Kinetic Corps

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Kinetic Corps - A Solutions Company
Active XXXX - Present
Homeship
Allegiance Armitage Free Company
Unit Composition Logistics Trucks
Size Company
Headquarter
Callsign(s) Kobold - Heavy Battle Tanks - K.I.A.

WALT (Wheeled Autonomous Logistics Truck) - Logistics Trucks

Engagements Lussan

Titan

Commanders
Current Commander
Executive Officer

Lore

Corporate Structure

Market Research

This section of the page is serving a repository of ideas that is easily accessible. They do not directly pertain to the company.

Medic Upgrades

This section will outline ideas for potential Medic unit upgrades. None of these are official. This is all just brainstorming in an attempt to maybe provide a useful or interesting idea for the Meta campaign.

First, let us examine the areas of the game that the Medic currently occupies and interacts with and those that it does not in order to establish areas that would makes sense for upgrades.

Things Medics Have or Do

  • 4 Force Strength
  • 1 Speed
  • Heal nearby units
  • Provide Aid to local populations
  • Can establish a MASH (with help)
  • Treat illness from natural or bio-chemical warfare effects

Things Medics Do Not Have or Do

  • An attack
  • A way to utilize Supplies
  • The ability to stack healing with other Medics
  • Cannot establish a MASH without assistance

Improvement Upgrades

These upgrades seek to increase the effectiveness of existing Medic strengths or provide additional benefits for things Medics can currently do. They are grouped loosely on the areas defined above.

Some of the upgrades have been marked as Limited. A unit can have only one limited upgrade at a time. If it would gain another, it must choose one to keep and loses the benefits of the other.

Force Strength

Interns (Limited)
The unit attracts (or otherwise coerces) a constant flow of apprentices (willing or otherwise). While they learn the ropes of the trade and gets some valuable experience, they are given the most thankless and mundane tasks required by the unit.
> Increase the Force Strength of this unit by 2. This unit can now carry one supply.
Armed Escorts (Limited)
Battlefields are a dangerous place. Your unit has hired or trained their own personal contingent of armed guards to ensure you can stand your own if push comes to shove.
> Increase the Force Strength of this unit by 2. This unit now has a Range 1 attack that can do at most 2 damage. Losses suffered by this unit are applied first to the Armed Escort and reduce the maximum damage this unit can do by an equal amount.

Movement

Personal transport
The unit has acquired one or more light motorized vehicles (motorbikes, small car, combat segways, etc.) to transport themselves around the battlefield.
> Increase the unit's speed to 2. This unit can no longer embark in other ground vehicles (IFVs, Logistic Trucks, Light Vehicles, etc.). You may still board HATs or HVTOL.
Mounted specialist
The unit has drilled extensively in mounted combat of all kinds. Experts in motorized deployments, nothing can slow them down
> This unit can embark or disembark from transports with no penalty to their speed. Note: if there ever is such a penalty
Drop Pod Training
Ready for the most dangerous and difficult deployments, this unit has undergone the awesome and dangerous training required to become drop certified.
> This unit can deploy via drop pod.
Terrain Specialists
Specialized training and equipment allows this unit to traverse even the most treacherous and impassable terrain with ease.
> This unit ignores any speed penalties related to moving through terrain and does not suffer any damage that it might otherwise for navigating through dangerous terrain.

Healing

Cover Specialists
"I said keep your heads down, damn it!"
> While benefiting from Cover, you and one nearby unit gain an additional +1 Defense.
Patient Prioritization Efforts
You focus all your efforts on a single friendly squad in order to get them back in fighting shape a little bit faster'
> Action - Instead of healing 1 FS on up to 2 units this turn, you heal one unit for 3 FS. You cannot use this Action two turns in a row.
Rapid Treament
With enough supplies, you feel like you could single-handedly hold this whole front. Unfortunately, you seem to quickly be running out
> Action + Movement (Cost: 1 Supply) - You heal up to four nearby units instead of the normal two units. You cannot move while performing this action.
Experimental Treaments (Limited)
You may have lost your license to practice medicine in seven sectors, but we aren't in one of those sectors right now!
> You can stack your healing with other medics. Does not stack with other instances of Experimental Treatments. (i.e. a unit can benefit from one medic using Experimental Treatments and one medic not using the upgrade for a maximum of 2 FS healed in a turn)

Support

Humanitarians
Your unit is certified in disaster relief assistance and are generally charismatic enough to endear yourselves to most local populations
> When conduction the Aid action, you get a +1 to to the final result. Does not stack with Grease their palms.
Grease their palms
You find that sometimes the right amount of credits in the right hands goes a lot farther than kind words and itchy humanitarian blankets
> When conducting the Aid action, you may spend up to 2 supplies. For each supply spent, you get a +1 to the final result. Does not stack with Humanitarians.
Local Support
Your unit has a knack for attracting hangers-on from the local populace. It might be a local guide, an adventurous youth or someone with a grudge against the current regime, but they are always useful in some capacity and willing to help you out for a few credits'
> Action - You attempt an Aid action and roll a d4. On a 4, you gain one temporary FS for the remainder of the campaign as a local agrees to assist your unit. This does not change your normal Max FS and if this FS is lost, you cannot recover it through healing. This may confer other benefits at the discretion of the GM.

Establish MASH

Grizzled Veterans
We don't have time to wait around for the engineers and we've done this so many times we could do it in our sleep. Just set up the triage station over there and lets get to work
> You can establish a MASH without the assistance of an Engineer unit. It still costs 5 supplies and is otherwise a normal MASH.
Fortified Field Hospital
Having spent extensive time on the front-line, you know how beneficial a couple sand bags in the right place can be
> While occupying a MASH, you have +3 Defense.

Treatment

HAZMAT suits
Drenched in sweat. Barely able to see or move properly. These suits are the uncomfortable and unwieldy. But hey, at least your lungs aren't liquifying.
> You are immune to effects of natural or bio-chemical warfare effects.
NBC Training
Your unit has been specifically trained in treating Nuclear, Biological and Chemical injuries. And you have the certificate to prove it
> You gain a +1 to your rolls when attempting to treat natural or bio-chemical warfare effects.

Attack

Combat Medics (Limited)
Your unit has a adopted a different version of the Hippocratic oath
> You have a d4 attack but can only heal up to one friendly unit per turn and cannot occupy or construct a MASH.

Utilize Supplies

Pack Mules (Limited)
You have some specialized draft animal, vehicle or autonomous robots that assists in carrying your heavy medical supplies.
> You unit can now carry two supply.
Combat Stimulants
You hand out potent combat stimulants that increase the effectiveness of units around you. Side-effects may vary
> Action (Cost: 1 Supply) - Up to two nearby Infantry Units can apply +1 to their combat rolls this turn. You are unable to perform any healing this turn.



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