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
|
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Copyright Daybreak Studios Planetside 2 |
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
Strike Armor: -3/[+3] AC/AAC; Cost 45 credits if not purchased as
part of your class.
Man these are very cool. What else ya got!??
ReplyDeleteGlad 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.
DeleteAfter 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)