Terran Alliance Marine Corps troops traditionally operate in 6-man squads, comprising of 5 enlisted marines plus an officer. Each squad member has their own distinct role within the squad: Technician, Demolitions, Mechanic, Medic, and Scout. The officer (a Squad Captain, usually) is trained in the basics of all roles, in addition to the art of command. Originally, Marine squads operated more like shock trooper units, operating either on their own or in conjunction with “more traditional” ground forces such as the Army. However, over time the Marine Corps has gained sufficient numbers to operate as a ground force in their own right – in more recent deployments squads are deployed alongside other squads, sometimes with specialized squads such as a Medical or Fire Support squad. Squads are either deployed via orbital drop or via dropships.
CL 6
Huge Human Squad (takes up 6 squares)
Initiative: +11
Senses: Perception +18, Low-Light Vision
Defenses:
- Fortitude 10+2+4+4+3 = 25
- Reflex 10+1+2+8 = 21
- Will 10+2+4+4 = 22
HP: 135/135
Damage Threshold: 33
Speed: 4 Squares, 6 square fly speed (10 charges), 6:1 Glide Ratio
PASSIVE BOOSTS
All allies within Line of Sight of the squad get a +1 insight bonus on attack rolls (the bonus from multiple squads does not stack).
All alies within hear and understand deal +1d6 damage to one target chosen by the squad each round (the bonus from multiple squads does not stack).
Once per encounter when the squad takes damage, all allies who are within 6 squares of the squad and within the squad’s line of sight can, as a reaction, make a single attack on the target that damaged the squad.
ATTACKS
Melee Vibroblade, +20 attack, 2d6+4 Slashing or Piercing damage
Melee Vibroblade, +10 attack, 2d6+4 Slashing or Piercing damage, attacks 6 adjacent targets
Melee Stunning Gauntlet, +20 attack, 1d3+5 Stun damage
Melee Stunning Gauntlet, +10 attack, 1d3+5 Stun damage, attacks 6 adjacent targets
Ranged +22, Targeting Laser, Special
Ranged +17, Wrist Rocket Launcher
- Anti-Personnel Rocket, 3d8+4 Slashing damage
- Anti-Vehicle Rocket, 3d10+4 B/S/P damage
- Flash Rocket, 3-square burst radius – blinds for 1d4 rounds
- Stun Gas, 3d6 Stun damage
- Ion Blast Rocket, 3d6 Ion damage
Ranged +20, Heavy Slugthrower Pistol, 2d8+4 Piercing damage
Ranged +23, Grenade Launcher, Ignores 5 DR
- Adhesive – Any targets in the 1-square blast radius must succeed on a grapple check against the attacker’s ranged attack roll or they will be unable to move. This effect lasts for 3 rounds, and once a character has broken free he or she need not make another grapple check to move through the blast radius.
- Concussion – 2-square bust radius, 8d6 Bludgeoning damage
- Cryo – Single-Target, 3d6 Cold damage, If the grenade’s attack roll also beats the target’s Fortitude Defense the target’s speed is reduced to 2 squares until the end of its next turn.
- Diversionary Flash Detonator – 2-square burst radius. Any target successfully hit by the blast is blinded for 1d4 rounds (see SE 254). Missed targets are considered flat-footed for the remainder of the round. A target with the Evasion talent is considered flat-footed on a hit, and suffers no ill-effect on a miss.
- EMP – 3d6 Ion damage, When you make an area attack with an EMP grenade, make a single attack roll and compare the result to the reflex defense of every target in the grenade’s 2-square burst radius. Vehicles, electronic devices, and cybernetically enhanced creatures hit by the grenade take normal ion damage, or half damage on a miss. If the ion damage dealt by the weapon would reduce a target to 0 points (before the ion damage is halved), the target is pushed -5 steps down the condition track and disabled. Creatures without cybernetics take half ion damage on a hit or no ion damage on a miss, and they suffer no other ill effects. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
- Frag – 2-square burst radius, 4d6 slashing damage
- Gas – 4d6 Stun damage, Gas grenades deploy an airborne chemical agent that can render unprotected creatures unconscious. A gas grenade bursts on contact after being thrown, taking effect in the same round in which it is hurled. When you make an attack with a gas grenade, you make a single attack roll and compare it to the Fortitude Defense of every target within the grenade’s 4-square blast radius. Creatures hit by the attack move -2 steps on the condition track (-1 step if the target has Evasion; see page 50 of the SECR). If the attack misses, there is no effect on any target. Creatures protected from atmospheric hazards are unaffected by the attack of a gas grenade. Additionally, the area of the blast is filled with gas, providing concealment to all creatures within the blast area whether or not a creature is affected by the initial blast; likewise, all targets outside the blast area have concealment from any creature within the blast area. The gas persists until the end of the attacker’s next turn, at which point it dissipates.
