[White Star] Class - MOBILE STRIKE MARINE MEDIC

MOBILE STRIKE MARINE MEDIC

 White Star Core edition – Military Campaign

 This class assumes a campaign structure that is primarily human-centric and takes cues from my earlier involvement with Matt Jackson’s Edge of Space rpg system (See my work for Edge of Space here).

Strike Marine Medics follow the fight and typically find themselves side-by-side with Strike Marines in UESF interstellar and Void operations.  The Mobile Strike Marine Medic is able to fight in the vacuum of the void, on enemy vessels, and on enemy soil supporting and patching up the more heavily armored Strike Marine and Assault Marine.

Level
XP
HD
BHB
ST
1
0
1
+0
14
2
1,250
2
+0
13
3
3,500
3
+1
12
4
7,000
4
+1
11
5
16,000
5
+2
10
6
32,000
6
+2
09
7
64,000
7
+3
08
8
125,000
8+1
+3
07
9
250,000
9+1
+4
06
10
500,000
10+1
+4
05

Copyright Daybreak Studios
Planetside 2
Weapon/Armor Restrictions: Mobile Strike Marine Medics may use knives, weapons, pistols, and rifles.  Mobile Strike Marine Medics may use field and space kit of Light Armor type but receives a +1 bonus to all rolls while wearing Strike-Armor.

Medic Kits:  Strike Marine Medics are issued a single Medical Kit before any mission free of charge.  These Medical Kits operate as those available at the Canteen with the following exceptions: 

·         Being fully trained the Strike Marine Medic can use double the listed uses of the Medical Kit.
·         Being fully trained the Strike Marine Medic repairs 1d6+Target HD in injuries.

Combat Medic 1:  Starting at 1st Level the Strike Marine Medic has the ability to remotely access the life-support systems of all friendlies in the squad at a rate of 1+Lvl per combat and manipulate the suit to isolate and provide pressure to wounds giving the affected squad mate 1d6 temporary hit points for the length of the combat.  At 9th level this ability increases to 2d6 temporary hit points.

Combat Medic 2: Starting at Third level the Strike Marine Medic may attempt to revive any squad mate that has fallen in battle to ¼ of their total HP.  To do this the Strike Marine Medic must Succeed a Saving Throw + the amount of injuries suffered past 0 HP.
Saving Throw:  Strike Marine Medics receive a +2 on Saving Throws versus Poisons and Death.  This bonus increases to +3 in Strike-Armor.

Establish a Clinic:  At 9th Level a Strike Marine Medic may establish either a terrestrial or Void medical clinic as a reward for his or her service by the UESF and be renamed a Medical Commander.  Assigned medical personnel will be under the Medical Commander and may serve as field medics and assistants to the Medical Commander.

Strike-Armor

Created by the United Earth Space Force Strike-Armor is a lightweight power armor that is capable of both Void and ground operations due to its water, air, and waste reprocessing systems.  While Strike-Armor looks typical its stellar design offers a Strike-Marine increased resistance to death and poison as well as a +1 bonus to all Strength and Dexterity checks due to its pseudomuscle layer.


Strike Armor:  -3/[+3] AC/AAC; Cost 45 credits if not purchased as part of your class. 

2 comments:

  1. Man these are very cool. What else ya got!??

    ReplyDelete
    Replies
    1. Glad you like it, Walt. I have one other Marine Class (Heavy Assault Strike-Marine) mainly do to the idea that for the most part the Strike-Marine's should be adaptable.

      After that I have ideas for a UESF Pilot and UESF Pathfinders (light-weight, no strike armor, etc). Also working on some world building different factions (United Earth, Confederation of Progressive Systems, The Scopious Swarm - think Star Trek Borg mixed with Replicators from Stargate but not sentient)

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