Author Topic: MW1 Resorce thread  (Read 1151 times)

Drop Bear

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MW1 Resorce thread
« on: 28 June 2014, 11:11:50 »
going through some old MW1 files and found this lot

New Character types for MW1

Infantry.

A properly trained infantryman comes with the flowing Base skills, Rifle 1 and the Choice of any one of the Flowing at level 1: Survival, Medical/First Aid, Athletics/(Running or Swimming only) or Rouge/(Stealth or Hide in Cover only).

Infantryman start play with a Flack Vest and Small Arm (with a small supply of ammo) of the Players Choice (Subject to GM's Approval). they may also have the flowing options, Support Weapon (5 points) the Player may select a Support Weapon of their Choice (Subject to GM's Approval, GM's are recommended to restrict Small Arms choice to Side Arms if this option is chosen), Jump Pack (10 Points), Med Kit (5 Points) Requires the character having Medical/First Aid 1, Miscellaneous Equipment (1 Point per 1000 C-Bills in value) the player may not purchase Weapons with these funds without GM's Approval.


Armor/Calvary.

An Armor/Calvary operator begins play with any two of the flowing skills at rank one each. Driver, Pilot/VTOL, Mechanic, Gunnery/Vehicle, Gunnery/Artillery.

Armor/Calvary Operators can buy Vehicles at 1 point per ton of Vehicle, Multiple Armor/Calvary Characters (at GM's option Techs as well) may pool their points to purchase larger Vehicles, Each Vehicle is worth Weight divided by Ten Credits towards determnaning Initial Unit Assets with a five point bonus for a full lance.

Dropship Pilot

the Dropship Pilot Character type receives the following Skills

Pilot/Dropship - 1, Engineering -1

also they may subtract their Skill rank in Pilot/Dropship from the Die roll when determining the presence of a Dropship for the characters unit.



Drop Bear

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Re: MW1 Resorce thread
« Reply #1 on: 29 June 2014, 03:36:21 »
Now for the equipment supplemental, the availability codes are for MW2 in the main text but the MW1 availability codes are at the bottom.

Sniper Rifle (1/A/C)
Cost: 200-250 C-Bills
Range: 1-9/10-19/20-35 / 1-8/9-18/19-33
Shots: 5-10
Reload: 1C-Bill/Round / 0.2 C-Bills/Round
Damage: 3D6/2D6+2

[Note: Sniper Rifles can fire High Powered "Match Grade" Rounds that afford superior Range, Penetration and Stopping Power or more commonly available rounds issued for use with Automatic Rifles, the first set of stats represent the use of Match Grade rounds, the Second conventional rounds.]

Anti-Material Rifle (2/A/D)
Cost: 1,000-2,000 C-Bills
Range: 1-10/11-20/21-50
Shots: 5
Reload: 2 C-Bills/Round
Damage: 6D6
Setup time: 1 Round
Damage to Battlefield Units: 1

DCMS Infantry Vest (2/A/C)
Cost: 30
Coverage: Torso
Energy: 2pts
Ballistic: 1/2
Melee: 1/4
Damage Capacity: 20

AFFS Jerkin (2/A/C)
Cost: 30
Coverage: Torso
Energy: 2pts
Ballistic: 1/2
Melee: 1/4
Damage Capacity: 20





FWLM Uniform Vest (Light Protective) (2/A/C)
Cost: 25
Coverage: Torso
Energy: 2pts
Ballistic: 1/2
Melee: 1/4
Damage Capacity: 15

2nd Chance Vest (2/A/C)
Cost: 20
Coverage: Torso
Energy: 2pts
Ballistic: 1/2
Melee: 1/4
Damage Capacity: 10

CCAF/Light Combat Helmet (2/A/C)
Cost: 25
Coverage: Head
Energy: 2pts
Ballistic: 1/2
Melee: 1/4
Damage Capacity: 10
Sniper Rifle (1/C)

Anti-Material Rifle (2/U)

DCMS Infantry Vest (2/U) (2/C in the DC)

AFFS Jerkin (2/U) (2/C in the FS)

FWLM Uniform Vest (Light Protective) (2/U) (2/C in the FWL)

2nd Chance Vest (2/C)

CCAF/Light Combat Helmet (1/C)


 

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