- Smoke – Smoke grenades fill a 2-square burst radius with thick smoke that provides concealment and creates a smoke hazard within the area. The cloud lasts for 10 minutes.
- Thermal Detonator – 4-square burst radius, 8d6 B/S/P/Fire damage
Ranged +21, M90 Shotgun, 3d10+4 Piercing damage vs adjacent (1 square splash) or 2d10+4 Piercing damage to a non-adjacent 3×3 square area
Ranged +23, Marine Combat Rifle [Rifle], 2d10+4 Piercing damage, 1 square splash
Ranged +18, Marine Combat Rifle [Rifle [Autofire]], 2d10+4 Piercing damage to 3×3 square area
Ranged +18, Marine Combat Rifle [Rifle [Autofire, Single Target]], 4d10+4 Piercing damage
Ranged +23, Marine Combat Rifle [Burst Shell], 4d6+4 B/S/P damage, 2 square splash
Ranged +23, S2 AM Sniper Rifle, 3d12+4 Piercing damage
Ranged +23, "Bunker Buster" Rocket Propelled Torpedo Launcher, 4d6+4 B/S/P Damage, Special, Ignore 5 DR
Ranged +18, General Purpose Machine Gun [Autofire], 2d10+4 Piercing damage, 2×2 square area, Ignore 5 DR
Ranged +18, General Purpose Machine Gun [Autofire, Single Target], 4d10+4 Piercing damage, Ignore 5 DR
Ranged +23, Rocket Launcher, 4d10x2 B/S/P Damage vs Equipment-based DR, Ignore 5 DR
POINT BLANK RANGE:
The squad gains a +1 bonus to attack and damage with all ranged attacks when attacking targets within point-blank range.
The squad does +1 die of damage with its Heavy Slugthrower Pistol when attacking a target within point-blank range.
SHORT RANGE:
The squad does not suffer a penalty to attack from attacking a target at short range.
IF OCCUPYING VEHICLE:
The squad ignores 5 DR when making attacks with vehicle weapons.
The squad is considered proficient with vehicle weapons.
The squad can reroll an attack once per encounter with vehicle weapons.
The squad does +1 damage with vehicle weapons for every 5 points it rolls above the target’s Reflex Defense.
If the squad exceeds the target’s Damage Threshold with an attack made with a vehicle weapon, the target cannot attack on its next turn and its speed is reduced by 2 squares (1 square starship scale).
IF USING WEAPONS EMPLACEMENT:
The squad does +1 damage with vehicle weapons for every 5 points it rolls above the target’s Reflex Defense.
If the squad exceeds the target’s Damage Threshold with an attack made with a vehicle weapon, the target cannot attack on its next turn and its speed is reduced by 2 squares (1 square starship scale).
Base Attack +7, Grapple +9
SPECIAL ACTIONS
Battle Analysis: As a swift action, the squad can make a DC 15 Knowledge (tactics) check. If the check succeeds, the squad know which allies and opponents in you line of sight are reduced to at least half of their maximum total hit points. While onboard a vehicle, if the squad succeeds at both a DC 15 Knowledge (tactics) check and a DC 15 Use Computer check, it may use this talent to determine what vehicles are reduced to at least half their maximum hit points.
Demolitionist: When the squad uses the Mechanics skill to place an explosive device, the explosion deals +2 dice of damage.
Fast Repairs: Whenever the squad jury-rigs an object or vehicle, the vehicle gains a number of temporary hit points equal to the result of the squad’s Mechanics check. Damage is subtracted from these temporary hit points first, and temporary hit points go away at the conclusion of the encounter.
Gearhead: Twice per encounter, the squad can make Mechanics and Use Computer checks more quickly than normal. A check requiring a full-round action can be attempted as a standard action, a check requiring a standard action can be attempted as a move action, and a check requiring a move action can be attempted as a swift action. Checks requiring multiple swift actions can be reduced by one swift action. Checks requiring more than a full round action can be attempted in one-half the amount of time required at a -10 penalty.
Hot Wire: The squad can use its Mechanics check modifier instead of your Use Computer check modifier when making Use Computer checks to improve access to a computer system. The squad is considered trained in the Use Computer skill for the purposes of this talent. If the squad is entitled to a Use Computer check reroll, it may reroll its Mechanics check instead (subject to the same circumstances and limitations).
Improved Stealth: The squad may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse. This talent applies to Stealth checks made while piloting a vehicle.
