enemies that it explodes next to. Can throw around enemies, dazing and confusing them. Can be thrown out to medium range.))
Anti-personel mine.
Anti-vehicle mine.
Flares.
Etc.
Body armor, heavy, medium, light. (exo-suits.)