-EarthGov HQ Incoming Message
Receiver Sami Taiya
Location: Hanover Station
...
Is this you?Sami Taiya, Squad Leader (Taricus)Training-Year 1-
+5 Medium Firearms Combat
+5 Light Firearms Combat
+10% Stamina
+2 to Leadership rolls
-Year 2-
+6 Psionic Defense
-Year 3-
+9 to leadership rolls
+6 Asset Designation
+1 Medium Firearms Combat
+3 Light Firearms Combat
+3 Melee Combat
AugmentsCommand Networking Package: +1 to Leadership rolls
Neural Booster Mk.4: +3 Psionic Defense
Mind/Body Cybernetic Kit: +1 combat with melee, +1 combat with firearms
ProfessionNatural Leader: +2 to Leadership rolls
Starting PerksAntigen Service Experience:Rerolls failed Leadership attempts, three uses a mission, squad bonus to combat on Xeno Worlds or when facing Xeno Enemies
If so, great. We found the people you requested for your squad. Well, we did our best. Tell us if we need to wash any of them out. Dossiers located within...Ludwig LaWitch, Psionic Specialist(Vagel7)Subject notes-forwarded to Squad Leader Sami Taiya
You needed a psyche-job right? This ones right up your alley.
The subjects mental powers developed well during his first year, but he found it difficult to maintain the anger that fueled him later on. We've gifted him with a specially designed psi-amp to compensate-it will only work for this subject, so it's a good field run before we do further research.
Similiary, his physical skills began to wane once he left Hex. Subject took a special totem from the world which should aid him-don't try to seperate it from him, it could trigger a Psionic Cascade Effect
Subject learned a variety of useful skills in OSA-turns out he's a crackshot with small arms. We've let him take the OSA sidearm he used in the service for field use.
His augments make him pretty intelligent-you can count on him.
Total Bonuses:
Training-Year 1-
+4 to Psionic Attack
-Year 2-
+3 to Psionic Defense
+10% Stamina
+2 to Melee Combat
+1 to Medium Firearms Combat
-Year 3-
+6 to Short Range Firearms Combat
+3 to Medium Firearms Combat
+3 to Stealth
+1 to Mind Reading
+2 to Psionic Attack
+3 to Psionic Defense
AugmentsMathbrain III Enhancement/+1 to intelligence rolls
Craftsmans Cyborg Eye/+1 to Navigation, +1 to detection, No penalty in darkness
ProfessionLogistician/ +1 to intelligence rolls
Starting PerksMemory of the Hex-Beast/Can double your Psionic Defense rolls for three turns every mission.
Wulfric Hersayer, Heavy Gunner (Adwarf) Well, beggars can't be choosers.
You wanted a Heavy Weapons Specialist, and here he is. He's good enough at what he does-Been training in the Auto-Cannon since he stepped out of boot camp. He developed his skills well on Hex and Pandora-he's an all around good soldier, if a little bit over zealous...
He doesn't much skill in explosives or asset designation, or anything really. Guys like an open book.
Total Bonuses:
Training-Year 1-
+3 to Heavy Weapon Combat
-Year 2-
+3 to Heavy Weapon Combat
+20% Stamina
+6 to Melee Combat
+5 to Medium Firearms Combat
-Year 3-
+2 to Heavy Weapon Combat
Auto-Cannon Expertise gained
AugmentsQuad-Muscle Enhancers/+1 melee combat, +1 to strength rolls
ProfessionGun Nut/+1 firearm combat
Expertise/Autocannon, reroll worst combat result once every firefight
Starting PerksCitation for Reckless Endangerment: Activate at any time to take no damage from enemy attacks for three turns total in a mission
Lev Kuzyakin, Technician (Phantom) We got a Hacker for you, like you requested. Tough little bastard-doesn't like to exactly do things by the book. Carries around custom equipment he makes himself...I think you'll like him.
He's pretty well rounded, actually. Nothing special, but all right. He's got high marks in stealth training. Guys like a ninja...who can hack into a 1000 TB A.I Core in four minutes.
Also, he's augment free so don't have to worry about him during an EMP blast, right?
Total Bonuses:
Training-Year 1-
+2 Hacking rolls
+1 Melee Combat rolls
+5 Medium Firearms Combat
+6 Stealth rolls
-Year 2-
+4 Programming
+3 Hacking
-Year 3-
+5 Engineering
+5 Programming
AugmentsAugment Free/+50% Stamina
ProfessionMechanic/+2 to Programming/Engineering Rolls
Starting ItemsSentient Data-Disc/Rerolls failed programming/hacking/Engineering attempts, three uses a mission
Patrik Svensson, Medic (Ahra) Found a medic for your squad. Swedish guy. Pretty bloody-minded for a doctor-he concentrated on combat assignments instead of medical knowledge when he was training. Can take care of himself in a firefight, no need to worry about him on that end. His medical skills are mediocre, but far better than nothing at all. Clueless about Xeno Morpohology and Viral Warfare, but you didn't ask for a specialist.
