The Corps Role Playing Game

Equipment Locker and Missions

By Ken van Pelt

Corps Equipment Locker:

Purists will insist that each figure be equipped with the standard Lanard weapons assortment that they were born with! What follows is a list of the types of weapons and equipment that the Corps figures have access to.

All of the listed weapons do 1D6 damage when they score a hit.

Weapon Description: CS HTH and Tac Skill bonuses
Pistol These can be molded onto the character or loose. +4 to HTH Skill
Combat Knives These are usually molded on but can be loose. +1 HTH
Swords +4 HTH
Nunchucks +4 HTH
Whips +3 HTH and can be used to restrain an enemy for 1 round.
Nightstick +2 HTH

Rifle with scope +6 CS first round +4 Second round +2 third round and thereafter.
Automatic Rifle Can effect up to 3 enemy figures. Roll 1D3.
Sub-machine gun Can effect 3. +4 HTH
Flame Weapon Can effect 3. Enemy figures take damage for two rounds.
Explosive Launcher Can effect 3.

Mortars Can effect 3 Allows Corps team one free round of CS ranged fire. 2D6 damage
Chemical Weapon Can effect 3. Figures with no breathing protection are effected continuously.
Grenade Use during the second round and thereafter. 2D6 damage.

HTH combat causes 2 points of damage to the target. If armed with a HTH weapon add 2. If Martial artist add 2. The total would be 6 points damage if Hiro Yamoto hits you with his nunchucks in HTH.

Equipment

Backpack will consist of obvious visible equipment and contain C-rations and canteen in the interior.
Possible other equipment: Rope, Matches, flashlight, compass, ammo etc...

Mission Format


In the next Issue we will detail several roleplaying missions for this format game.

Mission Briefing
Insertion
Approach
Deployment
Contact
Battlefield
Objective 1
Objective 2
Objective 3
Evacuation or rendezvous.
Debriefing

Character Generation and Skills


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