Jury-Rigger: The squad may reroll any Mechanics check made to accomplish a jury-rigged repair (see the Mechanics skill). The squad must, however, accept the result of the reroll.
Just What Is Needed: The squad has a knack for finding the best quality replacement parts for broken equipment. Whenever the squad uses the Repair application of the Mechanics skill, it restores an extra 1d8 hit points with a successful Mechanics check, in addition to what it would normally restore. If the squad uses the aid another action to assist an ally with repairs, that ally also repairs an extra 1d8 hit points with a successful Mechanics check. Any ally can only benefit from this talent once per Mechanics check, regardless of how many allies with this talent aid on the check.
Recall: Once per day, the squad can reroll any check for a Knowledge skill that you are trained in, using the better result.
Scavenger: The squad can spend 1 hour scavenging materials from other vehicles or objects. When it does so, it makes a Perception check to determine the value of the parts scavenged. This produces raw materials equal in value to the result of the Perception check x 30 credits. The squad must apply these raw materials toward the cost of construction of a single object (see the build object application of the Mechanics skill), and the squad can scavenge parts for only a single object at any given time. Additionally, the squad can scavenge raw materials only once for any given object it is attempting to build.
Shake It Off: The squad can spend two swift actions instead of three swift actions to move +1 step along the condition track.
Suppression Fire: When the squad uses the aid another action to impose a penalty to an enemy’s attack rolls and the squad’s attack roll exceeds the target’s Will Defense, that enemy must end its next turn in a position where it has cover from you if possible. Targets whose level is equal to or higher than 6 are immune to the effect of Suppression Fire. This is a mind-affecting fear effect.
Wilderness First Aid: Once per day, the squad can make a DC 20 Survival check. If the check is successful, when the squad uses the Basic Survival application of the Survival skill, it are considered to have a medpac for any Treat Injury checks made until the end of the day.
Abilities Str 15, Dex 15, Con 15, Int 14, Wis 14, Cha 10
Skills:
- Endurance +11
- Initiative +11
- Knowledge [Life Sciences] +16 (Skill Focus)
- Knowledge [Tactics] +16 (Skill Focus)
- Knowledge [Technology] +11
- Mechanics +24 (Skill Focus, Aid Another x3, Exceptional Skill)
- Technical Experts: If within 12 squares of another Marine Squad, get +1 to Mechanics checks.
- Security Slicer: Can disable a security system, without the help of a security kit. Something goes wrong only when you fail the Mechanics check by 10 or more.
- Perception +18 (Skill Focus)
- Acute Senses: You may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
- Pilot +16 (Skill Focus)
- Stealth +16 (Skill Focus)
- Survival +15 (Aid Another x2)
- Treat Injury +20 (Skill Focus, Aid Another x1, Exceptional Skill, First Aid Moves target +1 Track, Can First Aid x2/day)
- Experienced Medic: You can perform surgery (see the Treat Injury skill) on a number of creatures equal to your Intelligence bonus (minimum 2) simultaneously.
- Medical Team: If assisting someone with First Aid, heal another 4 HP to the target.
- Surgical Expertise: You can perform surgery in 10 minutes.
- Use Computer +22 (Skill Focus, Aid Another x2)
- Acute Senses: You may choose to reroll any Use Computer check made to perceive enemies, but the result of the reroll must be accepted even if it is worse.
Possessions: Terran Alliance Marine Armor (6x 1 of each role), Marine Combat Rifle (6x), 24 spare clips for Marine Combat Rifle, 12 spare clips for Marine Combat Rifle Burst Shell, 4 spare clips for S2 AM Sniper Rifle, 12 spare clips for M90 Shotgun, 12 spare clips for Heavy Slugthrower Pistol, Grenade Stockpile (Adhesive x12, Concussion x12, Cryo x6, Diversonary Flash Detonator x12, EMP x6, Frag x18, Gas x6, Smoke x12, Thermal Detonator x6), Anti-Rad Dose x12, 2 Medical Defibrillators, 2 Medical Kits, 24 Medpacs, 12 Nerve Sticks, 2 Surgery Kits, 24 uses of Wound Sealant, 6 Uses of Universal Sealant, 1 Field Food Processor, 3 Fire Rods, 6 Liquid Cable Dispensers, 12 Luma Flares, 2 Water Extractors, 6 Binder Cuffs, 3 Fire Extinguishers, 6 Higgs Nullification Backpacks, 1 Lock Breaking Kit, 6 Personal Multitools, 6 rolls of Mesh Tape, 1 Power Generator, 1 Power Recharger, 2 Tool Kits