Total Bonuses:
Training-Year 1-
+3 to medical rolls
-Year 2-
+2 Short Range firearms
+3 Medium Range Firearms
-Year 3-
+2 to medical rolls
+3 Short Range firearms
+4 Medium Range Firearms
AugmentsMedi-Aid Total Mental Improvement Package: +2 to medical rolls
ProfessionTrained Surgeon: +2 to medical rolls
Starting PerksBravery Commendation: If any attack would take you under 25% stamina, you can reroll that attack, up to three times a mission.
Roger Blackwater, Rifleman (LukeProwler) We found a rifleman who should work out. He's a tunnel rat, former miner, took a tour on Ozark dodging bombs-he's a solid rifleman, and well rated in melee. He'll even be able to show off some of that shiny B armor-we don't really like to test it so soon, but your squad seems a good place as any.
Training-Year 1-
+20% Stamina
+5 Combat rolls in melee
+4 Short range Firearm Combat
+2 Medium range Firearm Combat
-Year 2-
+50% Stamina
Gained Protoype Class B Armor
-Year 3-
+3 Combat rolls in melee
+3 Medium Firearm Combat
+6 Short range Firearm Combat
+3 Explosives Knowledge
Gained Sixth Sense
AugmentsRed-Tech Basic Mining Eye Improvement/+1 to medium, short firearm combat, No penalty in darkness
ProfessionFormer Miner: +2 Combat rolls in melee
Physically Fit: +1 Combat rolls in melee
Cave Fighter: No combat penalties in natural caves and cramped spaces
Starting PerksProto-type Class B Armor: Absorbs up to 100% extra stamina damage, 30% max. Can be repaired in the field with engineering. A little bit buggy... (normal armor is less than half this effective)
Sixth Sense: Reroll any combat where you would take damage up to three times a mission
Rico Juanez, Rifleman (Kadzar) Acquiring Information...
Got some fresh meat here. He's shown potential though. Keep him alive, will ya?
TrainingTraining
-Year 1-
+30% Stamina
+2 Combat rolls in melee
+3 Short range Firearm Combat
+1 Medium range Firearm Combat
-Year 2-
+10% Stamina
Gained Protoype Class B Armor
-Year 3-
+30% Stamina
+2 Combat rolls in melee
+6 Medium Firearm Combat
+3 Short range Firearm Combat
+3 Asset Designation
Gained Tough Son of A Bitch
AugmentsAugment Free/+50% Stamina
ProfessionInnocence: +1 to resist Psionic attacks
Starting PerksProto-type Class B Armor: Absorbs up to 100% extra stamina damage, 30% max. Can be repaired in the field with engineering. A little bit buggy... (normal armor is less than half this effective)
Tough Son of A Bitch: You can choose to activate this ability and kill three enemies for one successful combat roll. Can be used three times a mission.
Daniel Laliberté (ShootandRun)Acquiring Information...
You don't have anything the French right? You would be surprised how much we get that...
He's rated fairly balanced in everything. Worked on construction, so he knows he away around explosives-served him well on Planet Ozark, anyway. His stamina is a bit lacking-he tends to take a more conservative approach than a brute force one, so deploy him carefully.
TrainingTraining
-Year 1-
+30% Stamina
+3 Combat rolls in melee
+3 Short range Firearm Combat
+3 Medium range Firearm Combat
-Year 2-
+10% Stamina
Gained Plasma Weapon Certified
-Year 3-
+1 Combat rolls in melee
+3 Medium Firearm Combat
+5 Short range Firearm Combat
+5 Explosives Knowledge
Gained Sixth Sense
AugmentsCheap Dermal Armor/Absorb +10% damage, adding to Armor.
ProfessionFormer Construction Worker: +2 Combat rolls in melee, +2 Engineering
Physically Fit: +1 Combat rolls in melee
Starting PerksPlasma Weapon Certified: Plasma weapons tend be very powerful and accurate, but heavy and their ammunition consumption os overlarge-they're also very experimental. This user is trained and certified to carry any class of Plasma weaponry into battle, as long as he or she agrees to provide a AAR of the weapons performance afterwards.
Sixth Sense: Reroll any combat where you would take damage up to three times a mission