So I just got 3:16 and have run a few sessions of it, a 3 PC, as 5 PC and a 7 PC session. I absolutely love the game and think it will probably be the only game I ever GM ever again(I normally don’t enjoy GMing)
Since I seem to be doing larger sessions for the most part I’ve thought about giving the Troopers something to set them apart from each other Mechanically.
Specializations
Specialties are specific occupations held by a trooper. Any Trooper can choose to use a successful development roll to train in a single Specialization. Use of a Weakness can result in a Trooper being removed from a chosen specialty. There can only be one Trooper per squad who holds any specfic specialization as per Terran Military Regulation 86-1-C. In other words, only one Medic or Sapper per Squad. Later Development rolls CAN be used to switch specializations. Specializations are ONLY available to the Trooper rank. If the Trooper at any time goes up in rank the specialization is lost.
MEDIC
Once per PC, per Planet/Mission, the Medic can, during an encounter, make an NFA roll to heal a single PC they are in the same range as one would level. An unsuccessful NFA means the character is untreatable and the Medic cannot attempt to heal that PC again for the rest of the planet. A roll of a 10 means the PC cannot heal between the current encounter and the next. This can be used on the Medic himself.
New Equipment: Auto-Doc, First-Aid Manual
ARMORER
Once per PC, per Planet/Mission, the Armorer can, during an encounter, make an NFA roll to repair the armor of a single PC they are in the same range as. An unsuccessful NFA means the armor is irreparable and the Armorer cannot attempt to repair that PCs armor again for the rest of the planet. This can be used on the Armorer himself.
New Equipment: Mesh Tape, Hydrospanner
SCOUT
Once per planet/mission, the Scout can reroll a single failed Dominance check. Also, once per planet if the Alien Threat fails it’s Dominance check but an ambush does not happen due to PC failures, he may force the Ambush. The Scout may also choose which range he starts combat in, regardless of the range chosen for the group, except in the case of an Alien ambush.
New Equipment: Camo-Buddy, standard Trooper choices
GRENADIER
Once per planet/mission, the Grenadier can choose not to do Grenade damage to those PCs in close range for an entire single encounter.
New Equipment: Grenade Launcher (d10*/d6*/1*) (Launcher replaces normal weapon choice. A sidearm replaces the troopers regular grenades)
RADIO OPERATOR
Once per Planet/Mission the Radio Operator can add a +1 to a single NFA roll involving communications with the fleet, i.e. Orbital Bombardment, E-Vac, etc. If the +1 added by the Radio Operator would cause the action to succeed where normally it would have failed, the Radio Operator can claim any and all kills resulting from the action.
New Equipment: High Density Field Transmitter, Codebook
SAPPER
Once per planet/mission the Sapper may make an NFA roll to cause d10 kills to the aliens when the Aliens move (move any of the PCs closer on the range chart) during the entirety of a single encounter. This action must be declared during the Dominance roll for the encounter the Sapper intends to use them. This ability cannot be used in encounters where the Aliens have spent to use the Ambush ability, or against Aliens with the Leaping special ability. The NFA roll represents mines dropped by the Sapper. These mines do NOT cause kills to the PCs. The mine’s power can be upgraded.
New Equipment: Trip Mines (d10), Thin Wire
Any suggestions to the text or clarifications are welcome. And, as said, I’d like a couple more Specialties. Keep in mind the special ability should be a Once per Planet/Mission ability.
Written by Tensen01
From Gregor Hutton:
I came up with another one:
Supplies: You get the gig working in the supply chain and you can get access to “anything” Between Missions. Use youe auto-improvement on requisitioning new equipment/training for you or someone else.The Supplier has access to “anything” (anything that you could requisition through the system). So, no, you can’t requisition The Device (maybe access to an unarmed Starkiller missile is OK though, but you’ll need the primer code off a Colonel).
I’m sure a mouthy Supply guy would say he could get you “anything”. Cigs, letters from home, Flame-Gun, Rocket-Pod, whatever.
I’d be happy for the Supply guy to get guns, Drop Pods, TPK bombs, and so on (if you have an Lt or whatever for the gear). And he can get one thing Between Missions in lieu of his auto improvement.
And, sure, he can pass them on to other troopers in return for favours or deals.
I think it would add some meat for the story too. I’d soon have Department of Peace investigators wondering where all this stuff is going and who countersigned in. I’m sure the players would soon be stiffing officers to cover their tracks.
(But, hey, I give people TPK bombs if they ask me for one when I sign their books. One kid got three of them out of me.)
What could he get you in a Mission? Maybe he can requisition stuff with an NFA test during a Mission. Or maybe the paperwork is getting done after the Mission is cleared up. Up to the GM I guess.
Sniper – gets +1 FA when in Flanking position
Demolitions expert – +1 Kills with grenades and grenade launchers
Storm trooper – +1 FA when in Close range
Just some thoughts….
I don’t know about those. I want the specialists to each have a Per Planet/Mission ability rather than just a +1 here and there or new equipment.
And as I don’t have AD316 I have no idea what flanking is or does.
Flanking is an option at all ranges. Flanking means that the Threat cannot Kill you on a success (though they can move you, i.e. unflank themselves, if they beat your roll).
See the new range chart here:
http://gregorhutton.com/boxninja/ad316/range-ad316.pdf